diff --git a/Diagnostics/CE-Definitions-GuiPresentation-InvalidSyntaxTranslation-en.txt b/Diagnostics/CE-Definitions-GuiPresentation-InvalidSyntaxTranslation-en.txt
index 9dfa1bf3a4..c28934a7ef 100644
--- a/Diagnostics/CE-Definitions-GuiPresentation-InvalidSyntaxTranslation-en.txt
+++ b/Diagnostics/CE-Definitions-GuiPresentation-InvalidSyntaxTranslation-en.txt
@@ -52,15 +52,15 @@ AttackModifierDamageThunderElementalWeapon Description='This weapon is imbued wi
AttackModifierDamageThunderElementalWeapon1 Description='This weapon is imbued with a +2 to attack and damage rolls.'.
AttackModifierDamageThunderElementalWeapon2 Description='This weapon is imbued with a +3 to attack and damage rolls.'.
AttackModifierGiftOfTheChromaticDragonDamageAcid Title='Acid Infusion'.
-AttackModifierGiftOfTheChromaticDragonDamageAcid Description='As a bonus action, you can touch a simple or martial weapon and infuse it with Acid damage. For the next minute, the weapon deals an extra 1d4 Acid damage when it hits. After you use this bonus action, you can’t do so again until you finish a long rest.'.
+AttackModifierGiftOfTheChromaticDragonDamageAcid Description='As a bonus action, you can touch a simple or martial weapon and infuse it with Acid damage. For the next minute, the weapon deals an extra 1d4 Acid damage when it hits. After you use this bonus action, you can't do so again until you finish a long rest.'.
AttackModifierGiftOfTheChromaticDragonDamageCold Title='Cold Infusion'.
-AttackModifierGiftOfTheChromaticDragonDamageCold Description='As a bonus action, you can touch a simple or martial weapon and infuse it with Cold damage. For the next minute, the weapon deals an extra 1d4 Cold damage when it hits. After you use this bonus action, you can’t do so again until you finish a long rest.'.
+AttackModifierGiftOfTheChromaticDragonDamageCold Description='As a bonus action, you can touch a simple or martial weapon and infuse it with Cold damage. For the next minute, the weapon deals an extra 1d4 Cold damage when it hits. After you use this bonus action, you can't do so again until you finish a long rest.'.
AttackModifierGiftOfTheChromaticDragonDamageFire Title='Fire Infusion'.
-AttackModifierGiftOfTheChromaticDragonDamageFire Description='As a bonus action, you can touch a simple or martial weapon and infuse it with Fire damage. For the next minute, the weapon deals an extra 1d4 Fire damage when it hits. After you use this bonus action, you can’t do so again until you finish a long rest.'.
+AttackModifierGiftOfTheChromaticDragonDamageFire Description='As a bonus action, you can touch a simple or martial weapon and infuse it with Fire damage. For the next minute, the weapon deals an extra 1d4 Fire damage when it hits. After you use this bonus action, you can't do so again until you finish a long rest.'.
AttackModifierGiftOfTheChromaticDragonDamageLightning Title='Lightning Infusion'.
-AttackModifierGiftOfTheChromaticDragonDamageLightning Description='As a bonus action, you can touch a simple or martial weapon and infuse it with Lightning damage. For the next minute, the weapon deals an extra 1d4 Lightning damage when it hits. After you use this bonus action, you can’t do so again until you finish a long rest.'.
+AttackModifierGiftOfTheChromaticDragonDamageLightning Description='As a bonus action, you can touch a simple or martial weapon and infuse it with Lightning damage. For the next minute, the weapon deals an extra 1d4 Lightning damage when it hits. After you use this bonus action, you can't do so again until you finish a long rest.'.
AttackModifierGiftOfTheChromaticDragonDamagePoison Title='Poison Infusion'.
-AttackModifierGiftOfTheChromaticDragonDamagePoison Description='As a bonus action, you can touch a simple or martial weapon and infuse it with Poison damage. For the next minute, the weapon deals an extra 1d4 Poison damage when it hits. After you use this bonus action, you can’t do so again until you finish a long rest.'.
+AttackModifierGiftOfTheChromaticDragonDamagePoison Description='As a bonus action, you can touch a simple or martial weapon and infuse it with Poison damage. For the next minute, the weapon deals an extra 1d4 Poison damage when it hits. After you use this bonus action, you can't do so again until you finish a long rest.'.
AttackModifierShadowBlade3 Description='Magical attack, deals additional 1d8 psychic damage.'.
AttackModifierShadowBlade5 Description='Magical attack, deals additional 2d8 psychic damage.'.
AttackModifierShadowBlade7 Description='Magical attack, deals additional 3d8 psychic damage.'.
@@ -709,17 +709,17 @@ DieRollModifierDamageTypeDependentFeatElementalMasterDamagePoison Description='P
DieRollModifierDamageTypeDependentFeatElementalMasterDamageThunder Title='Elemental Master [Thunder]'.
DieRollModifierDamageTypeDependentFeatElementalMasterDamageThunder Description='Thunder damage type spells you cast ignore target's immunity to damage. In addition, when you roll attack for these spells, you can reroll any 1s.'.
FeatAwakenTheBeastWithinCharisma Title='Awaken the Beast [Cha]'.
-FeatAwakenTheBeastWithinCharisma Description='Increase your Charisma score by 1, to a maximum of 20. Whenever you use your Wild Shape ability to transform into a beast, you gain temporary hit points equal to twice your druid level.'.
+FeatAwakenTheBeastWithinCharisma Description='Increase your Charisma by 1, to a maximum of 20. Whenever you use your Wild Shape ability to transform into a beast, you gain temporary hit points equal to twice your druid level.'.
FeatAwakenTheBeastWithinConstitution Title='Awaken the Beast [Con]'.
-FeatAwakenTheBeastWithinConstitution Description='Increase your Constitution score by 1, to a maximum of 20. Whenever you use your Wild Shape ability to transform into a beast, you gain temporary hit points equal to twice your druid level.'.
+FeatAwakenTheBeastWithinConstitution Description='Increase your Constitution by 1, to a maximum of 20. Whenever you use your Wild Shape ability to transform into a beast, you gain temporary hit points equal to twice your druid level.'.
FeatAwakenTheBeastWithinDexterity Title='Awaken the Beast [Dex]'.
-FeatAwakenTheBeastWithinDexterity Description='Increase your Dexterity score by 1, to a maximum of 20. Whenever you use your Wild Shape ability to transform into a beast, you gain temporary hit points equal to twice your druid level.'.
+FeatAwakenTheBeastWithinDexterity Description='Increase your Dexterity by 1, to a maximum of 20. Whenever you use your Wild Shape ability to transform into a beast, you gain temporary hit points equal to twice your druid level.'.
FeatAwakenTheBeastWithinIntelligence Title='Awaken the Beast [Int]'.
-FeatAwakenTheBeastWithinIntelligence Description='Increase your Intelligence score by 1, to a maximum of 20. Whenever you use your Wild Shape ability to transform into a beast, you gain temporary hit points equal to twice your druid level.'.
+FeatAwakenTheBeastWithinIntelligence Description='Increase your Intelligence by 1, to a maximum of 20. Whenever you use your Wild Shape ability to transform into a beast, you gain temporary hit points equal to twice your druid level.'.
FeatAwakenTheBeastWithinStrength Title='Awaken the Beast [Str]'.
-FeatAwakenTheBeastWithinStrength Description='Increase your Strength score by 1, to a maximum of 20. Whenever you use your Wild Shape ability to transform into a beast, you gain temporary hit points equal to twice your druid level.'.
+FeatAwakenTheBeastWithinStrength Description='Increase your Strength by 1, to a maximum of 20. Whenever you use your Wild Shape ability to transform into a beast, you gain temporary hit points equal to twice your druid level.'.
FeatAwakenTheBeastWithinWisdom Title='Awaken the Beast [Wis]'.
-FeatAwakenTheBeastWithinWisdom Description='Increase your Wisdom score by 1, to a maximum of 20. Whenever you use your Wild Shape ability to transform into a beast, you gain temporary hit points equal to twice your druid level.'.
+FeatAwakenTheBeastWithinWisdom Description='Increase your Wisdom by 1, to a maximum of 20. Whenever you use your Wild Shape ability to transform into a beast, you gain temporary hit points equal to twice your druid level.'.
FeatElementalAdeptDamageAcid Title='Elemental Adept [Acid]'.
FeatElementalAdeptDamageAcid Description='Acid damage type spells you cast ignore target's resistance to damage. In addition, when you roll damage for these spells, you can reroll any 1s.'.
FeatElementalAdeptDamageCold Title='Elemental Adept [Cold]'.
@@ -746,22 +746,23 @@ FeatElementalMasterDamageThunder Title='Elemental Master [Thunder]'.
FeatElementalMasterDamageThunder Description='Thunder damage type spells you cast ignore target's immunity to damage. In addition, when you roll attack for these spells, you can reroll any 1s.'.
FeatGroupAegisTouched Description='Increase one of your mental attributes by 1, to a maximum of 20.
You gain the ability to cast the shield of faith, protect vs evil & good, and protection from poison spells once per long rest and you can cast these spells with your spell slots.'.
-FeatGroupAgilityCombat Description='Cunning Escape, Dragon Wings, Eager for Battle, Forest Runner, Mobile, Ready or Not, Rush to Battle'.
-FeatGroupAlchemist Description='Initiate Alchemist, Master Alchemist'.
+FeatGroupAgilityCombat Description='Alert, Cunning Escape, Eager for Battle, Forest Runner, Mobile, Ready or Not, Rush to Battle'.
FeatGroupApothecary Description='Increase one of your mental attributes by 1, to a maximum of 20.
You gain proficiency with herbalism kit and medicine, or expertise if already proficient.'.
FeatGroupArmor Description='Armor Master, Discretion of the Coedymwarth, Heavy Armor Master, Medium Armor Master, Might of the Iron Legion, Moderately Armored, Sturdiness of the Tundra'.
FeatGroupAwakenTheBeastWithin Description='Increase any ability score by 1, to a maximum of 20. Whenever you use your Wild Shape ability to transform into a beast, you gain temporary hit points equal to twice your druid level.'.
-FeatGroupBlessedSoul Description='Your use of divine magic has left a spiritual mark on your soul, allowing you to express your faith more frequently. Increase your Charisma or Wisdom score by 1, to a maximum of 20. You gain one additional Channel Divinity usage between rests.'.
-FeatGroupBodyResilience Description='Badlands Marauder, Blessing of the Elements, Enduring Body, Focused Sleeper, Frost Adaptation, Hard to Kill, Hauler, Robust, Tough'.
+FeatGroupBlessedSoul Description='Your use of divine magic has left a spiritual mark on your soul, allowing you to express your faith more frequently. Increase your Charisma or Wisdom by 1, to a maximum of 20. You gain one additional Channel Divinity usage between rests.'.
+FeatGroupBodyResilience Description='Badlands Marauder, Blessing of the Elements, Creed of the Gods, Enduring Body, Focused Sleeper, Frost Adaptation, Hard to Kill, Hauler, Robust, Tough'.
FeatGroupCelestialTouched Description='Increase one of your mental attributes by 1, to a maximum of 20.
You gain the ability to cast the healing word, cure wounds and lesser restoration spells once per long rest and you can cast these spells with your spell slots.'.
-FeatGroupClassBound Description='Awaken the Beast, Blessed Soul, Call for Charge, Close Quarters, Cunning Escape, Expand the Hunt, Exploiter, Hardy, Natural Fluidity, Poisoner, Potent Spellcaster, Primal Rage, Slay thy Enemies, Spiritual Fluidity'.
+FeatGroupChef Description='Increase your Wisdom or Constitution by 1, to a maximum of 20.
+You can spend 1 hour to cook a meal to heal you and your companions for 1d8 HP.
+Once a day, you may spend an hour to cook a number of treats equal to your proficiency bonus that provide 5 temporary HP when eaten.'.
+FeatGroupClassBound Description='Awaken the Beast, Blessed Soul, Call for Charge, Close Quarters, Cunning Escape, Expand the Hunt, Exploiter, Hardy, Natural Fluidity, Potent Spellcaster, Primal Rage, Slay thy Enemies, Spiritual Fluidity'.
FeatGroupCloseQuarters Description='You are experienced with fighting in close quarters and gain the following benefits:
• Your Dexterity or Intelligence increases by 1, to a maximum of 20.
• When you deal sneak attack damage with melee weapon attacks while within 5 feet of your target, your sneak dice become d8 instead of d6. This feature also extends to classes that can deal sneak attacks with melee spell attacks, and rogue features that scale off of sneak dice.'.
FeatGroupCreed Description='Creed of Arun, Creed of Einar, Creed of Maraike, Creed of Misaye, Creed of Pakri, Creed of Solasta'.
-FeatGroupCriticalVirtuoso Description='Improved Critical, Superior Critical'.
FeatGroupCrusher Description='Increase your Strength or Constitution by 1, to a maximum of 20.
When you hit a creature with an attack that deals bludgeoning damage, once per turn you push the enemy by 5ft. When you score a critical hit attack rolls against that creature are made with advantage until the start of your next turn.'.
FeatGroupDefenseCombat Description='Always Ready, Cloak and Dagger, Defensive Duelist, Dual Wielder, Fade Away, Monastic Shield Training, Raise Shield, Shield Master, Twin Blade, Unarmored Expert'.
@@ -771,27 +772,34 @@ FeatGroupElementalAdept Description='When you gain this feat, choose one of the
FeatGroupElementalMaster Description='When you gain this feat, choose one of the following damage types: acid, cold, fire, lightning, or thunder. Spells you cast ignore immunity to damage of the chosen type. In addition, when you roll attack for a spell you cast that deals damage of that type, you can reroll any 1s.'.
FeatGroupElementalTouch Description='The first time each turn that you deal damage with an unarmed attack or weapon, you deal additional elemental damage equal to your proficiency bonus.'.
FeatGroupElvenAccuracy Description='You have uncanny aim with attacks that rely on precision rather than brute force. Increase your Dexterity or one of your mental attributes by 1, to a maximum of 20. Whenever you have advantage on an attack roll using Dexterity, Intelligence, Wisdom, or Charisma, you can reroll one of the dice once.'.
-FeatGroupEnchanter Description='Initiate Enchanter, Master Enchanter'.
-FeatGroupFadeAway Description='You have learned a magical trick for fading away when you suffer harm. Increase your Dexterity or Intelligence score by 1, to a maximum of 20. Immediately after you take damage, you can use a reaction to magically become invisible until the end of your next turn or until you attack, deal damage, or force someone to make a saving throw. Once you use this ability, you can't do so again until you finish a short or long rest.'.
-FeatGroupFightingStyle Description='Archery, Defense, Dueling, Great Weapon Fighting, Protection, Two Weapon Fighting'.
+FeatGroupFadeAway Description='You have learned a magical trick for fading away when you suffer harm. Increase your Dexterity or Intelligence by 1, to a maximum of 20. Immediately after you take damage, you can use a reaction to magically become invisible until the end of your next turn or until you attack, deal damage, or force someone to make a saving throw. Once you use this ability, you can't do so again until you finish a short or long rest.'.
+FeatGroupFightingStyle Description='Archery, Blind Fighting, Classical Swordplay, Crippling, Defense, Dueling, Executioner, Great Weapon Fighting, Interception, Lunger, Merciless, Protection, Pugilist, Rope it Up, Shield Expert, Superior Technique, Torchbearer, Two Weapon Fighting'.
+FeatGroupFlamesOfPhlegethos Description='You learn to call on hellfire to serve your commands. You gain the following benefits:
+• Increase your Intelligence or Charisma by 1, to a maximum of 20.
+• When you roll fire damage for a spell you cast, you can reroll any roll of 1 on the fire damage dice, but you must use the new roll, even if it is another 1.
+• Whenever you use a power or spell that deals fire damage, you can cause flames to wreathe you until the end of your next turn. The flames don't harm you or your possessions, and they shed bright light out to 30 feet and dim light for an additional 30 feet. While the flames are present, any creature within 5 feet of you that hits you with a melee attack takes 1d4 fire damage.'.
FeatGroupFlameTouched Description='Increase one of your mental attributes by 1, to a maximum of 20.
You gain the ability to cast the burning hands and scorching ray spells once per long rest and you can cast these and hellish rebuke with your spell slots.'.
-FeatGroupGeneralAdept Description='Arcane Archer Adept, Eldritch Adept, Fighting Initiate, Infusion Adept, Magic Initiate, Martial Adept, Metamagic Adept, Versatility Adept'.
+FeatGroupGeneralAdept Description='Arcane Archer Adept, Eldritch Adept, Fighting Initiate, Infusion Adept, Magic Initiate, Martial Adept, Metamagic Adept, Monk Initiate, Versatility Adept'.
FeatGroupHalfAttributes Description='Half Charisma, Half Constitution, Half Dexterity, Half Intelligence, Half Strength, Half Wisdom'.
-FeatGroupHalfCharisma Description='Aegis Touched [Cha], Apothecary [Cha], Awaken the Beast [Cha], Blessed Soul [Paladin], Celestial Touched [Cha], Charismatic Defense, Charismatic Precision, Creed of Solasta, Elven Accuracy [Cha], Fey Teleportation [Cha], Flame Touched [Cha], Iridescent Touched [Cha], Peregrination Touched [Cha], Retinue Touched [Cha], Second Chance [Cha], Shadow Touched [Cha], Telekinetic [Cha], Toxicologist [Cha], Verdant Touched [Cha]'.
-FeatGroupHalfConstitution Description='Awaken the Beast [Con], Badlands Marauder, Creed of Arun, Crusher [Con], Enduring Body, Focused Sleeper, Frost Adaptation, Hard to Kill, Hardy [Con], Infernal Constitution, Primal Rage [Con], Robust, Second Chance [Con], Sturdiness of the Tundra'.
+FeatGroupHalfCharisma Description='Aegis Touched [Cha], Apothecary [Cha], Awaken the Beast [Cha], Blessed Soul [Paladin], Celestial Touched [Cha], Charismatic Defense, Charismatic Precision, Creed of Solasta, Elven Accuracy [Cha], Fey Teleportation [Cha], Flame Touched [Cha], Flames of Phlegethos [Cha], Iridescent Touched [Cha], Peregrination Touched [Cha], Retinue Touched [Cha], Second Chance [Cha], Shadow Touched [Cha], Telekinetic [Cha], Toxicologist [Cha], Verdant Touched [Cha]'.
+FeatGroupHalfConstitution Description='Awaken the Beast [Con], Badlands Marauder, Chef [Con], Creed of Arun, Crusher [Con], Dwarven Fortitude, Enduring Body, Focused Sleeper, Frost Adaptation, Hard to Kill, Hardy [Con], Infernal Constitution, Orcish Fury [Con], Primal Rage [Con], Robust, Second Chance [Con], Sturdiness of the Tundra'.
FeatGroupHalfDexterity Description='Ambidextrous, Awaken the Beast [Dex], Close Quarters [Dex], Creed of Misaye, Discretion of the Coedymwarth, Eager for Battle, Elven Accuracy [Dex], Fade Away [Dex], Forest Runner, Longsword Finesse, Moderately Armored [Dex], Old Tactics [Dex], Piercer [Dex], Revenant Blade [Dex], Second Chance [Dex], Slasher [Dex], Squat Nimbleness [Dex], Steady Aim, Uncanny Accuracy'.
-FeatGroupHalfIntelligence Description='Aegis Touched [Int], Apothecary [Int], Arcane Defense, Arcane Precision, Awaken the Beast [Int], Celestial Touched [Int], Close Quarters [Int], Creed of Pakri, Elven Accuracy [Int], Fade Away [Int], Fey Teleportation [Int], Flame Touched [Int], Iridescent Touched [Int], Peregrination Touched [Int], Retinue Touched [Int], Scriber, Shadow Touched [Int], Telekinetic [Int], Toxicologist [Int], Verdant Touched [Int]'.
-FeatGroupHalfStrength Description='Awaken the Beast [Str], Creed of Einar, Crusher [Str], Hardy [Str], Hauler, Heavy Armor Master, Might of the Iron Legion, Moderately Armored [Str], Old Tactics [Str], Piercer [Str], Primal Rage [Str], Revenant Blade [Str], Slasher [Str], Squat Nimbleness [Str]'.
-FeatGroupHalfWisdom Description='Aegis Touched [Wis], Apothecary [Wis], Astral Reach, Awaken the Beast [Wis], Blessed Soul [Cleric], Celestial Touched [Wis], Creed of Maraike, Elven Accuracy [Wis], Expand the Hunt, Fey Teleportation [Wis], Flame Touched [Wis], Iridescent Touched [Wis], Peregrination Touched [Wis], Retinue Touched [Wis], Shadow Touched [Wis], Telekinetic [Wis], Toxicologist [Wis], Verdant Touched [Wis], Wise Archery, Wise Defense, Wise Precision'.
-FeatGroupHardy Description='Increase your Strength or Constitution score by 1, to a maximum of 20. Whenever you use your second wind feature, you gain 1D10 + your class level temporary hit points.'.
+FeatGroupHalfIntelligence Description='Aegis Touched [Int], Apothecary [Int], Arcane Defense, Arcane Precision, Awaken the Beast [Int], Celestial Touched [Int], Close Quarters [Int], Creed of Pakri, Elven Accuracy [Int], Fade Away [Int], Fey Teleportation [Int], Flame Touched [Int], Flames of Phlegethos [Int], Iridescent Touched [Int], Peregrination Touched [Int], Retinue Touched [Int], Scriber, Shadow Touched [Int], Telekinetic [Int], Toxicologist [Int], Verdant Touched [Int]'.
+FeatGroupHalfStrength Description='Awaken the Beast [Str], Creed of Einar, Crusher [Str], Hardy [Str], Hauler, Heavy Armor Master, Might of the Iron Legion, Moderately Armored [Str], Old Tactics [Str], Orcish Fury [Str], Piercer [Str], Primal Rage [Str], Revenant Blade [Str], Slasher [Str], Squat Nimbleness [Str]'.
+FeatGroupHalfWisdom Description='Aegis Touched [Wis], Apothecary [Wis], Astral Reach, Awaken the Beast [Wis], Blessed Soul [Cleric], Celestial Touched [Wis], Chef [Wis], Creed of Maraike, Elven Accuracy [Wis], Expand the Hunt, Fey Teleportation [Wis], Flame Touched [Wis], Iridescent Touched [Wis], Peregrination Touched [Wis], Retinue Touched [Wis], Shadow Touched [Wis], Telekinetic [Wis], Toxicologist [Wis], Verdant Touched [Wis], Wise Archery, Wise Defense, Wise Precision'.
+FeatGroupHardy Description='Increase your Strength or Constitution by 1, to a maximum of 20. Whenever you use your second wind feature, you gain 1D10 + your class level temporary hit points.'.
FeatGroupIridescentTouched Description='Increase one of your mental attributes by 1, to a maximum of 20.
You gain the ability to cast the color spray, faerie fire and color burst spells once per long rest and you can cast these spells with your spell slots.'.
FeatGroupMagicInitiate Description='Choose a class: bard, cleric, druid, sorcerer, warlock, or wizard. You learn two cantrips of your choice from that class's spell list. In addition, choose one 1st-level spell to learn from that same list. Using this feat, you can cast the spell once at its lowest level, and you must finish a long rest before you can cast it in this way again.'.
FeatGroupMediumArmor Description='Increase your Strength or Dexterity by 1, to a maximum of 20.
You gain proficiency with medium armor and shields.'.
-FeatGroupMeleeCombat Description='Always Ready, Blade Mastery, Crusher, Daunting Push, Defensive Duelist, Devastating Strikes, Distracting Gambit, Elemental Touch, Fell Handed, Fencer, Great Weapon Master, Hammer the Point, Longsword Finesse, Old Tactics, Piercer, Polearm Master, Power Attack, Reckless Attack, Savage Attack, Slasher, Spear Mastery, Trip Attack'.
-FeatGroupOldTactics Description='Increase your Strength or Dexterity score by 1. Once per round, when a prone enemy within range of your melee weapon stands up you may make an attack of opportunity against the target.'.
+FeatGroupMeleeCombat Description='Always Ready, Blade Mastery, Charger, Crusher, Daunting Push, Defensive Duelist, Devastating Strikes, Distracting Gambit, Elemental Touch, Fell Handed, Fencer, Great Weapon Master, Hammer the Point, Longsword Finesse, Old Tactics, Piercer, Polearm Master, Power Attack, Reckless Attack, Savage Attack, Slasher, Spear Mastery, Trip Attack'.
+FeatGroupOldTactics Description='Increase your Strength or Dexterity by 1. Once per round, when a prone enemy within range of your melee weapon stands up you may make an attack of opportunity against the target.'.
+FeatGroupOrcishFury Description='Your fury burns tirelessly. You gain the following benefits:
+• Increase your Strength or Constitution by 1, up to a maximum of 20.
+• When you hit with an attack made with a simple or martial weapon, you can roll one of the weapon's damage dice an additional time and add it as extra damage of the weapon's damage type. Once you use this ability, you can't use it again until you finish a short or long rest.
+• Immediately after you use your Relentless Endurance trait, you can use your reaction to make one weapon attack.'.
FeatGroupPeregrinationTouched Description='Increase one of your mental attributes by 1, to a maximum of 20.
You gain the ability to cast the long strider, expeditious retreat, and spider climb spells once per long rest and you can cast these spells with your spell slots.'.
FeatGroupPiercer Description='Increase your Strength or Dexterity by 1, to a maximum of 20.
@@ -800,36 +808,36 @@ FeatGroupPlaneTouchedMagic Description='Aegis Touched, Celestial Touched, Fey Te
FeatGroupPotentSpellcaster Description='You can add your spellcaster attribute modifier to the damage you deal with any cantrip in your repertoire.'.
FeatGroupPrecisionFocused Description='Increase one of your mental attributes by 1, to a maximum of 20.
You can use a bonus action to make weapon attacks count as magical and use selected mental attribute for attack and damage rolls for 1 minute. This feature can be used proficiency bonus times per long rest.'.
-FeatGroupPrimalRage Description='Increase your Strength or Constitution score by 1, to a maximum of 20. You gain one additional Rage usage between rests.'.
-FeatGroupRaceBound Description='Dragon Wings, Elven Accuracy, Fade Away, Infernal Constitution, Revenant Blade, Second Chance, Squat Nimbleness'.
+FeatGroupPrimalRage Description='Increase your Strength or Constitution by 1, to a maximum of 20. You gain one additional Rage usage between rests.'.
+FeatGroupRaceBound Description='Dragon Wings, Dwarven Fortitude, Elven Accuracy, Fade Away, Flames of Phlegethos, Infernal Constitution, Orcish Fury, Revenant Blade, Second Chance, Squat Nimbleness'.
FeatGroupRangedCombat Description='Bow Mastery, Crossbow Expert, Crossbow Mastery, Discretion of the Coedymwarth, Piercer, Sharpshooter, Take Aim, Uncanny Accuracy, Wise Archery'.
FeatGroupRetinueTouched Description='Increase one of your mental attributes by 1, to a maximum of 20.
You gain the ability to cast the bless, heroism and enhance ability spells once per long rest and you can cast these spells with your spell slots.'.
FeatGroupRevenantGreatSword Description='You are descended from a master of the great sword, and some of that mastery has passed on to you. You gain the following benefits:
-• Increase your Dexterity or Strength score by 1, to a maximum of 20.
+• Increase your Dexterity or Strength by 1, to a maximum of 20.
• While you are holding a great sword, you gain a +1 bonus to armor class.
• Great sword has the finesse property when you wield it.'.
-FeatGroupSecondChance Description='Increase your Dexterity, Constitution, or Charisma score by 1, to a maximum of 20. When a creature you can see hits you with an attack roll, you can use your reaction to force that creature to reroll. Once you use this ability, you can't use it again until you roll initiative at the start of combat or until you finish a short or long rest.'.
+FeatGroupSecondChance Description='Increase your Dexterity, Constitution, or Charisma by 1, to a maximum of 20. When a creature you can see hits you with an attack roll, you can use your reaction to force that creature to reroll. Once you use this ability, you can't use it again until you roll initiative at the start of combat or until you finish a short or long rest.'.
FeatGroupShadowTouched Description='Increase one of your mental attributes by 1, to a maximum of 20.
You gain the ability to cast the invisibility, inflict wounds, and false life spells once per long rest and you can cast these spells with your spell slots.'.
-FeatGroupSkills Description='Arcane Appraiser, Healer, Manipulator, Pickpocket'.
+FeatGroupSkills Description='Apothecary, Arcane Appraiser, Healer, Initiate Enchanter, Manipulator, Pickpocket, Scriber, Toxicologist'.
FeatGroupSlasher Description='Increase your Strength or Dexterity by 1, to a maximum of 20.
When you hit a creature with an attack that deals slashing damage, you can reduce the speed of the target by 10 ft until the start of your next turn. When you score a critical hit you grievously wound it. Until the start of your next turn, the target has disadvantage on all attack rolls.'.
FeatGroupSpellCombat Description='Elemental Adept, Elemental Master, Flawless Concentration, Potent Spellcaster, Powerful Cantrip, Spell Sniper, War Caster'.
FeatGroupSpellSniper Description='You learn one cantrip that requires an attack roll. Choose the cantrip from the bard, cleric, druid, sorcerer, warlock, or wizard spell list. When you cast a spell that requires you to make an attack roll, the spell's range is doubled. Your ranged spell attacks ignore half cover and three-quarters cover.'.
-FeatGroupSquatNimbleness Description='You are uncommonly nimble for your race. Increase your Strength or Dexterity score by 1, to a maximum of 20. Increase your walking speed by 5 ft. You gain proficiency or expertise in the Athletics skill if Strength is increased or Acrobatics skill if Dexterity is increased.'.
-FeatGroupSupportCombat Description='Call for Charge, Gift of the Chromatic Dragon, Hardy, Healer, Inspiring Leader, Mender, Sentinel'.
+FeatGroupSquatNimbleness Description='You are uncommonly nimble for your race. Increase your Strength or Dexterity by 1, to a maximum of 20. Increase your walking speed by 5 ft. You gain proficiency or expertise in the Athletics skill if Strength is increased or Acrobatics skill if Dexterity is increased.'.
+FeatGroupSupportCombat Description='Call for Charge, Chef, Gift of the Chromatic Dragon, Hardy, Healer, Improved Critical, Inspiring Leader, Mender, Poisoner, Precision Focused, Sentinel, Superior Critical'.
FeatGroupTelekinetic Description='Increase one of your mental attributes by 1, to a maximum of 20.
As a bonus action during combat, you can telekinetically move one creature you can see within 30 ft of you. The target must succeed on a Strength saving throw (DC 8 + your proficiency bonus + your chosen attributes modifier) or be moved 5 ft in a direction of your choosing.'.
FeatGroupTeleportation Description='Increase one of your mental attributes by 1, to a maximum of 20.
You can use misty step once per short rest, and you can cast this spell with your spell slots.
You gain proficiency in Tirmarian.'.
-FeatGroupTools Description='Alchemist, Apothecary, Enchanter, Lock Breaker, Scriber, Toxicologist'.
+FeatGroupTools Description='Initiate Alchemist, Initiate Enchanter, Lock Breaker, Master Alchemist, Master Enchanter, Poisoner, Scriber, Toxicologist'.
FeatGroupToxicologist Description='Increase one of your mental attributes by 1, to a maximum of 20.
You gain proficiency with poisoner's kit and Nature, or expertise if already proficient.'.
FeatGroupTwoHandedCombat Description='Follow Up Strike, Forestalling Strength, Mighty Blow, Polearm Master, Revenant Blade'.
FeatGroupTwoWeaponCombat Description='Ambidextrous, Dual Flurry, Dual Wielder, Twin Blade'.
-FeatGroupUnarmoredCombat Description='Astral Reach, Crusher, Elemental Touch, Monk Initiate, Poisonous Skin, Unarmored Expert'.
+FeatGroupUnarmoredCombat Description='Astral Reach, Crusher, Elemental Touch, Poisonous Skin, Unarmored Expert'.
FeatGroupVerdantTouched Description='Increase one of your mental attributes by 1, to a maximum of 20.
You gain the ability to cast the barkskin, entangle, and goodberry spells once per long rest and you can cast these spells with your spell slots.'.
FeatMagicInitiateBard Title='Magic Initiate [Bard]'.
@@ -1185,15 +1193,15 @@ PowerFeatSpiritualFluidityGainSlot2 Description='Gain 1 additional slot level 2
PowerFeatSpiritualFluidityGainSlot3 Title='Gain Slot Level 3'.
PowerFeatSpiritualFluidityGainSlot3 Description='Gain 1 additional slot level 3 by using one channel divinity point.'.
PowerGiftOfTheChromaticDragonDamageAcid Title='Acid Infusion'.
-PowerGiftOfTheChromaticDragonDamageAcid Description='As a bonus action, you can touch a simple or martial weapon and infuse it with Acid damage. For the next minute, the weapon deals an extra 1d4 Acid damage when it hits. After you use this bonus action, you can’t do so again until you finish a long rest.'.
+PowerGiftOfTheChromaticDragonDamageAcid Description='As a bonus action, you can touch a simple or martial weapon and infuse it with Acid damage. For the next minute, the weapon deals an extra 1d4 Acid damage when it hits. After you use this bonus action, you can't do so again until you finish a long rest.'.
PowerGiftOfTheChromaticDragonDamageCold Title='Cold Infusion'.
-PowerGiftOfTheChromaticDragonDamageCold Description='As a bonus action, you can touch a simple or martial weapon and infuse it with Cold damage. For the next minute, the weapon deals an extra 1d4 Cold damage when it hits. After you use this bonus action, you can’t do so again until you finish a long rest.'.
+PowerGiftOfTheChromaticDragonDamageCold Description='As a bonus action, you can touch a simple or martial weapon and infuse it with Cold damage. For the next minute, the weapon deals an extra 1d4 Cold damage when it hits. After you use this bonus action, you can't do so again until you finish a long rest.'.
PowerGiftOfTheChromaticDragonDamageFire Title='Fire Infusion'.
-PowerGiftOfTheChromaticDragonDamageFire Description='As a bonus action, you can touch a simple or martial weapon and infuse it with Fire damage. For the next minute, the weapon deals an extra 1d4 Fire damage when it hits. After you use this bonus action, you can’t do so again until you finish a long rest.'.
+PowerGiftOfTheChromaticDragonDamageFire Description='As a bonus action, you can touch a simple or martial weapon and infuse it with Fire damage. For the next minute, the weapon deals an extra 1d4 Fire damage when it hits. After you use this bonus action, you can't do so again until you finish a long rest.'.
PowerGiftOfTheChromaticDragonDamageLightning Title='Lightning Infusion'.
-PowerGiftOfTheChromaticDragonDamageLightning Description='As a bonus action, you can touch a simple or martial weapon and infuse it with Lightning damage. For the next minute, the weapon deals an extra 1d4 Lightning damage when it hits. After you use this bonus action, you can’t do so again until you finish a long rest.'.
+PowerGiftOfTheChromaticDragonDamageLightning Description='As a bonus action, you can touch a simple or martial weapon and infuse it with Lightning damage. For the next minute, the weapon deals an extra 1d4 Lightning damage when it hits. After you use this bonus action, you can't do so again until you finish a long rest.'.
PowerGiftOfTheChromaticDragonDamagePoison Title='Poison Infusion'.
-PowerGiftOfTheChromaticDragonDamagePoison Description='As a bonus action, you can touch a simple or martial weapon and infuse it with Poison damage. For the next minute, the weapon deals an extra 1d4 Poison damage when it hits. After you use this bonus action, you can’t do so again until you finish a long rest.'.
+PowerGiftOfTheChromaticDragonDamagePoison Description='As a bonus action, you can touch a simple or martial weapon and infuse it with Poison damage. For the next minute, the weapon deals an extra 1d4 Poison damage when it hits. After you use this bonus action, you can't do so again until you finish a long rest.'.
PowerInnovationAlchemyRefundFromSlot1 Title='Refund 1 Alchemy Charges'.
PowerInnovationAlchemyRefundFromSlot1 Description='Refund 1 alchemy charges by spending one slot of level 1.'.
PowerInnovationAlchemyRefundFromSlot2 Title='Refund 2 Alchemy Charges'.
@@ -1204,12 +1212,12 @@ PowerInnovationAlchemyRefundFromSlot4 Title='Refund 4 Alchemy Charges'.
PowerInnovationAlchemyRefundFromSlot4 Description='Refund 4 alchemy charges by spending one slot of level 4.'.
PowerInnovationAlchemyRefundFromSlot5 Title='Refund 5 Alchemy Charges'.
PowerInnovationAlchemyRefundFromSlot5 Description='Refund 5 alchemy charges by spending one slot of level 5.'.
-PowerRangerWildMasterSummonBeastCompanionKindredSpiritBear Title='Summon Spirit Bear'.
-PowerRangerWildMasterSummonBeastCompanionKindredSpiritBear Description='A Spirit Bear bonded to a Ranger.'.
-PowerRangerWildMasterSummonBeastCompanionKindredSpiritEagle Title='Summon Spirit Eagle'.
-PowerRangerWildMasterSummonBeastCompanionKindredSpiritEagle Description='A Spirit Eagle bonded to a Ranger.'.
-PowerRangerWildMasterSummonBeastCompanionKindredSpiritWolf Title='Summon Spirit Wolf'.
-PowerRangerWildMasterSummonBeastCompanionKindredSpiritWolf Description='A Spirit Wolf bonded to a Ranger.'.
+PowerRangerWildMasterSummonBeastCompanionKindredSpiritBear Title='Summon Black Bear'.
+PowerRangerWildMasterSummonBeastCompanionKindredSpiritBear Description='A Black Bear bonded to a Ranger.'.
+PowerRangerWildMasterSummonBeastCompanionKindredSpiritEagle Title='Summon Badlands Eagle'.
+PowerRangerWildMasterSummonBeastCompanionKindredSpiritEagle Description='A Badlands Eagle bonded to a Ranger.'.
+PowerRangerWildMasterSummonBeastCompanionKindredSpiritWolf Title='Summon Grayback Wolf'.
+PowerRangerWildMasterSummonBeastCompanionKindredSpiritWolf Description='A Grayback Wolf bonded to a Ranger.'.
PowerSharedPoolCelestialHealingLight1 Title='Healing Light 1D6'.
PowerSharedPoolCelestialHealingLight1 Description='As a bonus action, you can heal one creature you can see within 60 feet of you, spending 1 dice from the pool. Roll the dice you spend, add them together, and restore a number of hit points equal to the total. Your pool regains all expended dice when you finish a long rest.'.
PowerSharedPoolCelestialHealingLight2 Title='Healing Light 2D6'.
@@ -1336,15 +1344,15 @@ SpellPowerFeatSpiritualFluidityGainSlot2 Description='Gain 1 additional slot lev
SpellPowerFeatSpiritualFluidityGainSlot3 Title='Gain Slot Level 3'.
SpellPowerFeatSpiritualFluidityGainSlot3 Description='Gain 1 additional slot level 3 by using one channel divinity point.'.
SpellPowerGiftOfTheChromaticDragonDamageAcid Title='Acid Infusion'.
-SpellPowerGiftOfTheChromaticDragonDamageAcid Description='As a bonus action, you can touch a simple or martial weapon and infuse it with Acid damage. For the next minute, the weapon deals an extra 1d4 Acid damage when it hits. After you use this bonus action, you can’t do so again until you finish a long rest.'.
+SpellPowerGiftOfTheChromaticDragonDamageAcid Description='As a bonus action, you can touch a simple or martial weapon and infuse it with Acid damage. For the next minute, the weapon deals an extra 1d4 Acid damage when it hits. After you use this bonus action, you can't do so again until you finish a long rest.'.
SpellPowerGiftOfTheChromaticDragonDamageCold Title='Cold Infusion'.
-SpellPowerGiftOfTheChromaticDragonDamageCold Description='As a bonus action, you can touch a simple or martial weapon and infuse it with Cold damage. For the next minute, the weapon deals an extra 1d4 Cold damage when it hits. After you use this bonus action, you can’t do so again until you finish a long rest.'.
+SpellPowerGiftOfTheChromaticDragonDamageCold Description='As a bonus action, you can touch a simple or martial weapon and infuse it with Cold damage. For the next minute, the weapon deals an extra 1d4 Cold damage when it hits. After you use this bonus action, you can't do so again until you finish a long rest.'.
SpellPowerGiftOfTheChromaticDragonDamageFire Title='Fire Infusion'.
-SpellPowerGiftOfTheChromaticDragonDamageFire Description='As a bonus action, you can touch a simple or martial weapon and infuse it with Fire damage. For the next minute, the weapon deals an extra 1d4 Fire damage when it hits. After you use this bonus action, you can’t do so again until you finish a long rest.'.
+SpellPowerGiftOfTheChromaticDragonDamageFire Description='As a bonus action, you can touch a simple or martial weapon and infuse it with Fire damage. For the next minute, the weapon deals an extra 1d4 Fire damage when it hits. After you use this bonus action, you can't do so again until you finish a long rest.'.
SpellPowerGiftOfTheChromaticDragonDamageLightning Title='Lightning Infusion'.
-SpellPowerGiftOfTheChromaticDragonDamageLightning Description='As a bonus action, you can touch a simple or martial weapon and infuse it with Lightning damage. For the next minute, the weapon deals an extra 1d4 Lightning damage when it hits. After you use this bonus action, you can’t do so again until you finish a long rest.'.
+SpellPowerGiftOfTheChromaticDragonDamageLightning Description='As a bonus action, you can touch a simple or martial weapon and infuse it with Lightning damage. For the next minute, the weapon deals an extra 1d4 Lightning damage when it hits. After you use this bonus action, you can't do so again until you finish a long rest.'.
SpellPowerGiftOfTheChromaticDragonDamagePoison Title='Poison Infusion'.
-SpellPowerGiftOfTheChromaticDragonDamagePoison Description='As a bonus action, you can touch a simple or martial weapon and infuse it with Poison damage. For the next minute, the weapon deals an extra 1d4 Poison damage when it hits. After you use this bonus action, you can’t do so again until you finish a long rest.'.
+SpellPowerGiftOfTheChromaticDragonDamagePoison Description='As a bonus action, you can touch a simple or martial weapon and infuse it with Poison damage. For the next minute, the weapon deals an extra 1d4 Poison damage when it hits. After you use this bonus action, you can't do so again until you finish a long rest.'.
SpellPowerInnovationAlchemyRefundFromSlot1 Title='Refund 1 Alchemy Charges'.
SpellPowerInnovationAlchemyRefundFromSlot1 Description='Refund 1 alchemy charges by spending one slot of level 1.'.
SpellPowerInnovationAlchemyRefundFromSlot2 Title='Refund 2 Alchemy Charges'.
@@ -1355,12 +1363,12 @@ SpellPowerInnovationAlchemyRefundFromSlot4 Title='Refund 4 Alchemy Charges'.
SpellPowerInnovationAlchemyRefundFromSlot4 Description='Refund 4 alchemy charges by spending one slot of level 4.'.
SpellPowerInnovationAlchemyRefundFromSlot5 Title='Refund 5 Alchemy Charges'.
SpellPowerInnovationAlchemyRefundFromSlot5 Description='Refund 5 alchemy charges by spending one slot of level 5.'.
-SpellPowerRangerWildMasterSummonBeastCompanionKindredSpiritBear Title='Summon Spirit Bear'.
-SpellPowerRangerWildMasterSummonBeastCompanionKindredSpiritBear Description='A Spirit Bear bonded to a Ranger.'.
-SpellPowerRangerWildMasterSummonBeastCompanionKindredSpiritEagle Title='Summon Spirit Eagle'.
-SpellPowerRangerWildMasterSummonBeastCompanionKindredSpiritEagle Description='A Spirit Eagle bonded to a Ranger.'.
-SpellPowerRangerWildMasterSummonBeastCompanionKindredSpiritWolf Title='Summon Spirit Wolf'.
-SpellPowerRangerWildMasterSummonBeastCompanionKindredSpiritWolf Description='A Spirit Wolf bonded to a Ranger.'.
+SpellPowerRangerWildMasterSummonBeastCompanionKindredSpiritBear Title='Summon Black Bear'.
+SpellPowerRangerWildMasterSummonBeastCompanionKindredSpiritBear Description='A Black Bear bonded to a Ranger.'.
+SpellPowerRangerWildMasterSummonBeastCompanionKindredSpiritEagle Title='Summon Badlands Eagle'.
+SpellPowerRangerWildMasterSummonBeastCompanionKindredSpiritEagle Description='A Badlands Eagle bonded to a Ranger.'.
+SpellPowerRangerWildMasterSummonBeastCompanionKindredSpiritWolf Title='Summon Grayback Wolf'.
+SpellPowerRangerWildMasterSummonBeastCompanionKindredSpiritWolf Description='A Grayback Wolf bonded to a Ranger.'.
SpellPowerSharedPoolCelestialHealingLight1 Title='Healing Light 1D6'.
SpellPowerSharedPoolCelestialHealingLight1 Description='As a bonus action, you can heal one creature you can see within 60 feet of you, spending 1 dice from the pool. Roll the dice you spend, add them together, and restore a number of hit points equal to the total. Your pool regains all expended dice when you finish a long rest.'.
SpellPowerSharedPoolCelestialHealingLight2 Title='Healing Light 2D6'.
diff --git a/Diagnostics/UnfinishedBusinessBlueprints/ActionDefinition/OrcishFuryToggle.json b/Diagnostics/UnfinishedBusinessBlueprints/ActionDefinition/OrcishFuryToggle.json
new file mode 100644
index 0000000000..67675716fd
--- /dev/null
+++ b/Diagnostics/UnfinishedBusinessBlueprints/ActionDefinition/OrcishFuryToggle.json
@@ -0,0 +1,74 @@
+{
+ "$type": "ActionDefinition, Assembly-CSharp",
+ "id": 9053,
+ "actionType": "NoCost",
+ "actionScope": "All",
+ "pairedActionId": "NoAction",
+ "usesPerTurn": -1,
+ "classNameOverride": "",
+ "requiresAuthorization": true,
+ "stealthBreakerBehavior": "None",
+ "feedbackOnHoverType": "None",
+ "iterativeTargeting": false,
+ "canTriggerBattle": false,
+ "parameter": "ActivatePower",
+ "formType": "Large",
+ "overrideGuiActionType": false,
+ "overridenGuiActionType": "Main",
+ "focusCameraOnAction": false,
+ "addedConditionName": "",
+ "removedConditionName": "",
+ "preventsSerialization": false,
+ "baseActionForFailureTooltips": null,
+ "activatedPower": "Definition:PowerFeatOrcishFuryImpishWrath:16e3a36d-f549-5ea1-8b52-e542ece068b3",
+ "displayPowerTooltip": true,
+ "dieType": "D10",
+ "abilityScore": "Dexterity",
+ "addLevel": false,
+ "maxCells": 1,
+ "targetType": "Sphere",
+ "targetParameter": 1,
+ "matchingCondition": "",
+ "particlePrefab": {
+ "$type": "UnityEngine.AddressableAssets.AssetReference, Unity.Addressables",
+ "m_AssetGUID": "",
+ "m_SubObjectName": "",
+ "m_SubObjectType": ""
+ },
+ "soundEvent": {
+ "$type": "AK.Wwise.Event, AK.Wwise.Unity.API.WwiseTypes",
+ "WwiseObjectReference": null,
+ "idInternal": 0,
+ "valueGuidInternal": {
+ "$type": "System.Byte[], mscorlib",
+ "$value": ""
+ }
+ },
+ "guiPresentation": {
+ "$type": "GuiPresentation, Assembly-CSharp",
+ "hidden": false,
+ "title": "Action/&OrcishFuryToggleTitle",
+ "description": "Action/&OrcishFuryToggleDescription",
+ "spriteReference": {
+ "$type": "UnityEngine.AddressableAssets.AssetReferenceSprite, Unity.Addressables",
+ "m_AssetGUID": "f039effbc135454c9bb55de2851472b1",
+ "m_SubObjectName": "MetamagicToggle",
+ "m_SubObjectType": "UnityEngine.Sprite, UnityEngine.CoreModule, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null"
+ },
+ "color": {
+ "$type": "UnityEngine.Color, UnityEngine.CoreModule",
+ "r": 1.0,
+ "g": 1.0,
+ "b": 1.0,
+ "a": 1.0
+ },
+ "symbolChar": "221E",
+ "sortOrder": 0,
+ "unusedInSolastaCOTM": false,
+ "usedInValleyDLC": false
+ },
+ "contentCopyright": "UserContent",
+ "guid": "f1b69370-ae7d-59d1-ab51-e82991ef3473",
+ "contentPack": 9999,
+ "name": "OrcishFuryToggle"
+}
\ No newline at end of file
diff --git a/Diagnostics/UnfinishedBusinessBlueprints/Assets.txt b/Diagnostics/UnfinishedBusinessBlueprints/Assets.txt
index c892f61a97..5e92970fc7 100644
--- a/Diagnostics/UnfinishedBusinessBlueprints/Assets.txt
+++ b/Diagnostics/UnfinishedBusinessBlueprints/Assets.txt
@@ -42,6 +42,7 @@ ImpishWrathToggle ActionDefinition ActionDefinition ef8a2e31-1745-5809-8b37-c88c
InventorInfusion ActionDefinition ActionDefinition 642db154-e1fa-5314-a5f5-685937d12c3b
MasterfulWhirlToggle ActionDefinition ActionDefinition 8cf1a81f-84f3-5845-af3e-a2018f722351
MindSculptToggle ActionDefinition ActionDefinition ed805865-b8d6-57f8-b89e-48629b42f88d
+OrcishFuryToggle ActionDefinition ActionDefinition f1b69370-ae7d-59d1-ab51-e82991ef3473
PaladinSmiteToggle ActionDefinition ActionDefinition 65d9b910-2fb6-5eee-afe8-dc65ad1386a9
PressTheAdvantageToggle ActionDefinition ActionDefinition 73ab67e7-6aa3-565a-a86a-acc4a62094f5
PrioritizeAction ActionDefinition ActionDefinition 118b1701-a7f2-509d-9ce2-90050c30e17c
@@ -500,6 +501,7 @@ OathOfHatred CharacterSubclassDefinition CharacterSubclassDefinition f79b072e-a9
OathOfThunder CharacterSubclassDefinition CharacterSubclassDefinition f4161907-69d2-5452-adb9-24a9e89876ba
PathOfTheElements CharacterSubclassDefinition CharacterSubclassDefinition 0f511023-e9ca-56bc-9516-0354b5dfc670
PathOfTheLight CharacterSubclassDefinition CharacterSubclassDefinition 7cdff290-0fc5-543b-8980-e47c32976f98
+PathOfTheRavager CharacterSubclassDefinition CharacterSubclassDefinition ded33e3b-9abc-5c55-9155-cf3b60b1c10d
PathOfTheReaver CharacterSubclassDefinition CharacterSubclassDefinition c6111c11-8a7e-58be-bb0c-136aa0a6a5c2
PathOfTheSavagery CharacterSubclassDefinition CharacterSubclassDefinition ac26ed18-0476-5619-baf1-d2026c0877a7
PathOfTheSpirits CharacterSubclassDefinition CharacterSubclassDefinition cb273c14-3799-5538-86e2-1b794923f618
@@ -654,16 +656,19 @@ ConditionEnsnaringStrike ConditionDefinition ConditionDefinition d88af821-2d98-5
ConditionFairyWings ConditionDefinition ConditionDefinition 27de7be0-5507-5bae-9f8a-27ac2947c208
ConditionFarStep ConditionDefinition ConditionDefinition 40d9872e-be75-5c36-b6f6-e2f92d11b908
ConditionFeatCallForCharge ConditionDefinition ConditionDefinition c16ce32f-da15-54c8-ad3c-e26c5428988e
+ConditionFeatChargerAdditionalDamage ConditionDefinition ConditionDefinition 454e1f12-752a-52e6-8f55-6784a5ed3b2f
ConditionFeatCleavingAttack ConditionDefinition ConditionDefinition 54761e94-7473-5954-8fcb-785683bde2f8
ConditionFeatCleavingAttackFinish ConditionDefinition ConditionDefinition be63ca7b-720e-5701-a26b-3e7a44cc8e81
ConditionFeatCrusherCriticalHit ConditionDefinition ConditionDefinition 8d9450b4-b318-54b5-9100-c996b5390707
ConditionFeatDeadeye ConditionDefinition ConditionDefinition e52567dc-e3ed-5410-b116-8f57973a2422
ConditionFeatDefensiveDuelist ConditionDefinition ConditionDefinition 0a5d4009-672d-5bfb-91d3-33c422e06533
+ConditionFeatFlamesOfPhlegethos ConditionDefinition ConditionDefinition 0f2d858f-1d3a-5c61-9cfd-151814083b41
ConditionFeatHammerThePointHammerThePoint ConditionDefinition ConditionDefinition 93cd67e0-8f5f-5c97-9116-54f81a11f0ea
ConditionFeatMobileAfterDash ConditionDefinition ConditionDefinition 6b06ad33-0f23-5d55-8a25-3e12b2d30039
ConditionFeatNaturalFluidityGain1Slot ConditionDefinition ConditionDefinition c756ce6d-16bc-5322-95eb-c10b25cfaee6
ConditionFeatNaturalFluidityGain2Slot ConditionDefinition ConditionDefinition fefa41e2-ffc2-5fd5-960a-57b83dbfc026
ConditionFeatNaturalFluidityGain3Slot ConditionDefinition ConditionDefinition f22de049-5ea1-5ba8-b07a-8bf593a07e93
+ConditionFeatOrcishFuryAdditionalDamage ConditionDefinition ConditionDefinition 9cecaaaa-7826-5d22-ac71-ce458f981d9e
ConditionFeatPowerAttack ConditionDefinition ConditionDefinition 9138a303-cd3a-551f-95e6-94dba23f85b2
ConditionFeatSecondChance ConditionDefinition ConditionDefinition 4f045474-ca65-5d4d-a7ef-48e8fe511221
ConditionFeatShieldTechniquesSavingThrow ConditionDefinition ConditionDefinition 146c7460-3d6a-5863-ada2-ce4ea41ff378
@@ -953,7 +958,6 @@ ConditionSearingSmiteEnemy ConditionDefinition ConditionDefinition 0ff9619d-461b
ConditionSenseNormalVision24 ConditionDefinition ConditionDefinition 1845364e-e920-535d-8dc8-c3513a2c151c
ConditionSenseNormalVision48 ConditionDefinition ConditionDefinition ac0b7208-ee2b-5ada-8661-ff1ddeecdce9
ConditionShadowBlade ConditionDefinition ConditionDefinition 7f7a5735-9143-5616-a6d5-659c5da3026d
-ConditionShieldTechniquesResistance ConditionDefinition ConditionDefinition 9c4e8aae-976d-52fa-b19b-32e520bb8e2d
ConditionSkinOfRetribution ConditionDefinition ConditionDefinition 756ee728-5506-5f03-b552-b94004839697
ConditionSorcerousSorrAkkathBloodOfSorrAkkath ConditionDefinition ConditionDefinition dc2b991d-480d-56a3-8811-9dddcf7d32e5
ConditionSoulBladeHexAttacker ConditionDefinition ConditionDefinition 16816bb1-0f32-5c0f-9d63-a7b35f16b50f
@@ -1050,6 +1054,7 @@ ProxySpellWeb EffectProxyDefinition EffectProxyDefinition 4b62aa30-af66-5c43-880
FeatAegisTouchedCha FeatDefinition FeatDefinition 37bb8c57-b4e5-5c13-861d-9be7cde47ea0
FeatAegisTouchedInt FeatDefinition FeatDefinition 64b84bf1-285f-5ed9-baa1-1797c286e9de
FeatAegisTouchedWis FeatDefinition FeatDefinition b3fd2c06-0cb6-50c8-81c7-d79a38c148f2
+FeatAlert FeatDefinition FeatDefinition 828b436b-32b3-5a5f-a496-45164422e2f5
FeatAlwaysReady FeatDefinition FeatDefinition 15c11d2a-5817-54a7-8c8c-bcc602ab486b
FeatApothecaryCha FeatDefinition FeatDefinition cfbd6325-450a-5813-b0d9-937b48574c06
FeatApothecaryInt FeatDefinition FeatDefinition 028f934d-3eae-55a3-8dbe-b41ada9c4def
@@ -1074,8 +1079,11 @@ FeatCallForCharge FeatDefinitionWithPrerequisites FeatDefinition e16f8788-8cf1-5
FeatCelestialTouchedCha FeatDefinition FeatDefinition 99d6118c-ca29-5435-b4d1-2e01b417d192
FeatCelestialTouchedInt FeatDefinition FeatDefinition 50998bf7-0929-5c15-98e0-3bcfc4a1061e
FeatCelestialTouchedWis FeatDefinition FeatDefinition b2bdd560-b1d8-5038-86db-b0d9d1fa5955
+FeatCharger FeatDefinition FeatDefinition 58f245b7-7465-56e0-9c17-6dd395c5f193
FeatCharismaticDefense FeatDefinition FeatDefinition e4b52df7-df51-507a-b57d-4c4c2561b49f
FeatCharismaticPrecision FeatDefinition FeatDefinition 288642bd-1bec-5dee-9467-baea94573496
+FeatChefCon FeatDefinition FeatDefinition 9d6be418-4ca7-553d-80e0-551c44a51ffd
+FeatChefWis FeatDefinition FeatDefinition adf9b13e-00d8-5910-8234-71d3b00a21f2
FeatCleavingAttack FeatDefinition FeatDefinition 1daf77b5-c8ca-570e-b5dc-72519a7c2196
FeatCloseQuartersDex FeatDefinitionWithPrerequisites FeatDefinition ac3a33e5-87d6-58a0-9247-65f77e47f669
FeatCloseQuartersInt FeatDefinitionWithPrerequisites FeatDefinition 578a619f-76e2-5b9d-b990-785f863abad0
@@ -1093,6 +1101,7 @@ FeatDragonWings FeatDefinitionWithPrerequisites FeatDefinition 88c27267-9a5d-575
FeatDualFlurry FeatDefinition FeatDefinition 35fc6f50-0114-581e-b387-10cc3fd85eac
FeatDualWeaponDefense FeatDefinition FeatDefinition 6bf7da81-c996-51e3-b723-6d9c4878a8ea
FeatDueling FeatDefinitionWithPrerequisites FeatDefinition 16bf67fc-0afc-5eac-954f-d15574176e85
+FeatDwarvenFortitude FeatDefinitionWithPrerequisites FeatDefinition 3a0cdf8b-c7b1-56e1-a8b5-8cea0e4e8550
FeatEldritchAdept FeatDefinitionWithPrerequisites FeatDefinition 39163aa7-6819-59e4-ac4d-d0d8e29659d0
FeatEldritchVersatilityAdept FeatDefinition FeatDefinition 1e68a070-b687-5a5b-a7f0-f69b0060b798
FeatElementalAdeptDamageAcid FeatDefinition FeatDefinition be1e5a03-4813-5405-aae5-353b2d991a5f
@@ -1121,6 +1130,8 @@ FeatFencer FeatDefinition FeatDefinition fbbd9a9a-517e-52d5-a37e-d6742bf6f766
FeatFeyTeleportationCha FeatDefinition FeatDefinition 23fea039-87b5-5b98-a981-f916385e4367
FeatFeyTeleportationInt FeatDefinition FeatDefinition 91e5b51d-6083-504b-a886-1c53015d7813
FeatFeyTeleportationWis FeatDefinition FeatDefinition 4ce6dd8f-e1c7-5afb-84f7-b46d850013a5
+FeatFlamesOfPhlegethosCha FeatDefinitionWithPrerequisites FeatDefinition a05140ea-aa4d-5c35-88b3-91521322bab1
+FeatFlamesOfPhlegethosInt FeatDefinitionWithPrerequisites FeatDefinition 9eeec6db-e20b-5d1b-8bd4-53e4fa4408d7
FeatFlameTouchedCha FeatDefinition FeatDefinition a105baf4-1ff7-5e90-9099-61fd827a6ed6
FeatFlameTouchedInt FeatDefinition FeatDefinition 150db01e-66d6-5d12-88bd-b1615051cc8c
FeatFlameTouchedWis FeatDefinition FeatDefinition 7c1afda8-9afa-5237-a0e0-b1b0dccfca78
@@ -1129,17 +1140,16 @@ FeatGiftOfTheChromaticDragon FeatDefinition FeatDefinition 18cae195-bdf3-5d8c-bb
FeatGreatWeapon FeatDefinitionWithPrerequisites FeatDefinition 96cb0fa7-ea6c-51a7-9eb6-84fc602d9501
FeatGroupAegisTouched FeatDefinition FeatDefinition d44096ee-4801-5161-9b3c-e5916304bbda
FeatGroupAgilityCombat FeatDefinition FeatDefinition 3d77dbe9-b434-55b4-af78-5cd2d190d494
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FeatGroupApothecary FeatDefinition FeatDefinition 9b53f105-90af-5055-a801-00415348a616
FeatGroupArmor FeatDefinition FeatDefinition eb002d8a-4f64-5057-b205-1479683055e7
FeatGroupAwakenTheBeastWithin FeatDefinitionWithPrerequisites FeatDefinition 9c4afa86-2d53-50ce-a04c-c2eed3b3b260
FeatGroupBlessedSoul FeatDefinitionWithPrerequisites FeatDefinition 3467db20-48dc-57e6-83b4-86cc9f235e0e
FeatGroupBodyResilience FeatDefinition FeatDefinition 53158993-e0b8-5031-afc1-fbeaebc70fc1
FeatGroupCelestialTouched FeatDefinition FeatDefinition 2db2859d-daee-5ef4-81a7-64adb5473156
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FeatGroupClassBound FeatDefinition FeatDefinition c98daa86-03c4-5550-86f8-80178d6ec6f5
FeatGroupCloseQuarters FeatDefinitionWithPrerequisites FeatDefinition 94abe162-6e43-5da9-8f5e-a61ac972df8e
FeatGroupCreed FeatDefinition FeatDefinition fa6d77ba-64d9-5e53-807b-375a3239f17f
-FeatGroupCriticalVirtuoso FeatDefinition FeatDefinition 17be5861-9ee7-5d67-b4cd-13b0265a1a2d
FeatGroupCrusher FeatDefinition FeatDefinition 2b736153-fa6a-509c-8447-e9edb59b2cc4
FeatGroupDefenseCombat FeatDefinition FeatDefinition 41b14fa2-53a6-57cd-9655-ae19d9ffe57a
FeatGroupDefenseExpert FeatDefinition FeatDefinition 66e3f8c9-5bc1-5415-b2a3-0631450564a9
@@ -1147,9 +1157,9 @@ FeatGroupElementalAdept FeatDefinition FeatDefinition 60c01354-01f3-5375-bae9-06
FeatGroupElementalMaster FeatDefinition FeatDefinition 60495c2d-1dd3-5139-81a9-28fc8bd648c2
FeatGroupElementalTouch FeatDefinition FeatDefinition 66f44d06-1557-52db-a92a-a97d3b993e41
FeatGroupElvenAccuracy FeatDefinitionWithPrerequisites FeatDefinition fc305079-6815-5a08-b3e5-fcfeea95d903
-FeatGroupEnchanter FeatDefinition FeatDefinition f3ff3f2a-49fe-5333-8c0b-84eb3adebb90
FeatGroupFadeAway FeatDefinitionWithPrerequisites FeatDefinition b6aa78a6-05c3-593b-ae5f-e177740a73c2
FeatGroupFightingStyle FeatDefinition FeatDefinition a9395b1c-83fc-5649-9eb2-508ed6e87571
+FeatGroupFlamesOfPhlegethos FeatDefinitionWithPrerequisites FeatDefinition 6d0664d1-aaa0-5b8c-a8ed-ca5206e0b2ba
FeatGroupFlameTouched FeatDefinition FeatDefinition d56829e9-dad7-5512-a8e3-7a221bcc5774
FeatGroupGeneralAdept FeatDefinition FeatDefinition 9677216f-edab-5910-a6bb-0296ce05203b
FeatGroupHalfAttributes FeatDefinition FeatDefinition 1f0775a5-2716-5e54-b59e-6c5bae3c0ae6
@@ -1165,6 +1175,7 @@ FeatGroupMagicInitiate FeatDefinition FeatDefinition c9eb9385-67a0-5edb-8e5f-f87
FeatGroupMediumArmor FeatDefinition FeatDefinition 787303d6-ad88-510c-a74d-15bd56d1ad02
FeatGroupMeleeCombat FeatDefinition FeatDefinition 76afeff2-9e1c-50bc-91b5-fdcd072eeb7e
FeatGroupOldTactics FeatDefinition FeatDefinition d342abc3-7b52-5741-a845-3e40e699a5ce
+FeatGroupOrcishFury FeatDefinitionWithPrerequisites FeatDefinition 8fe763cc-9898-538e-9fed-25a68811f9e5
FeatGroupPeregrinationTouched FeatDefinition FeatDefinition c63ecda5-05cc-5170-856c-38a291dafec7
FeatGroupPiercer FeatDefinition FeatDefinition c30ffa73-1fa8-5227-931f-f55dbe5b48e2
FeatGroupPlaneTouchedMagic FeatDefinition FeatDefinition 937ec083-fac8-53c1-8e3e-e19b79a1b415
@@ -1224,6 +1235,8 @@ FeatMonkShieldExpert FeatDefinitionWithPrerequisites FeatDefinition 40aae7ca-8de
FeatNaturalFluidity FeatDefinitionWithPrerequisites FeatDefinition 0f7ab357-9ce6-5a4e-8833-b25db493c19c
FeatOldTacticsDex FeatDefinition FeatDefinition 6431e575-edf1-54b8-a5f6-802e190b9385
FeatOldTacticsStr FeatDefinition FeatDefinition 0aabc417-70b8-56e8-b2ff-c1cc2425bb5d
+FeatOrcishFuryCon FeatDefinitionWithPrerequisites FeatDefinition aade328f-3240-593d-b30b-8d729d3e2027
+FeatOrcishFuryStr FeatDefinitionWithPrerequisites FeatDefinition 9f350278-ce91-56d7-911a-24615c0547aa
FeatPeregrinationTouchedCha FeatDefinition FeatDefinition f549db6e-b322-5795-829a-c10219fe1aab
FeatPeregrinationTouchedInt FeatDefinition FeatDefinition 2b0cd580-1ec3-5beb-9b1d-2141038361ee
FeatPeregrinationTouchedWis FeatDefinition FeatDefinition 7616d658-53cb-51ec-bb42-aa774430a0a2
@@ -1354,6 +1367,7 @@ ActionAffinityIrresistiblePerformance FeatureDefinitionActionAffinity FeatureDef
ActionAffinityMartialGuardianCompellingStrike FeatureDefinitionActionAffinity FeatureDefinition ccbd571c-47a1-5915-95ee-f78e50539f19
ActionAffinityMasterfulWhirlToggle FeatureDefinitionActionAffinity FeatureDefinition 1aa8d4ea-4e03-589b-91ef-4c6b8adaa679
ActionAffinityNoxiousSpray FeatureDefinitionActionAffinity FeatureDefinition 92fce887-eee5-549c-a04c-a32422effb56
+ActionAffinityOrcishFuryToggle FeatureDefinitionActionAffinity FeatureDefinition b813b4c4-7712-5653-b451-697868cb9b41
ActionAffinityPaladinSmiteToggle FeatureDefinitionActionAffinity FeatureDefinition fbf5e9b0-876a-566b-85b0-e3d357c05409
ActionAffinityPathOfTheSavageryPrimalInstinct FeatureDefinitionActionAffinity FeatureDefinition 274eb464-e955-5d12-8589-3c5026eb51ad
ActionAffinityPathOfTheSpiritsCunningAction FeatureDefinitionActionAffinity FeatureDefinition ea43e6ee-4530-5abd-81c4-0b3cb5fc0289
@@ -1439,8 +1453,10 @@ AdditionalDamageElementalistEarth FeatureDefinitionAdditionalDamage FeatureDefin
AdditionalDamageElementalistFire FeatureDefinitionAdditionalDamage FeatureDefinition 2db42e37-34a5-58aa-abfc-287132298906
AdditionalDamageElementalistIce FeatureDefinitionAdditionalDamage FeatureDefinition 7cde15a1-e245-5689-80a6-58d886ce5a03
AdditionalDamageEnsnaringStrike FeatureDefinitionAdditionalDamage FeatureDefinition 8969d760-b0e3-5908-a81d-63b6d0addb17
+AdditionalDamageFeatCharger FeatureDefinitionAdditionalDamage FeatureDefinition 5e4d30ff-8673-591b-9ff6-833b76bc0696
AdditionalDamageFeatDevastatingStrikes FeatureDefinitionAdditionalDamage FeatureDefinition 784aeecc-2d96-5f0b-ba89-935e4432fa2d
AdditionalDamageFeatHammerThePointHammerThePoint FeatureDefinitionAdditionalDamage FeatureDefinition 26cad3da-5cf3-525a-b070-b8bd8a6f88fc
+AdditionalDamageFeatOrcishFury FeatureDefinitionAdditionalDamage FeatureDefinition 4164e6e5-bac4-50ea-8b60-03d23bed2641
AdditionalDamageFeatPiercer FeatureDefinitionAdditionalDamage FeatureDefinition 81ab79ca-7744-58e9-b5dc-1049e170defc
AdditionalDamageFeatSlayTheEnemies FeatureDefinitionAdditionalDamage FeatureDefinition ba46226a-7f43-5e84-b774-ec3fd026ad08
AdditionalDamageFeatSpearMastery FeatureDefinitionAdditionalDamage FeatureDefinition 2131db6e-4b24-5d25-9868-be29b048a2dc
@@ -1475,6 +1491,7 @@ AdditionalDamageOathOfDreadAspectOfDread FeatureDefinitionAdditionalDamage Featu
AdditionalDamageOathOfMotherlandFlamesOfMotherland FeatureDefinitionAdditionalDamage FeatureDefinition 9e4efd36-146a-5d39-b46e-2794df1a34a0
AdditionalDamageOathOfThunderGodOfThunder FeatureDefinitionAdditionalDamage FeatureDefinition 473e7705-789c-50a8-b0f7-082fd5371735
AdditionalDamagePathOfTheLightIlluminatingStrike FeatureDefinitionAdditionalDamage FeatureDefinition 5122d618-800b-5a76-9dc3-e6af9a934416
+AdditionalDamagePathOfTheRavagerFrenzy FeatureDefinitionAdditionalDamage FeatureDefinition 5f749fce-f2dd-56c2-9c9c-1941f8a640da
AdditionalDamagePathOfTheYeomanKeenEye FeatureDefinitionAdditionalDamage FeatureDefinition cf4a9863-ffc1-5153-9d8c-2c5ae8b423a0
AdditionalDamagePathOfTheYeomanStrongBow FeatureDefinitionAdditionalDamage FeatureDefinition ed5c87cd-eedc-559d-a374-379db8c93411
AdditionalDamagePatronMountainIceboundSoul FeatureDefinitionAdditionalDamage FeatureDefinition 2216b39e-ffbc-5a72-a9de-b42a6751a428
@@ -1616,6 +1633,7 @@ AttributeModifierDomainSmithReinforceArmor4 FeatureDefinitionAttributeModifier F
AttributeModifierExtraAttackForce3 FeatureDefinitionAttributeModifier FeatureDefinition e6777b71-fe4c-5fd6-9bd1-3f0881270378
AttributeModifierExtraAttackForce4 FeatureDefinitionAttributeModifier FeatureDefinition 87a4b028-46ed-5cac-aa03-b4ec5f321a9c
AttributeModifierFairyAbilityScore FeatureDefinitionAttributeModifier FeatureDefinition b2a29b00-0e53-55cf-990f-b029ae104645
+AttributeModifierFeatAlertInitiative FeatureDefinitionAttributeModifier FeatureDefinition 0daab1fe-0266-51e2-be76-14d6702e2236
AttributeModifierFeatArcaneDefenseAdd FeatureDefinitionAttributeModifier FeatureDefinition 254a38f0-cac9-51c5-8972-4924da9d2bb4
AttributeModifierFeatBladeMastery FeatureDefinitionAttributeModifier FeatureDefinition 0b20d3c7-ec41-591d-943d-e1709702206a
AttributeModifierFeatCharismaticDefenseAdd FeatureDefinitionAttributeModifier FeatureDefinition 2ca9046a-c0ac-5e61-8461-467880fe0bdb
@@ -1841,6 +1859,7 @@ CombatAffinityWayOfTheTempestAppliedEyeOfTheStorm FeatureDefinitionCombatAffinit
ConditionAffinityAuraOfPerseveranceDiseased FeatureDefinitionConditionAffinity FeatureDefinition 520f5618-1d7a-51ca-94f2-8037af664aa9
ConditionAffinityAuraOfVitalityLifeDrained FeatureDefinitionConditionAffinity FeatureDefinition 20f17b04-f32b-5e47-add5-acce265a1d09
ConditionAffinityBattlebornPoisonResilience FeatureDefinitionConditionAffinity FeatureDefinition 8020a254-1a2d-5772-833d-d1136733149e
+ConditionAffinityFeatAlertSurprised FeatureDefinitionConditionAffinity FeatureDefinition f846074c-4054-5695-a7e8-a689fe9d638a
ConditionAffinityGrappledRestrainedSpellWebImmunity FeatureDefinitionConditionAffinity FeatureDefinition 1dbd0da8-d0cc-5aa1-a257-3046578f53bd
ConditionAffinityGrayDwarfCharm FeatureDefinitionConditionAffinity FeatureDefinition 6af82f51-d3f5-55e1-ae2f-0873c50c278b
ConditionAffinityGrayDwarfCharmedByHypnoticPattern FeatureDefinitionConditionAffinity FeatureDefinition 16ff7c64-5aa5-508d-a02b-1e912203079b
@@ -1890,6 +1909,7 @@ DamageAffinityFeatElementalMasterDamageFire FeatureDefinitionDamageAffinity Feat
DamageAffinityFeatElementalMasterDamageLightning FeatureDefinitionDamageAffinity FeatureDefinition 86508a98-49ee-5433-9a4d-af4f2d12eb82
DamageAffinityFeatElementalMasterDamagePoison FeatureDefinitionDamageAffinity FeatureDefinition a1f10867-e70f-52c0-8c43-570629321667
DamageAffinityFeatElementalMasterDamageThunder FeatureDefinitionDamageAffinity FeatureDefinition fd9e9422-34ff-554c-b937-062aee6660ca
+DamageAffinityFeatFlamesOfPhlegethos FeatureDefinitionDamageAffinity FeatureDefinition 4955509d-fe4f-5601-83c7-3f5bfa72c4ab
DamageAffinityForestGuardianImprovedBarkWard FeatureDefinitionDamageAffinity FeatureDefinition f40ab4ec-7b72-5928-a6c2-327e0ec65bef
DamageAffinityForgeMastery FeatureDefinitionDamageAffinity FeatureDefinition 60b09043-5b92-5dd8-a6bc-07b38cf24ec5
DamageAffinityGenericHardenToNecrotic FeatureDefinitionDamageAffinity FeatureDefinition 44b34f3e-0c4c-5527-8cf1-053015ed46d1
@@ -1953,6 +1973,7 @@ DieRollModifierDamageTypeDependentFeatElementalMasterDamageLightning FeatureDefi
DieRollModifierDamageTypeDependentFeatElementalMasterDamagePoison FeatureDefinitionDieRollModifier FeatureDefinition d886814c-b4f4-50ff-9358-de7625ead233
DieRollModifierDamageTypeDependentFeatElementalMasterDamageThunder FeatureDefinitionDieRollModifier FeatureDefinition a36dee8e-f490-58a2-bd99-7fe78bd693e7
DieRollModifierDivineHeartEmpoweredHealing FeatureDefinitionDieRollModifier FeatureDefinition dc266e71-5aa1-5cf2-baa6-84bf5a0b952a
+DieRollModifierFeatFlamesOfPhlegethosFire FeatureDefinitionDieRollModifier FeatureDefinition 40e36780-3ac8-57ef-adb4-49a992d5ed28
DieRollModifierFeatSavageAttackMagic FeatureDefinitionDieRollModifier FeatureDefinition 08d02a04-b835-5011-96aa-27c6da4d3d79
DieRollModifierFeatSavageAttackNonMagic FeatureDefinitionDieRollModifier FeatureDefinition 10aa4ff6-23ff-5bc7-8ce4-b1e54045a72a
DieRollModifierInnovationVivisectionistStableSurgery FeatureDefinitionDieRollModifier FeatureDefinition d0ac05fa-8ec1-5c4f-a53d-d960e2482a77
@@ -1987,13 +2008,16 @@ FeatureEldritchVersatilityBlastBreakthrough FeatureDefinition FeatureDefinition
FeatureEldritchVersatilityBlastEmpower FeatureDefinitionAdditionalDamage FeatureDefinition 79c3f7d9-7672-5462-abf0-e29b3764059b
FeatureEldritchVersatilityEldritchAegis FeatureDefinition FeatureDefinition 637810cb-e230-5e6c-a840-85f0f67d5a78
FeatureEldritchVersatilityEldritchWard FeatureDefinition FeatureDefinition 688f7d4f-4685-5d2f-b04b-5333ce539e5a
+FeatureEldritchVersatilityGrantPoolAndSwitch FeatureDefinition FeatureDefinition 4d666d9f-aa13-5b38-acd7-48f6a279a169
FeatureEldritchVersatilityLearn1 FeatureDefinitionCustomInvocationPool FeatureDefinition a76ad49a-2a2e-5799-8d77-c1b5814914bc
FeatureEldritchVersatilityLearn2 FeatureDefinitionCustomInvocationPool FeatureDefinition 6308f5f2-0c91-5349-99b9-5393dec7a940
FeatureEldritchVersatilityUnLearn1 FeatureDefinitionCustomInvocationPool FeatureDefinition cecf66ce-a059-5689-a270-56b62e3d983e
FeatureExploiter FeatureDefinition FeatureDefinition 2c7faf39-4503-581f-a288-4e2e302e26f0
+FeatureFeatChargerExtraAttack FeatureDefinition FeatureDefinition 0a36808f-c6a1-5d08-94f2-836cd474886b
FeatureFeatCleavingAttack FeatureDefinition FeatureDefinition 16a5ffc5-3e26-5c4a-afb0-a3212426c5fa
FeatureFeatCleavingAttackFinish FeatureDefinition FeatureDefinition 1f5fa1d9-38ef-5a58-99e3-a691fcbdc8eb
FeatureFeatCrusher FeatureDefinition FeatureDefinition 64e6fea6-765a-5c24-ad0d-83be18d62d96
+FeatureFeatDwarvenFortitude FeatureDefinitionAttributeModifier FeatureDefinition bcbc96a9-451a-5735-af20-ad791bb4a340
FeatureFeatHardy FeatureDefinition FeatureDefinition b4f8d7ee-079f-57dd-b420-f0980b030849
FeatureFeatPiercer FeatureDefinitionDieRollModifier FeatureDefinition 338a8e7d-d1be-5434-b3b1-8d23c2346a90
FeatureFeatSecondChance FeatureDefinition FeatureDefinition 746ce09a-b4da-5242-a0d6-d437f2beaa60
@@ -2219,6 +2243,7 @@ FeatureSetPathOfTheLightIlluminatingBurst FeatureDefinitionFeatureSet FeatureDef
FeatureSetPathOfTheLightIlluminatingStrike FeatureDefinitionFeatureSet FeatureDefinition 34bc9e65-61ea-53d9-ad91-910c42ba5688
FeatureSetPathOfTheLightLightsProtection FeatureDefinitionFeatureSet FeatureDefinition b5219151-c73a-5239-ae1d-d1d72dd80b46
FeatureSetPathOfTheLightPierceTheDarkness FeatureDefinitionFeatureSet FeatureDefinition f143d231-858c-5505-b03c-ccd3a8ab3880
+FeatureSetPathOfTheRavagerIntimidatingPresence FeatureDefinitionFeatureSet FeatureDefinition 208e67ca-bd52-5485-a908-b7edf3f1d01a
FeatureSetPathOfTheReaverProfaneVitality FeatureDefinitionFeatureSet FeatureDefinition 6718b7ec-9b5f-5c2b-8252-ed2e178835d4
FeatureSetPathOfTheSavageryPrimalInstinct FeatureDefinitionFeatureSet FeatureDefinition 35746838-fb4d-5f9a-8967-45567c5de12b
FeatureSetPathOfTheSpiritsAnimalAspectChoiceBear FeatureDefinitionFeatureSet FeatureDefinition 4bc34ba9-af70-5c79-afc4-98caaecdd78d
@@ -2595,9 +2620,10 @@ PowerCircleOfTheCosmosArcherConstellationForm FeatureDefinitionPowerSharedPool F
PowerCircleOfTheCosmosArcherNoCost FeatureDefinitionPower FeatureDefinition 8ace13c4-d622-5c8e-8439-9c0cb1615855
PowerCircleOfTheCosmosChalice FeatureDefinitionPower FeatureDefinition d303f488-7e4b-5f96-8d8f-3cbae22051a0
PowerCircleOfTheCosmosChaliceConstellationForm FeatureDefinitionPowerSharedPool FeatureDefinition b2b877c7-1a72-5b8b-9037-fcdc0927079e
-PowerCircleOfTheCosmosConstellationForm FeatureDefinitionPowerSharedPool FeatureDefinition dbf6e93f-335d-5e15-b1bb-8352a2ccb402
+PowerCircleOfTheCosmosConstellationForm FeatureDefinitionPower FeatureDefinition dbf6e93f-335d-5e15-b1bb-8352a2ccb402
PowerCircleOfTheCosmosCosmosOmen FeatureDefinitionPower FeatureDefinition ebf8ca15-2f40-57ad-8985-c58078595335
PowerCircleOfTheCosmosCosmosOmenPool FeatureDefinitionPower FeatureDefinition fddab354-5c33-5fad-9314-f961b9a9d80a
+PowerCircleOfTheCosmosDisableConstellationForm FeatureDefinitionPower FeatureDefinition 7d99fe2d-9d3a-58e6-9ae0-df11136d6b83
PowerCircleOfTheCosmosDragonConstellationForm FeatureDefinitionPowerSharedPool FeatureDefinition eb12a443-cdfb-5ca8-99b2-fe00eb1d64fb
PowerCircleOfTheCosmosGuidingBolt FeatureDefinitionPower FeatureDefinition dc2b6665-486f-5deb-9306-f021b63c973c
PowerCircleOfTheCosmosSwitchConstellationForm FeatureDefinitionPower FeatureDefinition ce0a3880-7840-5088-82e2-69d5005167ee
@@ -2759,6 +2785,12 @@ PowerFairyFlightDismiss FeatureDefinitionPower FeatureDefinition 61c88bb5-51a4-5
PowerFairyFlightSprout FeatureDefinitionPower FeatureDefinition 5c2ac115-9310-527a-9190-9d9e29544e65
PowerFarStep FeatureDefinitionPower FeatureDefinition 2c991456-7ce7-5266-94a9-1ecc9d4848f3
PowerFeatCallForCharge FeatureDefinitionPower FeatureDefinition 609f41af-1cf7-5d97-8a8b-c4771bf989e6
+PowerFeatCharger FeatureDefinitionPower FeatureDefinition 0056b8c2-a289-5538-a686-e9dde2f1e07e
+PowerFeatChargerAddDamage FeatureDefinitionPowerSharedPool FeatureDefinition 0abf52fa-8c95-5c96-b094-793846dfe0cb
+PowerFeatChargerShove FeatureDefinitionPowerSharedPool FeatureDefinition 4a1112ca-de81-507c-8b7f-87ea0ac38ccd
+PowerFeatChefCookMeal FeatureDefinitionPower FeatureDefinition 5915ec28-4dad-59f9-9e00-930a82223a78
+PowerFeatChefCookTreat FeatureDefinitionPower FeatureDefinition 6f753be6-0727-5ab4-a720-5caaed19fb9a
+PowerFeatChefTreat FeatureDefinitionPower FeatureDefinition 500af812-f7d9-5614-8211-5d8e160619a0
PowerFeatCleavingAttack FeatureDefinitionPower FeatureDefinition 6eb76d0e-6592-5a16-8cd8-77c11ed8f649
PowerFeatCleavingAttackTurnOff FeatureDefinitionPower FeatureDefinition d8ee2c18-1e49-55ec-8e09-96020537c490
PowerFeatDeadeye FeatureDefinitionPower FeatureDefinition 6b6652ad-65b7-566f-b7bd-9e39cec7c35a
@@ -2768,6 +2800,8 @@ PowerFeatDragonWings FeatureDefinitionPower FeatureDefinition 513ddaaa-a69e-5e71
PowerFeatFadeAwayInvisible FeatureDefinitionPower FeatureDefinition 8de79a66-fafc-5582-b685-fd05c2bc61e6
PowerFeatFellHandedAdvantage FeatureDefinitionPower FeatureDefinition 6634f39d-7b2f-57ee-ac9b-bdd86bdc4b1e
PowerFeatFellHandedDisadvantage FeatureDefinitionPower FeatureDefinition caebe29e-d82b-5056-8604-dc418a53f3eb
+PowerFeatFlamesOfPhlegethos FeatureDefinitionPower FeatureDefinition 8dc5d818-588d-5ad6-85d1-9bb23a856c66
+PowerFeatFlamesOfPhlegethosRetaliate FeatureDefinitionPower FeatureDefinition f2e577bb-f117-59f7-811b-be08bf11966e
PowerFeatHealerMedKit FeatureDefinitionPower FeatureDefinition 26cb929d-2f43-5b24-be1c-7b7c2cde50b8
PowerFeatHealerResuscitate FeatureDefinitionPower FeatureDefinition 8e82c80d-e8c0-533c-ac8b-a5a5ee85b655
PowerFeatHealerStabilize FeatureDefinitionPower FeatureDefinition 456c154f-34d4-511a-a25e-f0ad93009839
@@ -2784,6 +2818,7 @@ PowerFeatNaturalFluidityGainWildShapeFromSlot6 FeatureDefinitionPowerSharedPool
PowerFeatNaturalFluidityGainWildShapeFromSlot7 FeatureDefinitionPowerSharedPool FeatureDefinition c2b5251b-d567-51fd-9aff-b4b682b4fc05
PowerFeatNaturalFluidityGainWildShapeFromSlot8 FeatureDefinitionPowerSharedPool FeatureDefinition 2127078f-a407-5f94-90a4-db73c08ed177
PowerFeatNaturalFluidityWildShapePool FeatureDefinitionPowerSharedPool FeatureDefinition 93dbdc95-5b09-5bb6-879a-2c26e8af0036
+PowerFeatOrcishFuryImpishWrath FeatureDefinitionPower FeatureDefinition 16e3a36d-f549-5ea1-8b52-e542ece068b3
PowerFeatPoisonousSkin FeatureDefinitionPower FeatureDefinition 871e0c21-79b8-5137-85b2-ed91074185d7
PowerFeatPowerAttack FeatureDefinitionPower FeatureDefinition e1511a66-bde7-544f-8baf-278e5c08e731
PowerFeatPowerAttackTurnOff FeatureDefinitionPower FeatureDefinition d5d3ae3a-b172-5540-9e82-4b06f7c657d4
@@ -3105,6 +3140,8 @@ PowerPathOfTheLightIlluminatingBurst FeatureDefinitionPower FeatureDefinition e4
PowerPathOfTheLightIlluminatingBurstInitiator FeatureDefinitionPower FeatureDefinition 1b0b222a-d63b-5a1d-a7ff-32e0daee1c22
PowerPathOfTheLightIlluminatingBurstSuppressor FeatureDefinitionPower FeatureDefinition 2e97d82c-4679-564a-ac16-ff9d9f834ec5
PowerPathOfTheLightIlluminatingStrike FeatureDefinitionPower FeatureDefinition a0b85311-6d50-5f7a-8144-b467fc5f5051
+PowerPathOfTheRavagerIntimidatingPresence FeatureDefinitionPower FeatureDefinition 0365a1ae-2e22-5d70-ac7d-ef815e392662
+PowerPathOfTheRavagerIntimidatingPresenceRageCost FeatureDefinitionPower FeatureDefinition 4a2bd5a9-0392-5964-8937-9ad1edba6f40
PowerPathOfTheReaverBloodbath FeatureDefinitionPower FeatureDefinition 230396a2-ea8f-53bb-8bfa-337eaa74bcb5
PowerPathOfTheSavageryPrimalInstinct FeatureDefinitionPower FeatureDefinition 25b8b718-4ac0-56da-8287-063fc7644191
PowerPathOfTheSpiritsAnimalFriendship FeatureDefinitionPower FeatureDefinition 7a9eda1e-ac82-5f26-aca8-3cb0de2bb52d
@@ -3562,6 +3599,7 @@ ActionAffinityIrresistiblePerformance FeatureDefinitionActionAffinity FeatureDef
ActionAffinityMartialGuardianCompellingStrike FeatureDefinitionActionAffinity FeatureDefinitionActionAffinity ccbd571c-47a1-5915-95ee-f78e50539f19
ActionAffinityMasterfulWhirlToggle FeatureDefinitionActionAffinity FeatureDefinitionActionAffinity 1aa8d4ea-4e03-589b-91ef-4c6b8adaa679
ActionAffinityNoxiousSpray FeatureDefinitionActionAffinity FeatureDefinitionActionAffinity 92fce887-eee5-549c-a04c-a32422effb56
+ActionAffinityOrcishFuryToggle FeatureDefinitionActionAffinity FeatureDefinitionActionAffinity b813b4c4-7712-5653-b451-697868cb9b41
ActionAffinityPaladinSmiteToggle FeatureDefinitionActionAffinity FeatureDefinitionActionAffinity fbf5e9b0-876a-566b-85b0-e3d357c05409
ActionAffinityPathOfTheSavageryPrimalInstinct FeatureDefinitionActionAffinity FeatureDefinitionActionAffinity 274eb464-e955-5d12-8589-3c5026eb51ad
ActionAffinityPathOfTheSpiritsCunningAction FeatureDefinitionActionAffinity FeatureDefinitionActionAffinity ea43e6ee-4530-5abd-81c4-0b3cb5fc0289
@@ -3643,8 +3681,10 @@ AdditionalDamageElementalistEarth FeatureDefinitionAdditionalDamage FeatureDefin
AdditionalDamageElementalistFire FeatureDefinitionAdditionalDamage FeatureDefinitionAdditionalDamage 2db42e37-34a5-58aa-abfc-287132298906
AdditionalDamageElementalistIce FeatureDefinitionAdditionalDamage FeatureDefinitionAdditionalDamage 7cde15a1-e245-5689-80a6-58d886ce5a03
AdditionalDamageEnsnaringStrike FeatureDefinitionAdditionalDamage FeatureDefinitionAdditionalDamage 8969d760-b0e3-5908-a81d-63b6d0addb17
+AdditionalDamageFeatCharger FeatureDefinitionAdditionalDamage FeatureDefinitionAdditionalDamage 5e4d30ff-8673-591b-9ff6-833b76bc0696
AdditionalDamageFeatDevastatingStrikes FeatureDefinitionAdditionalDamage FeatureDefinitionAdditionalDamage 784aeecc-2d96-5f0b-ba89-935e4432fa2d
AdditionalDamageFeatHammerThePointHammerThePoint FeatureDefinitionAdditionalDamage FeatureDefinitionAdditionalDamage 26cad3da-5cf3-525a-b070-b8bd8a6f88fc
+AdditionalDamageFeatOrcishFury FeatureDefinitionAdditionalDamage FeatureDefinitionAdditionalDamage 4164e6e5-bac4-50ea-8b60-03d23bed2641
AdditionalDamageFeatPiercer FeatureDefinitionAdditionalDamage FeatureDefinitionAdditionalDamage 81ab79ca-7744-58e9-b5dc-1049e170defc
AdditionalDamageFeatSlayTheEnemies FeatureDefinitionAdditionalDamage FeatureDefinitionAdditionalDamage ba46226a-7f43-5e84-b774-ec3fd026ad08
AdditionalDamageFeatSpearMastery FeatureDefinitionAdditionalDamage FeatureDefinitionAdditionalDamage 2131db6e-4b24-5d25-9868-be29b048a2dc
@@ -3679,6 +3719,7 @@ AdditionalDamageOathOfDreadAspectOfDread FeatureDefinitionAdditionalDamage Featu
AdditionalDamageOathOfMotherlandFlamesOfMotherland FeatureDefinitionAdditionalDamage FeatureDefinitionAdditionalDamage 9e4efd36-146a-5d39-b46e-2794df1a34a0
AdditionalDamageOathOfThunderGodOfThunder FeatureDefinitionAdditionalDamage FeatureDefinitionAdditionalDamage 473e7705-789c-50a8-b0f7-082fd5371735
AdditionalDamagePathOfTheLightIlluminatingStrike FeatureDefinitionAdditionalDamage FeatureDefinitionAdditionalDamage 5122d618-800b-5a76-9dc3-e6af9a934416
+AdditionalDamagePathOfTheRavagerFrenzy FeatureDefinitionAdditionalDamage FeatureDefinitionAdditionalDamage 5f749fce-f2dd-56c2-9c9c-1941f8a640da
AdditionalDamagePathOfTheYeomanKeenEye FeatureDefinitionAdditionalDamage FeatureDefinitionAdditionalDamage cf4a9863-ffc1-5153-9d8c-2c5ae8b423a0
AdditionalDamagePathOfTheYeomanStrongBow FeatureDefinitionAdditionalDamage FeatureDefinitionAdditionalDamage ed5c87cd-eedc-559d-a374-379db8c93411
AdditionalDamagePatronMountainIceboundSoul FeatureDefinitionAdditionalDamage FeatureDefinitionAdditionalDamage 2216b39e-ffbc-5a72-a9de-b42a6751a428
@@ -3860,6 +3901,7 @@ CombatAffinityWayOfTheTempestAppliedEyeOfTheStorm FeatureDefinitionCombatAffinit
ConditionAffinityAuraOfPerseveranceDiseased FeatureDefinitionConditionAffinity FeatureDefinitionAffinity 520f5618-1d7a-51ca-94f2-8037af664aa9
ConditionAffinityAuraOfVitalityLifeDrained FeatureDefinitionConditionAffinity FeatureDefinitionAffinity 20f17b04-f32b-5e47-add5-acce265a1d09
ConditionAffinityBattlebornPoisonResilience FeatureDefinitionConditionAffinity FeatureDefinitionAffinity 8020a254-1a2d-5772-833d-d1136733149e
+ConditionAffinityFeatAlertSurprised FeatureDefinitionConditionAffinity FeatureDefinitionAffinity f846074c-4054-5695-a7e8-a689fe9d638a
ConditionAffinityGrappledRestrainedSpellWebImmunity FeatureDefinitionConditionAffinity FeatureDefinitionAffinity 1dbd0da8-d0cc-5aa1-a257-3046578f53bd
ConditionAffinityGrayDwarfCharm FeatureDefinitionConditionAffinity FeatureDefinitionAffinity 6af82f51-d3f5-55e1-ae2f-0873c50c278b
ConditionAffinityGrayDwarfCharmedByHypnoticPattern FeatureDefinitionConditionAffinity FeatureDefinitionAffinity 16ff7c64-5aa5-508d-a02b-1e912203079b
@@ -3907,6 +3949,7 @@ DamageAffinityFeatElementalMasterDamageFire FeatureDefinitionDamageAffinity Feat
DamageAffinityFeatElementalMasterDamageLightning FeatureDefinitionDamageAffinity FeatureDefinitionAffinity 86508a98-49ee-5433-9a4d-af4f2d12eb82
DamageAffinityFeatElementalMasterDamagePoison FeatureDefinitionDamageAffinity FeatureDefinitionAffinity a1f10867-e70f-52c0-8c43-570629321667
DamageAffinityFeatElementalMasterDamageThunder FeatureDefinitionDamageAffinity FeatureDefinitionAffinity fd9e9422-34ff-554c-b937-062aee6660ca
+DamageAffinityFeatFlamesOfPhlegethos FeatureDefinitionDamageAffinity FeatureDefinitionAffinity 4955509d-fe4f-5601-83c7-3f5bfa72c4ab
DamageAffinityForestGuardianImprovedBarkWard FeatureDefinitionDamageAffinity FeatureDefinitionAffinity f40ab4ec-7b72-5928-a6c2-327e0ec65bef
DamageAffinityForgeMastery FeatureDefinitionDamageAffinity FeatureDefinitionAffinity 60b09043-5b92-5dd8-a6bc-07b38cf24ec5
DamageAffinityGenericHardenToNecrotic FeatureDefinitionDamageAffinity FeatureDefinitionAffinity 44b34f3e-0c4c-5527-8cf1-053015ed46d1
@@ -3969,6 +4012,7 @@ DieRollModifierDamageTypeDependentFeatElementalMasterDamageLightning FeatureDefi
DieRollModifierDamageTypeDependentFeatElementalMasterDamagePoison FeatureDefinitionDieRollModifier FeatureDefinitionAffinity d886814c-b4f4-50ff-9358-de7625ead233
DieRollModifierDamageTypeDependentFeatElementalMasterDamageThunder FeatureDefinitionDieRollModifier FeatureDefinitionAffinity a36dee8e-f490-58a2-bd99-7fe78bd693e7
DieRollModifierDivineHeartEmpoweredHealing FeatureDefinitionDieRollModifier FeatureDefinitionAffinity dc266e71-5aa1-5cf2-baa6-84bf5a0b952a
+DieRollModifierFeatFlamesOfPhlegethosFire FeatureDefinitionDieRollModifier FeatureDefinitionAffinity 40e36780-3ac8-57ef-adb4-49a992d5ed28
DieRollModifierFeatSavageAttackMagic FeatureDefinitionDieRollModifier FeatureDefinitionAffinity 08d02a04-b835-5011-96aa-27c6da4d3d79
DieRollModifierFeatSavageAttackNonMagic FeatureDefinitionDieRollModifier FeatureDefinitionAffinity 10aa4ff6-23ff-5bc7-8ce4-b1e54045a72a
DieRollModifierInnovationVivisectionistStableSurgery FeatureDefinitionDieRollModifier FeatureDefinitionAffinity d0ac05fa-8ec1-5c4f-a53d-d960e2482a77
@@ -4203,6 +4247,7 @@ AttributeModifierDomainSmithReinforceArmor4 FeatureDefinitionAttributeModifier F
AttributeModifierExtraAttackForce3 FeatureDefinitionAttributeModifier FeatureDefinitionAttributeModifier e6777b71-fe4c-5fd6-9bd1-3f0881270378
AttributeModifierExtraAttackForce4 FeatureDefinitionAttributeModifier FeatureDefinitionAttributeModifier 87a4b028-46ed-5cac-aa03-b4ec5f321a9c
AttributeModifierFairyAbilityScore FeatureDefinitionAttributeModifier FeatureDefinitionAttributeModifier b2a29b00-0e53-55cf-990f-b029ae104645
+AttributeModifierFeatAlertInitiative FeatureDefinitionAttributeModifier FeatureDefinitionAttributeModifier 0daab1fe-0266-51e2-be76-14d6702e2236
AttributeModifierFeatArcaneDefenseAdd FeatureDefinitionAttributeModifier FeatureDefinitionAttributeModifier 254a38f0-cac9-51c5-8972-4924da9d2bb4
AttributeModifierFeatBladeMastery FeatureDefinitionAttributeModifier FeatureDefinitionAttributeModifier 0b20d3c7-ec41-591d-943d-e1709702206a
AttributeModifierFeatCharismaticDefenseAdd FeatureDefinitionAttributeModifier FeatureDefinitionAttributeModifier 2ca9046a-c0ac-5e61-8461-467880fe0bdb
@@ -4268,6 +4313,7 @@ AttributeModifierWayOfTheDragonAscension FeatureDefinitionAttributeModifier Feat
AttributeModifierWayOfWealAndWoeWeal FeatureDefinitionAttributeModifier FeatureDefinitionAttributeModifier a9bda6a1-f821-5879-961f-b9937c424128
AttributeModifierWendigoDexterityAbilityScoreIncrease FeatureDefinitionAttributeModifier FeatureDefinitionAttributeModifier 667b9580-a4a0-5205-81d5-d4225e7ad082
AttributeModifierWendigoStrengthAbilityScoreIncrease FeatureDefinitionAttributeModifier FeatureDefinitionAttributeModifier 3862f3be-8838-57af-a425-d85714a2dfba
+FeatureFeatDwarvenFortitude FeatureDefinitionAttributeModifier FeatureDefinitionAttributeModifier bcbc96a9-451a-5735-af20-ad791bb4a340
FeaturePathOfTheSavageryFuriousDefense FeatureDefinitionAttributeModifier FeatureDefinitionAttributeModifier c9396cb8-f920-51a9-93b6-c30cecc251c6
AutoPreparedSpellsAncientForest FeatureDefinitionAutoPreparedSpells FeatureDefinitionAutoPreparedSpells d8e3a948-e182-50a1-9ef4-f013a8a0436f
AutoPreparedSpellsArcanist FeatureDefinitionAutoPreparedSpells FeatureDefinitionAutoPreparedSpells 82245fef-4569-5ac9-8e11-8447d946aa5c
@@ -4426,6 +4472,7 @@ CombatAffinityWayOfTheTempestAppliedEyeOfTheStorm FeatureDefinitionCombatAffinit
ConditionAffinityAuraOfPerseveranceDiseased FeatureDefinitionConditionAffinity FeatureDefinitionConditionAffinity 520f5618-1d7a-51ca-94f2-8037af664aa9
ConditionAffinityAuraOfVitalityLifeDrained FeatureDefinitionConditionAffinity FeatureDefinitionConditionAffinity 20f17b04-f32b-5e47-add5-acce265a1d09
ConditionAffinityBattlebornPoisonResilience FeatureDefinitionConditionAffinity FeatureDefinitionConditionAffinity 8020a254-1a2d-5772-833d-d1136733149e
+ConditionAffinityFeatAlertSurprised FeatureDefinitionConditionAffinity FeatureDefinitionConditionAffinity f846074c-4054-5695-a7e8-a689fe9d638a
ConditionAffinityGrappledRestrainedSpellWebImmunity FeatureDefinitionConditionAffinity FeatureDefinitionConditionAffinity 1dbd0da8-d0cc-5aa1-a257-3046578f53bd
ConditionAffinityGrayDwarfCharm FeatureDefinitionConditionAffinity FeatureDefinitionConditionAffinity 6af82f51-d3f5-55e1-ae2f-0873c50c278b
ConditionAffinityGrayDwarfCharmedByHypnoticPattern FeatureDefinitionConditionAffinity FeatureDefinitionConditionAffinity 16ff7c64-5aa5-508d-a02b-1e912203079b
@@ -4471,6 +4518,7 @@ DamageAffinityFeatElementalMasterDamageFire FeatureDefinitionDamageAffinity Feat
DamageAffinityFeatElementalMasterDamageLightning FeatureDefinitionDamageAffinity FeatureDefinitionDamageAffinity 86508a98-49ee-5433-9a4d-af4f2d12eb82
DamageAffinityFeatElementalMasterDamagePoison FeatureDefinitionDamageAffinity FeatureDefinitionDamageAffinity a1f10867-e70f-52c0-8c43-570629321667
DamageAffinityFeatElementalMasterDamageThunder FeatureDefinitionDamageAffinity FeatureDefinitionDamageAffinity fd9e9422-34ff-554c-b937-062aee6660ca
+DamageAffinityFeatFlamesOfPhlegethos FeatureDefinitionDamageAffinity FeatureDefinitionDamageAffinity 4955509d-fe4f-5601-83c7-3f5bfa72c4ab
DamageAffinityForestGuardianImprovedBarkWard FeatureDefinitionDamageAffinity FeatureDefinitionDamageAffinity f40ab4ec-7b72-5928-a6c2-327e0ec65bef
DamageAffinityForgeMastery FeatureDefinitionDamageAffinity FeatureDefinitionDamageAffinity 60b09043-5b92-5dd8-a6bc-07b38cf24ec5
DamageAffinityGenericHardenToNecrotic FeatureDefinitionDamageAffinity FeatureDefinitionDamageAffinity 44b34f3e-0c4c-5527-8cf1-053015ed46d1
@@ -4533,6 +4581,7 @@ DieRollModifierDamageTypeDependentFeatElementalMasterDamageLightning FeatureDefi
DieRollModifierDamageTypeDependentFeatElementalMasterDamagePoison FeatureDefinitionDieRollModifier FeatureDefinitionDieRollModifier d886814c-b4f4-50ff-9358-de7625ead233
DieRollModifierDamageTypeDependentFeatElementalMasterDamageThunder FeatureDefinitionDieRollModifier FeatureDefinitionDieRollModifier a36dee8e-f490-58a2-bd99-7fe78bd693e7
DieRollModifierDivineHeartEmpoweredHealing FeatureDefinitionDieRollModifier FeatureDefinitionDieRollModifier dc266e71-5aa1-5cf2-baa6-84bf5a0b952a
+DieRollModifierFeatFlamesOfPhlegethosFire FeatureDefinitionDieRollModifier FeatureDefinitionDieRollModifier 40e36780-3ac8-57ef-adb4-49a992d5ed28
DieRollModifierFeatSavageAttackMagic FeatureDefinitionDieRollModifier FeatureDefinitionDieRollModifier 08d02a04-b835-5011-96aa-27c6da4d3d79
DieRollModifierFeatSavageAttackNonMagic FeatureDefinitionDieRollModifier FeatureDefinitionDieRollModifier 10aa4ff6-23ff-5bc7-8ce4-b1e54045a72a
DieRollModifierInnovationVivisectionistStableSurgery FeatureDefinitionDieRollModifier FeatureDefinitionDieRollModifier d0ac05fa-8ec1-5c4f-a53d-d960e2482a77
@@ -4640,6 +4689,7 @@ FeatureSetPathOfTheLightIlluminatingBurst FeatureDefinitionFeatureSet FeatureDef
FeatureSetPathOfTheLightIlluminatingStrike FeatureDefinitionFeatureSet FeatureDefinitionFeatureSet 34bc9e65-61ea-53d9-ad91-910c42ba5688
FeatureSetPathOfTheLightLightsProtection FeatureDefinitionFeatureSet FeatureDefinitionFeatureSet b5219151-c73a-5239-ae1d-d1d72dd80b46
FeatureSetPathOfTheLightPierceTheDarkness FeatureDefinitionFeatureSet FeatureDefinitionFeatureSet f143d231-858c-5505-b03c-ccd3a8ab3880
+FeatureSetPathOfTheRavagerIntimidatingPresence FeatureDefinitionFeatureSet FeatureDefinitionFeatureSet 208e67ca-bd52-5485-a908-b7edf3f1d01a
FeatureSetPathOfTheReaverProfaneVitality FeatureDefinitionFeatureSet FeatureDefinitionFeatureSet 6718b7ec-9b5f-5c2b-8252-ed2e178835d4
FeatureSetPathOfTheSavageryPrimalInstinct FeatureDefinitionFeatureSet FeatureDefinitionFeatureSet 35746838-fb4d-5f9a-8967-45567c5de12b
FeatureSetPathOfTheSpiritsAnimalAspectChoiceBear FeatureDefinitionFeatureSet FeatureDefinitionFeatureSet 4bc34ba9-af70-5c79-afc4-98caaecdd78d
@@ -4946,9 +4996,10 @@ PowerCircleOfTheCosmosArcherConstellationForm FeatureDefinitionPowerSharedPool F
PowerCircleOfTheCosmosArcherNoCost FeatureDefinitionPower FeatureDefinitionPower 8ace13c4-d622-5c8e-8439-9c0cb1615855
PowerCircleOfTheCosmosChalice FeatureDefinitionPower FeatureDefinitionPower d303f488-7e4b-5f96-8d8f-3cbae22051a0
PowerCircleOfTheCosmosChaliceConstellationForm FeatureDefinitionPowerSharedPool FeatureDefinitionPower b2b877c7-1a72-5b8b-9037-fcdc0927079e
-PowerCircleOfTheCosmosConstellationForm FeatureDefinitionPowerSharedPool FeatureDefinitionPower dbf6e93f-335d-5e15-b1bb-8352a2ccb402
+PowerCircleOfTheCosmosConstellationForm FeatureDefinitionPower FeatureDefinitionPower dbf6e93f-335d-5e15-b1bb-8352a2ccb402
PowerCircleOfTheCosmosCosmosOmen FeatureDefinitionPower FeatureDefinitionPower ebf8ca15-2f40-57ad-8985-c58078595335
PowerCircleOfTheCosmosCosmosOmenPool FeatureDefinitionPower FeatureDefinitionPower fddab354-5c33-5fad-9314-f961b9a9d80a
+PowerCircleOfTheCosmosDisableConstellationForm FeatureDefinitionPower FeatureDefinitionPower 7d99fe2d-9d3a-58e6-9ae0-df11136d6b83
PowerCircleOfTheCosmosDragonConstellationForm FeatureDefinitionPowerSharedPool FeatureDefinitionPower eb12a443-cdfb-5ca8-99b2-fe00eb1d64fb
PowerCircleOfTheCosmosGuidingBolt FeatureDefinitionPower FeatureDefinitionPower dc2b6665-486f-5deb-9306-f021b63c973c
PowerCircleOfTheCosmosSwitchConstellationForm FeatureDefinitionPower FeatureDefinitionPower ce0a3880-7840-5088-82e2-69d5005167ee
@@ -5109,6 +5160,12 @@ PowerFairyFlightDismiss FeatureDefinitionPower FeatureDefinitionPower 61c88bb5-5
PowerFairyFlightSprout FeatureDefinitionPower FeatureDefinitionPower 5c2ac115-9310-527a-9190-9d9e29544e65
PowerFarStep FeatureDefinitionPower FeatureDefinitionPower 2c991456-7ce7-5266-94a9-1ecc9d4848f3
PowerFeatCallForCharge FeatureDefinitionPower FeatureDefinitionPower 609f41af-1cf7-5d97-8a8b-c4771bf989e6
+PowerFeatCharger FeatureDefinitionPower FeatureDefinitionPower 0056b8c2-a289-5538-a686-e9dde2f1e07e
+PowerFeatChargerAddDamage FeatureDefinitionPowerSharedPool FeatureDefinitionPower 0abf52fa-8c95-5c96-b094-793846dfe0cb
+PowerFeatChargerShove FeatureDefinitionPowerSharedPool FeatureDefinitionPower 4a1112ca-de81-507c-8b7f-87ea0ac38ccd
+PowerFeatChefCookMeal FeatureDefinitionPower FeatureDefinitionPower 5915ec28-4dad-59f9-9e00-930a82223a78
+PowerFeatChefCookTreat FeatureDefinitionPower FeatureDefinitionPower 6f753be6-0727-5ab4-a720-5caaed19fb9a
+PowerFeatChefTreat FeatureDefinitionPower FeatureDefinitionPower 500af812-f7d9-5614-8211-5d8e160619a0
PowerFeatCleavingAttack FeatureDefinitionPower FeatureDefinitionPower 6eb76d0e-6592-5a16-8cd8-77c11ed8f649
PowerFeatCleavingAttackTurnOff FeatureDefinitionPower FeatureDefinitionPower d8ee2c18-1e49-55ec-8e09-96020537c490
PowerFeatDeadeye FeatureDefinitionPower FeatureDefinitionPower 6b6652ad-65b7-566f-b7bd-9e39cec7c35a
@@ -5118,6 +5175,8 @@ PowerFeatDragonWings FeatureDefinitionPower FeatureDefinitionPower 513ddaaa-a69e
PowerFeatFadeAwayInvisible FeatureDefinitionPower FeatureDefinitionPower 8de79a66-fafc-5582-b685-fd05c2bc61e6
PowerFeatFellHandedAdvantage FeatureDefinitionPower FeatureDefinitionPower 6634f39d-7b2f-57ee-ac9b-bdd86bdc4b1e
PowerFeatFellHandedDisadvantage FeatureDefinitionPower FeatureDefinitionPower caebe29e-d82b-5056-8604-dc418a53f3eb
+PowerFeatFlamesOfPhlegethos FeatureDefinitionPower FeatureDefinitionPower 8dc5d818-588d-5ad6-85d1-9bb23a856c66
+PowerFeatFlamesOfPhlegethosRetaliate FeatureDefinitionPower FeatureDefinitionPower f2e577bb-f117-59f7-811b-be08bf11966e
PowerFeatHealerMedKit FeatureDefinitionPower FeatureDefinitionPower 26cb929d-2f43-5b24-be1c-7b7c2cde50b8
PowerFeatHealerResuscitate FeatureDefinitionPower FeatureDefinitionPower 8e82c80d-e8c0-533c-ac8b-a5a5ee85b655
PowerFeatHealerStabilize FeatureDefinitionPower FeatureDefinitionPower 456c154f-34d4-511a-a25e-f0ad93009839
@@ -5134,6 +5193,7 @@ PowerFeatNaturalFluidityGainWildShapeFromSlot6 FeatureDefinitionPowerSharedPool
PowerFeatNaturalFluidityGainWildShapeFromSlot7 FeatureDefinitionPowerSharedPool FeatureDefinitionPower c2b5251b-d567-51fd-9aff-b4b682b4fc05
PowerFeatNaturalFluidityGainWildShapeFromSlot8 FeatureDefinitionPowerSharedPool FeatureDefinitionPower 2127078f-a407-5f94-90a4-db73c08ed177
PowerFeatNaturalFluidityWildShapePool FeatureDefinitionPowerSharedPool FeatureDefinitionPower 93dbdc95-5b09-5bb6-879a-2c26e8af0036
+PowerFeatOrcishFuryImpishWrath FeatureDefinitionPower FeatureDefinitionPower 16e3a36d-f549-5ea1-8b52-e542ece068b3
PowerFeatPoisonousSkin FeatureDefinitionPower FeatureDefinitionPower 871e0c21-79b8-5137-85b2-ed91074185d7
PowerFeatPowerAttack FeatureDefinitionPower FeatureDefinitionPower e1511a66-bde7-544f-8baf-278e5c08e731
PowerFeatPowerAttackTurnOff FeatureDefinitionPower FeatureDefinitionPower d5d3ae3a-b172-5540-9e82-4b06f7c657d4
@@ -5455,6 +5515,8 @@ PowerPathOfTheLightIlluminatingBurst FeatureDefinitionPower FeatureDefinitionPow
PowerPathOfTheLightIlluminatingBurstInitiator FeatureDefinitionPower FeatureDefinitionPower 1b0b222a-d63b-5a1d-a7ff-32e0daee1c22
PowerPathOfTheLightIlluminatingBurstSuppressor FeatureDefinitionPower FeatureDefinitionPower 2e97d82c-4679-564a-ac16-ff9d9f834ec5
PowerPathOfTheLightIlluminatingStrike FeatureDefinitionPower FeatureDefinitionPower a0b85311-6d50-5f7a-8144-b467fc5f5051
+PowerPathOfTheRavagerIntimidatingPresence FeatureDefinitionPower FeatureDefinitionPower 0365a1ae-2e22-5d70-ac7d-ef815e392662
+PowerPathOfTheRavagerIntimidatingPresenceRageCost FeatureDefinitionPower FeatureDefinitionPower 4a2bd5a9-0392-5964-8937-9ad1edba6f40
PowerPathOfTheReaverBloodbath FeatureDefinitionPower FeatureDefinitionPower 230396a2-ea8f-53bb-8bfa-337eaa74bcb5
PowerPathOfTheSavageryPrimalInstinct FeatureDefinitionPower FeatureDefinitionPower 25b8b718-4ac0-56da-8287-063fc7644191
PowerPathOfTheSpiritsAnimalFriendship FeatureDefinitionPower FeatureDefinitionPower 7a9eda1e-ac82-5f26-aca8-3cb0de2bb52d
@@ -7033,6 +7095,7 @@ ItemAncientForestHerbalBrewDamageAffinityPoisonResistance ItemDefinition ItemDef
ItemAncientForestHerbalBrewDamageAffinityRadiantResistance ItemDefinition ItemDefinition bda2a36d-0f1f-57ba-9d8c-388c201a8cc2
ItemAncientForestHerbalBrewHealing ItemDefinition ItemDefinition f0ddeda0-ee19-5b0d-9e09-7875115d9c6e
ItemAncientForestHerbalBrewToxifying ItemDefinition ItemDefinition 647c38ff-e30e-5d61-a2e5-6f23c1a7d335
+ItemFeatChefTreat ItemDefinition ItemDefinition 2e9e19ef-7481-5956-ad6f-8ac35b570dc0
ItemInnovationAlchemyBomb ItemDefinition ItemDefinition ed15a36d-1de1-5598-aead-29c807c57e65
ItemShadowBlade ItemDefinition ItemDefinition 45634f34-addc-5783-85a5-057cad7ea3bc
Javelin_Acuteness ItemDefinition ItemDefinition 8ef151fb-6100-5d0d-96fb-73d84a5137dd
@@ -11094,6 +11157,9 @@ SpellPowerCreateSpellStoringWandOfSeeInvisibility SpellDefinition SpellDefinitio
SpellPowerCreateSpellStoringWandOfSpiderClimb SpellDefinition SpellDefinition afc50e93-bfce-5358-9e57-63e8738ec40e
SpellPowerElementalistElementalEnhancedFormPool SpellDefinition SpellDefinition eb39c9d2-7f00-5391-b49c-7a8e4b0ebd99
SpellPowerElementalistElementalFormPool SpellDefinition SpellDefinition 058e414e-3261-5d0e-9f11-ef5c8959361a
+SpellPowerFeatCharger SpellDefinition SpellDefinition 8fcb9172-f6e6-59ff-b991-17dc8bed0ef7
+SpellPowerFeatChargerAddDamage SpellDefinition SpellDefinition 1214de4f-d97d-5e3e-bc10-d3f0792c82fe
+SpellPowerFeatChargerShove SpellDefinition SpellDefinition da7a8563-2cac-5cbe-ba33-8ff3f6b722c4
SpellPowerFeatNaturalFluidityGainSlot1 SpellDefinition SpellDefinition a993b0ed-8d9f-5931-9dda-202d353637db
SpellPowerFeatNaturalFluidityGainSlot2 SpellDefinition SpellDefinition d2eb5df7-82e3-5262-8c53-0d4e74066a9b
SpellPowerFeatNaturalFluidityGainSlot3 SpellDefinition SpellDefinition 62736365-087f-5155-983b-f8e181af3785
diff --git a/Diagnostics/UnfinishedBusinessBlueprints/CharacterSubclassDefinition/PathOfTheRavager.json b/Diagnostics/UnfinishedBusinessBlueprints/CharacterSubclassDefinition/PathOfTheRavager.json
new file mode 100644
index 0000000000..1ddd56608c
--- /dev/null
+++ b/Diagnostics/UnfinishedBusinessBlueprints/CharacterSubclassDefinition/PathOfTheRavager.json
@@ -0,0 +1,54 @@
+{
+ "$type": "CharacterSubclassDefinition, Assembly-CSharp",
+ "featureUnlocks": [
+ {
+ "$type": "FeatureUnlockByLevel, Assembly-CSharp",
+ "featureDefinition": "Definition:AdditionalDamagePathOfTheRavagerFrenzy:5f749fce-f2dd-56c2-9c9c-1941f8a640da",
+ "level": 3
+ },
+ {
+ "$type": "FeatureUnlockByLevel, Assembly-CSharp",
+ "featureDefinition": "Definition:PowerBerserkerMindlessRage:192598156a60fe1438e3758a2ba9b547",
+ "level": 6
+ },
+ {
+ "$type": "FeatureUnlockByLevel, Assembly-CSharp",
+ "featureDefinition": "Definition:ActionAffinityRetaliation:ec64ca6a83b04e947a2a3fb85a22ddc9",
+ "level": 10
+ },
+ {
+ "$type": "FeatureUnlockByLevel, Assembly-CSharp",
+ "featureDefinition": "Definition:FeatureSetPathOfTheRavagerIntimidatingPresence:208e67ca-bd52-5485-a908-b7edf3f1d01a",
+ "level": 14
+ }
+ ],
+ "personalityFlagOccurences": [],
+ "morphotypeSubclassFilterTag": "Default",
+ "guiPresentation": {
+ "$type": "GuiPresentation, Assembly-CSharp",
+ "hidden": false,
+ "title": "Subclass/&PathOfTheRavagerTitle",
+ "description": "Subclass/&PathOfTheRavagerDescription",
+ "spriteReference": {
+ "$type": "UnityEngine.AddressableAssets.AssetReferenceSprite, Unity.Addressables",
+ "m_AssetGUID": "aa99d934a7dfe064191c9a18e4822595",
+ "m_SubObjectName": "Barbarian_Path_Berserker",
+ "m_SubObjectType": "UnityEngine.Sprite, UnityEngine.CoreModule, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null"
+ },
+ "color": {
+ "$type": "UnityEngine.Color, UnityEngine.CoreModule",
+ "r": 1.0,
+ "g": 1.0,
+ "b": 1.0,
+ "a": 1.0
+ },
+ "symbolChar": "221E",
+ "sortOrder": 0,
+ "unusedInSolastaCOTM": false,
+ "usedInValleyDLC": false
+ },
+ "contentCopyright": "UserContent",
+ "guid": "ded33e3b-9abc-5c55-9155-cf3b60b1c10d",
+ "contentPack": 9999,
+ "name": "PathOfTheRavager"
+}
\ No newline at end of file
diff --git a/Diagnostics/UnfinishedBusinessBlueprints/ConditionDefinition/ConditionShieldTechniquesResistance.json b/Diagnostics/UnfinishedBusinessBlueprints/ConditionDefinition/ConditionFeatChargerAdditionalDamage.json
similarity index 93%
rename from Diagnostics/UnfinishedBusinessBlueprints/ConditionDefinition/ConditionShieldTechniquesResistance.json
rename to Diagnostics/UnfinishedBusinessBlueprints/ConditionDefinition/ConditionFeatChargerAdditionalDamage.json
index 50fa9cab1f..dceb65e5fd 100644
--- a/Diagnostics/UnfinishedBusinessBlueprints/ConditionDefinition/ConditionShieldTechniquesResistance.json
+++ b/Diagnostics/UnfinishedBusinessBlueprints/ConditionDefinition/ConditionFeatChargerAdditionalDamage.json
@@ -3,7 +3,9 @@
"inDungeonEditor": false,
"parentCondition": null,
"conditionType": "Beneficial",
- "features": [],
+ "features": [
+ "Definition:AdditionalDamageFeatCharger:5e4d30ff-8673-591b-9ff6-833b76bc0696"
+ ],
"allowMultipleInstances": false,
"silentWhenAdded": true,
"silentWhenRemoved": true,
@@ -16,7 +18,7 @@
"forceTurnOccurence": false,
"turnOccurence": "EndOfTurn",
"specialInterruptions": [
- "Attacked"
+ "Attacks"
],
"interruptionRequiresSavingThrow": false,
"interruptionSavingThrowComputationMethod": "SaveOverride",
@@ -129,9 +131,9 @@
},
"guiPresentation": {
"$type": "GuiPresentation, Assembly-CSharp",
- "hidden": false,
- "title": "Feat/&FeatShieldTechniquesTitle",
- "description": "Feat/&FeatShieldTechniquesDescription",
+ "hidden": true,
+ "title": "Feature/&NoContentTitle",
+ "description": "Feature/&NoContentTitle",
"spriteReference": {
"$type": "UnityEngine.AddressableAssets.AssetReferenceSprite, Unity.Addressables",
"m_AssetGUID": "",
@@ -151,7 +153,7 @@
"usedInValleyDLC": false
},
"contentCopyright": "UserContent",
- "guid": "9c4e8aae-976d-52fa-b19b-32e520bb8e2d",
+ "guid": "454e1f12-752a-52e6-8f55-6784a5ed3b2f",
"contentPack": 9999,
- "name": "ConditionShieldTechniquesResistance"
+ "name": "ConditionFeatChargerAdditionalDamage"
}
\ No newline at end of file
diff --git a/Diagnostics/UnfinishedBusinessBlueprints/ConditionDefinition/ConditionFeatFlamesOfPhlegethos.json b/Diagnostics/UnfinishedBusinessBlueprints/ConditionDefinition/ConditionFeatFlamesOfPhlegethos.json
new file mode 100644
index 0000000000..b207b8dffb
--- /dev/null
+++ b/Diagnostics/UnfinishedBusinessBlueprints/ConditionDefinition/ConditionFeatFlamesOfPhlegethos.json
@@ -0,0 +1,162 @@
+{
+ "$type": "ConditionDefinition, Assembly-CSharp",
+ "inDungeonEditor": false,
+ "parentCondition": null,
+ "conditionType": "Beneficial",
+ "features": [
+ "Definition:DamageAffinityFeatFlamesOfPhlegethos:4955509d-fe4f-5601-83c7-3f5bfa72c4ab"
+ ],
+ "allowMultipleInstances": false,
+ "silentWhenAdded": false,
+ "silentWhenRemoved": false,
+ "silentWhenRefreshed": false,
+ "terminateWhenRemoved": false,
+ "specialDuration": false,
+ "durationType": "Hour",
+ "durationParameterDie": "D4",
+ "durationParameter": 1,
+ "forceTurnOccurence": false,
+ "turnOccurence": "EndOfTurn",
+ "specialInterruptions": [],
+ "interruptionRequiresSavingThrow": false,
+ "interruptionSavingThrowComputationMethod": "SaveOverride",
+ "interruptionSavingThrowAbility": "",
+ "interruptionDamageThreshold": 0,
+ "keepConditionIfSavingThrowSucceeds": false,
+ "interruptionSavingThrowAffinity": "None",
+ "conditionTags": [],
+ "recurrentEffectForms": [],
+ "cancellingConditions": [],
+ "additionalDamageWhenHit": false,
+ "additionalDamageTypeDetermination": "Specific",
+ "additionalDamageType": "",
+ "additionalDamageQuantity": "AbilityBonus",
+ "additionalDamageDieType": "D1",
+ "additionalDamageDieNumber": 1,
+ "additionalConditionWhenHit": false,
+ "additionalCondition": null,
+ "additionalConditionDurationType": "Round",
+ "additionalConditionDurationParameter": 1,
+ "additionalConditionTurnOccurenceType": "StartOfTurn",
+ "conditionStartParticleReference": {
+ "$type": "UnityEngine.AddressableAssets.AssetReference, Unity.Addressables",
+ "m_AssetGUID": "63f0f32d7d04cf343b2bd3018fa241e0",
+ "m_SubObjectName": "",
+ "m_SubObjectType": ""
+ },
+ "conditionParticleReference": {
+ "$type": "UnityEngine.AddressableAssets.AssetReference, Unity.Addressables",
+ "m_AssetGUID": "e13d321e7272a644daf36f792d2677e7",
+ "m_SubObjectName": "",
+ "m_SubObjectType": ""
+ },
+ "conditionEndParticleReference": {
+ "$type": "UnityEngine.AddressableAssets.AssetReference, Unity.Addressables",
+ "m_AssetGUID": "9cfcfe3680cc81f40867d8787cde2e5b",
+ "m_SubObjectName": "",
+ "m_SubObjectType": ""
+ },
+ "recurrentEffectParticleReference": {
+ "$type": "UnityEngine.AddressableAssets.AssetReference, Unity.Addressables",
+ "m_AssetGUID": "",
+ "m_SubObjectName": "",
+ "m_SubObjectType": ""
+ },
+ "characterShaderReference": {
+ "$type": "UnityEngine.AddressableAssets.AssetReference, Unity.Addressables",
+ "m_AssetGUID": "",
+ "m_SubObjectName": null,
+ "m_SubObjectType": null
+ },
+ "particlesBasedOnAncestryDamageType": false,
+ "ancestryType": "Sorcerer",
+ "acidParticleParameters": null,
+ "coldParticleParameters": null,
+ "fireParticleParameters": null,
+ "lightningParticleParameters": null,
+ "poisonParticleParameters": null,
+ "overrideCharacterShaderColors": false,
+ "firstCharacterShaderColor": {
+ "$type": "UnityEngine.Color, UnityEngine.CoreModule",
+ "r": 0.0,
+ "g": 0.0,
+ "b": 0.0,
+ "a": 0.0
+ },
+ "secondCharacterShaderColor": {
+ "$type": "UnityEngine.Color, UnityEngine.CoreModule",
+ "r": 0.0,
+ "g": 0.0,
+ "b": 0.0,
+ "a": 0.0
+ },
+ "timeToWaitBeforeApplyingShader": 0.5,
+ "timeToWaitBeforeRemovingShader": 0.5,
+ "possessive": true,
+ "amountOrigin": "None",
+ "baseAmount": 0,
+ "additiveAmount": false,
+ "sourceAbilityBonusMinValue": 1,
+ "subsequentOnRemoval": null,
+ "subsequentHasSavingThrow": false,
+ "subsequentSavingThrowAbilityScore": "Constitution",
+ "subsequentVariableForDC": "FrenzyExhaustionDC",
+ "subsequentDCIncrease": 5,
+ "effectFormsOnRemoved": [],
+ "forceBehavior": false,
+ "addBehavior": false,
+ "fearSource": false,
+ "battlePackage": null,
+ "explorationPackage": null,
+ "removedFromTheGame": false,
+ "permanentlyRemovedIfExtraPlanar": false,
+ "refundReceivedDamageWhenRemoved": false,
+ "followSourcePosition": false,
+ "disolveCharacterOnDeath": false,
+ "disolveParameters": {
+ "$type": "GraphicsCharacterDefinitions+DisolveParameters, Assembly-CSharp",
+ "color": {
+ "$type": "UnityEngine.Color, UnityEngine.CoreModule",
+ "r": 0.0,
+ "g": 0.0,
+ "b": 0.0,
+ "a": 0.0
+ },
+ "colorWidth": 0.0,
+ "noiseScale": 5.0,
+ "hueScale": 0.0,
+ "vertexOffset": 0.0,
+ "curve": {
+ "$type": "UnityEngine.AnimationCurve, UnityEngine.CoreModule"
+ },
+ "startAfterDeathAnimation": false,
+ "duration": 0.0
+ },
+ "guiPresentation": {
+ "$type": "GuiPresentation, Assembly-CSharp",
+ "hidden": false,
+ "title": "Condition/&ConditionFeatFlamesOfPhlegethosTitle",
+ "description": "Condition/&ConditionFeatFlamesOfPhlegethosDescription",
+ "spriteReference": {
+ "$type": "UnityEngine.AddressableAssets.AssetReferenceSprite, Unity.Addressables",
+ "m_AssetGUID": "df79a8d92a082eb40a000919a6f5b27a",
+ "m_SubObjectName": "ConditionDivineFavor",
+ "m_SubObjectType": "UnityEngine.Sprite, UnityEngine.CoreModule, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null"
+ },
+ "color": {
+ "$type": "UnityEngine.Color, UnityEngine.CoreModule",
+ "r": 1.0,
+ "g": 1.0,
+ "b": 1.0,
+ "a": 1.0
+ },
+ "symbolChar": "221E",
+ "sortOrder": 0,
+ "unusedInSolastaCOTM": false,
+ "usedInValleyDLC": false
+ },
+ "contentCopyright": "UserContent",
+ "guid": "0f2d858f-1d3a-5c61-9cfd-151814083b41",
+ "contentPack": 9999,
+ "name": "ConditionFeatFlamesOfPhlegethos"
+}
\ No newline at end of file
diff --git a/Diagnostics/UnfinishedBusinessBlueprints/ConditionDefinition/ConditionFeatOrcishFuryAdditionalDamage.json b/Diagnostics/UnfinishedBusinessBlueprints/ConditionDefinition/ConditionFeatOrcishFuryAdditionalDamage.json
new file mode 100644
index 0000000000..200b10a63c
--- /dev/null
+++ b/Diagnostics/UnfinishedBusinessBlueprints/ConditionDefinition/ConditionFeatOrcishFuryAdditionalDamage.json
@@ -0,0 +1,159 @@
+{
+ "$type": "ConditionDefinition, Assembly-CSharp",
+ "inDungeonEditor": false,
+ "parentCondition": null,
+ "conditionType": "Beneficial",
+ "features": [
+ "Definition:AdditionalDamageFeatOrcishFury:4164e6e5-bac4-50ea-8b60-03d23bed2641"
+ ],
+ "allowMultipleInstances": false,
+ "silentWhenAdded": true,
+ "silentWhenRemoved": true,
+ "silentWhenRefreshed": false,
+ "terminateWhenRemoved": false,
+ "specialDuration": false,
+ "durationType": "Hour",
+ "durationParameterDie": "D4",
+ "durationParameter": 1,
+ "forceTurnOccurence": false,
+ "turnOccurence": "EndOfTurn",
+ "specialInterruptions": [
+ "Attacks"
+ ],
+ "interruptionRequiresSavingThrow": false,
+ "interruptionSavingThrowComputationMethod": "SaveOverride",
+ "interruptionSavingThrowAbility": "",
+ "interruptionDamageThreshold": 0,
+ "keepConditionIfSavingThrowSucceeds": false,
+ "interruptionSavingThrowAffinity": "None",
+ "conditionTags": [],
+ "recurrentEffectForms": [],
+ "cancellingConditions": [],
+ "additionalDamageWhenHit": false,
+ "additionalDamageTypeDetermination": "Specific",
+ "additionalDamageType": "",
+ "additionalDamageQuantity": "AbilityBonus",
+ "additionalDamageDieType": "D1",
+ "additionalDamageDieNumber": 1,
+ "additionalConditionWhenHit": false,
+ "additionalCondition": null,
+ "additionalConditionDurationType": "Round",
+ "additionalConditionDurationParameter": 1,
+ "additionalConditionTurnOccurenceType": "StartOfTurn",
+ "conditionStartParticleReference": {
+ "$type": "UnityEngine.AddressableAssets.AssetReference, Unity.Addressables",
+ "m_AssetGUID": "",
+ "m_SubObjectName": null,
+ "m_SubObjectType": null
+ },
+ "conditionParticleReference": {
+ "$type": "UnityEngine.AddressableAssets.AssetReference, Unity.Addressables",
+ "m_AssetGUID": "",
+ "m_SubObjectName": null,
+ "m_SubObjectType": null
+ },
+ "conditionEndParticleReference": {
+ "$type": "UnityEngine.AddressableAssets.AssetReference, Unity.Addressables",
+ "m_AssetGUID": "",
+ "m_SubObjectName": null,
+ "m_SubObjectType": null
+ },
+ "recurrentEffectParticleReference": null,
+ "characterShaderReference": {
+ "$type": "UnityEngine.AddressableAssets.AssetReference, Unity.Addressables",
+ "m_AssetGUID": "",
+ "m_SubObjectName": null,
+ "m_SubObjectType": null
+ },
+ "particlesBasedOnAncestryDamageType": false,
+ "ancestryType": "Sorcerer",
+ "acidParticleParameters": null,
+ "coldParticleParameters": null,
+ "fireParticleParameters": null,
+ "lightningParticleParameters": null,
+ "poisonParticleParameters": null,
+ "overrideCharacterShaderColors": false,
+ "firstCharacterShaderColor": {
+ "$type": "UnityEngine.Color, UnityEngine.CoreModule",
+ "r": 0.0,
+ "g": 0.0,
+ "b": 0.0,
+ "a": 0.0
+ },
+ "secondCharacterShaderColor": {
+ "$type": "UnityEngine.Color, UnityEngine.CoreModule",
+ "r": 0.0,
+ "g": 0.0,
+ "b": 0.0,
+ "a": 0.0
+ },
+ "timeToWaitBeforeApplyingShader": 0.5,
+ "timeToWaitBeforeRemovingShader": 0.5,
+ "possessive": false,
+ "amountOrigin": "None",
+ "baseAmount": 0,
+ "additiveAmount": false,
+ "sourceAbilityBonusMinValue": 1,
+ "subsequentOnRemoval": null,
+ "subsequentHasSavingThrow": false,
+ "subsequentSavingThrowAbilityScore": "Constitution",
+ "subsequentVariableForDC": "FrenzyExhaustionDC",
+ "subsequentDCIncrease": 5,
+ "effectFormsOnRemoved": [],
+ "forceBehavior": false,
+ "addBehavior": false,
+ "fearSource": false,
+ "battlePackage": null,
+ "explorationPackage": null,
+ "removedFromTheGame": false,
+ "permanentlyRemovedIfExtraPlanar": false,
+ "refundReceivedDamageWhenRemoved": false,
+ "followSourcePosition": false,
+ "disolveCharacterOnDeath": false,
+ "disolveParameters": {
+ "$type": "GraphicsCharacterDefinitions+DisolveParameters, Assembly-CSharp",
+ "color": {
+ "$type": "UnityEngine.Color, UnityEngine.CoreModule",
+ "r": 0.0,
+ "g": 0.0,
+ "b": 0.0,
+ "a": 0.0
+ },
+ "colorWidth": 0.0,
+ "noiseScale": 5.0,
+ "hueScale": 0.0,
+ "vertexOffset": 0.0,
+ "curve": {
+ "$type": "UnityEngine.AnimationCurve, UnityEngine.CoreModule"
+ },
+ "startAfterDeathAnimation": false,
+ "duration": 0.0
+ },
+ "guiPresentation": {
+ "$type": "GuiPresentation, Assembly-CSharp",
+ "hidden": true,
+ "title": "Feature/&NoContentTitle",
+ "description": "Feature/&NoContentTitle",
+ "spriteReference": {
+ "$type": "UnityEngine.AddressableAssets.AssetReferenceSprite, Unity.Addressables",
+ "m_AssetGUID": "",
+ "m_SubObjectName": null,
+ "m_SubObjectType": null
+ },
+ "color": {
+ "$type": "UnityEngine.Color, UnityEngine.CoreModule",
+ "r": 1.0,
+ "g": 1.0,
+ "b": 1.0,
+ "a": 1.0
+ },
+ "symbolChar": "221E",
+ "sortOrder": 0,
+ "unusedInSolastaCOTM": false,
+ "usedInValleyDLC": false
+ },
+ "contentCopyright": "UserContent",
+ "guid": "9cecaaaa-7826-5d22-ac71-ce458f981d9e",
+ "contentPack": 9999,
+ "name": "ConditionFeatOrcishFuryAdditionalDamage"
+}
\ No newline at end of file
diff --git a/Diagnostics/UnfinishedBusinessBlueprints/ConditionDefinition/ConditionRangerWildMasterBeastCompanionHitPoints.json b/Diagnostics/UnfinishedBusinessBlueprints/ConditionDefinition/ConditionRangerWildMasterBeastCompanionHitPoints.json
index c516eab9b7..ecafea7e62 100644
--- a/Diagnostics/UnfinishedBusinessBlueprints/ConditionDefinition/ConditionRangerWildMasterBeastCompanionHitPoints.json
+++ b/Diagnostics/UnfinishedBusinessBlueprints/ConditionDefinition/ConditionRangerWildMasterBeastCompanionHitPoints.json
@@ -33,7 +33,7 @@
"cancellingConditions": [],
"additionalDamageWhenHit": false,
"additionalDamageTypeDetermination": "Specific",
- "additionalDamageType": "",
+ "additionalDamageType": "Ranger",
"additionalDamageQuantity": "AbilityBonus",
"additionalDamageDieType": "D1",
"additionalDamageDieNumber": 1,
@@ -92,7 +92,7 @@
"timeToWaitBeforeApplyingShader": 0.5,
"timeToWaitBeforeRemovingShader": 0.5,
"possessive": true,
- "amountOrigin": 9001,
+ "amountOrigin": 9002,
"baseAmount": 0,
"additiveAmount": false,
"sourceAbilityBonusMinValue": 1,
diff --git a/Diagnostics/UnfinishedBusinessBlueprints/ConditionDefinition/ConditionRoguishBladeCallerBladeMark.json b/Diagnostics/UnfinishedBusinessBlueprints/ConditionDefinition/ConditionRoguishBladeCallerBladeMark.json
index d959b54060..a3b86d3e8a 100644
--- a/Diagnostics/UnfinishedBusinessBlueprints/ConditionDefinition/ConditionRoguishBladeCallerBladeMark.json
+++ b/Diagnostics/UnfinishedBusinessBlueprints/ConditionDefinition/ConditionRoguishBladeCallerBladeMark.json
@@ -86,7 +86,7 @@
"timeToWaitBeforeApplyingShader": 0.5,
"timeToWaitBeforeRemovingShader": 0.5,
"possessive": true,
- "amountOrigin": 9002,
+ "amountOrigin": "None",
"baseAmount": 0,
"additiveAmount": false,
"sourceAbilityBonusMinValue": 1,
diff --git a/Diagnostics/UnfinishedBusinessBlueprints/FeatDefinition/FeatGroupAlchemist.json b/Diagnostics/UnfinishedBusinessBlueprints/FeatDefinition/FeatAlert.json
similarity index 74%
rename from Diagnostics/UnfinishedBusinessBlueprints/FeatDefinition/FeatGroupAlchemist.json
rename to Diagnostics/UnfinishedBusinessBlueprints/FeatDefinition/FeatAlert.json
index 649dff0f4b..d7458f2baa 100644
--- a/Diagnostics/UnfinishedBusinessBlueprints/FeatDefinition/FeatGroupAlchemist.json
+++ b/Diagnostics/UnfinishedBusinessBlueprints/FeatDefinition/FeatAlert.json
@@ -11,12 +11,15 @@
"hasFamilyTag": false,
"familyTag": "",
"knownFeatsPrerequisite": [],
- "features": [],
+ "features": [
+ "Definition:AttributeModifierFeatAlertInitiative:0daab1fe-0266-51e2-be76-14d6702e2236",
+ "Definition:ConditionAffinityFeatAlertSurprised:f846074c-4054-5695-a7e8-a689fe9d638a"
+ ],
"guiPresentation": {
"$type": "GuiPresentation, Assembly-CSharp",
"hidden": true,
- "title": "Feat/&FeatGroupAlchemistTitle",
- "description": "Initiate Alchemist, Master Alchemist",
+ "title": "Feat/&FeatAlertTitle",
+ "description": "Feat/&FeatAlertDescription",
"spriteReference": {
"$type": "UnityEngine.AddressableAssets.AssetReferenceSprite, Unity.Addressables",
"m_AssetGUID": "",
@@ -36,7 +39,7 @@
"usedInValleyDLC": false
},
"contentCopyright": "UserContent",
- "guid": "1bdd5719-e3f7-5faa-ad3e-d0049354c6ca",
+ "guid": "828b436b-32b3-5a5f-a496-45164422e2f5",
"contentPack": 9999,
- "name": "FeatGroupAlchemist"
+ "name": "FeatAlert"
}
\ No newline at end of file
diff --git a/Diagnostics/UnfinishedBusinessBlueprints/FeatDefinition/FeatCharger.json b/Diagnostics/UnfinishedBusinessBlueprints/FeatDefinition/FeatCharger.json
new file mode 100644
index 0000000000..05e0d2faa0
--- /dev/null
+++ b/Diagnostics/UnfinishedBusinessBlueprints/FeatDefinition/FeatCharger.json
@@ -0,0 +1,47 @@
+{
+ "$type": "FeatDefinition, Assembly-CSharp",
+ "compatibleClassesPrerequisite": [],
+ "mustCastSpellsPrerequisite": false,
+ "compatibleRacesPrerequisite": [],
+ "minimalAbilityScorePrerequisite": false,
+ "minimalAbilityScoreValue": 13,
+ "minimalAbilityScoreName": "Strength",
+ "armorProficiencyPrerequisite": false,
+ "armorProficiencyCategory": "",
+ "hasFamilyTag": false,
+ "familyTag": "",
+ "knownFeatsPrerequisite": [],
+ "features": [
+ "Definition:FeatureFeatChargerExtraAttack:0a36808f-c6a1-5d08-94f2-836cd474886b",
+ "Definition:PowerFeatCharger:0056b8c2-a289-5538-a686-e9dde2f1e07e",
+ "Definition:PowerFeatChargerAddDamage:0abf52fa-8c95-5c96-b094-793846dfe0cb",
+ "Definition:PowerFeatChargerShove:4a1112ca-de81-507c-8b7f-87ea0ac38ccd"
+ ],
+ "guiPresentation": {
+ "$type": "GuiPresentation, Assembly-CSharp",
+ "hidden": true,
+ "title": "Feat/&FeatChargerTitle",
+ "description": "Feat/&FeatChargerDescription",
+ "spriteReference": {
+ "$type": "UnityEngine.AddressableAssets.AssetReferenceSprite, Unity.Addressables",
+ "m_AssetGUID": "",
+ "m_SubObjectName": null,
+ "m_SubObjectType": null
+ },
+ "color": {
+ "$type": "UnityEngine.Color, UnityEngine.CoreModule",
+ "r": 1.0,
+ "g": 1.0,
+ "b": 1.0,
+ "a": 1.0
+ },
+ "symbolChar": "221E",
+ "sortOrder": 0,
+ "unusedInSolastaCOTM": false,
+ "usedInValleyDLC": false
+ },
+ "contentCopyright": "UserContent",
+ "guid": "58f245b7-7465-56e0-9c17-6dd395c5f193",
+ "contentPack": 9999,
+ "name": "FeatCharger"
+}
\ No newline at end of file
diff --git a/Diagnostics/UnfinishedBusinessBlueprints/FeatDefinition/FeatChefCon.json b/Diagnostics/UnfinishedBusinessBlueprints/FeatDefinition/FeatChefCon.json
new file mode 100644
index 0000000000..fbf4318928
--- /dev/null
+++ b/Diagnostics/UnfinishedBusinessBlueprints/FeatDefinition/FeatChefCon.json
@@ -0,0 +1,46 @@
+{
+ "$type": "FeatDefinition, Assembly-CSharp",
+ "compatibleClassesPrerequisite": [],
+ "mustCastSpellsPrerequisite": false,
+ "compatibleRacesPrerequisite": [],
+ "minimalAbilityScorePrerequisite": false,
+ "minimalAbilityScoreValue": 13,
+ "minimalAbilityScoreName": "Strength",
+ "armorProficiencyPrerequisite": false,
+ "armorProficiencyCategory": "",
+ "hasFamilyTag": true,
+ "familyTag": "FeatChef",
+ "knownFeatsPrerequisite": [],
+ "features": [
+ "Definition:AttributeModifierCreed_Of_Arun:448b8ab9ee9cd784b81e82a65d5810f0",
+ "Definition:PowerFeatChefCookMeal:5915ec28-4dad-59f9-9e00-930a82223a78",
+ "Definition:PowerFeatChefCookTreat:6f753be6-0727-5ab4-a720-5caaed19fb9a"
+ ],
+ "guiPresentation": {
+ "$type": "GuiPresentation, Assembly-CSharp",
+ "hidden": true,
+ "title": "Feat/&FeatChefConTitle",
+ "description": "Feat/&FeatChefConDescription",
+ "spriteReference": {
+ "$type": "UnityEngine.AddressableAssets.AssetReferenceSprite, Unity.Addressables",
+ "m_AssetGUID": "",
+ "m_SubObjectName": null,
+ "m_SubObjectType": null
+ },
+ "color": {
+ "$type": "UnityEngine.Color, UnityEngine.CoreModule",
+ "r": 1.0,
+ "g": 1.0,
+ "b": 1.0,
+ "a": 1.0
+ },
+ "symbolChar": "221E",
+ "sortOrder": 0,
+ "unusedInSolastaCOTM": false,
+ "usedInValleyDLC": false
+ },
+ "contentCopyright": "UserContent",
+ "guid": "9d6be418-4ca7-553d-80e0-551c44a51ffd",
+ "contentPack": 9999,
+ "name": "FeatChefCon"
+}
\ No newline at end of file
diff --git a/Diagnostics/UnfinishedBusinessBlueprints/FeatDefinition/FeatChefWis.json b/Diagnostics/UnfinishedBusinessBlueprints/FeatDefinition/FeatChefWis.json
new file mode 100644
index 0000000000..636a03535b
--- /dev/null
+++ b/Diagnostics/UnfinishedBusinessBlueprints/FeatDefinition/FeatChefWis.json
@@ -0,0 +1,46 @@
+{
+ "$type": "FeatDefinition, Assembly-CSharp",
+ "compatibleClassesPrerequisite": [],
+ "mustCastSpellsPrerequisite": false,
+ "compatibleRacesPrerequisite": [],
+ "minimalAbilityScorePrerequisite": false,
+ "minimalAbilityScoreValue": 13,
+ "minimalAbilityScoreName": "Strength",
+ "armorProficiencyPrerequisite": false,
+ "armorProficiencyCategory": "",
+ "hasFamilyTag": true,
+ "familyTag": "FeatChef",
+ "knownFeatsPrerequisite": [],
+ "features": [
+ "Definition:AttributeModifierCreed_Of_Maraike:7fd526d5e743c6f48bad92aac9b1738d",
+ "Definition:PowerFeatChefCookMeal:5915ec28-4dad-59f9-9e00-930a82223a78",
+ "Definition:PowerFeatChefCookTreat:6f753be6-0727-5ab4-a720-5caaed19fb9a"
+ ],
+ "guiPresentation": {
+ "$type": "GuiPresentation, Assembly-CSharp",
+ "hidden": true,
+ "title": "Feat/&FeatChefWisTitle",
+ "description": "Feat/&FeatChefWisDescription",
+ "spriteReference": {
+ "$type": "UnityEngine.AddressableAssets.AssetReferenceSprite, Unity.Addressables",
+ "m_AssetGUID": "",
+ "m_SubObjectName": null,
+ "m_SubObjectType": null
+ },
+ "color": {
+ "$type": "UnityEngine.Color, UnityEngine.CoreModule",
+ "r": 1.0,
+ "g": 1.0,
+ "b": 1.0,
+ "a": 1.0
+ },
+ "symbolChar": "221E",
+ "sortOrder": 0,
+ "unusedInSolastaCOTM": false,
+ "usedInValleyDLC": false
+ },
+ "contentCopyright": "UserContent",
+ "guid": "adf9b13e-00d8-5910-8234-71d3b00a21f2",
+ "contentPack": 9999,
+ "name": "FeatChefWis"
+}
\ No newline at end of file
diff --git a/Diagnostics/UnfinishedBusinessBlueprints/FeatDefinition/FeatEldritchVersatilityAdept.json b/Diagnostics/UnfinishedBusinessBlueprints/FeatDefinition/FeatEldritchVersatilityAdept.json
index db29417c72..59ad134fce 100644
--- a/Diagnostics/UnfinishedBusinessBlueprints/FeatDefinition/FeatEldritchVersatilityAdept.json
+++ b/Diagnostics/UnfinishedBusinessBlueprints/FeatDefinition/FeatEldritchVersatilityAdept.json
@@ -12,6 +12,7 @@
"familyTag": "",
"knownFeatsPrerequisite": [],
"features": [
+ "Definition:FeatureEldritchVersatilityGrantPoolAndSwitch:4d666d9f-aa13-5b38-acd7-48f6a279a169",
"Definition:FeatureEldritchVersatilityLearn1:a76ad49a-2a2e-5799-8d77-c1b5814914bc"
],
"guiPresentation": {
diff --git a/Diagnostics/UnfinishedBusinessBlueprints/FeatDefinition/FeatGroupAgilityCombat.json b/Diagnostics/UnfinishedBusinessBlueprints/FeatDefinition/FeatGroupAgilityCombat.json
index 4dc6e1332c..ce11101606 100644
--- a/Diagnostics/UnfinishedBusinessBlueprints/FeatDefinition/FeatGroupAgilityCombat.json
+++ b/Diagnostics/UnfinishedBusinessBlueprints/FeatDefinition/FeatGroupAgilityCombat.json
@@ -16,7 +16,7 @@
"$type": "GuiPresentation, Assembly-CSharp",
"hidden": true,
"title": "Feat/&FeatGroupAgilityCombatTitle",
- "description": "Cunning Escape, Dragon Wings, Eager for Battle, Forest Runner, Mobile, Ready or Not, Rush to Battle",
+ "description": "Alert, Cunning Escape, Eager for Battle, Forest Runner, Mobile, Ready or Not, Rush to Battle",
"spriteReference": {
"$type": "UnityEngine.AddressableAssets.AssetReferenceSprite, Unity.Addressables",
"m_AssetGUID": "",
diff --git a/Diagnostics/UnfinishedBusinessBlueprints/FeatDefinition/FeatGroupBodyResilience.json b/Diagnostics/UnfinishedBusinessBlueprints/FeatDefinition/FeatGroupBodyResilience.json
index 98c68a4941..588de86277 100644
--- a/Diagnostics/UnfinishedBusinessBlueprints/FeatDefinition/FeatGroupBodyResilience.json
+++ b/Diagnostics/UnfinishedBusinessBlueprints/FeatDefinition/FeatGroupBodyResilience.json
@@ -16,7 +16,7 @@
"$type": "GuiPresentation, Assembly-CSharp",
"hidden": true,
"title": "Feat/&FeatGroupBodyResilienceTitle",
- "description": "Badlands Marauder, Blessing of the Elements, Enduring Body, Focused Sleeper, Frost Adaptation, Hard to Kill, Hauler, Robust, Tough",
+ "description": "Badlands Marauder, Blessing of the Elements, Creed of the Gods, Enduring Body, Focused Sleeper, Frost Adaptation, Hard to Kill, Hauler, Robust, Tough",
"spriteReference": {
"$type": "UnityEngine.AddressableAssets.AssetReferenceSprite, Unity.Addressables",
"m_AssetGUID": "",
diff --git a/Diagnostics/UnfinishedBusinessBlueprints/FeatDefinition/FeatGroupEnchanter.json b/Diagnostics/UnfinishedBusinessBlueprints/FeatDefinition/FeatGroupChef.json
similarity index 68%
rename from Diagnostics/UnfinishedBusinessBlueprints/FeatDefinition/FeatGroupEnchanter.json
rename to Diagnostics/UnfinishedBusinessBlueprints/FeatDefinition/FeatGroupChef.json
index bf875d1e11..8bc0bb839d 100644
--- a/Diagnostics/UnfinishedBusinessBlueprints/FeatDefinition/FeatGroupEnchanter.json
+++ b/Diagnostics/UnfinishedBusinessBlueprints/FeatDefinition/FeatGroupChef.json
@@ -8,15 +8,15 @@
"minimalAbilityScoreName": "Strength",
"armorProficiencyPrerequisite": false,
"armorProficiencyCategory": "",
- "hasFamilyTag": false,
- "familyTag": "",
+ "hasFamilyTag": true,
+ "familyTag": "FeatChef",
"knownFeatsPrerequisite": [],
"features": [],
"guiPresentation": {
"$type": "GuiPresentation, Assembly-CSharp",
"hidden": true,
- "title": "Feat/&FeatGroupEnchanterTitle",
- "description": "Initiate Enchanter, Master Enchanter",
+ "title": "Feat/&FeatGroupChefTitle",
+ "description": "Increase your Wisdom or Constitution by 1, to a maximum of 20.\nYou can spend 1 hour to cook a meal to heal you and your companions for 1d8 HP.\nOnce a day, you may spend an hour to cook a number of treats equal to your proficiency bonus that provide 5 temporary HP when eaten.",
"spriteReference": {
"$type": "UnityEngine.AddressableAssets.AssetReferenceSprite, Unity.Addressables",
"m_AssetGUID": "",
@@ -36,7 +36,7 @@
"usedInValleyDLC": false
},
"contentCopyright": "UserContent",
- "guid": "f3ff3f2a-49fe-5333-8c0b-84eb3adebb90",
+ "guid": "83d166d0-1ee1-53c4-8f89-84d4ab2afdd3",
"contentPack": 9999,
- "name": "FeatGroupEnchanter"
+ "name": "FeatGroupChef"
}
\ No newline at end of file
diff --git a/Diagnostics/UnfinishedBusinessBlueprints/FeatDefinition/FeatGroupClassBound.json b/Diagnostics/UnfinishedBusinessBlueprints/FeatDefinition/FeatGroupClassBound.json
index 4dfd9029a4..259677d201 100644
--- a/Diagnostics/UnfinishedBusinessBlueprints/FeatDefinition/FeatGroupClassBound.json
+++ b/Diagnostics/UnfinishedBusinessBlueprints/FeatDefinition/FeatGroupClassBound.json
@@ -16,7 +16,7 @@
"$type": "GuiPresentation, Assembly-CSharp",
"hidden": true,
"title": "Feat/&FeatGroupClassBoundTitle",
- "description": "Awaken the Beast, Blessed Soul, Call for Charge, Close Quarters, Cunning Escape, Expand the Hunt, Exploiter, Hardy, Natural Fluidity, Poisoner, Potent Spellcaster, Primal Rage, Slay thy Enemies, Spiritual Fluidity",
+ "description": "Awaken the Beast, Blessed Soul, Call for Charge, Close Quarters, Cunning Escape, Expand the Hunt, Exploiter, Hardy, Natural Fluidity, Potent Spellcaster, Primal Rage, Slay thy Enemies, Spiritual Fluidity",
"spriteReference": {
"$type": "UnityEngine.AddressableAssets.AssetReferenceSprite, Unity.Addressables",
"m_AssetGUID": "",
diff --git a/Diagnostics/UnfinishedBusinessBlueprints/FeatDefinition/FeatGroupFightingStyle.json b/Diagnostics/UnfinishedBusinessBlueprints/FeatDefinition/FeatGroupFightingStyle.json
index b21ea85e7b..a19543cf83 100644
--- a/Diagnostics/UnfinishedBusinessBlueprints/FeatDefinition/FeatGroupFightingStyle.json
+++ b/Diagnostics/UnfinishedBusinessBlueprints/FeatDefinition/FeatGroupFightingStyle.json
@@ -16,7 +16,7 @@
"$type": "GuiPresentation, Assembly-CSharp",
"hidden": true,
"title": "Feat/&FeatGroupFightingStyleTitle",
- "description": "Archery, Defense, Dueling, Great Weapon Fighting, Protection, Two Weapon Fighting",
+ "description": "Archery, Blind Fighting, Classical Swordplay, Crippling, Defense, Dueling, Executioner, Great Weapon Fighting, Interception, Lunger, Merciless, Protection, Pugilist, Rope it Up, Shield Expert, Superior Technique, Torchbearer, Two Weapon Fighting",
"spriteReference": {
"$type": "UnityEngine.AddressableAssets.AssetReferenceSprite, Unity.Addressables",
"m_AssetGUID": "",
diff --git a/Diagnostics/UnfinishedBusinessBlueprints/FeatDefinition/FeatGroupGeneralAdept.json b/Diagnostics/UnfinishedBusinessBlueprints/FeatDefinition/FeatGroupGeneralAdept.json
index bf35f2bdeb..b91e03b947 100644
--- a/Diagnostics/UnfinishedBusinessBlueprints/FeatDefinition/FeatGroupGeneralAdept.json
+++ b/Diagnostics/UnfinishedBusinessBlueprints/FeatDefinition/FeatGroupGeneralAdept.json
@@ -16,7 +16,7 @@
"$type": "GuiPresentation, Assembly-CSharp",
"hidden": true,
"title": "Feat/&FeatGroupGeneralAdeptTitle",
- "description": "Arcane Archer Adept, Eldritch Adept, Fighting Initiate, Infusion Adept, Magic Initiate, Martial Adept, Metamagic Adept, Versatility Adept",
+ "description": "Arcane Archer Adept, Eldritch Adept, Fighting Initiate, Infusion Adept, Magic Initiate, Martial Adept, Metamagic Adept, Monk Initiate, Versatility Adept",
"spriteReference": {
"$type": "UnityEngine.AddressableAssets.AssetReferenceSprite, Unity.Addressables",
"m_AssetGUID": "",
diff --git a/Diagnostics/UnfinishedBusinessBlueprints/FeatDefinition/FeatGroupHalfCharisma.json b/Diagnostics/UnfinishedBusinessBlueprints/FeatDefinition/FeatGroupHalfCharisma.json
index 3eeeea292f..fb87fdc750 100644
--- a/Diagnostics/UnfinishedBusinessBlueprints/FeatDefinition/FeatGroupHalfCharisma.json
+++ b/Diagnostics/UnfinishedBusinessBlueprints/FeatDefinition/FeatGroupHalfCharisma.json
@@ -16,7 +16,7 @@
"$type": "GuiPresentation, Assembly-CSharp",
"hidden": true,
"title": "Feat/&FeatGroupHalfCharismaTitle",
- "description": "Aegis Touched [Cha], Apothecary [Cha], Awaken the Beast [Cha], Blessed Soul [Paladin], Celestial Touched [Cha], Charismatic Defense, Charismatic Precision, Creed of Solasta, Elven Accuracy [Cha], Fey Teleportation [Cha], Flame Touched [Cha], Iridescent Touched [Cha], Peregrination Touched [Cha], Retinue Touched [Cha], Second Chance [Cha], Shadow Touched [Cha], Telekinetic [Cha], Toxicologist [Cha], Verdant Touched [Cha]",
+ "description": "Aegis Touched [Cha], Apothecary [Cha], Awaken the Beast [Cha], Blessed Soul [Paladin], Celestial Touched [Cha], Charismatic Defense, Charismatic Precision, Creed of Solasta, Elven Accuracy [Cha], Fey Teleportation [Cha], Flame Touched [Cha], Flames of Phlegethos [Cha], Iridescent Touched [Cha], Peregrination Touched [Cha], Retinue Touched [Cha], Second Chance [Cha], Shadow Touched [Cha], Telekinetic [Cha], Toxicologist [Cha], Verdant Touched [Cha]",
"spriteReference": {
"$type": "UnityEngine.AddressableAssets.AssetReferenceSprite, Unity.Addressables",
"m_AssetGUID": "",
diff --git a/Diagnostics/UnfinishedBusinessBlueprints/FeatDefinition/FeatGroupHalfConstitution.json b/Diagnostics/UnfinishedBusinessBlueprints/FeatDefinition/FeatGroupHalfConstitution.json
index f81ad1089b..de0de7ac84 100644
--- a/Diagnostics/UnfinishedBusinessBlueprints/FeatDefinition/FeatGroupHalfConstitution.json
+++ b/Diagnostics/UnfinishedBusinessBlueprints/FeatDefinition/FeatGroupHalfConstitution.json
@@ -16,7 +16,7 @@
"$type": "GuiPresentation, Assembly-CSharp",
"hidden": true,
"title": "Feat/&FeatGroupHalfConstitutionTitle",
- "description": "Awaken the Beast [Con], Badlands Marauder, Creed of Arun, Crusher [Con], Enduring Body, Focused Sleeper, Frost Adaptation, Hard to Kill, Hardy [Con], Infernal Constitution, Primal Rage [Con], Robust, Second Chance [Con], Sturdiness of the Tundra",
+ "description": "Awaken the Beast [Con], Badlands Marauder, Chef [Con], Creed of Arun, Crusher [Con], Dwarven Fortitude, Enduring Body, Focused Sleeper, Frost Adaptation, Hard to Kill, Hardy [Con], Infernal Constitution, Orcish Fury [Con], Primal Rage [Con], Robust, Second Chance [Con], Sturdiness of the Tundra",
"spriteReference": {
"$type": "UnityEngine.AddressableAssets.AssetReferenceSprite, Unity.Addressables",
"m_AssetGUID": "",
diff --git a/Diagnostics/UnfinishedBusinessBlueprints/FeatDefinition/FeatGroupHalfIntelligence.json b/Diagnostics/UnfinishedBusinessBlueprints/FeatDefinition/FeatGroupHalfIntelligence.json
index 0cc14d6194..fe100c3cdc 100644
--- a/Diagnostics/UnfinishedBusinessBlueprints/FeatDefinition/FeatGroupHalfIntelligence.json
+++ b/Diagnostics/UnfinishedBusinessBlueprints/FeatDefinition/FeatGroupHalfIntelligence.json
@@ -16,7 +16,7 @@
"$type": "GuiPresentation, Assembly-CSharp",
"hidden": true,
"title": "Feat/&FeatGroupHalfIntelligenceTitle",
- "description": "Aegis Touched [Int], Apothecary [Int], Arcane Defense, Arcane Precision, Awaken the Beast [Int], Celestial Touched [Int], Close Quarters [Int], Creed of Pakri, Elven Accuracy [Int], Fade Away [Int], Fey Teleportation [Int], Flame Touched [Int], Iridescent Touched [Int], Peregrination Touched [Int], Retinue Touched [Int], Scriber, Shadow Touched [Int], Telekinetic [Int], Toxicologist [Int], Verdant Touched [Int]",
+ "description": "Aegis Touched [Int], Apothecary [Int], Arcane Defense, Arcane Precision, Awaken the Beast [Int], Celestial Touched [Int], Close Quarters [Int], Creed of Pakri, Elven Accuracy [Int], Fade Away [Int], Fey Teleportation [Int], Flame Touched [Int], Flames of Phlegethos [Int], Iridescent Touched [Int], Peregrination Touched [Int], Retinue Touched [Int], Scriber, Shadow Touched [Int], Telekinetic [Int], Toxicologist [Int], Verdant Touched [Int]",
"spriteReference": {
"$type": "UnityEngine.AddressableAssets.AssetReferenceSprite, Unity.Addressables",
"m_AssetGUID": "",
diff --git a/Diagnostics/UnfinishedBusinessBlueprints/FeatDefinition/FeatGroupHalfStrength.json b/Diagnostics/UnfinishedBusinessBlueprints/FeatDefinition/FeatGroupHalfStrength.json
index 52aef914b0..856aae6617 100644
--- a/Diagnostics/UnfinishedBusinessBlueprints/FeatDefinition/FeatGroupHalfStrength.json
+++ b/Diagnostics/UnfinishedBusinessBlueprints/FeatDefinition/FeatGroupHalfStrength.json
@@ -16,7 +16,7 @@
"$type": "GuiPresentation, Assembly-CSharp",
"hidden": true,
"title": "Feat/&FeatGroupHalfStrengthTitle",
- "description": "Awaken the Beast [Str], Creed of Einar, Crusher [Str], Hardy [Str], Hauler, Heavy Armor Master, Might of the Iron Legion, Moderately Armored [Str], Old Tactics [Str], Piercer [Str], Primal Rage [Str], Revenant Blade [Str], Slasher [Str], Squat Nimbleness [Str]",
+ "description": "Awaken the Beast [Str], Creed of Einar, Crusher [Str], Hardy [Str], Hauler, Heavy Armor Master, Might of the Iron Legion, Moderately Armored [Str], Old Tactics [Str], Orcish Fury [Str], Piercer [Str], Primal Rage [Str], Revenant Blade [Str], Slasher [Str], Squat Nimbleness [Str]",
"spriteReference": {
"$type": "UnityEngine.AddressableAssets.AssetReferenceSprite, Unity.Addressables",
"m_AssetGUID": "",
diff --git a/Diagnostics/UnfinishedBusinessBlueprints/FeatDefinition/FeatGroupHalfWisdom.json b/Diagnostics/UnfinishedBusinessBlueprints/FeatDefinition/FeatGroupHalfWisdom.json
index ed662c8066..ed190c6cf2 100644
--- a/Diagnostics/UnfinishedBusinessBlueprints/FeatDefinition/FeatGroupHalfWisdom.json
+++ b/Diagnostics/UnfinishedBusinessBlueprints/FeatDefinition/FeatGroupHalfWisdom.json
@@ -16,7 +16,7 @@
"$type": "GuiPresentation, Assembly-CSharp",
"hidden": true,
"title": "Feat/&FeatGroupHalfWisdomTitle",
- "description": "Aegis Touched [Wis], Apothecary [Wis], Astral Reach, Awaken the Beast [Wis], Blessed Soul [Cleric], Celestial Touched [Wis], Creed of Maraike, Elven Accuracy [Wis], Expand the Hunt, Fey Teleportation [Wis], Flame Touched [Wis], Iridescent Touched [Wis], Peregrination Touched [Wis], Retinue Touched [Wis], Shadow Touched [Wis], Telekinetic [Wis], Toxicologist [Wis], Verdant Touched [Wis], Wise Archery, Wise Defense, Wise Precision",
+ "description": "Aegis Touched [Wis], Apothecary [Wis], Astral Reach, Awaken the Beast [Wis], Blessed Soul [Cleric], Celestial Touched [Wis], Chef [Wis], Creed of Maraike, Elven Accuracy [Wis], Expand the Hunt, Fey Teleportation [Wis], Flame Touched [Wis], Iridescent Touched [Wis], Peregrination Touched [Wis], Retinue Touched [Wis], Shadow Touched [Wis], Telekinetic [Wis], Toxicologist [Wis], Verdant Touched [Wis], Wise Archery, Wise Defense, Wise Precision",
"spriteReference": {
"$type": "UnityEngine.AddressableAssets.AssetReferenceSprite, Unity.Addressables",
"m_AssetGUID": "",
diff --git a/Diagnostics/UnfinishedBusinessBlueprints/FeatDefinition/FeatGroupMeleeCombat.json b/Diagnostics/UnfinishedBusinessBlueprints/FeatDefinition/FeatGroupMeleeCombat.json
index dfef39864a..347c4aa20d 100644
--- a/Diagnostics/UnfinishedBusinessBlueprints/FeatDefinition/FeatGroupMeleeCombat.json
+++ b/Diagnostics/UnfinishedBusinessBlueprints/FeatDefinition/FeatGroupMeleeCombat.json
@@ -16,7 +16,7 @@
"$type": "GuiPresentation, Assembly-CSharp",
"hidden": true,
"title": "Feat/&FeatGroupMeleeCombatTitle",
- "description": "Always Ready, Blade Mastery, Crusher, Daunting Push, Defensive Duelist, Devastating Strikes, Distracting Gambit, Elemental Touch, Fell Handed, Fencer, Great Weapon Master, Hammer the Point, Longsword Finesse, Old Tactics, Piercer, Polearm Master, Power Attack, Reckless Attack, Savage Attack, Slasher, Spear Mastery, Trip Attack",
+ "description": "Always Ready, Blade Mastery, Charger, Crusher, Daunting Push, Defensive Duelist, Devastating Strikes, Distracting Gambit, Elemental Touch, Fell Handed, Fencer, Great Weapon Master, Hammer the Point, Longsword Finesse, Old Tactics, Piercer, Polearm Master, Power Attack, Reckless Attack, Savage Attack, Slasher, Spear Mastery, Trip Attack",
"spriteReference": {
"$type": "UnityEngine.AddressableAssets.AssetReferenceSprite, Unity.Addressables",
"m_AssetGUID": "",
diff --git a/Diagnostics/UnfinishedBusinessBlueprints/FeatDefinition/FeatGroupOldTactics.json b/Diagnostics/UnfinishedBusinessBlueprints/FeatDefinition/FeatGroupOldTactics.json
index 5cd4faf292..9fe2304132 100644
--- a/Diagnostics/UnfinishedBusinessBlueprints/FeatDefinition/FeatGroupOldTactics.json
+++ b/Diagnostics/UnfinishedBusinessBlueprints/FeatDefinition/FeatGroupOldTactics.json
@@ -16,7 +16,7 @@
"$type": "GuiPresentation, Assembly-CSharp",
"hidden": true,
"title": "Feat/&FeatGroupOldTacticsTitle",
- "description": "Increase your Strength or Dexterity score by 1. Once per round, when a prone enemy within range of your melee weapon stands up you may make an attack of opportunity against the target.",
+ "description": "Increase your Strength or Dexterity by 1. Once per round, when a prone enemy within range of your melee weapon stands up you may make an attack of opportunity against the target.",
"spriteReference": {
"$type": "UnityEngine.AddressableAssets.AssetReferenceSprite, Unity.Addressables",
"m_AssetGUID": "",
diff --git a/Diagnostics/UnfinishedBusinessBlueprints/FeatDefinition/FeatGroupRaceBound.json b/Diagnostics/UnfinishedBusinessBlueprints/FeatDefinition/FeatGroupRaceBound.json
index dc602d8f17..bf178d1880 100644
--- a/Diagnostics/UnfinishedBusinessBlueprints/FeatDefinition/FeatGroupRaceBound.json
+++ b/Diagnostics/UnfinishedBusinessBlueprints/FeatDefinition/FeatGroupRaceBound.json
@@ -16,7 +16,7 @@
"$type": "GuiPresentation, Assembly-CSharp",
"hidden": true,
"title": "Feat/&FeatGroupRaceBoundTitle",
- "description": "Dragon Wings, Elven Accuracy, Fade Away, Infernal Constitution, Revenant Blade, Second Chance, Squat Nimbleness",
+ "description": "Dragon Wings, Dwarven Fortitude, Elven Accuracy, Fade Away, Flames of Phlegethos, Infernal Constitution, Orcish Fury, Revenant Blade, Second Chance, Squat Nimbleness",
"spriteReference": {
"$type": "UnityEngine.AddressableAssets.AssetReferenceSprite, Unity.Addressables",
"m_AssetGUID": "",
diff --git a/Diagnostics/UnfinishedBusinessBlueprints/FeatDefinition/FeatGroupSkills.json b/Diagnostics/UnfinishedBusinessBlueprints/FeatDefinition/FeatGroupSkills.json
index 205d015477..ad37273445 100644
--- a/Diagnostics/UnfinishedBusinessBlueprints/FeatDefinition/FeatGroupSkills.json
+++ b/Diagnostics/UnfinishedBusinessBlueprints/FeatDefinition/FeatGroupSkills.json
@@ -16,7 +16,7 @@
"$type": "GuiPresentation, Assembly-CSharp",
"hidden": true,
"title": "Feat/&FeatGroupSkillsTitle",
- "description": "Arcane Appraiser, Healer, Manipulator, Pickpocket",
+ "description": "Apothecary, Arcane Appraiser, Healer, Initiate Enchanter, Manipulator, Pickpocket, Scriber, Toxicologist",
"spriteReference": {
"$type": "UnityEngine.AddressableAssets.AssetReferenceSprite, Unity.Addressables",
"m_AssetGUID": "",
diff --git a/Diagnostics/UnfinishedBusinessBlueprints/FeatDefinition/FeatGroupSupportCombat.json b/Diagnostics/UnfinishedBusinessBlueprints/FeatDefinition/FeatGroupSupportCombat.json
index d137ecad66..0292bc4945 100644
--- a/Diagnostics/UnfinishedBusinessBlueprints/FeatDefinition/FeatGroupSupportCombat.json
+++ b/Diagnostics/UnfinishedBusinessBlueprints/FeatDefinition/FeatGroupSupportCombat.json
@@ -16,7 +16,7 @@
"$type": "GuiPresentation, Assembly-CSharp",
"hidden": true,
"title": "Feat/&FeatGroupSupportCombatTitle",
- "description": "Call for Charge, Gift of the Chromatic Dragon, Hardy, Healer, Inspiring Leader, Mender, Sentinel",
+ "description": "Call for Charge, Chef, Gift of the Chromatic Dragon, Hardy, Healer, Improved Critical, Inspiring Leader, Mender, Poisoner, Precision Focused, Sentinel, Superior Critical",
"spriteReference": {
"$type": "UnityEngine.AddressableAssets.AssetReferenceSprite, Unity.Addressables",
"m_AssetGUID": "",
diff --git a/Diagnostics/UnfinishedBusinessBlueprints/FeatDefinition/FeatGroupTools.json b/Diagnostics/UnfinishedBusinessBlueprints/FeatDefinition/FeatGroupTools.json
index fb6e11ff19..05794676ee 100644
--- a/Diagnostics/UnfinishedBusinessBlueprints/FeatDefinition/FeatGroupTools.json
+++ b/Diagnostics/UnfinishedBusinessBlueprints/FeatDefinition/FeatGroupTools.json
@@ -16,7 +16,7 @@
"$type": "GuiPresentation, Assembly-CSharp",
"hidden": true,
"title": "Feat/&FeatGroupToolsTitle",
- "description": "Alchemist, Apothecary, Enchanter, Lock Breaker, Scriber, Toxicologist",
+ "description": "Initiate Alchemist, Initiate Enchanter, Lock Breaker, Master Alchemist, Master Enchanter, Poisoner, Scriber, Toxicologist",
"spriteReference": {
"$type": "UnityEngine.AddressableAssets.AssetReferenceSprite, Unity.Addressables",
"m_AssetGUID": "",
diff --git a/Diagnostics/UnfinishedBusinessBlueprints/FeatDefinition/FeatGroupUnarmoredCombat.json b/Diagnostics/UnfinishedBusinessBlueprints/FeatDefinition/FeatGroupUnarmoredCombat.json
index aa55ff05a4..74b18196ad 100644
--- a/Diagnostics/UnfinishedBusinessBlueprints/FeatDefinition/FeatGroupUnarmoredCombat.json
+++ b/Diagnostics/UnfinishedBusinessBlueprints/FeatDefinition/FeatGroupUnarmoredCombat.json
@@ -16,7 +16,7 @@
"$type": "GuiPresentation, Assembly-CSharp",
"hidden": true,
"title": "Feat/&FeatGroupUnarmoredCombatTitle",
- "description": "Astral Reach, Crusher, Elemental Touch, Monk Initiate, Poisonous Skin, Unarmored Expert",
+ "description": "Astral Reach, Crusher, Elemental Touch, Poisonous Skin, Unarmored Expert",
"spriteReference": {
"$type": "UnityEngine.AddressableAssets.AssetReferenceSprite, Unity.Addressables",
"m_AssetGUID": "",
diff --git a/Diagnostics/UnfinishedBusinessBlueprints/FeatDefinitionWithPrerequisites/FeatArchery.json b/Diagnostics/UnfinishedBusinessBlueprints/FeatDefinitionWithPrerequisites/FeatArchery.json
index a6d0958844..5b3cd5d505 100644
--- a/Diagnostics/UnfinishedBusinessBlueprints/FeatDefinitionWithPrerequisites/FeatArchery.json
+++ b/Diagnostics/UnfinishedBusinessBlueprints/FeatDefinitionWithPrerequisites/FeatArchery.json
@@ -16,7 +16,7 @@
],
"guiPresentation": {
"$type": "GuiPresentation, Assembly-CSharp",
- "hidden": false,
+ "hidden": true,
"title": "FightingStyle/&ArcheryTitle",
"description": "FightingStyle/&ArcheryDescription",
"spriteReference": {
@@ -39,6 +39,6 @@
},
"contentCopyright": "UserContent",
"guid": "f1386edb-5dc2-59f3-b379-a506a35108bc",
- "contentPack": "BaseGame",
+ "contentPack": 9999,
"name": "FeatArchery"
}
\ No newline at end of file
diff --git a/Diagnostics/UnfinishedBusinessBlueprints/FeatDefinitionWithPrerequisites/FeatAwakenTheBeastWithinCharisma.json b/Diagnostics/UnfinishedBusinessBlueprints/FeatDefinitionWithPrerequisites/FeatAwakenTheBeastWithinCharisma.json
index a0fe850965..9045658195 100644
--- a/Diagnostics/UnfinishedBusinessBlueprints/FeatDefinitionWithPrerequisites/FeatAwakenTheBeastWithinCharisma.json
+++ b/Diagnostics/UnfinishedBusinessBlueprints/FeatDefinitionWithPrerequisites/FeatAwakenTheBeastWithinCharisma.json
@@ -18,7 +18,7 @@
"$type": "GuiPresentation, Assembly-CSharp",
"hidden": true,
"title": "Awaken the Beast [Cha]",
- "description": "Increase your Charisma score by 1, to a maximum of 20. Whenever you use your Wild Shape ability to transform into a beast, you gain temporary hit points equal to twice your druid level.",
+ "description": "Increase your Charisma by 1, to a maximum of 20. Whenever you use your Wild Shape ability to transform into a beast, you gain temporary hit points equal to twice your druid level.",
"spriteReference": {
"$type": "UnityEngine.AddressableAssets.AssetReferenceSprite, Unity.Addressables",
"m_AssetGUID": "",
diff --git a/Diagnostics/UnfinishedBusinessBlueprints/FeatDefinitionWithPrerequisites/FeatAwakenTheBeastWithinConstitution.json b/Diagnostics/UnfinishedBusinessBlueprints/FeatDefinitionWithPrerequisites/FeatAwakenTheBeastWithinConstitution.json
index 4bfc7c59e7..e0a22faa90 100644
--- a/Diagnostics/UnfinishedBusinessBlueprints/FeatDefinitionWithPrerequisites/FeatAwakenTheBeastWithinConstitution.json
+++ b/Diagnostics/UnfinishedBusinessBlueprints/FeatDefinitionWithPrerequisites/FeatAwakenTheBeastWithinConstitution.json
@@ -18,7 +18,7 @@
"$type": "GuiPresentation, Assembly-CSharp",
"hidden": true,
"title": "Awaken the Beast [Con]",
- "description": "Increase your Constitution score by 1, to a maximum of 20. Whenever you use your Wild Shape ability to transform into a beast, you gain temporary hit points equal to twice your druid level.",
+ "description": "Increase your Constitution by 1, to a maximum of 20. Whenever you use your Wild Shape ability to transform into a beast, you gain temporary hit points equal to twice your druid level.",
"spriteReference": {
"$type": "UnityEngine.AddressableAssets.AssetReferenceSprite, Unity.Addressables",
"m_AssetGUID": "",
diff --git a/Diagnostics/UnfinishedBusinessBlueprints/FeatDefinitionWithPrerequisites/FeatAwakenTheBeastWithinDexterity.json b/Diagnostics/UnfinishedBusinessBlueprints/FeatDefinitionWithPrerequisites/FeatAwakenTheBeastWithinDexterity.json
index 8e640da3a9..6026ed9fa7 100644
--- a/Diagnostics/UnfinishedBusinessBlueprints/FeatDefinitionWithPrerequisites/FeatAwakenTheBeastWithinDexterity.json
+++ b/Diagnostics/UnfinishedBusinessBlueprints/FeatDefinitionWithPrerequisites/FeatAwakenTheBeastWithinDexterity.json
@@ -18,7 +18,7 @@
"$type": "GuiPresentation, Assembly-CSharp",
"hidden": true,
"title": "Awaken the Beast [Dex]",
- "description": "Increase your Dexterity score by 1, to a maximum of 20. Whenever you use your Wild Shape ability to transform into a beast, you gain temporary hit points equal to twice your druid level.",
+ "description": "Increase your Dexterity by 1, to a maximum of 20. Whenever you use your Wild Shape ability to transform into a beast, you gain temporary hit points equal to twice your druid level.",
"spriteReference": {
"$type": "UnityEngine.AddressableAssets.AssetReferenceSprite, Unity.Addressables",
"m_AssetGUID": "",
diff --git a/Diagnostics/UnfinishedBusinessBlueprints/FeatDefinitionWithPrerequisites/FeatAwakenTheBeastWithinIntelligence.json b/Diagnostics/UnfinishedBusinessBlueprints/FeatDefinitionWithPrerequisites/FeatAwakenTheBeastWithinIntelligence.json
index 9aa9b26e41..8c0f6c66e4 100644
--- a/Diagnostics/UnfinishedBusinessBlueprints/FeatDefinitionWithPrerequisites/FeatAwakenTheBeastWithinIntelligence.json
+++ b/Diagnostics/UnfinishedBusinessBlueprints/FeatDefinitionWithPrerequisites/FeatAwakenTheBeastWithinIntelligence.json
@@ -18,7 +18,7 @@
"$type": "GuiPresentation, Assembly-CSharp",
"hidden": true,
"title": "Awaken the Beast [Int]",
- "description": "Increase your Intelligence score by 1, to a maximum of 20. Whenever you use your Wild Shape ability to transform into a beast, you gain temporary hit points equal to twice your druid level.",
+ "description": "Increase your Intelligence by 1, to a maximum of 20. Whenever you use your Wild Shape ability to transform into a beast, you gain temporary hit points equal to twice your druid level.",
"spriteReference": {
"$type": "UnityEngine.AddressableAssets.AssetReferenceSprite, Unity.Addressables",
"m_AssetGUID": "",
diff --git a/Diagnostics/UnfinishedBusinessBlueprints/FeatDefinitionWithPrerequisites/FeatAwakenTheBeastWithinStrength.json b/Diagnostics/UnfinishedBusinessBlueprints/FeatDefinitionWithPrerequisites/FeatAwakenTheBeastWithinStrength.json
index 1af60eddd8..8cb5b7347e 100644
--- a/Diagnostics/UnfinishedBusinessBlueprints/FeatDefinitionWithPrerequisites/FeatAwakenTheBeastWithinStrength.json
+++ b/Diagnostics/UnfinishedBusinessBlueprints/FeatDefinitionWithPrerequisites/FeatAwakenTheBeastWithinStrength.json
@@ -18,7 +18,7 @@
"$type": "GuiPresentation, Assembly-CSharp",
"hidden": true,
"title": "Awaken the Beast [Str]",
- "description": "Increase your Strength score by 1, to a maximum of 20. Whenever you use your Wild Shape ability to transform into a beast, you gain temporary hit points equal to twice your druid level.",
+ "description": "Increase your Strength by 1, to a maximum of 20. Whenever you use your Wild Shape ability to transform into a beast, you gain temporary hit points equal to twice your druid level.",
"spriteReference": {
"$type": "UnityEngine.AddressableAssets.AssetReferenceSprite, Unity.Addressables",
"m_AssetGUID": "",
diff --git a/Diagnostics/UnfinishedBusinessBlueprints/FeatDefinitionWithPrerequisites/FeatAwakenTheBeastWithinWisdom.json b/Diagnostics/UnfinishedBusinessBlueprints/FeatDefinitionWithPrerequisites/FeatAwakenTheBeastWithinWisdom.json
index 04e5e9523e..ab4b278002 100644
--- a/Diagnostics/UnfinishedBusinessBlueprints/FeatDefinitionWithPrerequisites/FeatAwakenTheBeastWithinWisdom.json
+++ b/Diagnostics/UnfinishedBusinessBlueprints/FeatDefinitionWithPrerequisites/FeatAwakenTheBeastWithinWisdom.json
@@ -18,7 +18,7 @@
"$type": "GuiPresentation, Assembly-CSharp",
"hidden": true,
"title": "Awaken the Beast [Wis]",
- "description": "Increase your Wisdom score by 1, to a maximum of 20. Whenever you use your Wild Shape ability to transform into a beast, you gain temporary hit points equal to twice your druid level.",
+ "description": "Increase your Wisdom by 1, to a maximum of 20. Whenever you use your Wild Shape ability to transform into a beast, you gain temporary hit points equal to twice your druid level.",
"spriteReference": {
"$type": "UnityEngine.AddressableAssets.AssetReferenceSprite, Unity.Addressables",
"m_AssetGUID": "",
diff --git a/Diagnostics/UnfinishedBusinessBlueprints/FeatDefinitionWithPrerequisites/FeatDefense.json b/Diagnostics/UnfinishedBusinessBlueprints/FeatDefinitionWithPrerequisites/FeatDefense.json
index 3f8318f66e..381dbb31cf 100644
--- a/Diagnostics/UnfinishedBusinessBlueprints/FeatDefinitionWithPrerequisites/FeatDefense.json
+++ b/Diagnostics/UnfinishedBusinessBlueprints/FeatDefinitionWithPrerequisites/FeatDefense.json
@@ -16,7 +16,7 @@
],
"guiPresentation": {
"$type": "GuiPresentation, Assembly-CSharp",
- "hidden": false,
+ "hidden": true,
"title": "FightingStyle/&DefenseTitle",
"description": "FightingStyle/&DefenseDescription",
"spriteReference": {
@@ -39,6 +39,6 @@
},
"contentCopyright": "UserContent",
"guid": "a13f121b-4a09-50e7-867a-334ae5354112",
- "contentPack": "BaseGame",
+ "contentPack": 9999,
"name": "FeatDefense"
}
\ No newline at end of file
diff --git a/Diagnostics/UnfinishedBusinessBlueprints/FeatDefinitionWithPrerequisites/FeatDueling.json b/Diagnostics/UnfinishedBusinessBlueprints/FeatDefinitionWithPrerequisites/FeatDueling.json
index 01e2a8c768..e8f422eca6 100644
--- a/Diagnostics/UnfinishedBusinessBlueprints/FeatDefinitionWithPrerequisites/FeatDueling.json
+++ b/Diagnostics/UnfinishedBusinessBlueprints/FeatDefinitionWithPrerequisites/FeatDueling.json
@@ -16,7 +16,7 @@
],
"guiPresentation": {
"$type": "GuiPresentation, Assembly-CSharp",
- "hidden": false,
+ "hidden": true,
"title": "FightingStyle/&DuelingTitle",
"description": "FightingStyle/&DuelingDescription",
"spriteReference": {
@@ -39,6 +39,6 @@
},
"contentCopyright": "UserContent",
"guid": "16bf67fc-0afc-5eac-954f-d15574176e85",
- "contentPack": "BaseGame",
+ "contentPack": 9999,
"name": "FeatDueling"
}
\ No newline at end of file
diff --git a/Diagnostics/UnfinishedBusinessBlueprints/FeatDefinition/FeatGroupCriticalVirtuoso.json b/Diagnostics/UnfinishedBusinessBlueprints/FeatDefinitionWithPrerequisites/FeatDwarvenFortitude.json
similarity index 73%
rename from Diagnostics/UnfinishedBusinessBlueprints/FeatDefinition/FeatGroupCriticalVirtuoso.json
rename to Diagnostics/UnfinishedBusinessBlueprints/FeatDefinitionWithPrerequisites/FeatDwarvenFortitude.json
index f971ae86d8..8e4c8f2905 100644
--- a/Diagnostics/UnfinishedBusinessBlueprints/FeatDefinition/FeatGroupCriticalVirtuoso.json
+++ b/Diagnostics/UnfinishedBusinessBlueprints/FeatDefinitionWithPrerequisites/FeatDwarvenFortitude.json
@@ -1,5 +1,5 @@
{
- "$type": "FeatDefinition, Assembly-CSharp",
+ "$type": "FeatDefinitionWithPrerequisites, SolastaUnfinishedBusiness",
"compatibleClassesPrerequisite": [],
"mustCastSpellsPrerequisite": false,
"compatibleRacesPrerequisite": [],
@@ -11,12 +11,14 @@
"hasFamilyTag": false,
"familyTag": "",
"knownFeatsPrerequisite": [],
- "features": [],
+ "features": [
+ "Definition:FeatureFeatDwarvenFortitude:bcbc96a9-451a-5735-af20-ad791bb4a340"
+ ],
"guiPresentation": {
"$type": "GuiPresentation, Assembly-CSharp",
"hidden": true,
- "title": "Feat/&FeatGroupCriticalVirtuosoTitle",
- "description": "Improved Critical, Superior Critical",
+ "title": "Feat/&FeatDwarvenFortitudeTitle",
+ "description": "Feat/&FeatDwarvenFortitudeDescription",
"spriteReference": {
"$type": "UnityEngine.AddressableAssets.AssetReferenceSprite, Unity.Addressables",
"m_AssetGUID": "",
@@ -36,7 +38,7 @@
"usedInValleyDLC": false
},
"contentCopyright": "UserContent",
- "guid": "17be5861-9ee7-5d67-b4cd-13b0265a1a2d",
+ "guid": "3a0cdf8b-c7b1-56e1-a8b5-8cea0e4e8550",
"contentPack": 9999,
- "name": "FeatGroupCriticalVirtuoso"
+ "name": "FeatDwarvenFortitude"
}
\ No newline at end of file
diff --git a/Diagnostics/UnfinishedBusinessBlueprints/FeatDefinitionWithPrerequisites/FeatFlamesOfPhlegethosCha.json b/Diagnostics/UnfinishedBusinessBlueprints/FeatDefinitionWithPrerequisites/FeatFlamesOfPhlegethosCha.json
new file mode 100644
index 0000000000..a90264798c
--- /dev/null
+++ b/Diagnostics/UnfinishedBusinessBlueprints/FeatDefinitionWithPrerequisites/FeatFlamesOfPhlegethosCha.json
@@ -0,0 +1,46 @@
+{
+ "$type": "FeatDefinitionWithPrerequisites, SolastaUnfinishedBusiness",
+ "compatibleClassesPrerequisite": [],
+ "mustCastSpellsPrerequisite": false,
+ "compatibleRacesPrerequisite": [],
+ "minimalAbilityScorePrerequisite": false,
+ "minimalAbilityScoreValue": 13,
+ "minimalAbilityScoreName": "Strength",
+ "armorProficiencyPrerequisite": false,
+ "armorProficiencyCategory": "",
+ "hasFamilyTag": true,
+ "familyTag": "FeatFlamesOfPhlegethos",
+ "knownFeatsPrerequisite": [],
+ "features": [
+ "Definition:AttributeModifierCreed_Of_Solasta:330246532ae609848887c37e44b7f7e4",
+ "Definition:DieRollModifierFeatFlamesOfPhlegethosFire:40e36780-3ac8-57ef-adb4-49a992d5ed28",
+ "Definition:PowerFeatFlamesOfPhlegethos:8dc5d818-588d-5ad6-85d1-9bb23a856c66"
+ ],
+ "guiPresentation": {
+ "$type": "GuiPresentation, Assembly-CSharp",
+ "hidden": true,
+ "title": "Feat/&FeatFlamesOfPhlegethosChaTitle",
+ "description": "Feat/&FeatFlamesOfPhlegethosChaDescription",
+ "spriteReference": {
+ "$type": "UnityEngine.AddressableAssets.AssetReferenceSprite, Unity.Addressables",
+ "m_AssetGUID": "",
+ "m_SubObjectName": null,
+ "m_SubObjectType": null
+ },
+ "color": {
+ "$type": "UnityEngine.Color, UnityEngine.CoreModule",
+ "r": 1.0,
+ "g": 1.0,
+ "b": 1.0,
+ "a": 1.0
+ },
+ "symbolChar": "221E",
+ "sortOrder": 0,
+ "unusedInSolastaCOTM": false,
+ "usedInValleyDLC": false
+ },
+ "contentCopyright": "UserContent",
+ "guid": "a05140ea-aa4d-5c35-88b3-91521322bab1",
+ "contentPack": 9999,
+ "name": "FeatFlamesOfPhlegethosCha"
+}
\ No newline at end of file
diff --git a/Diagnostics/UnfinishedBusinessBlueprints/FeatDefinitionWithPrerequisites/FeatFlamesOfPhlegethosInt.json b/Diagnostics/UnfinishedBusinessBlueprints/FeatDefinitionWithPrerequisites/FeatFlamesOfPhlegethosInt.json
new file mode 100644
index 0000000000..3e13d669f6
--- /dev/null
+++ b/Diagnostics/UnfinishedBusinessBlueprints/FeatDefinitionWithPrerequisites/FeatFlamesOfPhlegethosInt.json
@@ -0,0 +1,46 @@
+{
+ "$type": "FeatDefinitionWithPrerequisites, SolastaUnfinishedBusiness",
+ "compatibleClassesPrerequisite": [],
+ "mustCastSpellsPrerequisite": false,
+ "compatibleRacesPrerequisite": [],
+ "minimalAbilityScorePrerequisite": false,
+ "minimalAbilityScoreValue": 13,
+ "minimalAbilityScoreName": "Strength",
+ "armorProficiencyPrerequisite": false,
+ "armorProficiencyCategory": "",
+ "hasFamilyTag": true,
+ "familyTag": "FeatFlamesOfPhlegethos",
+ "knownFeatsPrerequisite": [],
+ "features": [
+ "Definition:AttributeModifierCreed_Of_Pakri:de9467691aafac34c890c3e25d2f306c",
+ "Definition:DieRollModifierFeatFlamesOfPhlegethosFire:40e36780-3ac8-57ef-adb4-49a992d5ed28",
+ "Definition:PowerFeatFlamesOfPhlegethos:8dc5d818-588d-5ad6-85d1-9bb23a856c66"
+ ],
+ "guiPresentation": {
+ "$type": "GuiPresentation, Assembly-CSharp",
+ "hidden": true,
+ "title": "Feat/&FeatFlamesOfPhlegethosIntTitle",
+ "description": "Feat/&FeatFlamesOfPhlegethosIntDescription",
+ "spriteReference": {
+ "$type": "UnityEngine.AddressableAssets.AssetReferenceSprite, Unity.Addressables",
+ "m_AssetGUID": "",
+ "m_SubObjectName": null,
+ "m_SubObjectType": null
+ },
+ "color": {
+ "$type": "UnityEngine.Color, UnityEngine.CoreModule",
+ "r": 1.0,
+ "g": 1.0,
+ "b": 1.0,
+ "a": 1.0
+ },
+ "symbolChar": "221E",
+ "sortOrder": 0,
+ "unusedInSolastaCOTM": false,
+ "usedInValleyDLC": false
+ },
+ "contentCopyright": "UserContent",
+ "guid": "9eeec6db-e20b-5d1b-8bd4-53e4fa4408d7",
+ "contentPack": 9999,
+ "name": "FeatFlamesOfPhlegethosInt"
+}
\ No newline at end of file
diff --git a/Diagnostics/UnfinishedBusinessBlueprints/FeatDefinitionWithPrerequisites/FeatGreatWeapon.json b/Diagnostics/UnfinishedBusinessBlueprints/FeatDefinitionWithPrerequisites/FeatGreatWeapon.json
index 9b1d2334a0..bac89fcc2c 100644
--- a/Diagnostics/UnfinishedBusinessBlueprints/FeatDefinitionWithPrerequisites/FeatGreatWeapon.json
+++ b/Diagnostics/UnfinishedBusinessBlueprints/FeatDefinitionWithPrerequisites/FeatGreatWeapon.json
@@ -16,7 +16,7 @@
],
"guiPresentation": {
"$type": "GuiPresentation, Assembly-CSharp",
- "hidden": false,
+ "hidden": true,
"title": "FightingStyle/&GreatWeaponTitle",
"description": "FightingStyle/&GreatWeaponDescription",
"spriteReference": {
@@ -39,6 +39,6 @@
},
"contentCopyright": "UserContent",
"guid": "96cb0fa7-ea6c-51a7-9eb6-84fc602d9501",
- "contentPack": "BaseGame",
+ "contentPack": 9999,
"name": "FeatGreatWeapon"
}
\ No newline at end of file
diff --git a/Diagnostics/UnfinishedBusinessBlueprints/FeatDefinitionWithPrerequisites/FeatGroupBlessedSoul.json b/Diagnostics/UnfinishedBusinessBlueprints/FeatDefinitionWithPrerequisites/FeatGroupBlessedSoul.json
index 1936075855..7e61239aa3 100644
--- a/Diagnostics/UnfinishedBusinessBlueprints/FeatDefinitionWithPrerequisites/FeatGroupBlessedSoul.json
+++ b/Diagnostics/UnfinishedBusinessBlueprints/FeatDefinitionWithPrerequisites/FeatGroupBlessedSoul.json
@@ -16,7 +16,7 @@
"$type": "GuiPresentation, Assembly-CSharp",
"hidden": true,
"title": "Feat/&FeatGroupBlessedSoulTitle",
- "description": "Your use of divine magic has left a spiritual mark on your soul, allowing you to express your faith more frequently. Increase your Charisma or Wisdom score by 1, to a maximum of 20. You gain one additional Channel Divinity usage between rests.",
+ "description": "Your use of divine magic has left a spiritual mark on your soul, allowing you to express your faith more frequently. Increase your Charisma or Wisdom by 1, to a maximum of 20. You gain one additional Channel Divinity usage between rests.",
"spriteReference": {
"$type": "UnityEngine.AddressableAssets.AssetReferenceSprite, Unity.Addressables",
"m_AssetGUID": "",
diff --git a/Diagnostics/UnfinishedBusinessBlueprints/FeatDefinitionWithPrerequisites/FeatGroupFadeAway.json b/Diagnostics/UnfinishedBusinessBlueprints/FeatDefinitionWithPrerequisites/FeatGroupFadeAway.json
index da26f058e6..149aede793 100644
--- a/Diagnostics/UnfinishedBusinessBlueprints/FeatDefinitionWithPrerequisites/FeatGroupFadeAway.json
+++ b/Diagnostics/UnfinishedBusinessBlueprints/FeatDefinitionWithPrerequisites/FeatGroupFadeAway.json
@@ -16,7 +16,7 @@
"$type": "GuiPresentation, Assembly-CSharp",
"hidden": true,
"title": "Feat/&FeatGroupFadeAwayTitle",
- "description": "You have learned a magical trick for fading away when you suffer harm. Increase your Dexterity or Intelligence score by 1, to a maximum of 20. Immediately after you take damage, you can use a reaction to magically become invisible until the end of your next turn or until you attack, deal damage, or force someone to make a saving throw. Once you use this ability, you can't do so again until you finish a short or long rest.",
+ "description": "You have learned a magical trick for fading away when you suffer harm. Increase your Dexterity or Intelligence by 1, to a maximum of 20. Immediately after you take damage, you can use a reaction to magically become invisible until the end of your next turn or until you attack, deal damage, or force someone to make a saving throw. Once you use this ability, you can't do so again until you finish a short or long rest.",
"spriteReference": {
"$type": "UnityEngine.AddressableAssets.AssetReferenceSprite, Unity.Addressables",
"m_AssetGUID": "",
diff --git a/Diagnostics/UnfinishedBusinessBlueprints/FeatDefinitionWithPrerequisites/FeatGroupFlamesOfPhlegethos.json b/Diagnostics/UnfinishedBusinessBlueprints/FeatDefinitionWithPrerequisites/FeatGroupFlamesOfPhlegethos.json
new file mode 100644
index 0000000000..7a706303e3
--- /dev/null
+++ b/Diagnostics/UnfinishedBusinessBlueprints/FeatDefinitionWithPrerequisites/FeatGroupFlamesOfPhlegethos.json
@@ -0,0 +1,42 @@
+{
+ "$type": "FeatDefinitionWithPrerequisites, SolastaUnfinishedBusiness",
+ "compatibleClassesPrerequisite": [],
+ "mustCastSpellsPrerequisite": false,
+ "compatibleRacesPrerequisite": [],
+ "minimalAbilityScorePrerequisite": false,
+ "minimalAbilityScoreValue": 13,
+ "minimalAbilityScoreName": "Strength",
+ "armorProficiencyPrerequisite": false,
+ "armorProficiencyCategory": "",
+ "hasFamilyTag": true,
+ "familyTag": "FeatFlamesOfPhlegethos",
+ "knownFeatsPrerequisite": [],
+ "features": [],
+ "guiPresentation": {
+ "$type": "GuiPresentation, Assembly-CSharp",
+ "hidden": true,
+ "title": "Feat/&FeatGroupFlamesOfPhlegethosTitle",
+ "description": "You learn to call on hellfire to serve your commands. You gain the following benefits:\n• Increase your Intelligence or Charisma by 1, to a maximum of 20.\n• When you roll fire damage for a spell you cast, you can reroll any roll of 1 on the fire damage dice, but you must use the new roll, even if it is another 1.\n• Whenever you use a power or spell that deals fire damage, you can cause flames to wreathe you until the end of your next turn. The flames don't harm you or your possessions, and they shed bright light out to 30 feet and dim light for an additional 30 feet. While the flames are present, any creature within 5 feet of you that hits you with a melee attack takes 1d4 fire damage.",
+ "spriteReference": {
+ "$type": "UnityEngine.AddressableAssets.AssetReferenceSprite, Unity.Addressables",
+ "m_AssetGUID": "",
+ "m_SubObjectName": null,
+ "m_SubObjectType": null
+ },
+ "color": {
+ "$type": "UnityEngine.Color, UnityEngine.CoreModule",
+ "r": 1.0,
+ "g": 1.0,
+ "b": 1.0,
+ "a": 1.0
+ },
+ "symbolChar": "221E",
+ "sortOrder": 0,
+ "unusedInSolastaCOTM": false,
+ "usedInValleyDLC": false
+ },
+ "contentCopyright": "UserContent",
+ "guid": "6d0664d1-aaa0-5b8c-a8ed-ca5206e0b2ba",
+ "contentPack": 9999,
+ "name": "FeatGroupFlamesOfPhlegethos"
+}
\ No newline at end of file
diff --git a/Diagnostics/UnfinishedBusinessBlueprints/FeatDefinitionWithPrerequisites/FeatGroupHardy.json b/Diagnostics/UnfinishedBusinessBlueprints/FeatDefinitionWithPrerequisites/FeatGroupHardy.json
index 1c51ff152c..259672e96c 100644
--- a/Diagnostics/UnfinishedBusinessBlueprints/FeatDefinitionWithPrerequisites/FeatGroupHardy.json
+++ b/Diagnostics/UnfinishedBusinessBlueprints/FeatDefinitionWithPrerequisites/FeatGroupHardy.json
@@ -16,7 +16,7 @@
"$type": "GuiPresentation, Assembly-CSharp",
"hidden": true,
"title": "Feat/&FeatGroupHardyTitle",
- "description": "Increase your Strength or Constitution score by 1, to a maximum of 20. Whenever you use your second wind feature, you gain 1D10 + your class level temporary hit points.",
+ "description": "Increase your Strength or Constitution by 1, to a maximum of 20. Whenever you use your second wind feature, you gain 1D10 + your class level temporary hit points.",
"spriteReference": {
"$type": "UnityEngine.AddressableAssets.AssetReferenceSprite, Unity.Addressables",
"m_AssetGUID": "",
diff --git a/Diagnostics/UnfinishedBusinessBlueprints/FeatDefinitionWithPrerequisites/FeatGroupOrcishFury.json b/Diagnostics/UnfinishedBusinessBlueprints/FeatDefinitionWithPrerequisites/FeatGroupOrcishFury.json
new file mode 100644
index 0000000000..6272b70643
--- /dev/null
+++ b/Diagnostics/UnfinishedBusinessBlueprints/FeatDefinitionWithPrerequisites/FeatGroupOrcishFury.json
@@ -0,0 +1,42 @@
+{
+ "$type": "FeatDefinitionWithPrerequisites, SolastaUnfinishedBusiness",
+ "compatibleClassesPrerequisite": [],
+ "mustCastSpellsPrerequisite": false,
+ "compatibleRacesPrerequisite": [],
+ "minimalAbilityScorePrerequisite": false,
+ "minimalAbilityScoreValue": 13,
+ "minimalAbilityScoreName": "Strength",
+ "armorProficiencyPrerequisite": false,
+ "armorProficiencyCategory": "",
+ "hasFamilyTag": true,
+ "familyTag": "FeatOrcishFury",
+ "knownFeatsPrerequisite": [],
+ "features": [],
+ "guiPresentation": {
+ "$type": "GuiPresentation, Assembly-CSharp",
+ "hidden": true,
+ "title": "Feat/&FeatGroupOrcishFuryTitle",
+ "description": "Your fury burns tirelessly. You gain the following benefits:\n• Increase your Strength or Constitution by 1, up to a maximum of 20.\n• When you hit with an attack made with a simple or martial weapon, you can roll one of the weapon's damage dice an additional time and add it as extra damage of the weapon's damage type. Once you use this ability, you can't use it again until you finish a short or long rest.\n• Immediately after you use your Relentless Endurance trait, you can use your reaction to make one weapon attack.",
+ "spriteReference": {
+ "$type": "UnityEngine.AddressableAssets.AssetReferenceSprite, Unity.Addressables",
+ "m_AssetGUID": "",
+ "m_SubObjectName": null,
+ "m_SubObjectType": null
+ },
+ "color": {
+ "$type": "UnityEngine.Color, UnityEngine.CoreModule",
+ "r": 1.0,
+ "g": 1.0,
+ "b": 1.0,
+ "a": 1.0
+ },
+ "symbolChar": "221E",
+ "sortOrder": 0,
+ "unusedInSolastaCOTM": false,
+ "usedInValleyDLC": false
+ },
+ "contentCopyright": "UserContent",
+ "guid": "8fe763cc-9898-538e-9fed-25a68811f9e5",
+ "contentPack": 9999,
+ "name": "FeatGroupOrcishFury"
+}
\ No newline at end of file
diff --git a/Diagnostics/UnfinishedBusinessBlueprints/FeatDefinitionWithPrerequisites/FeatGroupPrimalRage.json b/Diagnostics/UnfinishedBusinessBlueprints/FeatDefinitionWithPrerequisites/FeatGroupPrimalRage.json
index 97c4741ec1..a93e253d76 100644
--- a/Diagnostics/UnfinishedBusinessBlueprints/FeatDefinitionWithPrerequisites/FeatGroupPrimalRage.json
+++ b/Diagnostics/UnfinishedBusinessBlueprints/FeatDefinitionWithPrerequisites/FeatGroupPrimalRage.json
@@ -16,7 +16,7 @@
"$type": "GuiPresentation, Assembly-CSharp",
"hidden": true,
"title": "Feat/&FeatGroupPrimalRageTitle",
- "description": "Increase your Strength or Constitution score by 1, to a maximum of 20. You gain one additional Rage usage between rests.",
+ "description": "Increase your Strength or Constitution by 1, to a maximum of 20. You gain one additional Rage usage between rests.",
"spriteReference": {
"$type": "UnityEngine.AddressableAssets.AssetReferenceSprite, Unity.Addressables",
"m_AssetGUID": "",
diff --git a/Diagnostics/UnfinishedBusinessBlueprints/FeatDefinitionWithPrerequisites/FeatGroupRevenantGreatSword.json b/Diagnostics/UnfinishedBusinessBlueprints/FeatDefinitionWithPrerequisites/FeatGroupRevenantGreatSword.json
index f5db70649f..633b6ea6ff 100644
--- a/Diagnostics/UnfinishedBusinessBlueprints/FeatDefinitionWithPrerequisites/FeatGroupRevenantGreatSword.json
+++ b/Diagnostics/UnfinishedBusinessBlueprints/FeatDefinitionWithPrerequisites/FeatGroupRevenantGreatSword.json
@@ -16,7 +16,7 @@
"$type": "GuiPresentation, Assembly-CSharp",
"hidden": true,
"title": "Feat/&FeatGroupRevenantGreatSwordTitle",
- "description": "You are descended from a master of the great sword, and some of that mastery has passed on to you. You gain the following benefits:\n• Increase your Dexterity or Strength score by 1, to a maximum of 20.\n• While you are holding a great sword, you gain a +1 bonus to armor class.\n• Great sword has the finesse property when you wield it.",
+ "description": "You are descended from a master of the great sword, and some of that mastery has passed on to you. You gain the following benefits:\n• Increase your Dexterity or Strength by 1, to a maximum of 20.\n• While you are holding a great sword, you gain a +1 bonus to armor class.\n• Great sword has the finesse property when you wield it.",
"spriteReference": {
"$type": "UnityEngine.AddressableAssets.AssetReferenceSprite, Unity.Addressables",
"m_AssetGUID": "",
diff --git a/Diagnostics/UnfinishedBusinessBlueprints/FeatDefinitionWithPrerequisites/FeatGroupSecondChance.json b/Diagnostics/UnfinishedBusinessBlueprints/FeatDefinitionWithPrerequisites/FeatGroupSecondChance.json
index bb5cc56d06..bf06a2470b 100644
--- a/Diagnostics/UnfinishedBusinessBlueprints/FeatDefinitionWithPrerequisites/FeatGroupSecondChance.json
+++ b/Diagnostics/UnfinishedBusinessBlueprints/FeatDefinitionWithPrerequisites/FeatGroupSecondChance.json
@@ -16,7 +16,7 @@
"$type": "GuiPresentation, Assembly-CSharp",
"hidden": true,
"title": "Feat/&FeatGroupSecondChanceTitle",
- "description": "Increase your Dexterity, Constitution, or Charisma score by 1, to a maximum of 20. When a creature you can see hits you with an attack roll, you can use your reaction to force that creature to reroll. Once you use this ability, you can't use it again until you roll initiative at the start of combat or until you finish a short or long rest.",
+ "description": "Increase your Dexterity, Constitution, or Charisma by 1, to a maximum of 20. When a creature you can see hits you with an attack roll, you can use your reaction to force that creature to reroll. Once you use this ability, you can't use it again until you roll initiative at the start of combat or until you finish a short or long rest.",
"spriteReference": {
"$type": "UnityEngine.AddressableAssets.AssetReferenceSprite, Unity.Addressables",
"m_AssetGUID": "",
diff --git a/Diagnostics/UnfinishedBusinessBlueprints/FeatDefinitionWithPrerequisites/FeatGroupSquatNimbleness.json b/Diagnostics/UnfinishedBusinessBlueprints/FeatDefinitionWithPrerequisites/FeatGroupSquatNimbleness.json
index 49c961b44e..6c5af92e72 100644
--- a/Diagnostics/UnfinishedBusinessBlueprints/FeatDefinitionWithPrerequisites/FeatGroupSquatNimbleness.json
+++ b/Diagnostics/UnfinishedBusinessBlueprints/FeatDefinitionWithPrerequisites/FeatGroupSquatNimbleness.json
@@ -16,7 +16,7 @@
"$type": "GuiPresentation, Assembly-CSharp",
"hidden": true,
"title": "Feat/&FeatGroupSquatNimblenessTitle",
- "description": "You are uncommonly nimble for your race. Increase your Strength or Dexterity score by 1, to a maximum of 20. Increase your walking speed by 5 ft. You gain proficiency or expertise in the Athletics skill if Strength is increased or Acrobatics skill if Dexterity is increased.",
+ "description": "You are uncommonly nimble for your race. Increase your Strength or Dexterity by 1, to a maximum of 20. Increase your walking speed by 5 ft. You gain proficiency or expertise in the Athletics skill if Strength is increased or Acrobatics skill if Dexterity is increased.",
"spriteReference": {
"$type": "UnityEngine.AddressableAssets.AssetReferenceSprite, Unity.Addressables",
"m_AssetGUID": "",
diff --git a/Diagnostics/UnfinishedBusinessBlueprints/FeatDefinitionWithPrerequisites/FeatOrcishFuryCon.json b/Diagnostics/UnfinishedBusinessBlueprints/FeatDefinitionWithPrerequisites/FeatOrcishFuryCon.json
new file mode 100644
index 0000000000..22c084ccd9
--- /dev/null
+++ b/Diagnostics/UnfinishedBusinessBlueprints/FeatDefinitionWithPrerequisites/FeatOrcishFuryCon.json
@@ -0,0 +1,46 @@
+{
+ "$type": "FeatDefinitionWithPrerequisites, SolastaUnfinishedBusiness",
+ "compatibleClassesPrerequisite": [],
+ "mustCastSpellsPrerequisite": false,
+ "compatibleRacesPrerequisite": [],
+ "minimalAbilityScorePrerequisite": false,
+ "minimalAbilityScoreValue": 13,
+ "minimalAbilityScoreName": "Strength",
+ "armorProficiencyPrerequisite": false,
+ "armorProficiencyCategory": "",
+ "hasFamilyTag": true,
+ "familyTag": "FeatOrcishFury",
+ "knownFeatsPrerequisite": [],
+ "features": [
+ "Definition:ActionAffinityOrcishFuryToggle:b813b4c4-7712-5653-b451-697868cb9b41",
+ "Definition:AttributeModifierCreed_Of_Arun:448b8ab9ee9cd784b81e82a65d5810f0",
+ "Definition:PowerFeatOrcishFuryImpishWrath:16e3a36d-f549-5ea1-8b52-e542ece068b3"
+ ],
+ "guiPresentation": {
+ "$type": "GuiPresentation, Assembly-CSharp",
+ "hidden": true,
+ "title": "Feat/&FeatOrcishFuryConTitle",
+ "description": "Feat/&FeatOrcishFuryConDescription",
+ "spriteReference": {
+ "$type": "UnityEngine.AddressableAssets.AssetReferenceSprite, Unity.Addressables",
+ "m_AssetGUID": "",
+ "m_SubObjectName": null,
+ "m_SubObjectType": null
+ },
+ "color": {
+ "$type": "UnityEngine.Color, UnityEngine.CoreModule",
+ "r": 1.0,
+ "g": 1.0,
+ "b": 1.0,
+ "a": 1.0
+ },
+ "symbolChar": "221E",
+ "sortOrder": 0,
+ "unusedInSolastaCOTM": false,
+ "usedInValleyDLC": false
+ },
+ "contentCopyright": "UserContent",
+ "guid": "aade328f-3240-593d-b30b-8d729d3e2027",
+ "contentPack": 9999,
+ "name": "FeatOrcishFuryCon"
+}
\ No newline at end of file
diff --git a/Diagnostics/UnfinishedBusinessBlueprints/FeatDefinitionWithPrerequisites/FeatOrcishFuryStr.json b/Diagnostics/UnfinishedBusinessBlueprints/FeatDefinitionWithPrerequisites/FeatOrcishFuryStr.json
new file mode 100644
index 0000000000..be69569f4a
--- /dev/null
+++ b/Diagnostics/UnfinishedBusinessBlueprints/FeatDefinitionWithPrerequisites/FeatOrcishFuryStr.json
@@ -0,0 +1,46 @@
+{
+ "$type": "FeatDefinitionWithPrerequisites, SolastaUnfinishedBusiness",
+ "compatibleClassesPrerequisite": [],
+ "mustCastSpellsPrerequisite": false,
+ "compatibleRacesPrerequisite": [],
+ "minimalAbilityScorePrerequisite": false,
+ "minimalAbilityScoreValue": 13,
+ "minimalAbilityScoreName": "Strength",
+ "armorProficiencyPrerequisite": false,
+ "armorProficiencyCategory": "",
+ "hasFamilyTag": true,
+ "familyTag": "FeatOrcishFury",
+ "knownFeatsPrerequisite": [],
+ "features": [
+ "Definition:ActionAffinityOrcishFuryToggle:b813b4c4-7712-5653-b451-697868cb9b41",
+ "Definition:AttributeModifierCreed_Of_Einar:38c2a545af534bb45ad92ffe7f30d62e",
+ "Definition:PowerFeatOrcishFuryImpishWrath:16e3a36d-f549-5ea1-8b52-e542ece068b3"
+ ],
+ "guiPresentation": {
+ "$type": "GuiPresentation, Assembly-CSharp",
+ "hidden": true,
+ "title": "Feat/&FeatOrcishFuryStrTitle",
+ "description": "Feat/&FeatOrcishFuryStrDescription",
+ "spriteReference": {
+ "$type": "UnityEngine.AddressableAssets.AssetReferenceSprite, Unity.Addressables",
+ "m_AssetGUID": "",
+ "m_SubObjectName": null,
+ "m_SubObjectType": null
+ },
+ "color": {
+ "$type": "UnityEngine.Color, UnityEngine.CoreModule",
+ "r": 1.0,
+ "g": 1.0,
+ "b": 1.0,
+ "a": 1.0
+ },
+ "symbolChar": "221E",
+ "sortOrder": 0,
+ "unusedInSolastaCOTM": false,
+ "usedInValleyDLC": false
+ },
+ "contentCopyright": "UserContent",
+ "guid": "9f350278-ce91-56d7-911a-24615c0547aa",
+ "contentPack": 9999,
+ "name": "FeatOrcishFuryStr"
+}
\ No newline at end of file
diff --git a/Diagnostics/UnfinishedBusinessBlueprints/FeatDefinitionWithPrerequisites/FeatProtection.json b/Diagnostics/UnfinishedBusinessBlueprints/FeatDefinitionWithPrerequisites/FeatProtection.json
index 071c45365f..0f272a6060 100644
--- a/Diagnostics/UnfinishedBusinessBlueprints/FeatDefinitionWithPrerequisites/FeatProtection.json
+++ b/Diagnostics/UnfinishedBusinessBlueprints/FeatDefinitionWithPrerequisites/FeatProtection.json
@@ -16,7 +16,7 @@
],
"guiPresentation": {
"$type": "GuiPresentation, Assembly-CSharp",
- "hidden": false,
+ "hidden": true,
"title": "FightingStyle/&ProtectionTitle",
"description": "FightingStyle/&ProtectionDescription",
"spriteReference": {
@@ -39,6 +39,6 @@
},
"contentCopyright": "UserContent",
"guid": "96730411-defe-53a0-99ba-c5dc21169fa9",
- "contentPack": "BaseGame",
+ "contentPack": 9999,
"name": "FeatProtection"
}
\ No newline at end of file
diff --git a/Diagnostics/UnfinishedBusinessBlueprints/FeatDefinitionWithPrerequisites/FeatTwoWeapon.json b/Diagnostics/UnfinishedBusinessBlueprints/FeatDefinitionWithPrerequisites/FeatTwoWeapon.json
index 5f4092f727..1df6277b83 100644
--- a/Diagnostics/UnfinishedBusinessBlueprints/FeatDefinitionWithPrerequisites/FeatTwoWeapon.json
+++ b/Diagnostics/UnfinishedBusinessBlueprints/FeatDefinitionWithPrerequisites/FeatTwoWeapon.json
@@ -16,7 +16,7 @@
],
"guiPresentation": {
"$type": "GuiPresentation, Assembly-CSharp",
- "hidden": false,
+ "hidden": true,
"title": "FightingStyle/&TwoWeaponTitle",
"description": "FightingStyle/&TwoWeaponDescription",
"spriteReference": {
@@ -39,6 +39,6 @@
},
"contentCopyright": "UserContent",
"guid": "9d67e893-6904-509c-8a8e-19a3f44b9ca3",
- "contentPack": "BaseGame",
+ "contentPack": 9999,
"name": "FeatTwoWeapon"
}
\ No newline at end of file
diff --git a/Diagnostics/UnfinishedBusinessBlueprints/FeatureDefinition/FeatureEldritchVersatilityGrantPoolAndSwitch.json b/Diagnostics/UnfinishedBusinessBlueprints/FeatureDefinition/FeatureEldritchVersatilityGrantPoolAndSwitch.json
new file mode 100644
index 0000000000..e122e2c481
--- /dev/null
+++ b/Diagnostics/UnfinishedBusinessBlueprints/FeatureDefinition/FeatureEldritchVersatilityGrantPoolAndSwitch.json
@@ -0,0 +1,30 @@
+{
+ "$type": "FeatureDefinition, Assembly-CSharp",
+ "guiPresentation": {
+ "$type": "GuiPresentation, Assembly-CSharp",
+ "hidden": true,
+ "title": "Feature/&NoContentTitle",
+ "description": "Feature/&NoContentTitle",
+ "spriteReference": {
+ "$type": "UnityEngine.AddressableAssets.AssetReferenceSprite, Unity.Addressables",
+ "m_AssetGUID": "",
+ "m_SubObjectName": null,
+ "m_SubObjectType": null
+ },
+ "color": {
+ "$type": "UnityEngine.Color, UnityEngine.CoreModule",
+ "r": 1.0,
+ "g": 1.0,
+ "b": 1.0,
+ "a": 1.0
+ },
+ "symbolChar": "221E",
+ "sortOrder": 0,
+ "unusedInSolastaCOTM": false,
+ "usedInValleyDLC": false
+ },
+ "contentCopyright": "UserContent",
+ "guid": "4d666d9f-aa13-5b38-acd7-48f6a279a169",
+ "contentPack": 9999,
+ "name": "FeatureEldritchVersatilityGrantPoolAndSwitch"
+}
\ No newline at end of file
diff --git a/Diagnostics/UnfinishedBusinessBlueprints/FeatureDefinition/FeatureFeatChargerExtraAttack.json b/Diagnostics/UnfinishedBusinessBlueprints/FeatureDefinition/FeatureFeatChargerExtraAttack.json
new file mode 100644
index 0000000000..eb1c359fe0
--- /dev/null
+++ b/Diagnostics/UnfinishedBusinessBlueprints/FeatureDefinition/FeatureFeatChargerExtraAttack.json
@@ -0,0 +1,30 @@
+{
+ "$type": "FeatureDefinition, Assembly-CSharp",
+ "guiPresentation": {
+ "$type": "GuiPresentation, Assembly-CSharp",
+ "hidden": true,
+ "title": "Feature/&NoContentTitle",
+ "description": "Feature/&NoContentTitle",
+ "spriteReference": {
+ "$type": "UnityEngine.AddressableAssets.AssetReferenceSprite, Unity.Addressables",
+ "m_AssetGUID": "",
+ "m_SubObjectName": null,
+ "m_SubObjectType": null
+ },
+ "color": {
+ "$type": "UnityEngine.Color, UnityEngine.CoreModule",
+ "r": 1.0,
+ "g": 1.0,
+ "b": 1.0,
+ "a": 1.0
+ },
+ "symbolChar": "221E",
+ "sortOrder": 0,
+ "unusedInSolastaCOTM": false,
+ "usedInValleyDLC": false
+ },
+ "contentCopyright": "UserContent",
+ "guid": "0a36808f-c6a1-5d08-94f2-836cd474886b",
+ "contentPack": 9999,
+ "name": "FeatureFeatChargerExtraAttack"
+}
\ No newline at end of file
diff --git a/Diagnostics/UnfinishedBusinessBlueprints/FeatureDefinitionActionAffinity/ActionAffinityOrcishFuryToggle.json b/Diagnostics/UnfinishedBusinessBlueprints/FeatureDefinitionActionAffinity/ActionAffinityOrcishFuryToggle.json
new file mode 100644
index 0000000000..96910dce6a
--- /dev/null
+++ b/Diagnostics/UnfinishedBusinessBlueprints/FeatureDefinitionActionAffinity/ActionAffinityOrcishFuryToggle.json
@@ -0,0 +1,50 @@
+{
+ "$type": "FeatureDefinitionActionAffinity, Assembly-CSharp",
+ "allowedActionTypes": [
+ true,
+ true,
+ true,
+ true,
+ true,
+ true
+ ],
+ "eitherMainOrBonus": false,
+ "maxAttacksNumber": -1,
+ "forbiddenActions": [],
+ "authorizedActions": [
+ 9053
+ ],
+ "restrictedActions": [],
+ "actionExecutionModifiers": [],
+ "specialBehaviour": "None",
+ "randomBehaviorDie": "D10",
+ "randomBehaviourOptions": [],
+ "rechargeReactionsAtEveryTurn": false,
+ "guiPresentation": {
+ "$type": "GuiPresentation, Assembly-CSharp",
+ "hidden": true,
+ "title": "Feature/&NoContentTitle",
+ "description": "Feature/&NoContentTitle",
+ "spriteReference": {
+ "$type": "UnityEngine.AddressableAssets.AssetReferenceSprite, Unity.Addressables",
+ "m_AssetGUID": "",
+ "m_SubObjectName": null,
+ "m_SubObjectType": null
+ },
+ "color": {
+ "$type": "UnityEngine.Color, UnityEngine.CoreModule",
+ "r": 1.0,
+ "g": 1.0,
+ "b": 1.0,
+ "a": 1.0
+ },
+ "symbolChar": "221E",
+ "sortOrder": 0,
+ "unusedInSolastaCOTM": false,
+ "usedInValleyDLC": false
+ },
+ "contentCopyright": "UserContent",
+ "guid": "b813b4c4-7712-5653-b451-697868cb9b41",
+ "contentPack": 9999,
+ "name": "ActionAffinityOrcishFuryToggle"
+}
\ No newline at end of file
diff --git a/Diagnostics/UnfinishedBusinessBlueprints/FeatureDefinitionAdditionalDamage/AdditionalDamageFeatCharger.json b/Diagnostics/UnfinishedBusinessBlueprints/FeatureDefinitionAdditionalDamage/AdditionalDamageFeatCharger.json
new file mode 100644
index 0000000000..81472d313d
--- /dev/null
+++ b/Diagnostics/UnfinishedBusinessBlueprints/FeatureDefinitionAdditionalDamage/AdditionalDamageFeatCharger.json
@@ -0,0 +1,80 @@
+{
+ "$type": "FeatureDefinitionAdditionalDamage, Assembly-CSharp",
+ "notificationTag": "Charger",
+ "limitedUsage": "None",
+ "firstTargetOnly": true,
+ "targetSide": "Enemy",
+ "otherSimilarAdditionalDamages": [],
+ "triggerCondition": "AlwaysActive",
+ "requiredProperty": "Weapon",
+ "attackModeOnly": false,
+ "attackOnly": false,
+ "requiredTargetCondition": null,
+ "requiredTargetSenseType": "Darkvision",
+ "requiredTargetCreatureTag": "",
+ "requiredCharacterFamily": null,
+ "requiredSpecificSpell": null,
+ "requiredAncestryType": "Sorcerer",
+ "damageValueDetermination": "Die",
+ "flatBonus": 0,
+ "damageDieType": "D8",
+ "damageDiceNumber": 1,
+ "additionalDamageType": "SameAsBaseDamage",
+ "specificDamageType": "Radiant",
+ "ancestryTypeForDamageType": "Sorcerer",
+ "damageAdvancement": "None",
+ "diceByRankTable": [],
+ "familiesWithAdditionalDice": [],
+ "familiesDiceNumber": 1,
+ "ignoreCriticalDoubleDice": false,
+ "hasSavingThrow": false,
+ "savingThrowAbility": "Dexterity",
+ "dcComputation": "FixedValue",
+ "savingThrowDC": 10,
+ "savingThrowDCAbilityModifier": "Dexterity",
+ "damageSaveAffinity": "None",
+ "conditionOperations": [],
+ "addLightSource": false,
+ "lightSourceForm": null,
+ "impactParticleReference": {
+ "$type": "UnityEngine.AddressableAssets.AssetReference, Unity.Addressables",
+ "m_AssetGUID": "52ee42624c81fe04d9f2cde94161bef5",
+ "m_SubObjectName": "",
+ "m_SubObjectType": ""
+ },
+ "particlesBasedOnAncestryDamageType": false,
+ "ancestryType": "Sorcerer",
+ "acidImpactParticleReference": null,
+ "coldImpactParticleReference": null,
+ "fireImpactParticleReference": null,
+ "lightningImpactParticleReference": null,
+ "poisonImpactParticleReference": null,
+ "computeDescription": false,
+ "guiPresentation": {
+ "$type": "GuiPresentation, Assembly-CSharp",
+ "hidden": true,
+ "title": "Feature/&NoContentTitle",
+ "description": "Feature/&NoContentTitle",
+ "spriteReference": {
+ "$type": "UnityEngine.AddressableAssets.AssetReferenceSprite, Unity.Addressables",
+ "m_AssetGUID": "",
+ "m_SubObjectName": null,
+ "m_SubObjectType": null
+ },
+ "color": {
+ "$type": "UnityEngine.Color, UnityEngine.CoreModule",
+ "r": 1.0,
+ "g": 1.0,
+ "b": 1.0,
+ "a": 1.0
+ },
+ "symbolChar": "221E",
+ "sortOrder": 0,
+ "unusedInSolastaCOTM": false,
+ "usedInValleyDLC": false
+ },
+ "contentCopyright": "UserContent",
+ "guid": "5e4d30ff-8673-591b-9ff6-833b76bc0696",
+ "contentPack": 9999,
+ "name": "AdditionalDamageFeatCharger"
+}
\ No newline at end of file
diff --git a/Diagnostics/UnfinishedBusinessBlueprints/FeatureDefinitionAdditionalDamage/AdditionalDamageFeatOrcishFury.json b/Diagnostics/UnfinishedBusinessBlueprints/FeatureDefinitionAdditionalDamage/AdditionalDamageFeatOrcishFury.json
new file mode 100644
index 0000000000..bf28bd0a3c
--- /dev/null
+++ b/Diagnostics/UnfinishedBusinessBlueprints/FeatureDefinitionAdditionalDamage/AdditionalDamageFeatOrcishFury.json
@@ -0,0 +1,75 @@
+{
+ "$type": "FeatureDefinitionAdditionalDamage, Assembly-CSharp",
+ "notificationTag": "OrcishFury",
+ "limitedUsage": "None",
+ "firstTargetOnly": true,
+ "targetSide": "Enemy",
+ "otherSimilarAdditionalDamages": [],
+ "triggerCondition": "AlwaysActive",
+ "requiredProperty": "None",
+ "attackModeOnly": false,
+ "attackOnly": false,
+ "requiredTargetCondition": null,
+ "requiredTargetSenseType": "Darkvision",
+ "requiredTargetCreatureTag": "",
+ "requiredCharacterFamily": null,
+ "requiredSpecificSpell": null,
+ "requiredAncestryType": "Sorcerer",
+ "damageValueDetermination": "SameAsBaseWeaponDie",
+ "flatBonus": 0,
+ "damageDieType": "D6",
+ "damageDiceNumber": 0,
+ "additionalDamageType": "SameAsBaseDamage",
+ "specificDamageType": "Radiant",
+ "ancestryTypeForDamageType": "Sorcerer",
+ "damageAdvancement": "None",
+ "diceByRankTable": [],
+ "familiesWithAdditionalDice": [],
+ "familiesDiceNumber": 1,
+ "ignoreCriticalDoubleDice": false,
+ "hasSavingThrow": false,
+ "savingThrowAbility": "Dexterity",
+ "dcComputation": "FixedValue",
+ "savingThrowDC": 10,
+ "savingThrowDCAbilityModifier": "Dexterity",
+ "damageSaveAffinity": "None",
+ "conditionOperations": [],
+ "addLightSource": false,
+ "lightSourceForm": null,
+ "impactParticleReference": null,
+ "particlesBasedOnAncestryDamageType": false,
+ "ancestryType": "Sorcerer",
+ "acidImpactParticleReference": null,
+ "coldImpactParticleReference": null,
+ "fireImpactParticleReference": null,
+ "lightningImpactParticleReference": null,
+ "poisonImpactParticleReference": null,
+ "computeDescription": false,
+ "guiPresentation": {
+ "$type": "GuiPresentation, Assembly-CSharp",
+ "hidden": true,
+ "title": "Feature/&NoContentTitle",
+ "description": "Feature/&NoContentTitle",
+ "spriteReference": {
+ "$type": "UnityEngine.AddressableAssets.AssetReferenceSprite, Unity.Addressables",
+ "m_AssetGUID": "",
+ "m_SubObjectName": null,
+ "m_SubObjectType": null
+ },
+ "color": {
+ "$type": "UnityEngine.Color, UnityEngine.CoreModule",
+ "r": 1.0,
+ "g": 1.0,
+ "b": 1.0,
+ "a": 1.0
+ },
+ "symbolChar": "221E",
+ "sortOrder": 0,
+ "unusedInSolastaCOTM": false,
+ "usedInValleyDLC": false
+ },
+ "contentCopyright": "UserContent",
+ "guid": "4164e6e5-bac4-50ea-8b60-03d23bed2641",
+ "contentPack": 9999,
+ "name": "AdditionalDamageFeatOrcishFury"
+}
\ No newline at end of file
diff --git a/Diagnostics/UnfinishedBusinessBlueprints/FeatureDefinitionAdditionalDamage/AdditionalDamagePathOfTheRavagerFrenzy.json b/Diagnostics/UnfinishedBusinessBlueprints/FeatureDefinitionAdditionalDamage/AdditionalDamagePathOfTheRavagerFrenzy.json
new file mode 100644
index 0000000000..c6ecc2cc36
--- /dev/null
+++ b/Diagnostics/UnfinishedBusinessBlueprints/FeatureDefinitionAdditionalDamage/AdditionalDamagePathOfTheRavagerFrenzy.json
@@ -0,0 +1,176 @@
+{
+ "$type": "FeatureDefinitionAdditionalDamage, Assembly-CSharp",
+ "notificationTag": "Frenzy",
+ "limitedUsage": "OnceInMyTurn",
+ "firstTargetOnly": true,
+ "targetSide": "Enemy",
+ "otherSimilarAdditionalDamages": [],
+ "triggerCondition": "AlwaysActive",
+ "requiredProperty": "Weapon",
+ "attackModeOnly": false,
+ "attackOnly": false,
+ "requiredTargetCondition": null,
+ "requiredTargetSenseType": "Darkvision",
+ "requiredTargetCreatureTag": "",
+ "requiredCharacterFamily": null,
+ "requiredSpecificSpell": null,
+ "requiredAncestryType": "Sorcerer",
+ "damageValueDetermination": "Die",
+ "flatBonus": 0,
+ "damageDieType": "D6",
+ "damageDiceNumber": 2,
+ "additionalDamageType": "SameAsBaseDamage",
+ "specificDamageType": "Radiant",
+ "ancestryTypeForDamageType": "Sorcerer",
+ "damageAdvancement": "ClassLevel",
+ "diceByRankTable": [
+ {
+ "$type": "DiceByRank, Assembly-CSharp",
+ "rank": 1,
+ "diceNumber": 0
+ },
+ {
+ "$type": "DiceByRank, Assembly-CSharp",
+ "rank": 2,
+ "diceNumber": 0
+ },
+ {
+ "$type": "DiceByRank, Assembly-CSharp",
+ "rank": 3,
+ "diceNumber": 2
+ },
+ {
+ "$type": "DiceByRank, Assembly-CSharp",
+ "rank": 4,
+ "diceNumber": 2
+ },
+ {
+ "$type": "DiceByRank, Assembly-CSharp",
+ "rank": 5,
+ "diceNumber": 2
+ },
+ {
+ "$type": "DiceByRank, Assembly-CSharp",
+ "rank": 6,
+ "diceNumber": 2
+ },
+ {
+ "$type": "DiceByRank, Assembly-CSharp",
+ "rank": 7,
+ "diceNumber": 2
+ },
+ {
+ "$type": "DiceByRank, Assembly-CSharp",
+ "rank": 8,
+ "diceNumber": 2
+ },
+ {
+ "$type": "DiceByRank, Assembly-CSharp",
+ "rank": 9,
+ "diceNumber": 3
+ },
+ {
+ "$type": "DiceByRank, Assembly-CSharp",
+ "rank": 10,
+ "diceNumber": 3
+ },
+ {
+ "$type": "DiceByRank, Assembly-CSharp",
+ "rank": 11,
+ "diceNumber": 3
+ },
+ {
+ "$type": "DiceByRank, Assembly-CSharp",
+ "rank": 12,
+ "diceNumber": 3
+ },
+ {
+ "$type": "DiceByRank, Assembly-CSharp",
+ "rank": 13,
+ "diceNumber": 3
+ },
+ {
+ "$type": "DiceByRank, Assembly-CSharp",
+ "rank": 14,
+ "diceNumber": 3
+ },
+ {
+ "$type": "DiceByRank, Assembly-CSharp",
+ "rank": 15,
+ "diceNumber": 3
+ },
+ {
+ "$type": "DiceByRank, Assembly-CSharp",
+ "rank": 16,
+ "diceNumber": 4
+ },
+ {
+ "$type": "DiceByRank, Assembly-CSharp",
+ "rank": 17,
+ "diceNumber": 4
+ },
+ {
+ "$type": "DiceByRank, Assembly-CSharp",
+ "rank": 18,
+ "diceNumber": 4
+ },
+ {
+ "$type": "DiceByRank, Assembly-CSharp",
+ "rank": 19,
+ "diceNumber": 4
+ },
+ {
+ "$type": "DiceByRank, Assembly-CSharp",
+ "rank": 20,
+ "diceNumber": 4
+ }
+ ],
+ "familiesWithAdditionalDice": [],
+ "familiesDiceNumber": 1,
+ "ignoreCriticalDoubleDice": false,
+ "hasSavingThrow": false,
+ "savingThrowAbility": "Dexterity",
+ "dcComputation": "FixedValue",
+ "savingThrowDC": 10,
+ "savingThrowDCAbilityModifier": "Dexterity",
+ "damageSaveAffinity": "None",
+ "conditionOperations": [],
+ "addLightSource": false,
+ "lightSourceForm": null,
+ "impactParticleReference": null,
+ "particlesBasedOnAncestryDamageType": false,
+ "ancestryType": "Sorcerer",
+ "acidImpactParticleReference": null,
+ "coldImpactParticleReference": null,
+ "fireImpactParticleReference": null,
+ "lightningImpactParticleReference": null,
+ "poisonImpactParticleReference": null,
+ "computeDescription": false,
+ "guiPresentation": {
+ "$type": "GuiPresentation, Assembly-CSharp",
+ "hidden": false,
+ "title": "Feature/&AdditionalDamagePathOfTheRavagerFrenzyTitle",
+ "description": "Feature/&AdditionalDamagePathOfTheRavagerFrenzyDescription",
+ "spriteReference": {
+ "$type": "UnityEngine.AddressableAssets.AssetReferenceSprite, Unity.Addressables",
+ "m_AssetGUID": "",
+ "m_SubObjectName": null,
+ "m_SubObjectType": null
+ },
+ "color": {
+ "$type": "UnityEngine.Color, UnityEngine.CoreModule",
+ "r": 1.0,
+ "g": 1.0,
+ "b": 1.0,
+ "a": 1.0
+ },
+ "symbolChar": "221E",
+ "sortOrder": 0,
+ "unusedInSolastaCOTM": false,
+ "usedInValleyDLC": false
+ },
+ "contentCopyright": "UserContent",
+ "guid": "5f749fce-f2dd-56c2-9c9c-1941f8a640da",
+ "contentPack": 9999,
+ "name": "AdditionalDamagePathOfTheRavagerFrenzy"
+}
\ No newline at end of file
diff --git a/Diagnostics/UnfinishedBusinessBlueprints/FeatureDefinitionAdditionalDamage/AttackModifierGiftOfTheChromaticDragonDamageAcid.json b/Diagnostics/UnfinishedBusinessBlueprints/FeatureDefinitionAdditionalDamage/AttackModifierGiftOfTheChromaticDragonDamageAcid.json
index f18e508c99..00d1ac0d97 100644
--- a/Diagnostics/UnfinishedBusinessBlueprints/FeatureDefinitionAdditionalDamage/AttackModifierGiftOfTheChromaticDragonDamageAcid.json
+++ b/Diagnostics/UnfinishedBusinessBlueprints/FeatureDefinitionAdditionalDamage/AttackModifierGiftOfTheChromaticDragonDamageAcid.json
@@ -54,7 +54,7 @@
"$type": "GuiPresentation, Assembly-CSharp",
"hidden": false,
"title": "Acid Infusion",
- "description": "As a bonus action, you can touch a simple or martial weapon and infuse it with Acid damage. For the next minute, the weapon deals an extra 1d4 Acid damage when it hits. After you use this bonus action, you can’t do so again until you finish a long rest.",
+ "description": "As a bonus action, you can touch a simple or martial weapon and infuse it with Acid damage. For the next minute, the weapon deals an extra 1d4 Acid damage when it hits. After you use this bonus action, you can't do so again until you finish a long rest.",
"spriteReference": {
"$type": "UnityEngine.AddressableAssets.AssetReferenceSprite, Unity.Addressables",
"m_AssetGUID": "8440ca8497e8ca64f811d09a9d4679d9",
diff --git a/Diagnostics/UnfinishedBusinessBlueprints/FeatureDefinitionAdditionalDamage/AttackModifierGiftOfTheChromaticDragonDamageCold.json b/Diagnostics/UnfinishedBusinessBlueprints/FeatureDefinitionAdditionalDamage/AttackModifierGiftOfTheChromaticDragonDamageCold.json
index f2176c08ad..4e9dc10a4a 100644
--- a/Diagnostics/UnfinishedBusinessBlueprints/FeatureDefinitionAdditionalDamage/AttackModifierGiftOfTheChromaticDragonDamageCold.json
+++ b/Diagnostics/UnfinishedBusinessBlueprints/FeatureDefinitionAdditionalDamage/AttackModifierGiftOfTheChromaticDragonDamageCold.json
@@ -54,7 +54,7 @@
"$type": "GuiPresentation, Assembly-CSharp",
"hidden": false,
"title": "Cold Infusion",
- "description": "As a bonus action, you can touch a simple or martial weapon and infuse it with Cold damage. For the next minute, the weapon deals an extra 1d4 Cold damage when it hits. After you use this bonus action, you can’t do so again until you finish a long rest.",
+ "description": "As a bonus action, you can touch a simple or martial weapon and infuse it with Cold damage. For the next minute, the weapon deals an extra 1d4 Cold damage when it hits. After you use this bonus action, you can't do so again until you finish a long rest.",
"spriteReference": {
"$type": "UnityEngine.AddressableAssets.AssetReferenceSprite, Unity.Addressables",
"m_AssetGUID": "8440ca8497e8ca64f811d09a9d4679d9",
diff --git a/Diagnostics/UnfinishedBusinessBlueprints/FeatureDefinitionAdditionalDamage/AttackModifierGiftOfTheChromaticDragonDamageFire.json b/Diagnostics/UnfinishedBusinessBlueprints/FeatureDefinitionAdditionalDamage/AttackModifierGiftOfTheChromaticDragonDamageFire.json
index 246e589551..f5d30e8e0a 100644
--- a/Diagnostics/UnfinishedBusinessBlueprints/FeatureDefinitionAdditionalDamage/AttackModifierGiftOfTheChromaticDragonDamageFire.json
+++ b/Diagnostics/UnfinishedBusinessBlueprints/FeatureDefinitionAdditionalDamage/AttackModifierGiftOfTheChromaticDragonDamageFire.json
@@ -54,7 +54,7 @@
"$type": "GuiPresentation, Assembly-CSharp",
"hidden": false,
"title": "Fire Infusion",
- "description": "As a bonus action, you can touch a simple or martial weapon and infuse it with Fire damage. For the next minute, the weapon deals an extra 1d4 Fire damage when it hits. After you use this bonus action, you can’t do so again until you finish a long rest.",
+ "description": "As a bonus action, you can touch a simple or martial weapon and infuse it with Fire damage. For the next minute, the weapon deals an extra 1d4 Fire damage when it hits. After you use this bonus action, you can't do so again until you finish a long rest.",
"spriteReference": {
"$type": "UnityEngine.AddressableAssets.AssetReferenceSprite, Unity.Addressables",
"m_AssetGUID": "8440ca8497e8ca64f811d09a9d4679d9",
diff --git a/Diagnostics/UnfinishedBusinessBlueprints/FeatureDefinitionAdditionalDamage/AttackModifierGiftOfTheChromaticDragonDamageLightning.json b/Diagnostics/UnfinishedBusinessBlueprints/FeatureDefinitionAdditionalDamage/AttackModifierGiftOfTheChromaticDragonDamageLightning.json
index e63c96fa66..605247c9d3 100644
--- a/Diagnostics/UnfinishedBusinessBlueprints/FeatureDefinitionAdditionalDamage/AttackModifierGiftOfTheChromaticDragonDamageLightning.json
+++ b/Diagnostics/UnfinishedBusinessBlueprints/FeatureDefinitionAdditionalDamage/AttackModifierGiftOfTheChromaticDragonDamageLightning.json
@@ -54,7 +54,7 @@
"$type": "GuiPresentation, Assembly-CSharp",
"hidden": false,
"title": "Lightning Infusion",
- "description": "As a bonus action, you can touch a simple or martial weapon and infuse it with Lightning damage. For the next minute, the weapon deals an extra 1d4 Lightning damage when it hits. After you use this bonus action, you can’t do so again until you finish a long rest.",
+ "description": "As a bonus action, you can touch a simple or martial weapon and infuse it with Lightning damage. For the next minute, the weapon deals an extra 1d4 Lightning damage when it hits. After you use this bonus action, you can't do so again until you finish a long rest.",
"spriteReference": {
"$type": "UnityEngine.AddressableAssets.AssetReferenceSprite, Unity.Addressables",
"m_AssetGUID": "8440ca8497e8ca64f811d09a9d4679d9",
diff --git a/Diagnostics/UnfinishedBusinessBlueprints/FeatureDefinitionAdditionalDamage/AttackModifierGiftOfTheChromaticDragonDamagePoison.json b/Diagnostics/UnfinishedBusinessBlueprints/FeatureDefinitionAdditionalDamage/AttackModifierGiftOfTheChromaticDragonDamagePoison.json
index d222a48355..d7e298a5d2 100644
--- a/Diagnostics/UnfinishedBusinessBlueprints/FeatureDefinitionAdditionalDamage/AttackModifierGiftOfTheChromaticDragonDamagePoison.json
+++ b/Diagnostics/UnfinishedBusinessBlueprints/FeatureDefinitionAdditionalDamage/AttackModifierGiftOfTheChromaticDragonDamagePoison.json
@@ -54,7 +54,7 @@
"$type": "GuiPresentation, Assembly-CSharp",
"hidden": false,
"title": "Poison Infusion",
- "description": "As a bonus action, you can touch a simple or martial weapon and infuse it with Poison damage. For the next minute, the weapon deals an extra 1d4 Poison damage when it hits. After you use this bonus action, you can’t do so again until you finish a long rest.",
+ "description": "As a bonus action, you can touch a simple or martial weapon and infuse it with Poison damage. For the next minute, the weapon deals an extra 1d4 Poison damage when it hits. After you use this bonus action, you can't do so again until you finish a long rest.",
"spriteReference": {
"$type": "UnityEngine.AddressableAssets.AssetReferenceSprite, Unity.Addressables",
"m_AssetGUID": "8440ca8497e8ca64f811d09a9d4679d9",
diff --git a/Diagnostics/UnfinishedBusinessBlueprints/FeatureDefinitionAttributeModifier/AttributeModifierFeatAlertInitiative.json b/Diagnostics/UnfinishedBusinessBlueprints/FeatureDefinitionAttributeModifier/AttributeModifierFeatAlertInitiative.json
new file mode 100644
index 0000000000..f083ae5ee3
--- /dev/null
+++ b/Diagnostics/UnfinishedBusinessBlueprints/FeatureDefinitionAttributeModifier/AttributeModifierFeatAlertInitiative.json
@@ -0,0 +1,37 @@
+{
+ "$type": "FeatureDefinitionAttributeModifier, Assembly-CSharp",
+ "modifiedAttribute": "Initiative",
+ "modifierOperation": "Additive",
+ "modifierValue": 5,
+ "modifierAbilityScore": "Constitution",
+ "situationalContext": "None",
+ "minimum1": false,
+ "useBonusFromCaster": false,
+ "guiPresentation": {
+ "$type": "GuiPresentation, Assembly-CSharp",
+ "hidden": true,
+ "title": "Feature/&NoContentTitle",
+ "description": "Feature/&NoContentTitle",
+ "spriteReference": {
+ "$type": "UnityEngine.AddressableAssets.AssetReferenceSprite, Unity.Addressables",
+ "m_AssetGUID": "",
+ "m_SubObjectName": null,
+ "m_SubObjectType": null
+ },
+ "color": {
+ "$type": "UnityEngine.Color, UnityEngine.CoreModule",
+ "r": 1.0,
+ "g": 1.0,
+ "b": 1.0,
+ "a": 1.0
+ },
+ "symbolChar": "221E",
+ "sortOrder": 0,
+ "unusedInSolastaCOTM": false,
+ "usedInValleyDLC": false
+ },
+ "contentCopyright": "UserContent",
+ "guid": "0daab1fe-0266-51e2-be76-14d6702e2236",
+ "contentPack": 9999,
+ "name": "AttributeModifierFeatAlertInitiative"
+}
\ No newline at end of file
diff --git a/Diagnostics/UnfinishedBusinessBlueprints/FeatureDefinitionAttributeModifier/FeatureFeatDwarvenFortitude.json b/Diagnostics/UnfinishedBusinessBlueprints/FeatureDefinitionAttributeModifier/FeatureFeatDwarvenFortitude.json
new file mode 100644
index 0000000000..1e17e46614
--- /dev/null
+++ b/Diagnostics/UnfinishedBusinessBlueprints/FeatureDefinitionAttributeModifier/FeatureFeatDwarvenFortitude.json
@@ -0,0 +1,37 @@
+{
+ "$type": "FeatureDefinitionAttributeModifier, Assembly-CSharp",
+ "modifiedAttribute": "Constitution",
+ "modifierOperation": "Additive",
+ "modifierValue": 1,
+ "modifierAbilityScore": "Constitution",
+ "situationalContext": "None",
+ "minimum1": false,
+ "useBonusFromCaster": false,
+ "guiPresentation": {
+ "$type": "GuiPresentation, Assembly-CSharp",
+ "hidden": false,
+ "title": "Feat/&FeatDwarvenFortitudeTitle",
+ "description": "Feat/&FeatDwarvenFortitudeDescription",
+ "spriteReference": {
+ "$type": "UnityEngine.AddressableAssets.AssetReferenceSprite, Unity.Addressables",
+ "m_AssetGUID": "",
+ "m_SubObjectName": null,
+ "m_SubObjectType": null
+ },
+ "color": {
+ "$type": "UnityEngine.Color, UnityEngine.CoreModule",
+ "r": 1.0,
+ "g": 1.0,
+ "b": 1.0,
+ "a": 1.0
+ },
+ "symbolChar": "221E",
+ "sortOrder": 0,
+ "unusedInSolastaCOTM": false,
+ "usedInValleyDLC": false
+ },
+ "contentCopyright": "UserContent",
+ "guid": "bcbc96a9-451a-5735-af20-ad791bb4a340",
+ "contentPack": 9999,
+ "name": "FeatureFeatDwarvenFortitude"
+}
\ No newline at end of file
diff --git a/Diagnostics/UnfinishedBusinessBlueprints/FeatureDefinitionConditionAffinity/ConditionAffinityFeatAlertSurprised.json b/Diagnostics/UnfinishedBusinessBlueprints/FeatureDefinitionConditionAffinity/ConditionAffinityFeatAlertSurprised.json
new file mode 100644
index 0000000000..f5e7735a0d
--- /dev/null
+++ b/Diagnostics/UnfinishedBusinessBlueprints/FeatureDefinitionConditionAffinity/ConditionAffinityFeatAlertSurprised.json
@@ -0,0 +1,39 @@
+{
+ "$type": "FeatureDefinitionConditionAffinity, Assembly-CSharp",
+ "conditionType": "ConditionSurprised",
+ "savingThrowAdvantageType": "None",
+ "savingThrowModifier": 0,
+ "conditionAffinityType": "Immunity",
+ "silent": false,
+ "rerollSaveWhenGained": false,
+ "rerollAdvantageType": "None",
+ "myselfFamilyRestrictions": [],
+ "otherCharacterFamilyRestrictions": [],
+ "guiPresentation": {
+ "$type": "GuiPresentation, Assembly-CSharp",
+ "hidden": true,
+ "title": "Feature/&NoContentTitle",
+ "description": "Feature/&NoContentTitle",
+ "spriteReference": {
+ "$type": "UnityEngine.AddressableAssets.AssetReferenceSprite, Unity.Addressables",
+ "m_AssetGUID": "",
+ "m_SubObjectName": null,
+ "m_SubObjectType": null
+ },
+ "color": {
+ "$type": "UnityEngine.Color, UnityEngine.CoreModule",
+ "r": 1.0,
+ "g": 1.0,
+ "b": 1.0,
+ "a": 1.0
+ },
+ "symbolChar": "221E",
+ "sortOrder": 0,
+ "unusedInSolastaCOTM": false,
+ "usedInValleyDLC": false
+ },
+ "contentCopyright": "UserContent",
+ "guid": "f846074c-4054-5695-a7e8-a689fe9d638a",
+ "contentPack": 9999,
+ "name": "ConditionAffinityFeatAlertSurprised"
+}
\ No newline at end of file
diff --git a/Diagnostics/UnfinishedBusinessBlueprints/FeatureDefinitionDamageAffinity/DamageAffinityFeatFlamesOfPhlegethos.json b/Diagnostics/UnfinishedBusinessBlueprints/FeatureDefinitionDamageAffinity/DamageAffinityFeatFlamesOfPhlegethos.json
new file mode 100644
index 0000000000..25826ac132
--- /dev/null
+++ b/Diagnostics/UnfinishedBusinessBlueprints/FeatureDefinitionDamageAffinity/DamageAffinityFeatFlamesOfPhlegethos.json
@@ -0,0 +1,55 @@
+{
+ "$type": "FeatureDefinitionDamageAffinity, Assembly-CSharp",
+ "ancestryDefinesDamageType": false,
+ "ancestryType": "Sorcerer",
+ "damageType": "DamageFire",
+ "savingThrowAdvantageType": "None",
+ "savingThrowModifier": 0,
+ "damageAffinityType": "None",
+ "flatDamageReduction": 0,
+ "flatDamageReductionOnlyAppliesToFirstDamageForm": true,
+ "tagsIgnoringAffinity": [],
+ "situationalContext": "None",
+ "healsBack": false,
+ "healBackCap": 10,
+ "retaliateWhenHit": true,
+ "retaliateProximity": "Melee",
+ "retaliateRangeCells": 1,
+ "retaliatePower": "Definition:PowerFeatFlamesOfPhlegethosRetaliate:f2e577bb-f117-59f7-811b-be08bf11966e",
+ "retaliateFromSource": false,
+ "knockOutAffinity": "None",
+ "knockOutOccurencesNumber": 1,
+ "knockOutRequiredCondition": null,
+ "knockOutDCAttribute": "RelentlessRageDC",
+ "knockOutAddDC": 5,
+ "instantDeathImmunity": false,
+ "myselfFamilyRestrictions": [],
+ "otherCharacterFamilyRestrictions": [],
+ "guiPresentation": {
+ "$type": "GuiPresentation, Assembly-CSharp",
+ "hidden": true,
+ "title": "Feature/&NoContentTitle",
+ "description": "Feature/&NoContentTitle",
+ "spriteReference": {
+ "$type": "UnityEngine.AddressableAssets.AssetReferenceSprite, Unity.Addressables",
+ "m_AssetGUID": "",
+ "m_SubObjectName": null,
+ "m_SubObjectType": null
+ },
+ "color": {
+ "$type": "UnityEngine.Color, UnityEngine.CoreModule",
+ "r": 1.0,
+ "g": 1.0,
+ "b": 1.0,
+ "a": 1.0
+ },
+ "symbolChar": "221E",
+ "sortOrder": 0,
+ "unusedInSolastaCOTM": false,
+ "usedInValleyDLC": false
+ },
+ "contentCopyright": "UserContent",
+ "guid": "4955509d-fe4f-5601-83c7-3f5bfa72c4ab",
+ "contentPack": 9999,
+ "name": "DamageAffinityFeatFlamesOfPhlegethos"
+}
\ No newline at end of file
diff --git a/Diagnostics/UnfinishedBusinessBlueprints/FeatureDefinitionDieRollModifier/DieRollModifierFeatFlamesOfPhlegethosFire.json b/Diagnostics/UnfinishedBusinessBlueprints/FeatureDefinitionDieRollModifier/DieRollModifierFeatFlamesOfPhlegethosFire.json
new file mode 100644
index 0000000000..c392aca23e
--- /dev/null
+++ b/Diagnostics/UnfinishedBusinessBlueprints/FeatureDefinitionDieRollModifier/DieRollModifierFeatFlamesOfPhlegethosFire.json
@@ -0,0 +1,44 @@
+{
+ "$type": "FeatureDefinitionDieRollModifier, Assembly-CSharp",
+ "minRollValue": 1,
+ "maxRollValue": 0,
+ "minRerollValue": 1,
+ "rerollCount": 1,
+ "rerollLocalizationKey": "Feature/&DieRollModifierFeatFlamesOfPhlegethosReroll",
+ "forcedDamageOnDice": "None",
+ "validityContext": "MagicDamageValueRoll",
+ "validSkills": [],
+ "requireProficiency": false,
+ "bardicInspirationAddChoice": false,
+ "bardicInspirationForceMaxRoll": false,
+ "bardicInspirationAdvantage": false,
+ "myselfFamilyRestrictions": [],
+ "otherCharacterFamilyRestrictions": [],
+ "guiPresentation": {
+ "$type": "GuiPresentation, Assembly-CSharp",
+ "hidden": false,
+ "title": "Feat/&FeatGroupFlamesOfPhlegethosTitle",
+ "description": "Feat/&FeatGroupFlamesOfPhlegethosDescription",
+ "spriteReference": {
+ "$type": "UnityEngine.AddressableAssets.AssetReferenceSprite, Unity.Addressables",
+ "m_AssetGUID": "",
+ "m_SubObjectName": null,
+ "m_SubObjectType": null
+ },
+ "color": {
+ "$type": "UnityEngine.Color, UnityEngine.CoreModule",
+ "r": 1.0,
+ "g": 1.0,
+ "b": 1.0,
+ "a": 1.0
+ },
+ "symbolChar": "221E",
+ "sortOrder": 0,
+ "unusedInSolastaCOTM": false,
+ "usedInValleyDLC": false
+ },
+ "contentCopyright": "UserContent",
+ "guid": "40e36780-3ac8-57ef-adb4-49a992d5ed28",
+ "contentPack": 9999,
+ "name": "DieRollModifierFeatFlamesOfPhlegethosFire"
+}
\ No newline at end of file
diff --git a/Diagnostics/UnfinishedBusinessBlueprints/FeatureDefinitionFeatureSet/FeatureSetCircleOfTheCosmosConstellationForm.json b/Diagnostics/UnfinishedBusinessBlueprints/FeatureDefinitionFeatureSet/FeatureSetCircleOfTheCosmosConstellationForm.json
index 7842e142db..b0b1e22330 100644
--- a/Diagnostics/UnfinishedBusinessBlueprints/FeatureDefinitionFeatureSet/FeatureSetCircleOfTheCosmosConstellationForm.json
+++ b/Diagnostics/UnfinishedBusinessBlueprints/FeatureDefinitionFeatureSet/FeatureSetCircleOfTheCosmosConstellationForm.json
@@ -4,6 +4,7 @@
"Definition:PowerCircleOfTheCosmosArcherConstellationForm:10c47af4-4956-5d86-a41d-21ef5185e109",
"Definition:PowerCircleOfTheCosmosChaliceConstellationForm:b2b877c7-1a72-5b8b-9037-fcdc0927079e",
"Definition:PowerCircleOfTheCosmosDragonConstellationForm:eb12a443-cdfb-5ca8-99b2-fe00eb1d64fb",
+ "Definition:PowerCircleOfTheCosmosDisableConstellationForm:7d99fe2d-9d3a-58e6-9ae0-df11136d6b83",
"Definition:PowerCircleOfTheCosmosConstellationForm:dbf6e93f-335d-5e15-b1bb-8352a2ccb402"
],
"mode": "Union",
diff --git a/Diagnostics/UnfinishedBusinessBlueprints/FeatureDefinitionFeatureSet/FeatureSetPathOfTheRavagerIntimidatingPresence.json b/Diagnostics/UnfinishedBusinessBlueprints/FeatureDefinitionFeatureSet/FeatureSetPathOfTheRavagerIntimidatingPresence.json
new file mode 100644
index 0000000000..b355e1fa54
--- /dev/null
+++ b/Diagnostics/UnfinishedBusinessBlueprints/FeatureDefinitionFeatureSet/FeatureSetPathOfTheRavagerIntimidatingPresence.json
@@ -0,0 +1,41 @@
+{
+ "$type": "FeatureDefinitionFeatureSet, Assembly-CSharp",
+ "featureSet": [
+ "Definition:PowerPathOfTheRavagerIntimidatingPresence:0365a1ae-2e22-5d70-ac7d-ef815e392662",
+ "Definition:PowerPathOfTheRavagerIntimidatingPresenceRageCost:4a2bd5a9-0392-5964-8937-9ad1edba6f40"
+ ],
+ "mode": "Union",
+ "ancestryDamageTypeMap": [],
+ "ancestryType": "Sorcerer",
+ "defaultSelection": 0,
+ "uniqueChoices": false,
+ "enumerateInDescription": false,
+ "hasRacialAffinity": false,
+ "guiPresentation": {
+ "$type": "GuiPresentation, Assembly-CSharp",
+ "hidden": false,
+ "title": "Feature/&FeatureSetPathOfTheRavagerIntimidatingPresenceTitle",
+ "description": "Feature/&FeatureSetPathOfTheRavagerIntimidatingPresenceDescription",
+ "spriteReference": {
+ "$type": "UnityEngine.AddressableAssets.AssetReferenceSprite, Unity.Addressables",
+ "m_AssetGUID": "",
+ "m_SubObjectName": null,
+ "m_SubObjectType": null
+ },
+ "color": {
+ "$type": "UnityEngine.Color, UnityEngine.CoreModule",
+ "r": 1.0,
+ "g": 1.0,
+ "b": 1.0,
+ "a": 1.0
+ },
+ "symbolChar": "221E",
+ "sortOrder": 0,
+ "unusedInSolastaCOTM": false,
+ "usedInValleyDLC": false
+ },
+ "contentCopyright": "UserContent",
+ "guid": "208e67ca-bd52-5485-a908-b7edf3f1d01a",
+ "contentPack": 9999,
+ "name": "FeatureSetPathOfTheRavagerIntimidatingPresence"
+}
\ No newline at end of file
diff --git a/Diagnostics/UnfinishedBusinessBlueprints/FeatureDefinitionFeatureSet/FeatureSetRangerWildMasterBeastCompanion.json b/Diagnostics/UnfinishedBusinessBlueprints/FeatureDefinitionFeatureSet/FeatureSetRangerWildMasterBeastCompanion.json
index 9329aee5d6..ca6f8d3ed0 100644
--- a/Diagnostics/UnfinishedBusinessBlueprints/FeatureDefinitionFeatureSet/FeatureSetRangerWildMasterBeastCompanion.json
+++ b/Diagnostics/UnfinishedBusinessBlueprints/FeatureDefinitionFeatureSet/FeatureSetRangerWildMasterBeastCompanion.json
@@ -4,8 +4,8 @@
"Definition:HealingModifierKindredSpiritBond:a99536e1627d9ec42a076a5603795c89",
"Definition:SummoningAffinityRangerWildMasterBeastCompanion:263b5659-03d7-5132-8ca9-bfc904cdfb97",
"Definition:PowerRangerWildMasterBeastCompanionPool:3ad50c07-f0f9-5f0d-b65a-8c7437bb6420",
- "Definition:PowerRangerWildMasterSummonBeastCompanionKindredSpiritBear:de02f3fc-4fbe-5578-8202-87148e345a0d",
"Definition:PowerRangerWildMasterSummonBeastCompanionKindredSpiritEagle:85292d8d-555e-501f-b9ce-9aa83d21334d",
+ "Definition:PowerRangerWildMasterSummonBeastCompanionKindredSpiritBear:de02f3fc-4fbe-5578-8202-87148e345a0d",
"Definition:PowerRangerWildMasterSummonBeastCompanionKindredSpiritWolf:0f624788-2da9-503d-9fca-8d184d5e19b7"
],
"mode": "Union",
diff --git a/Diagnostics/UnfinishedBusinessBlueprints/FeatureDefinitionPowerSharedPool/PowerCircleOfTheCosmosConstellationForm.json b/Diagnostics/UnfinishedBusinessBlueprints/FeatureDefinitionPower/PowerCircleOfTheCosmosConstellationForm.json
similarity index 98%
rename from Diagnostics/UnfinishedBusinessBlueprints/FeatureDefinitionPowerSharedPool/PowerCircleOfTheCosmosConstellationForm.json
rename to Diagnostics/UnfinishedBusinessBlueprints/FeatureDefinitionPower/PowerCircleOfTheCosmosConstellationForm.json
index 047746bd64..1895bb0915 100644
--- a/Diagnostics/UnfinishedBusinessBlueprints/FeatureDefinitionPowerSharedPool/PowerCircleOfTheCosmosConstellationForm.json
+++ b/Diagnostics/UnfinishedBusinessBlueprints/FeatureDefinitionPower/PowerCircleOfTheCosmosConstellationForm.json
@@ -1,5 +1,5 @@
{
- "$type": "FeatureDefinitionPowerSharedPool, SolastaUnfinishedBusiness",
+ "$type": "FeatureDefinitionPower, Assembly-CSharp",
"effectDescription": {
"$type": "EffectDescription, Assembly-CSharp",
"rangeType": "Self",
@@ -161,7 +161,7 @@
"usesDetermination": "Fixed",
"abilityScoreDetermination": "Explicit",
"usesAbilityScoreName": "Charisma",
- "fixedUsesPerRecharge": 1,
+ "fixedUsesPerRecharge": 2,
"abilityScore": "Intelligence",
"attackHitComputation": "AbilityScore",
"fixedAttackHit": 0,
diff --git a/Diagnostics/UnfinishedBusinessBlueprints/FeatureDefinitionPower/PowerCircleOfTheCosmosDisableConstellationForm.json b/Diagnostics/UnfinishedBusinessBlueprints/FeatureDefinitionPower/PowerCircleOfTheCosmosDisableConstellationForm.json
new file mode 100644
index 0000000000..e92db0ffc2
--- /dev/null
+++ b/Diagnostics/UnfinishedBusinessBlueprints/FeatureDefinitionPower/PowerCircleOfTheCosmosDisableConstellationForm.json
@@ -0,0 +1,517 @@
+{
+ "$type": "FeatureDefinitionPower, Assembly-CSharp",
+ "effectDescription": {
+ "$type": "EffectDescription, Assembly-CSharp",
+ "rangeType": "Self",
+ "rangeParameter": 0,
+ "halfDamageOnAMiss": false,
+ "hitAffinitiesByTargetTag": [],
+ "targetType": "Self",
+ "itemSelectionType": "None",
+ "targetParameter": 1,
+ "targetParameter2": 2,
+ "emissiveBorder": "None",
+ "emissiveParameter": 1,
+ "requiresTargetProximity": false,
+ "targetProximityDistance": 6,
+ "targetExcludeCaster": false,
+ "canBePlacedOnCharacter": true,
+ "affectOnlyGround": false,
+ "targetFilteringMethod": "CharacterOnly",
+ "targetFilteringTag": "No",
+ "requiresVisibilityForPosition": true,
+ "inviteOptionalAlly": false,
+ "slotTypes": [],
+ "recurrentEffect": "No",
+ "retargetAfterDeath": false,
+ "retargetActionType": "Bonus",
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+ "m_AssetGUID": "",
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+ "m_SubObjectType": ""
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+ "applyEmissionColorOnWeapons": false,
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+ },
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+ },
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+ "triggeredBySpecialMove": false,
+ "activationTime": "NoCost",
+ "autoActivationRequiredTargetSenseType": "None",
+ "autoActivationRequiredTargetCreatureTag": "",
+ "autoActivationPowerTag": "",
+ "triggeringPower": null,
+ "copyTargetingFromTriggeringPower": false,
+ "reactionContext": "None",
+ "damageTypes": [],
+ "reactionName": "",
+ "reactionActingCharacterParamIdx": 0,
+ "reactionAttackerParamIdx": -1,
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+ "castingSuccessComputation": "CasterLevel",
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+ "disableIfTargetConditionIsOwned": null,
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+ "attackHitComputation": "AbilityScore",
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+ "abilityScoreBonusToAttack": false,
+ "proficiencyBonusToAttack": false,
+ "uniqueInstance": false,
+ "showCasting": true,
+ "shortTitleOverride": "",
+ "overriddenPower": null,
+ "includeBaseDescription": false,
+ "guiPresentation": {
+ "$type": "GuiPresentation, Assembly-CSharp",
+ "hidden": false,
+ "title": "Feature/&PowerCircleOfTheCosmosDisableConstellationFormTitle",
+ "description": "Feature/&PowerCircleOfTheCosmosDisableConstellationFormDescription",
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+ "b": 1.0,
+ "a": 1.0
+ },
+ "symbolChar": "221E",
+ "sortOrder": 0,
+ "unusedInSolastaCOTM": false,
+ "usedInValleyDLC": false
+ },
+ "contentCopyright": "UserContent",
+ "guid": "7d99fe2d-9d3a-58e6-9ae0-df11136d6b83",
+ "contentPack": 9999,
+ "name": "PowerCircleOfTheCosmosDisableConstellationForm"
+}
\ No newline at end of file
diff --git a/Diagnostics/UnfinishedBusinessBlueprints/FeatureDefinitionPower/PowerFeatCharger.json b/Diagnostics/UnfinishedBusinessBlueprints/FeatureDefinitionPower/PowerFeatCharger.json
new file mode 100644
index 0000000000..4f3d088f16
--- /dev/null
+++ b/Diagnostics/UnfinishedBusinessBlueprints/FeatureDefinitionPower/PowerFeatCharger.json
@@ -0,0 +1,202 @@
+{
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+ "effectDescription": {
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+ "rangeParameter": 0,
+ "halfDamageOnAMiss": false,
+ "hitAffinitiesByTargetTag": [],
+ "targetType": "Self",
+ "itemSelectionType": "Equiped",
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+ "targetParameter2": 2,
+ "emissiveBorder": "None",
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+ "targetProximityDistance": 6,
+ "targetExcludeCaster": false,
+ "canBePlacedOnCharacter": true,
+ "affectOnlyGround": false,
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+ "savingThrowAffinitiesBySense": [],
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+ "showCasting": false,
+ "shortTitleOverride": "",
+ "overriddenPower": null,
+ "includeBaseDescription": false,
+ "guiPresentation": {
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+ "hidden": false,
+ "title": "Feat/&FeatChargerTitle",
+ "description": "Feat/&FeatChargerDescription",
+ "spriteReference": {
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new file mode 100644
index 0000000000..cb4367aec4
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diff --git a/Diagnostics/UnfinishedBusinessBlueprints/FeatureDefinitionPower/PowerFeatChefTreat.json b/Diagnostics/UnfinishedBusinessBlueprints/FeatureDefinitionPower/PowerFeatChefTreat.json
new file mode 100644
index 0000000000..a6c235b086
--- /dev/null
+++ b/Diagnostics/UnfinishedBusinessBlueprints/FeatureDefinitionPower/PowerFeatChefTreat.json
@@ -0,0 +1,353 @@
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\ No newline at end of file
diff --git a/Diagnostics/UnfinishedBusinessBlueprints/FeatureDefinitionPower/PowerFeatFlamesOfPhlegethos.json b/Diagnostics/UnfinishedBusinessBlueprints/FeatureDefinitionPower/PowerFeatFlamesOfPhlegethos.json
new file mode 100644
index 0000000000..3104f7b85d
--- /dev/null
+++ b/Diagnostics/UnfinishedBusinessBlueprints/FeatureDefinitionPower/PowerFeatFlamesOfPhlegethos.json
@@ -0,0 +1,394 @@
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+ "m_AssetGUID": "",
+ "m_SubObjectName": "",
+ "m_SubObjectType": ""
+ },
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+ "m_AssetGUID": "",
+ "m_SubObjectName": "",
+ "m_SubObjectType": ""
+ },
+ "activeEffectSurfaceEndParticleReference": {
+ "$type": "UnityEngine.AddressableAssets.AssetReference, Unity.Addressables",
+ "m_AssetGUID": "",
+ "m_SubObjectName": "",
+ "m_SubObjectType": ""
+ },
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+ "activeEffectSurfaceParticlePerIndexCount": 0,
+ "emissiveBorderCellStartParticleReference": {
+ "$type": "UnityEngine.AddressableAssets.AssetReference, Unity.Addressables",
+ "m_AssetGUID": "",
+ "m_SubObjectName": "",
+ "m_SubObjectType": ""
+ },
+ "emissiveBorderCellParticleReference": {
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+ "m_AssetGUID": "",
+ "m_SubObjectName": "",
+ "m_SubObjectType": ""
+ },
+ "emissiveBorderCellEndParticleReference": {
+ "$type": "UnityEngine.AddressableAssets.AssetReference, Unity.Addressables",
+ "m_AssetGUID": "",
+ "m_SubObjectName": "",
+ "m_SubObjectType": ""
+ },
+ "emissiveBorderSurfaceStartParticleReference": {
+ "$type": "UnityEngine.AddressableAssets.AssetReference, Unity.Addressables",
+ "m_AssetGUID": "",
+ "m_SubObjectName": "",
+ "m_SubObjectType": ""
+ },
+ "emissiveBorderSurfaceParticleReference": {
+ "$type": "UnityEngine.AddressableAssets.AssetReference, Unity.Addressables",
+ "m_AssetGUID": "",
+ "m_SubObjectName": "",
+ "m_SubObjectType": ""
+ },
+ "emissiveBorderSurfaceEndParticleReference": {
+ "$type": "UnityEngine.AddressableAssets.AssetReference, Unity.Addressables",
+ "m_AssetGUID": "",
+ "m_SubObjectName": "",
+ "m_SubObjectType": ""
+ },
+ "conditionStartParticleReference": {
+ "$type": "UnityEngine.AddressableAssets.AssetReference, Unity.Addressables",
+ "m_AssetGUID": "",
+ "m_SubObjectName": "",
+ "m_SubObjectType": ""
+ },
+ "conditionParticleReference": {
+ "$type": "UnityEngine.AddressableAssets.AssetReference, Unity.Addressables",
+ "m_AssetGUID": "",
+ "m_SubObjectName": "",
+ "m_SubObjectType": ""
+ },
+ "conditionEndParticleReference": {
+ "$type": "UnityEngine.AddressableAssets.AssetReference, Unity.Addressables",
+ "m_AssetGUID": "",
+ "m_SubObjectName": "",
+ "m_SubObjectType": ""
+ },
+ "forceApplyZoneParticle": false,
+ "applyEmissionColorOnWeapons": false,
+ "emissionColor": {
+ "$type": "UnityEngine.Color, UnityEngine.CoreModule",
+ "r": 0.0,
+ "g": 0.0,
+ "b": 0.0,
+ "a": 0.0
+ },
+ "emissionColorFadeInDuration": 0.0,
+ "emissionColorFadeOutDuration": 0.0
+ },
+ "effectAIParameters": {
+ "$type": "EffectAIParameters, Assembly-CSharp",
+ "aoeScoreMultiplier": 1.0,
+ "cooldownForCaster": 0,
+ "cooldownForBattle": 0,
+ "sortingScoreMultiplier": 1.0,
+ "dynamicCooldown": false
+ },
+ "animationMagicEffect": "Animation0",
+ "lightCounterDispellsEffect": false,
+ "hideSavingThrowAnimation": false
+ },
+ "delegatedToAction": false,
+ "surrogateToSpell": null,
+ "triggeredBySpecialMove": false,
+ "activationTime": "NoCost",
+ "autoActivationRequiredTargetSenseType": "None",
+ "autoActivationRequiredTargetCreatureTag": "",
+ "autoActivationPowerTag": "",
+ "triggeringPower": null,
+ "copyTargetingFromTriggeringPower": false,
+ "reactionContext": "None",
+ "damageTypes": [],
+ "reactionName": "",
+ "reactionActingCharacterParamIdx": 0,
+ "reactionAttackerParamIdx": -1,
+ "hasCastingFailure": false,
+ "castingSuccessComputation": "CasterLevel",
+ "canUseInDialog": false,
+ "disableIfConditionIsOwned": null,
+ "disableIfTargetConditionIsOwned": null,
+ "rechargeRate": "AtWill",
+ "costPerUse": 1,
+ "spellcastingFeature": null,
+ "usesDetermination": "Fixed",
+ "abilityScoreDetermination": "Explicit",
+ "usesAbilityScoreName": "Charisma",
+ "fixedUsesPerRecharge": 1,
+ "abilityScore": "Intelligence",
+ "attackHitComputation": "AbilityScore",
+ "fixedAttackHit": 0,
+ "abilityScoreBonusToAttack": false,
+ "proficiencyBonusToAttack": false,
+ "uniqueInstance": false,
+ "showCasting": true,
+ "shortTitleOverride": "",
+ "overriddenPower": null,
+ "includeBaseDescription": false,
+ "guiPresentation": {
+ "$type": "GuiPresentation, Assembly-CSharp",
+ "hidden": false,
+ "title": "Feat/&FeatGroupFlamesOfPhlegethosTitle",
+ "description": "Feat/&FeatGroupFlamesOfPhlegethosDescription",
+ "spriteReference": {
+ "$type": "UnityEngine.AddressableAssets.AssetReferenceSprite, Unity.Addressables",
+ "m_AssetGUID": "",
+ "m_SubObjectName": null,
+ "m_SubObjectType": null
+ },
+ "color": {
+ "$type": "UnityEngine.Color, UnityEngine.CoreModule",
+ "r": 1.0,
+ "g": 1.0,
+ "b": 1.0,
+ "a": 1.0
+ },
+ "symbolChar": "221E",
+ "sortOrder": 0,
+ "unusedInSolastaCOTM": false,
+ "usedInValleyDLC": false
+ },
+ "contentCopyright": "UserContent",
+ "guid": "8dc5d818-588d-5ad6-85d1-9bb23a856c66",
+ "contentPack": 9999,
+ "name": "PowerFeatFlamesOfPhlegethos"
+}
\ No newline at end of file
diff --git a/Diagnostics/UnfinishedBusinessBlueprints/FeatureDefinitionPower/PowerFeatFlamesOfPhlegethosRetaliate.json b/Diagnostics/UnfinishedBusinessBlueprints/FeatureDefinitionPower/PowerFeatFlamesOfPhlegethosRetaliate.json
new file mode 100644
index 0000000000..9747d9c773
--- /dev/null
+++ b/Diagnostics/UnfinishedBusinessBlueprints/FeatureDefinitionPower/PowerFeatFlamesOfPhlegethosRetaliate.json
@@ -0,0 +1,363 @@
+{
+ "$type": "FeatureDefinitionPower, Assembly-CSharp",
+ "effectDescription": {
+ "$type": "EffectDescription, Assembly-CSharp",
+ "rangeType": "Self",
+ "rangeParameter": 0,
+ "halfDamageOnAMiss": false,
+ "hitAffinitiesByTargetTag": [],
+ "targetType": "Self",
+ "itemSelectionType": "Equiped",
+ "targetParameter": 1,
+ "targetParameter2": 2,
+ "emissiveBorder": "None",
+ "emissiveParameter": 1,
+ "requiresTargetProximity": false,
+ "targetProximityDistance": 6,
+ "targetExcludeCaster": false,
+ "canBePlacedOnCharacter": true,
+ "affectOnlyGround": false,
+ "targetFilteringMethod": "CharacterOnly",
+ "targetFilteringTag": "No",
+ "requiresVisibilityForPosition": true,
+ "inviteOptionalAlly": false,
+ "slotTypes": [],
+ "recurrentEffect": "No",
+ "retargetAfterDeath": false,
+ "retargetActionType": "Bonus",
+ "poolFilterDiceNumber": 5,
+ "poolFilterDieType": "D8",
+ "trapRangeType": "Triggerer",
+ "targetConditionName": "",
+ "targetConditionAsset": null,
+ "targetSide": "Enemy",
+ "durationType": "Instantaneous",
+ "durationParameter": 1,
+ "endOfEffect": "EndOfTurn",
+ "hasSavingThrow": false,
+ "disableSavingThrowOnAllies": false,
+ "savingThrowAbility": "Dexterity",
+ "ignoreCover": false,
+ "grantedConditionOnSave": null,
+ "rollSaveOnlyIfRelevantForms": false,
+ "hasShoveRoll": false,
+ "createdByCharacter": true,
+ "difficultyClassComputation": "SpellCastingFeature",
+ "savingThrowDifficultyAbility": "Wisdom",
+ "fixedSavingThrowDifficultyClass": 15,
+ "savingThrowAffinitiesBySense": [],
+ "savingThrowAffinitiesByFamily": [],
+ "damageAffinitiesByFamily": [],
+ "advantageForEnemies": false,
+ "canBeDispersed": false,
+ "hasVelocity": false,
+ "velocityCellsPerRound": 2,
+ "velocityType": "AwayFromSourceOriginalPosition",
+ "restrictedCreatureFamilies": [],
+ "immuneCreatureFamilies": [],
+ "restrictedCharacterSizes": [],
+ "hasLimitedEffectPool": false,
+ "effectPoolAmount": 60,
+ "effectApplication": "All",
+ "effectFormFilters": [],
+ "effectForms": [
+ {
+ "$type": "EffectForm, Assembly-CSharp",
+ "formType": "Damage",
+ "addBonusMode": "None",
+ "applyLevel": "No",
+ "levelType": "ClassLevel",
+ "levelMultiplier": 1,
+ "diceByLevelTable": [],
+ "createdByCharacter": true,
+ "createdByCondition": false,
+ "hasSavingThrow": false,
+ "savingThrowAffinity": "None",
+ "dcModifier": 0,
+ "canSaveToCancel": false,
+ "saveOccurence": "EndOfTurn",
+ "damageForm": {
+ "$type": "DamageForm, Assembly-CSharp",
+ "versatile": false,
+ "diceNumber": 1,
+ "dieType": "D4",
+ "overrideWithBardicInspirationDie": false,
+ "versatileDieType": "D1",
+ "bonusDamage": 0,
+ "damageType": "DamageFire",
+ "ancestryType": "Sorcerer",
+ "healFromInflictedDamage": "Never",
+ "hitPointsFloor": 0,
+ "forceKillOnZeroHp": false,
+ "specialDeathCondition": null,
+ "ignoreFlyingCharacters": false,
+ "ignoreCriticalDoubleDice": false
+ },
+ "hasFilterId": false,
+ "filterId": 0
+ }
+ ],
+ "specialFormsDescription": "",
+ "effectAdvancement": {
+ "$type": "EffectAdvancement, Assembly-CSharp",
+ "effectIncrementMethod": "None",
+ "incrementMultiplier": 1,
+ "additionalTargetsPerIncrement": 0,
+ "additionalSubtargetsPerIncrement": 0,
+ "additionalDicePerIncrement": 0,
+ "additionalSpellLevelPerIncrement": 0,
+ "additionalSummonsPerIncrement": 0,
+ "additionalHPPerIncrement": 0,
+ "additionalTempHPPerIncrement": 0,
+ "additionalTargetCellsPerIncrement": 0,
+ "additionalItemBonus": 0,
+ "additionalWeaponDie": 0,
+ "alteredDuration": "None"
+ },
+ "speedType": "Instant",
+ "speedParameter": 10.0,
+ "offsetImpactTimeBasedOnDistance": false,
+ "offsetImpactTimeBasedOnDistanceFactor": 0.1,
+ "offsetImpactTimePerTarget": 0.0,
+ "effectParticleParameters": {
+ "$type": "EffectParticleParameters, Assembly-CSharp",
+ "casterParticleReference": {
+ "$type": "UnityEngine.AddressableAssets.AssetReference, Unity.Addressables",
+ "m_AssetGUID": "a527dee34e46e7a4c8c68a9d244b3855",
+ "m_SubObjectName": "",
+ "m_SubObjectType": ""
+ },
+ "casterSelfParticleReference": {
+ "$type": "UnityEngine.AddressableAssets.AssetReference, Unity.Addressables",
+ "m_AssetGUID": "",
+ "m_SubObjectName": "",
+ "m_SubObjectType": ""
+ },
+ "casterQuickSpellParticleReference": {
+ "$type": "UnityEngine.AddressableAssets.AssetReference, Unity.Addressables",
+ "m_AssetGUID": "",
+ "m_SubObjectName": "",
+ "m_SubObjectType": ""
+ },
+ "targetParticleReference": {
+ "$type": "UnityEngine.AddressableAssets.AssetReference, Unity.Addressables",
+ "m_AssetGUID": "",
+ "m_SubObjectName": "",
+ "m_SubObjectType": ""
+ },
+ "effectParticleReference": {
+ "$type": "UnityEngine.AddressableAssets.AssetReference, Unity.Addressables",
+ "m_AssetGUID": "e766280ec6dd2fa4ba0a28275aa732fb",
+ "m_SubObjectName": "",
+ "m_SubObjectType": ""
+ },
+ "effectSubTargetParticleReference": {
+ "$type": "UnityEngine.AddressableAssets.AssetReference, Unity.Addressables",
+ "m_AssetGUID": "",
+ "m_SubObjectName": "",
+ "m_SubObjectType": ""
+ },
+ "zoneParticleReference": {
+ "$type": "UnityEngine.AddressableAssets.AssetReference, Unity.Addressables",
+ "m_AssetGUID": "",
+ "m_SubObjectName": "",
+ "m_SubObjectType": ""
+ },
+ "beforeImpactParticleReference": {
+ "$type": "UnityEngine.AddressableAssets.AssetReference, Unity.Addressables",
+ "m_AssetGUID": "",
+ "m_SubObjectName": "",
+ "m_SubObjectType": ""
+ },
+ "impactParticleReference": {
+ "$type": "UnityEngine.AddressableAssets.AssetReference, Unity.Addressables",
+ "m_AssetGUID": "e446eddf529bfc94c9b972fc384b9986",
+ "m_SubObjectName": "",
+ "m_SubObjectType": ""
+ },
+ "activeEffectImpactParticleReference": {
+ "$type": "UnityEngine.AddressableAssets.AssetReference, Unity.Addressables",
+ "m_AssetGUID": "",
+ "m_SubObjectName": "",
+ "m_SubObjectType": ""
+ },
+ "activeEffectCellStartParticleReference": {
+ "$type": "UnityEngine.AddressableAssets.AssetReference, Unity.Addressables",
+ "m_AssetGUID": "",
+ "m_SubObjectName": "",
+ "m_SubObjectType": ""
+ },
+ "activeEffectCellParticleReference": {
+ "$type": "UnityEngine.AddressableAssets.AssetReference, Unity.Addressables",
+ "m_AssetGUID": "",
+ "m_SubObjectName": "",
+ "m_SubObjectType": ""
+ },
+ "activeEffectCellEndParticleReference": {
+ "$type": "UnityEngine.AddressableAssets.AssetReference, Unity.Addressables",
+ "m_AssetGUID": "",
+ "m_SubObjectName": "",
+ "m_SubObjectType": ""
+ },
+ "activeEffectSurfaceStartParticleReference": {
+ "$type": "UnityEngine.AddressableAssets.AssetReference, Unity.Addressables",
+ "m_AssetGUID": "",
+ "m_SubObjectName": "",
+ "m_SubObjectType": ""
+ },
+ "activeEffectSurfaceParticleReference": {
+ "$type": "UnityEngine.AddressableAssets.AssetReference, Unity.Addressables",
+ "m_AssetGUID": "",
+ "m_SubObjectName": "",
+ "m_SubObjectType": ""
+ },
+ "activeEffectSurfaceEndParticleReference": {
+ "$type": "UnityEngine.AddressableAssets.AssetReference, Unity.Addressables",
+ "m_AssetGUID": "",
+ "m_SubObjectName": "",
+ "m_SubObjectType": ""
+ },
+ "activeEffectSurfaceParticlePerIndex": "",
+ "activeEffectSurfaceParticlePerIndexCount": 0,
+ "emissiveBorderCellStartParticleReference": {
+ "$type": "UnityEngine.AddressableAssets.AssetReference, Unity.Addressables",
+ "m_AssetGUID": "",
+ "m_SubObjectName": "",
+ "m_SubObjectType": ""
+ },
+ "emissiveBorderCellParticleReference": {
+ "$type": "UnityEngine.AddressableAssets.AssetReference, Unity.Addressables",
+ "m_AssetGUID": "",
+ "m_SubObjectName": "",
+ "m_SubObjectType": ""
+ },
+ "emissiveBorderCellEndParticleReference": {
+ "$type": "UnityEngine.AddressableAssets.AssetReference, Unity.Addressables",
+ "m_AssetGUID": "",
+ "m_SubObjectName": "",
+ "m_SubObjectType": ""
+ },
+ "emissiveBorderSurfaceStartParticleReference": {
+ "$type": "UnityEngine.AddressableAssets.AssetReference, Unity.Addressables",
+ "m_AssetGUID": "",
+ "m_SubObjectName": "",
+ "m_SubObjectType": ""
+ },
+ "emissiveBorderSurfaceParticleReference": {
+ "$type": "UnityEngine.AddressableAssets.AssetReference, Unity.Addressables",
+ "m_AssetGUID": "",
+ "m_SubObjectName": "",
+ "m_SubObjectType": ""
+ },
+ "emissiveBorderSurfaceEndParticleReference": {
+ "$type": "UnityEngine.AddressableAssets.AssetReference, Unity.Addressables",
+ "m_AssetGUID": "",
+ "m_SubObjectName": "",
+ "m_SubObjectType": ""
+ },
+ "conditionStartParticleReference": {
+ "$type": "UnityEngine.AddressableAssets.AssetReference, Unity.Addressables",
+ "m_AssetGUID": "",
+ "m_SubObjectName": "",
+ "m_SubObjectType": ""
+ },
+ "conditionParticleReference": {
+ "$type": "UnityEngine.AddressableAssets.AssetReference, Unity.Addressables",
+ "m_AssetGUID": "",
+ "m_SubObjectName": "",
+ "m_SubObjectType": ""
+ },
+ "conditionEndParticleReference": {
+ "$type": "UnityEngine.AddressableAssets.AssetReference, Unity.Addressables",
+ "m_AssetGUID": "",
+ "m_SubObjectName": "",
+ "m_SubObjectType": ""
+ },
+ "forceApplyZoneParticle": false,
+ "applyEmissionColorOnWeapons": false,
+ "emissionColor": {
+ "$type": "UnityEngine.Color, UnityEngine.CoreModule",
+ "r": 0.0,
+ "g": 0.0,
+ "b": 0.0,
+ "a": 0.0
+ },
+ "emissionColorFadeInDuration": 0.0,
+ "emissionColorFadeOutDuration": 0.0
+ },
+ "effectAIParameters": {
+ "$type": "EffectAIParameters, Assembly-CSharp",
+ "aoeScoreMultiplier": 1.0,
+ "cooldownForCaster": 0,
+ "cooldownForBattle": 0,
+ "sortingScoreMultiplier": 1.0,
+ "dynamicCooldown": false
+ },
+ "animationMagicEffect": "Animation0",
+ "lightCounterDispellsEffect": false,
+ "hideSavingThrowAnimation": false
+ },
+ "delegatedToAction": false,
+ "surrogateToSpell": null,
+ "triggeredBySpecialMove": false,
+ "activationTime": "NoCost",
+ "autoActivationRequiredTargetSenseType": "None",
+ "autoActivationRequiredTargetCreatureTag": "",
+ "autoActivationPowerTag": "",
+ "triggeringPower": null,
+ "copyTargetingFromTriggeringPower": false,
+ "reactionContext": "None",
+ "damageTypes": [],
+ "reactionName": "",
+ "reactionActingCharacterParamIdx": 0,
+ "reactionAttackerParamIdx": -1,
+ "hasCastingFailure": false,
+ "castingSuccessComputation": "CasterLevel",
+ "canUseInDialog": false,
+ "disableIfConditionIsOwned": null,
+ "disableIfTargetConditionIsOwned": null,
+ "rechargeRate": "AtWill",
+ "costPerUse": 1,
+ "spellcastingFeature": null,
+ "usesDetermination": "Fixed",
+ "abilityScoreDetermination": "Explicit",
+ "usesAbilityScoreName": "Charisma",
+ "fixedUsesPerRecharge": 1,
+ "abilityScore": "Intelligence",
+ "attackHitComputation": "AbilityScore",
+ "fixedAttackHit": 0,
+ "abilityScoreBonusToAttack": false,
+ "proficiencyBonusToAttack": false,
+ "uniqueInstance": false,
+ "showCasting": true,
+ "shortTitleOverride": "",
+ "overriddenPower": null,
+ "includeBaseDescription": false,
+ "guiPresentation": {
+ "$type": "GuiPresentation, Assembly-CSharp",
+ "hidden": false,
+ "title": "Feat/&FeatGroupFlamesOfPhlegethosTitle",
+ "description": "Feat/&FeatGroupFlamesOfPhlegethosDescription",
+ "spriteReference": {
+ "$type": "UnityEngine.AddressableAssets.AssetReferenceSprite, Unity.Addressables",
+ "m_AssetGUID": "",
+ "m_SubObjectName": null,
+ "m_SubObjectType": null
+ },
+ "color": {
+ "$type": "UnityEngine.Color, UnityEngine.CoreModule",
+ "r": 1.0,
+ "g": 1.0,
+ "b": 1.0,
+ "a": 1.0
+ },
+ "symbolChar": "221E",
+ "sortOrder": 0,
+ "unusedInSolastaCOTM": false,
+ "usedInValleyDLC": false
+ },
+ "contentCopyright": "UserContent",
+ "guid": "f2e577bb-f117-59f7-811b-be08bf11966e",
+ "contentPack": 9999,
+ "name": "PowerFeatFlamesOfPhlegethosRetaliate"
+}
\ No newline at end of file
diff --git a/Diagnostics/UnfinishedBusinessBlueprints/FeatureDefinitionPower/PowerFeatInspiringLeader.json b/Diagnostics/UnfinishedBusinessBlueprints/FeatureDefinitionPower/PowerFeatInspiringLeader.json
index 5757e9174a..292aa162d7 100644
--- a/Diagnostics/UnfinishedBusinessBlueprints/FeatureDefinitionPower/PowerFeatInspiringLeader.json
+++ b/Diagnostics/UnfinishedBusinessBlueprints/FeatureDefinitionPower/PowerFeatInspiringLeader.json
@@ -31,7 +31,7 @@
"targetConditionName": "",
"targetConditionAsset": null,
"targetSide": "Ally",
- "durationType": "UntilLongRest",
+ "durationType": "UntilAnyRest",
"durationParameter": 0,
"endOfEffect": "EndOfTurn",
"hasSavingThrow": false,
diff --git a/Diagnostics/UnfinishedBusinessBlueprints/FeatureDefinitionPower/PowerFeatOrcishFuryImpishWrath.json b/Diagnostics/UnfinishedBusinessBlueprints/FeatureDefinitionPower/PowerFeatOrcishFuryImpishWrath.json
new file mode 100644
index 0000000000..125693e4c3
--- /dev/null
+++ b/Diagnostics/UnfinishedBusinessBlueprints/FeatureDefinitionPower/PowerFeatOrcishFuryImpishWrath.json
@@ -0,0 +1,202 @@
+{
+ "$type": "FeatureDefinitionPower, Assembly-CSharp",
+ "effectDescription": {
+ "$type": "EffectDescription, Assembly-CSharp",
+ "rangeType": "Self",
+ "rangeParameter": 0,
+ "halfDamageOnAMiss": false,
+ "hitAffinitiesByTargetTag": [],
+ "targetType": "Self",
+ "itemSelectionType": "Equiped",
+ "targetParameter": 1,
+ "targetParameter2": 2,
+ "emissiveBorder": "None",
+ "emissiveParameter": 1,
+ "requiresTargetProximity": false,
+ "targetProximityDistance": 6,
+ "targetExcludeCaster": false,
+ "canBePlacedOnCharacter": true,
+ "affectOnlyGround": false,
+ "targetFilteringMethod": "AllCharacterAndGadgets",
+ "targetFilteringTag": "No",
+ "requiresVisibilityForPosition": true,
+ "inviteOptionalAlly": false,
+ "slotTypes": [],
+ "recurrentEffect": "No",
+ "retargetAfterDeath": false,
+ "retargetActionType": "Bonus",
+ "poolFilterDiceNumber": 5,
+ "poolFilterDieType": "D8",
+ "trapRangeType": "Triggerer",
+ "targetConditionName": "",
+ "targetConditionAsset": null,
+ "targetSide": "Enemy",
+ "durationType": "Instantaneous",
+ "durationParameter": 1,
+ "endOfEffect": "EndOfTurn",
+ "hasSavingThrow": false,
+ "disableSavingThrowOnAllies": false,
+ "savingThrowAbility": "Dexterity",
+ "ignoreCover": false,
+ "grantedConditionOnSave": null,
+ "rollSaveOnlyIfRelevantForms": false,
+ "hasShoveRoll": false,
+ "createdByCharacter": false,
+ "difficultyClassComputation": "SpellCastingFeature",
+ "savingThrowDifficultyAbility": "Wisdom",
+ "fixedSavingThrowDifficultyClass": 15,
+ "savingThrowAffinitiesBySense": [],
+ "savingThrowAffinitiesByFamily": [],
+ "damageAffinitiesByFamily": [],
+ "advantageForEnemies": false,
+ "canBeDispersed": false,
+ "hasVelocity": false,
+ "velocityCellsPerRound": 2,
+ "velocityType": "AwayFromSourceOriginalPosition",
+ "restrictedCreatureFamilies": [],
+ "immuneCreatureFamilies": [],
+ "restrictedCharacterSizes": [],
+ "hasLimitedEffectPool": false,
+ "effectPoolAmount": 60,
+ "effectApplication": "All",
+ "effectFormFilters": [],
+ "effectForms": [],
+ "specialFormsDescription": "",
+ "effectAdvancement": {
+ "$type": "EffectAdvancement, Assembly-CSharp",
+ "effectIncrementMethod": "None",
+ "incrementMultiplier": 1,
+ "additionalTargetsPerIncrement": 0,
+ "additionalSubtargetsPerIncrement": 0,
+ "additionalDicePerIncrement": 0,
+ "additionalSpellLevelPerIncrement": 0,
+ "additionalSummonsPerIncrement": 0,
+ "additionalHPPerIncrement": 0,
+ "additionalTempHPPerIncrement": 0,
+ "additionalTargetCellsPerIncrement": 0,
+ "additionalItemBonus": 0,
+ "additionalWeaponDie": 0,
+ "alteredDuration": "None"
+ },
+ "speedType": "Instant",
+ "speedParameter": 10.0,
+ "offsetImpactTimeBasedOnDistance": false,
+ "offsetImpactTimeBasedOnDistanceFactor": 0.1,
+ "offsetImpactTimePerTarget": 0.0,
+ "effectParticleParameters": {
+ "$type": "EffectParticleParameters, Assembly-CSharp",
+ "casterParticleReference": null,
+ "casterSelfParticleReference": null,
+ "casterQuickSpellParticleReference": null,
+ "targetParticleReference": null,
+ "effectParticleReference": null,
+ "effectSubTargetParticleReference": null,
+ "zoneParticleReference": null,
+ "beforeImpactParticleReference": null,
+ "impactParticleReference": null,
+ "activeEffectImpactParticleReference": null,
+ "activeEffectCellStartParticleReference": null,
+ "activeEffectCellParticleReference": null,
+ "activeEffectCellEndParticleReference": null,
+ "activeEffectSurfaceStartParticleReference": null,
+ "activeEffectSurfaceParticleReference": null,
+ "activeEffectSurfaceEndParticleReference": null,
+ "activeEffectSurfaceParticlePerIndex": "",
+ "activeEffectSurfaceParticlePerIndexCount": 0,
+ "emissiveBorderCellStartParticleReference": null,
+ "emissiveBorderCellParticleReference": null,
+ "emissiveBorderCellEndParticleReference": null,
+ "emissiveBorderSurfaceStartParticleReference": null,
+ "emissiveBorderSurfaceParticleReference": null,
+ "emissiveBorderSurfaceEndParticleReference": null,
+ "conditionStartParticleReference": null,
+ "conditionParticleReference": null,
+ "conditionEndParticleReference": null,
+ "forceApplyZoneParticle": false,
+ "applyEmissionColorOnWeapons": false,
+ "emissionColor": {
+ "$type": "UnityEngine.Color, UnityEngine.CoreModule",
+ "r": 0.0,
+ "g": 0.0,
+ "b": 0.0,
+ "a": 0.0
+ },
+ "emissionColorFadeInDuration": 0.0,
+ "emissionColorFadeOutDuration": 0.0
+ },
+ "effectAIParameters": {
+ "$type": "EffectAIParameters, Assembly-CSharp",
+ "aoeScoreMultiplier": 1.0,
+ "cooldownForCaster": 0,
+ "cooldownForBattle": 0,
+ "sortingScoreMultiplier": 1.0,
+ "dynamicCooldown": false
+ },
+ "animationMagicEffect": "Animation0",
+ "lightCounterDispellsEffect": false,
+ "hideSavingThrowAnimation": false
+ },
+ "delegatedToAction": true,
+ "surrogateToSpell": null,
+ "triggeredBySpecialMove": false,
+ "activationTime": "NoCost",
+ "autoActivationRequiredTargetSenseType": "None",
+ "autoActivationRequiredTargetCreatureTag": "",
+ "autoActivationPowerTag": "",
+ "triggeringPower": null,
+ "copyTargetingFromTriggeringPower": false,
+ "reactionContext": "None",
+ "damageTypes": [],
+ "reactionName": "",
+ "reactionActingCharacterParamIdx": 0,
+ "reactionAttackerParamIdx": -1,
+ "hasCastingFailure": false,
+ "castingSuccessComputation": "CasterLevel",
+ "canUseInDialog": false,
+ "disableIfConditionIsOwned": null,
+ "disableIfTargetConditionIsOwned": null,
+ "rechargeRate": "ShortRest",
+ "costPerUse": 1,
+ "spellcastingFeature": null,
+ "usesDetermination": "Fixed",
+ "abilityScoreDetermination": "Explicit",
+ "usesAbilityScoreName": "Charisma",
+ "fixedUsesPerRecharge": 1,
+ "abilityScore": "Intelligence",
+ "attackHitComputation": "AbilityScore",
+ "fixedAttackHit": 0,
+ "abilityScoreBonusToAttack": false,
+ "proficiencyBonusToAttack": false,
+ "uniqueInstance": false,
+ "showCasting": true,
+ "shortTitleOverride": "",
+ "overriddenPower": null,
+ "includeBaseDescription": false,
+ "guiPresentation": {
+ "$type": "GuiPresentation, Assembly-CSharp",
+ "hidden": false,
+ "title": "Feat/&FeatGroupOrcishFuryTitle",
+ "description": "Feat/&FeatGroupOrcishFuryDescription",
+ "spriteReference": {
+ "$type": "UnityEngine.AddressableAssets.AssetReferenceSprite, Unity.Addressables",
+ "m_AssetGUID": "",
+ "m_SubObjectName": null,
+ "m_SubObjectType": null
+ },
+ "color": {
+ "$type": "UnityEngine.Color, UnityEngine.CoreModule",
+ "r": 1.0,
+ "g": 1.0,
+ "b": 1.0,
+ "a": 1.0
+ },
+ "symbolChar": "221E",
+ "sortOrder": 0,
+ "unusedInSolastaCOTM": false,
+ "usedInValleyDLC": false
+ },
+ "contentCopyright": "UserContent",
+ "guid": "16e3a36d-f549-5ea1-8b52-e542ece068b3",
+ "contentPack": 9999,
+ "name": "PowerFeatOrcishFuryImpishWrath"
+}
\ No newline at end of file
diff --git a/Diagnostics/UnfinishedBusinessBlueprints/FeatureDefinitionPower/PowerFeatShieldTechniques.json b/Diagnostics/UnfinishedBusinessBlueprints/FeatureDefinitionPower/PowerFeatShieldTechniques.json
index cc7ecc7491..01dead0f47 100644
--- a/Diagnostics/UnfinishedBusinessBlueprints/FeatureDefinitionPower/PowerFeatShieldTechniques.json
+++ b/Diagnostics/UnfinishedBusinessBlueprints/FeatureDefinitionPower/PowerFeatShieldTechniques.json
@@ -7,7 +7,7 @@
"halfDamageOnAMiss": false,
"hitAffinitiesByTargetTag": [],
"targetType": "Self",
- "itemSelectionType": "None",
+ "itemSelectionType": "Equiped",
"targetParameter": 1,
"targetParameter2": 2,
"emissiveBorder": "None",
@@ -17,7 +17,7 @@
"targetExcludeCaster": false,
"canBePlacedOnCharacter": true,
"affectOnlyGround": false,
- "targetFilteringMethod": "CharacterOnly",
+ "targetFilteringMethod": "AllCharacterAndGadgets",
"targetFilteringTag": "No",
"requiresVisibilityForPosition": true,
"inviteOptionalAlly": false,
@@ -30,10 +30,10 @@
"trapRangeType": "Triggerer",
"targetConditionName": "",
"targetConditionAsset": null,
- "targetSide": "Ally",
- "durationType": "Round",
- "durationParameter": 0,
- "endOfEffect": "StartOfTurn",
+ "targetSide": "Enemy",
+ "durationType": "Instantaneous",
+ "durationParameter": 1,
+ "endOfEffect": "EndOfTurn",
"hasSavingThrow": false,
"disableSavingThrowOnAllies": false,
"savingThrowAbility": "Dexterity",
@@ -41,7 +41,7 @@
"grantedConditionOnSave": null,
"rollSaveOnlyIfRelevantForms": false,
"hasShoveRoll": false,
- "createdByCharacter": true,
+ "createdByCharacter": false,
"difficultyClassComputation": "SpellCastingFeature",
"savingThrowDifficultyAbility": "Wisdom",
"fixedSavingThrowDifficultyClass": 15,
@@ -60,35 +60,7 @@
"effectPoolAmount": 60,
"effectApplication": "All",
"effectFormFilters": [],
- "effectForms": [
- {
- "$type": "EffectForm, Assembly-CSharp",
- "formType": "Condition",
- "addBonusMode": "None",
- "applyLevel": "No",
- "levelType": "ClassLevel",
- "levelMultiplier": 1,
- "diceByLevelTable": [],
- "createdByCharacter": true,
- "createdByCondition": false,
- "hasSavingThrow": false,
- "savingThrowAffinity": "None",
- "dcModifier": 0,
- "canSaveToCancel": false,
- "saveOccurence": "EndOfTurn",
- "conditionForm": {
- "$type": "ConditionForm, Assembly-CSharp",
- "conditionDefinitionName": "ConditionShieldTechniquesResistance",
- "conditionDefinition": "Definition:ConditionShieldTechniquesResistance:9c4e8aae-976d-52fa-b19b-32e520bb8e2d",
- "operation": "Add",
- "conditionsList": [],
- "applyToSelf": false,
- "forceOnSelf": false
- },
- "hasFilterId": false,
- "filterId": 0
- }
- ],
+ "effectForms": [],
"specialFormsDescription": "",
"effectAdvancement": {
"$type": "EffectAdvancement, Assembly-CSharp",
@@ -113,158 +85,33 @@
"offsetImpactTimePerTarget": 0.0,
"effectParticleParameters": {
"$type": "EffectParticleParameters, Assembly-CSharp",
- "casterParticleReference": {
- "$type": "UnityEngine.AddressableAssets.AssetReference, Unity.Addressables",
- "m_AssetGUID": "81560ac3813217d4d9fd281d5e73c234",
- "m_SubObjectName": "",
- "m_SubObjectType": ""
- },
- "casterSelfParticleReference": {
- "$type": "UnityEngine.AddressableAssets.AssetReference, Unity.Addressables",
- "m_AssetGUID": "",
- "m_SubObjectName": "",
- "m_SubObjectType": ""
- },
- "casterQuickSpellParticleReference": {
- "$type": "UnityEngine.AddressableAssets.AssetReference, Unity.Addressables",
- "m_AssetGUID": "",
- "m_SubObjectName": "",
- "m_SubObjectType": ""
- },
- "targetParticleReference": {
- "$type": "UnityEngine.AddressableAssets.AssetReference, Unity.Addressables",
- "m_AssetGUID": "",
- "m_SubObjectName": "",
- "m_SubObjectType": ""
- },
- "effectParticleReference": {
- "$type": "UnityEngine.AddressableAssets.AssetReference, Unity.Addressables",
- "m_AssetGUID": "",
- "m_SubObjectName": "",
- "m_SubObjectType": ""
- },
- "effectSubTargetParticleReference": {
- "$type": "UnityEngine.AddressableAssets.AssetReference, Unity.Addressables",
- "m_AssetGUID": "",
- "m_SubObjectName": "",
- "m_SubObjectType": ""
- },
- "zoneParticleReference": {
- "$type": "UnityEngine.AddressableAssets.AssetReference, Unity.Addressables",
- "m_AssetGUID": "",
- "m_SubObjectName": "",
- "m_SubObjectType": ""
- },
- "beforeImpactParticleReference": {
- "$type": "UnityEngine.AddressableAssets.AssetReference, Unity.Addressables",
- "m_AssetGUID": "",
- "m_SubObjectName": "",
- "m_SubObjectType": ""
- },
- "impactParticleReference": {
- "$type": "UnityEngine.AddressableAssets.AssetReference, Unity.Addressables",
- "m_AssetGUID": "",
- "m_SubObjectName": "",
- "m_SubObjectType": ""
- },
- "activeEffectImpactParticleReference": {
- "$type": "UnityEngine.AddressableAssets.AssetReference, Unity.Addressables",
- "m_AssetGUID": "",
- "m_SubObjectName": "",
- "m_SubObjectType": ""
- },
- "activeEffectCellStartParticleReference": {
- "$type": "UnityEngine.AddressableAssets.AssetReference, Unity.Addressables",
- "m_AssetGUID": "",
- "m_SubObjectName": "",
- "m_SubObjectType": ""
- },
- "activeEffectCellParticleReference": {
- "$type": "UnityEngine.AddressableAssets.AssetReference, Unity.Addressables",
- "m_AssetGUID": "",
- "m_SubObjectName": "",
- "m_SubObjectType": ""
- },
- "activeEffectCellEndParticleReference": {
- "$type": "UnityEngine.AddressableAssets.AssetReference, Unity.Addressables",
- "m_AssetGUID": "",
- "m_SubObjectName": "",
- "m_SubObjectType": ""
- },
- "activeEffectSurfaceStartParticleReference": {
- "$type": "UnityEngine.AddressableAssets.AssetReference, Unity.Addressables",
- "m_AssetGUID": "",
- "m_SubObjectName": "",
- "m_SubObjectType": ""
- },
- "activeEffectSurfaceParticleReference": {
- "$type": "UnityEngine.AddressableAssets.AssetReference, Unity.Addressables",
- "m_AssetGUID": "",
- "m_SubObjectName": "",
- "m_SubObjectType": ""
- },
- "activeEffectSurfaceEndParticleReference": {
- "$type": "UnityEngine.AddressableAssets.AssetReference, Unity.Addressables",
- "m_AssetGUID": "",
- "m_SubObjectName": "",
- "m_SubObjectType": ""
- },
+ "casterParticleReference": null,
+ "casterSelfParticleReference": null,
+ "casterQuickSpellParticleReference": null,
+ "targetParticleReference": null,
+ "effectParticleReference": null,
+ "effectSubTargetParticleReference": null,
+ "zoneParticleReference": null,
+ "beforeImpactParticleReference": null,
+ "impactParticleReference": null,
+ "activeEffectImpactParticleReference": null,
+ "activeEffectCellStartParticleReference": null,
+ "activeEffectCellParticleReference": null,
+ "activeEffectCellEndParticleReference": null,
+ "activeEffectSurfaceStartParticleReference": null,
+ "activeEffectSurfaceParticleReference": null,
+ "activeEffectSurfaceEndParticleReference": null,
"activeEffectSurfaceParticlePerIndex": "",
"activeEffectSurfaceParticlePerIndexCount": 0,
- "emissiveBorderCellStartParticleReference": {
- "$type": "UnityEngine.AddressableAssets.AssetReference, Unity.Addressables",
- "m_AssetGUID": "",
- "m_SubObjectName": "",
- "m_SubObjectType": ""
- },
- "emissiveBorderCellParticleReference": {
- "$type": "UnityEngine.AddressableAssets.AssetReference, Unity.Addressables",
- "m_AssetGUID": "",
- "m_SubObjectName": "",
- "m_SubObjectType": ""
- },
- "emissiveBorderCellEndParticleReference": {
- "$type": "UnityEngine.AddressableAssets.AssetReference, Unity.Addressables",
- "m_AssetGUID": "",
- "m_SubObjectName": "",
- "m_SubObjectType": ""
- },
- "emissiveBorderSurfaceStartParticleReference": {
- "$type": "UnityEngine.AddressableAssets.AssetReference, Unity.Addressables",
- "m_AssetGUID": "",
- "m_SubObjectName": "",
- "m_SubObjectType": ""
- },
- "emissiveBorderSurfaceParticleReference": {
- "$type": "UnityEngine.AddressableAssets.AssetReference, Unity.Addressables",
- "m_AssetGUID": "",
- "m_SubObjectName": "",
- "m_SubObjectType": ""
- },
- "emissiveBorderSurfaceEndParticleReference": {
- "$type": "UnityEngine.AddressableAssets.AssetReference, Unity.Addressables",
- "m_AssetGUID": "",
- "m_SubObjectName": "",
- "m_SubObjectType": ""
- },
- "conditionStartParticleReference": {
- "$type": "UnityEngine.AddressableAssets.AssetReference, Unity.Addressables",
- "m_AssetGUID": "",
- "m_SubObjectName": "",
- "m_SubObjectType": ""
- },
- "conditionParticleReference": {
- "$type": "UnityEngine.AddressableAssets.AssetReference, Unity.Addressables",
- "m_AssetGUID": "",
- "m_SubObjectName": "",
- "m_SubObjectType": ""
- },
- "conditionEndParticleReference": {
- "$type": "UnityEngine.AddressableAssets.AssetReference, Unity.Addressables",
- "m_AssetGUID": "",
- "m_SubObjectName": "",
- "m_SubObjectType": ""
- },
+ "emissiveBorderCellStartParticleReference": null,
+ "emissiveBorderCellParticleReference": null,
+ "emissiveBorderCellEndParticleReference": null,
+ "emissiveBorderSurfaceStartParticleReference": null,
+ "emissiveBorderSurfaceParticleReference": null,
+ "emissiveBorderSurfaceEndParticleReference": null,
+ "conditionStartParticleReference": null,
+ "conditionParticleReference": null,
+ "conditionEndParticleReference": null,
"forceApplyZoneParticle": false,
"applyEmissionColorOnWeapons": false,
"emissionColor": {
diff --git a/Diagnostics/UnfinishedBusinessBlueprints/FeatureDefinitionPower/PowerInnovationArmorDefensiveField.json b/Diagnostics/UnfinishedBusinessBlueprints/FeatureDefinitionPower/PowerInnovationArmorDefensiveField.json
index c7c6bcc91b..35338ee683 100644
--- a/Diagnostics/UnfinishedBusinessBlueprints/FeatureDefinitionPower/PowerInnovationArmorDefensiveField.json
+++ b/Diagnostics/UnfinishedBusinessBlueprints/FeatureDefinitionPower/PowerInnovationArmorDefensiveField.json
@@ -31,7 +31,7 @@
"targetConditionName": "",
"targetConditionAsset": null,
"targetSide": "Ally",
- "durationType": "UntilLongRest",
+ "durationType": "UntilAnyRest",
"durationParameter": 0,
"endOfEffect": "EndOfTurn",
"hasSavingThrow": false,
diff --git a/Diagnostics/UnfinishedBusinessBlueprints/FeatureDefinitionPower/PowerInnovationArtilleristProtector.json b/Diagnostics/UnfinishedBusinessBlueprints/FeatureDefinitionPower/PowerInnovationArtilleristProtector.json
index 56e508379c..410bb96194 100644
--- a/Diagnostics/UnfinishedBusinessBlueprints/FeatureDefinitionPower/PowerInnovationArtilleristProtector.json
+++ b/Diagnostics/UnfinishedBusinessBlueprints/FeatureDefinitionPower/PowerInnovationArtilleristProtector.json
@@ -31,7 +31,7 @@
"targetConditionName": "",
"targetConditionAsset": null,
"targetSide": "Ally",
- "durationType": "UntilLongRest",
+ "durationType": "UntilAnyRest",
"durationParameter": 0,
"endOfEffect": "EndOfTurn",
"hasSavingThrow": false,
diff --git a/Diagnostics/UnfinishedBusinessBlueprints/FeatureDefinitionPower/PowerPathOfTheRavagerIntimidatingPresence.json b/Diagnostics/UnfinishedBusinessBlueprints/FeatureDefinitionPower/PowerPathOfTheRavagerIntimidatingPresence.json
new file mode 100644
index 0000000000..c78eae5d73
--- /dev/null
+++ b/Diagnostics/UnfinishedBusinessBlueprints/FeatureDefinitionPower/PowerPathOfTheRavagerIntimidatingPresence.json
@@ -0,0 +1,355 @@
+{
+ "$type": "FeatureDefinitionPower, Assembly-CSharp",
+ "effectDescription": {
+ "$type": "EffectDescription, Assembly-CSharp",
+ "rangeType": "Self",
+ "rangeParameter": 0,
+ "halfDamageOnAMiss": false,
+ "hitAffinitiesByTargetTag": [],
+ "targetType": "Sphere",
+ "itemSelectionType": "None",
+ "targetParameter": 6,
+ "targetParameter2": 2,
+ "emissiveBorder": "None",
+ "emissiveParameter": 1,
+ "requiresTargetProximity": false,
+ "targetProximityDistance": 6,
+ "targetExcludeCaster": false,
+ "canBePlacedOnCharacter": true,
+ "affectOnlyGround": false,
+ "targetFilteringMethod": "CharacterOnly",
+ "targetFilteringTag": "No",
+ "requiresVisibilityForPosition": true,
+ "inviteOptionalAlly": false,
+ "slotTypes": [],
+ "recurrentEffect": "No",
+ "retargetAfterDeath": false,
+ "retargetActionType": "Bonus",
+ "poolFilterDiceNumber": 5,
+ "poolFilterDieType": "D8",
+ "trapRangeType": "Triggerer",
+ "targetConditionName": "",
+ "targetConditionAsset": null,
+ "targetSide": "Enemy",
+ "durationType": "Minute",
+ "durationParameter": 1,
+ "endOfEffect": "EndOfTurn",
+ "hasSavingThrow": true,
+ "disableSavingThrowOnAllies": false,
+ "savingThrowAbility": "Wisdom",
+ "ignoreCover": true,
+ "grantedConditionOnSave": null,
+ "rollSaveOnlyIfRelevantForms": false,
+ "hasShoveRoll": false,
+ "createdByCharacter": true,
+ "difficultyClassComputation": "AbilityScoreAndProficiency",
+ "savingThrowDifficultyAbility": "Strength",
+ "fixedSavingThrowDifficultyClass": 8,
+ "savingThrowAffinitiesBySense": [],
+ "savingThrowAffinitiesByFamily": [],
+ "damageAffinitiesByFamily": [],
+ "advantageForEnemies": false,
+ "canBeDispersed": false,
+ "hasVelocity": false,
+ "velocityCellsPerRound": 2,
+ "velocityType": "AwayFromSourceOriginalPosition",
+ "restrictedCreatureFamilies": [],
+ "immuneCreatureFamilies": [],
+ "restrictedCharacterSizes": [],
+ "hasLimitedEffectPool": false,
+ "effectPoolAmount": 60,
+ "effectApplication": "All",
+ "effectFormFilters": [],
+ "effectForms": [
+ {
+ "$type": "EffectForm, Assembly-CSharp",
+ "formType": "Condition",
+ "addBonusMode": "None",
+ "applyLevel": "No",
+ "levelType": "ClassLevel",
+ "levelMultiplier": 1,
+ "diceByLevelTable": [],
+ "createdByCharacter": true,
+ "createdByCondition": false,
+ "hasSavingThrow": true,
+ "savingThrowAffinity": "Negates",
+ "dcModifier": 0,
+ "canSaveToCancel": true,
+ "saveOccurence": "EndOfTurn",
+ "conditionForm": {
+ "$type": "ConditionForm, Assembly-CSharp",
+ "conditionDefinitionName": "ConditionFrightened",
+ "conditionDefinition": "Definition:ConditionFrightened:5cbaee42aac310e42a407fc59bf65515",
+ "operation": "Add",
+ "conditionsList": [],
+ "applyToSelf": false,
+ "forceOnSelf": false
+ },
+ "hasFilterId": false,
+ "filterId": 0
+ }
+ ],
+ "specialFormsDescription": "",
+ "effectAdvancement": {
+ "$type": "EffectAdvancement, Assembly-CSharp",
+ "effectIncrementMethod": "None",
+ "incrementMultiplier": 1,
+ "additionalTargetsPerIncrement": 0,
+ "additionalSubtargetsPerIncrement": 0,
+ "additionalDicePerIncrement": 0,
+ "additionalSpellLevelPerIncrement": 0,
+ "additionalSummonsPerIncrement": 0,
+ "additionalHPPerIncrement": 0,
+ "additionalTempHPPerIncrement": 0,
+ "additionalTargetCellsPerIncrement": 0,
+ "additionalItemBonus": 0,
+ "additionalWeaponDie": 0,
+ "alteredDuration": "None"
+ },
+ "speedType": "Instant",
+ "speedParameter": 10.0,
+ "offsetImpactTimeBasedOnDistance": false,
+ "offsetImpactTimeBasedOnDistanceFactor": 0.1,
+ "offsetImpactTimePerTarget": 0.0,
+ "effectParticleParameters": {
+ "$type": "EffectParticleParameters, Assembly-CSharp",
+ "casterParticleReference": {
+ "$type": "UnityEngine.AddressableAssets.AssetReference, Unity.Addressables",
+ "m_AssetGUID": "f95ec855e66134c428245aaa33c15d50",
+ "m_SubObjectName": "",
+ "m_SubObjectType": ""
+ },
+ "casterSelfParticleReference": {
+ "$type": "UnityEngine.AddressableAssets.AssetReference, Unity.Addressables",
+ "m_AssetGUID": "",
+ "m_SubObjectName": "",
+ "m_SubObjectType": ""
+ },
+ "casterQuickSpellParticleReference": {
+ "$type": "UnityEngine.AddressableAssets.AssetReference, Unity.Addressables",
+ "m_AssetGUID": "",
+ "m_SubObjectName": "",
+ "m_SubObjectType": ""
+ },
+ "targetParticleReference": {
+ "$type": "UnityEngine.AddressableAssets.AssetReference, Unity.Addressables",
+ "m_AssetGUID": "",
+ "m_SubObjectName": "",
+ "m_SubObjectType": ""
+ },
+ "effectParticleReference": {
+ "$type": "UnityEngine.AddressableAssets.AssetReference, Unity.Addressables",
+ "m_AssetGUID": "",
+ "m_SubObjectName": "",
+ "m_SubObjectType": ""
+ },
+ "effectSubTargetParticleReference": {
+ "$type": "UnityEngine.AddressableAssets.AssetReference, Unity.Addressables",
+ "m_AssetGUID": "",
+ "m_SubObjectName": "",
+ "m_SubObjectType": ""
+ },
+ "zoneParticleReference": {
+ "$type": "UnityEngine.AddressableAssets.AssetReference, Unity.Addressables",
+ "m_AssetGUID": "",
+ "m_SubObjectName": "",
+ "m_SubObjectType": ""
+ },
+ "beforeImpactParticleReference": {
+ "$type": "UnityEngine.AddressableAssets.AssetReference, Unity.Addressables",
+ "m_AssetGUID": "",
+ "m_SubObjectName": "",
+ "m_SubObjectType": ""
+ },
+ "impactParticleReference": {
+ "$type": "UnityEngine.AddressableAssets.AssetReference, Unity.Addressables",
+ "m_AssetGUID": "ae8a2d2aa3f5a1e4d849ee64215f5391",
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+ },
+ "activeEffectImpactParticleReference": {
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+ "m_SubObjectName": "",
+ "m_SubObjectType": ""
+ },
+ "activeEffectCellStartParticleReference": {
+ "$type": "UnityEngine.AddressableAssets.AssetReference, Unity.Addressables",
+ "m_AssetGUID": "",
+ "m_SubObjectName": "",
+ "m_SubObjectType": ""
+ },
+ "activeEffectCellParticleReference": {
+ "$type": "UnityEngine.AddressableAssets.AssetReference, Unity.Addressables",
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+ "m_SubObjectName": "",
+ "m_SubObjectType": ""
+ },
+ "activeEffectCellEndParticleReference": {
+ "$type": "UnityEngine.AddressableAssets.AssetReference, Unity.Addressables",
+ "m_AssetGUID": "",
+ "m_SubObjectName": "",
+ "m_SubObjectType": ""
+ },
+ "activeEffectSurfaceStartParticleReference": {
+ "$type": "UnityEngine.AddressableAssets.AssetReference, Unity.Addressables",
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+ "m_SubObjectName": "",
+ "m_SubObjectType": ""
+ },
+ "activeEffectSurfaceParticleReference": {
+ "$type": "UnityEngine.AddressableAssets.AssetReference, Unity.Addressables",
+ "m_AssetGUID": "",
+ "m_SubObjectName": "",
+ "m_SubObjectType": ""
+ },
+ "activeEffectSurfaceEndParticleReference": {
+ "$type": "UnityEngine.AddressableAssets.AssetReference, Unity.Addressables",
+ "m_AssetGUID": "",
+ "m_SubObjectName": "",
+ "m_SubObjectType": ""
+ },
+ "activeEffectSurfaceParticlePerIndex": "",
+ "activeEffectSurfaceParticlePerIndexCount": 0,
+ "emissiveBorderCellStartParticleReference": {
+ "$type": "UnityEngine.AddressableAssets.AssetReference, Unity.Addressables",
+ "m_AssetGUID": "",
+ "m_SubObjectName": "",
+ "m_SubObjectType": ""
+ },
+ "emissiveBorderCellParticleReference": {
+ "$type": "UnityEngine.AddressableAssets.AssetReference, Unity.Addressables",
+ "m_AssetGUID": "",
+ "m_SubObjectName": "",
+ "m_SubObjectType": ""
+ },
+ "emissiveBorderCellEndParticleReference": {
+ "$type": "UnityEngine.AddressableAssets.AssetReference, Unity.Addressables",
+ "m_AssetGUID": "",
+ "m_SubObjectName": "",
+ "m_SubObjectType": ""
+ },
+ "emissiveBorderSurfaceStartParticleReference": {
+ "$type": "UnityEngine.AddressableAssets.AssetReference, Unity.Addressables",
+ "m_AssetGUID": "",
+ "m_SubObjectName": "",
+ "m_SubObjectType": ""
+ },
+ "emissiveBorderSurfaceParticleReference": {
+ "$type": "UnityEngine.AddressableAssets.AssetReference, Unity.Addressables",
+ "m_AssetGUID": "",
+ "m_SubObjectName": "",
+ "m_SubObjectType": ""
+ },
+ "emissiveBorderSurfaceEndParticleReference": {
+ "$type": "UnityEngine.AddressableAssets.AssetReference, Unity.Addressables",
+ "m_AssetGUID": "",
+ "m_SubObjectName": "",
+ "m_SubObjectType": ""
+ },
+ "conditionStartParticleReference": {
+ "$type": "UnityEngine.AddressableAssets.AssetReference, Unity.Addressables",
+ "m_AssetGUID": "",
+ "m_SubObjectName": "",
+ "m_SubObjectType": ""
+ },
+ "conditionParticleReference": {
+ "$type": "UnityEngine.AddressableAssets.AssetReference, Unity.Addressables",
+ "m_AssetGUID": "",
+ "m_SubObjectName": "",
+ "m_SubObjectType": ""
+ },
+ "conditionEndParticleReference": {
+ "$type": "UnityEngine.AddressableAssets.AssetReference, Unity.Addressables",
+ "m_AssetGUID": "",
+ "m_SubObjectName": "",
+ "m_SubObjectType": ""
+ },
+ "forceApplyZoneParticle": false,
+ "applyEmissionColorOnWeapons": false,
+ "emissionColor": {
+ "$type": "UnityEngine.Color, UnityEngine.CoreModule",
+ "r": 0.0,
+ "g": 0.0,
+ "b": 0.0,
+ "a": 0.0
+ },
+ "emissionColorFadeInDuration": 0.0,
+ "emissionColorFadeOutDuration": 0.0
+ },
+ "effectAIParameters": {
+ "$type": "EffectAIParameters, Assembly-CSharp",
+ "aoeScoreMultiplier": 1.0,
+ "cooldownForCaster": 0,
+ "cooldownForBattle": 0,
+ "sortingScoreMultiplier": 1.0,
+ "dynamicCooldown": false
+ },
+ "animationMagicEffect": "Animation0",
+ "lightCounterDispellsEffect": false,
+ "hideSavingThrowAnimation": false
+ },
+ "delegatedToAction": false,
+ "surrogateToSpell": null,
+ "triggeredBySpecialMove": false,
+ "activationTime": "BonusAction",
+ "autoActivationRequiredTargetSenseType": "None",
+ "autoActivationRequiredTargetCreatureTag": "",
+ "autoActivationPowerTag": "",
+ "triggeringPower": null,
+ "copyTargetingFromTriggeringPower": false,
+ "reactionContext": "None",
+ "damageTypes": [],
+ "reactionName": "",
+ "reactionActingCharacterParamIdx": 0,
+ "reactionAttackerParamIdx": -1,
+ "hasCastingFailure": false,
+ "castingSuccessComputation": "CasterLevel",
+ "canUseInDialog": false,
+ "disableIfConditionIsOwned": null,
+ "disableIfTargetConditionIsOwned": null,
+ "rechargeRate": "LongRest",
+ "costPerUse": 1,
+ "spellcastingFeature": null,
+ "usesDetermination": "Fixed",
+ "abilityScoreDetermination": "Explicit",
+ "usesAbilityScoreName": "Charisma",
+ "fixedUsesPerRecharge": 1,
+ "abilityScore": "Intelligence",
+ "attackHitComputation": "AbilityScore",
+ "fixedAttackHit": 0,
+ "abilityScoreBonusToAttack": false,
+ "proficiencyBonusToAttack": false,
+ "uniqueInstance": false,
+ "showCasting": true,
+ "shortTitleOverride": "",
+ "overriddenPower": null,
+ "includeBaseDescription": false,
+ "guiPresentation": {
+ "$type": "GuiPresentation, Assembly-CSharp",
+ "hidden": false,
+ "title": "Feature/&PowerPathOfTheRavagerIntimidatingPresenceTitle",
+ "description": "Feature/&PowerPathOfTheRavagerIntimidatingPresenceDescription",
+ "spriteReference": {
+ "$type": "UnityEngine.AddressableAssets.AssetReferenceSprite, Unity.Addressables",
+ "m_AssetGUID": "b0a12e32-68fa-5bcd-a7d3-f2d963e28556",
+ "m_SubObjectName": null,
+ "m_SubObjectType": null
+ },
+ "color": {
+ "$type": "UnityEngine.Color, UnityEngine.CoreModule",
+ "r": 1.0,
+ "g": 1.0,
+ "b": 1.0,
+ "a": 1.0
+ },
+ "symbolChar": "221E",
+ "sortOrder": 0,
+ "unusedInSolastaCOTM": false,
+ "usedInValleyDLC": false
+ },
+ "contentCopyright": "UserContent",
+ "guid": "0365a1ae-2e22-5d70-ac7d-ef815e392662",
+ "contentPack": 9999,
+ "name": "PowerPathOfTheRavagerIntimidatingPresence"
+}
\ No newline at end of file
diff --git a/Diagnostics/UnfinishedBusinessBlueprints/FeatureDefinitionPower/PowerPathOfTheRavagerIntimidatingPresenceRageCost.json b/Diagnostics/UnfinishedBusinessBlueprints/FeatureDefinitionPower/PowerPathOfTheRavagerIntimidatingPresenceRageCost.json
new file mode 100644
index 0000000000..13eb2aa97e
--- /dev/null
+++ b/Diagnostics/UnfinishedBusinessBlueprints/FeatureDefinitionPower/PowerPathOfTheRavagerIntimidatingPresenceRageCost.json
@@ -0,0 +1,355 @@
+{
+ "$type": "FeatureDefinitionPower, Assembly-CSharp",
+ "effectDescription": {
+ "$type": "EffectDescription, Assembly-CSharp",
+ "rangeType": "Self",
+ "rangeParameter": 0,
+ "halfDamageOnAMiss": false,
+ "hitAffinitiesByTargetTag": [],
+ "targetType": "Sphere",
+ "itemSelectionType": "None",
+ "targetParameter": 6,
+ "targetParameter2": 2,
+ "emissiveBorder": "None",
+ "emissiveParameter": 1,
+ "requiresTargetProximity": false,
+ "targetProximityDistance": 6,
+ "targetExcludeCaster": false,
+ "canBePlacedOnCharacter": true,
+ "affectOnlyGround": false,
+ "targetFilteringMethod": "CharacterOnly",
+ "targetFilteringTag": "No",
+ "requiresVisibilityForPosition": true,
+ "inviteOptionalAlly": false,
+ "slotTypes": [],
+ "recurrentEffect": "No",
+ "retargetAfterDeath": false,
+ "retargetActionType": "Bonus",
+ "poolFilterDiceNumber": 5,
+ "poolFilterDieType": "D8",
+ "trapRangeType": "Triggerer",
+ "targetConditionName": "",
+ "targetConditionAsset": null,
+ "targetSide": "Enemy",
+ "durationType": "Minute",
+ "durationParameter": 1,
+ "endOfEffect": "EndOfTurn",
+ "hasSavingThrow": true,
+ "disableSavingThrowOnAllies": false,
+ "savingThrowAbility": "Wisdom",
+ "ignoreCover": true,
+ "grantedConditionOnSave": null,
+ "rollSaveOnlyIfRelevantForms": false,
+ "hasShoveRoll": false,
+ "createdByCharacter": true,
+ "difficultyClassComputation": "AbilityScoreAndProficiency",
+ "savingThrowDifficultyAbility": "Strength",
+ "fixedSavingThrowDifficultyClass": 8,
+ "savingThrowAffinitiesBySense": [],
+ "savingThrowAffinitiesByFamily": [],
+ "damageAffinitiesByFamily": [],
+ "advantageForEnemies": false,
+ "canBeDispersed": false,
+ "hasVelocity": false,
+ "velocityCellsPerRound": 2,
+ "velocityType": "AwayFromSourceOriginalPosition",
+ "restrictedCreatureFamilies": [],
+ "immuneCreatureFamilies": [],
+ "restrictedCharacterSizes": [],
+ "hasLimitedEffectPool": false,
+ "effectPoolAmount": 60,
+ "effectApplication": "All",
+ "effectFormFilters": [],
+ "effectForms": [
+ {
+ "$type": "EffectForm, Assembly-CSharp",
+ "formType": "Condition",
+ "addBonusMode": "None",
+ "applyLevel": "No",
+ "levelType": "ClassLevel",
+ "levelMultiplier": 1,
+ "diceByLevelTable": [],
+ "createdByCharacter": true,
+ "createdByCondition": false,
+ "hasSavingThrow": true,
+ "savingThrowAffinity": "Negates",
+ "dcModifier": 0,
+ "canSaveToCancel": true,
+ "saveOccurence": "EndOfTurn",
+ "conditionForm": {
+ "$type": "ConditionForm, Assembly-CSharp",
+ "conditionDefinitionName": "ConditionFrightened",
+ "conditionDefinition": "Definition:ConditionFrightened:5cbaee42aac310e42a407fc59bf65515",
+ "operation": "Add",
+ "conditionsList": [],
+ "applyToSelf": false,
+ "forceOnSelf": false
+ },
+ "hasFilterId": false,
+ "filterId": 0
+ }
+ ],
+ "specialFormsDescription": "",
+ "effectAdvancement": {
+ "$type": "EffectAdvancement, Assembly-CSharp",
+ "effectIncrementMethod": "None",
+ "incrementMultiplier": 1,
+ "additionalTargetsPerIncrement": 0,
+ "additionalSubtargetsPerIncrement": 0,
+ "additionalDicePerIncrement": 0,
+ "additionalSpellLevelPerIncrement": 0,
+ "additionalSummonsPerIncrement": 0,
+ "additionalHPPerIncrement": 0,
+ "additionalTempHPPerIncrement": 0,
+ "additionalTargetCellsPerIncrement": 0,
+ "additionalItemBonus": 0,
+ "additionalWeaponDie": 0,
+ "alteredDuration": "None"
+ },
+ "speedType": "Instant",
+ "speedParameter": 10.0,
+ "offsetImpactTimeBasedOnDistance": false,
+ "offsetImpactTimeBasedOnDistanceFactor": 0.1,
+ "offsetImpactTimePerTarget": 0.0,
+ "effectParticleParameters": {
+ "$type": "EffectParticleParameters, Assembly-CSharp",
+ "casterParticleReference": {
+ "$type": "UnityEngine.AddressableAssets.AssetReference, Unity.Addressables",
+ "m_AssetGUID": "f95ec855e66134c428245aaa33c15d50",
+ "m_SubObjectName": "",
+ "m_SubObjectType": ""
+ },
+ "casterSelfParticleReference": {
+ "$type": "UnityEngine.AddressableAssets.AssetReference, Unity.Addressables",
+ "m_AssetGUID": "",
+ "m_SubObjectName": "",
+ "m_SubObjectType": ""
+ },
+ "casterQuickSpellParticleReference": {
+ "$type": "UnityEngine.AddressableAssets.AssetReference, Unity.Addressables",
+ "m_AssetGUID": "",
+ "m_SubObjectName": "",
+ "m_SubObjectType": ""
+ },
+ "targetParticleReference": {
+ "$type": "UnityEngine.AddressableAssets.AssetReference, Unity.Addressables",
+ "m_AssetGUID": "",
+ "m_SubObjectName": "",
+ "m_SubObjectType": ""
+ },
+ "effectParticleReference": {
+ "$type": "UnityEngine.AddressableAssets.AssetReference, Unity.Addressables",
+ "m_AssetGUID": "",
+ "m_SubObjectName": "",
+ "m_SubObjectType": ""
+ },
+ "effectSubTargetParticleReference": {
+ "$type": "UnityEngine.AddressableAssets.AssetReference, Unity.Addressables",
+ "m_AssetGUID": "",
+ "m_SubObjectName": "",
+ "m_SubObjectType": ""
+ },
+ "zoneParticleReference": {
+ "$type": "UnityEngine.AddressableAssets.AssetReference, Unity.Addressables",
+ "m_AssetGUID": "",
+ "m_SubObjectName": "",
+ "m_SubObjectType": ""
+ },
+ "beforeImpactParticleReference": {
+ "$type": "UnityEngine.AddressableAssets.AssetReference, Unity.Addressables",
+ "m_AssetGUID": "",
+ "m_SubObjectName": "",
+ "m_SubObjectType": ""
+ },
+ "impactParticleReference": {
+ "$type": "UnityEngine.AddressableAssets.AssetReference, Unity.Addressables",
+ "m_AssetGUID": "ae8a2d2aa3f5a1e4d849ee64215f5391",
+ "m_SubObjectName": "",
+ "m_SubObjectType": ""
+ },
+ "activeEffectImpactParticleReference": {
+ "$type": "UnityEngine.AddressableAssets.AssetReference, Unity.Addressables",
+ "m_AssetGUID": "",
+ "m_SubObjectName": "",
+ "m_SubObjectType": ""
+ },
+ "activeEffectCellStartParticleReference": {
+ "$type": "UnityEngine.AddressableAssets.AssetReference, Unity.Addressables",
+ "m_AssetGUID": "",
+ "m_SubObjectName": "",
+ "m_SubObjectType": ""
+ },
+ "activeEffectCellParticleReference": {
+ "$type": "UnityEngine.AddressableAssets.AssetReference, Unity.Addressables",
+ "m_AssetGUID": "",
+ "m_SubObjectName": "",
+ "m_SubObjectType": ""
+ },
+ "activeEffectCellEndParticleReference": {
+ "$type": "UnityEngine.AddressableAssets.AssetReference, Unity.Addressables",
+ "m_AssetGUID": "",
+ "m_SubObjectName": "",
+ "m_SubObjectType": ""
+ },
+ "activeEffectSurfaceStartParticleReference": {
+ "$type": "UnityEngine.AddressableAssets.AssetReference, Unity.Addressables",
+ "m_AssetGUID": "",
+ "m_SubObjectName": "",
+ "m_SubObjectType": ""
+ },
+ "activeEffectSurfaceParticleReference": {
+ "$type": "UnityEngine.AddressableAssets.AssetReference, Unity.Addressables",
+ "m_AssetGUID": "",
+ "m_SubObjectName": "",
+ "m_SubObjectType": ""
+ },
+ "activeEffectSurfaceEndParticleReference": {
+ "$type": "UnityEngine.AddressableAssets.AssetReference, Unity.Addressables",
+ "m_AssetGUID": "",
+ "m_SubObjectName": "",
+ "m_SubObjectType": ""
+ },
+ "activeEffectSurfaceParticlePerIndex": "",
+ "activeEffectSurfaceParticlePerIndexCount": 0,
+ "emissiveBorderCellStartParticleReference": {
+ "$type": "UnityEngine.AddressableAssets.AssetReference, Unity.Addressables",
+ "m_AssetGUID": "",
+ "m_SubObjectName": "",
+ "m_SubObjectType": ""
+ },
+ "emissiveBorderCellParticleReference": {
+ "$type": "UnityEngine.AddressableAssets.AssetReference, Unity.Addressables",
+ "m_AssetGUID": "",
+ "m_SubObjectName": "",
+ "m_SubObjectType": ""
+ },
+ "emissiveBorderCellEndParticleReference": {
+ "$type": "UnityEngine.AddressableAssets.AssetReference, Unity.Addressables",
+ "m_AssetGUID": "",
+ "m_SubObjectName": "",
+ "m_SubObjectType": ""
+ },
+ "emissiveBorderSurfaceStartParticleReference": {
+ "$type": "UnityEngine.AddressableAssets.AssetReference, Unity.Addressables",
+ "m_AssetGUID": "",
+ "m_SubObjectName": "",
+ "m_SubObjectType": ""
+ },
+ "emissiveBorderSurfaceParticleReference": {
+ "$type": "UnityEngine.AddressableAssets.AssetReference, Unity.Addressables",
+ "m_AssetGUID": "",
+ "m_SubObjectName": "",
+ "m_SubObjectType": ""
+ },
+ "emissiveBorderSurfaceEndParticleReference": {
+ "$type": "UnityEngine.AddressableAssets.AssetReference, Unity.Addressables",
+ "m_AssetGUID": "",
+ "m_SubObjectName": "",
+ "m_SubObjectType": ""
+ },
+ "conditionStartParticleReference": {
+ "$type": "UnityEngine.AddressableAssets.AssetReference, Unity.Addressables",
+ "m_AssetGUID": "",
+ "m_SubObjectName": "",
+ "m_SubObjectType": ""
+ },
+ "conditionParticleReference": {
+ "$type": "UnityEngine.AddressableAssets.AssetReference, Unity.Addressables",
+ "m_AssetGUID": "",
+ "m_SubObjectName": "",
+ "m_SubObjectType": ""
+ },
+ "conditionEndParticleReference": {
+ "$type": "UnityEngine.AddressableAssets.AssetReference, Unity.Addressables",
+ "m_AssetGUID": "",
+ "m_SubObjectName": "",
+ "m_SubObjectType": ""
+ },
+ "forceApplyZoneParticle": false,
+ "applyEmissionColorOnWeapons": false,
+ "emissionColor": {
+ "$type": "UnityEngine.Color, UnityEngine.CoreModule",
+ "r": 0.0,
+ "g": 0.0,
+ "b": 0.0,
+ "a": 0.0
+ },
+ "emissionColorFadeInDuration": 0.0,
+ "emissionColorFadeOutDuration": 0.0
+ },
+ "effectAIParameters": {
+ "$type": "EffectAIParameters, Assembly-CSharp",
+ "aoeScoreMultiplier": 1.0,
+ "cooldownForCaster": 0,
+ "cooldownForBattle": 0,
+ "sortingScoreMultiplier": 1.0,
+ "dynamicCooldown": false
+ },
+ "animationMagicEffect": "Animation0",
+ "lightCounterDispellsEffect": false,
+ "hideSavingThrowAnimation": false
+ },
+ "delegatedToAction": false,
+ "surrogateToSpell": null,
+ "triggeredBySpecialMove": false,
+ "activationTime": "BonusAction",
+ "autoActivationRequiredTargetSenseType": "None",
+ "autoActivationRequiredTargetCreatureTag": "",
+ "autoActivationPowerTag": "",
+ "triggeringPower": null,
+ "copyTargetingFromTriggeringPower": false,
+ "reactionContext": "None",
+ "damageTypes": [],
+ "reactionName": "",
+ "reactionActingCharacterParamIdx": 0,
+ "reactionAttackerParamIdx": -1,
+ "hasCastingFailure": false,
+ "castingSuccessComputation": "CasterLevel",
+ "canUseInDialog": false,
+ "disableIfConditionIsOwned": null,
+ "disableIfTargetConditionIsOwned": null,
+ "rechargeRate": "RagePoints",
+ "costPerUse": 1,
+ "spellcastingFeature": null,
+ "usesDetermination": "Fixed",
+ "abilityScoreDetermination": "Explicit",
+ "usesAbilityScoreName": "Charisma",
+ "fixedUsesPerRecharge": 1,
+ "abilityScore": "Intelligence",
+ "attackHitComputation": "AbilityScore",
+ "fixedAttackHit": 0,
+ "abilityScoreBonusToAttack": false,
+ "proficiencyBonusToAttack": false,
+ "uniqueInstance": false,
+ "showCasting": true,
+ "shortTitleOverride": "",
+ "overriddenPower": null,
+ "includeBaseDescription": false,
+ "guiPresentation": {
+ "$type": "GuiPresentation, Assembly-CSharp",
+ "hidden": false,
+ "title": "Feature/&PowerPathOfTheRavagerIntimidatingPresenceTitle",
+ "description": "Feature/&PowerPathOfTheRavagerIntimidatingPresenceDescription",
+ "spriteReference": {
+ "$type": "UnityEngine.AddressableAssets.AssetReferenceSprite, Unity.Addressables",
+ "m_AssetGUID": "b0a12e32-68fa-5bcd-a7d3-f2d963e28556",
+ "m_SubObjectName": "",
+ "m_SubObjectType": ""
+ },
+ "color": {
+ "$type": "UnityEngine.Color, UnityEngine.CoreModule",
+ "r": 1.0,
+ "g": 1.0,
+ "b": 1.0,
+ "a": 1.0
+ },
+ "symbolChar": "221E",
+ "sortOrder": 0,
+ "unusedInSolastaCOTM": false,
+ "usedInValleyDLC": false
+ },
+ "contentCopyright": "UserContent",
+ "guid": "4a2bd5a9-0392-5964-8937-9ad1edba6f40",
+ "contentPack": 9999,
+ "name": "PowerPathOfTheRavagerIntimidatingPresenceRageCost"
+}
\ No newline at end of file
diff --git a/Diagnostics/UnfinishedBusinessBlueprints/FeatureDefinitionPower/PowerRangerWildMasterBeastCompanionPool.json b/Diagnostics/UnfinishedBusinessBlueprints/FeatureDefinitionPower/PowerRangerWildMasterBeastCompanionPool.json
index 9f6cc42b8a..ce2c88571c 100644
--- a/Diagnostics/UnfinishedBusinessBlueprints/FeatureDefinitionPower/PowerRangerWildMasterBeastCompanionPool.json
+++ b/Diagnostics/UnfinishedBusinessBlueprints/FeatureDefinitionPower/PowerRangerWildMasterBeastCompanionPool.json
@@ -179,8 +179,8 @@
"description": "Feature/&PowerRangerWildMasterBeastCompanionPoolDescription",
"spriteReference": {
"$type": "UnityEngine.AddressableAssets.AssetReferenceSprite, Unity.Addressables",
- "m_AssetGUID": "f0c21bbf7b2430746a0e97ee7740ea79",
- "m_SubObjectName": "KindredSpiritWolf",
+ "m_AssetGUID": "957eec7a8104a44469ea221963733af8",
+ "m_SubObjectName": "WildShape",
"m_SubObjectType": "UnityEngine.Sprite, UnityEngine.CoreModule, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null"
},
"color": {
diff --git a/Diagnostics/UnfinishedBusinessBlueprints/FeatureDefinitionPower/PowerSorcerousSpellBladeManaShield.json b/Diagnostics/UnfinishedBusinessBlueprints/FeatureDefinitionPower/PowerSorcerousSpellBladeManaShield.json
index 1efc106588..4a4b1f5e5f 100644
--- a/Diagnostics/UnfinishedBusinessBlueprints/FeatureDefinitionPower/PowerSorcerousSpellBladeManaShield.json
+++ b/Diagnostics/UnfinishedBusinessBlueprints/FeatureDefinitionPower/PowerSorcerousSpellBladeManaShield.json
@@ -31,7 +31,7 @@
"targetConditionName": "",
"targetConditionAsset": null,
"targetSide": "Ally",
- "durationType": "UntilLongRest",
+ "durationType": "UntilAnyRest",
"durationParameter": 0,
"endOfEffect": "EndOfTurn",
"hasSavingThrow": false,
diff --git a/Diagnostics/UnfinishedBusinessBlueprints/FeatureDefinitionPower/PowerSorcerousSpellBladeManaShieldPoints.json b/Diagnostics/UnfinishedBusinessBlueprints/FeatureDefinitionPower/PowerSorcerousSpellBladeManaShieldPoints.json
index e222e612c3..9f82843496 100644
--- a/Diagnostics/UnfinishedBusinessBlueprints/FeatureDefinitionPower/PowerSorcerousSpellBladeManaShieldPoints.json
+++ b/Diagnostics/UnfinishedBusinessBlueprints/FeatureDefinitionPower/PowerSorcerousSpellBladeManaShieldPoints.json
@@ -31,7 +31,7 @@
"targetConditionName": "",
"targetConditionAsset": null,
"targetSide": "Ally",
- "durationType": "UntilLongRest",
+ "durationType": "UntilAnyRest",
"durationParameter": 0,
"endOfEffect": "EndOfTurn",
"hasSavingThrow": false,
diff --git a/Diagnostics/UnfinishedBusinessBlueprints/FeatureDefinitionPower/PowerWayOfTheDiscordanceTidesOfChaos.json b/Diagnostics/UnfinishedBusinessBlueprints/FeatureDefinitionPower/PowerWayOfTheDiscordanceTidesOfChaos.json
index 7e4f11804f..4a95de3623 100644
--- a/Diagnostics/UnfinishedBusinessBlueprints/FeatureDefinitionPower/PowerWayOfTheDiscordanceTidesOfChaos.json
+++ b/Diagnostics/UnfinishedBusinessBlueprints/FeatureDefinitionPower/PowerWayOfTheDiscordanceTidesOfChaos.json
@@ -31,7 +31,7 @@
"targetConditionName": "",
"targetConditionAsset": null,
"targetSide": "Ally",
- "durationType": "UntilLongRest",
+ "durationType": "UntilAnyRest",
"durationParameter": 0,
"endOfEffect": "EndOfTurn",
"hasSavingThrow": false,
diff --git a/Diagnostics/UnfinishedBusinessBlueprints/FeatureDefinitionPowerSharedPool/PowerCircleOfTheCosmosChaliceConstellationForm.json b/Diagnostics/UnfinishedBusinessBlueprints/FeatureDefinitionPowerSharedPool/PowerCircleOfTheCosmosChaliceConstellationForm.json
index 5bed795d8a..ec23beea3e 100644
--- a/Diagnostics/UnfinishedBusinessBlueprints/FeatureDefinitionPowerSharedPool/PowerCircleOfTheCosmosChaliceConstellationForm.json
+++ b/Diagnostics/UnfinishedBusinessBlueprints/FeatureDefinitionPowerSharedPool/PowerCircleOfTheCosmosChaliceConstellationForm.json
@@ -106,8 +106,8 @@
"lightSourceForm": {
"$type": "LightSourceForm, Assembly-CSharp",
"lightSourceType": "Basic",
- "brightRange": 10,
- "dimAdditionalRange": 10,
+ "brightRange": 2,
+ "dimAdditionalRange": 2,
"color": {
"$type": "UnityEngine.Color, UnityEngine.CoreModule",
"r": 1.0,
diff --git a/Diagnostics/UnfinishedBusinessBlueprints/FeatureDefinitionPowerSharedPool/PowerCircleOfTheCosmosDragonConstellationForm.json b/Diagnostics/UnfinishedBusinessBlueprints/FeatureDefinitionPowerSharedPool/PowerCircleOfTheCosmosDragonConstellationForm.json
index 6e2f277dd1..2f221a8bf7 100644
--- a/Diagnostics/UnfinishedBusinessBlueprints/FeatureDefinitionPowerSharedPool/PowerCircleOfTheCosmosDragonConstellationForm.json
+++ b/Diagnostics/UnfinishedBusinessBlueprints/FeatureDefinitionPowerSharedPool/PowerCircleOfTheCosmosDragonConstellationForm.json
@@ -106,8 +106,8 @@
"lightSourceForm": {
"$type": "LightSourceForm, Assembly-CSharp",
"lightSourceType": "Basic",
- "brightRange": 10,
- "dimAdditionalRange": 10,
+ "brightRange": 2,
+ "dimAdditionalRange": 2,
"color": {
"$type": "UnityEngine.Color, UnityEngine.CoreModule",
"r": 1.0,
diff --git a/Diagnostics/UnfinishedBusinessBlueprints/FeatureDefinitionPowerSharedPool/PowerFeatChargerAddDamage.json b/Diagnostics/UnfinishedBusinessBlueprints/FeatureDefinitionPowerSharedPool/PowerFeatChargerAddDamage.json
new file mode 100644
index 0000000000..afddbcf72e
--- /dev/null
+++ b/Diagnostics/UnfinishedBusinessBlueprints/FeatureDefinitionPowerSharedPool/PowerFeatChargerAddDamage.json
@@ -0,0 +1,355 @@
+{
+ "$type": "FeatureDefinitionPowerSharedPool, SolastaUnfinishedBusiness",
+ "effectDescription": {
+ "$type": "EffectDescription, Assembly-CSharp",
+ "rangeType": "Self",
+ "rangeParameter": 0,
+ "halfDamageOnAMiss": false,
+ "hitAffinitiesByTargetTag": [],
+ "targetType": "Self",
+ "itemSelectionType": "None",
+ "targetParameter": 1,
+ "targetParameter2": 2,
+ "emissiveBorder": "None",
+ "emissiveParameter": 1,
+ "requiresTargetProximity": false,
+ "targetProximityDistance": 6,
+ "targetExcludeCaster": false,
+ "canBePlacedOnCharacter": true,
+ "affectOnlyGround": false,
+ "targetFilteringMethod": "CharacterOnly",
+ "targetFilteringTag": "No",
+ "requiresVisibilityForPosition": true,
+ "inviteOptionalAlly": false,
+ "slotTypes": [],
+ "recurrentEffect": "No",
+ "retargetAfterDeath": false,
+ "retargetActionType": "Bonus",
+ "poolFilterDiceNumber": 5,
+ "poolFilterDieType": "D8",
+ "trapRangeType": "Triggerer",
+ "targetConditionName": "",
+ "targetConditionAsset": null,
+ "targetSide": "Ally",
+ "durationType": "Round",
+ "durationParameter": 0,
+ "endOfEffect": "EndOfTurn",
+ "hasSavingThrow": false,
+ "disableSavingThrowOnAllies": false,
+ "savingThrowAbility": "Dexterity",
+ "ignoreCover": false,
+ "grantedConditionOnSave": null,
+ "rollSaveOnlyIfRelevantForms": false,
+ "hasShoveRoll": false,
+ "createdByCharacter": true,
+ "difficultyClassComputation": "SpellCastingFeature",
+ "savingThrowDifficultyAbility": "Wisdom",
+ "fixedSavingThrowDifficultyClass": 15,
+ "savingThrowAffinitiesBySense": [],
+ "savingThrowAffinitiesByFamily": [],
+ "damageAffinitiesByFamily": [],
+ "advantageForEnemies": false,
+ "canBeDispersed": false,
+ "hasVelocity": false,
+ "velocityCellsPerRound": 2,
+ "velocityType": "AwayFromSourceOriginalPosition",
+ "restrictedCreatureFamilies": [],
+ "immuneCreatureFamilies": [],
+ "restrictedCharacterSizes": [],
+ "hasLimitedEffectPool": false,
+ "effectPoolAmount": 60,
+ "effectApplication": "All",
+ "effectFormFilters": [],
+ "effectForms": [
+ {
+ "$type": "EffectForm, Assembly-CSharp",
+ "formType": "Condition",
+ "addBonusMode": "None",
+ "applyLevel": "No",
+ "levelType": "ClassLevel",
+ "levelMultiplier": 1,
+ "diceByLevelTable": [],
+ "createdByCharacter": true,
+ "createdByCondition": false,
+ "hasSavingThrow": false,
+ "savingThrowAffinity": "None",
+ "dcModifier": 0,
+ "canSaveToCancel": false,
+ "saveOccurence": "EndOfTurn",
+ "conditionForm": {
+ "$type": "ConditionForm, Assembly-CSharp",
+ "conditionDefinitionName": "ConditionFeatChargerAdditionalDamage",
+ "conditionDefinition": "Definition:ConditionFeatChargerAdditionalDamage:454e1f12-752a-52e6-8f55-6784a5ed3b2f",
+ "operation": "Add",
+ "conditionsList": [],
+ "applyToSelf": false,
+ "forceOnSelf": false
+ },
+ "hasFilterId": false,
+ "filterId": 0
+ }
+ ],
+ "specialFormsDescription": "",
+ "effectAdvancement": {
+ "$type": "EffectAdvancement, Assembly-CSharp",
+ "effectIncrementMethod": "None",
+ "incrementMultiplier": 1,
+ "additionalTargetsPerIncrement": 0,
+ "additionalSubtargetsPerIncrement": 0,
+ "additionalDicePerIncrement": 0,
+ "additionalSpellLevelPerIncrement": 0,
+ "additionalSummonsPerIncrement": 0,
+ "additionalHPPerIncrement": 0,
+ "additionalTempHPPerIncrement": 0,
+ "additionalTargetCellsPerIncrement": 0,
+ "additionalItemBonus": 0,
+ "additionalWeaponDie": 0,
+ "alteredDuration": "None"
+ },
+ "speedType": "Instant",
+ "speedParameter": 10.0,
+ "offsetImpactTimeBasedOnDistance": false,
+ "offsetImpactTimeBasedOnDistanceFactor": 0.1,
+ "offsetImpactTimePerTarget": 0.0,
+ "effectParticleParameters": {
+ "$type": "EffectParticleParameters, Assembly-CSharp",
+ "casterParticleReference": {
+ "$type": "UnityEngine.AddressableAssets.AssetReference, Unity.Addressables",
+ "m_AssetGUID": "81560ac3813217d4d9fd281d5e73c234",
+ "m_SubObjectName": "",
+ "m_SubObjectType": ""
+ },
+ "casterSelfParticleReference": {
+ "$type": "UnityEngine.AddressableAssets.AssetReference, Unity.Addressables",
+ "m_AssetGUID": "",
+ "m_SubObjectName": "",
+ "m_SubObjectType": ""
+ },
+ "casterQuickSpellParticleReference": {
+ "$type": "UnityEngine.AddressableAssets.AssetReference, Unity.Addressables",
+ "m_AssetGUID": "",
+ "m_SubObjectName": "",
+ "m_SubObjectType": ""
+ },
+ "targetParticleReference": {
+ "$type": "UnityEngine.AddressableAssets.AssetReference, Unity.Addressables",
+ "m_AssetGUID": "",
+ "m_SubObjectName": "",
+ "m_SubObjectType": ""
+ },
+ "effectParticleReference": {
+ "$type": "UnityEngine.AddressableAssets.AssetReference, Unity.Addressables",
+ "m_AssetGUID": "",
+ "m_SubObjectName": "",
+ "m_SubObjectType": ""
+ },
+ "effectSubTargetParticleReference": {
+ "$type": "UnityEngine.AddressableAssets.AssetReference, Unity.Addressables",
+ "m_AssetGUID": "",
+ "m_SubObjectName": "",
+ "m_SubObjectType": ""
+ },
+ "zoneParticleReference": {
+ "$type": "UnityEngine.AddressableAssets.AssetReference, Unity.Addressables",
+ "m_AssetGUID": "",
+ "m_SubObjectName": "",
+ "m_SubObjectType": ""
+ },
+ "beforeImpactParticleReference": {
+ "$type": "UnityEngine.AddressableAssets.AssetReference, Unity.Addressables",
+ "m_AssetGUID": "",
+ "m_SubObjectName": "",
+ "m_SubObjectType": ""
+ },
+ "impactParticleReference": {
+ "$type": "UnityEngine.AddressableAssets.AssetReference, Unity.Addressables",
+ "m_AssetGUID": "",
+ "m_SubObjectName": "",
+ "m_SubObjectType": ""
+ },
+ "activeEffectImpactParticleReference": {
+ "$type": "UnityEngine.AddressableAssets.AssetReference, Unity.Addressables",
+ "m_AssetGUID": "",
+ "m_SubObjectName": "",
+ "m_SubObjectType": ""
+ },
+ "activeEffectCellStartParticleReference": {
+ "$type": "UnityEngine.AddressableAssets.AssetReference, Unity.Addressables",
+ "m_AssetGUID": "",
+ "m_SubObjectName": "",
+ "m_SubObjectType": ""
+ },
+ "activeEffectCellParticleReference": {
+ "$type": "UnityEngine.AddressableAssets.AssetReference, Unity.Addressables",
+ "m_AssetGUID": "",
+ "m_SubObjectName": "",
+ "m_SubObjectType": ""
+ },
+ "activeEffectCellEndParticleReference": {
+ "$type": "UnityEngine.AddressableAssets.AssetReference, Unity.Addressables",
+ "m_AssetGUID": "",
+ "m_SubObjectName": "",
+ "m_SubObjectType": ""
+ },
+ "activeEffectSurfaceStartParticleReference": {
+ "$type": "UnityEngine.AddressableAssets.AssetReference, Unity.Addressables",
+ "m_AssetGUID": "",
+ "m_SubObjectName": "",
+ "m_SubObjectType": ""
+ },
+ "activeEffectSurfaceParticleReference": {
+ "$type": "UnityEngine.AddressableAssets.AssetReference, Unity.Addressables",
+ "m_AssetGUID": "",
+ "m_SubObjectName": "",
+ "m_SubObjectType": ""
+ },
+ "activeEffectSurfaceEndParticleReference": {
+ "$type": "UnityEngine.AddressableAssets.AssetReference, Unity.Addressables",
+ "m_AssetGUID": "",
+ "m_SubObjectName": "",
+ "m_SubObjectType": ""
+ },
+ "activeEffectSurfaceParticlePerIndex": "",
+ "activeEffectSurfaceParticlePerIndexCount": 0,
+ "emissiveBorderCellStartParticleReference": {
+ "$type": "UnityEngine.AddressableAssets.AssetReference, Unity.Addressables",
+ "m_AssetGUID": "",
+ "m_SubObjectName": "",
+ "m_SubObjectType": ""
+ },
+ "emissiveBorderCellParticleReference": {
+ "$type": "UnityEngine.AddressableAssets.AssetReference, Unity.Addressables",
+ "m_AssetGUID": "",
+ "m_SubObjectName": "",
+ "m_SubObjectType": ""
+ },
+ "emissiveBorderCellEndParticleReference": {
+ "$type": "UnityEngine.AddressableAssets.AssetReference, Unity.Addressables",
+ "m_AssetGUID": "",
+ "m_SubObjectName": "",
+ "m_SubObjectType": ""
+ },
+ "emissiveBorderSurfaceStartParticleReference": {
+ "$type": "UnityEngine.AddressableAssets.AssetReference, Unity.Addressables",
+ "m_AssetGUID": "",
+ "m_SubObjectName": "",
+ "m_SubObjectType": ""
+ },
+ "emissiveBorderSurfaceParticleReference": {
+ "$type": "UnityEngine.AddressableAssets.AssetReference, Unity.Addressables",
+ "m_AssetGUID": "",
+ "m_SubObjectName": "",
+ "m_SubObjectType": ""
+ },
+ "emissiveBorderSurfaceEndParticleReference": {
+ "$type": "UnityEngine.AddressableAssets.AssetReference, Unity.Addressables",
+ "m_AssetGUID": "",
+ "m_SubObjectName": "",
+ "m_SubObjectType": ""
+ },
+ "conditionStartParticleReference": {
+ "$type": "UnityEngine.AddressableAssets.AssetReference, Unity.Addressables",
+ "m_AssetGUID": "",
+ "m_SubObjectName": "",
+ "m_SubObjectType": ""
+ },
+ "conditionParticleReference": {
+ "$type": "UnityEngine.AddressableAssets.AssetReference, Unity.Addressables",
+ "m_AssetGUID": "",
+ "m_SubObjectName": "",
+ "m_SubObjectType": ""
+ },
+ "conditionEndParticleReference": {
+ "$type": "UnityEngine.AddressableAssets.AssetReference, Unity.Addressables",
+ "m_AssetGUID": "",
+ "m_SubObjectName": "",
+ "m_SubObjectType": ""
+ },
+ "forceApplyZoneParticle": false,
+ "applyEmissionColorOnWeapons": false,
+ "emissionColor": {
+ "$type": "UnityEngine.Color, UnityEngine.CoreModule",
+ "r": 0.0,
+ "g": 0.0,
+ "b": 0.0,
+ "a": 0.0
+ },
+ "emissionColorFadeInDuration": 0.0,
+ "emissionColorFadeOutDuration": 0.0
+ },
+ "effectAIParameters": {
+ "$type": "EffectAIParameters, Assembly-CSharp",
+ "aoeScoreMultiplier": 1.0,
+ "cooldownForCaster": 0,
+ "cooldownForBattle": 0,
+ "sortingScoreMultiplier": 1.0,
+ "dynamicCooldown": false
+ },
+ "animationMagicEffect": "Animation0",
+ "lightCounterDispellsEffect": false,
+ "hideSavingThrowAnimation": false
+ },
+ "delegatedToAction": false,
+ "surrogateToSpell": null,
+ "triggeredBySpecialMove": false,
+ "activationTime": "NoCost",
+ "autoActivationRequiredTargetSenseType": "None",
+ "autoActivationRequiredTargetCreatureTag": "",
+ "autoActivationPowerTag": "",
+ "triggeringPower": null,
+ "copyTargetingFromTriggeringPower": false,
+ "reactionContext": "None",
+ "damageTypes": [],
+ "reactionName": "",
+ "reactionActingCharacterParamIdx": 0,
+ "reactionAttackerParamIdx": -1,
+ "hasCastingFailure": false,
+ "castingSuccessComputation": "CasterLevel",
+ "canUseInDialog": false,
+ "disableIfConditionIsOwned": null,
+ "disableIfTargetConditionIsOwned": null,
+ "rechargeRate": "AtWill",
+ "costPerUse": 1,
+ "spellcastingFeature": null,
+ "usesDetermination": "Fixed",
+ "abilityScoreDetermination": "Explicit",
+ "usesAbilityScoreName": "Charisma",
+ "fixedUsesPerRecharge": 1,
+ "abilityScore": "Intelligence",
+ "attackHitComputation": "AbilityScore",
+ "fixedAttackHit": 0,
+ "abilityScoreBonusToAttack": false,
+ "proficiencyBonusToAttack": false,
+ "uniqueInstance": false,
+ "showCasting": false,
+ "shortTitleOverride": "",
+ "overriddenPower": null,
+ "includeBaseDescription": false,
+ "guiPresentation": {
+ "$type": "GuiPresentation, Assembly-CSharp",
+ "hidden": false,
+ "title": "Feature/&PowerFeatChargerAddDamageTitle",
+ "description": "Feature/&PowerFeatChargerAddDamageDescription",
+ "spriteReference": {
+ "$type": "UnityEngine.AddressableAssets.AssetReferenceSprite, Unity.Addressables",
+ "m_AssetGUID": "",
+ "m_SubObjectName": null,
+ "m_SubObjectType": null
+ },
+ "color": {
+ "$type": "UnityEngine.Color, UnityEngine.CoreModule",
+ "r": 1.0,
+ "g": 1.0,
+ "b": 1.0,
+ "a": 1.0
+ },
+ "symbolChar": "221E",
+ "sortOrder": 0,
+ "unusedInSolastaCOTM": false,
+ "usedInValleyDLC": false
+ },
+ "contentCopyright": "UserContent",
+ "guid": "0abf52fa-8c95-5c96-b094-793846dfe0cb",
+ "contentPack": 9999,
+ "name": "PowerFeatChargerAddDamage"
+}
\ No newline at end of file
diff --git a/Diagnostics/UnfinishedBusinessBlueprints/FeatureDefinitionPowerSharedPool/PowerFeatChargerShove.json b/Diagnostics/UnfinishedBusinessBlueprints/FeatureDefinitionPowerSharedPool/PowerFeatChargerShove.json
new file mode 100644
index 0000000000..fc5cca41f1
--- /dev/null
+++ b/Diagnostics/UnfinishedBusinessBlueprints/FeatureDefinitionPowerSharedPool/PowerFeatChargerShove.json
@@ -0,0 +1,202 @@
+{
+ "$type": "FeatureDefinitionPowerSharedPool, SolastaUnfinishedBusiness",
+ "effectDescription": {
+ "$type": "EffectDescription, Assembly-CSharp",
+ "rangeType": "Self",
+ "rangeParameter": 0,
+ "halfDamageOnAMiss": false,
+ "hitAffinitiesByTargetTag": [],
+ "targetType": "Self",
+ "itemSelectionType": "Equiped",
+ "targetParameter": 1,
+ "targetParameter2": 2,
+ "emissiveBorder": "None",
+ "emissiveParameter": 1,
+ "requiresTargetProximity": false,
+ "targetProximityDistance": 6,
+ "targetExcludeCaster": false,
+ "canBePlacedOnCharacter": true,
+ "affectOnlyGround": false,
+ "targetFilteringMethod": "AllCharacterAndGadgets",
+ "targetFilteringTag": "No",
+ "requiresVisibilityForPosition": true,
+ "inviteOptionalAlly": false,
+ "slotTypes": [],
+ "recurrentEffect": "No",
+ "retargetAfterDeath": false,
+ "retargetActionType": "Bonus",
+ "poolFilterDiceNumber": 5,
+ "poolFilterDieType": "D8",
+ "trapRangeType": "Triggerer",
+ "targetConditionName": "",
+ "targetConditionAsset": null,
+ "targetSide": "Enemy",
+ "durationType": "Instantaneous",
+ "durationParameter": 1,
+ "endOfEffect": "EndOfTurn",
+ "hasSavingThrow": false,
+ "disableSavingThrowOnAllies": false,
+ "savingThrowAbility": "Dexterity",
+ "ignoreCover": false,
+ "grantedConditionOnSave": null,
+ "rollSaveOnlyIfRelevantForms": false,
+ "hasShoveRoll": false,
+ "createdByCharacter": false,
+ "difficultyClassComputation": "SpellCastingFeature",
+ "savingThrowDifficultyAbility": "Wisdom",
+ "fixedSavingThrowDifficultyClass": 15,
+ "savingThrowAffinitiesBySense": [],
+ "savingThrowAffinitiesByFamily": [],
+ "damageAffinitiesByFamily": [],
+ "advantageForEnemies": false,
+ "canBeDispersed": false,
+ "hasVelocity": false,
+ "velocityCellsPerRound": 2,
+ "velocityType": "AwayFromSourceOriginalPosition",
+ "restrictedCreatureFamilies": [],
+ "immuneCreatureFamilies": [],
+ "restrictedCharacterSizes": [],
+ "hasLimitedEffectPool": false,
+ "effectPoolAmount": 60,
+ "effectApplication": "All",
+ "effectFormFilters": [],
+ "effectForms": [],
+ "specialFormsDescription": "",
+ "effectAdvancement": {
+ "$type": "EffectAdvancement, Assembly-CSharp",
+ "effectIncrementMethod": "None",
+ "incrementMultiplier": 1,
+ "additionalTargetsPerIncrement": 0,
+ "additionalSubtargetsPerIncrement": 0,
+ "additionalDicePerIncrement": 0,
+ "additionalSpellLevelPerIncrement": 0,
+ "additionalSummonsPerIncrement": 0,
+ "additionalHPPerIncrement": 0,
+ "additionalTempHPPerIncrement": 0,
+ "additionalTargetCellsPerIncrement": 0,
+ "additionalItemBonus": 0,
+ "additionalWeaponDie": 0,
+ "alteredDuration": "None"
+ },
+ "speedType": "Instant",
+ "speedParameter": 10.0,
+ "offsetImpactTimeBasedOnDistance": false,
+ "offsetImpactTimeBasedOnDistanceFactor": 0.1,
+ "offsetImpactTimePerTarget": 0.0,
+ "effectParticleParameters": {
+ "$type": "EffectParticleParameters, Assembly-CSharp",
+ "casterParticleReference": null,
+ "casterSelfParticleReference": null,
+ "casterQuickSpellParticleReference": null,
+ "targetParticleReference": null,
+ "effectParticleReference": null,
+ "effectSubTargetParticleReference": null,
+ "zoneParticleReference": null,
+ "beforeImpactParticleReference": null,
+ "impactParticleReference": null,
+ "activeEffectImpactParticleReference": null,
+ "activeEffectCellStartParticleReference": null,
+ "activeEffectCellParticleReference": null,
+ "activeEffectCellEndParticleReference": null,
+ "activeEffectSurfaceStartParticleReference": null,
+ "activeEffectSurfaceParticleReference": null,
+ "activeEffectSurfaceEndParticleReference": null,
+ "activeEffectSurfaceParticlePerIndex": "",
+ "activeEffectSurfaceParticlePerIndexCount": 0,
+ "emissiveBorderCellStartParticleReference": null,
+ "emissiveBorderCellParticleReference": null,
+ "emissiveBorderCellEndParticleReference": null,
+ "emissiveBorderSurfaceStartParticleReference": null,
+ "emissiveBorderSurfaceParticleReference": null,
+ "emissiveBorderSurfaceEndParticleReference": null,
+ "conditionStartParticleReference": null,
+ "conditionParticleReference": null,
+ "conditionEndParticleReference": null,
+ "forceApplyZoneParticle": false,
+ "applyEmissionColorOnWeapons": false,
+ "emissionColor": {
+ "$type": "UnityEngine.Color, UnityEngine.CoreModule",
+ "r": 0.0,
+ "g": 0.0,
+ "b": 0.0,
+ "a": 0.0
+ },
+ "emissionColorFadeInDuration": 0.0,
+ "emissionColorFadeOutDuration": 0.0
+ },
+ "effectAIParameters": {
+ "$type": "EffectAIParameters, Assembly-CSharp",
+ "aoeScoreMultiplier": 1.0,
+ "cooldownForCaster": 0,
+ "cooldownForBattle": 0,
+ "sortingScoreMultiplier": 1.0,
+ "dynamicCooldown": false
+ },
+ "animationMagicEffect": "Animation0",
+ "lightCounterDispellsEffect": false,
+ "hideSavingThrowAnimation": false
+ },
+ "delegatedToAction": false,
+ "surrogateToSpell": null,
+ "triggeredBySpecialMove": false,
+ "activationTime": "NoCost",
+ "autoActivationRequiredTargetSenseType": "None",
+ "autoActivationRequiredTargetCreatureTag": "",
+ "autoActivationPowerTag": "",
+ "triggeringPower": null,
+ "copyTargetingFromTriggeringPower": false,
+ "reactionContext": "None",
+ "damageTypes": [],
+ "reactionName": "",
+ "reactionActingCharacterParamIdx": 0,
+ "reactionAttackerParamIdx": -1,
+ "hasCastingFailure": false,
+ "castingSuccessComputation": "CasterLevel",
+ "canUseInDialog": false,
+ "disableIfConditionIsOwned": null,
+ "disableIfTargetConditionIsOwned": null,
+ "rechargeRate": "AtWill",
+ "costPerUse": 1,
+ "spellcastingFeature": null,
+ "usesDetermination": "Fixed",
+ "abilityScoreDetermination": "Explicit",
+ "usesAbilityScoreName": "Charisma",
+ "fixedUsesPerRecharge": 1,
+ "abilityScore": "Intelligence",
+ "attackHitComputation": "AbilityScore",
+ "fixedAttackHit": 0,
+ "abilityScoreBonusToAttack": false,
+ "proficiencyBonusToAttack": false,
+ "uniqueInstance": false,
+ "showCasting": false,
+ "shortTitleOverride": "",
+ "overriddenPower": null,
+ "includeBaseDescription": false,
+ "guiPresentation": {
+ "$type": "GuiPresentation, Assembly-CSharp",
+ "hidden": false,
+ "title": "Feature/&PowerFeatChargerShoveTitle",
+ "description": "Feature/&PowerFeatChargerShoveDescription",
+ "spriteReference": {
+ "$type": "UnityEngine.AddressableAssets.AssetReferenceSprite, Unity.Addressables",
+ "m_AssetGUID": "",
+ "m_SubObjectName": null,
+ "m_SubObjectType": null
+ },
+ "color": {
+ "$type": "UnityEngine.Color, UnityEngine.CoreModule",
+ "r": 1.0,
+ "g": 1.0,
+ "b": 1.0,
+ "a": 1.0
+ },
+ "symbolChar": "221E",
+ "sortOrder": 0,
+ "unusedInSolastaCOTM": false,
+ "usedInValleyDLC": false
+ },
+ "contentCopyright": "UserContent",
+ "guid": "4a1112ca-de81-507c-8b7f-87ea0ac38ccd",
+ "contentPack": 9999,
+ "name": "PowerFeatChargerShove"
+}
\ No newline at end of file
diff --git a/Diagnostics/UnfinishedBusinessBlueprints/FeatureDefinitionPowerSharedPool/PowerGambitRallyActivate.json b/Diagnostics/UnfinishedBusinessBlueprints/FeatureDefinitionPowerSharedPool/PowerGambitRallyActivate.json
index aeba7a8640..5fcf20de25 100644
--- a/Diagnostics/UnfinishedBusinessBlueprints/FeatureDefinitionPowerSharedPool/PowerGambitRallyActivate.json
+++ b/Diagnostics/UnfinishedBusinessBlueprints/FeatureDefinitionPowerSharedPool/PowerGambitRallyActivate.json
@@ -31,7 +31,7 @@
"targetConditionName": "",
"targetConditionAsset": null,
"targetSide": "Ally",
- "durationType": "UntilLongRest",
+ "durationType": "UntilAnyRest",
"durationParameter": 0,
"endOfEffect": "EndOfTurn",
"hasSavingThrow": false,
diff --git a/Diagnostics/UnfinishedBusinessBlueprints/FeatureDefinitionPowerSharedPool/PowerGiftOfTheChromaticDragonDamageAcid.json b/Diagnostics/UnfinishedBusinessBlueprints/FeatureDefinitionPowerSharedPool/PowerGiftOfTheChromaticDragonDamageAcid.json
index 90aa954448..10f800285f 100644
--- a/Diagnostics/UnfinishedBusinessBlueprints/FeatureDefinitionPowerSharedPool/PowerGiftOfTheChromaticDragonDamageAcid.json
+++ b/Diagnostics/UnfinishedBusinessBlueprints/FeatureDefinitionPowerSharedPool/PowerGiftOfTheChromaticDragonDamageAcid.json
@@ -332,7 +332,7 @@
"$type": "GuiPresentation, Assembly-CSharp",
"hidden": true,
"title": "Acid Infusion",
- "description": "As a bonus action, you can touch a simple or martial weapon and infuse it with Acid damage. For the next minute, the weapon deals an extra 1d4 Acid damage when it hits. After you use this bonus action, you can’t do so again until you finish a long rest.",
+ "description": "As a bonus action, you can touch a simple or martial weapon and infuse it with Acid damage. For the next minute, the weapon deals an extra 1d4 Acid damage when it hits. After you use this bonus action, you can't do so again until you finish a long rest.",
"spriteReference": {
"$type": "UnityEngine.AddressableAssets.AssetReferenceSprite, Unity.Addressables",
"m_AssetGUID": "",
diff --git a/Diagnostics/UnfinishedBusinessBlueprints/FeatureDefinitionPowerSharedPool/PowerGiftOfTheChromaticDragonDamageCold.json b/Diagnostics/UnfinishedBusinessBlueprints/FeatureDefinitionPowerSharedPool/PowerGiftOfTheChromaticDragonDamageCold.json
index 55224c20a7..87d9924fc0 100644
--- a/Diagnostics/UnfinishedBusinessBlueprints/FeatureDefinitionPowerSharedPool/PowerGiftOfTheChromaticDragonDamageCold.json
+++ b/Diagnostics/UnfinishedBusinessBlueprints/FeatureDefinitionPowerSharedPool/PowerGiftOfTheChromaticDragonDamageCold.json
@@ -332,7 +332,7 @@
"$type": "GuiPresentation, Assembly-CSharp",
"hidden": true,
"title": "Cold Infusion",
- "description": "As a bonus action, you can touch a simple or martial weapon and infuse it with Cold damage. For the next minute, the weapon deals an extra 1d4 Cold damage when it hits. After you use this bonus action, you can’t do so again until you finish a long rest.",
+ "description": "As a bonus action, you can touch a simple or martial weapon and infuse it with Cold damage. For the next minute, the weapon deals an extra 1d4 Cold damage when it hits. After you use this bonus action, you can't do so again until you finish a long rest.",
"spriteReference": {
"$type": "UnityEngine.AddressableAssets.AssetReferenceSprite, Unity.Addressables",
"m_AssetGUID": "",
diff --git a/Diagnostics/UnfinishedBusinessBlueprints/FeatureDefinitionPowerSharedPool/PowerGiftOfTheChromaticDragonDamageFire.json b/Diagnostics/UnfinishedBusinessBlueprints/FeatureDefinitionPowerSharedPool/PowerGiftOfTheChromaticDragonDamageFire.json
index 1ee124f3b9..92557e99e4 100644
--- a/Diagnostics/UnfinishedBusinessBlueprints/FeatureDefinitionPowerSharedPool/PowerGiftOfTheChromaticDragonDamageFire.json
+++ b/Diagnostics/UnfinishedBusinessBlueprints/FeatureDefinitionPowerSharedPool/PowerGiftOfTheChromaticDragonDamageFire.json
@@ -332,7 +332,7 @@
"$type": "GuiPresentation, Assembly-CSharp",
"hidden": true,
"title": "Fire Infusion",
- "description": "As a bonus action, you can touch a simple or martial weapon and infuse it with Fire damage. For the next minute, the weapon deals an extra 1d4 Fire damage when it hits. After you use this bonus action, you can’t do so again until you finish a long rest.",
+ "description": "As a bonus action, you can touch a simple or martial weapon and infuse it with Fire damage. For the next minute, the weapon deals an extra 1d4 Fire damage when it hits. After you use this bonus action, you can't do so again until you finish a long rest.",
"spriteReference": {
"$type": "UnityEngine.AddressableAssets.AssetReferenceSprite, Unity.Addressables",
"m_AssetGUID": "",
diff --git a/Diagnostics/UnfinishedBusinessBlueprints/FeatureDefinitionPowerSharedPool/PowerGiftOfTheChromaticDragonDamageLightning.json b/Diagnostics/UnfinishedBusinessBlueprints/FeatureDefinitionPowerSharedPool/PowerGiftOfTheChromaticDragonDamageLightning.json
index ec45c5a909..8dac4dae1c 100644
--- a/Diagnostics/UnfinishedBusinessBlueprints/FeatureDefinitionPowerSharedPool/PowerGiftOfTheChromaticDragonDamageLightning.json
+++ b/Diagnostics/UnfinishedBusinessBlueprints/FeatureDefinitionPowerSharedPool/PowerGiftOfTheChromaticDragonDamageLightning.json
@@ -332,7 +332,7 @@
"$type": "GuiPresentation, Assembly-CSharp",
"hidden": true,
"title": "Lightning Infusion",
- "description": "As a bonus action, you can touch a simple or martial weapon and infuse it with Lightning damage. For the next minute, the weapon deals an extra 1d4 Lightning damage when it hits. After you use this bonus action, you can’t do so again until you finish a long rest.",
+ "description": "As a bonus action, you can touch a simple or martial weapon and infuse it with Lightning damage. For the next minute, the weapon deals an extra 1d4 Lightning damage when it hits. After you use this bonus action, you can't do so again until you finish a long rest.",
"spriteReference": {
"$type": "UnityEngine.AddressableAssets.AssetReferenceSprite, Unity.Addressables",
"m_AssetGUID": "",
diff --git a/Diagnostics/UnfinishedBusinessBlueprints/FeatureDefinitionPowerSharedPool/PowerGiftOfTheChromaticDragonDamagePoison.json b/Diagnostics/UnfinishedBusinessBlueprints/FeatureDefinitionPowerSharedPool/PowerGiftOfTheChromaticDragonDamagePoison.json
index 7c37e7655c..22e68cbfec 100644
--- a/Diagnostics/UnfinishedBusinessBlueprints/FeatureDefinitionPowerSharedPool/PowerGiftOfTheChromaticDragonDamagePoison.json
+++ b/Diagnostics/UnfinishedBusinessBlueprints/FeatureDefinitionPowerSharedPool/PowerGiftOfTheChromaticDragonDamagePoison.json
@@ -332,7 +332,7 @@
"$type": "GuiPresentation, Assembly-CSharp",
"hidden": true,
"title": "Poison Infusion",
- "description": "As a bonus action, you can touch a simple or martial weapon and infuse it with Poison damage. For the next minute, the weapon deals an extra 1d4 Poison damage when it hits. After you use this bonus action, you can’t do so again until you finish a long rest.",
+ "description": "As a bonus action, you can touch a simple or martial weapon and infuse it with Poison damage. For the next minute, the weapon deals an extra 1d4 Poison damage when it hits. After you use this bonus action, you can't do so again until you finish a long rest.",
"spriteReference": {
"$type": "UnityEngine.AddressableAssets.AssetReferenceSprite, Unity.Addressables",
"m_AssetGUID": "",
diff --git a/Diagnostics/UnfinishedBusinessBlueprints/FeatureDefinitionPowerSharedPool/PowerRangerWildMasterSummonBeastCompanionKindredSpiritBear.json b/Diagnostics/UnfinishedBusinessBlueprints/FeatureDefinitionPowerSharedPool/PowerRangerWildMasterSummonBeastCompanionKindredSpiritBear.json
index 07e35ab4b1..3513315a33 100644
--- a/Diagnostics/UnfinishedBusinessBlueprints/FeatureDefinitionPowerSharedPool/PowerRangerWildMasterSummonBeastCompanionKindredSpiritBear.json
+++ b/Diagnostics/UnfinishedBusinessBlueprints/FeatureDefinitionPowerSharedPool/PowerRangerWildMasterSummonBeastCompanionKindredSpiritBear.json
@@ -331,8 +331,8 @@
"guiPresentation": {
"$type": "GuiPresentation, Assembly-CSharp",
"hidden": true,
- "title": "Summon Spirit Bear",
- "description": "A Spirit Bear bonded to a Ranger.",
+ "title": "Summon Black Bear",
+ "description": "A Black Bear bonded to a Ranger.",
"spriteReference": {
"$type": "UnityEngine.AddressableAssets.AssetReferenceSprite, Unity.Addressables",
"m_AssetGUID": "943d38399cb94af4db6e5fbcf3d55efa",
diff --git a/Diagnostics/UnfinishedBusinessBlueprints/FeatureDefinitionPowerSharedPool/PowerRangerWildMasterSummonBeastCompanionKindredSpiritEagle.json b/Diagnostics/UnfinishedBusinessBlueprints/FeatureDefinitionPowerSharedPool/PowerRangerWildMasterSummonBeastCompanionKindredSpiritEagle.json
index ed1df851ad..58316cd9b7 100644
--- a/Diagnostics/UnfinishedBusinessBlueprints/FeatureDefinitionPowerSharedPool/PowerRangerWildMasterSummonBeastCompanionKindredSpiritEagle.json
+++ b/Diagnostics/UnfinishedBusinessBlueprints/FeatureDefinitionPowerSharedPool/PowerRangerWildMasterSummonBeastCompanionKindredSpiritEagle.json
@@ -331,8 +331,8 @@
"guiPresentation": {
"$type": "GuiPresentation, Assembly-CSharp",
"hidden": true,
- "title": "Summon Spirit Eagle",
- "description": "A Spirit Eagle bonded to a Ranger.",
+ "title": "Summon Badlands Eagle",
+ "description": "A Badlands Eagle bonded to a Ranger.",
"spriteReference": {
"$type": "UnityEngine.AddressableAssets.AssetReferenceSprite, Unity.Addressables",
"m_AssetGUID": "d802c8670a28fe544abd53ce549a07b1",
diff --git a/Diagnostics/UnfinishedBusinessBlueprints/FeatureDefinitionPowerSharedPool/PowerRangerWildMasterSummonBeastCompanionKindredSpiritWolf.json b/Diagnostics/UnfinishedBusinessBlueprints/FeatureDefinitionPowerSharedPool/PowerRangerWildMasterSummonBeastCompanionKindredSpiritWolf.json
index 1e62fce02d..cff6a901b2 100644
--- a/Diagnostics/UnfinishedBusinessBlueprints/FeatureDefinitionPowerSharedPool/PowerRangerWildMasterSummonBeastCompanionKindredSpiritWolf.json
+++ b/Diagnostics/UnfinishedBusinessBlueprints/FeatureDefinitionPowerSharedPool/PowerRangerWildMasterSummonBeastCompanionKindredSpiritWolf.json
@@ -331,8 +331,8 @@
"guiPresentation": {
"$type": "GuiPresentation, Assembly-CSharp",
"hidden": true,
- "title": "Summon Spirit Wolf",
- "description": "A Spirit Wolf bonded to a Ranger.",
+ "title": "Summon Grayback Wolf",
+ "description": "A Grayback Wolf bonded to a Ranger.",
"spriteReference": {
"$type": "UnityEngine.AddressableAssets.AssetReferenceSprite, Unity.Addressables",
"m_AssetGUID": "f0c21bbf7b2430746a0e97ee7740ea79",
diff --git a/Diagnostics/UnfinishedBusinessBlueprints/FeatureDefinitionProficiency/ProficiencyFeatArchery.json b/Diagnostics/UnfinishedBusinessBlueprints/FeatureDefinitionProficiency/ProficiencyFeatArchery.json
index 172f0cb02f..729a4bccaa 100644
--- a/Diagnostics/UnfinishedBusinessBlueprints/FeatureDefinitionProficiency/ProficiencyFeatArchery.json
+++ b/Diagnostics/UnfinishedBusinessBlueprints/FeatureDefinitionProficiency/ProficiencyFeatArchery.json
@@ -7,7 +7,7 @@
"forbiddenItemTags": [],
"guiPresentation": {
"$type": "GuiPresentation, Assembly-CSharp",
- "hidden": false,
+ "hidden": true,
"title": "FightingStyle/&ArcheryTitle",
"description": "FightingStyle/&ArcheryDescription",
"spriteReference": {
diff --git a/Diagnostics/UnfinishedBusinessBlueprints/FeatureDefinitionProficiency/ProficiencyFeatDefense.json b/Diagnostics/UnfinishedBusinessBlueprints/FeatureDefinitionProficiency/ProficiencyFeatDefense.json
index 7326840e19..93a9e1c2dc 100644
--- a/Diagnostics/UnfinishedBusinessBlueprints/FeatureDefinitionProficiency/ProficiencyFeatDefense.json
+++ b/Diagnostics/UnfinishedBusinessBlueprints/FeatureDefinitionProficiency/ProficiencyFeatDefense.json
@@ -7,7 +7,7 @@
"forbiddenItemTags": [],
"guiPresentation": {
"$type": "GuiPresentation, Assembly-CSharp",
- "hidden": false,
+ "hidden": true,
"title": "FightingStyle/&DefenseTitle",
"description": "FightingStyle/&DefenseDescription",
"spriteReference": {
diff --git a/Diagnostics/UnfinishedBusinessBlueprints/FeatureDefinitionProficiency/ProficiencyFeatDueling.json b/Diagnostics/UnfinishedBusinessBlueprints/FeatureDefinitionProficiency/ProficiencyFeatDueling.json
index f1073361c6..6b6508bd55 100644
--- a/Diagnostics/UnfinishedBusinessBlueprints/FeatureDefinitionProficiency/ProficiencyFeatDueling.json
+++ b/Diagnostics/UnfinishedBusinessBlueprints/FeatureDefinitionProficiency/ProficiencyFeatDueling.json
@@ -7,7 +7,7 @@
"forbiddenItemTags": [],
"guiPresentation": {
"$type": "GuiPresentation, Assembly-CSharp",
- "hidden": false,
+ "hidden": true,
"title": "FightingStyle/&DuelingTitle",
"description": "FightingStyle/&DuelingDescription",
"spriteReference": {
diff --git a/Diagnostics/UnfinishedBusinessBlueprints/FeatureDefinitionProficiency/ProficiencyFeatGreatWeapon.json b/Diagnostics/UnfinishedBusinessBlueprints/FeatureDefinitionProficiency/ProficiencyFeatGreatWeapon.json
index 59577b6a06..732e95470f 100644
--- a/Diagnostics/UnfinishedBusinessBlueprints/FeatureDefinitionProficiency/ProficiencyFeatGreatWeapon.json
+++ b/Diagnostics/UnfinishedBusinessBlueprints/FeatureDefinitionProficiency/ProficiencyFeatGreatWeapon.json
@@ -7,7 +7,7 @@
"forbiddenItemTags": [],
"guiPresentation": {
"$type": "GuiPresentation, Assembly-CSharp",
- "hidden": false,
+ "hidden": true,
"title": "FightingStyle/&GreatWeaponTitle",
"description": "FightingStyle/&GreatWeaponDescription",
"spriteReference": {
diff --git a/Diagnostics/UnfinishedBusinessBlueprints/FeatureDefinitionProficiency/ProficiencyFeatProtection.json b/Diagnostics/UnfinishedBusinessBlueprints/FeatureDefinitionProficiency/ProficiencyFeatProtection.json
index 5b936c6537..35423b76c8 100644
--- a/Diagnostics/UnfinishedBusinessBlueprints/FeatureDefinitionProficiency/ProficiencyFeatProtection.json
+++ b/Diagnostics/UnfinishedBusinessBlueprints/FeatureDefinitionProficiency/ProficiencyFeatProtection.json
@@ -7,7 +7,7 @@
"forbiddenItemTags": [],
"guiPresentation": {
"$type": "GuiPresentation, Assembly-CSharp",
- "hidden": false,
+ "hidden": true,
"title": "FightingStyle/&ProtectionTitle",
"description": "FightingStyle/&ProtectionDescription",
"spriteReference": {
diff --git a/Diagnostics/UnfinishedBusinessBlueprints/FeatureDefinitionProficiency/ProficiencyFeatTwoWeapon.json b/Diagnostics/UnfinishedBusinessBlueprints/FeatureDefinitionProficiency/ProficiencyFeatTwoWeapon.json
index b57de380f8..4a4e87fe2c 100644
--- a/Diagnostics/UnfinishedBusinessBlueprints/FeatureDefinitionProficiency/ProficiencyFeatTwoWeapon.json
+++ b/Diagnostics/UnfinishedBusinessBlueprints/FeatureDefinitionProficiency/ProficiencyFeatTwoWeapon.json
@@ -7,7 +7,7 @@
"forbiddenItemTags": [],
"guiPresentation": {
"$type": "GuiPresentation, Assembly-CSharp",
- "hidden": false,
+ "hidden": true,
"title": "FightingStyle/&TwoWeaponTitle",
"description": "FightingStyle/&TwoWeaponDescription",
"spriteReference": {
diff --git a/Diagnostics/UnfinishedBusinessBlueprints/ItemDefinition/ItemFeatChefTreat.json b/Diagnostics/UnfinishedBusinessBlueprints/ItemDefinition/ItemFeatChefTreat.json
new file mode 100644
index 0000000000..d2881cb161
--- /dev/null
+++ b/Diagnostics/UnfinishedBusinessBlueprints/ItemDefinition/ItemFeatChefTreat.json
@@ -0,0 +1,253 @@
+{
+ "$type": "ItemDefinition, Assembly-CSharp",
+ "inDungeonEditor": false,
+ "merchantCategory": "MagicDevice",
+ "weight": 0.1,
+ "slotTypes": [
+ "ContainerSlot",
+ "UtilitySlot"
+ ],
+ "slotsWhereActive": [
+ "UtilitySlot"
+ ],
+ "activeOnGround": false,
+ "destroyedWhenUnequiped": false,
+ "forceEquip": false,
+ "forceEquipSlot": "",
+ "canBeStacked": true,
+ "stackSize": 10,
+ "defaultStackCount": -1,
+ "costs": [
+ 0,
+ 0,
+ 0,
+ 0,
+ 0
+ ],
+ "itemTags": [
+ "Consumable",
+ "Conjured"
+ ],
+ "activeTags": [],
+ "inactiveTags": [
+ "Standard"
+ ],
+ "magical": true,
+ "requiresAttunement": false,
+ "requiresIdentification": false,
+ "requiredAttunementClasses": [],
+ "itemRarity": "Common",
+ "incompatibleWithMonkReturnMissile": false,
+ "staticProperties": [],
+ "isArmor": false,
+ "isWeapon": false,
+ "isAmmunition": false,
+ "isUsableDevice": true,
+ "usableDeviceDescription": {
+ "$type": "UsableDeviceDescription, Assembly-CSharp",
+ "usage": "Single",
+ "chargesCapital": "Fixed",
+ "chargesCapitalNumber": 1,
+ "chargesCapitalDie": "D1",
+ "chargesCapitalBonus": 0,
+ "rechargeRate": "Dawn",
+ "rechargeNumber": 1,
+ "rechargeDie": "D1",
+ "rechargeBonus": 0,
+ "outOfChargesConsequence": "Persist",
+ "magicAttackBonus": 0,
+ "saveDC": 10,
+ "deviceFunctions": [
+ {
+ "$type": "DeviceFunctionDescription, Assembly-CSharp",
+ "parentUsage": "Single",
+ "useAffinity": "AtWill",
+ "useAmount": 0,
+ "rechargeRate": "AtWill",
+ "durationType": "Instantaneous",
+ "canOverchargeSpell": false,
+ "type": "Power",
+ "spellDefinition": null,
+ "featureDefinitionPower": "Definition:PowerFeatChefTreat:500af812-f7d9-5614-8211-5d8e160619a0"
+ }
+ ],
+ "usableDeviceTags": [],
+ "onUseParticle": null
+ },
+ "isTool": false,
+ "isMusicalInstrument": false,
+ "musicalInstrumentDefinition": null,
+ "isStarterPack": false,
+ "isContainerItem": false,
+ "isLightSourceItem": false,
+ "isFocusItem": false,
+ "isWealthPile": false,
+ "isSpellbook": false,
+ "isDocument": false,
+ "isFood": true,
+ "foodDescription": {
+ "$type": "FoodDescription, Assembly-CSharp",
+ "nutritiveCapacity": 1,
+ "perishable": true
+ },
+ "isFactionRelic": false,
+ "personalityFlagOccurences": [],
+ "soundEffectDescriptionOverride": {
+ "$type": "SoundEffectDescription, Assembly-CSharp",
+ "startEvent": {
+ "$type": "AK.Wwise.Event, AK.Wwise.Unity.API.WwiseTypes",
+ "WwiseObjectReference": null,
+ "idInternal": 0,
+ "valueGuidInternal": {
+ "$type": "System.Byte[], mscorlib",
+ "$value": ""
+ }
+ },
+ "stopEvent": {
+ "$type": "AK.Wwise.Event, AK.Wwise.Unity.API.WwiseTypes",
+ "WwiseObjectReference": null,
+ "idInternal": 0,
+ "valueGuidInternal": {
+ "$type": "System.Byte[], mscorlib",
+ "$value": ""
+ }
+ },
+ "startSwitch": {
+ "$type": "AK.Wwise.Switch, AK.Wwise.Unity.API.WwiseTypes",
+ "WwiseObjectReference": null,
+ "groupIdInternal": 0,
+ "groupGuidInternal": {
+ "$type": "System.Byte[], mscorlib",
+ "$value": ""
+ },
+ "idInternal": 0,
+ "valueGuidInternal": {
+ "$type": "System.Byte[], mscorlib",
+ "$value": ""
+ }
+ },
+ "stopSwitch": {
+ "$type": "AK.Wwise.Switch, AK.Wwise.Unity.API.WwiseTypes",
+ "WwiseObjectReference": null,
+ "groupIdInternal": 0,
+ "groupGuidInternal": {
+ "$type": "System.Byte[], mscorlib",
+ "$value": ""
+ },
+ "idInternal": 0,
+ "valueGuidInternal": {
+ "$type": "System.Byte[], mscorlib",
+ "$value": ""
+ }
+ },
+ "guiStoreBody": {
+ "$type": "AK.Wwise.Event, AK.Wwise.Unity.API.WwiseTypes",
+ "WwiseObjectReference": null,
+ "idInternal": 0,
+ "valueGuidInternal": {
+ "$type": "System.Byte[], mscorlib",
+ "$value": ""
+ }
+ },
+ "guiPickBody": {
+ "$type": "AK.Wwise.Event, AK.Wwise.Unity.API.WwiseTypes",
+ "WwiseObjectReference": null,
+ "idInternal": 0,
+ "valueGuidInternal": {
+ "$type": "System.Byte[], mscorlib",
+ "$value": ""
+ }
+ },
+ "guiStoreOther": {
+ "$type": "AK.Wwise.Event, AK.Wwise.Unity.API.WwiseTypes",
+ "WwiseObjectReference": null,
+ "idInternal": 0,
+ "valueGuidInternal": {
+ "$type": "System.Byte[], mscorlib",
+ "$value": ""
+ }
+ },
+ "guiPickOther": {
+ "$type": "AK.Wwise.Event, AK.Wwise.Unity.API.WwiseTypes",
+ "WwiseObjectReference": null,
+ "idInternal": 0,
+ "valueGuidInternal": {
+ "$type": "System.Byte[], mscorlib",
+ "$value": ""
+ }
+ }
+ },
+ "soundEffectOnHitDescriptionOverride": {
+ "$type": "SoundEffectOnHitDescription, Assembly-CSharp",
+ "switchOnHit": {
+ "$type": "AK.Wwise.Switch, AK.Wwise.Unity.API.WwiseTypes",
+ "WwiseObjectReference": null,
+ "groupIdInternal": 0,
+ "groupGuidInternal": {
+ "$type": "System.Byte[], mscorlib",
+ "$value": ""
+ },
+ "idInternal": 0,
+ "valueGuidInternal": {
+ "$type": "System.Byte[], mscorlib",
+ "$value": ""
+ }
+ }
+ },
+ "itemPresentation": {
+ "$type": "ItemPresentation, Assembly-CSharp",
+ "unidentifiedTitle": "",
+ "unidentifiedDescription": "",
+ "overrideSubtype": "None",
+ "assetReference": {
+ "$type": "UnityEngine.AddressableAssets.AssetReference, Unity.Addressables",
+ "m_AssetGUID": "",
+ "m_SubObjectName": "",
+ "m_SubObjectType": ""
+ },
+ "scaleFactorWhileWielded": 1.0,
+ "useArmorAddressableName": false,
+ "isArmorAddressableNameGenderSpecific": false,
+ "armorAddressableName": "",
+ "maleArmorAddressableName": "",
+ "femaleArmorAddressableName": "",
+ "useCustomArmorMaterial": false,
+ "customArmorMaterial": "",
+ "ignoreCustomArmorMaterialOnCommonClothes": false,
+ "hasCrownVariationMask": false,
+ "crownVariationMask": 0,
+ "sameBehavioursForMaleAndFemale": true,
+ "maleBodyPartBehaviours": [],
+ "femaleBodyPartBehaviours": [],
+ "itemFlags": [],
+ "serializedVersion": 1
+ },
+ "clueSuspectPairs": [],
+ "guiPresentation": {
+ "$type": "GuiPresentation, Assembly-CSharp",
+ "hidden": false,
+ "title": "Item/&ItemFeatChefTreatTitle",
+ "description": "Item/&ItemFeatChefTreatDescription",
+ "spriteReference": {
+ "$type": "UnityEngine.AddressableAssets.AssetReferenceSprite, Unity.Addressables",
+ "m_AssetGUID": "5db1052fd19f029458e7496044946a80",
+ "m_SubObjectName": "GoodBerry",
+ "m_SubObjectType": "UnityEngine.Sprite, UnityEngine.CoreModule, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null"
+ },
+ "color": {
+ "$type": "UnityEngine.Color, UnityEngine.CoreModule",
+ "r": 1.0,
+ "g": 1.0,
+ "b": 1.0,
+ "a": 1.0
+ },
+ "symbolChar": "221E",
+ "sortOrder": 0,
+ "unusedInSolastaCOTM": false,
+ "usedInValleyDLC": false
+ },
+ "contentCopyright": "UserContent",
+ "guid": "2e9e19ef-7481-5956-ad6f-8ac35b570dc0",
+ "contentPack": 9999,
+ "name": "ItemFeatChefTreat"
+}
\ No newline at end of file
diff --git a/Diagnostics/UnfinishedBusinessBlueprints/MonsterAttackDefinition/AttackDefinitionRangerWildMasterRangerWildMasterKindredSpiritBear0302.json b/Diagnostics/UnfinishedBusinessBlueprints/MonsterAttackDefinition/AttackDefinitionRangerWildMasterRangerWildMasterKindredSpiritBear0302.json
index 93e6fee3d5..a73286c1f5 100644
--- a/Diagnostics/UnfinishedBusinessBlueprints/MonsterAttackDefinition/AttackDefinitionRangerWildMasterRangerWildMasterKindredSpiritBear0302.json
+++ b/Diagnostics/UnfinishedBusinessBlueprints/MonsterAttackDefinition/AttackDefinitionRangerWildMasterRangerWildMasterKindredSpiritBear0302.json
@@ -91,12 +91,12 @@
"damageForm": {
"$type": "DamageForm, Assembly-CSharp",
"versatile": false,
- "diceNumber": 2,
- "dieType": "D4",
+ "diceNumber": 1,
+ "dieType": "D10",
"overrideWithBardicInspirationDie": false,
"versatileDieType": "D1",
"bonusDamage": 0,
- "damageType": "DamageSlashing",
+ "damageType": "DamagePiercing",
"ancestryType": "Sorcerer",
"healFromInflictedDamage": "Never",
"hitPointsFloor": 0,
@@ -135,7 +135,7 @@
"$type": "EffectParticleParameters, Assembly-CSharp",
"casterParticleReference": {
"$type": "UnityEngine.AddressableAssets.AssetReference, Unity.Addressables",
- "m_AssetGUID": "9965935bbc0e77a4f83847531aa62d74",
+ "m_AssetGUID": "bfca154d6d0a635488be19794a6e8a7c",
"m_SubObjectName": "",
"m_SubObjectType": ""
},
@@ -183,7 +183,7 @@
},
"impactParticleReference": {
"$type": "UnityEngine.AddressableAssets.AssetReference, Unity.Addressables",
- "m_AssetGUID": "3032162b7f87dbd47ac3086fcc378425",
+ "m_AssetGUID": "483954b672766974b994d40d183c07f0",
"m_SubObjectName": "",
"m_SubObjectType": ""
},
@@ -314,7 +314,7 @@
"itemDefinitionMainHand": null,
"itemDefinitionOffHand": null,
"useAnimationTag": true,
- "animationTag": "Dagger",
+ "animationTag": "NoWeapon",
"isMultiattack": false,
"multiattackParticles": [],
"multiattackImpactParticles": [],
@@ -355,10 +355,10 @@
"guid": "E07EEA51-E76E-4219-92C0-6F0E1AA3C15A",
"name": "E07EEA51-E76E-4219-92C0-6F0E1AA3C15A"
},
- "objectName": "Claw_Heavy",
- "id": 1423590348,
- "guid": "A16416FB-C4A3-4682-B4FE-E8E5743FC4A4",
- "name": "A16416FB-C4A3-4682-B4FE-E8E5743FC4A4"
+ "objectName": "Bite",
+ "id": 1645043423,
+ "guid": "46E28CEC-4B37-486B-B67E-2D6A15692B3C",
+ "name": "46E28CEC-4B37-486B-B67E-2D6A15692B3C"
},
"groupIdInternal": 0,
"groupGuidInternal": {
@@ -375,12 +375,12 @@
"guiPresentation": {
"$type": "GuiPresentation, Assembly-CSharp",
"hidden": false,
- "title": "MonsterAttacks/&Attack_Claws_Title",
+ "title": "MonsterAttacks/&Attack_Bite_Title",
"description": "Feature/&NoContentTitle",
"spriteReference": {
"$type": "UnityEngine.AddressableAssets.AssetReferenceSprite, Unity.Addressables",
- "m_AssetGUID": "b36b8f3eeb5447e41b86004e886c3170",
- "m_SubObjectName": "Attack_Spirit_Bear_Claw",
+ "m_AssetGUID": "51b34961094b1c2429dd6f949310a7ce",
+ "m_SubObjectName": "Attack_Spirit_Bear_Bite",
"m_SubObjectType": "UnityEngine.Sprite, UnityEngine.CoreModule, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null"
},
"color": {
diff --git a/Diagnostics/UnfinishedBusinessBlueprints/MonsterAttackDefinition/AttackDefinitionRangerWildMasterRangerWildMasterKindredSpiritEagle0302.json b/Diagnostics/UnfinishedBusinessBlueprints/MonsterAttackDefinition/AttackDefinitionRangerWildMasterRangerWildMasterKindredSpiritEagle0302.json
index 99fa98b7af..82404d8b2d 100644
--- a/Diagnostics/UnfinishedBusinessBlueprints/MonsterAttackDefinition/AttackDefinitionRangerWildMasterRangerWildMasterKindredSpiritEagle0302.json
+++ b/Diagnostics/UnfinishedBusinessBlueprints/MonsterAttackDefinition/AttackDefinitionRangerWildMasterRangerWildMasterKindredSpiritEagle0302.json
@@ -96,7 +96,7 @@
"overrideWithBardicInspirationDie": false,
"versatileDieType": "D1",
"bonusDamage": 0,
- "damageType": "DamageSlashing",
+ "damageType": "DamagePiercing",
"ancestryType": "Sorcerer",
"healFromInflictedDamage": "Never",
"hitPointsFloor": 0,
@@ -135,7 +135,7 @@
"$type": "EffectParticleParameters, Assembly-CSharp",
"casterParticleReference": {
"$type": "UnityEngine.AddressableAssets.AssetReference, Unity.Addressables",
- "m_AssetGUID": "e8ccfd6351ab133459df3fa7d42b9b4f",
+ "m_AssetGUID": "26d711e7b571fd64eb59f3018d5ef8e0",
"m_SubObjectName": "",
"m_SubObjectType": ""
},
@@ -183,7 +183,7 @@
},
"impactParticleReference": {
"$type": "UnityEngine.AddressableAssets.AssetReference, Unity.Addressables",
- "m_AssetGUID": "48cac5a373b83b44cae043445652e0ae",
+ "m_AssetGUID": "8f1b462d39de5a8479f20f678f63bf71",
"m_SubObjectName": "",
"m_SubObjectType": ""
},
@@ -355,10 +355,10 @@
"guid": "E07EEA51-E76E-4219-92C0-6F0E1AA3C15A",
"name": "E07EEA51-E76E-4219-92C0-6F0E1AA3C15A"
},
- "objectName": "Dagger",
- "id": 3732162827,
- "guid": "DB4DFA1B-D792-4829-84B5-823BDED5DAE2",
- "name": "DB4DFA1B-D792-4829-84B5-823BDED5DAE2"
+ "objectName": "Beak_Eagleatriarch",
+ "id": 1268847255,
+ "guid": "EE83037D-6255-4AF9-9734-E77956E955FB",
+ "name": "EE83037D-6255-4AF9-9734-E77956E955FB"
},
"groupIdInternal": 0,
"groupGuidInternal": {
@@ -375,12 +375,12 @@
"guiPresentation": {
"$type": "GuiPresentation, Assembly-CSharp",
"hidden": false,
- "title": "MonsterAttacks/&Attack_Talons_Title",
+ "title": "MonsterAttacks/&Attack_Beak_Title",
"description": "Feature/&NoContentTitle",
"spriteReference": {
"$type": "UnityEngine.AddressableAssets.AssetReferenceSprite, Unity.Addressables",
- "m_AssetGUID": "ab6a6b49ccc035048aba87eedc6c45e3",
- "m_SubObjectName": "Attack_Spirit_Eagle_Talons",
+ "m_AssetGUID": "d40c1e2843fe0864eb4e561644d2f60a",
+ "m_SubObjectName": "Attack_Spirit_Eagle_Beak",
"m_SubObjectType": "UnityEngine.Sprite, UnityEngine.CoreModule, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null"
},
"color": {
diff --git a/Diagnostics/UnfinishedBusinessBlueprints/MonsterDefinition/RangerWildMasterKindredSpiritBear03.json b/Diagnostics/UnfinishedBusinessBlueprints/MonsterDefinition/RangerWildMasterKindredSpiritBear03.json
index 3709d54cb7..82074f26d4 100644
--- a/Diagnostics/UnfinishedBusinessBlueprints/MonsterDefinition/RangerWildMasterKindredSpiritBear03.json
+++ b/Diagnostics/UnfinishedBusinessBlueprints/MonsterDefinition/RangerWildMasterKindredSpiritBear03.json
@@ -94,11 +94,18 @@
"$type": "MonsterPresentation, Assembly-CSharp",
"useHumanoidMonsterPresentationName": false,
"humanoidMonsterPresentationDefinitions": [],
- "useCustomMaterials": false,
- "customMaterials": [],
+ "useCustomMaterials": true,
+ "customMaterials": [
+ {
+ "$type": "UnityEngine.AddressableAssets.AssetReference, Unity.Addressables",
+ "m_AssetGUID": "6d78705604cefec44929b33387fb3984",
+ "m_SubObjectName": "",
+ "m_SubObjectType": ""
+ }
+ ],
"customShaderReference": {
"$type": "UnityEngine.AddressableAssets.AssetReference, Unity.Addressables",
- "m_AssetGUID": "06a468f2a92070841bf16acd0e7bd262",
+ "m_AssetGUID": "",
"m_SubObjectName": "",
"m_SubObjectType": ""
},
@@ -108,27 +115,27 @@
"y": -1.0,
"z": 0.0
},
- "overrideCharacterShaderColors": true,
+ "overrideCharacterShaderColors": false,
"firstCharacterShaderColor": {
"$type": "UnityEngine.Color, UnityEngine.CoreModule",
- "r": 0.152941167,
- "g": 0.745098054,
- "b": 0.389533758,
- "a": 1.0
+ "r": 0.0,
+ "g": 0.0,
+ "b": 0.0,
+ "a": 0.0
},
"secondCharacterShaderColor": {
"$type": "UnityEngine.Color, UnityEngine.CoreModule",
- "r": 0.325490177,
- "g": 0.831372559,
- "b": 0.8157103,
- "a": 1.0
+ "r": 0.0,
+ "g": 0.0,
+ "b": 0.0,
+ "a": 0.0
},
"hasPhantomDistortion": true,
"hasPhantomFadingFeet": true,
"hasPhantomVertexAnimation": true,
"attachedParticlesReference": {
"$type": "UnityEngine.AddressableAssets.AssetReference, Unity.Addressables",
- "m_AssetGUID": "ab52a2d7f64eec443b86221d0ba4e0ef",
+ "m_AssetGUID": "",
"m_SubObjectName": "",
"m_SubObjectType": ""
},
@@ -138,8 +145,10 @@
"m_SubObjectName": "",
"m_SubObjectType": ""
},
- "hasPrefabVariants": false,
- "monsterPresentationDefinitions": [],
+ "hasPrefabVariants": true,
+ "monsterPresentationDefinitions": [
+ "Definition:Black_Bear_Presentation:cf6f250950eb6cb4fa3fbd52cd589ef7"
+ ],
"malePrefabReference": {
"$type": "UnityEngine.AddressableAssets.AssetReference, Unity.Addressables",
"m_AssetGUID": "cc36634f504fa7049a4499a91749d7d5",
@@ -156,7 +165,7 @@
"femaleModelScale": 0.655,
"wieldedItemsScale": 1.0,
"hideWieldedItemsWhenPassive": false,
- "hideDuringCutscene": true,
+ "hideDuringCutscene": false,
"hasLightingCutscene": true,
"canGeneratePortrait": false,
"needMerchantPortrait": false,
@@ -190,12 +199,12 @@
"guiPresentation": {
"$type": "GuiPresentation, Assembly-CSharp",
"hidden": false,
- "title": "Feature/&PowerSpiritBearTitle",
- "description": "Monster/&SpiritDescription",
+ "title": "Monster/&BlackBear_Title",
+ "description": "Monster/&BlackBear_Description",
"spriteReference": {
"$type": "UnityEngine.AddressableAssets.AssetReferenceSprite, Unity.Addressables",
- "m_AssetGUID": "943d38399cb94af4db6e5fbcf3d55efa",
- "m_SubObjectName": "KindredSpiritBear",
+ "m_AssetGUID": "1f23bba0872efd04197fc69418687e1f",
+ "m_SubObjectName": "CustomPortrait_BlackBear",
"m_SubObjectType": "UnityEngine.Sprite, UnityEngine.CoreModule, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null"
},
"color": {
diff --git a/Diagnostics/UnfinishedBusinessBlueprints/MonsterDefinition/RangerWildMasterKindredSpiritBear11.json b/Diagnostics/UnfinishedBusinessBlueprints/MonsterDefinition/RangerWildMasterKindredSpiritBear11.json
index cda2544d99..5c22a78b8b 100644
--- a/Diagnostics/UnfinishedBusinessBlueprints/MonsterDefinition/RangerWildMasterKindredSpiritBear11.json
+++ b/Diagnostics/UnfinishedBusinessBlueprints/MonsterDefinition/RangerWildMasterKindredSpiritBear11.json
@@ -94,11 +94,18 @@
"$type": "MonsterPresentation, Assembly-CSharp",
"useHumanoidMonsterPresentationName": false,
"humanoidMonsterPresentationDefinitions": [],
- "useCustomMaterials": false,
- "customMaterials": [],
+ "useCustomMaterials": true,
+ "customMaterials": [
+ {
+ "$type": "UnityEngine.AddressableAssets.AssetReference, Unity.Addressables",
+ "m_AssetGUID": "6d78705604cefec44929b33387fb3984",
+ "m_SubObjectName": "",
+ "m_SubObjectType": ""
+ }
+ ],
"customShaderReference": {
"$type": "UnityEngine.AddressableAssets.AssetReference, Unity.Addressables",
- "m_AssetGUID": "06a468f2a92070841bf16acd0e7bd262",
+ "m_AssetGUID": "",
"m_SubObjectName": "",
"m_SubObjectType": ""
},
@@ -108,27 +115,27 @@
"y": -1.0,
"z": 0.0
},
- "overrideCharacterShaderColors": true,
+ "overrideCharacterShaderColors": false,
"firstCharacterShaderColor": {
"$type": "UnityEngine.Color, UnityEngine.CoreModule",
- "r": 0.152941167,
- "g": 0.745098054,
- "b": 0.389533758,
- "a": 1.0
+ "r": 0.0,
+ "g": 0.0,
+ "b": 0.0,
+ "a": 0.0
},
"secondCharacterShaderColor": {
"$type": "UnityEngine.Color, UnityEngine.CoreModule",
- "r": 0.325490177,
- "g": 0.831372559,
- "b": 0.8157103,
- "a": 1.0
+ "r": 0.0,
+ "g": 0.0,
+ "b": 0.0,
+ "a": 0.0
},
"hasPhantomDistortion": true,
"hasPhantomFadingFeet": true,
"hasPhantomVertexAnimation": true,
"attachedParticlesReference": {
"$type": "UnityEngine.AddressableAssets.AssetReference, Unity.Addressables",
- "m_AssetGUID": "ab52a2d7f64eec443b86221d0ba4e0ef",
+ "m_AssetGUID": "",
"m_SubObjectName": "",
"m_SubObjectType": ""
},
@@ -138,8 +145,10 @@
"m_SubObjectName": "",
"m_SubObjectType": ""
},
- "hasPrefabVariants": false,
- "monsterPresentationDefinitions": [],
+ "hasPrefabVariants": true,
+ "monsterPresentationDefinitions": [
+ "Definition:Black_Bear_Presentation:cf6f250950eb6cb4fa3fbd52cd589ef7"
+ ],
"malePrefabReference": {
"$type": "UnityEngine.AddressableAssets.AssetReference, Unity.Addressables",
"m_AssetGUID": "cc36634f504fa7049a4499a91749d7d5",
@@ -156,7 +165,7 @@
"femaleModelScale": 0.655,
"wieldedItemsScale": 1.0,
"hideWieldedItemsWhenPassive": false,
- "hideDuringCutscene": true,
+ "hideDuringCutscene": false,
"hasLightingCutscene": true,
"canGeneratePortrait": false,
"needMerchantPortrait": false,
@@ -190,12 +199,12 @@
"guiPresentation": {
"$type": "GuiPresentation, Assembly-CSharp",
"hidden": false,
- "title": "Feature/&PowerSpiritBearTitle",
- "description": "Monster/&SpiritDescription",
+ "title": "Monster/&BlackBear_Title",
+ "description": "Monster/&BlackBear_Description",
"spriteReference": {
"$type": "UnityEngine.AddressableAssets.AssetReferenceSprite, Unity.Addressables",
- "m_AssetGUID": "943d38399cb94af4db6e5fbcf3d55efa",
- "m_SubObjectName": "KindredSpiritBear",
+ "m_AssetGUID": "1f23bba0872efd04197fc69418687e1f",
+ "m_SubObjectName": "CustomPortrait_BlackBear",
"m_SubObjectType": "UnityEngine.Sprite, UnityEngine.CoreModule, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null"
},
"color": {
diff --git a/Diagnostics/UnfinishedBusinessBlueprints/MonsterDefinition/RangerWildMasterKindredSpiritEagle03.json b/Diagnostics/UnfinishedBusinessBlueprints/MonsterDefinition/RangerWildMasterKindredSpiritEagle03.json
index 29f1807575..cd17972479 100644
--- a/Diagnostics/UnfinishedBusinessBlueprints/MonsterDefinition/RangerWildMasterKindredSpiritEagle03.json
+++ b/Diagnostics/UnfinishedBusinessBlueprints/MonsterDefinition/RangerWildMasterKindredSpiritEagle03.json
@@ -108,7 +108,7 @@
"customMaterials": [],
"customShaderReference": {
"$type": "UnityEngine.AddressableAssets.AssetReference, Unity.Addressables",
- "m_AssetGUID": "06a468f2a92070841bf16acd0e7bd262",
+ "m_AssetGUID": "",
"m_SubObjectName": "",
"m_SubObjectType": ""
},
@@ -118,27 +118,27 @@
"y": -1.0,
"z": 0.0
},
- "overrideCharacterShaderColors": true,
+ "overrideCharacterShaderColors": false,
"firstCharacterShaderColor": {
"$type": "UnityEngine.Color, UnityEngine.CoreModule",
- "r": 0.152941167,
- "g": 0.745098054,
- "b": 0.389533758,
- "a": 1.0
+ "r": 0.0,
+ "g": 0.0,
+ "b": 0.0,
+ "a": 0.0
},
"secondCharacterShaderColor": {
"$type": "UnityEngine.Color, UnityEngine.CoreModule",
- "r": 0.325490177,
- "g": 0.831372559,
- "b": 0.8157103,
- "a": 1.0
+ "r": 0.0,
+ "g": 0.0,
+ "b": 0.0,
+ "a": 0.0
},
"hasPhantomDistortion": true,
"hasPhantomFadingFeet": true,
"hasPhantomVertexAnimation": true,
"attachedParticlesReference": {
"$type": "UnityEngine.AddressableAssets.AssetReference, Unity.Addressables",
- "m_AssetGUID": "7f5170280f2dadd4aa5091e5d9145b4c",
+ "m_AssetGUID": "",
"m_SubObjectName": "",
"m_SubObjectType": ""
},
@@ -148,25 +148,27 @@
"m_SubObjectName": "",
"m_SubObjectType": ""
},
- "hasPrefabVariants": false,
- "monsterPresentationDefinitions": [],
+ "hasPrefabVariants": true,
+ "monsterPresentationDefinitions": [
+ "Definition:Eagle_Giant_Presentation:cf7c5b5357de9c74e9163a92dc1210c9"
+ ],
"malePrefabReference": {
"$type": "UnityEngine.AddressableAssets.AssetReference, Unity.Addressables",
"m_AssetGUID": "b1bd642eab224bd4bbbf5ce48c869a9e",
"m_SubObjectName": "",
"m_SubObjectType": ""
},
- "maleModelScale": 0.655,
+ "maleModelScale": 0.9,
"femalePrefabReference": {
"$type": "UnityEngine.AddressableAssets.AssetReference, Unity.Addressables",
"m_AssetGUID": "b1bd642eab224bd4bbbf5ce48c869a9e",
"m_SubObjectName": "",
"m_SubObjectType": ""
},
- "femaleModelScale": 0.655,
+ "femaleModelScale": 0.9,
"wieldedItemsScale": 1.0,
"hideWieldedItemsWhenPassive": false,
- "hideDuringCutscene": true,
+ "hideDuringCutscene": false,
"hasLightingCutscene": true,
"canGeneratePortrait": true,
"needMerchantPortrait": false,
@@ -200,12 +202,12 @@
"guiPresentation": {
"$type": "GuiPresentation, Assembly-CSharp",
"hidden": false,
- "title": "Feature/&PowerSpiritEagleTitle",
- "description": "Monster/&SpiritDescription",
+ "title": "Monster/&GiantEagle_Title",
+ "description": "Monster/&GiantEagle_Description",
"spriteReference": {
"$type": "UnityEngine.AddressableAssets.AssetReferenceSprite, Unity.Addressables",
- "m_AssetGUID": "d802c8670a28fe544abd53ce549a07b1",
- "m_SubObjectName": "KindredSpiritEagle",
+ "m_AssetGUID": "3a0dcd7bdfbf6a74bba78cb8a1831ee4",
+ "m_SubObjectName": "CustomPortrait_Giant_Eagle",
"m_SubObjectType": "UnityEngine.Sprite, UnityEngine.CoreModule, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null"
},
"color": {
diff --git a/Diagnostics/UnfinishedBusinessBlueprints/MonsterDefinition/RangerWildMasterKindredSpiritEagle11.json b/Diagnostics/UnfinishedBusinessBlueprints/MonsterDefinition/RangerWildMasterKindredSpiritEagle11.json
index f1d0de46c4..dc771efdde 100644
--- a/Diagnostics/UnfinishedBusinessBlueprints/MonsterDefinition/RangerWildMasterKindredSpiritEagle11.json
+++ b/Diagnostics/UnfinishedBusinessBlueprints/MonsterDefinition/RangerWildMasterKindredSpiritEagle11.json
@@ -108,7 +108,7 @@
"customMaterials": [],
"customShaderReference": {
"$type": "UnityEngine.AddressableAssets.AssetReference, Unity.Addressables",
- "m_AssetGUID": "06a468f2a92070841bf16acd0e7bd262",
+ "m_AssetGUID": "",
"m_SubObjectName": "",
"m_SubObjectType": ""
},
@@ -118,27 +118,27 @@
"y": -1.0,
"z": 0.0
},
- "overrideCharacterShaderColors": true,
+ "overrideCharacterShaderColors": false,
"firstCharacterShaderColor": {
"$type": "UnityEngine.Color, UnityEngine.CoreModule",
- "r": 0.152941167,
- "g": 0.745098054,
- "b": 0.389533758,
- "a": 1.0
+ "r": 0.0,
+ "g": 0.0,
+ "b": 0.0,
+ "a": 0.0
},
"secondCharacterShaderColor": {
"$type": "UnityEngine.Color, UnityEngine.CoreModule",
- "r": 0.325490177,
- "g": 0.831372559,
- "b": 0.8157103,
- "a": 1.0
+ "r": 0.0,
+ "g": 0.0,
+ "b": 0.0,
+ "a": 0.0
},
"hasPhantomDistortion": true,
"hasPhantomFadingFeet": true,
"hasPhantomVertexAnimation": true,
"attachedParticlesReference": {
"$type": "UnityEngine.AddressableAssets.AssetReference, Unity.Addressables",
- "m_AssetGUID": "7f5170280f2dadd4aa5091e5d9145b4c",
+ "m_AssetGUID": "",
"m_SubObjectName": "",
"m_SubObjectType": ""
},
@@ -148,25 +148,27 @@
"m_SubObjectName": "",
"m_SubObjectType": ""
},
- "hasPrefabVariants": false,
- "monsterPresentationDefinitions": [],
+ "hasPrefabVariants": true,
+ "monsterPresentationDefinitions": [
+ "Definition:Eagle_Giant_Presentation:cf7c5b5357de9c74e9163a92dc1210c9"
+ ],
"malePrefabReference": {
"$type": "UnityEngine.AddressableAssets.AssetReference, Unity.Addressables",
"m_AssetGUID": "b1bd642eab224bd4bbbf5ce48c869a9e",
"m_SubObjectName": "",
"m_SubObjectType": ""
},
- "maleModelScale": 0.655,
+ "maleModelScale": 0.9,
"femalePrefabReference": {
"$type": "UnityEngine.AddressableAssets.AssetReference, Unity.Addressables",
"m_AssetGUID": "b1bd642eab224bd4bbbf5ce48c869a9e",
"m_SubObjectName": "",
"m_SubObjectType": ""
},
- "femaleModelScale": 0.655,
+ "femaleModelScale": 0.9,
"wieldedItemsScale": 1.0,
"hideWieldedItemsWhenPassive": false,
- "hideDuringCutscene": true,
+ "hideDuringCutscene": false,
"hasLightingCutscene": true,
"canGeneratePortrait": true,
"needMerchantPortrait": false,
@@ -200,12 +202,12 @@
"guiPresentation": {
"$type": "GuiPresentation, Assembly-CSharp",
"hidden": false,
- "title": "Feature/&PowerSpiritEagleTitle",
- "description": "Monster/&SpiritDescription",
+ "title": "Monster/&GiantEagle_Title",
+ "description": "Monster/&GiantEagle_Description",
"spriteReference": {
"$type": "UnityEngine.AddressableAssets.AssetReferenceSprite, Unity.Addressables",
- "m_AssetGUID": "d802c8670a28fe544abd53ce549a07b1",
- "m_SubObjectName": "KindredSpiritEagle",
+ "m_AssetGUID": "3a0dcd7bdfbf6a74bba78cb8a1831ee4",
+ "m_SubObjectName": "CustomPortrait_Giant_Eagle",
"m_SubObjectType": "UnityEngine.Sprite, UnityEngine.CoreModule, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null"
},
"color": {
diff --git a/Diagnostics/UnfinishedBusinessBlueprints/MonsterDefinition/RangerWildMasterKindredSpiritWolf03.json b/Diagnostics/UnfinishedBusinessBlueprints/MonsterDefinition/RangerWildMasterKindredSpiritWolf03.json
index 8ec97f0d50..6154636c52 100644
--- a/Diagnostics/UnfinishedBusinessBlueprints/MonsterDefinition/RangerWildMasterKindredSpiritWolf03.json
+++ b/Diagnostics/UnfinishedBusinessBlueprints/MonsterDefinition/RangerWildMasterKindredSpiritWolf03.json
@@ -127,7 +127,7 @@
"customMaterials": [],
"customShaderReference": {
"$type": "UnityEngine.AddressableAssets.AssetReference, Unity.Addressables",
- "m_AssetGUID": "2965466ace50ec94bbf7f067ace406df",
+ "m_AssetGUID": "",
"m_SubObjectName": "",
"m_SubObjectType": ""
},
@@ -137,27 +137,27 @@
"y": -1.0,
"z": 0.0
},
- "overrideCharacterShaderColors": true,
+ "overrideCharacterShaderColors": false,
"firstCharacterShaderColor": {
"$type": "UnityEngine.Color, UnityEngine.CoreModule",
- "r": 0.152941167,
- "g": 0.745098054,
- "b": 0.389533758,
- "a": 1.0
+ "r": 0.0,
+ "g": 0.0,
+ "b": 0.0,
+ "a": 0.0
},
"secondCharacterShaderColor": {
"$type": "UnityEngine.Color, UnityEngine.CoreModule",
- "r": 0.325490177,
- "g": 0.831372559,
- "b": 0.8157103,
- "a": 1.0
+ "r": 0.0,
+ "g": 0.0,
+ "b": 0.0,
+ "a": 0.0
},
"hasPhantomDistortion": true,
"hasPhantomFadingFeet": true,
"hasPhantomVertexAnimation": true,
"attachedParticlesReference": {
"$type": "UnityEngine.AddressableAssets.AssetReference, Unity.Addressables",
- "m_AssetGUID": "48afe6d0fa3bbe44e8afeac916500cbc",
+ "m_AssetGUID": "",
"m_SubObjectName": "",
"m_SubObjectType": ""
},
@@ -185,23 +185,23 @@
"femaleModelScale": 0.655,
"wieldedItemsScale": 1.0,
"hideWieldedItemsWhenPassive": false,
- "hideDuringCutscene": true,
+ "hideDuringCutscene": false,
"hasLightingCutscene": true,
- "canGeneratePortrait": true,
+ "canGeneratePortrait": false,
"needMerchantPortrait": false,
"hasMonsterPortraitBackground": true,
"portraitCameraFollowOffset": {
"$type": "UnityEngine.Vector3, UnityEngine.CoreModule",
"x": 0.0,
"y": -0.5,
- "z": -12.0
+ "z": -5.0
},
"portraitCameraLookAtScreenOffset": {
"$type": "UnityEngine.Vector2, UnityEngine.CoreModule",
"x": 0.5,
- "y": 0.5
+ "y": 0.4
},
- "portraitCameraFOV": 20.0,
+ "portraitCameraFOV": 40.0,
"portraitCameraLightingOffset": {
"$type": "UnityEngine.Vector3, UnityEngine.CoreModule",
"x": 0.0,
@@ -219,12 +219,12 @@
"guiPresentation": {
"$type": "GuiPresentation, Assembly-CSharp",
"hidden": false,
- "title": "Feature/&PowerSpiritWolfTitle",
- "description": "Monster/&SpiritDescription",
+ "title": "Monster/&TutoAlphaWolfTitle",
+ "description": "Monster/&TutoAlphaWolfDescription",
"spriteReference": {
"$type": "UnityEngine.AddressableAssets.AssetReferenceSprite, Unity.Addressables",
- "m_AssetGUID": "f0c21bbf7b2430746a0e97ee7740ea79",
- "m_SubObjectName": "KindredSpiritWolf",
+ "m_AssetGUID": "df90a485abda0494d9e335c7d62b27f0",
+ "m_SubObjectName": "CustomPortrait_AlphaWolf",
"m_SubObjectType": "UnityEngine.Sprite, UnityEngine.CoreModule, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null"
},
"color": {
diff --git a/Diagnostics/UnfinishedBusinessBlueprints/MonsterDefinition/RangerWildMasterKindredSpiritWolf11.json b/Diagnostics/UnfinishedBusinessBlueprints/MonsterDefinition/RangerWildMasterKindredSpiritWolf11.json
index 865be3db1f..082952b19a 100644
--- a/Diagnostics/UnfinishedBusinessBlueprints/MonsterDefinition/RangerWildMasterKindredSpiritWolf11.json
+++ b/Diagnostics/UnfinishedBusinessBlueprints/MonsterDefinition/RangerWildMasterKindredSpiritWolf11.json
@@ -132,7 +132,7 @@
"customMaterials": [],
"customShaderReference": {
"$type": "UnityEngine.AddressableAssets.AssetReference, Unity.Addressables",
- "m_AssetGUID": "2965466ace50ec94bbf7f067ace406df",
+ "m_AssetGUID": "",
"m_SubObjectName": "",
"m_SubObjectType": ""
},
@@ -142,27 +142,27 @@
"y": -1.0,
"z": 0.0
},
- "overrideCharacterShaderColors": true,
+ "overrideCharacterShaderColors": false,
"firstCharacterShaderColor": {
"$type": "UnityEngine.Color, UnityEngine.CoreModule",
- "r": 0.152941167,
- "g": 0.745098054,
- "b": 0.389533758,
- "a": 1.0
+ "r": 0.0,
+ "g": 0.0,
+ "b": 0.0,
+ "a": 0.0
},
"secondCharacterShaderColor": {
"$type": "UnityEngine.Color, UnityEngine.CoreModule",
- "r": 0.325490177,
- "g": 0.831372559,
- "b": 0.8157103,
- "a": 1.0
+ "r": 0.0,
+ "g": 0.0,
+ "b": 0.0,
+ "a": 0.0
},
"hasPhantomDistortion": true,
"hasPhantomFadingFeet": true,
"hasPhantomVertexAnimation": true,
"attachedParticlesReference": {
"$type": "UnityEngine.AddressableAssets.AssetReference, Unity.Addressables",
- "m_AssetGUID": "48afe6d0fa3bbe44e8afeac916500cbc",
+ "m_AssetGUID": "",
"m_SubObjectName": "",
"m_SubObjectType": ""
},
@@ -190,23 +190,23 @@
"femaleModelScale": 0.655,
"wieldedItemsScale": 1.0,
"hideWieldedItemsWhenPassive": false,
- "hideDuringCutscene": true,
+ "hideDuringCutscene": false,
"hasLightingCutscene": true,
- "canGeneratePortrait": true,
+ "canGeneratePortrait": false,
"needMerchantPortrait": false,
"hasMonsterPortraitBackground": true,
"portraitCameraFollowOffset": {
"$type": "UnityEngine.Vector3, UnityEngine.CoreModule",
"x": 0.0,
"y": -0.5,
- "z": -12.0
+ "z": -5.0
},
"portraitCameraLookAtScreenOffset": {
"$type": "UnityEngine.Vector2, UnityEngine.CoreModule",
"x": 0.5,
- "y": 0.5
+ "y": 0.4
},
- "portraitCameraFOV": 20.0,
+ "portraitCameraFOV": 40.0,
"portraitCameraLightingOffset": {
"$type": "UnityEngine.Vector3, UnityEngine.CoreModule",
"x": 0.0,
@@ -224,12 +224,12 @@
"guiPresentation": {
"$type": "GuiPresentation, Assembly-CSharp",
"hidden": false,
- "title": "Feature/&PowerSpiritWolfTitle",
- "description": "Monster/&SpiritDescription",
+ "title": "Monster/&TutoAlphaWolfTitle",
+ "description": "Monster/&TutoAlphaWolfDescription",
"spriteReference": {
"$type": "UnityEngine.AddressableAssets.AssetReferenceSprite, Unity.Addressables",
- "m_AssetGUID": "f0c21bbf7b2430746a0e97ee7740ea79",
- "m_SubObjectName": "KindredSpiritWolf",
+ "m_AssetGUID": "df90a485abda0494d9e335c7d62b27f0",
+ "m_SubObjectName": "CustomPortrait_AlphaWolf",
"m_SubObjectType": "UnityEngine.Sprite, UnityEngine.CoreModule, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null"
},
"color": {
diff --git a/Diagnostics/UnfinishedBusinessBlueprints/SpellDefinition/BoomingBlade.json b/Diagnostics/UnfinishedBusinessBlueprints/SpellDefinition/BoomingBlade.json
index 3543815473..35b1ee6b46 100644
--- a/Diagnostics/UnfinishedBusinessBlueprints/SpellDefinition/BoomingBlade.json
+++ b/Diagnostics/UnfinishedBusinessBlueprints/SpellDefinition/BoomingBlade.json
@@ -14,8 +14,8 @@
"requiresConcentration": false,
"effectDescription": {
"$type": "EffectDescription, Assembly-CSharp",
- "rangeType": "Touch",
- "rangeParameter": 0,
+ "rangeType": "Distance",
+ "rangeParameter": 6,
"halfDamageOnAMiss": false,
"hitAffinitiesByTargetTag": [],
"targetType": "IndividualsUnique",
diff --git a/Diagnostics/UnfinishedBusinessBlueprints/SpellDefinition/HeroicInfusion.json b/Diagnostics/UnfinishedBusinessBlueprints/SpellDefinition/HeroicInfusion.json
index cb3a70bed8..132a8da9ee 100644
--- a/Diagnostics/UnfinishedBusinessBlueprints/SpellDefinition/HeroicInfusion.json
+++ b/Diagnostics/UnfinishedBusinessBlueprints/SpellDefinition/HeroicInfusion.json
@@ -43,7 +43,7 @@
"targetConditionName": "",
"targetConditionAsset": null,
"targetSide": "Ally",
- "durationType": "UntilLongRest",
+ "durationType": "UntilAnyRest",
"durationParameter": 0,
"endOfEffect": "EndOfTurn",
"hasSavingThrow": false,
diff --git a/Diagnostics/UnfinishedBusinessBlueprints/SpellDefinition/ResonatingStrike.json b/Diagnostics/UnfinishedBusinessBlueprints/SpellDefinition/ResonatingStrike.json
index fbd5946cc2..929a144a2f 100644
--- a/Diagnostics/UnfinishedBusinessBlueprints/SpellDefinition/ResonatingStrike.json
+++ b/Diagnostics/UnfinishedBusinessBlueprints/SpellDefinition/ResonatingStrike.json
@@ -24,8 +24,8 @@
"targetParameter2": 2,
"emissiveBorder": "None",
"emissiveParameter": 1,
- "requiresTargetProximity": true,
- "targetProximityDistance": 1,
+ "requiresTargetProximity": false,
+ "targetProximityDistance": 6,
"targetExcludeCaster": false,
"canBePlacedOnCharacter": true,
"affectOnlyGround": false,
diff --git a/Diagnostics/UnfinishedBusinessBlueprints/SpellDefinition/SpellPowerFeatCharger.json b/Diagnostics/UnfinishedBusinessBlueprints/SpellDefinition/SpellPowerFeatCharger.json
new file mode 100644
index 0000000000..42b771ba3a
--- /dev/null
+++ b/Diagnostics/UnfinishedBusinessBlueprints/SpellDefinition/SpellPowerFeatCharger.json
@@ -0,0 +1,196 @@
+{
+ "$type": "SpellDefinition, Assembly-CSharp",
+ "spellsBundle": false,
+ "subspellsList": [
+ "Definition:SpellPowerFeatChargerAddDamage:1214de4f-d97d-5e3e-bc10-d3f0792c82fe",
+ "Definition:SpellPowerFeatChargerShove:da7a8563-2cac-5cbe-ba33-8ff3f6b722c4"
+ ],
+ "compactSubspellsTooltip": false,
+ "implemented": true,
+ "schoolOfMagic": "SchoolEvocation",
+ "spellLevel": 0,
+ "ritual": false,
+ "uniqueInstance": false,
+ "castingTime": "Action",
+ "reactionContext": "None",
+ "ritualCastingTime": "Action",
+ "requiresConcentration": false,
+ "effectDescription": {
+ "$type": "EffectDescription, Assembly-CSharp",
+ "rangeType": "Self",
+ "rangeParameter": 0,
+ "halfDamageOnAMiss": false,
+ "hitAffinitiesByTargetTag": [],
+ "targetType": "Self",
+ "itemSelectionType": "Equiped",
+ "targetParameter": 1,
+ "targetParameter2": 2,
+ "emissiveBorder": "None",
+ "emissiveParameter": 1,
+ "requiresTargetProximity": false,
+ "targetProximityDistance": 6,
+ "targetExcludeCaster": false,
+ "canBePlacedOnCharacter": true,
+ "affectOnlyGround": false,
+ "targetFilteringMethod": "AllCharacterAndGadgets",
+ "targetFilteringTag": "No",
+ "requiresVisibilityForPosition": true,
+ "inviteOptionalAlly": false,
+ "slotTypes": [],
+ "recurrentEffect": "No",
+ "retargetAfterDeath": false,
+ "retargetActionType": "Bonus",
+ "poolFilterDiceNumber": 5,
+ "poolFilterDieType": "D8",
+ "trapRangeType": "Triggerer",
+ "targetConditionName": "",
+ "targetConditionAsset": null,
+ "targetSide": "Enemy",
+ "durationType": "Instantaneous",
+ "durationParameter": 1,
+ "endOfEffect": "EndOfTurn",
+ "hasSavingThrow": false,
+ "disableSavingThrowOnAllies": false,
+ "savingThrowAbility": "Dexterity",
+ "ignoreCover": false,
+ "grantedConditionOnSave": null,
+ "rollSaveOnlyIfRelevantForms": false,
+ "hasShoveRoll": false,
+ "createdByCharacter": false,
+ "difficultyClassComputation": "SpellCastingFeature",
+ "savingThrowDifficultyAbility": "Wisdom",
+ "fixedSavingThrowDifficultyClass": 15,
+ "savingThrowAffinitiesBySense": [],
+ "savingThrowAffinitiesByFamily": [],
+ "damageAffinitiesByFamily": [],
+ "advantageForEnemies": false,
+ "canBeDispersed": false,
+ "hasVelocity": false,
+ "velocityCellsPerRound": 2,
+ "velocityType": "AwayFromSourceOriginalPosition",
+ "restrictedCreatureFamilies": [],
+ "immuneCreatureFamilies": [],
+ "restrictedCharacterSizes": [],
+ "hasLimitedEffectPool": false,
+ "effectPoolAmount": 60,
+ "effectApplication": "All",
+ "effectFormFilters": [],
+ "effectForms": [],
+ "specialFormsDescription": "",
+ "effectAdvancement": {
+ "$type": "EffectAdvancement, Assembly-CSharp",
+ "effectIncrementMethod": "None",
+ "incrementMultiplier": 1,
+ "additionalTargetsPerIncrement": 0,
+ "additionalSubtargetsPerIncrement": 0,
+ "additionalDicePerIncrement": 0,
+ "additionalSpellLevelPerIncrement": 0,
+ "additionalSummonsPerIncrement": 0,
+ "additionalHPPerIncrement": 0,
+ "additionalTempHPPerIncrement": 0,
+ "additionalTargetCellsPerIncrement": 0,
+ "additionalItemBonus": 0,
+ "additionalWeaponDie": 0,
+ "alteredDuration": "None"
+ },
+ "speedType": "Instant",
+ "speedParameter": 10.0,
+ "offsetImpactTimeBasedOnDistance": false,
+ "offsetImpactTimeBasedOnDistanceFactor": 0.1,
+ "offsetImpactTimePerTarget": 0.0,
+ "effectParticleParameters": {
+ "$type": "EffectParticleParameters, Assembly-CSharp",
+ "casterParticleReference": null,
+ "casterSelfParticleReference": null,
+ "casterQuickSpellParticleReference": null,
+ "targetParticleReference": null,
+ "effectParticleReference": null,
+ "effectSubTargetParticleReference": null,
+ "zoneParticleReference": null,
+ "beforeImpactParticleReference": null,
+ "impactParticleReference": null,
+ "activeEffectImpactParticleReference": null,
+ "activeEffectCellStartParticleReference": null,
+ "activeEffectCellParticleReference": null,
+ "activeEffectCellEndParticleReference": null,
+ "activeEffectSurfaceStartParticleReference": null,
+ "activeEffectSurfaceParticleReference": null,
+ "activeEffectSurfaceEndParticleReference": null,
+ "activeEffectSurfaceParticlePerIndex": "",
+ "activeEffectSurfaceParticlePerIndexCount": 0,
+ "emissiveBorderCellStartParticleReference": null,
+ "emissiveBorderCellParticleReference": null,
+ "emissiveBorderCellEndParticleReference": null,
+ "emissiveBorderSurfaceStartParticleReference": null,
+ "emissiveBorderSurfaceParticleReference": null,
+ "emissiveBorderSurfaceEndParticleReference": null,
+ "conditionStartParticleReference": null,
+ "conditionParticleReference": null,
+ "conditionEndParticleReference": null,
+ "forceApplyZoneParticle": false,
+ "applyEmissionColorOnWeapons": false,
+ "emissionColor": {
+ "$type": "UnityEngine.Color, UnityEngine.CoreModule",
+ "r": 0.0,
+ "g": 0.0,
+ "b": 0.0,
+ "a": 0.0
+ },
+ "emissionColorFadeInDuration": 0.0,
+ "emissionColorFadeOutDuration": 0.0
+ },
+ "effectAIParameters": {
+ "$type": "EffectAIParameters, Assembly-CSharp",
+ "aoeScoreMultiplier": 1.0,
+ "cooldownForCaster": 0,
+ "cooldownForBattle": 0,
+ "sortingScoreMultiplier": 1.0,
+ "dynamicCooldown": false
+ },
+ "animationMagicEffect": "Animation0",
+ "lightCounterDispellsEffect": false,
+ "hideSavingThrowAnimation": false
+ },
+ "aiParameters": {
+ "$type": "SpellAIParameters, Assembly-CSharp",
+ "learnPriority": "Low",
+ "preparePriority": "Low"
+ },
+ "concentrationAction": "None",
+ "verboseComponent": true,
+ "somaticComponent": true,
+ "materialComponentType": "Mundane",
+ "specificMaterialComponentTag": "Diamond",
+ "specificMaterialComponentCostGp": 100,
+ "specificMaterialComponentConsumed": true,
+ "terminateOnItemUnequip": false,
+ "displayConditionDuration": false,
+ "vocalSpellSemeType": "None",
+ "guiPresentation": {
+ "$type": "GuiPresentation, Assembly-CSharp",
+ "hidden": false,
+ "title": "Feat/&FeatChargerTitle",
+ "description": "Feat/&FeatChargerDescription",
+ "spriteReference": {
+ "$type": "UnityEngine.AddressableAssets.AssetReferenceSprite, Unity.Addressables",
+ "m_AssetGUID": "",
+ "m_SubObjectName": null,
+ "m_SubObjectType": null
+ },
+ "color": {
+ "$type": "UnityEngine.Color, UnityEngine.CoreModule",
+ "r": 1.0,
+ "g": 1.0,
+ "b": 1.0,
+ "a": 1.0
+ },
+ "symbolChar": "221E",
+ "sortOrder": 0,
+ "unusedInSolastaCOTM": false,
+ "usedInValleyDLC": false
+ },
+ "contentCopyright": "UserContent",
+ "guid": "8fcb9172-f6e6-59ff-b991-17dc8bed0ef7",
+ "contentPack": 9999,
+ "name": "SpellPowerFeatCharger"
+}
\ No newline at end of file
diff --git a/Diagnostics/UnfinishedBusinessBlueprints/SpellDefinition/SpellPowerFeatChargerAddDamage.json b/Diagnostics/UnfinishedBusinessBlueprints/SpellDefinition/SpellPowerFeatChargerAddDamage.json
new file mode 100644
index 0000000000..36d20bc096
--- /dev/null
+++ b/Diagnostics/UnfinishedBusinessBlueprints/SpellDefinition/SpellPowerFeatChargerAddDamage.json
@@ -0,0 +1,193 @@
+{
+ "$type": "SpellDefinition, Assembly-CSharp",
+ "spellsBundle": false,
+ "subspellsList": [],
+ "compactSubspellsTooltip": false,
+ "implemented": true,
+ "schoolOfMagic": "SchoolEvocation",
+ "spellLevel": 0,
+ "ritual": false,
+ "uniqueInstance": false,
+ "castingTime": "Action",
+ "reactionContext": "None",
+ "ritualCastingTime": "Action",
+ "requiresConcentration": false,
+ "effectDescription": {
+ "$type": "EffectDescription, Assembly-CSharp",
+ "rangeType": "Self",
+ "rangeParameter": 0,
+ "halfDamageOnAMiss": false,
+ "hitAffinitiesByTargetTag": [],
+ "targetType": "Self",
+ "itemSelectionType": "Equiped",
+ "targetParameter": 1,
+ "targetParameter2": 2,
+ "emissiveBorder": "None",
+ "emissiveParameter": 1,
+ "requiresTargetProximity": false,
+ "targetProximityDistance": 6,
+ "targetExcludeCaster": false,
+ "canBePlacedOnCharacter": true,
+ "affectOnlyGround": false,
+ "targetFilteringMethod": "AllCharacterAndGadgets",
+ "targetFilteringTag": "No",
+ "requiresVisibilityForPosition": true,
+ "inviteOptionalAlly": false,
+ "slotTypes": [],
+ "recurrentEffect": "No",
+ "retargetAfterDeath": false,
+ "retargetActionType": "Bonus",
+ "poolFilterDiceNumber": 5,
+ "poolFilterDieType": "D8",
+ "trapRangeType": "Triggerer",
+ "targetConditionName": "",
+ "targetConditionAsset": null,
+ "targetSide": "Enemy",
+ "durationType": "Instantaneous",
+ "durationParameter": 1,
+ "endOfEffect": "EndOfTurn",
+ "hasSavingThrow": false,
+ "disableSavingThrowOnAllies": false,
+ "savingThrowAbility": "Dexterity",
+ "ignoreCover": false,
+ "grantedConditionOnSave": null,
+ "rollSaveOnlyIfRelevantForms": false,
+ "hasShoveRoll": false,
+ "createdByCharacter": false,
+ "difficultyClassComputation": "SpellCastingFeature",
+ "savingThrowDifficultyAbility": "Wisdom",
+ "fixedSavingThrowDifficultyClass": 15,
+ "savingThrowAffinitiesBySense": [],
+ "savingThrowAffinitiesByFamily": [],
+ "damageAffinitiesByFamily": [],
+ "advantageForEnemies": false,
+ "canBeDispersed": false,
+ "hasVelocity": false,
+ "velocityCellsPerRound": 2,
+ "velocityType": "AwayFromSourceOriginalPosition",
+ "restrictedCreatureFamilies": [],
+ "immuneCreatureFamilies": [],
+ "restrictedCharacterSizes": [],
+ "hasLimitedEffectPool": false,
+ "effectPoolAmount": 60,
+ "effectApplication": "All",
+ "effectFormFilters": [],
+ "effectForms": [],
+ "specialFormsDescription": "",
+ "effectAdvancement": {
+ "$type": "EffectAdvancement, Assembly-CSharp",
+ "effectIncrementMethod": "None",
+ "incrementMultiplier": 1,
+ "additionalTargetsPerIncrement": 0,
+ "additionalSubtargetsPerIncrement": 0,
+ "additionalDicePerIncrement": 0,
+ "additionalSpellLevelPerIncrement": 0,
+ "additionalSummonsPerIncrement": 0,
+ "additionalHPPerIncrement": 0,
+ "additionalTempHPPerIncrement": 0,
+ "additionalTargetCellsPerIncrement": 0,
+ "additionalItemBonus": 0,
+ "additionalWeaponDie": 0,
+ "alteredDuration": "None"
+ },
+ "speedType": "Instant",
+ "speedParameter": 10.0,
+ "offsetImpactTimeBasedOnDistance": false,
+ "offsetImpactTimeBasedOnDistanceFactor": 0.1,
+ "offsetImpactTimePerTarget": 0.0,
+ "effectParticleParameters": {
+ "$type": "EffectParticleParameters, Assembly-CSharp",
+ "casterParticleReference": null,
+ "casterSelfParticleReference": null,
+ "casterQuickSpellParticleReference": null,
+ "targetParticleReference": null,
+ "effectParticleReference": null,
+ "effectSubTargetParticleReference": null,
+ "zoneParticleReference": null,
+ "beforeImpactParticleReference": null,
+ "impactParticleReference": null,
+ "activeEffectImpactParticleReference": null,
+ "activeEffectCellStartParticleReference": null,
+ "activeEffectCellParticleReference": null,
+ "activeEffectCellEndParticleReference": null,
+ "activeEffectSurfaceStartParticleReference": null,
+ "activeEffectSurfaceParticleReference": null,
+ "activeEffectSurfaceEndParticleReference": null,
+ "activeEffectSurfaceParticlePerIndex": "",
+ "activeEffectSurfaceParticlePerIndexCount": 0,
+ "emissiveBorderCellStartParticleReference": null,
+ "emissiveBorderCellParticleReference": null,
+ "emissiveBorderCellEndParticleReference": null,
+ "emissiveBorderSurfaceStartParticleReference": null,
+ "emissiveBorderSurfaceParticleReference": null,
+ "emissiveBorderSurfaceEndParticleReference": null,
+ "conditionStartParticleReference": null,
+ "conditionParticleReference": null,
+ "conditionEndParticleReference": null,
+ "forceApplyZoneParticle": false,
+ "applyEmissionColorOnWeapons": false,
+ "emissionColor": {
+ "$type": "UnityEngine.Color, UnityEngine.CoreModule",
+ "r": 0.0,
+ "g": 0.0,
+ "b": 0.0,
+ "a": 0.0
+ },
+ "emissionColorFadeInDuration": 0.0,
+ "emissionColorFadeOutDuration": 0.0
+ },
+ "effectAIParameters": {
+ "$type": "EffectAIParameters, Assembly-CSharp",
+ "aoeScoreMultiplier": 1.0,
+ "cooldownForCaster": 0,
+ "cooldownForBattle": 0,
+ "sortingScoreMultiplier": 1.0,
+ "dynamicCooldown": false
+ },
+ "animationMagicEffect": "Animation0",
+ "lightCounterDispellsEffect": false,
+ "hideSavingThrowAnimation": false
+ },
+ "aiParameters": {
+ "$type": "SpellAIParameters, Assembly-CSharp",
+ "learnPriority": "Low",
+ "preparePriority": "Low"
+ },
+ "concentrationAction": "None",
+ "verboseComponent": true,
+ "somaticComponent": true,
+ "materialComponentType": "Mundane",
+ "specificMaterialComponentTag": "Diamond",
+ "specificMaterialComponentCostGp": 100,
+ "specificMaterialComponentConsumed": true,
+ "terminateOnItemUnequip": false,
+ "displayConditionDuration": false,
+ "vocalSpellSemeType": "None",
+ "guiPresentation": {
+ "$type": "GuiPresentation, Assembly-CSharp",
+ "hidden": false,
+ "title": "Feature/&PowerFeatChargerAddDamageTitle",
+ "description": "Feature/&PowerFeatChargerAddDamageDescription",
+ "spriteReference": {
+ "$type": "UnityEngine.AddressableAssets.AssetReferenceSprite, Unity.Addressables",
+ "m_AssetGUID": "",
+ "m_SubObjectName": null,
+ "m_SubObjectType": null
+ },
+ "color": {
+ "$type": "UnityEngine.Color, UnityEngine.CoreModule",
+ "r": 1.0,
+ "g": 1.0,
+ "b": 1.0,
+ "a": 1.0
+ },
+ "symbolChar": "221E",
+ "sortOrder": 0,
+ "unusedInSolastaCOTM": false,
+ "usedInValleyDLC": false
+ },
+ "contentCopyright": "UserContent",
+ "guid": "1214de4f-d97d-5e3e-bc10-d3f0792c82fe",
+ "contentPack": 9999,
+ "name": "SpellPowerFeatChargerAddDamage"
+}
\ No newline at end of file
diff --git a/Diagnostics/UnfinishedBusinessBlueprints/SpellDefinition/SpellPowerFeatChargerShove.json b/Diagnostics/UnfinishedBusinessBlueprints/SpellDefinition/SpellPowerFeatChargerShove.json
new file mode 100644
index 0000000000..8710b49fd4
--- /dev/null
+++ b/Diagnostics/UnfinishedBusinessBlueprints/SpellDefinition/SpellPowerFeatChargerShove.json
@@ -0,0 +1,193 @@
+{
+ "$type": "SpellDefinition, Assembly-CSharp",
+ "spellsBundle": false,
+ "subspellsList": [],
+ "compactSubspellsTooltip": false,
+ "implemented": true,
+ "schoolOfMagic": "SchoolEvocation",
+ "spellLevel": 0,
+ "ritual": false,
+ "uniqueInstance": false,
+ "castingTime": "Action",
+ "reactionContext": "None",
+ "ritualCastingTime": "Action",
+ "requiresConcentration": false,
+ "effectDescription": {
+ "$type": "EffectDescription, Assembly-CSharp",
+ "rangeType": "Self",
+ "rangeParameter": 0,
+ "halfDamageOnAMiss": false,
+ "hitAffinitiesByTargetTag": [],
+ "targetType": "Self",
+ "itemSelectionType": "Equiped",
+ "targetParameter": 1,
+ "targetParameter2": 2,
+ "emissiveBorder": "None",
+ "emissiveParameter": 1,
+ "requiresTargetProximity": false,
+ "targetProximityDistance": 6,
+ "targetExcludeCaster": false,
+ "canBePlacedOnCharacter": true,
+ "affectOnlyGround": false,
+ "targetFilteringMethod": "AllCharacterAndGadgets",
+ "targetFilteringTag": "No",
+ "requiresVisibilityForPosition": true,
+ "inviteOptionalAlly": false,
+ "slotTypes": [],
+ "recurrentEffect": "No",
+ "retargetAfterDeath": false,
+ "retargetActionType": "Bonus",
+ "poolFilterDiceNumber": 5,
+ "poolFilterDieType": "D8",
+ "trapRangeType": "Triggerer",
+ "targetConditionName": "",
+ "targetConditionAsset": null,
+ "targetSide": "Enemy",
+ "durationType": "Instantaneous",
+ "durationParameter": 1,
+ "endOfEffect": "EndOfTurn",
+ "hasSavingThrow": false,
+ "disableSavingThrowOnAllies": false,
+ "savingThrowAbility": "Dexterity",
+ "ignoreCover": false,
+ "grantedConditionOnSave": null,
+ "rollSaveOnlyIfRelevantForms": false,
+ "hasShoveRoll": false,
+ "createdByCharacter": false,
+ "difficultyClassComputation": "SpellCastingFeature",
+ "savingThrowDifficultyAbility": "Wisdom",
+ "fixedSavingThrowDifficultyClass": 15,
+ "savingThrowAffinitiesBySense": [],
+ "savingThrowAffinitiesByFamily": [],
+ "damageAffinitiesByFamily": [],
+ "advantageForEnemies": false,
+ "canBeDispersed": false,
+ "hasVelocity": false,
+ "velocityCellsPerRound": 2,
+ "velocityType": "AwayFromSourceOriginalPosition",
+ "restrictedCreatureFamilies": [],
+ "immuneCreatureFamilies": [],
+ "restrictedCharacterSizes": [],
+ "hasLimitedEffectPool": false,
+ "effectPoolAmount": 60,
+ "effectApplication": "All",
+ "effectFormFilters": [],
+ "effectForms": [],
+ "specialFormsDescription": "",
+ "effectAdvancement": {
+ "$type": "EffectAdvancement, Assembly-CSharp",
+ "effectIncrementMethod": "None",
+ "incrementMultiplier": 1,
+ "additionalTargetsPerIncrement": 0,
+ "additionalSubtargetsPerIncrement": 0,
+ "additionalDicePerIncrement": 0,
+ "additionalSpellLevelPerIncrement": 0,
+ "additionalSummonsPerIncrement": 0,
+ "additionalHPPerIncrement": 0,
+ "additionalTempHPPerIncrement": 0,
+ "additionalTargetCellsPerIncrement": 0,
+ "additionalItemBonus": 0,
+ "additionalWeaponDie": 0,
+ "alteredDuration": "None"
+ },
+ "speedType": "Instant",
+ "speedParameter": 10.0,
+ "offsetImpactTimeBasedOnDistance": false,
+ "offsetImpactTimeBasedOnDistanceFactor": 0.1,
+ "offsetImpactTimePerTarget": 0.0,
+ "effectParticleParameters": {
+ "$type": "EffectParticleParameters, Assembly-CSharp",
+ "casterParticleReference": null,
+ "casterSelfParticleReference": null,
+ "casterQuickSpellParticleReference": null,
+ "targetParticleReference": null,
+ "effectParticleReference": null,
+ "effectSubTargetParticleReference": null,
+ "zoneParticleReference": null,
+ "beforeImpactParticleReference": null,
+ "impactParticleReference": null,
+ "activeEffectImpactParticleReference": null,
+ "activeEffectCellStartParticleReference": null,
+ "activeEffectCellParticleReference": null,
+ "activeEffectCellEndParticleReference": null,
+ "activeEffectSurfaceStartParticleReference": null,
+ "activeEffectSurfaceParticleReference": null,
+ "activeEffectSurfaceEndParticleReference": null,
+ "activeEffectSurfaceParticlePerIndex": "",
+ "activeEffectSurfaceParticlePerIndexCount": 0,
+ "emissiveBorderCellStartParticleReference": null,
+ "emissiveBorderCellParticleReference": null,
+ "emissiveBorderCellEndParticleReference": null,
+ "emissiveBorderSurfaceStartParticleReference": null,
+ "emissiveBorderSurfaceParticleReference": null,
+ "emissiveBorderSurfaceEndParticleReference": null,
+ "conditionStartParticleReference": null,
+ "conditionParticleReference": null,
+ "conditionEndParticleReference": null,
+ "forceApplyZoneParticle": false,
+ "applyEmissionColorOnWeapons": false,
+ "emissionColor": {
+ "$type": "UnityEngine.Color, UnityEngine.CoreModule",
+ "r": 0.0,
+ "g": 0.0,
+ "b": 0.0,
+ "a": 0.0
+ },
+ "emissionColorFadeInDuration": 0.0,
+ "emissionColorFadeOutDuration": 0.0
+ },
+ "effectAIParameters": {
+ "$type": "EffectAIParameters, Assembly-CSharp",
+ "aoeScoreMultiplier": 1.0,
+ "cooldownForCaster": 0,
+ "cooldownForBattle": 0,
+ "sortingScoreMultiplier": 1.0,
+ "dynamicCooldown": false
+ },
+ "animationMagicEffect": "Animation0",
+ "lightCounterDispellsEffect": false,
+ "hideSavingThrowAnimation": false
+ },
+ "aiParameters": {
+ "$type": "SpellAIParameters, Assembly-CSharp",
+ "learnPriority": "Low",
+ "preparePriority": "Low"
+ },
+ "concentrationAction": "None",
+ "verboseComponent": true,
+ "somaticComponent": true,
+ "materialComponentType": "Mundane",
+ "specificMaterialComponentTag": "Diamond",
+ "specificMaterialComponentCostGp": 100,
+ "specificMaterialComponentConsumed": true,
+ "terminateOnItemUnequip": false,
+ "displayConditionDuration": false,
+ "vocalSpellSemeType": "None",
+ "guiPresentation": {
+ "$type": "GuiPresentation, Assembly-CSharp",
+ "hidden": false,
+ "title": "Feature/&PowerFeatChargerShoveTitle",
+ "description": "Feature/&PowerFeatChargerShoveDescription",
+ "spriteReference": {
+ "$type": "UnityEngine.AddressableAssets.AssetReferenceSprite, Unity.Addressables",
+ "m_AssetGUID": "",
+ "m_SubObjectName": null,
+ "m_SubObjectType": null
+ },
+ "color": {
+ "$type": "UnityEngine.Color, UnityEngine.CoreModule",
+ "r": 1.0,
+ "g": 1.0,
+ "b": 1.0,
+ "a": 1.0
+ },
+ "symbolChar": "221E",
+ "sortOrder": 0,
+ "unusedInSolastaCOTM": false,
+ "usedInValleyDLC": false
+ },
+ "contentCopyright": "UserContent",
+ "guid": "da7a8563-2cac-5cbe-ba33-8ff3f6b722c4",
+ "contentPack": 9999,
+ "name": "SpellPowerFeatChargerShove"
+}
\ No newline at end of file
diff --git a/Diagnostics/UnfinishedBusinessBlueprints/SpellDefinition/SpellPowerGiftOfTheChromaticDragonDamageAcid.json b/Diagnostics/UnfinishedBusinessBlueprints/SpellDefinition/SpellPowerGiftOfTheChromaticDragonDamageAcid.json
index 61ce7dc207..48b2623970 100644
--- a/Diagnostics/UnfinishedBusinessBlueprints/SpellDefinition/SpellPowerGiftOfTheChromaticDragonDamageAcid.json
+++ b/Diagnostics/UnfinishedBusinessBlueprints/SpellDefinition/SpellPowerGiftOfTheChromaticDragonDamageAcid.json
@@ -167,7 +167,7 @@
"$type": "GuiPresentation, Assembly-CSharp",
"hidden": true,
"title": "Acid Infusion",
- "description": "As a bonus action, you can touch a simple or martial weapon and infuse it with Acid damage. For the next minute, the weapon deals an extra 1d4 Acid damage when it hits. After you use this bonus action, you can’t do so again until you finish a long rest.",
+ "description": "As a bonus action, you can touch a simple or martial weapon and infuse it with Acid damage. For the next minute, the weapon deals an extra 1d4 Acid damage when it hits. After you use this bonus action, you can't do so again until you finish a long rest.",
"spriteReference": {
"$type": "UnityEngine.AddressableAssets.AssetReferenceSprite, Unity.Addressables",
"m_AssetGUID": "",
diff --git a/Diagnostics/UnfinishedBusinessBlueprints/SpellDefinition/SpellPowerGiftOfTheChromaticDragonDamageCold.json b/Diagnostics/UnfinishedBusinessBlueprints/SpellDefinition/SpellPowerGiftOfTheChromaticDragonDamageCold.json
index 24cf38ef0e..66e2e8f56e 100644
--- a/Diagnostics/UnfinishedBusinessBlueprints/SpellDefinition/SpellPowerGiftOfTheChromaticDragonDamageCold.json
+++ b/Diagnostics/UnfinishedBusinessBlueprints/SpellDefinition/SpellPowerGiftOfTheChromaticDragonDamageCold.json
@@ -167,7 +167,7 @@
"$type": "GuiPresentation, Assembly-CSharp",
"hidden": true,
"title": "Cold Infusion",
- "description": "As a bonus action, you can touch a simple or martial weapon and infuse it with Cold damage. For the next minute, the weapon deals an extra 1d4 Cold damage when it hits. After you use this bonus action, you can’t do so again until you finish a long rest.",
+ "description": "As a bonus action, you can touch a simple or martial weapon and infuse it with Cold damage. For the next minute, the weapon deals an extra 1d4 Cold damage when it hits. After you use this bonus action, you can't do so again until you finish a long rest.",
"spriteReference": {
"$type": "UnityEngine.AddressableAssets.AssetReferenceSprite, Unity.Addressables",
"m_AssetGUID": "",
diff --git a/Diagnostics/UnfinishedBusinessBlueprints/SpellDefinition/SpellPowerGiftOfTheChromaticDragonDamageFire.json b/Diagnostics/UnfinishedBusinessBlueprints/SpellDefinition/SpellPowerGiftOfTheChromaticDragonDamageFire.json
index 04aa46362f..c7aaa381b7 100644
--- a/Diagnostics/UnfinishedBusinessBlueprints/SpellDefinition/SpellPowerGiftOfTheChromaticDragonDamageFire.json
+++ b/Diagnostics/UnfinishedBusinessBlueprints/SpellDefinition/SpellPowerGiftOfTheChromaticDragonDamageFire.json
@@ -167,7 +167,7 @@
"$type": "GuiPresentation, Assembly-CSharp",
"hidden": true,
"title": "Fire Infusion",
- "description": "As a bonus action, you can touch a simple or martial weapon and infuse it with Fire damage. For the next minute, the weapon deals an extra 1d4 Fire damage when it hits. After you use this bonus action, you can’t do so again until you finish a long rest.",
+ "description": "As a bonus action, you can touch a simple or martial weapon and infuse it with Fire damage. For the next minute, the weapon deals an extra 1d4 Fire damage when it hits. After you use this bonus action, you can't do so again until you finish a long rest.",
"spriteReference": {
"$type": "UnityEngine.AddressableAssets.AssetReferenceSprite, Unity.Addressables",
"m_AssetGUID": "",
diff --git a/Diagnostics/UnfinishedBusinessBlueprints/SpellDefinition/SpellPowerGiftOfTheChromaticDragonDamageLightning.json b/Diagnostics/UnfinishedBusinessBlueprints/SpellDefinition/SpellPowerGiftOfTheChromaticDragonDamageLightning.json
index 2ff9ca6473..94afd10d6b 100644
--- a/Diagnostics/UnfinishedBusinessBlueprints/SpellDefinition/SpellPowerGiftOfTheChromaticDragonDamageLightning.json
+++ b/Diagnostics/UnfinishedBusinessBlueprints/SpellDefinition/SpellPowerGiftOfTheChromaticDragonDamageLightning.json
@@ -167,7 +167,7 @@
"$type": "GuiPresentation, Assembly-CSharp",
"hidden": true,
"title": "Lightning Infusion",
- "description": "As a bonus action, you can touch a simple or martial weapon and infuse it with Lightning damage. For the next minute, the weapon deals an extra 1d4 Lightning damage when it hits. After you use this bonus action, you can’t do so again until you finish a long rest.",
+ "description": "As a bonus action, you can touch a simple or martial weapon and infuse it with Lightning damage. For the next minute, the weapon deals an extra 1d4 Lightning damage when it hits. After you use this bonus action, you can't do so again until you finish a long rest.",
"spriteReference": {
"$type": "UnityEngine.AddressableAssets.AssetReferenceSprite, Unity.Addressables",
"m_AssetGUID": "",
diff --git a/Diagnostics/UnfinishedBusinessBlueprints/SpellDefinition/SpellPowerGiftOfTheChromaticDragonDamagePoison.json b/Diagnostics/UnfinishedBusinessBlueprints/SpellDefinition/SpellPowerGiftOfTheChromaticDragonDamagePoison.json
index 7d19eea203..e11effefa3 100644
--- a/Diagnostics/UnfinishedBusinessBlueprints/SpellDefinition/SpellPowerGiftOfTheChromaticDragonDamagePoison.json
+++ b/Diagnostics/UnfinishedBusinessBlueprints/SpellDefinition/SpellPowerGiftOfTheChromaticDragonDamagePoison.json
@@ -167,7 +167,7 @@
"$type": "GuiPresentation, Assembly-CSharp",
"hidden": true,
"title": "Poison Infusion",
- "description": "As a bonus action, you can touch a simple or martial weapon and infuse it with Poison damage. For the next minute, the weapon deals an extra 1d4 Poison damage when it hits. After you use this bonus action, you can’t do so again until you finish a long rest.",
+ "description": "As a bonus action, you can touch a simple or martial weapon and infuse it with Poison damage. For the next minute, the weapon deals an extra 1d4 Poison damage when it hits. After you use this bonus action, you can't do so again until you finish a long rest.",
"spriteReference": {
"$type": "UnityEngine.AddressableAssets.AssetReferenceSprite, Unity.Addressables",
"m_AssetGUID": "",
diff --git a/Diagnostics/UnfinishedBusinessBlueprints/SpellDefinition/SpellPowerRangerWildMasterBeastCompanionPool.json b/Diagnostics/UnfinishedBusinessBlueprints/SpellDefinition/SpellPowerRangerWildMasterBeastCompanionPool.json
index 9233e597c8..420938d286 100644
--- a/Diagnostics/UnfinishedBusinessBlueprints/SpellDefinition/SpellPowerRangerWildMasterBeastCompanionPool.json
+++ b/Diagnostics/UnfinishedBusinessBlueprints/SpellDefinition/SpellPowerRangerWildMasterBeastCompanionPool.json
@@ -174,8 +174,8 @@
"description": "Feature/&PowerRangerWildMasterBeastCompanionPoolDescription",
"spriteReference": {
"$type": "UnityEngine.AddressableAssets.AssetReferenceSprite, Unity.Addressables",
- "m_AssetGUID": "f0c21bbf7b2430746a0e97ee7740ea79",
- "m_SubObjectName": "KindredSpiritWolf",
+ "m_AssetGUID": "957eec7a8104a44469ea221963733af8",
+ "m_SubObjectName": "WildShape",
"m_SubObjectType": "UnityEngine.Sprite, UnityEngine.CoreModule, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null"
},
"color": {
diff --git a/Diagnostics/UnfinishedBusinessBlueprints/SpellDefinition/SpellPowerRangerWildMasterSummonBeastCompanionKindredSpiritBear.json b/Diagnostics/UnfinishedBusinessBlueprints/SpellDefinition/SpellPowerRangerWildMasterSummonBeastCompanionKindredSpiritBear.json
index 64acd4dd7f..64576fbb37 100644
--- a/Diagnostics/UnfinishedBusinessBlueprints/SpellDefinition/SpellPowerRangerWildMasterSummonBeastCompanionKindredSpiritBear.json
+++ b/Diagnostics/UnfinishedBusinessBlueprints/SpellDefinition/SpellPowerRangerWildMasterSummonBeastCompanionKindredSpiritBear.json
@@ -166,8 +166,8 @@
"guiPresentation": {
"$type": "GuiPresentation, Assembly-CSharp",
"hidden": true,
- "title": "Summon Spirit Bear",
- "description": "A Spirit Bear bonded to a Ranger.",
+ "title": "Summon Black Bear",
+ "description": "A Black Bear bonded to a Ranger.",
"spriteReference": {
"$type": "UnityEngine.AddressableAssets.AssetReferenceSprite, Unity.Addressables",
"m_AssetGUID": "943d38399cb94af4db6e5fbcf3d55efa",
diff --git a/Diagnostics/UnfinishedBusinessBlueprints/SpellDefinition/SpellPowerRangerWildMasterSummonBeastCompanionKindredSpiritEagle.json b/Diagnostics/UnfinishedBusinessBlueprints/SpellDefinition/SpellPowerRangerWildMasterSummonBeastCompanionKindredSpiritEagle.json
index 1bb417aa78..d657bb89ef 100644
--- a/Diagnostics/UnfinishedBusinessBlueprints/SpellDefinition/SpellPowerRangerWildMasterSummonBeastCompanionKindredSpiritEagle.json
+++ b/Diagnostics/UnfinishedBusinessBlueprints/SpellDefinition/SpellPowerRangerWildMasterSummonBeastCompanionKindredSpiritEagle.json
@@ -166,8 +166,8 @@
"guiPresentation": {
"$type": "GuiPresentation, Assembly-CSharp",
"hidden": true,
- "title": "Summon Spirit Eagle",
- "description": "A Spirit Eagle bonded to a Ranger.",
+ "title": "Summon Badlands Eagle",
+ "description": "A Badlands Eagle bonded to a Ranger.",
"spriteReference": {
"$type": "UnityEngine.AddressableAssets.AssetReferenceSprite, Unity.Addressables",
"m_AssetGUID": "d802c8670a28fe544abd53ce549a07b1",
diff --git a/Diagnostics/UnfinishedBusinessBlueprints/SpellDefinition/SpellPowerRangerWildMasterSummonBeastCompanionKindredSpiritWolf.json b/Diagnostics/UnfinishedBusinessBlueprints/SpellDefinition/SpellPowerRangerWildMasterSummonBeastCompanionKindredSpiritWolf.json
index 4f5a10b778..6a8cb78949 100644
--- a/Diagnostics/UnfinishedBusinessBlueprints/SpellDefinition/SpellPowerRangerWildMasterSummonBeastCompanionKindredSpiritWolf.json
+++ b/Diagnostics/UnfinishedBusinessBlueprints/SpellDefinition/SpellPowerRangerWildMasterSummonBeastCompanionKindredSpiritWolf.json
@@ -166,8 +166,8 @@
"guiPresentation": {
"$type": "GuiPresentation, Assembly-CSharp",
"hidden": true,
- "title": "Summon Spirit Wolf",
- "description": "A Spirit Wolf bonded to a Ranger.",
+ "title": "Summon Grayback Wolf",
+ "description": "A Grayback Wolf bonded to a Ranger.",
"spriteReference": {
"$type": "UnityEngine.AddressableAssets.AssetReferenceSprite, Unity.Addressables",
"m_AssetGUID": "f0c21bbf7b2430746a0e97ee7740ea79",
diff --git a/Diagnostics/UnfinishedBusinessBlueprints/SpellDefinition/SunlightBlade.json b/Diagnostics/UnfinishedBusinessBlueprints/SpellDefinition/SunlightBlade.json
index 0c05cc6185..c13ddee1d1 100644
--- a/Diagnostics/UnfinishedBusinessBlueprints/SpellDefinition/SunlightBlade.json
+++ b/Diagnostics/UnfinishedBusinessBlueprints/SpellDefinition/SunlightBlade.json
@@ -14,8 +14,8 @@
"requiresConcentration": false,
"effectDescription": {
"$type": "EffectDescription, Assembly-CSharp",
- "rangeType": "Touch",
- "rangeParameter": 0,
+ "rangeType": "Distance",
+ "rangeParameter": 6,
"halfDamageOnAMiss": false,
"hitAffinitiesByTargetTag": [],
"targetType": "IndividualsUnique",
diff --git a/Documentation/UnfinishedBusinessFeats.md b/Documentation/UnfinishedBusinessFeats.md
index 31b633a813..80702c7454 100644
--- a/Documentation/UnfinishedBusinessFeats.md
+++ b/Documentation/UnfinishedBusinessFeats.md
@@ -3,471 +3,508 @@
Increase one of your mental attributes by 1, to a maximum of 20.
You gain the ability to cast the shield of faith, protect vs evil & good, and protection from poison spells once per long rest and you can cast these spells with your spell slots.
-# 2. - Always Ready
+# 2. - *Alert* ©
+
+Always on the lookout for danger, you gain the following benefits:
+• You can't be surprised while you are conscious.
+• You gain a +5 bonus to initiative.
+• Other creatures don't gain advantage on attack rolls against you as a result of not being perceived by you.
+
+# 3. - Always Ready
You automatically ready a melee or unarmed attack at the end of your turn if you took the attack action and missed any melee or unarmed attack hit.
-# 3. - Apothecary
+# 4. - Apothecary
Increase one of your mental attributes by 1, to a maximum of 20.
You gain proficiency with herbalism kit and medicine, or expertise if already proficient.
-# 4. - Arcane Archer Adept
+# 5. - Arcane Archer Adept
You have arcane magic and bow training that allows you to perform special combat maneuvers.
-# 5. - Arcane Defense
+# 6. - Arcane Defense
Increase your Intelligence by 1, to a maximum of 20.
While you are not wearing any armor or shield, your armor class is equal to 10 + your Dexterity modifier + your Intelligence modifier.
-# 6. - Arcane Precision
+# 7. - Arcane Precision
Increase your Intelligence by 1, to a maximum of 20.
You can use a bonus action to select a weapon. Its attacks count as magical and you use your Intelligence for your attack and damage rolls for 1 minute. This feature can be used proficiency bonus times per long rest.
-# 7. - Astral Reach
+# 8. - Astral Reach
Increase your Wisdom by 1, to a maximum of 20.
When you make an unarmed strike on your turn, your reach for it is 10 ft. Other creatures provoke an opportunity attack from you when they enter the reach you have with unarmed.
-# 8. - Awaken the Beast
+# 9. - Awaken the Beast
Increase any ability score by 1, to a maximum of 20. Whenever you use your Wild Shape ability to transform into a beast, you gain temporary hit points equal to twice your druid level.
-# 9. - *Blade Mastery* ©
+# 10. - *Blade Mastery* ©
You master the dagger, shortsword, longsword, scimitar, rapier, and greatsword. You gain a +1 bonus to attack rolls you make with the weapon, and a +1 bonus to your AC while you're wielding any of them. When you make an opportunity attack with the weapon, you have advantage on the attack roll.
-# 10. - Blessed Soul
+# 11. - Blessed Soul
-Your use of divine magic has left a spiritual mark on your soul, allowing you to express your faith more frequently. Increase your Charisma or Wisdom score by 1, to a maximum of 20. You gain one additional Channel Divinity usage between rests.
+Your use of divine magic has left a spiritual mark on your soul, allowing you to express your faith more frequently. Increase your Charisma or Wisdom by 1, to a maximum of 20. You gain one additional Channel Divinity usage between rests.
-# 11. - Bow Mastery
+# 12. - Bow Mastery
Your expert training with bows grants you these benefits:
• You gain a +1 bonus to damage rolls you make with shortbow and longbow.
• When you use the Attack action with a shortbow on your turn, you can make one ranged weapon attack as a bonus action, adding your attribute modifier to damage.
• You can use Strength instead of Dexterity on attack and damage rolls you make with a longbow.
-# 12. - Call for Charge
+# 13. - Call for Charge
You may use your bonus action to call for a charge. When you do, until the start of your next turn, you and your allies speed increase by 15 ft, and each one have advantage on their first attack roll. You can use this power a number of times per long rest equal to your Charisma modifier.
-# 13. - Celestial Touched
+# 14. - Celestial Touched
Increase one of your mental attributes by 1, to a maximum of 20.
You gain the ability to cast the healing word, cure wounds and lesser restoration spells once per long rest and you can cast these spells with your spell slots.
-# 14. - Charismatic Defense
+# 15. - *Charger* ©
+
+You have trained to charge headlong into battle, gaining the following benefits:
+• Whenever you take Dash action, you can use your bonus action to make one melee attack.
+• If you move at least 10 feet in a straight line immediately before hitting with a melee weapon or unarmed attack on your turn, choose one of the following effects: gain a +1d8 bonus to the attack's damage roll, or push the target up to 10 feet, provided the target you want to push is of Large size or smaller. You can use this benefit only once on each of your turns.
+
+# 16. - Charismatic Defense
Increase your Charisma by 1, to a maximum of 20.
While you are not wearing any armor or shield, your armor class is equal to 10 + your Dexterity modifier + your Charisma modifier.
-# 15. - Charismatic Precision
+# 17. - Charismatic Precision
Increase your Charisma by 1, to a maximum of 20.
You can use a bonus action to select a weapon. Its attacks count as magical and you use your Charisma for your attack and damage rolls for 1 minute. This feature can be used proficiency bonus times per long rest.
-# 16. - Close Quarters
+# 18. - *Chef* ©
+
+Increase your Wisdom or Constitution by 1, to a maximum of 20.
+You can spend 1 hour to cook a meal to heal you and your companions for 1d8 HP.
+Once a day, you may spend an hour to cook a number of treats equal to your proficiency bonus that provide 5 temporary HP when eaten.
+
+# 19. - Close Quarters
You are experienced with fighting in close quarters and gain the following benefits:
• Your Dexterity or Intelligence increases by 1, to a maximum of 20.
• When you deal sneak attack damage with melee weapon attacks while within 5 feet of your target, your sneak dice become d8 instead of d6. This feature also extends to classes that can deal sneak attacks with melee spell attacks, and rogue features that scale off of sneak dice.
-# 17. - *Crossbow Expert* ©
+# 20. - *Crossbow Expert* ©
Your expert training with ranged weapons grants you these benefits:
• Attacks at melee range don't impose disadvantage.
• If you take the attack action on your turn, you can make one one-handed ranged bonus attack adding your attribute modifier to damage.
-# 18. - Crossbow Mastery
+# 21. - Crossbow Mastery
Your expert training with crossbows grants you these benefits:
• You gain a +1 bonus to damage rolls you make with heavy, light and hand crossbows.
• When you use the Attack action with a light or hand crossbow on your turn, you can make one ranged weapon attack as a bonus action, adding your attribute modifier to damage.
• You can use Strength instead of Dexterity on attack and damage rolls you make with a heavy crossbow.
-# 19. - *Crusher* ©
+# 22. - *Crusher* ©
Increase your Strength or Constitution by 1, to a maximum of 20.
When you hit a creature with an attack that deals bludgeoning damage, once per turn you push the enemy by 5ft. When you score a critical hit attack rolls against that creature are made with advantage until the start of your next turn.
-# 20. - Cunning Escape
+# 23. - Cunning Escape
Whenever you use the Dash action as a bonus action, your movement doesn't provoke opportunity attacks for the rest of the turn.
-# 21. - *Defensive Duelist* ©
+# 24. - *Defensive Duelist* ©
When you are wielding a finesse weapon with which you are proficient and another creature hits you with a melee attack, you can use your reaction to add your proficiency bonus to your AC for that attack, potentially causing the attack to miss you.
-# 22. - Devastating Strikes
+# 25. - Devastating Strikes
Your attacks with great swords, great axes and mauls are especially deadly, and you gain the following benefits when using any of them:
• Your attacks with the weapon deal extra damage equal to your proficiency bonus.
• Whenever you land a critical hit, you roll an additional weapon die and ignore target creature's resistances for that attack.
-# 23. - *Dragon Wings* ©
+# 26. - *Dragon Wings* ©
You sprout draconic wings. You gain the ability to fly for a limited time if you aren't wearing heavy armor.
-# 24. - Dual Flurry
+# 27. - Dual Flurry
You are a master of fighting with paired weapons. On any turn where you hit twice with melee attacks while wielding a weapon in each hand, you may make an additional off-hand attack when attacking with your bonus action.
-# 25. - *Dual Wielder* ©
+# 28. - *Dual Wielder* ©
You master fighting with two weapons, gaining the following benefits:
• You gain a +1 bonus to AC while you are wielding a separate melee weapon in each hand.
• You can use two-weapon fighting even when the one handed melee weapons you are wielding aren't light.
-# 26. - *Eldritch Adept* ©
+# 29. - *Dwarven Fortitude* ©
+
+You have the blood of dwarf heroes flowing through your veins. You gain the following benefits:
+• Increase your Constitution score by 1, to a maximum of 20.
+• Whenever you take the Dodge action in combat, you can spend one Hit Die to heal yourself. Roll the die, add your Constitution modifier, and regain a number of hit points equal to the total (minimum of 1).
+
+# 30. - *Eldritch Adept* ©
You learn one Eldritch Invocation option of your choice from the warlock class. If the invocation has a prerequisite, you can choose that invocation only if you're a warlock and only if you meet the prerequisite. Whenever you gain a level, you can replace the invocation with another one from the warlock class.
-# 27. - *Elemental Adept* ©
+# 31. - *Elemental Adept* ©
When you gain this feat, choose one of the following damage types: acid, cold, fire, lightning, or thunder. Spells you cast ignore resistance to damage of the chosen type. In addition, when you roll damage for a spell you cast that deals damage of that type, you can reroll any 1s.
-# 28. - Elemental Master
+# 32. - Elemental Master
When you gain this feat, choose one of the following damage types: acid, cold, fire, lightning, or thunder. Spells you cast ignore immunity to damage of the chosen type. In addition, when you roll attack for a spell you cast that deals damage of that type, you can reroll any 1s.
-# 29. - Elemental Touch
-
-The first time each turn that you deal damage with an unarmed attack or weapon, you deal additional elemental damage equal to your proficiency bonus.
-
-# 30. - *Elven Accuracy* ©
+# 33. - *Elven Accuracy* ©
You have uncanny aim with attacks that rely on precision rather than brute force. Increase your Dexterity or one of your mental attributes by 1, to a maximum of 20. Whenever you have advantage on an attack roll using Dexterity, Intelligence, Wisdom, or Charisma, you can reroll one of the dice once.
-# 31. - Expand the Hunt
+# 34. - Expand the Hunt
-Increase your Wisdom score by 1, to a maximum of 20. You can choose one additional favored enemy, language and terrain type.
+Increase your Wisdom by 1, to a maximum of 20. You can choose one additional favored enemy, language and terrain type.
-# 32. - Exploiter
+# 35. - Exploiter
You are constantly aware of the battlefield around you, honing this awareness into lethal prowess. When a creature within reach of your melee weapon takes damage from an attack that originated from a creature other than yourself, you may use your reaction to make a melee weapon attack against the damaged creature.
-# 33. - *Fade Away* ©
+# 36. - *Fade Away* ©
-You have learned a magical trick for fading away when you suffer harm. Increase your Dexterity or Intelligence score by 1, to a maximum of 20. Immediately after you take damage, you can use a reaction to magically become invisible until the end of your next turn or until you attack, deal damage, or force someone to make a saving throw. Once you use this ability, you can't do so again until you finish a short or long rest.
+You have learned a magical trick for fading away when you suffer harm. Increase your Dexterity or Intelligence by 1, to a maximum of 20. Immediately after you take damage, you can use a reaction to magically become invisible until the end of your next turn or until you attack, deal damage, or force someone to make a saving throw. Once you use this ability, you can't do so again until you finish a short or long rest.
-# 34. - *Fell Handed* ©
+# 37. - *Fell Handed* ©
You master the handaxe, battleaxe, greataxe, warhammer and maul. You gain the following benefits when using any of them:
• A +1 bonus to attack rolls you make with the weapon.
• Whenever you have advantage on a melee attack roll and hit, you knock the target prone if the lower of the two d20 rolls would also hit the target.
• Whenever you have disadvantage on a melee attack roll and miss, the target takes bludgeoning damage equal to your Strength modifier if higher of the two d20 rolls would hit the target.
-# 35. - Fencer
+# 38. - Fencer
If you take the Attack action on your turn while holding a melee one-handed or versatile weapon and no other weapon or shield, you can use a bonus action to attack with the weapon you are holding, adding your attribute modifier to the damage dealt.
-# 36. - *Fey Teleportation* ©
+# 39. - *Fey Teleportation* ©
Increase one of your mental attributes by 1, to a maximum of 20.
You can use misty step once per short rest, and you can cast this spell with your spell slots.
You gain proficiency in Tirmarian.
-# 37. - *Fighting Initiate* ©
+# 40. - *Fighting Initiate* ©
-Archery, Defense, Dueling, Great Weapon Fighting, Protection, Two Weapon Fighting
+Archery, Blind Fighting, Classical Swordplay, Crippling, Defense, Dueling, Executioner, Great Weapon Fighting, Interception, Lunger, Merciless, Protection, Pugilist, Rope it Up, Shield Expert, Superior Technique, Torchbearer, Two Weapon Fighting
-# 38. - Flame Touched
+# 41. - Flame Touched
Increase one of your mental attributes by 1, to a maximum of 20.
You gain the ability to cast the burning hands and scorching ray spells once per long rest and you can cast these and hellish rebuke with your spell slots.
-# 39. - Frost Adaptation
+# 42. - *Flames of Phlegethos* ©
+
+You learn to call on hellfire to serve your commands. You gain the following benefits:
+• Increase your Intelligence or Charisma by 1, to a maximum of 20.
+• When you roll fire damage for a spell you cast, you can reroll any roll of 1 on the fire damage dice, but you must use the new roll, even if it is another 1.
+• Whenever you use a power or spell that deals fire damage, you can cause flames to wreathe you until the end of your next turn. The flames don't harm you or your possessions, and they shed bright light out to 30 feet and dim light for an additional 30 feet. While the flames are present, any creature within 5 feet of you that hits you with a melee attack takes 1d4 fire damage.
+
+# 43. - Frost Adaptation
Increase your Constitution by 1, to a maximum of 20.
You have resistance to Cold damage.
You are immune to the effects of moderately cold weather.
You are also Chilled instead of Frozen in extremely cold weather.
-# 40. - *Gift of the Chromatic Dragon* ©
+# 44. - *Gift of the Chromatic Dragon* ©
You've manifested some of the power of chromatic dragons, granting you the following benefits:
-• Chromatic Infusion: As a bonus action, you can touch a simple or martial weapon and infuse it with one of the following damage types: acid, cold, fire, lightning, or poison. For the next minute, the weapon deals an extra 1d4 damage of the chosen type when it hits. After you use this bonus action, you can’t do so again until you finish a long rest.
+• Chromatic Infusion: As a bonus action, you can touch a simple or martial weapon and infuse it with one of the following damage types: acid, cold, fire, lightning, or poison. For the next minute, the weapon deals an extra 1d4 damage of the chosen type when it hits. After you use this bonus action, you can't do so again until you finish a long rest.
• Reactive Resistance: When you take acid, cold, fire, lightning, or poison damage, you can use your reaction to give yourself resistance to that instance of damage until the end of its turn. You can use this reaction a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.
-# 41. - *Great Weapon Master* ©
+# 45. - *Great Weapon Master* ©
You've learned to put the weight of a weapon to your advantage, letting its momentum empower your strikes:
• On your turn, when you score a critical hit with a melee weapon or reduce a creature to 0 hit points with one, you can make one melee weapon attack as a bonus action.
• Before you make a melee attack with a heavy weapon that you are proficient with, you can choose to take a -5 penalty to your to hit in order to do additional +10 damage.
-# 42. - Hammer the Point
+# 46. - Hammer the Point
You know how to focus and concentrate on the same spot. After you make an attack roll against a target, get a +1 to attack and damage rolls against this target until the end of you turn [stacks].
-# 43. - Hardy
+# 47. - Hardy
-Increase your Strength or Constitution score by 1, to a maximum of 20. Whenever you use your second wind feature, you gain 1D10 + your class level temporary hit points.
+Increase your Strength or Constitution by 1, to a maximum of 20. Whenever you use your second wind feature, you gain 1D10 + your class level temporary hit points.
-# 44. - *Healer* ©
+# 48. - *Healer* ©
You gain proficiency or expertise in Medicine checks. You gain the ability to stabilize a dying creature once per long rest. You can use an action to restore 1d6 + 4 + character level hit points a number of times per long rest equal to your Wisdom modifier.
-# 45. - *Heavy Armor Master* ©
+# 49. - *Heavy Armor Master* ©
-You can use your armor to deflect strikes that would kill others. Increase your Strength score by 1, to a maximum of 20. While you are wearing heavy armor, bludgeoning, piercing, and slashing damage that you take from attacks is reduced by 3.
+You can use your armor to deflect strikes that would kill others. Increase your Strength by 1, to a maximum of 20. While you are wearing heavy armor, bludgeoning, piercing, and slashing damage that you take from attacks is reduced by 3.
-# 46. - Improved Critical
+# 50. - Improved Critical
Your critical threshold is lowered by 1.
-# 47. - *Infernal Constitution* ©
+# 51. - *Infernal Constitution* ©
Fiendish blood runs strong in you, unlocking a resilience akin to that possessed by some fiends. You gain the following benefits:
-• Increase your Constitution score by 1, to a maximum of 20.
+• Increase your Constitution by 1, to a maximum of 20.
• You have resistance to cold and poison damage.
• You have advantage on saving throws against being poisoned.
-# 48. - Infusion Adept
+# 52. - Infusion Adept
You have studied the art of infusing magic into mundane objects to create temporary magical items, granting you two level 2 or below infusions of your choice from the Artificer class.
-# 49. - *Inspiring Leader* ©
+# 53. - *Inspiring Leader* ©
You can spend 10 minutes to inspire all friendly creatures, including you, within 30 ft of you. Each creature gains temporary hit points equal to your level + your Charisma modifier.
-# 50. - Iridescent Touched
+# 54. - Iridescent Touched
Increase one of your mental attributes by 1, to a maximum of 20.
You gain the ability to cast the color spray, faerie fire and color burst spells once per long rest and you can cast these spells with your spell slots.
-# 51. - Longsword Finesse
+# 55. - Longsword Finesse
You are descended from a master of the longsword, and some of that mastery has passed on to you. You gain the following benefits:
-• Increase your Dexterity score by 1, to a maximum of 20.
+• Increase your Dexterity by 1, to a maximum of 20.
• While you are holding a longsword, you gain a +1 bonus to armor class.
• Longsword has the finesse property when you wield it.
-# 52. - *Magic Initiate* ©
+# 56. - *Magic Initiate* ©
Choose a class: bard, cleric, druid, sorcerer, warlock, or wizard. You learn two cantrips of your choice from that class's spell list. In addition, choose one 1st-level spell to learn from that same list. Using this feat, you can cast the spell once at its lowest level, and you must finish a long rest before you can cast it in this way again.
-# 53. - *Martial Adept* ©
+# 57. - *Martial Adept* ©
You have martial training that allows you to perform special combat techniques called maneuvers:
• You learn two maneuvers of your choice from the Battle Master subclass. The Maneuver DC of these maneuvers is 8 + proficiency bonus + Strength or Dexterity modifier, whichever is higher.
• You gain 1 Superiority Die. The die is a d6 and it doesn't increase in size if you are not a Battle Master. This die is used to fuel your maneuvers. It is expended when you use it, and is regained when you finish a short or long rest.
-# 54. - *Medium Armor Master* ©
+# 58. - *Medium Armor Master* ©
You have practiced moving in medium armor to gain the following benefits:
• Wearing medium armor doesn't impose disadvantage on your Dexterity (Stealth) checks.
• When you wear medium armor, you can add 3, rather than 2, to your AC if you have a Dexterity of 16 or higher.
-# 55. - *Metamagic Adept* ©
+# 59. - *Metamagic Adept* ©
You learn two metamagic options of your choice from the sorcerer class and gain half your proficiency bonus rounded up in sorcery points to spend on it.
-# 56. - *Mobile* ©
+# 60. - *Mobile* ©
You are exceptionally speedy and agile. Your speed increases by 10 ft and you are immune to difficult terrain when dashing. When you make a melee attack against a creature you are immune to attack of opportunity from the creature unless it has immunity to that.
-# 57. - *Moderately Armored* ©
+# 61. - *Moderately Armored* ©
Increase your Strength or Dexterity by 1, to a maximum of 20.
You gain proficiency with medium armor and shields.
-# 58. - Monastic Shield Training
+# 62. - Monastic Shield Training
You gain Shield proficiency, and they don't stop you from making unarmed attacks with that hand. In addition, all your monk abilities work even when wielding a Shield.
-# 59. - Monk Initiate
+# 63. - Monk Initiate
You have learned some of the ways of the monk. You gain Ki points equals to your proficiency bonus, which you can spend to use Flurry of Blows, Patient Defense, or Step of the Wind.
-# 60. - Natural Fluidity
+# 64. - Natural Fluidity
You may use a WildShape form to restore a spent spell slot, up to the maximum of a 3rd level spell slot. Alternatively, you may spend a 3rd level or higher spell slot to regain up to 2 WildShape forms. You can use it once per long rest.
-# 61. - Old Tactics
+# 65. - Old Tactics
+
+Increase your Strength or Dexterity by 1. Once per round, when a prone enemy within range of your melee weapon stands up you may make an attack of opportunity against the target.
+
+# 66. - *Orcish Fury* ©
-Increase your Strength or Dexterity score by 1. Once per round, when a prone enemy within range of your melee weapon stands up you may make an attack of opportunity against the target.
+Your fury burns tirelessly. You gain the following benefits:
+• Increase your Strength or Constitution by 1, up to a maximum of 20.
+• When you hit with an attack made with a simple or martial weapon, you can roll one of the weapon's damage dice an additional time and add it as extra damage of the weapon's damage type. Once you use this ability, you can't use it again until you finish a short or long rest.
+• Immediately after you use your Relentless Endurance trait, you can use your reaction to make one weapon attack.
-# 62. - Peregrination Touched
+# 67. - Peregrination Touched
Increase one of your mental attributes by 1, to a maximum of 20.
You gain the ability to cast the long strider, expeditious retreat, and spider climb spells once per long rest and you can cast these spells with your spell slots.
-# 63. - Pickpocket
+# 68. - Pickpocket
You gain proficiency with Sleight of Hand, or expertise if already proficient. You also have advantage on Sleight of Hand Dexterity checks.
-# 64. - *Piercer* ©
+# 69. - *Piercer* ©
Increase your Strength or Dexterity by 1, to a maximum of 20.
When you hit a creature with an attack that deals piercing damage, you can re-roll dice when you roll a 1 and you must use the new roll. When you score a critical hit you can roll one additional damage die when determining the extra piercing damage the target takes.
-# 65. - *Poisoner* ©
+# 70. - *Poisoner* ©
You have a profound understanding on how to manipulate poisons:
• You gain proficiency with the poisoner's kit, or expertise if already proficient.
• You gain the ability to apply a poison to your weapon as a bonus action.
• When you make a damage roll, you ignore resistance to poison damage.
-# 66. - Poisonous Skin
+# 71. - Poisonous Skin
Any creature that hits you in melee or is hit by your unarmed attack, shoves you or is shoved by you needs to succeed on Constitution saving throw (DC 8 + your proficiency bonus + your Constitution modifier) or become Poisoned for 1 minute.
-# 67. - *Polearm Master* ©
+# 72. - *Polearm Master* ©
Your expert training with a polearm grants you these benefits:
• When you take the Attack action and attack with only a polearm weapon, you can use a bonus action to make a melee attack with the opposite end of the weapon. This attack uses the same ability modifier as the primary attack and deals 1d4 bludgeoning damage.
• Other creatures provoke an opportunity attack from you when they enter the reach you have with wielding a polearm weapon.
-# 68. - Potent Spellcaster
+# 73. - Potent Spellcaster
You can add your spellcaster attribute modifier to the damage you deal with any cantrip in your repertoire.
-# 69. - Power Attack
+# 74. - Power Attack
You have learned to trade accuracy to land deadlier blows. When attacking unarmed or with melee weapons, you can choose to take a -3 penalty to your to hit in order to do additional damage equal to 3 + your proficiency bonus.
-# 70. - Precision Focused
+# 75. - Precision Focused
Increase one of your mental attributes by 1, to a maximum of 20.
You can use a bonus action to make weapon attacks count as magical and use selected mental attribute for attack and damage rolls for 1 minute. This feature can be used proficiency bonus times per long rest.
-# 71. - Primal Rage
+# 76. - Primal Rage
-Increase your Strength or Constitution score by 1, to a maximum of 20. You gain one additional Rage usage between rests.
+Increase your Strength or Constitution by 1, to a maximum of 20. You gain one additional Rage usage between rests.
-# 72. - Reckless Attack
+# 77. - Reckless Attack
Before you make your first attack on your turn, you can decide to attack recklessly. Doing so gives you advantage on melee weapon attack rolls using Strength during this turn, but attack rolls against you have advantage until your next turn.
-# 73. - Retinue Touched
+# 78. - Retinue Touched
Increase one of your mental attributes by 1, to a maximum of 20.
You gain the ability to cast the bless, heroism and enhance ability spells once per long rest and you can cast these spells with your spell slots.
-# 74. - *Revenant Blade* ©
+# 79. - *Revenant Blade* ©
You are descended from a master of the great sword, and some of that mastery has passed on to you. You gain the following benefits:
-• Increase your Dexterity or Strength score by 1, to a maximum of 20.
+• Increase your Dexterity or Strength by 1, to a maximum of 20.
• While you are holding a great sword, you gain a +1 bonus to armor class.
• Great sword has the finesse property when you wield it.
-# 75. - *Savage Attack* ©
+# 80. - *Savage Attack* ©
Reroll weapon and spell damage dice when you roll a 1 (Not all damage sources re-roll dice. For example, sneak attack and smite damage are not re-rolled).
-# 76. - Scriber
+# 81. - Scriber
Increase your Intelligence by 1, to a maximum of 20.
You gain proficiency with scroll kit and Arcana, or expertise if already proficient.
-# 77. - *Second Chance* ©
+# 82. - *Second Chance* ©
-Increase your Dexterity, Constitution, or Charisma score by 1, to a maximum of 20. When a creature you can see hits you with an attack roll, you can use your reaction to force that creature to reroll. Once you use this ability, you can't use it again until you roll initiative at the start of combat or until you finish a short or long rest.
+Increase your Dexterity, Constitution, or Charisma by 1, to a maximum of 20. When a creature you can see hits you with an attack roll, you can use your reaction to force that creature to reroll. Once you use this ability, you can't use it again until you roll initiative at the start of combat or until you finish a short or long rest.
-# 78. - *Sentinel* ©
+# 83. - *Sentinel* ©
You have mastered techniques to take advantage of every drop in any enemy's guard:
• When you hit a creature with an opportunity attack, the creature's speed becomes 0 for the rest of the turn.
• Creatures provoke opportunity attacks from you even if they take the Disengage action before leaving your reach.
• You can use your reaction to make a melee weapon attack against the attacking creature when a creature makes an attack against a target other than you.
-# 79. - *Shadow Touched* ©
+# 84. - *Shadow Touched* ©
Increase one of your mental attributes by 1, to a maximum of 20.
You gain the ability to cast the invisibility, inflict wounds, and false life spells once per long rest and you can cast these spells with your spell slots.
-# 80. - *Sharpshooter* ©
+# 85. - *Sharpshooter* ©
You have learned to trade accuracy to land deadlier shots:
• When attacking with a ranged weapon, you can choose to take a -5 penalty to your to hit in order to do additional +10 damage.
• Attacks at long range don't impose disadvantage and ranged weapon attack ignores half cover and three-quarters cover.
-# 81. - *Shield Master* ©
+# 86. - *Shield Master* ©
You use shields not just for protection but also for offense. You gain the following benefits while you are wielding a shield:
• If you take the Attack action on your turn, you can use a bonus action to try to shove a creature within 5 feet of you with your shield.
• If you aren't incapacitated, gain +2 bonus to all Dexterity saving throws you make.
• Whenever a damaging spell forces you to roll a Dexterity saving throw, you can use your reaction to halve any damage taken.
-# 82. - *Slasher* ©
+# 87. - *Slasher* ©
Increase your Strength or Dexterity by 1, to a maximum of 20.
When you hit a creature with an attack that deals slashing damage, you can reduce the speed of the target by 10 ft until the start of your next turn. When you score a critical hit you grievously wound it. Until the start of your next turn, the target has disadvantage on all attack rolls.
-# 83. - Slay thy Enemies
+# 88. - Slay thy Enemies
You can use your bonus action and consume one ranger spell slot to focus your hunting knowledge against your enemies. You have a bonus to attack and damage rolls equal to the spell slot level used up to a maximum of 3. Against favored enemies you gain advantage on attack rolls instead pf attack roll bonus. This effect lasts for 2 rounds, plus 1 round per slot level used.
-# 84. - *Spear Mastery* ©
+# 89. - *Spear Mastery* ©
Though the spear is a simple weapon to learn, it rewards you for the time you have taken to master it:
• You gain a +1 bonus to attack rolls you make with a spear and its damage die changes from a d6 to a d8, and from a d8 to a d10 when wielded with two hands.
• As a bonus action you can brace your spear to intercept approaching enemies. You can use reaction to perform attack of opportunity with a spear on enemy that enters your reach and deal extra die of damage if that attack hits.
• As a bonus action, you can increase your reach with a spear by 5 ft for the rest of your turn.
-# 85. - *Spell Sniper* ©
+# 90. - *Spell Sniper* ©
You learn one cantrip that requires an attack roll. Choose the cantrip from the bard, cleric, druid, sorcerer, warlock, or wizard spell list. When you cast a spell that requires you to make an attack roll, the spell's range is doubled. Your ranged spell attacks ignore half cover and three-quarters cover.
-# 86. - Spiritual Fluidity
+# 91. - Spiritual Fluidity
You may use a Channel Divinity usage to restore a spent spell slot, up to the maximum of a 3rd level spell slot. Alternatively, you may spend a 3rd level or higher spell slot to regain up to 3 Channel Divinity usages. You can use it once per long rest.
-# 87. - *Squat Nimbleness* ©
+# 92. - *Squat Nimbleness* ©
-You are uncommonly nimble for your race. Increase your Strength or Dexterity score by 1, to a maximum of 20. Increase your walking speed by 5 ft. You gain proficiency or expertise in the Athletics skill if Strength is increased or Acrobatics skill if Dexterity is increased.
+You are uncommonly nimble for your race. Increase your Strength or Dexterity by 1, to a maximum of 20. Increase your walking speed by 5 ft. You gain proficiency or expertise in the Athletics skill if Strength is increased or Acrobatics skill if Dexterity is increased.
-# 88. - Superior Critical
+# 93. - Superior Critical
Your critical threshold is lowered by 1.
-# 89. - *Telekinetic* ©
+# 94. - *Telekinetic* ©
Increase one of your mental attributes by 1, to a maximum of 20.
As a bonus action during combat, you can telekinetically move one creature you can see within 30 ft of you. The target must succeed on a Strength saving throw (DC 8 + your proficiency bonus + your chosen attributes modifier) or be moved 5 ft in a direction of your choosing.
-# 90. - *Tough* ©
+# 95. - *Tough* ©
Your hit point maximum increases by an amount equal to twice your level when you gain this feat. Whenever you gain a level thereafter, your hit point maximum increases by an additional 2 hit points.
-# 91. - Toxicologist
+# 96. - Toxicologist
Increase one of your mental attributes by 1, to a maximum of 20.
You gain proficiency with poisoner's kit and Nature, or expertise if already proficient.
-# 92. - Unarmored Expert
+# 97. - Unarmored Expert
Increase one of your mental attributes by 1, to a maximum of 20.
While you are not wearing any armor, your armor class is equal to 10 + your Dexterity modifier + the selected mental attribute modifier.
-# 93. - Verdant Touched
+# 98. - Verdant Touched
Increase one of your mental attributes by 1, to a maximum of 20.
You gain the ability to cast the barkskin, entangle, and goodberry spells once per long rest and you can cast these spells with your spell slots.
-# 94. - Versatility Adept
+# 99. - Versatility Adept
You gain Eldritch Versatility, with its pool size increased by your proficiency bonus and Versatility Switch. You learn 1 versatility.
+Eldritch Versatility: You gain an Eldritch Pool, which has a maximum of your warlock level. You gain 1 Eldritch Point whenever you hit an enemy with Eldritch Blast. After a long rest, the pool is reset.
+Versatility Switch: Each turn, you can switch among Strength, Intelligence, Wisdom or Versatile. If you choose an ability score, treat the chosen ability score as 10 + 2 * [Proficiency Bonus] when using versatilities. If you choose Versatile, your Strength, Intelligence and Wisdom gain a bonus equal to the amount of versatilities you have learnt.
-# 95. - *War Caster* ©
+# 100. - *War Caster* ©
You gain advantage on checks to maintain concentration.
You can perform the somatic components of spells even when you have weapons or a shield in one or both hands.
When a hostile creature's movement provokes an opportunity attack from you, you can use your reaction to cast a cantrip at the creature, rather than making an opportunity attack. The cantrip must have a casting time of 1 action or bonus action and must target only that creature.
-# 96. - Wise Archery
+# 101. - Wise Archery
Your intuition guides your hand when using a bow. Increase your Wisdom attribute by 1, to a maximum of 20. You can use your Wisdom modifier instead of your Dexterity modifer for the attack and damage rolls with these weapons.
-# 97. - Wise Defense
+# 102. - Wise Defense
Increase your Wisdom by 1, to a maximum of 20.
While you are not wearing any armor or shield, your armor class is equal to 10 + your Dexterity modifier + your Wisdom modifier.
-# 98. - Wise Precision
+# 103. - Wise Precision
Increase your Wisdom by 1, to a maximum of 20.
You can use a bonus action to select a weapon. Its attacks count as magical and you use your Wisdom for your attack and damage rolls for 1 minute. This feature can be used proficiency bonus times per long rest.
diff --git a/Documentation/UnfinishedBusinessInvocations.md b/Documentation/UnfinishedBusinessInvocations.md
index 8144ab593e..3d203a41e3 100644
--- a/Documentation/UnfinishedBusinessInvocations.md
+++ b/Documentation/UnfinishedBusinessInvocations.md
@@ -14,99 +14,131 @@ You can use Bonus Action to teleport up to 30 ft away to an unoccupied space you
You can cast Conjure Animals once without using a warlock spell slot. You can't do so again until you finish a long rest.
-# 5. - *Cloak of Flies* ©
+# 5. - Chilling Blast
+
+You can change the damage type of the eldritch blast to cold damage instead of force damage.
+
+# 6. - *Cloak of Flies* ©
As a bonus action, you can surround yourself with a magical aura that looks like buzzing flies. The aura extends 5 feet from you in every direction, but not through total cover. It lasts until you're incapacitated or you dismiss it as a bonus action. The aura grants you advantage on Charisma (Intimidation) checks but disadvantage on all other Charisma checks. Any other creature that starts its turn in the aura takes poison damage equal to your Charisma modifier. Once you use this invocation, you can't use it again until you finish a short or long rest.
-# 6. - Devoted Mind
+# 7. - Corrosive Blast
+
+You can change the damage type of the eldritch blast to acid damage instead of force damage.
+
+# 8. - Devoted Mind
You can cast Shield of Faith once without using a warlock spell slot. You can't do so again until you finish a long rest.
-# 7. - Discerning Gaze
+# 9. - Discerning Gaze
You can cast Detect Evil and Good once without using a warlock spell slot. You can't do so again until you finish a long rest.
-# 8. - *Eldritch Mind* ©
+# 10. - *Eldritch Mind* ©
You have advantage on Constitution saving throws that you make to maintain your concentration on a spell.
-# 9. - *Eldritch Smite* ©
+# 11. - *Eldritch Smite* ©
Once per turn when you hit a creature with your pact weapon, you can expend a warlock spell slot to deal an extra 1d8 force damage to the target, plus another 1d8 per level of the spell slot, and you knock the target prone if it is Huge or smaller.
-# 10. - Gift of the Dispeller
+# 12. - Fiery Blast
+
+You can change the damage type of the eldritch blast to fire damage instead of force damage.
+
+# 13. - Fulminate Blast
+
+You can change the damage type of the eldritch blast to lightning damage instead of force damage.
+
+# 14. - Gift of the Dispeller
You can cast Dispel Evil and Good once using a warlock spell slot. You can't do so again until you finish a long rest.
-# 11. - *Gift of the Ever-Living Ones* ©
+# 15. - *Gift of the Ever-Living Ones* ©
Regains the maximum number of hit points possible from any healing.
-# 12. - Gift of the Hunter
+# 16. - Gift of the Hunter
You can cast Pass Without Trace once using a warlock spell slot. You can't do so again until you finish a long rest.
-# 13. - *Gift of the Protectors* ©
+# 17. - *Gift of the Protectors* ©
When you are reduced to 0 HP but not killed, you can drop to 1 HP instead.
-# 14. - *Grasp of Hadar* ©
+# 18. - *Grasp of Hadar* ©
When you hit a creature with Eldritch Blast, you can pull the creature up to 10 ft towards you in a straight line.
-# 15. - *Improved Pact Weapon* ©
+# 19. - *Improved Pact Weapon* ©
Your weapon gains a +1 bonus to its attack and damage rolls.
-# 16. - *Lance of Lethargy* ©
+# 20. - *Lance of Lethargy* ©
When you hit a creature with your eldritch blast, you can reduce that creature's speed by 10 ft until the end of your next turn.
-# 17. - *Maddening Hex* ©
+# 21. - *Maddening Hex* ©
As a bonus action, you cause a psychic disturbance around the target cursed by your Malediction spell, Bestow Curse spell, Sign of Ill Omen invocation, or Soul Hex feature. When you do so, you deal psychic damage to the cursed target and each creature of your choice within 5 feet of it. The psychic damage equals your Charisma modifier. To use this invocation, you must be able to see the cursed target, and it must be within 30 feet of you.
-# 18. - *Mire the Mind* ©
+# 22. - *Mire the Mind* ©
You can cast Slow once using a warlock spell slot. You can't do so again until you finish a long rest.
-# 19. - *Relentless Hex* ©
+# 23. - Necrotic Blast
+
+You can change the damage type of the eldritch blast to necrotic damage instead of force damage.
+
+# 24. - Psychic Blast
+
+You can change the damage type of the eldritch blast to psychic damage instead of force damage.
+
+# 25. - Radiant Blast
+
+You can change the damage type of the eldritch blast to radiant damage instead of force damage.
+
+# 26. - *Relentless Hex* ©
Your curse creates a temporary bond between you and your target. As a bonus action, you can magically teleport up to 30 feet to an unoccupied space you can see within 5 feet of the target cursed by your Malediction spell, Bestow Curse spell, Sign of Ill Omen invocation, or Soul Hex feature. To teleport in this way, you must be able to see the cursed target.
-# 20. - *Shroud of Shadow* ©
+# 27. - *Shroud of Shadow* ©
You can cast Invisibility at will, without expending a spell slot.
-# 21. - Spark of Kinesis
+# 28. - Spark of Kinesis
You can cast Haste once without using a warlock spell slot. You can't do so again until you finish a long rest.
-# 22. - *Superior Pact Weapon* ©
+# 29. - *Superior Pact Weapon* ©
Your weapon gains a +1 bonus to its attack and damage rolls.
-# 23. - Tenacious Plague
+# 30. - Tenacious Plague
You can cast Insect Plague once using a warlock spell slot. You can't do so again until you finish a long rest.
-# 24. - *Tomb of Levistus* ©
+# 31. - Thunder Blast
+
+You can change the damage type of the eldritch blast to thunder damage instead of force damage.
+
+# 32. - *Tomb of Levistus* ©
As a reaction when you take damage, you can entomb yourself in ice, which melts away at the end of your next turn. You gain 10 temporary hit points per warlock level, which take as much of the triggering damage as possible. Immediately after you take the damage, you gain vulnerability to fire damage, your speed is reduced to 0, and you are incapacitated. These effects, including any remaining temporary hit points, all end when the ice melts. Once you use this invocation, you can't use it again until you finish a short or long rest.
-# 25. - *Trickster's Escape* ©
+# 33. - *Trickster's Escape* ©
You can cast Freedom of Movement once without using a warlock spell slot. You can't do so again until you finish a long rest.
-# 26. - *Ultimate Pact Weapon* ©
+# 34. - *Ultimate Pact Weapon* ©
Your weapon gains a +1 bonus to its attack and damage rolls.
-# 27. - *Undying Servitude* ©
+# 35. - *Undying Servitude* ©
You can cast Raise Skeletal Enforcer once without using a warlock spell slot. You can't do so again until you finish a long rest.
-# 28. - Verdant Armor
+# 36. - Verdant Armor
You can cast Barkskin once without using a warlock spell slot. You can't do so again until you finish a long rest.
diff --git a/Documentation/UnfinishedBusinessSubclasses.md b/Documentation/UnfinishedBusinessSubclasses.md
index 15fd2686ec..d2ea339aa2 100644
--- a/Documentation/UnfinishedBusinessSubclasses.md
+++ b/Documentation/UnfinishedBusinessSubclasses.md
@@ -456,7 +456,41 @@ On the turn that you enter your rage, you can choose to illuminate up to three e
-## 3. Path of the Reaver
+## 3. Path of the Ravager
+
+The Path of the Ravager is a path of untrammeled fury, slick with blood. As you enter the ravager's rage, you thrill in the chaos of battle, heedless of your own health or well-being.
+
+
+### Level 3
+
+* Frenzy
+
+Once during your turn, if you use your Reckless Attack while you are raging, the first Strength-based weapon attack that you hit an enemy with deals 2d6 extra damage of the same type as your weapon. This damage is increased to 3d6 at 9th level, and 4d6 at 16th level.
+
+
+### Level 6
+
+* Mindless Rage
+
+You can't be charmed or frightened while raging.
+
+
+### Level 10
+
+* Retaliation
+
+Whenever an opponent attacks you from a nearby cell, you are granted an immediate melee attack against that opponent.
+
+
+### Level 14
+
+* Intimidating Presence
+
+Whenever you start raging as a free action, and while you are raging on subsequent turns as a bonus action, you can strike terror into others with your intimidating presence. Each enemy creature within 30 feet of you must make a Wisdom saving throw (DC equal to 8 + your proficiency bonus + your Strength modifier). On a failed save, a creature has the Frightened condition for 1 minute. At the end of each of the Frightened creature's turns, the creature repeats the saving throw, ending the effect on itself on a success. Once you use this feature, you can't use it again until you finish a Long Rest. If you've run out of uses of this feature, you can expend a use of your Rage to use it again.
+
+
+
+## 4. Path of the Reaver
All Reavers undergo a ritual that involves drinking tainted blood of a dragon, permanently infusing their bodies with a sliver of draconic might and voracity, at the cost of gradually increasing corruption. These fearsome warriors revel in death, regaining energy from the suffering of their enemies.
@@ -494,7 +528,7 @@ Starting at 14th level, your blood becomes permanently corrupted, damaging creat
-## 4. Path of the Savagery
+## 5. Path of the Savagery
Barbarians who walk the Path of the Savage are forces of nature, fighting less like men, and more like wild beasts. They strike with explosive speed and power, leveraging twin blades akin to a wild animal fighting with claws and fangs.
@@ -532,7 +566,7 @@ Starting at 14th level, while you are raging, whenever you hit a creature with a
-## 5. Path of the Totem Warrior
+## 6. Path of the Totem Warrior
Barbarians who follow the Path of the Totem Warrior accept a spirit animal as guide, protector, and inspiration, that fills them with supernatural might, adding magical fuel to the barbarian rage.
@@ -570,7 +604,7 @@ Starting at 14th level, choose an animal to hone your spiritual connection to, g
-## 6. Path of the Yeoman
+## 7. Path of the Yeoman
Barbarians following the Path of the Yeoman ignore melee weapons to master the longbow. No less strong than barbarians that follow other paths, their arrows fell the mightiest of foes and their single-minded focus increases their already formidable defenses to incredible heights.
@@ -3389,7 +3423,7 @@ You learn two Versatilities.
* Versatility Switch
-Each turn, you can switch between Strength, Intelligence, Wisdom or Versatile. When using versatilities, treat the chosen ability score as 10 + 2 * Proficiency Bonus. If you choose versatile, your Strength, Intelligence or Wisdom gain a bonus equal to the amount of versatilities you have learnt.
+Each turn, you can switch among Strength, Intelligence, Wisdom or Versatile. If you choose an ability score, treat the chosen ability score as 10 + 2 * [Proficiency Bonus] when using versatilities. If you choose Versatile, your Strength, Intelligence and Wisdom gain a bonus equal to the amount of versatilities you have learnt.
### Level 6
diff --git a/SolastaUnfinishedBusiness.sln.DotSettings b/SolastaUnfinishedBusiness.sln.DotSettings
index 16dee7576a..543ad275a1 100644
--- a/SolastaUnfinishedBusiness.sln.DotSettings
+++ b/SolastaUnfinishedBusiness.sln.DotSettings
@@ -228,6 +228,7 @@
True
True
True
+ True
True
True
True
@@ -250,6 +251,7 @@
True
True
True
+ True
True
True
True
diff --git a/SolastaUnfinishedBusiness/Actions/CharacterActionOrcishFuryToggle.cs b/SolastaUnfinishedBusiness/Actions/CharacterActionOrcishFuryToggle.cs
new file mode 100644
index 0000000000..1aeb34be19
--- /dev/null
+++ b/SolastaUnfinishedBusiness/Actions/CharacterActionOrcishFuryToggle.cs
@@ -0,0 +1,16 @@
+using System.Collections;
+using JetBrains.Annotations;
+using SolastaUnfinishedBusiness.Api.GameExtensions;
+
+//This should have default namespace so that it can be properly created by `CharacterActionPatcher`
+// ReSharper disable once CheckNamespace
+[UsedImplicitly]
+#pragma warning disable CA1050
+public class CharacterActionOrcishFuryToggle(CharacterActionParams actionParams) : CharacterAction(actionParams)
+#pragma warning restore CA1050
+{
+ public override IEnumerator ExecuteImpl()
+ {
+ yield return ActingCharacter.RulesetCharacter.FlipToggle(ExtraActionId.OrcishFuryToggle);
+ }
+}
diff --git a/SolastaUnfinishedBusiness/Api/DatabaseHelper-RELEASE.cs b/SolastaUnfinishedBusiness/Api/DatabaseHelper-RELEASE.cs
index 8b0475d140..17bd248c25 100644
--- a/SolastaUnfinishedBusiness/Api/DatabaseHelper-RELEASE.cs
+++ b/SolastaUnfinishedBusiness/Api/DatabaseHelper-RELEASE.cs
@@ -141,13 +141,6 @@ internal static class CharacterRaceDefinitions
internal static CharacterRaceDefinition HalfOrc { get; } = GetDefinition("HalfOrc");
internal static CharacterRaceDefinition HalfElf { get; } = GetDefinition("HalfElf");
internal static CharacterRaceDefinition Halfling { get; } = GetDefinition("Halfling");
-
- internal static CharacterRaceDefinition HalflingIsland { get; } =
- GetDefinition("HalflingIsland");
-
- internal static CharacterRaceDefinition HalflingMarsh { get; } =
- GetDefinition("HalflingMarsh");
-
internal static CharacterRaceDefinition Human { get; } = GetDefinition("Human");
internal static CharacterRaceDefinition Gnome { get; } = GetDefinition("Gnome");
internal static CharacterRaceDefinition Tiefling { get; } = GetDefinition("Tiefling");
@@ -218,6 +211,9 @@ internal static class CharacterSubclassDefinitions
internal static CharacterSubclassDefinition MartialSpellblade { get; } =
GetDefinition("MartialSpellblade");
+ internal static CharacterSubclassDefinition PathBerserker { get; } =
+ GetDefinition("PathBerserker");
+
internal static CharacterSubclassDefinition PathClaw { get; } =
GetDefinition("PathClaw");
@@ -911,6 +907,9 @@ internal static class FeatureDefinitionActionAffinitys
internal static FeatureDefinitionActionAffinity ActionAffinityMountaineerShieldCharge { get; } =
GetDefinition("ActionAffinityMountaineerShieldCharge");
+ internal static FeatureDefinitionActionAffinity ActionAffinityRetaliation { get; } =
+ GetDefinition("ActionAffinityRetaliation");
+
internal static FeatureDefinitionActionAffinity ActionAffinityRogueCunningAction { get; } =
GetDefinition("ActionAffinityRogueCunningAction");
@@ -1643,6 +1642,12 @@ internal static class FeatureDefinitionPowers
internal static FeatureDefinitionPower PowerBardGiveBardicInspiration { get; } =
GetDefinition("PowerBardGiveBardicInspiration");
+ internal static FeatureDefinitionPower PowerBerserkerIntimidatingPresence { get; } =
+ GetDefinition("PowerBerserkerIntimidatingPresence");
+
+ internal static FeatureDefinitionPower PowerBerserkerMindlessRage { get; } =
+ GetDefinition("PowerBerserkerMindlessRage");
+
internal static FeatureDefinitionPower PowerCircleLandNaturalRecovery { get; } =
GetDefinition("PowerCircleLandNaturalRecovery");
@@ -3023,9 +3028,14 @@ internal static class MonsterDefinitions
{
internal static MonsterDefinition Air_Elemental { get; } = GetDefinition("Air_Elemental");
+ internal static MonsterDefinition AlphaWolf { get; } = GetDefinition("AlphaWolf");
+
internal static MonsterDefinition Ape_MonsterDefinition { get; } =
GetDefinition("Ape_MonsterDefinition");
+ internal static MonsterDefinition BlackBear { get; } =
+ GetDefinition("BlackBear");
+
internal static MonsterDefinition BlackDragon_MasterOfNecromancy { get; } =
GetDefinition("BlackDragon_MasterOfNecromancy");
@@ -3069,6 +3079,8 @@ internal static class MonsterDefinitions
internal static MonsterDefinition Ghoul { get; } = GetDefinition("Ghoul");
internal static MonsterDefinition Giant_Ape { get; } = GetDefinition("Giant_Ape");
+ internal static MonsterDefinition Giant_Eagle { get; } = GetDefinition("Giant_Eagle");
+
internal static MonsterDefinition GoldDragon_AerElai { get; } =
GetDefinition("GoldDragon_AerElai");
diff --git a/SolastaUnfinishedBusiness/Api/GameExtensions/EnumExtensions.cs b/SolastaUnfinishedBusiness/Api/GameExtensions/EnumExtensions.cs
index 5ebf9dc7f8..5fcf70629c 100644
--- a/SolastaUnfinishedBusiness/Api/GameExtensions/EnumExtensions.cs
+++ b/SolastaUnfinishedBusiness/Api/GameExtensions/EnumExtensions.cs
@@ -55,6 +55,7 @@ internal enum ExtraActionId
Withdraw,
ForcePoweredStrikeToggle,
BrutalStrikeToggle,
+ OrcishFuryToggle,
PrioritizeAction = 10000
}
@@ -167,12 +168,10 @@ internal enum ExtraSituationalContext
HasGreatswordInHands = 9001,
HasLongswordInHands = 9002,
HasMeleeWeaponInMainHandWithFreeOffhand = 9003,
- HasShieldInHands = 9004,
HasSimpleOrMartialWeaponInHands = 9005,
- HasSpecializedWeaponInHands = 9006,
IsNotInBrightLight = 9007,
IsRagingAndDualWielding = 9008,
- MainWeaponIsMeleeOrUnarmedOrYeomanWithLongbow = 9009,
+ AttackerWithMeleeOrUnarmedAndTargetWithinReachOrYeomanWithLongbow = 9009,
NextToWallWithShieldAndMaxMediumArmorAndConsciousAllyNextToTarget = 9010,
TargetIsFavoriteEnemy = 9012,
IsNotConditionSource = 9013,
diff --git a/SolastaUnfinishedBusiness/Api/GameExtensions/GameLocationCharacterExtensions.cs b/SolastaUnfinishedBusiness/Api/GameExtensions/GameLocationCharacterExtensions.cs
index cc56fde0a8..7e72960534 100644
--- a/SolastaUnfinishedBusiness/Api/GameExtensions/GameLocationCharacterExtensions.cs
+++ b/SolastaUnfinishedBusiness/Api/GameExtensions/GameLocationCharacterExtensions.cs
@@ -390,14 +390,11 @@ internal static void BurnOneMainAttack(this GameLocationCharacter instance)
ServiceRepository.GetService() as RulesetImplementationManager;
var usablePower = PowerProvider.Get(FeatureDefinitionPowers.PowerMonkMartialArts, rulesetCharacter);
- //CHECK: must be spend power
var actionParams = new CharacterActionParams(instance, Id.SpendPower)
{
RulesetEffect = implementationManagerService
- //CHECK: no need for AddAsActivePowerToSource
.MyInstantiateEffectPower(rulesetCharacter, usablePower, false),
- UsablePower = usablePower,
- TargetCharacters = { instance }
+ UsablePower = usablePower
};
ServiceRepository.GetService()?
@@ -405,6 +402,7 @@ internal static void BurnOneMainAttack(this GameLocationCharacter instance)
}
// burn one main attack
+ instance.HasAttackedSinceLastTurn = true;
instance.UsedMainAttacks++;
rulesetCharacter.ExecutedAttacks++;
rulesetCharacter.RefreshAttackModes();
diff --git a/SolastaUnfinishedBusiness/Api/GameExtensions/RulesetActorExtensions.cs b/SolastaUnfinishedBusiness/Api/GameExtensions/RulesetActorExtensions.cs
index 64c72746b8..d589315d08 100644
--- a/SolastaUnfinishedBusiness/Api/GameExtensions/RulesetActorExtensions.cs
+++ b/SolastaUnfinishedBusiness/Api/GameExtensions/RulesetActorExtensions.cs
@@ -8,31 +8,6 @@ namespace SolastaUnfinishedBusiness.Api.GameExtensions;
internal static class RulesetActorExtensions
{
- ///
- /// Makes using RulesetActor.EnumerateFeaturesToBrowse simpler
- ///
- ///
- ///
- ///
- /// Set to true to populate actor.FeaturesToBrowse as well as returning
- /// features. false to just return features.
- ///
- ///
- [NotNull]
- internal static ICollection EnumerateFeaturesToBrowse(
- [NotNull] this RulesetActor actor,
- bool populateActorFeaturesToBrowse = false,
- [CanBeNull] Dictionary featuresOrigin = null)
- {
- var features = populateActorFeaturesToBrowse ? actor.FeaturesToBrowse : [];
-
- actor.EnumerateFeaturesToBrowse(features, featuresOrigin);
-
- return features
- .OfType()
- .ToList();
- }
-
[NotNull]
private static List FeaturesByType([CanBeNull] RulesetActor actor) where T : class
{
diff --git a/SolastaUnfinishedBusiness/Api/Helpers/TranspileHelper.cs b/SolastaUnfinishedBusiness/Api/Helpers/TranspileHelper.cs
index 2de44c40cf..cb9147e910 100644
--- a/SolastaUnfinishedBusiness/Api/Helpers/TranspileHelper.cs
+++ b/SolastaUnfinishedBusiness/Api/Helpers/TranspileHelper.cs
@@ -100,6 +100,18 @@ public static IEnumerable ReplaceAdd(
occurrence, 0, patchContext, codeInstructions);
}
+ public static IEnumerable ReplaceRemoveAt(
+ this IEnumerable instructions,
+ int occurrence,
+ string patchContext,
+ params CodeInstruction[] codeInstructions)
+ {
+ return instructions.ReplaceCodeImpl(i =>
+ i.opcode == OpCodes.Callvirt &&
+ i.operand.ToString().Contains("RemoveAt"),
+ occurrence, 0, patchContext, codeInstructions);
+ }
+
// 2 bypass replace load field
public static IEnumerable ReplaceLoadField(
this IEnumerable instructions,
diff --git a/SolastaUnfinishedBusiness/Behaviors/CustomSituationalContext.cs b/SolastaUnfinishedBusiness/Behaviors/CustomSituationalContext.cs
index 6bf4cb0bde..dfa89d0ac3 100644
--- a/SolastaUnfinishedBusiness/Behaviors/CustomSituationalContext.cs
+++ b/SolastaUnfinishedBusiness/Behaviors/CustomSituationalContext.cs
@@ -12,7 +12,7 @@ namespace SolastaUnfinishedBusiness.Behaviors;
internal static class CustomSituationalContext
{
- private static readonly WeaponTypeDefinition[] SimpleOrMartialWeapons = DatabaseRepository
+ internal static readonly WeaponTypeDefinition[] SimpleOrMartialWeapons = DatabaseRepository
.GetDatabase()
.Where(x => x.WeaponCategory is "MartialWeaponCategory" or "SimpleWeaponCategory")
.ToArray();
@@ -30,9 +30,6 @@ internal static bool IsContextValid(
ExtraSituationalContext.IsNotInBrightLight =>
ValidatorsCharacter.IsNotInBrightLight(contextParams.source),
- ExtraSituationalContext.HasSpecializedWeaponInHands =>
- MartialWeaponMaster.HasSpecializedWeapon(contextParams.source),
-
ExtraSituationalContext.HasLongswordInHands =>
ValidatorsCharacter.HasWeaponType(LongswordType)(contextParams.source),
@@ -80,10 +77,8 @@ internal static bool IsContextValid(
ExtraSituationalContext.NextToWallWithShieldAndMaxMediumArmorAndConsciousAllyNextToTarget =>
NextToWallWithShieldAndMaxMediumArmorAndConsciousAllyNextToTarget(contextParams),
- ExtraSituationalContext.MainWeaponIsMeleeOrUnarmedOrYeomanWithLongbow =>
- MainWeaponIsMeleeOrUnarmedOrYeomanWithLongbow(contextParams),
-
- ExtraSituationalContext.HasShieldInHands => contextParams.source.IsWearingShield(),
+ ExtraSituationalContext.AttackerWithMeleeOrUnarmedAndTargetWithinReachOrYeomanWithLongbow =>
+ AttackerNextToTargetOrYeomanWithLongbow(contextParams),
// supports Monk Shield Expert scenarios
(ExtraSituationalContext)SituationalContext.NotWearingArmorOrShield =>
@@ -100,17 +95,25 @@ internal static bool IsContextValid(
};
}
- private static bool MainWeaponIsMeleeOrUnarmedOrYeomanWithLongbow(
+ private static bool AttackerNextToTargetOrYeomanWithLongbow(
RulesetImplementationDefinitions.SituationalContextParams contextParams)
{
var source = contextParams.source;
- var mainWeaponIsMeleeOrUnarmed =
- ValidatorsCharacter.HasMeleeWeaponInMainHand(source) ||
- ValidatorsCharacter.IsUnarmedInMainHand(source);
- var levels = source.GetSubclassLevel(
+ var sourceCharacter = GameLocationCharacter.GetFromActor(source);
+ var targetCharacter = GameLocationCharacter.GetFromActor(contextParams.target);
+
+ var weapon = source.GetMainWeapon();
+ var reachRange = weapon?.ItemDefinition.WeaponDescription.ReachRange ?? 1;
+
+ if (sourceCharacter.IsWithinRange(targetCharacter, reachRange))
+ {
+ return true;
+ }
+
+ var pathOfTheYeomanLevels = source.GetSubclassLevel(
DatabaseHelper.CharacterClassDefinitions.Barbarian, PathOfTheYeoman.Name);
- return mainWeaponIsMeleeOrUnarmed || (levels >= 6 && ValidatorsCharacter.HasLongbow(source));
+ return pathOfTheYeomanLevels >= 6 && ValidatorsCharacter.HasLongbow(source);
}
private static bool NextToWallWithShieldAndMaxMediumArmorAndConsciousAllyNextToTarget(
diff --git a/SolastaUnfinishedBusiness/Behaviors/Specific/ActionSwitching.cs b/SolastaUnfinishedBusiness/Behaviors/Specific/ActionSwitching.cs
index 225a513ef2..f4c4de2648 100644
--- a/SolastaUnfinishedBusiness/Behaviors/Specific/ActionSwitching.cs
+++ b/SolastaUnfinishedBusiness/Behaviors/Specific/ActionSwitching.cs
@@ -663,7 +663,7 @@ public IEnumerator HandleReducedToZeroHpByMe(
yield break;
}
- if (attacker.RulesetCharacter.HasAnyConditionOfType(condition.Name))
+ if (attacker.RulesetCharacter.HasConditionOfCategoryAndType(AttributeDefinitions.TagEffect, condition.Name))
{
yield break;
}
diff --git a/SolastaUnfinishedBusiness/Builders/EffectDescriptionBuilder.cs b/SolastaUnfinishedBusiness/Builders/EffectDescriptionBuilder.cs
index 37c1f61fe0..967e761d13 100644
--- a/SolastaUnfinishedBusiness/Builders/EffectDescriptionBuilder.cs
+++ b/SolastaUnfinishedBusiness/Builders/EffectDescriptionBuilder.cs
@@ -209,15 +209,6 @@ internal EffectDescriptionBuilder ExcludeCaster()
return this;
}
- internal EffectDescriptionBuilder SetTargetProximityData(
- bool requiresTargetProximity,
- int targetProximityDistance)
- {
- _effect.requiresTargetProximity = requiresTargetProximity;
- _effect.targetProximityDistance = targetProximityDistance;
- return this;
- }
-
internal EffectDescriptionBuilder SetTargetFiltering(
TargetFilteringMethod targetFilteringMethod,
TargetFilteringTag targetFilteringTag = TargetFilteringTag.No,
diff --git a/SolastaUnfinishedBusiness/Builders/Features/FeatureDefinitionDamageAffinityBuilder.cs b/SolastaUnfinishedBusiness/Builders/Features/FeatureDefinitionDamageAffinityBuilder.cs
index 4cc582935b..d9ec793104 100644
--- a/SolastaUnfinishedBusiness/Builders/Features/FeatureDefinitionDamageAffinityBuilder.cs
+++ b/SolastaUnfinishedBusiness/Builders/Features/FeatureDefinitionDamageAffinityBuilder.cs
@@ -39,12 +39,12 @@ internal FeatureDefinitionDamageAffinityBuilder SetDamageAffinityType(
internal FeatureDefinitionDamageAffinityBuilder SetRetaliate(
FeatureDefinitionPower featureDefinitionPower,
- int rangeCells,
- bool retaliateWhenHit = false)
+ int rangeCells)
{
+ Definition.damageAffinityType = DamageAffinityType.None;
Definition.retaliatePower = featureDefinitionPower;
Definition.retaliateRangeCells = rangeCells;
- Definition.retaliateWhenHit = retaliateWhenHit;
+ Definition.retaliateWhenHit = true;
return this;
}
diff --git a/SolastaUnfinishedBusiness/ChangelogHistory.txt b/SolastaUnfinishedBusiness/ChangelogHistory.txt
index cc89f21c7a..b089b1404a 100644
--- a/SolastaUnfinishedBusiness/ChangelogHistory.txt
+++ b/SolastaUnfinishedBusiness/ChangelogHistory.txt
@@ -1,3 +1,20 @@
+1.5.97.3:
+
+- added 'Add Dexterity Modifier to enemies Initiative Roll'
+- added 'Enable the hero with best proficiency to roll dialogue choices'
+- added Alert, Charger, and Chef feats
+- added Dwarven Fortitude, Flames of Phlegethos, and Orcish Fury feats
+- added Path of the Ravager subclass [UA Path of the Berserker]
+- improved Circle of the Stars with revert starry form power
+- improved Ranger Wildmaster with new non-spirit companion models
+- fixed Circle of the Stars chalice and dragon constellation light range
+- fixed Circle of the Stars constellation form integration with wildshape
+- fixed Innovation Vitriolist vitriolic infusion adding acid PB to all attacks
+- fixed Ranger Wildmaster beast using char level instead of class level
+- fixed Ranger Wildmaster bear and eagle 2nd attack to be different than 1st
+- fixed Reckless Attack not working with enemies, reach weapons, and unarmed
+- fixed Way of Dragon reaction hide and sub interaction with cantrip attacks
+
1.5.97.2:
- added 'Enable Barbarian brutal strike at levels 9, 13 and 17'
@@ -5,7 +22,7 @@
- added 'Enable Barbarian regain one rage use over a short rest at level 7'
- added 'Disable Barbarian brutal critical at levels 9, 13, and 17'
- added 'Set Ring of Regeneration heal rate to 1 HP per 3 minutes' [by ImpPhil]
-- fixed Circle of the Moon archer constellation light range
+- fixed Circle of the Stars archer constellation light range
- fixed Devastating Strikes feat as a better fit for Barbarians
- fixed Inspired Leader feat temp HPs to endure until long rest
diff --git a/SolastaUnfinishedBusiness/CustomUI/StopPowerConcentrationProvider.cs b/SolastaUnfinishedBusiness/CustomUI/StopPowerConcentrationProvider.cs
index 25a3e28503..7fb360f3b9 100644
--- a/SolastaUnfinishedBusiness/CustomUI/StopPowerConcentrationProvider.cs
+++ b/SolastaUnfinishedBusiness/CustomUI/StopPowerConcentrationProvider.cs
@@ -37,11 +37,9 @@ public void Stop(RulesetCharacter character)
ServiceRepository.GetService() as RulesetImplementationManager;
var usablePower = PowerProvider.Get(StopPower, character);
- //CHECK: must be spend power no cost
var actionParams = new CharacterActionParams(locationCharacter, ActionDefinitions.Id.PowerNoCost)
{
ActionModifiers = { new ActionModifier() },
- //CHECK: no need for AddAsActivePowerToSource
RulesetEffect = implementationManagerService.MyInstantiateEffectPower(character, usablePower, true),
UsablePower = usablePower,
TargetCharacters = { locationCharacter },
diff --git a/SolastaUnfinishedBusiness/Displays/BackgroundsAndRacesDisplay.cs b/SolastaUnfinishedBusiness/Displays/BackgroundsAndRacesDisplay.cs
index ebab551c2b..8be4c59a9d 100644
--- a/SolastaUnfinishedBusiness/Displays/BackgroundsAndRacesDisplay.cs
+++ b/SolastaUnfinishedBusiness/Displays/BackgroundsAndRacesDisplay.cs
@@ -17,17 +17,20 @@ internal static void DisplayBackgroundsAndDeities()
{
var toggle =
Main.Settings.DisplayBackgroundsToggle &&
- Main.Settings.DisplayRacesToggle;
+ Main.Settings.DisplayRacesToggle &&
+ Main.Settings.DisplaySubracesToggle;
if (UI.Toggle(Gui.Localize("ModUi/&ExpandAll"), ref toggle, UI.Width(ModUi.PixelsPerColumn)))
{
Main.Settings.DisplayBackgroundsToggle = toggle;
Main.Settings.DisplayRacesToggle = toggle;
+ Main.Settings.DisplaySubracesToggle = toggle;
}
toggle =
BackgroundsContext.Backgrounds.Count == Main.Settings.BackgroundEnabled.Count &&
- RacesContext.Races.Count == Main.Settings.RaceEnabled.Count;
+ RacesContext.Races.Count == Main.Settings.RaceEnabled.Count &&
+ RacesContext.Subraces.Count == Main.Settings.SubraceEnabled.Count;
if (UI.Toggle(Gui.Localize("ModUi/&SelectAll"), ref toggle, UI.Width(ModUi.PixelsPerColumn)))
{
@@ -40,6 +43,11 @@ internal static void DisplayBackgroundsAndDeities()
{
RacesContext.Switch(race, toggle);
}
+
+ foreach (var subrace in RacesContext.Subraces)
+ {
+ RacesContext.SwitchSubrace(subrace, toggle);
+ }
}
toggle = _displayTabletop;
@@ -54,6 +62,11 @@ internal static void DisplayBackgroundsAndDeities()
{
RacesContext.Switch(race, toggle && ModUi.TabletopDefinitions.Contains(race));
}
+
+ foreach (var subrace in RacesContext.Subraces)
+ {
+ RacesContext.SwitchSubrace(subrace, toggle && ModUi.TabletopDefinitions.Contains(subrace));
+ }
}
}
@@ -84,7 +97,20 @@ internal static void DisplayBackgroundsAndDeities()
Main.Settings.DisplayRacesToggle = displayToggle;
Main.Settings.RaceSliderPosition = sliderPos;
- _displayTabletop = isBackgroundTabletop && isRaceTabletop;
+ displayToggle = Main.Settings.DisplaySubracesToggle;
+ sliderPos = Main.Settings.SubraceSliderPosition;
+ var isSubraceTabletop = ModUi.DisplayDefinitions(
+ Gui.Localize("ModUi/&Subraces"),
+ RacesContext.SwitchSubrace,
+ RacesContext.Subraces,
+ Main.Settings.SubraceEnabled,
+ ref displayToggle,
+ ref sliderPos,
+ headerRendering: RacesHeader);
+ Main.Settings.DisplaySubracesToggle = displayToggle;
+ Main.Settings.SubraceSliderPosition = sliderPos;
+
+ _displayTabletop = isBackgroundTabletop && isRaceTabletop && isSubraceTabletop;
#if false
displayToggle = Main.Settings.DisplayDeitiesToggle;
diff --git a/SolastaUnfinishedBusiness/Displays/CreditsDisplay.cs b/SolastaUnfinishedBusiness/Displays/CreditsDisplay.cs
index 765076c963..84b02cc1c8 100644
--- a/SolastaUnfinishedBusiness/Displays/CreditsDisplay.cs
+++ b/SolastaUnfinishedBusiness/Displays/CreditsDisplay.cs
@@ -27,12 +27,12 @@ internal static class CreditsDisplay
"Innovation Artillerist, Innovation Vitriolist, Innovation Vivisectionist, " +
"Martial Arcane Archer, Martial Banneret, Martial Guardian, Martial Psi Warrior, Martial Warlord, Martial Weapon Master, " +
"Oath of Altruism, Oath of Dread, Oath of Thunder, " +
- "Path of the Elements, Path of the Reaver, Path of the Savagery, Path of the Yeoman, " +
+ "Path of the Elements, Path of the Ravager, Path of the Reaver, Path of the Savagery, Path of the Yeoman, " +
"Patron Celestial, Patron Moonlit, Patron Mountain, Patron Riftwalker, " +
"Ranger Gloom Stalker, Ranger Hellwalker, Ranger Lightbearer, Ranger Sky Warrior, Ranger Survivalist, Ranger Wildmaster, " +
"Roguish Acrobat, Roguish Arcane Scoundrel, Roguish Blade Caller, Roguish Duelist, Roguish Raven, Roguish Slayer, Roguish Umbral Stalker, " +
"Sorcerous Field Manipulator, Sorcerous Forceblade, Sorcerous Scion, Sorcerous Sorr-Akkath, Sorcerous Spellblade, " +
- "Way of the Discordance, Way of the Shadow, Way of the Tempest, Way of Weal and Woe, Way of Zen Archery, " +
+ "Way of Discordance, Way of Shadow, Way of Tempest, Way of Weal and Woe, Way of Zen Archery, " +
"Wizard Bladesinger, Wizard Deadmaster, " +
"Level 20, Lighting and Obscurement, Multiclass"),
@@ -42,11 +42,11 @@ internal static class CreditsDisplay
"College of Swords, College of Thespian, College of Eloquence, " +
"Martial Arcane Archer, Martial Guardian, Martial Psi Warrior, Martial Warlord, Martial Weapon Master, " +
"Oath of Dread, " +
- "Path of the Elements, Path of the Reaver, Path of the Savagery, " +
+ "Path of the Elements, Path of the Ravager, Path of the Reaver, Path of the Savagery, " +
"Patron Moonlit, " +
"Roguish Arcane Scoundrel, Roguish Blade Caller, Roguish Duelist, Roguish Raven, Roguish Slayer, Roguish Umbral Stalker, " +
"Sorcerous Field Manipulator, Sorcerous Forceblade, Sorcerous Psion, Sorcerous Sorr-Akkath, Sorcerous Spellblade, " +
- "Way of the Discordance, Way of the Shadow, Way of the Tempest, Way of Dragon, Way of Tempest, Way of Zen Archery]"),
+ "Way of Discordance, Way of Shadow, Way of Tempest, Way of Dragon, Way of Tempest, Way of Zen Archery]"),
("TPABOBAP",
"behaviors, game UI, infrastructure, gameplay, quality of life, rules, " +
diff --git a/SolastaUnfinishedBusiness/Displays/GameUiDisplay.cs b/SolastaUnfinishedBusiness/Displays/GameUiDisplay.cs
index 5df8d76f6c..3f1d0a8e3b 100644
--- a/SolastaUnfinishedBusiness/Displays/GameUiDisplay.cs
+++ b/SolastaUnfinishedBusiness/Displays/GameUiDisplay.cs
@@ -145,18 +145,26 @@ internal static void DisplayGameUi()
}
}
- toggle = Main.Settings.EnableLogDialoguesToConsole;
- if (UI.Toggle(Gui.Localize("ModUi/&EnableLogDialoguesToConsole"), ref toggle, UI.AutoWidth()))
- {
- Main.Settings.EnableLogDialoguesToConsole = toggle;
- }
-
toggle = Main.Settings.HideExitsAndTeleportersGizmosIfNotDiscovered;
if (UI.Toggle(Gui.Localize("ModUi/&HideExitAndTeleporterGizmosIfNotDiscovered"), ref toggle, UI.AutoWidth()))
{
Main.Settings.HideExitsAndTeleportersGizmosIfNotDiscovered = toggle;
}
+ UI.Label();
+
+ toggle = Main.Settings.EnableHeroWithBestProficiencyToRollChoice;
+ if (UI.Toggle(Gui.Localize("ModUi/&EnableHeroWithBestProficiencyToRollChoice"), ref toggle, UI.AutoWidth()))
+ {
+ Main.Settings.EnableHeroWithBestProficiencyToRollChoice = toggle;
+ }
+
+ toggle = Main.Settings.EnableLogDialoguesToConsole;
+ if (UI.Toggle(Gui.Localize("ModUi/&EnableLogDialoguesToConsole"), ref toggle, UI.AutoWidth()))
+ {
+ Main.Settings.EnableLogDialoguesToConsole = toggle;
+ }
+
toggle = Main.Settings.EnableAlternateVotingSystem;
if (UI.Toggle(Gui.Localize("ModUi/&EnableAlternateVotingSystem"), ref toggle, UI.AutoWidth()))
{
@@ -421,6 +429,8 @@ internal static void DisplayGameUi()
Main.Settings.EnableVttCamera = toggle;
}
+ UI.Label();
+
toggle = Main.Settings.EnableCancelEditOnRightMouseClick;
if (UI.Toggle(Gui.Localize("ModUi/&EnableCancelEditOnRightMouseClick"), ref toggle))
{
diff --git a/SolastaUnfinishedBusiness/Displays/ProficienciesDisplay.cs b/SolastaUnfinishedBusiness/Displays/ProficienciesDisplay.cs
index 302d3787e4..fa67418031 100644
--- a/SolastaUnfinishedBusiness/Displays/ProficienciesDisplay.cs
+++ b/SolastaUnfinishedBusiness/Displays/ProficienciesDisplay.cs
@@ -223,6 +223,11 @@ private static void OtherHeaders()
toggle && ModUi.TabletopDefinitions.Contains(feat));
}
+ foreach (var featGroup in FeatsContext.FeatGroups)
+ {
+ FeatsContext.SwitchFeatGroup(featGroup, toggle);
+ }
+
foreach (var fightingStyles in FightingStyleContext.FightingStyles)
{
FightingStyleContext.Switch(fightingStyles,
diff --git a/SolastaUnfinishedBusiness/Displays/RulesDisplay.cs b/SolastaUnfinishedBusiness/Displays/RulesDisplay.cs
index 01c663d75b..662f280f6d 100644
--- a/SolastaUnfinishedBusiness/Displays/RulesDisplay.cs
+++ b/SolastaUnfinishedBusiness/Displays/RulesDisplay.cs
@@ -155,6 +155,22 @@ internal static void DisplayRules()
UI.Label();
+ toggle = Main.Settings.AddDexModifierToEnemiesInitiativeRoll;
+ if (UI.Toggle(Gui.Localize("ModUi/&AddDexModifierToEnemiesInitiativeRoll"), ref toggle, UI.AutoWidth()))
+ {
+ Main.Settings.AddDexModifierToEnemiesInitiativeRoll = toggle;
+ Main.Settings.EnemiesAlwaysRollInitiative = toggle;
+ }
+
+ if (Main.Settings.AddDexModifierToEnemiesInitiativeRoll)
+ {
+ toggle = Main.Settings.EnemiesAlwaysRollInitiative;
+ if (UI.Toggle(Gui.Localize("ModUi/&EnemiesAlwaysRollInitiative"), ref toggle, UI.AutoWidth()))
+ {
+ Main.Settings.EnemiesAlwaysRollInitiative = toggle;
+ }
+ }
+
toggle = Main.Settings.DontEndTurnAfterReady;
if (UI.Toggle(Gui.Localize("ModUi/&DontEndTurnAfterReady"), ref toggle, UI.AutoWidth()))
{
diff --git a/SolastaUnfinishedBusiness/Displays/_ModUi.cs b/SolastaUnfinishedBusiness/Displays/_ModUi.cs
index 72956bedee..696fc724da 100644
--- a/SolastaUnfinishedBusiness/Displays/_ModUi.cs
+++ b/SolastaUnfinishedBusiness/Displays/_ModUi.cs
@@ -61,27 +61,34 @@ internal static class ModUi
"EnduringSting",
"EnsnaringStrike",
"FarStep",
+ "FeatAlert",
"FeatBladeMastery",
"FeatBlindFighting",
+ "FeatCharger",
"FeatCleavingAttack",
"FeatDeadeye",
"FeatDefensiveDuelist",
"FeatDragonWings",
"FeatDualWeaponDefense",
+ "FeatDwarvenFortitude",
"FeatEldritchAdept",
"FeatFellHanded",
"FeatGiftOfTheChromaticDragon",
+ "FeatGroupChef",
"FeatGroupCrusher",
"FeatGroupElementalAdept",
"FeatGroupElvenAccuracy",
"FeatGroupFadeAway",
"FeatGroupFightingStyle",
+ "FeatGroupFlamesOfPhlegethos",
"FeatGroupMagicInitiate",
"FeatGroupMediumArmor",
+ "FeatGroupOrcishFury",
"FeatGroupPiercer",
"FeatGroupRevenantGreatSword",
"FeatGroupSecondChance",
"FeatGroupShadowTouched",
+ "FeatGroupSkillExpert",
"FeatGroupSlasher",
"FeatGroupSpellSniper",
"FeatGroupSquatNimbleness",
@@ -101,6 +108,7 @@ internal static class ModUi
"FeatSavageAttack",
"FeatSentinel",
"FeatShieldTechniques",
+ "FeatSkilled",
"FeatSpearMastery",
"FeatTacticianAdept",
"FeatTough",
@@ -152,6 +160,7 @@ internal static class ModUi
"MirrorImage",
"MysticalCloak",
"OathOfAncients",
+ "PathOfTheRavager",
"PathOfTheSpirits",
"PatronCelestial",
"PatronSoulBlade",
@@ -167,8 +176,15 @@ internal static class ModUi
"RaceMalakh",
"RaceOligath",
"RaceDarkelf",
- "RaceHalfElfVariant",
- "RaceTiefling",
+ // "RaceHalfElfVariant",
+ "RaceHalfElfDark",
+ "RaceHalfElfHigh",
+ "RaceHalfElfSylvan",
+ // "RaceTiefling",
+ "RaceTieflingDevilTongue",
+ "RaceTieflingFeral",
+ "RaceTieflingMephistopheles",
+ "RaceTieflingZariel",
"RangerGloomStalker",
"RangerWildMaster",
"RemarkableTechnique",
diff --git a/SolastaUnfinishedBusiness/Feats/ArmorFeats.cs b/SolastaUnfinishedBusiness/Feats/ArmorFeats.cs
index 45ea807c95..46cdb439c7 100644
--- a/SolastaUnfinishedBusiness/Feats/ArmorFeats.cs
+++ b/SolastaUnfinishedBusiness/Feats/ArmorFeats.cs
@@ -117,28 +117,6 @@ private static FeatDefinition BuildFeatShieldTechniques()
new ValidateDefinitionApplication(ValidatorsCharacter.HasShield, ValidatorsCharacter.HasAttacked))
.AddToDB();
- var conditionShieldTechniquesResistance = ConditionDefinitionBuilder
- .Create(ConditionShieldTechniquesResistanceName)
- .SetGuiPresentation(Name, Category.Feat)
- .SetSilent(Silent.WhenAddedOrRemoved)
-#if false
- .SetFeatures(
- DamageAffinityAcidResistance,
- DamageAffinityBludgeoningResistance,
- DamageAffinityColdResistance,
- DamageAffinityFireResistance,
- DamageAffinityForceDamageResistance,
- DamageAffinityLightningResistance,
- DamageAffinityNecroticResistance,
- DamageAffinityPiercingResistance,
- DamageAffinityPoisonResistance,
- DamageAffinityRadiantResistance,
- DamageAffinitySlashingResistance,
- DamageAffinityThunderResistance)
-#endif
- .SetSpecialInterruptions(ConditionInterruption.Attacked)
- .AddToDB();
-
var conditionShieldTechniquesSavingThrow = ConditionDefinitionBuilder
.Create($"Condition{Name}SavingThrow")
.SetGuiPresentation(Name, Category.Feat)
@@ -157,13 +135,6 @@ private static FeatDefinition BuildFeatShieldTechniques()
.Create($"Power{Name}")
.SetGuiPresentation(Name, Category.Feat)
.SetUsesFixed(ActivationTime.NoCost)
- .SetEffectDescription(
- EffectDescriptionBuilder
- .Create()
- .SetDurationData(DurationType.Round, 0, TurnOccurenceType.StartOfTurn)
- .SetTargetingData(Side.Ally, RangeType.Self, 0, TargetType.Self)
- .SetEffectForms(EffectFormBuilder.ConditionForm(conditionShieldTechniquesResistance))
- .Build())
.AddToDB();
powerShieldTechniques.AddCustomSubFeatures(
@@ -236,6 +207,14 @@ public IEnumerator OnMagicEffectBeforeHitConfirmedOnMe(
gameLocationActionManager.ReactToUsePower(actionParams, "UsePower", defender);
yield return battleManager.WaitForReactions(attacker, gameLocationActionManager, count);
+
+ if (!actionParams.ReactionValidated)
+ {
+ yield break;
+ }
+
+ actionModifier.DefenderDamageMultiplier *= 0.5f;
+ rulesetDefender.DamageHalved(rulesetDefender, powerShieldTechniques);
}
// add +2 on DEX savings
diff --git a/SolastaUnfinishedBusiness/Feats/ClassFeats.cs b/SolastaUnfinishedBusiness/Feats/ClassFeats.cs
index b85cb333df..6de89ae09e 100644
--- a/SolastaUnfinishedBusiness/Feats/ClassFeats.cs
+++ b/SolastaUnfinishedBusiness/Feats/ClassFeats.cs
@@ -64,15 +64,18 @@ internal static void CreateFeats([NotNull] List feats)
GroupFeats.FeatGroupSupportCombat.AddFeats(
featCallForCharge,
+ featPoisoner,
hardyGroup);
+ GroupFeats.FeatGroupTools.AddFeats(
+ featPoisoner);
+
GroupFeats.MakeGroup("FeatGroupClassBound", null,
featCallForCharge,
featCunningEscape,
featExpandTheHunt,
featExploiter,
featNaturalFluidity,
- featPoisoner,
featSlayTheEnemies,
featSpiritualFluidity,
awakenTheBeastWithinGroup,
@@ -554,14 +557,9 @@ internal static void GrantTempHP(RulesetCharacterMonster __instance)
}
var classLevel = rulesetCharacterHero.GetClassLevel(Druid);
- var tempHitPoints = 2 * classLevel;
- if (tempHitPoints > __instance.TemporaryHitPoints)
- {
- __instance.ReceiveTemporaryHitPoints(
- 2 * classLevel, DurationType.UntilLongRest, 0, TurnOccurenceType.StartOfTurn,
- TemporaryHitPointsGuid);
- }
+ __instance.ReceiveTemporaryHitPoints(
+ 2 * classLevel, DurationType.UntilAnyRest, 0, TurnOccurenceType.StartOfTurn, TemporaryHitPointsGuid);
}
}
@@ -665,12 +663,8 @@ public IEnumerator OnMagicEffectFinishedByMeAny(
var dieRoll = RollDie(DieType.D10, AdvantageType.None, out _, out _);
var healingReceived = classLevel + dieRoll;
- if (healingReceived > rulesetCharacter.TemporaryHitPoints)
- {
- rulesetCharacter.ReceiveTemporaryHitPoints(
- healingReceived, DurationType.UntilLongRest, 0, TurnOccurenceType.StartOfTurn,
- rulesetCharacter.Guid);
- }
+ rulesetCharacter.ReceiveTemporaryHitPoints(
+ healingReceived, DurationType.UntilAnyRest, 0, TurnOccurenceType.StartOfTurn, rulesetCharacter.Guid);
}
}
@@ -1146,8 +1140,8 @@ private static FeatDefinitionWithPrerequisites BuildSlayTheEnemies()
var advantageOnFavorite = FeatureDefinitionCombatAffinityBuilder
.Create($"CombatAffinity{NAME}Favorite")
.SetGuiPresentation(NAME, Category.Feat, Gui.NoLocalization)
- .SetSituationalContext(ExtraSituationalContext.TargetIsFavoriteEnemy)
.SetMyAttackAdvantage(AdvantageType.Advantage)
+ .SetSituationalContext(ExtraSituationalContext.TargetIsFavoriteEnemy)
.AddToDB();
var toHitOnRegular = FeatureDefinitionCombatAffinityBuilder
diff --git a/SolastaUnfinishedBusiness/Feats/CraftyFeats.cs b/SolastaUnfinishedBusiness/Feats/CraftyFeats.cs
index 063eee3e01..5853d01ab3 100644
--- a/SolastaUnfinishedBusiness/Feats/CraftyFeats.cs
+++ b/SolastaUnfinishedBusiness/Feats/CraftyFeats.cs
@@ -117,7 +117,7 @@ internal static void CreateFeats([NotNull] List feats)
featToxicologistCha);
//
- // Others
+ // Scriber
//
var featCraftyScriber = FeatDefinitionBuilder
@@ -127,21 +127,9 @@ internal static void CreateFeats([NotNull] List feats)
.SetFeatures(AttributeModifierCreed_Of_Pakri, proficiencyCraftyScrollKit, proficiencyCraftyArcana)
.AddToDB();
- var featGroupAlchemist = GroupFeats.MakeGroup("FeatGroupAlchemist", null,
- FeatDefinitions.InitiateAlchemist,
- FeatDefinitions.MasterAlchemist);
-
- var featGroupEnchanter = GroupFeats.MakeGroup("FeatGroupEnchanter", null,
- FeatDefinitions.InitiateEnchanter,
- FeatDefinitions.MasterEnchanter);
-
- GroupFeats.MakeGroup("FeatGroupTools", null,
- FeatDefinitions.Lockbreaker,
- featGroupApothecary,
- featGroupToxicologist,
- featCraftyScriber,
- featGroupAlchemist,
- featGroupEnchanter);
+ //
+ // MAIN
+ //
feats.AddRange(
featApothecaryInt,
@@ -151,5 +139,18 @@ internal static void CreateFeats([NotNull] List feats)
featToxicologistWis,
featToxicologistCha,
featCraftyScriber);
+
+ GroupFeats.FeatGroupSkills.AddFeats(
+ featGroupApothecary,
+ featGroupToxicologist,
+ featCraftyScriber);
+
+ GroupFeats.FeatGroupTools.AddFeats(
+ featGroupToxicologist,
+ featCraftyScriber,
+ FeatDefinitions.InitiateAlchemist,
+ FeatDefinitions.MasterAlchemist,
+ FeatDefinitions.InitiateEnchanter,
+ FeatDefinitions.MasterEnchanter);
}
}
diff --git a/SolastaUnfinishedBusiness/Feats/CriticalVirtuosoFeats.cs b/SolastaUnfinishedBusiness/Feats/CriticalVirtuosoFeats.cs
index 9263095cc3..d7dad6e4f3 100644
--- a/SolastaUnfinishedBusiness/Feats/CriticalVirtuosoFeats.cs
+++ b/SolastaUnfinishedBusiness/Feats/CriticalVirtuosoFeats.cs
@@ -50,7 +50,7 @@ internal static void CreateFeats([NotNull] List feats)
feats.AddRange(featImprovedCritical, featSuperiorCritical);
- GroupFeats.MakeGroup("FeatGroupCriticalVirtuoso", null,
+ GroupFeats.FeatGroupSupportCombat.AddFeats(
featImprovedCritical,
featSuperiorCritical);
}
diff --git a/SolastaUnfinishedBusiness/Feats/GroupFeats.cs b/SolastaUnfinishedBusiness/Feats/GroupFeats.cs
index 22663e0753..75c900fae1 100644
--- a/SolastaUnfinishedBusiness/Feats/GroupFeats.cs
+++ b/SolastaUnfinishedBusiness/Feats/GroupFeats.cs
@@ -18,8 +18,60 @@ internal static class GroupFeats
internal const string FightingStyle = "FightingStyle";
private static readonly List Groups = [];
+ internal static FeatDefinition FeatGroupBodyResilience { get; } = MakeGroup("FeatGroupBodyResilience", null,
+ BadlandsMarauder,
+ BlessingOfTheElements,
+ Enduring_Body,
+ FocusedSleeper,
+ HardToKill,
+ Hauler,
+ Robust,
+ MakeGroup("FeatGroupCreed", null,
+ Creed_Of_Einar,
+ Creed_Of_Misaye,
+ Creed_Of_Arun,
+ Creed_Of_Pakri,
+ Creed_Of_Maraike,
+ Creed_Of_Solasta));
+
+ private static FeatDefinition FeatGroupElementalTouch { get; } = MakeGroup("FeatGroupElementalTouch",
+ BurningTouch.FamilyTag,
+ BurningTouch,
+ ToxicTouch,
+ ElectrifyingTouch,
+ IcyTouch,
+ MeltingTouch);
+
internal static FeatDefinition FeatGroupFightingStyle { get; } = MakeGroup("FeatGroupFightingStyle", FightingStyle);
+ //
+ // Crusher & Piercer
+ //
+
+ internal static FeatDefinition FeatGroupCrusher { get; } = MakeGroup("FeatGroupCrusher", Crusher);
+
+ internal static FeatDefinition FeatGroupPiercer { get; } = MakeGroup("FeatGroupPiercer", Piercer);
+
+ //
+ // Skill & Tools
+ //
+
+ internal static FeatDefinition FeatGroupSkills { get; } = MakeGroup("FeatGroupSkills", null,
+ ArcaneAppraiser,
+ InitiateEnchanter,
+ Manipulator);
+
+ internal static FeatDefinition FeatGroupTools { get; } = MakeGroup("FeatGroupTools", null,
+ InitiateAlchemist,
+ MasterAlchemist,
+ InitiateEnchanter,
+ MasterEnchanter,
+ Lockbreaker);
+
+ //
+ // Combat Groups
+ //
+
internal static FeatDefinition FeatGroupAgilityCombat { get; } = MakeGroup("FeatGroupAgilityCombat", null,
EagerForBattle,
ForestRunner,
@@ -31,17 +83,13 @@ internal static class GroupFeats
RaiseShield,
TwinBlade);
- internal static FeatDefinition FeatGroupElementalTouch { get; } = MakeGroup("FeatGroupElementalTouch",
- "Touch",
- BurningTouch,
- ToxicTouch,
- ElectrifyingTouch,
- IcyTouch,
- MeltingTouch);
-
- internal static FeatDefinition FeatGroupPiercer { get; } = MakeGroup("FeatGroupPiercer", Piercer);
-
- internal static FeatDefinition FeatGroupMeleeCombat { get; } = MakeGroup("FeatGroupMeleeCombat", null);
+ internal static FeatDefinition FeatGroupMeleeCombat { get; } = MakeGroup("FeatGroupMeleeCombat", null,
+ FeatGroupElementalTouch,
+ FeatGroupCrusher,
+ FeatGroupPiercer,
+ DauntingPush,
+ DistractingGambit,
+ TripAttack);
internal static FeatDefinition FeatGroupRangedCombat { get; } = MakeGroup("FeatGroupRangedCombat", null,
FeatGroupPiercer,
@@ -61,39 +109,17 @@ internal static class GroupFeats
ForestallingStrength,
FollowUpStrike);
+ internal static FeatDefinition FeatGroupTwoWeaponCombat { get; } = MakeGroup("FeatGroupTwoWeaponCombat", null,
+ Ambidextrous,
+ TwinBlade);
+
internal static FeatDefinition FeatGroupUnarmoredCombat { get; } = MakeGroup("FeatGroupUnarmoredCombat", null,
+ FeatGroupCrusher,
FeatGroupElementalTouch);
- private static void ApplyDynamicDescription(FeatDefinition groupDefinition)
- {
- var groupedFeat = groupDefinition.GetFirstSubFeatureOfType();
-
- if (groupedFeat == null)
- {
- return;
- }
-
- var titles = groupedFeat.GetSubFeats(true)
- .Select(x => x.FormatTitle())
- .OrderBy(x => x)
- .ToArray();
- var title = string.Join(", ", titles);
-
- groupDefinition.guiPresentation.description = Gui.Format(groupDefinition.guiPresentation.description, title);
- }
-
internal static void Load(Action loader)
{
- MakeGroup("FeatGroupCreed", null,
- Creed_Of_Einar,
- Creed_Of_Misaye,
- Creed_Of_Arun,
- Creed_Of_Pakri,
- Creed_Of_Maraike,
- Creed_Of_Solasta);
-
MakeFeatGroupHalfAttributes();
-
Groups.ForEach(ApplyDynamicDescription);
Groups.ForEach(loader);
}
@@ -159,6 +185,28 @@ private static void MakeFeatGroupHalfAttributes()
featGroupHalfCharisma);
}
+ private static void ApplyDynamicDescription(FeatDefinition groupDefinition)
+ {
+ var groupedFeat = groupDefinition.GetFirstSubFeatureOfType();
+
+ if (groupedFeat == null)
+ {
+ return;
+ }
+
+ var titles = groupedFeat.GetSubFeats(true)
+ .Select(x => x.FormatTitle())
+ .OrderBy(x => x)
+ .ToArray();
+ var title = string.Join(", ", titles);
+
+ groupDefinition.guiPresentation.description = Gui.Format(groupDefinition.guiPresentation.description, title);
+ }
+
+ //
+ // Group Builders
+ //
+
internal static FeatDefinition MakeGroup(string name, string family, params FeatDefinition[] feats)
{
return MakeGroup(name, family, feats.AsEnumerable());
diff --git a/SolastaUnfinishedBusiness/Feats/MeleeCombatFeats.cs b/SolastaUnfinishedBusiness/Feats/MeleeCombatFeats.cs
index ad016f8e4e..146915678e 100644
--- a/SolastaUnfinishedBusiness/Feats/MeleeCombatFeats.cs
+++ b/SolastaUnfinishedBusiness/Feats/MeleeCombatFeats.cs
@@ -15,6 +15,7 @@
using SolastaUnfinishedBusiness.Models;
using SolastaUnfinishedBusiness.Properties;
using SolastaUnfinishedBusiness.Validators;
+using TA;
using static RuleDefinitions;
using static FeatureDefinitionAttributeModifier;
using static RuleDefinitions.RollContext;
@@ -28,19 +29,21 @@ namespace SolastaUnfinishedBusiness.Feats;
internal static class MeleeCombatFeats
{
- internal static FeatDefinition FeatFencer;
+ internal static FeatDefinition FeatFencer { get; private set; }
internal static void CreateFeats([NotNull] List feats)
{
+ FeatFencer = BuildFencer();
+
var featAlwaysReady = BuildAlwaysReady();
var featBladeMastery = BuildBladeMastery();
+ var featCharger = BuildCharger();
var featCleavingAttack = BuildCleavingAttack();
var featCrusherStr = BuildCrusherStr();
var featCrusherCon = BuildCrusherCon();
var featDefensiveDuelist = BuildDefensiveDuelist();
var featDevastatingStrikes = BuildDevastatingStrikes();
var featFellHanded = BuildFellHanded();
- FeatFencer = BuildFencer();
var featHammerThePoint = BuildHammerThePoint();
var featLongSwordFinesse = BuildLongswordFinesse();
var featOldTacticsDex = BuildOldTacticsDex();
@@ -55,15 +58,16 @@ internal static void CreateFeats([NotNull] List feats)
var featSpearMastery = BuildSpearMastery();
feats.AddRange(
+ FeatFencer,
featAlwaysReady,
featBladeMastery,
+ featCharger,
featCleavingAttack,
featCrusherCon,
featCrusherStr,
featDefensiveDuelist,
featDevastatingStrikes,
featFellHanded,
- FeatFencer,
featHammerThePoint,
featLongSwordFinesse,
featOldTacticsDex,
@@ -77,10 +81,6 @@ internal static void CreateFeats([NotNull] List feats)
featSlasherStr,
featSpearMastery);
- var featGroupCrusher = GroupFeats.MakeGroup("FeatGroupCrusher", GroupFeats.Crusher,
- featCrusherStr,
- featCrusherCon);
-
var featGroupOldTactics = GroupFeats.MakeGroup("FeatGroupOldTactics", GroupFeats.OldTactics,
featOldTacticsDex,
featOldTacticsStr);
@@ -89,37 +89,33 @@ internal static void CreateFeats([NotNull] List feats)
featSlasherDex,
featSlasherStr);
- GroupFeats.FeatGroupDefenseCombat.AddFeats(
- featAlwaysReady,
- featDefensiveDuelist);
+ GroupFeats.FeatGroupCrusher.AddFeats(
+ featCrusherStr,
+ featCrusherCon);
GroupFeats.FeatGroupPiercer.AddFeats(
featPiercerDex,
featPiercerStr);
- GroupFeats.FeatGroupUnarmoredCombat.AddFeats(
- featGroupCrusher);
+ GroupFeats.FeatGroupDefenseCombat.AddFeats(
+ featAlwaysReady,
+ featDefensiveDuelist);
GroupFeats.FeatGroupMeleeCombat.AddFeats(
- GroupFeats.FeatGroupElementalTouch,
- GroupFeats.FeatGroupPiercer,
- FeatDefinitions.DauntingPush,
- FeatDefinitions.DistractingGambit,
- FeatDefinitions.TripAttack,
+ FeatFencer,
featAlwaysReady,
featBladeMastery,
+ featCharger,
featCleavingAttack,
featDefensiveDuelist,
featDevastatingStrikes,
featFellHanded,
- FeatFencer,
featHammerThePoint,
featLongSwordFinesse,
featPowerAttack,
featRecklessAttack,
featSavageAttack,
featSpearMastery,
- featGroupCrusher,
featGroupOldTactics,
featGroupSlasher);
}
@@ -353,6 +349,217 @@ private static FeatDefinition BuildFencer()
#endregion
+ #region Charger
+
+ private static FeatDefinition BuildCharger()
+ {
+ const string Name = "FeatCharger";
+
+ var powerPool = FeatureDefinitionPowerBuilder
+ .Create($"Power{Name}")
+ .SetGuiPresentation(Name, Category.Feat)
+ .SetUsesFixed(ActivationTime.NoCost)
+ .SetShowCasting(false)
+ .AddToDB();
+
+ powerPool.AddCustomSubFeatures(
+ ModifyPowerVisibility.Hidden,
+ new PhysicalAttackBeforeHitConfirmedOnEnemyCharger(powerPool));
+
+ var additionalDamage = FeatureDefinitionAdditionalDamageBuilder
+ .Create($"AdditionalDamage{Name}")
+ .SetGuiPresentationNoContent(true)
+ .SetNotificationTag("Charger")
+ .SetDamageDice(DieType.D8, 1)
+ .SetAdditionalDamageType(AdditionalDamageType.SameAsBaseDamage)
+ .SetRequiredProperty(RestrictedContextRequiredProperty.Weapon)
+ .SetImpactParticleReference(FeatureDefinitionPowers.PowerRoguishHoodlumDirtyFighting)
+ .AddCustomSubFeatures(
+ new ValidateContextInsteadOfRestrictedProperty((_, _, _, _, _, mode, _) =>
+ (OperationType.Set, mode != null)))
+ .AddToDB();
+
+ var conditionAdditionalDamage = ConditionDefinitionBuilder
+ .Create($"Condition{Name}AdditionalDamage")
+ .SetGuiPresentationNoContent(true)
+ .SetSilent(Silent.WhenAddedOrRemoved)
+ .SetFeatures(additionalDamage)
+ .SetSpecialInterruptions(ConditionInterruption.Attacks)
+ .AddToDB();
+
+ var powerAddDamage = FeatureDefinitionPowerSharedPoolBuilder
+ .Create($"Power{Name}AddDamage")
+ .SetGuiPresentation(Category.Feature)
+ .SetSharedPool(ActivationTime.NoCost, powerPool)
+ .SetShowCasting(false)
+ .SetEffectDescription(
+ EffectDescriptionBuilder
+ .Create()
+ .SetDurationData(DurationType.Round)
+ .SetTargetingData(Side.Ally, RangeType.Self, 0, TargetType.Self)
+ .SetEffectForms(EffectFormBuilder.ConditionForm(conditionAdditionalDamage))
+ .Build())
+ .AddCustomSubFeatures(ModifyPowerVisibility.Hidden)
+ .AddToDB();
+
+ var powerShove = FeatureDefinitionPowerSharedPoolBuilder
+ .Create($"Power{Name}Shove")
+ .SetGuiPresentation(Category.Feature)
+ .SetSharedPool(ActivationTime.NoCost, powerPool)
+ .SetShowCasting(false)
+ .AddCustomSubFeatures(ModifyPowerVisibility.Hidden)
+ .AddToDB();
+
+ PowerBundle.RegisterPowerBundle(powerPool, true, powerAddDamage, powerShove);
+
+ var featureExtraAttack = FeatureDefinitionBuilder
+ .Create($"Feature{Name}ExtraAttack")
+ .SetGuiPresentationNoContent(true)
+ .AddCustomSubFeatures(
+ new AddExtraMainHandAttack(
+ ActionDefinitions.ActionType.Bonus,
+ ValidatorsCharacter.HasMeleeWeaponOrUnarmedInMainHand,
+ ValidatorsCharacter.HasAnyOfConditions(ConditionDashing)))
+ .AddToDB();
+
+ return FeatDefinitionBuilder
+ .Create("FeatCharger")
+ .SetGuiPresentation(Category.Feat)
+ .SetFeatures(featureExtraAttack, powerPool, powerAddDamage, powerShove)
+ .AddToDB();
+ }
+
+ internal sealed class PhysicalAttackBeforeHitConfirmedOnEnemyCharger(FeatureDefinitionPower powerPool)
+ : IPhysicalAttackBeforeHitConfirmedOnEnemy
+ {
+ private const string DirX = "DirectionX";
+ private const string DirY = "DirectionY";
+ private const string DirZ = "DirectionZ";
+ private const string StraightLine = "StraightLine";
+
+ private static readonly EffectForm ShoveForm = EffectFormBuilder
+ .Create()
+ .SetMotionForm(MotionForm.MotionType.PushFromOrigin, 2)
+ .Build();
+
+ public IEnumerator OnPhysicalAttackBeforeHitConfirmedOnEnemy(
+ GameLocationBattleManager battleManager,
+ GameLocationCharacter attacker,
+ GameLocationCharacter defender,
+ ActionModifier actionModifier,
+ RulesetAttackMode attackMode,
+ bool rangedAttack,
+ AdvantageType advantageType,
+ List actualEffectForms,
+ bool firstTarget,
+ bool criticalHit)
+ {
+ var actionManager = ServiceRepository.GetService() as GameLocationActionManager;
+
+ if (actionManager == null ||
+ battleManager is not { IsBattleInProgress: true })
+ {
+ yield break;
+ }
+
+ var rulesetAttacker = attacker.RulesetCharacter;
+
+ var attackerPosition = attacker.LocationPosition;
+ var defenderPosition = defender.LocationPosition;
+
+ var attackDirectionX = Math.Sign(attackerPosition.x - defenderPosition.x);
+ var attackDirectionY = Math.Sign(attackerPosition.y - defenderPosition.y);
+ var attackDirectionZ = Math.Sign(attackerPosition.z - defenderPosition.z);
+
+ InitDirections(attacker);
+
+ if ((!ValidatorsWeapon.IsMelee(attackMode) &&
+ !ValidatorsWeapon.IsUnarmed(attackMode)) ||
+ !attacker.OncePerTurnIsValid(powerPool.Name) ||
+ attackDirectionX != attacker.UsedSpecialFeatures[DirX] ||
+ attackDirectionY != attacker.UsedSpecialFeatures[DirY] ||
+ attackDirectionZ != attacker.UsedSpecialFeatures[DirZ] ||
+ attacker.UsedSpecialFeatures[StraightLine] < 2)
+ {
+ yield break;
+ }
+
+ var implementationManagerService =
+ ServiceRepository.GetService() as RulesetImplementationManager;
+
+ var usablePower = PowerProvider.Get(powerPool, rulesetAttacker);
+ var actionParams = new CharacterActionParams(attacker, ActionDefinitions.Id.PowerNoCost)
+ {
+ ActionModifiers = { actionModifier },
+ StringParameter = powerPool.Name,
+ RulesetEffect = implementationManagerService
+ .MyInstantiateEffectPower(rulesetAttacker, usablePower, false),
+ UsablePower = usablePower,
+ TargetCharacters = { defender }
+ };
+
+ var count = actionManager.PendingReactionRequestGroups.Count;
+ var reactionRequest = new ReactionRequestSpendBundlePower(actionParams);
+
+ actionManager.AddInterruptRequest(reactionRequest);
+
+ yield return battleManager.WaitForReactions(attacker, actionManager, count);
+
+ if (!actionParams.ReactionValidated)
+ {
+ yield break;
+ }
+
+ attacker.UsedSpecialFeatures.TryAdd(powerPool.Name, 0);
+
+ // add the shove form direct to the attack
+ var option = reactionRequest.SelectedSubOption;
+ var subPowers = powerPool.GetBundle()?.SubPowers;
+
+ if (subPowers != null &&
+ subPowers[option].Name == "PowerFeatChargerShove")
+ {
+ actualEffectForms.Add(ShoveForm);
+ }
+ }
+
+ private static void InitDirections(GameLocationCharacter mover)
+ {
+ mover.UsedSpecialFeatures.TryAdd(DirX, 0);
+ mover.UsedSpecialFeatures.TryAdd(DirY, 0);
+ mover.UsedSpecialFeatures.TryAdd(DirZ, 0);
+ mover.UsedSpecialFeatures.TryAdd(StraightLine, 0);
+ }
+
+ internal static void RecordStraightLine(GameLocationCharacter mover, int3 destination)
+ {
+ InitDirections(mover);
+
+ var origin = mover.LocationPosition;
+
+ var previousDirectionX = mover.UsedSpecialFeatures[DirX];
+ var previousDirectionY = mover.UsedSpecialFeatures[DirY];
+ var previousDirectionZ = mover.UsedSpecialFeatures[DirZ];
+
+ var directionX = Math.Sign(origin.x - destination.x);
+ var directionY = Math.Sign(origin.y - destination.y);
+ var directionZ = Math.Sign(origin.z - destination.z);
+
+ mover.UsedSpecialFeatures[DirX] = directionX;
+ mover.UsedSpecialFeatures[DirY] = directionY;
+ mover.UsedSpecialFeatures[DirZ] = directionZ;
+
+ mover.UsedSpecialFeatures[StraightLine] =
+ previousDirectionX == directionX &&
+ previousDirectionY == directionY &&
+ previousDirectionZ == directionZ
+ ? mover.UsedSpecialFeatures[StraightLine] + 1
+ : 1;
+ }
+ }
+
+ #endregion
+
#region Defensive Duelist
private static FeatDefinition BuildDefensiveDuelist()
@@ -692,7 +899,8 @@ public void OnCharacterBeforeTurnEnded(GameLocationCharacter locationCharacter)
var rulesetCharacter = locationCharacter.RulesetCharacter;
if (rulesetCharacter is not { IsDeadOrDyingOrUnconscious: false } ||
- !rulesetCharacter.HasAnyConditionOfType(conditionDefinition.Name))
+ !rulesetCharacter.HasConditionOfCategoryAndType(
+ AttributeDefinitions.TagEffect, conditionDefinition.Name))
{
return;
}
diff --git a/SolastaUnfinishedBusiness/Feats/OtherFeats.cs b/SolastaUnfinishedBusiness/Feats/OtherFeats.cs
index 70168e45aa..ce1e06dac2 100644
--- a/SolastaUnfinishedBusiness/Feats/OtherFeats.cs
+++ b/SolastaUnfinishedBusiness/Feats/OtherFeats.cs
@@ -59,6 +59,7 @@ internal static void CreateFeats([NotNull] List feats)
var featVersatilityAdept = EldritchVersatilityBuilders.FeatEldritchVersatilityAdept;
var featWarCaster = BuildWarcaster();
+ var chefGroup = BuildChef(feats);
var spellSniperGroup = BuildSpellSniper(feats);
var elementalAdeptGroup = BuildElementalAdept(feats);
var elementalMasterGroup = BuildElementalMaster(feats);
@@ -69,6 +70,7 @@ internal static void CreateFeats([NotNull] List feats)
var featSentinel = BuildFeatFromFightingStyle(Sentinel.SentinelName);
feats.AddRange(
+ FeatAlert,
featArcaneArcherAdept,
featAstralArms,
featEldritchAdept,
@@ -91,7 +93,12 @@ internal static void CreateFeats([NotNull] List feats)
featVersatilityAdept,
featWarCaster);
+ GroupFeats.FeatGroupBodyResilience.AddFeats(
+ featTough,
+ featFrostAdaptation);
+
GroupFeats.FeatGroupAgilityCombat.AddFeats(
+ FeatAlert,
featMobile);
GroupFeats.FeatGroupDefenseCombat.AddFeats(
@@ -111,25 +118,18 @@ internal static void CreateFeats([NotNull] List feats)
GroupFeats.FeatGroupSupportCombat.AddFeats(
featGiftOfTheChromaticDragon,
+ chefGroup,
featHealer,
featInspiringLeader,
featSentinel);
GroupFeats.FeatGroupUnarmoredCombat.AddFeats(
featAstralArms,
- featMonkInitiate,
featPoisonousSkin);
- GroupFeats.MakeGroup("FeatGroupBodyResilience", null,
- FeatDefinitions.BadlandsMarauder,
- FeatDefinitions.BlessingOfTheElements,
- FeatDefinitions.Enduring_Body,
- FeatDefinitions.FocusedSleeper,
- FeatDefinitions.HardToKill,
- FeatDefinitions.Hauler,
- FeatDefinitions.Robust,
- featTough,
- featFrostAdaptation);
+ GroupFeats.FeatGroupSkills.AddFeats(
+ featHealer,
+ featPickPocket);
GroupFeats.MakeGroup("FeatGroupGeneralAdept", null,
featArcaneArcherAdept,
@@ -139,13 +139,8 @@ internal static void CreateFeats([NotNull] List feats)
featMagicInitiate,
featMartialAdept,
featMetamagicAdept,
+ featMonkInitiate,
featVersatilityAdept);
-
- GroupFeats.MakeGroup("FeatGroupSkills", null,
- FeatDefinitions.ArcaneAppraiser,
- FeatDefinitions.Manipulator,
- featHealer,
- featPickPocket);
}
#region Arcane Archer Adept
@@ -166,6 +161,28 @@ private static FeatDefinitionWithPrerequisites BuildArcaneArcherAdept()
#endregion
+ #region Astral Arms
+
+ private static FeatDefinition BuildAstralArms()
+ {
+ return FeatDefinitionBuilder
+ .Create("FeatAstralArms")
+ .SetGuiPresentation(Category.Feat)
+ .SetFeatures(
+ AttributeModifierCreed_Of_Maraike)
+ .AddCustomSubFeatures(
+ new CanMakeAoOOnReachEntered { AllowRange = false, WeaponValidator = ValidWeapon },
+ new IncreaseWeaponReach(1, ValidWeapon))
+ .AddToDB();
+
+ static bool ValidWeapon(RulesetAttackMode attackMode, RulesetItem item, RulesetCharacter character)
+ {
+ return ValidatorsWeapon.IsUnarmed(attackMode);
+ }
+ }
+
+ #endregion
+
#region Eldritch Adept
private static FeatDefinitionWithPrerequisites BuildEldritchAdept()
@@ -206,23 +223,6 @@ private static FeatDefinition BuildFrostAdaptation()
#endregion
- #region Tactician Adept
-
- private static FeatDefinitionWithPrerequisites BuildTacticianAdept()
- {
- return FeatDefinitionWithPrerequisitesBuilder
- .Create("FeatTacticianAdept")
- .SetGuiPresentation(Category.Feat, hidden: true)
- .SetFeatures(
- GambitsBuilders.GambitPool,
- GambitsBuilders.Learn2Gambit,
- MartialTactician.BuildGambitPoolIncrease(1, "FeatTacticianAdept"))
- .SetValidators(ValidatorsFeat.IsLevel4)
- .AddToDB();
- }
-
- #endregion
-
#region Infusions Adept
private static FeatDefinitionWithPrerequisites BuildInfusionsAdept()
@@ -253,7 +253,7 @@ private static FeatDefinition BuildInspiringLeader()
.SetEffectDescription(
EffectDescriptionBuilder
.Create()
- .SetDurationData(DurationType.UntilLongRest)
+ .SetDurationData(DurationType.UntilAnyRest)
.SetTargetingData(Side.Ally, RangeType.Self, 0, TargetType.Sphere, 6)
.SetEffectForms(
EffectFormBuilder
@@ -346,6 +346,34 @@ private static FeatDefinition BuildMagicInitiate()
#endregion
+ #region Metamagic Adept
+
+ private static FeatDefinitionWithPrerequisites BuildMetamagicAdept()
+ {
+ return FeatDefinitionWithPrerequisitesBuilder
+ .Create("FeatMetamagicAdept")
+ .SetGuiPresentation(Category.Feat)
+ .SetFeatures(
+ ActionAffinitySorcererMetamagicToggle,
+ FeatureDefinitionAttributeModifierBuilder
+ .Create(AttributeModifierSorcererSorceryPointsBase, "AttributeModifierSorcererSorceryPointsBonus2")
+ .SetGuiPresentationNoContent(true)
+ .SetModifier(
+ AttributeModifierOperation.AddHalfProficiencyBonus,
+ AttributeDefinitions.SorceryPoints)
+ .AddToDB(),
+ FeatureDefinitionPointPoolBuilder
+ .Create("PointPoolFeatMetamagicAdept")
+ .SetGuiPresentationNoContent(true)
+ .SetPool(HeroDefinitions.PointsPoolType.Metamagic, 2)
+ .AddToDB())
+ .SetMustCastSpellsPrerequisite()
+ .SetValidators(ValidatorsFeat.IsLevel2)
+ .AddToDB();
+ }
+
+ #endregion
+
#region Monk Initiate
private static FeatDefinition BuildMonkInitiate()
@@ -397,6 +425,23 @@ private static FeatDefinition BuildPickPocket()
#endregion
+ #region Tactician Adept
+
+ private static FeatDefinitionWithPrerequisites BuildTacticianAdept()
+ {
+ return FeatDefinitionWithPrerequisitesBuilder
+ .Create("FeatTacticianAdept")
+ .SetGuiPresentation(Category.Feat, hidden: true)
+ .SetFeatures(
+ GambitsBuilders.GambitPool,
+ GambitsBuilders.Learn2Gambit,
+ MartialTactician.BuildGambitPoolIncrease(1, "FeatTacticianAdept"))
+ .SetValidators(ValidatorsFeat.IsLevel4)
+ .AddToDB();
+ }
+
+ #endregion
+
#region Tough
private static FeatDefinition BuildTough()
@@ -416,66 +461,381 @@ private static FeatDefinition BuildTough()
#endregion
- #region Metamagic Adept
+ #region Helpers
- private static FeatDefinitionWithPrerequisites BuildMetamagicAdept()
+ internal sealed class SpellTag
{
- return FeatDefinitionWithPrerequisitesBuilder
- .Create("FeatMetamagicAdept")
- .SetGuiPresentation(Category.Feat)
- .SetFeatures(
- ActionAffinitySorcererMetamagicToggle,
- FeatureDefinitionAttributeModifierBuilder
- .Create(AttributeModifierSorcererSorceryPointsBase, "AttributeModifierSorcererSorceryPointsBonus2")
- .SetGuiPresentationNoContent(true)
- .SetModifier(
- AttributeModifierOperation.AddHalfProficiencyBonus,
- AttributeDefinitions.SorceryPoints)
- .AddToDB(),
- FeatureDefinitionPointPoolBuilder
- .Create("PointPoolFeatMetamagicAdept")
- .SetGuiPresentationNoContent(true)
- .SetPool(HeroDefinitions.PointsPoolType.Metamagic, 2)
- .AddToDB())
- .SetMustCastSpellsPrerequisite()
- .SetValidators(ValidatorsFeat.IsLevel2)
- .AddToDB();
+ internal SpellTag(string spellTag)
+ {
+ Name = spellTag;
+ }
+
+ internal string Name { get; }
}
#endregion
- #region Astral Arms
+ #region Alert
- private static FeatDefinition BuildAstralArms()
+ private const string FeatAlertName = "FeatAlert";
+
+ internal static readonly FeatDefinition FeatAlert = FeatDefinitionBuilder
+ .Create(FeatAlertName)
+ .SetGuiPresentation(Category.Feat)
+ .AddFeatures(
+ FeatureDefinitionAttributeModifierBuilder
+ .Create($"AttributeModifier{FeatAlertName}Initiative")
+ .SetGuiPresentationNoContent(true)
+ .SetModifier(AttributeModifierOperation.Additive, AttributeDefinitions.Initiative, 5)
+ .AddToDB(),
+ FeatureDefinitionConditionAffinityBuilder
+ .Create($"ConditionAffinity{FeatAlertName}Surprised")
+ .SetGuiPresentationNoContent(true)
+ .SetConditionAffinityType(ConditionAffinityType.Immunity)
+ .SetConditionType(ConditionDefinitions.ConditionSurprised)
+ .AddToDB())
+ .AddToDB();
+
+ #endregion
+
+ #region Chef
+
+ private static FeatDefinition BuildChef(List feats)
{
- return FeatDefinitionBuilder
- .Create("FeatAstralArms")
+ const string Name = "FeatChef";
+
+ var powerTreat = FeatureDefinitionPowerBuilder
+ .Create($"Power{Name}Treat")
+ .SetGuiPresentation($"Item{Name}Treat", Category.Item, PowerFunctionGoodberryHealing)
+ .SetUsesFixed(ActivationTime.BonusAction, RechargeRate.None)
+ .SetEffectDescription(
+ EffectDescriptionBuilder
+ .Create()
+ .SetDurationData(DurationType.UntilAnyRest)
+ .SetTargetingData(Side.Ally, RangeType.Self, 0, TargetType.Self)
+ .SetEffectForms(
+ EffectFormBuilder
+ .Create()
+ .SetTempHpForm(5)
+ .Build())
+ .SetEffectEffectParameters(Goodberry)
+ .Build())
+ .AddToDB();
+
+ var itemTreat = ItemDefinitionBuilder
+ .Create(ItemDefinitions.Berry_Ration, $"Item{Name}Treat")
+ .SetOrUpdateGuiPresentation(Category.Item)
+ .SetUsableDeviceDescription(powerTreat)
+ .AddToDB();
+
+ var powerCookTreat = FeatureDefinitionPowerBuilder
+ .Create($"Power{Name}CookTreat")
+ .SetGuiPresentation(Category.Feature, PowerFunctionGoodberryHealingOther)
+ .SetUsesFixed(ActivationTime.Hours1, RechargeRate.LongRest)
+ .SetEffectDescription(
+ EffectDescriptionBuilder
+ .Create()
+ .SetDurationData(DurationType.UntilAnyRest, 8)
+ .SetTargetingData(Side.Ally, RangeType.Self, 0, TargetType.Self)
+ .SetEffectForms(
+ EffectFormBuilder
+ .Create()
+ .SetSummonItemForm(itemTreat, 1)
+ .Build())
+ .SetEffectEffectParameters(Goodberry)
+ .Build())
+ .AddToDB();
+
+ powerCookTreat.AddCustomSubFeatures(new ModifyEffectDescriptionCookTreat(powerCookTreat));
+
+ var powerCookMeal = FeatureDefinitionPowerBuilder
+ .Create($"Power{Name}CookMeal")
+ .SetGuiPresentation(Category.Feature, PowerFunctionGoodberryHealingOther)
+ .SetUsesFixed(ActivationTime.Hours1, RechargeRate.ShortRest)
+ .SetEffectDescription(
+ EffectDescriptionBuilder
+ .Create()
+ .SetTargetingData(Side.Ally, RangeType.Distance, 6, TargetType.IndividualsUnique, 6)
+ .SetEffectForms(
+ EffectFormBuilder
+ .Create()
+ .SetHealingForm(HealingComputation.Dice, 0, DieType.D8, 1, false,
+ HealingCap.MaximumHitPoints)
+ .Build())
+ .SetEffectEffectParameters(Goodberry)
+ .Build())
+ .AddToDB();
+
+ var featCon = FeatDefinitionBuilder
+ .Create($"{Name}Con")
.SetGuiPresentation(Category.Feat)
- .SetFeatures(
- AttributeModifierCreed_Of_Maraike)
- .AddCustomSubFeatures(
- new CanMakeAoOOnReachEntered { AllowRange = false, WeaponValidator = ValidWeapon },
- new IncreaseWeaponReach(1, ValidWeapon))
+ .SetFeatures(AttributeModifierCreed_Of_Arun, powerCookTreat, powerCookMeal)
+ .SetFeatFamily(Name)
.AddToDB();
- static bool ValidWeapon(RulesetAttackMode attackMode, RulesetItem item, RulesetCharacter character)
+ var featWis = FeatDefinitionBuilder
+ .Create($"{Name}Wis")
+ .SetGuiPresentation(Category.Feat)
+ .SetFeatures(AttributeModifierCreed_Of_Maraike, powerCookTreat, powerCookMeal)
+ .SetFeatFamily(Name)
+ .AddToDB();
+
+ feats.AddRange(featWis, featCon);
+
+ return GroupFeats.MakeGroup("FeatGroupChef", Name, featCon, featWis);
+ }
+
+ private sealed class ModifyEffectDescriptionCookTreat(
+ // ReSharper disable once SuggestBaseTypeForParameterInConstructor
+ FeatureDefinitionPower powerCookTreat) : IModifyEffectDescription
+ {
+ public bool IsValid(BaseDefinition definition, RulesetCharacter character, EffectDescription effectDescription)
{
- return ValidatorsWeapon.IsUnarmed(attackMode);
+ return definition == powerCookTreat;
+ }
+
+ public EffectDescription GetEffectDescription(
+ BaseDefinition definition,
+ EffectDescription effectDescription,
+ RulesetCharacter character,
+ RulesetEffect rulesetEffect)
+ {
+ effectDescription.EffectForms[0].SummonForm.number =
+ character.TryGetAttributeValue(AttributeDefinitions.ProficiencyBonus);
+
+ return effectDescription;
}
}
#endregion
- #region Common Helpers
+ #region Elemental Adept
- internal sealed class SpellTag
+ private static FeatDefinition BuildElementalAdept(List feats)
{
- internal SpellTag(string spellTag)
+ const string NAME = "FeatElementalAdept";
+
+ var elementalAdeptFeats = new List();
+
+ var damageTypes = new[]
{
- Name = spellTag;
+ DamageTypeAcid, DamageTypeCold, DamageTypeFire, DamageTypeLightning, DamageTypePoison, DamageTypeThunder
+ };
+
+ // ReSharper disable once LoopCanBeConvertedToQuery
+ foreach (var damageType in damageTypes)
+ {
+ var damageTitle = Gui.Localize($"Rules/&{damageType}Title");
+ var guiPresentation = new GuiPresentationBuilder(
+ Gui.Format($"Feat/&{NAME}Title", damageTitle),
+ Gui.Format($"Feat/&{NAME}Description", damageTitle))
+ .Build();
+
+ var feat = FeatDefinitionBuilder
+ .Create($"{NAME}{damageType}")
+ .SetGuiPresentation(guiPresentation)
+ .SetFeatures(
+ FeatureDefinitionDieRollModifierBuilder
+ .Create($"DieRollModifierDamageTypeDependent{NAME}{damageType}")
+ .SetGuiPresentation(guiPresentation)
+ .SetModifiers(RollContext.AttackDamageValueRoll, 1, 1, 1,
+ "Feature/&DieRollModifierFeatElementalAdeptReroll")
+ .AddCustomSubFeatures(new ModifyDamageResistanceElementalAdept(damageType))
+ .AddToDB(),
+ FeatureDefinitionDieRollModifierBuilder
+ .Create($"DieRollModifierDamageTypeDependent{NAME}{damageType}Magic")
+ .SetGuiPresentation(guiPresentation)
+ .SetModifiers(RollContext.MagicDamageValueRoll, 1, 1, 1,
+ "Feature/&DieRollModifierFeatElementalAdeptReroll")
+ .AddCustomSubFeatures(new ModifyDamageResistanceElementalAdept(damageType))
+ .AddToDB())
+ .SetMustCastSpellsPrerequisite()
+ .SetFeatFamily("ElementalAdept")
+ .AddToDB();
+
+ elementalAdeptFeats.Add(feat);
}
- internal string Name { get; }
+ var elementalAdeptGroup =
+ GroupFeats.MakeGroup("FeatGroupElementalAdept", "ElementalAdept", elementalAdeptFeats);
+
+ feats.AddRange(elementalAdeptFeats);
+
+ return elementalAdeptGroup;
+ }
+
+ private sealed class ModifyDamageResistanceElementalAdept : IModifyDamageAffinity, IValidateDieRollModifier
+ {
+ private readonly List _damageTypes = [];
+
+ public ModifyDamageResistanceElementalAdept(params string[] damageTypes)
+ {
+ _damageTypes.AddRange(damageTypes);
+ }
+
+ public void ModifyDamageAffinity(RulesetActor attacker, RulesetActor defender, List features)
+ {
+ features.RemoveAll(x =>
+ x is IDamageAffinityProvider { DamageAffinityType: DamageAffinityType.Resistance } y &&
+ _damageTypes.Contains(y.DamageType));
+ }
+
+ public bool CanModifyRoll(RulesetCharacter character, List features,
+ List damageTypes)
+ {
+ return _damageTypes.Intersect(damageTypes).Any();
+ }
+ }
+
+ #endregion
+
+ #region Elemental Master
+
+ private static FeatDefinition BuildElementalMaster(List feats)
+ {
+ const string NAME = "FeatElementalMaster";
+
+ var elementalAdeptFeats = new List();
+
+ var damageTypes = new[]
+ {
+ DamageTypeAcid, DamageTypeCold, DamageTypeFire, DamageTypeLightning, DamageTypePoison, DamageTypeThunder
+ };
+
+ // ReSharper disable once LoopCanBeConvertedToQuery
+ foreach (var damageType in damageTypes)
+ {
+ var damageTitle = Gui.Localize($"Rules/&{damageType}Title");
+ var guiPresentation = new GuiPresentationBuilder(
+ Gui.Format($"Feat/&{NAME}Title", damageTitle),
+ Gui.Format($"Feat/&{NAME}Description", damageTitle))
+ .Build();
+
+ var feat = FeatDefinitionBuilder
+ .Create($"{NAME}{damageType}")
+ .SetGuiPresentation(guiPresentation)
+ .SetFeatures(
+ FeatureDefinitionDieRollModifierBuilder
+ .Create($"DieRollModifierDamageTypeDependent{NAME}{damageType}")
+ .SetGuiPresentation(guiPresentation)
+ .SetModifiers(RollContext.AttackRoll, 1, 1, 1,
+ "Feature/&DieRollModifierFeatElementalMasterReroll")
+ .AddCustomSubFeatures(new ModifyDamageResistanceElementalMaster(damageType))
+ .AddToDB(),
+ FeatureDefinitionDamageAffinityBuilder
+ .Create($"DamageAffinity{NAME}{damageType}")
+ .SetGuiPresentation(guiPresentation)
+ .SetDamageAffinityType(DamageAffinityType.Resistance)
+ .SetDamageType(damageType)
+ .AddToDB())
+ .SetMustCastSpellsPrerequisite()
+ .SetFeatFamily("ElementalMaster")
+ .SetKnownFeatsPrerequisite($"FeatElementalAdept{damageType}")
+ .AddToDB();
+
+ elementalAdeptFeats.Add(feat);
+ }
+
+ var elementalAdeptGroup =
+ GroupFeats.MakeGroup("FeatGroupElementalMaster", "ElementalMaster", elementalAdeptFeats);
+
+ feats.AddRange(elementalAdeptFeats);
+
+ return elementalAdeptGroup;
+ }
+
+ private sealed class ModifyDamageResistanceElementalMaster : IModifyDamageAffinity, IValidateDieRollModifier
+ {
+ private readonly List _damageTypes = [];
+
+ public ModifyDamageResistanceElementalMaster(params string[] damageTypes)
+ {
+ _damageTypes.AddRange(damageTypes);
+ }
+
+ public void ModifyDamageAffinity(RulesetActor defender, RulesetActor attacker, List features)
+ {
+ features.RemoveAll(x =>
+ x is IDamageAffinityProvider { DamageAffinityType: DamageAffinityType.Immunity } y &&
+ _damageTypes.Contains(y.DamageType));
+ }
+
+ public bool CanModifyRoll(RulesetCharacter character, List features,
+ List damageTypes)
+ {
+ return _damageTypes.Intersect(damageTypes).Any();
+ }
+ }
+
+ #endregion
+
+ #region Fighting Initiate
+
+ private static FeatDefinitionWithPrerequisites BuildFeatFromFightingStyle(string fightingStyleName)
+ {
+ var db = DatabaseRepository.GetDatabase();
+ var feat = BuildFightingStyleFeat(db.GetElement(fightingStyleName));
+
+ feat.Validators.Clear();
+ feat.familyTag = string.Empty;
+ feat.hasFamilyTag = false;
+
+ return feat;
+ }
+
+ private static FeatDefinition BuildFightingInitiate()
+ {
+ var fightingStyleFeats = DatabaseRepository
+ .GetDatabase()
+ .Where(x =>
+ x.ContentPack == CeContentPackContext.CeContentPack &&
+ x.Name is not (
+ MonkShieldExpert.ShieldExpertName or
+ PolearmExpert.PolearmExpertName or
+ Sentinel.SentinelName))
+ .Select(BuildFightingStyleFeat)
+ .OfType()
+ .ToArray();
+
+ var vanillaFightingStyleFeats = DatabaseRepository
+ .GetDatabase()
+ .Where(x => x.ContentPack != CeContentPackContext.CeContentPack)
+ .Select(BuildFightingStyleFeat)
+ .OfType()
+ .ToArray();
+
+ GroupFeats.FeatGroupFightingStyle.AddFeats(fightingStyleFeats);
+ GroupFeats.FeatGroupFightingStyle.AddFeats(vanillaFightingStyleFeats);
+
+ return GroupFeats.FeatGroupFightingStyle;
+ }
+
+ private static FeatDefinitionWithPrerequisites BuildFightingStyleFeat(FightingStyleDefinition fightingStyle)
+ {
+ // we need a brand new one to avoid issues with FS getting hidden
+ var guiPresentation = new GuiPresentation(fightingStyle.GuiPresentation);
+ var feat = FeatDefinitionWithPrerequisitesBuilder
+ .Create($"Feat{fightingStyle.Name}")
+ .SetGuiPresentation(guiPresentation)
+ .SetFeatures(
+ FeatureDefinitionProficiencyBuilder
+ .Create($"ProficiencyFeat{fightingStyle.Name}")
+ .SetProficiencies(ProficiencyType.FightingStyle, fightingStyle.Name)
+ .SetGuiPresentation(guiPresentation)
+ .AddToDB())
+ .SetFeatFamily(GroupFeats.FightingStyle)
+ .SetValidators(ValidatorsFeat.ValidateNotFightingStyle(fightingStyle))
+ .AddToDB();
+
+ // supports custom pools [only superior technique now]
+ feat.Features.AddRange(fightingStyle.Features.OfType());
+
+ if (!Main.Settings.FightingStyleEnabled.Contains(fightingStyle.Name))
+ {
+ guiPresentation.hidden = true;
+ }
+
+ return feat;
}
#endregion
@@ -813,198 +1173,6 @@ public EffectDescription GetEffectDescription(
#endregion
- #region War Caster
-
- private static FeatDefinition BuildWarcaster()
- {
- return FeatDefinitionBuilder
- .Create(FeatWarCaster)
- .SetGuiPresentation(Category.Feat)
- .SetFeatures(
- FeatureDefinitionMagicAffinityBuilder
- .Create(MagicAffinityFeatWarCaster)
- .SetGuiPresentation(FeatWarCaster, Category.Feat)
- .SetCastingModifiers(0, SpellParamsModifierType.FlatValue, 0,
- SpellParamsModifierType.None)
- .SetConcentrationModifiers(ConcentrationAffinity.Advantage, 0)
- .SetHandsFullCastingModifiers(true, true, true)
- .AddToDB())
- .SetMustCastSpellsPrerequisite()
- .AddCustomSubFeatures(WarCasterMarker.Mark)
- .AddToDB();
- }
-
- internal class WarCasterMarker
- {
- private WarCasterMarker()
- {
- }
-
- public static WarCasterMarker Mark { get; } = new();
- }
-
- #endregion
-
- #region Elemental Adept
-
- private static FeatDefinition BuildElementalAdept(List feats)
- {
- const string NAME = "FeatElementalAdept";
-
- var elementalAdeptFeats = new List();
-
- var damageTypes = new[]
- {
- DamageTypeAcid, DamageTypeCold, DamageTypeFire, DamageTypeLightning, DamageTypePoison, DamageTypeThunder
- };
-
- // ReSharper disable once LoopCanBeConvertedToQuery
- foreach (var damageType in damageTypes)
- {
- var damageTitle = Gui.Localize($"Rules/&{damageType}Title");
- var guiPresentation = new GuiPresentationBuilder(
- Gui.Format($"Feat/&{NAME}Title", damageTitle),
- Gui.Format($"Feat/&{NAME}Description", damageTitle))
- .Build();
-
- var feat = FeatDefinitionBuilder
- .Create($"{NAME}{damageType}")
- .SetGuiPresentation(guiPresentation)
- .SetFeatures(
- FeatureDefinitionDieRollModifierBuilder
- .Create($"DieRollModifierDamageTypeDependent{NAME}{damageType}")
- .SetGuiPresentation(guiPresentation)
- .SetModifiers(RollContext.AttackDamageValueRoll, 1, 1, 1,
- "Feature/&DieRollModifierFeatElementalAdeptReroll")
- .AddCustomSubFeatures(new ModifyDamageResistanceElementalAdept(damageType))
- .AddToDB(),
- FeatureDefinitionDieRollModifierBuilder
- .Create($"DieRollModifierDamageTypeDependent{NAME}{damageType}Magic")
- .SetGuiPresentation(guiPresentation)
- .SetModifiers(RollContext.MagicDamageValueRoll, 1, 1, 1,
- "Feature/&DieRollModifierFeatElementalAdeptReroll")
- .AddCustomSubFeatures(new ModifyDamageResistanceElementalAdept(damageType))
- .AddToDB())
- .SetMustCastSpellsPrerequisite()
- .SetFeatFamily("ElementalAdept")
- .AddToDB();
-
- elementalAdeptFeats.Add(feat);
- }
-
- var elementalAdeptGroup =
- GroupFeats.MakeGroup("FeatGroupElementalAdept", "ElementalAdept", elementalAdeptFeats);
-
- feats.AddRange(elementalAdeptFeats);
-
- return elementalAdeptGroup;
- }
-
- private sealed class ModifyDamageResistanceElementalAdept : IModifyDamageAffinity, IValidateDieRollModifier
- {
- private readonly List _damageTypes = [];
-
- public ModifyDamageResistanceElementalAdept(params string[] damageTypes)
- {
- _damageTypes.AddRange(damageTypes);
- }
-
- public void ModifyDamageAffinity(RulesetActor attacker, RulesetActor defender, List features)
- {
- features.RemoveAll(x =>
- x is IDamageAffinityProvider { DamageAffinityType: DamageAffinityType.Resistance } y &&
- _damageTypes.Contains(y.DamageType));
- }
-
- public bool CanModifyRoll(RulesetCharacter character, List features,
- List damageTypes)
- {
- return _damageTypes.Intersect(damageTypes).Any();
- }
- }
-
- #endregion
-
- #region Elemental Master
-
- private static FeatDefinition BuildElementalMaster(List feats)
- {
- const string NAME = "FeatElementalMaster";
-
- var elementalAdeptFeats = new List();
-
- var damageTypes = new[]
- {
- DamageTypeAcid, DamageTypeCold, DamageTypeFire, DamageTypeLightning, DamageTypePoison, DamageTypeThunder
- };
-
- // ReSharper disable once LoopCanBeConvertedToQuery
- foreach (var damageType in damageTypes)
- {
- var damageTitle = Gui.Localize($"Rules/&{damageType}Title");
- var guiPresentation = new GuiPresentationBuilder(
- Gui.Format($"Feat/&{NAME}Title", damageTitle),
- Gui.Format($"Feat/&{NAME}Description", damageTitle))
- .Build();
-
- var feat = FeatDefinitionBuilder
- .Create($"{NAME}{damageType}")
- .SetGuiPresentation(guiPresentation)
- .SetFeatures(
- FeatureDefinitionDieRollModifierBuilder
- .Create($"DieRollModifierDamageTypeDependent{NAME}{damageType}")
- .SetGuiPresentation(guiPresentation)
- .SetModifiers(RollContext.AttackRoll, 1, 1, 1,
- "Feature/&DieRollModifierFeatElementalMasterReroll")
- .AddCustomSubFeatures(new ModifyDamageResistanceElementalMaster(damageType))
- .AddToDB(),
- FeatureDefinitionDamageAffinityBuilder
- .Create($"DamageAffinity{NAME}{damageType}")
- .SetGuiPresentation(guiPresentation)
- .SetDamageAffinityType(DamageAffinityType.Resistance)
- .SetDamageType(damageType)
- .AddToDB())
- .SetMustCastSpellsPrerequisite()
- .SetFeatFamily("ElementalMaster")
- .SetKnownFeatsPrerequisite($"FeatElementalAdept{damageType}")
- .AddToDB();
-
- elementalAdeptFeats.Add(feat);
- }
-
- var elementalAdeptGroup =
- GroupFeats.MakeGroup("FeatGroupElementalMaster", "ElementalMaster", elementalAdeptFeats);
-
- feats.AddRange(elementalAdeptFeats);
-
- return elementalAdeptGroup;
- }
-
- private sealed class ModifyDamageResistanceElementalMaster : IModifyDamageAffinity, IValidateDieRollModifier
- {
- private readonly List _damageTypes = [];
-
- public ModifyDamageResistanceElementalMaster(params string[] damageTypes)
- {
- _damageTypes.AddRange(damageTypes);
- }
-
- public void ModifyDamageAffinity(RulesetActor defender, RulesetActor attacker, List features)
- {
- features.RemoveAll(x =>
- x is IDamageAffinityProvider { DamageAffinityType: DamageAffinityType.Immunity } y &&
- _damageTypes.Contains(y.DamageType));
- }
-
- public bool CanModifyRoll(RulesetCharacter character, List features,
- List damageTypes)
- {
- return _damageTypes.Intersect(damageTypes).Any();
- }
- }
-
- #endregion
-
#region Mobile
private static FeatDefinition BuildMobile()
@@ -1246,12 +1414,10 @@ private IEnumerator PoisonTarget(GameLocationCharacter me, GameLocationCharacter
ServiceRepository.GetService() as RulesetImplementationManager;
var usablePower = PowerProvider.Get(powerPoisonousSkin, rulesetMe);
- //CHECK: must be power no cost
var actionParams = new CharacterActionParams(me, ActionDefinitions.Id.PowerNoCost)
{
ActionModifiers = { new ActionModifier() },
RulesetEffect = implementationManagerService
- //CHECK: no need for AddAsActivePowerToSource
.MyInstantiateEffectPower(rulesetMe, usablePower, false),
UsablePower = usablePower,
TargetCharacters = { target }
@@ -1388,71 +1554,34 @@ public EffectDescription GetEffectDescription(
#endregion
- #region Fighting Initiate
-
- private static FeatDefinitionWithPrerequisites BuildFeatFromFightingStyle(string fightingStyleName)
- {
- var db = DatabaseRepository.GetDatabase();
- var feat = BuildFightingStyleFeat(db.GetElement(fightingStyleName));
-
- feat.Validators.Clear();
- feat.familyTag = string.Empty;
- feat.hasFamilyTag = false;
-
- return feat;
- }
-
- private static FeatDefinition BuildFightingInitiate()
- {
- var fightingStyleFeats = DatabaseRepository
- .GetDatabase()
- .Where(x => x.Name is not (
- MonkShieldExpert.ShieldExpertName or
- PolearmExpert.PolearmExpertName or
- Sentinel.SentinelName))
- .Select(BuildFightingStyleFeat)
- .OfType()
- .ToList();
-
- var vanillaFightingStyleFeats =
- fightingStyleFeats.Where(x => x.ContentPack != CeContentPackContext.CeContentPack).ToArray();
-
- GroupFeats.FeatGroupFightingStyle.AddFeats(vanillaFightingStyleFeats);
-
- return GroupFeats.FeatGroupFightingStyle;
- }
+ #region War Caster
- private static FeatDefinitionWithPrerequisites BuildFightingStyleFeat(FightingStyleDefinition fightingStyle)
+ private static FeatDefinition BuildWarcaster()
{
- // we need a brand new one to avoid issues with FS getting hidden
- var guiPresentation = new GuiPresentation(fightingStyle.GuiPresentation);
- var feat = FeatDefinitionWithPrerequisitesBuilder
- .Create($"Feat{fightingStyle.Name}")
- .SetGuiPresentation(guiPresentation)
+ return FeatDefinitionBuilder
+ .Create(FeatWarCaster)
+ .SetGuiPresentation(Category.Feat)
.SetFeatures(
- FeatureDefinitionProficiencyBuilder
- .Create($"ProficiencyFeat{fightingStyle.Name}")
- .SetProficiencies(ProficiencyType.FightingStyle, fightingStyle.Name)
- .SetGuiPresentation(guiPresentation)
+ FeatureDefinitionMagicAffinityBuilder
+ .Create(MagicAffinityFeatWarCaster)
+ .SetGuiPresentation(FeatWarCaster, Category.Feat)
+ .SetCastingModifiers(0, SpellParamsModifierType.FlatValue, 0,
+ SpellParamsModifierType.None)
+ .SetConcentrationModifiers(ConcentrationAffinity.Advantage, 0)
+ .SetHandsFullCastingModifiers(true, true, true)
.AddToDB())
- .SetFeatFamily(GroupFeats.FightingStyle)
- .SetValidators(ValidatorsFeat.ValidateNotFightingStyle(fightingStyle))
+ .SetMustCastSpellsPrerequisite()
+ .AddCustomSubFeatures(WarCasterMarker.Mark)
.AddToDB();
+ }
- // supports custom pools [only superior technique now]
- feat.Features.AddRange(fightingStyle.Features.OfType());
-
- if (fightingStyle.ContentPack == CeContentPackContext.CeContentPack &&
- !Main.Settings.FightingStyleEnabled.Contains(fightingStyle.Name))
- {
- guiPresentation.hidden = true;
- }
- else
+ internal class WarCasterMarker
+ {
+ private WarCasterMarker()
{
- feat.contentPack = GamingPlatformDefinitions.ContentPack.BaseGame;
}
- return feat;
+ public static WarCasterMarker Mark { get; } = new();
}
#endregion
diff --git a/SolastaUnfinishedBusiness/Feats/PrecisionFocusedFeats.cs b/SolastaUnfinishedBusiness/Feats/PrecisionFocusedFeats.cs
index 7c8530ce80..e6ad9d51d6 100644
--- a/SolastaUnfinishedBusiness/Feats/PrecisionFocusedFeats.cs
+++ b/SolastaUnfinishedBusiness/Feats/PrecisionFocusedFeats.cs
@@ -130,9 +130,11 @@ internal static void CreateFeats([NotNull] List feats)
feats.AddRange(featArcanePrecision, featCharismaticPrecision, featWisePrecision);
- GroupFeats.MakeGroup("FeatGroupPrecisionFocused", PrecisionFocused,
+ var featGroup = GroupFeats.MakeGroup("FeatGroupPrecisionFocused", PrecisionFocused,
featArcanePrecision,
featCharismaticPrecision,
featWisePrecision);
+
+ GroupFeats.FeatGroupSupportCombat.AddFeats(featGroup);
}
}
diff --git a/SolastaUnfinishedBusiness/Feats/RaceFeats.cs b/SolastaUnfinishedBusiness/Feats/RaceFeats.cs
index b1c1d1c543..765d50575e 100644
--- a/SolastaUnfinishedBusiness/Feats/RaceFeats.cs
+++ b/SolastaUnfinishedBusiness/Feats/RaceFeats.cs
@@ -1,11 +1,13 @@
using System.Collections;
using System.Collections.Generic;
+using System.Linq;
using JetBrains.Annotations;
using SolastaUnfinishedBusiness.Api;
using SolastaUnfinishedBusiness.Api.GameExtensions;
using SolastaUnfinishedBusiness.Api.Helpers;
using SolastaUnfinishedBusiness.Api.LanguageExtensions;
using SolastaUnfinishedBusiness.Behaviors;
+using SolastaUnfinishedBusiness.Behaviors.Specific;
using SolastaUnfinishedBusiness.Builders;
using SolastaUnfinishedBusiness.Builders.Features;
using SolastaUnfinishedBusiness.CustomUI;
@@ -14,6 +16,7 @@
using SolastaUnfinishedBusiness.Validators;
using static RuleDefinitions;
using static FeatureDefinitionAttributeModifier;
+using static SolastaUnfinishedBusiness.Api.DatabaseHelper;
using static SolastaUnfinishedBusiness.Api.DatabaseHelper.FeatureDefinitionAttributeModifiers;
using static SolastaUnfinishedBusiness.Api.DatabaseHelper.FeatureDefinitionDamageAffinitys;
using static SolastaUnfinishedBusiness.Api.DatabaseHelper.FeatureDefinitionSavingThrowAffinitys;
@@ -51,8 +54,7 @@ internal static void CreateFeats([NotNull] List feats)
EffectFormBuilder
.Create()
.SetConditionForm(
- DatabaseHelper.ConditionDefinitions.ConditionFlying12,
- ConditionForm.ConditionOperation.Add)
+ ConditionDefinitions.ConditionFlying12, ConditionForm.ConditionOperation.Add)
.Build())
.Build())
.AddToDB())
@@ -179,7 +181,7 @@ internal static void CreateFeats([NotNull] List feats)
.SetGuiPresentation(Category.Feat)
.SetFeatures(
AttributeModifierCreed_Of_Misaye,
- DatabaseHelper.FeatureDefinitionMovementAffinitys.MovementAffinitySixLeaguesBoots,
+ FeatureDefinitionMovementAffinitys.MovementAffinitySixLeaguesBoots,
FeatureDefinitionProficiencyBuilder
.Create("ProficiencyFeatSquatNimblenessAcrobatics")
.SetGuiPresentationNoContent(true)
@@ -194,7 +196,7 @@ internal static void CreateFeats([NotNull] List feats)
.SetGuiPresentation(Category.Feat)
.SetFeatures(
AttributeModifierCreed_Of_Einar,
- DatabaseHelper.FeatureDefinitionMovementAffinitys.MovementAffinitySixLeaguesBoots,
+ FeatureDefinitionMovementAffinitys.MovementAffinitySixLeaguesBoots,
FeatureDefinitionProficiencyBuilder
.Create("ProficiencyFeatSquatNimblenessAthletics")
.SetGuiPresentationNoContent(true)
@@ -217,6 +219,9 @@ internal static void CreateFeats([NotNull] List feats)
.SetValidators(ValidatorsFeat.IsTiefling)
.AddToDB();
+ var featDwarvenFortitude = BuildDwarvenFortitude();
+ var featGroupFlamesOfPhlegethos = BuildFlamesOfPhlegethos(feats);
+ var featGroupOrcishFury = BuildOrcishFury(feats);
var featGroupSecondChance = BuildSecondChance(feats);
//
@@ -225,6 +230,7 @@ internal static void CreateFeats([NotNull] List feats)
feats.AddRange(
featDragonWings,
+ featDwarvenFortitude,
featFadeAwayDex,
featFadeAwayInt,
featElvenAccuracyDexterity,
@@ -267,22 +273,510 @@ internal static void CreateFeats([NotNull] List feats)
featSquatNimblenessDex,
featSquatNimblenessStr);
- GroupFeats.FeatGroupAgilityCombat.AddFeats(featDragonWings);
-
GroupFeats.FeatGroupDefenseCombat.AddFeats(featGroupFadeAway);
GroupFeats.FeatGroupTwoHandedCombat.AddFeats(featGroupRevenantGreatSword);
GroupFeats.MakeGroup("FeatGroupRaceBound", null,
featDragonWings,
+ featDwarvenFortitude,
featInfernalConstitution,
featGroupsElvenAccuracy,
featGroupFadeAway,
+ featGroupFlamesOfPhlegethos,
+ featGroupOrcishFury,
featGroupRevenantGreatSword,
featGroupSecondChance,
featGroupSquatNimbleness);
}
+ #region Dwarven Fortitude
+
+ private static FeatDefinitionWithPrerequisites BuildDwarvenFortitude()
+ {
+ const string Name = "FeatDwarvenFortitude";
+
+ var feature = FeatureDefinitionAttributeModifierBuilder
+ .Create($"Feature{Name}")
+ .SetGuiPresentation(Name, Category.Feat)
+ .SetModifier(AttributeModifierOperation.Additive, AttributeDefinitions.Constitution, 1)
+ .AddToDB();
+
+ feature.AddCustomSubFeatures(new ActionFinishedByMeDwarvenFortitude(feature));
+
+ return FeatDefinitionWithPrerequisitesBuilder
+ .Create(Name)
+ .SetGuiPresentation(Category.Feat)
+ .AddFeatures(feature)
+ .SetValidators(ValidatorsFeat.IsDwarf)
+ .AddToDB();
+ }
+
+ private sealed class ActionFinishedByMeDwarvenFortitude(
+ // ReSharper disable once SuggestBaseTypeForParameterInConstructor
+ FeatureDefinition feature) : IActionFinishedByMe
+ {
+ public IEnumerator OnActionFinishedByMe(CharacterAction characterAction)
+ {
+ var gameLocationActionService =
+ ServiceRepository.GetService() as GameLocationActionManager;
+ var gameLocationBattleService =
+ ServiceRepository.GetService() as GameLocationBattleManager;
+
+ if (gameLocationActionService == null || gameLocationBattleService is not { IsBattleInProgress: true })
+ {
+ yield break;
+ }
+
+ if (characterAction.ActionId is not ActionDefinitions.Id.Dodge)
+ {
+ yield break;
+ }
+
+ var attacker = characterAction.ActingCharacter;
+ var rulesetAttacker = attacker.RulesetCharacter;
+ var rulesetHero = rulesetAttacker.GetOriginalHero();
+
+ if (rulesetHero == null || rulesetHero.RemainingHitDiceCount() == 0)
+ {
+ yield break;
+ }
+
+ var reactionParams =
+ new CharacterActionParams(attacker, (ActionDefinitions.Id)ExtraActionId.DoNothingFree)
+ {
+ StringParameter = "Reaction/&CustomReactionDwarvenFortitudeDescription"
+ };
+ var previousReactionCount = gameLocationActionService.PendingReactionRequestGroups.Count;
+ var reactionRequest = new ReactionRequestCustom("DwarvenFortitude", reactionParams);
+
+ gameLocationActionService.AddInterruptRequest(reactionRequest);
+
+ yield return gameLocationBattleService.WaitForReactions(
+ attacker, gameLocationActionService, previousReactionCount);
+
+ if (!reactionParams.ReactionValidated)
+ {
+ yield break;
+ }
+
+ EffectHelpers.StartVisualEffect(attacker, attacker, CureWounds, EffectHelpers.EffectType.Effect);
+ rulesetHero.HitDieRolled += HitDieRolled;
+ rulesetHero.RollHitDie();
+ rulesetHero.HitDieRolled -= HitDieRolled;
+ }
+
+ private void HitDieRolled(
+ RulesetCharacter character,
+ DieType dieType,
+ int value,
+ AdvantageType advantageType,
+ int roll1,
+ int roll2,
+ int modifier,
+ bool isBonus)
+ {
+ const string BASE_LINE = "Feedback/&DwarvenFortitudeHitDieRolled";
+
+ character.ShowDieRoll(
+ dieType, roll1, roll2, advantage: advantageType, title: feature.GuiPresentation.Title);
+
+ character.LogCharacterActivatesAbility(
+ Gui.NoLocalization, BASE_LINE, true,
+ extra:
+ [
+ (ConsoleStyleDuplet.ParameterType.AbilityInfo, Gui.FormatDieTitle(dieType)),
+ (ConsoleStyleDuplet.ParameterType.Positive, $"{value - modifier}+{modifier}"),
+ (ConsoleStyleDuplet.ParameterType.Positive, $"{value}")
+ ]);
+ }
+ }
+
+ #endregion
+
+ #region Flames of Phlegethos
+
+ private static FeatDefinition BuildFlamesOfPhlegethos(List feats)
+ {
+ const string Name = "FeatFlamesOfPhlegethos";
+
+ var powerRetaliate = FeatureDefinitionPowerBuilder
+ .Create($"Power{Name}Retaliate")
+ .SetGuiPresentation("FeatGroupFlamesOfPhlegethos", Category.Feat)
+ .SetUsesFixed(ActivationTime.NoCost)
+ .SetEffectDescription(
+ EffectDescriptionBuilder
+ .Create()
+ .SetEffectForms(EffectFormBuilder.DamageForm(DamageTypeFire, 1, DieType.D4))
+ .SetParticleEffectParameters(FireBolt)
+ .Build())
+ .AddToDB();
+
+ var damageAffinity = FeatureDefinitionDamageAffinityBuilder
+ .Create($"DamageAffinity{Name}")
+ .SetGuiPresentationNoContent(true)
+ .SetRetaliate(powerRetaliate, 1)
+ .AddToDB();
+
+ var condition = ConditionDefinitionBuilder
+ .Create($"Condition{Name}")
+ .SetGuiPresentation(Category.Condition, ConditionDefinitions.ConditionDivineFavor)
+ .SetPossessive()
+ .SetFeatures(damageAffinity)
+ .CopyParticleReferences(ConditionDefinitions.ConditionOnFire)
+ .AddToDB();
+
+ var lightSourceForm =
+ FaerieFire.EffectDescription.GetFirstFormOfType(EffectForm.EffectFormType.LightSource);
+
+ var power = FeatureDefinitionPowerBuilder
+ .Create($"Power{Name}")
+ .SetGuiPresentation("FeatGroupFlamesOfPhlegethos", Category.Feat)
+ .SetUsesFixed(ActivationTime.NoCost)
+ .SetEffectDescription(
+ EffectDescriptionBuilder
+ .Create()
+ .SetDurationData(DurationType.Round, 1)
+ .SetTargetingData(Side.Ally, RangeType.Self, 0, TargetType.Self)
+ .SetEffectForms(
+ EffectFormBuilder.ConditionForm(condition),
+ EffectFormBuilder
+ .Create()
+ .SetLightSourceForm(
+ LightSourceType.Basic, 6, 6,
+ lightSourceForm.lightSourceForm.color,
+ lightSourceForm.lightSourceForm.graphicsPrefabReference)
+ .Build())
+ .Build())
+ .AddCustomSubFeatures(ModifyPowerVisibility.Hidden)
+ .AddToDB();
+
+ power.AddCustomSubFeatures(new MagicEffectFinishedByMeAnyFlamesOfPhlegethos(power));
+
+ var dieRollModifierFire = FeatureDefinitionDieRollModifierBuilder
+ .Create($"DieRollModifier{Name}Fire")
+ .SetGuiPresentation("FeatGroupFlamesOfPhlegethos", Category.Feat)
+ .SetModifiers(RollContext.MagicDamageValueRoll, 1, 1, 1,
+ "Feature/&DieRollModifierFeatFlamesOfPhlegethosReroll")
+ .AddCustomSubFeatures(new ValidateDieRollModifierFlamesOfPhlegethos())
+ .AddToDB();
+
+ var flamesCha = FeatDefinitionWithPrerequisitesBuilder
+ .Create($"{Name}Cha")
+ .SetGuiPresentation(Category.Feat)
+ .SetValidators(ValidatorsFeat.IsTiefling)
+ .SetFeatures(AttributeModifierCreed_Of_Solasta, dieRollModifierFire, power)
+ .SetFeatFamily(Name)
+ .AddToDB();
+
+ var flamesInt = FeatDefinitionWithPrerequisitesBuilder
+ .Create($"{Name}Int")
+ .SetGuiPresentation(Category.Feat)
+ .SetValidators(ValidatorsFeat.IsTiefling)
+ .SetFeatures(AttributeModifierCreed_Of_Pakri, dieRollModifierFire, power)
+ .SetFeatFamily(Name)
+ .AddToDB();
+
+ feats.AddRange(flamesCha, flamesInt);
+
+ return GroupFeats.MakeGroupWithPreRequisite(
+ "FeatGroupFlamesOfPhlegethos", Name, ValidatorsFeat.IsTiefling, flamesCha, flamesInt);
+ }
+
+ private sealed class MagicEffectFinishedByMeAnyFlamesOfPhlegethos(FeatureDefinitionPower power)
+ : IMagicEffectFinishedByMeAny
+ {
+ public IEnumerator OnMagicEffectFinishedByMeAny(
+ CharacterActionMagicEffect action,
+ GameLocationCharacter attacker,
+ GameLocationCharacter defender)
+ {
+ if (!action.ActionParams.activeEffect.EffectDescription.EffectForms.Any(x =>
+ x.FormType == EffectForm.EffectFormType.Damage && x.DamageForm.DamageType == DamageTypeFire))
+ {
+ yield break;
+ }
+
+ if (ServiceRepository.GetService()
+ is not GameLocationBattleManager gameLocationBattleManager ||
+ ServiceRepository.GetService()
+ is not GameLocationActionManager gameLocationActionManager ||
+ ServiceRepository.GetService()
+ is not RulesetImplementationManager implementationManagerService)
+ {
+ yield break;
+ }
+
+ var rulesetCharacter = attacker.RulesetCharacter;
+ var usablePower = PowerProvider.Get(power, rulesetCharacter);
+ var reactionParams = new CharacterActionParams(attacker, ActionDefinitions.Id.PowerNoCost)
+ {
+ ActionModifiers = { new ActionModifier() },
+ StringParameter = "PowerFeatFlamesOfPhlegethos",
+ RulesetEffect = implementationManagerService
+ .MyInstantiateEffectPower(rulesetCharacter, usablePower, false),
+ UsablePower = usablePower,
+ TargetCharacters = { attacker }
+ };
+
+ var count = gameLocationActionManager.PendingReactionRequestGroups.Count;
+
+ gameLocationActionManager.ReactToUsePower(reactionParams, "UsePower", attacker);
+
+ yield return gameLocationBattleManager.WaitForReactions(attacker, gameLocationActionManager, count);
+ }
+ }
+
+ private sealed class ValidateDieRollModifierFlamesOfPhlegethos : IValidateDieRollModifier
+ {
+ public bool CanModifyRoll(
+ RulesetCharacter character,
+ List features,
+ List damageTypes)
+ {
+ return damageTypes.Contains(DamageTypeFire);
+ }
+ }
+
+ #endregion
+
+ #region Orcish Fury
+
+ private static FeatDefinition BuildOrcishFury(List feats)
+ {
+ const string Name = "FeatOrcishFury";
+
+ var additionalDamage = FeatureDefinitionAdditionalDamageBuilder
+ .Create($"AdditionalDamage{Name}")
+ .SetGuiPresentationNoContent(true)
+ .SetNotificationTag("OrcishFury")
+ .SetAdditionalDamageType(AdditionalDamageType.SameAsBaseDamage)
+ .SetDamageValueDetermination(AdditionalDamageValueDetermination.SameAsBaseWeaponDie)
+ .AddToDB();
+
+ var conditionAdditionalDamage = ConditionDefinitionBuilder
+ .Create($"Condition{Name}AdditionalDamage")
+ .SetGuiPresentationNoContent(true)
+ .SetSilent(Silent.WhenAddedOrRemoved)
+ .SetFeatures(additionalDamage)
+ .SetSpecialInterruptions(ConditionInterruption.Attacks)
+ .AddToDB();
+
+ var power = FeatureDefinitionPowerBuilder
+ .Create($"Power{Name}ImpishWrath")
+ .SetGuiPresentation("FeatGroupOrcishFury", Category.Feat)
+ .SetUsesFixed(ActivationTime.NoCost, RechargeRate.ShortRest)
+ .DelegatedToAction()
+ .AddToDB();
+
+ power.AddCustomSubFeatures(new CustomBehaviorOrcishFury(power, conditionAdditionalDamage));
+
+ _ = ActionDefinitionBuilder
+ .Create(DatabaseHelper.ActionDefinitions.MetamagicToggle, "OrcishFuryToggle")
+ .SetOrUpdateGuiPresentation(Category.Action)
+ .RequiresAuthorization()
+ .SetActionId(ExtraActionId.OrcishFuryToggle)
+ .SetActivatedPower(power)
+ .AddToDB();
+
+ var actionAffinityImpishWrathToggle = FeatureDefinitionActionAffinityBuilder
+ .Create(FeatureDefinitionActionAffinitys.ActionAffinitySorcererMetamagicToggle,
+ "ActionAffinityOrcishFuryToggle")
+ .SetGuiPresentationNoContent(true)
+ .SetAuthorizedActions((ActionDefinitions.Id)ExtraActionId.OrcishFuryToggle)
+ .AddCustomSubFeatures(
+ new ValidateDefinitionApplication(ValidatorsCharacter.HasAvailablePowerUsage(power)))
+ .AddToDB();
+
+ var orcishFuryStr = FeatDefinitionWithPrerequisitesBuilder
+ .Create($"{Name}Str")
+ .SetGuiPresentation(Category.Feat)
+ .SetValidators(ValidatorsFeat.IsHalfOrc)
+ .SetFeatures(AttributeModifierCreed_Of_Einar, actionAffinityImpishWrathToggle, power)
+ .SetFeatFamily(Name)
+ .AddToDB();
+
+ var orcishFuryCon = FeatDefinitionWithPrerequisitesBuilder
+ .Create($"{Name}Con")
+ .SetGuiPresentation(Category.Feat)
+ .SetValidators(ValidatorsFeat.IsHalfOrc)
+ .SetFeatures(AttributeModifierCreed_Of_Arun, actionAffinityImpishWrathToggle, power)
+ .SetFeatFamily(Name)
+ .AddToDB();
+
+ feats.AddRange(orcishFuryStr, orcishFuryCon);
+
+ return GroupFeats.MakeGroupWithPreRequisite(
+ "FeatGroupOrcishFury", Name, ValidatorsFeat.IsHalfOrc, orcishFuryStr, orcishFuryCon);
+ }
+
+ private sealed class CustomBehaviorOrcishFury(
+ FeatureDefinitionPower power,
+ // ReSharper disable once SuggestBaseTypeForParameterInConstructor
+ ConditionDefinition conditionDefinition)
+ : IPhysicalAttackBeforeHitConfirmedOnEnemy, IPhysicalAttackFinishedByMe,
+ IPhysicalAttackBeforeHitConfirmedOnMe, IMagicEffectBeforeHitConfirmedOnMe, IActionFinishedByEnemy
+ {
+ private bool _knockOutPrevented;
+ private bool _shouldTrigger;
+
+ public IEnumerator OnActionFinishedByEnemy(CharacterAction characterAction, GameLocationCharacter target)
+ {
+ if (!_shouldTrigger)
+ {
+ yield break;
+ }
+
+ var rulesetTarget = target.RulesetCharacter;
+
+ _shouldTrigger = false;
+ rulesetTarget.KnockOutPrevented -= KnockOutPreventedHandler;
+
+ if (!_knockOutPrevented)
+ {
+ yield break;
+ }
+
+ _knockOutPrevented = false;
+
+ if (!target.CanReact())
+ {
+ yield break;
+ }
+
+ rulesetTarget.LogCharacterUsedPower(power);
+
+ var actionService = ServiceRepository.GetService();
+ var attackMode = target.FindActionAttackMode(ActionDefinitions.Id.AttackMain);
+ var attackModeCopy = RulesetAttackMode.AttackModesPool.Get();
+
+ attackModeCopy.Copy(attackMode);
+ attackModeCopy.ActionType = ActionDefinitions.ActionType.Reaction;
+
+ var attackActionParams =
+ new CharacterActionParams(target, ActionDefinitions.Id.AttackOpportunity)
+ {
+ AttackMode = attackModeCopy,
+ TargetCharacters = { characterAction.ActingCharacter },
+ ActionModifiers = { new ActionModifier() }
+ };
+
+ actionService.ExecuteAction(attackActionParams, null, true);
+ }
+
+ public IEnumerator OnMagicEffectBeforeHitConfirmedOnMe(
+ GameLocationBattleManager battleManager,
+ GameLocationCharacter attacker,
+ GameLocationCharacter defender,
+ ActionModifier actionModifier,
+ RulesetEffect rulesetEffect,
+ List actualEffectForms,
+ bool firstTarget,
+ bool criticalHit)
+ {
+ var rulesetDefender = defender.RulesetCharacter;
+
+ rulesetDefender.KnockOutPrevented += KnockOutPreventedHandler;
+ _shouldTrigger = true;
+ _knockOutPrevented = false;
+
+ yield break;
+ }
+
+ public IEnumerator OnPhysicalAttackBeforeHitConfirmedOnEnemy(
+ GameLocationBattleManager battleManager,
+ GameLocationCharacter attacker,
+ GameLocationCharacter defender,
+ ActionModifier actionModifier,
+ RulesetAttackMode attackMode,
+ bool rangedAttack,
+ AdvantageType advantageType,
+ List actualEffectForms,
+ bool firstTarget,
+ bool criticalHit)
+ {
+ var rulesetAttacker = attacker.RulesetCharacter;
+
+ if (!ValidatorsWeapon.IsOfWeaponType(CustomSituationalContext.SimpleOrMartialWeapons)
+ (attackMode, null, null) ||
+ !rulesetAttacker.IsToggleEnabled((ActionDefinitions.Id)ExtraActionId.OrcishFuryToggle) ||
+ rulesetAttacker.GetRemainingPowerUses(power) == 0)
+ {
+ yield break;
+ }
+
+ rulesetAttacker.InflictCondition(
+ conditionDefinition.Name,
+ DurationType.Round,
+ 0,
+ TurnOccurenceType.EndOfTurn,
+ AttributeDefinitions.TagEffect,
+ rulesetAttacker.guid,
+ rulesetAttacker.CurrentFaction.Name,
+ 1,
+ conditionDefinition.Name,
+ 0,
+ 0,
+ 0);
+ }
+
+ public IEnumerator OnPhysicalAttackBeforeHitConfirmedOnMe(
+ GameLocationBattleManager battleManager,
+ GameLocationCharacter attacker,
+ GameLocationCharacter defender,
+ ActionModifier actionModifier,
+ RulesetAttackMode attackMode,
+ bool rangedAttack,
+ AdvantageType advantageType,
+ List actualEffectForms,
+ bool firstTarget,
+ bool criticalHit)
+ {
+ var rulesetDefender = defender.RulesetCharacter;
+
+ rulesetDefender.KnockOutPrevented += KnockOutPreventedHandler;
+ _shouldTrigger = true;
+ _knockOutPrevented = false;
+
+ yield break;
+ }
+
+ public IEnumerator OnPhysicalAttackFinishedByMe(
+ GameLocationBattleManager battleManager,
+ CharacterAction action,
+ GameLocationCharacter attacker,
+ GameLocationCharacter defender,
+ RulesetAttackMode attackMode,
+ RollOutcome rollOutcome,
+ int damageAmount)
+ {
+ if (rollOutcome is not (RollOutcome.Success or RollOutcome.CriticalSuccess))
+ {
+ yield break;
+ }
+
+ var rulesetAttacker = attacker.RulesetCharacter;
+
+ if (!ValidatorsWeapon.IsOfWeaponType(CustomSituationalContext.SimpleOrMartialWeapons)
+ (attackMode, null, null) ||
+ !rulesetAttacker.IsToggleEnabled((ActionDefinitions.Id)ExtraActionId.OrcishFuryToggle) ||
+ rulesetAttacker.GetRemainingPowerUses(power) == 0)
+ {
+ yield break;
+ }
+
+ var usablePower = PowerProvider.Get(power, rulesetAttacker);
+
+ rulesetAttacker.UsePower(usablePower);
+ }
+
+ private void KnockOutPreventedHandler(RulesetCharacter character, BaseDefinition source)
+ {
+ _knockOutPrevented = source == DamageAffinityHalfOrcRelentlessEndurance;
+ }
+ }
+
+ #endregion
#region Second Chance
diff --git a/SolastaUnfinishedBusiness/Feats/TwoWeaponCombatFeats.cs b/SolastaUnfinishedBusiness/Feats/TwoWeaponCombatFeats.cs
index fc3ad747b0..0abd57b739 100644
--- a/SolastaUnfinishedBusiness/Feats/TwoWeaponCombatFeats.cs
+++ b/SolastaUnfinishedBusiness/Feats/TwoWeaponCombatFeats.cs
@@ -25,9 +25,7 @@ internal static void CreateFeats([NotNull] List feats)
GroupFeats.FeatGroupDefenseCombat.AddFeats(
featDualWeaponDefense);
- GroupFeats.MakeGroup("FeatGroupTwoWeaponCombat", null,
- FeatDefinitions.Ambidextrous,
- FeatDefinitions.TwinBlade,
+ GroupFeats.FeatGroupTwoWeaponCombat.AddFeats(
featDualFlurry,
featDualWeaponDefense);
}
diff --git a/SolastaUnfinishedBusiness/Feats/_ModifyWeaponAttackModeTypeFilter.cs b/SolastaUnfinishedBusiness/Feats/_ModifyWeaponAttackModeTypeFilter.cs
index 857d7973a8..1715449e3c 100644
--- a/SolastaUnfinishedBusiness/Feats/_ModifyWeaponAttackModeTypeFilter.cs
+++ b/SolastaUnfinishedBusiness/Feats/_ModifyWeaponAttackModeTypeFilter.cs
@@ -22,14 +22,7 @@ public ModifyWeaponAttackModeTypeFilter(
public void ModifyAttackMode(RulesetCharacter character, [CanBeNull] RulesetAttackMode attackMode)
{
- var damage = attackMode?.EffectDescription?.FindFirstDamageForm();
-
- if (damage == null)
- {
- return;
- }
-
- if (attackMode.sourceDefinition is not ItemDefinition { IsWeapon: true } sourceDefinition ||
+ if (attackMode?.sourceDefinition is not ItemDefinition { IsWeapon: true } sourceDefinition ||
!_weaponTypeDefinition.Contains(sourceDefinition.WeaponDescription.WeaponTypeDefinition))
{
return;
diff --git a/SolastaUnfinishedBusiness/FightingStyles/Merciless.cs b/SolastaUnfinishedBusiness/FightingStyles/Merciless.cs
index c14962873a..2ba361be86 100644
--- a/SolastaUnfinishedBusiness/FightingStyles/Merciless.cs
+++ b/SolastaUnfinishedBusiness/FightingStyles/Merciless.cs
@@ -97,12 +97,10 @@ public IEnumerator HandleReducedToZeroHpByMe(
var usablePower = PowerProvider.Get(PowerFightingStyleMerciless, rulesetAttacker);
var targets = Gui.Battle
.GetContenders(attacker, hasToPerceivePerceiver: true, withinRange: distance);
- //CHECK: must be power no cost
var actionParams = new CharacterActionParams(attacker, ActionDefinitions.Id.PowerNoCost)
{
ActionModifiers = Enumerable.Repeat(new ActionModifier(), targets.Count).ToList(),
RulesetEffect = implementationManagerService
- //CHECK: no need for AddAsActivePowerToSource
.MyInstantiateEffectPower(rulesetAttacker, usablePower, false),
UsablePower = usablePower,
targetCharacters = targets
diff --git a/SolastaUnfinishedBusiness/Info.json b/SolastaUnfinishedBusiness/Info.json
index cb33d6d917..a5c35b39f4 100644
--- a/SolastaUnfinishedBusiness/Info.json
+++ b/SolastaUnfinishedBusiness/Info.json
@@ -1,7 +1,7 @@
{
"Id": "SolastaUnfinishedBusiness",
"DisplayName": "[Un] Finished Business",
- "Version": "1.5.97.2",
+ "Version": "1.5.97.3",
"GameVersion": "1.5.97",
"ManagerVersion": "0.24.0",
"AssemblyName": "SolastaUnfinishedBusiness.dll",
diff --git a/SolastaUnfinishedBusiness/Main.cs b/SolastaUnfinishedBusiness/Main.cs
index 251d85af6b..eac48e7d1f 100644
--- a/SolastaUnfinishedBusiness/Main.cs
+++ b/SolastaUnfinishedBusiness/Main.cs
@@ -1,5 +1,6 @@
using System;
using System.Diagnostics;
+using System.Globalization;
using System.IO;
using System.Linq;
using System.Reflection;
@@ -68,6 +69,23 @@ internal static bool Load([NotNull] UnityModManager.ModEntry modEntry)
var now = DateTime.Now;
var assembly = Assembly.GetExecutingAssembly();
+ var runtimeVersion = typeof(UnityModManager)
+ .GetTypeInfo()
+ .Assembly
+ .GetCustomAttribute();
+
+ var unityModManagerVersion = runtimeVersion.Version.Split('.');
+
+ if (unityModManagerVersion.Length > 2 &&
+ int.TryParse(unityModManagerVersion[1], NumberStyles.Integer, CultureInfo.CurrentCulture, out var minor) &&
+ int.TryParse(unityModManagerVersion[2], NumberStyles.Integer, CultureInfo.CurrentCulture, out var rev) &&
+ ((minor == 27 && rev > 10) || minor > 27))
+ {
+ Info($"Unity mod manager version {runtimeVersion.Version} is not compatible with UB. aborting.");
+
+ return false;
+ }
+
try
{
Mod = new ModManager();
diff --git a/SolastaUnfinishedBusiness/Models/CharacterContext.cs b/SolastaUnfinishedBusiness/Models/CharacterContext.cs
index 604e310bf0..22dd0a6182 100644
--- a/SolastaUnfinishedBusiness/Models/CharacterContext.cs
+++ b/SolastaUnfinishedBusiness/Models/CharacterContext.cs
@@ -477,6 +477,9 @@ private static void LoadVisuals()
Dwarf.RacePresentation.needBeard = false;
DwarfHill.RacePresentation.needBeard = false;
DwarfSnow.RacePresentation.needBeard = false;
+ SubraceGrayDwarfBuilder.SubraceGrayDwarf.RacePresentation.needBeard = false;
+ SubraceIronbornDwarfBuilder.SubraceIronbornDwarf.RacePresentation.needBeard = false;
+ SubraceObsidianDwarfBuilder.SubraceObsidianDwarf.RacePresentation.needBeard = false;
Dwarf.RacePresentation.MaleBeardShapeOptions.Add(BeardShape_None.Name);
}
diff --git a/SolastaUnfinishedBusiness/Models/CharacterUAContext.cs b/SolastaUnfinishedBusiness/Models/CharacterUAContext.cs
index 5e6cb03e00..047396008a 100644
--- a/SolastaUnfinishedBusiness/Models/CharacterUAContext.cs
+++ b/SolastaUnfinishedBusiness/Models/CharacterUAContext.cs
@@ -1369,7 +1369,6 @@ public IEnumerator OnPhysicalAttackFinishedByMe(
{
ActionModifiers = { new ActionModifier() },
RulesetEffect = implementationManagerService
- //CHECK: no need for AddAsActivePowerToSource
.MyInstantiateEffectPower(rulesetAttacker, usablePower, false),
UsablePower = usablePower,
TargetCharacters = { defender }
diff --git a/SolastaUnfinishedBusiness/Models/CustomActionIdContext.cs b/SolastaUnfinishedBusiness/Models/CustomActionIdContext.cs
index 636302751d..4c33adc3c6 100644
--- a/SolastaUnfinishedBusiness/Models/CustomActionIdContext.cs
+++ b/SolastaUnfinishedBusiness/Models/CustomActionIdContext.cs
@@ -37,6 +37,7 @@ public static class CustomActionIdContext
(Id)ExtraActionId.PressTheAdvantageToggle,
(Id)ExtraActionId.SupremeWillToggle,
(Id)ExtraActionId.ImpishWrathToggle, // defined in sub race
+ (Id)ExtraActionId.OrcishFuryToggle, // defined in sub race
(Id)ExtraActionId.QuiveringPalmToggle
];
diff --git a/SolastaUnfinishedBusiness/Models/FeatsContext.cs b/SolastaUnfinishedBusiness/Models/FeatsContext.cs
index 9681b3b906..e3245f9a17 100644
--- a/SolastaUnfinishedBusiness/Models/FeatsContext.cs
+++ b/SolastaUnfinishedBusiness/Models/FeatsContext.cs
@@ -46,8 +46,17 @@ internal static void LateLoad()
// tweak the groups to make display simpler on mod UI
Feats.RemoveWhere(x => x.FormatTitle().Contains("["));
+ foreach (var child in AttributeDefinitions.AbilityScoreNames
+ .Select(attribute => DatabaseRepository.GetDatabase()
+ .GetElement($"FeatGroupHalf{attribute}")))
+ {
+ FeatGroups.Remove(child);
+ }
+
foreach (var featGroup in FeatGroups
- .Where(featGroup => !string.IsNullOrEmpty(featGroup.FamilyTag))
+ .Where(featGroup =>
+ !string.IsNullOrEmpty(featGroup.FamilyTag) &&
+ featGroup.Name != "FeatGroupElementalTouch")
.ToList())
{
FeatGroups.Remove(featGroup);
@@ -74,6 +83,9 @@ internal static void LateLoad()
Main.Settings.FeatGroupEnabled.Remove(name);
}
+ // handle Half Attributes sub groups special case
+ SwitchHalfAttributes(Main.Settings.FeatGroupEnabled.Contains("FeatGroupHalfAttributes"));
+
// avoids restart on level up UI
GuiWrapperContext.RecacheFeats();
}
@@ -128,6 +140,16 @@ internal static void SwitchFeat(FeatDefinition featDefinition, bool active)
GuiWrapperContext.RecacheFeats();
}
+ private static void SwitchHalfAttributes(bool active)
+ {
+ foreach (var child in AttributeDefinitions.AbilityScoreNames
+ .Select(attribute =>
+ DatabaseRepository.GetDatabase().GetElement($"FeatGroupHalf{attribute}")))
+ {
+ child.GuiPresentation.hidden = !active;
+ }
+ }
+
internal static void SwitchFeatGroup(FeatDefinition featDefinition, bool active)
{
if (!FeatGroups.Contains(featDefinition))
@@ -137,6 +159,11 @@ internal static void SwitchFeatGroup(FeatDefinition featDefinition, bool active)
var name = featDefinition.Name;
+ if (name == "FeatGroupHalfAttributes")
+ {
+ SwitchHalfAttributes(active);
+ }
+
if (active)
{
Main.Settings.FeatGroupEnabled.TryAdd(name);
diff --git a/SolastaUnfinishedBusiness/Models/FixesContext.cs b/SolastaUnfinishedBusiness/Models/FixesContext.cs
index f2555952c5..549dc96998 100644
--- a/SolastaUnfinishedBusiness/Models/FixesContext.cs
+++ b/SolastaUnfinishedBusiness/Models/FixesContext.cs
@@ -509,10 +509,10 @@ private static void FixMountaineerBonusShoveRestrictions()
private static void FixRecklessAttackForReachWeaponsAndPathOfTheYeoman()
{
- //BEHAVIOR: Makes `Reckless` context check if main hand weapon is melee or long bow if Path of the Yeoman
+ //BEHAVIOR: Makes `Reckless` context check if main hand weapon is melee/unarmed within reach or long bow if Path of the Yeoman
//instead of if character is next to target
- FeatureDefinitionCombatAffinitys.CombatAffinityReckless.situationalContext =
- (SituationalContext)ExtraSituationalContext.MainWeaponIsMeleeOrUnarmedOrYeomanWithLongbow;
+ FeatureDefinitionCombatAffinitys.CombatAffinityReckless.situationalContext = (SituationalContext)
+ ExtraSituationalContext.AttackerWithMeleeOrUnarmedAndTargetWithinReachOrYeomanWithLongbow;
}
private static void FixSmitesAndStrikesDiceProgression()
@@ -676,7 +676,6 @@ public IEnumerator OnPhysicalAttackFinishedByMe(
{
ActionModifiers = { new ActionModifier() },
RulesetEffect = implementationManagerService
- //CHECK: no need for AddAsActivePowerToSource
.MyInstantiateEffectPower(rulesetAttacker, usablePower, false),
UsablePower = usablePower,
TargetCharacters = { defender }
diff --git a/SolastaUnfinishedBusiness/Models/InvocationsContext.cs b/SolastaUnfinishedBusiness/Models/InvocationsContext.cs
index 345aab194f..6bf8f62fdd 100644
--- a/SolastaUnfinishedBusiness/Models/InvocationsContext.cs
+++ b/SolastaUnfinishedBusiness/Models/InvocationsContext.cs
@@ -22,15 +22,16 @@ internal static void LateLoad()
{
// kept for backward compatibility
_ = BuildBreathOfTheNight();
- _ = BuildChillingBlast();
- _ = BuildCorrosiveBlast();
- _ = BuildFieryBlast();
- _ = BuildFulminateBlast();
- _ = BuildNecroticBlast();
_ = BuildPoisonousBlast();
- _ = BuildPsychicBlast();
- _ = BuildRadiantBlast();
- _ = BuildThunderBlast();
+
+ LoadInvocation(BuildChillingBlast());
+ LoadInvocation(BuildCorrosiveBlast());
+ LoadInvocation(BuildFieryBlast());
+ LoadInvocation(BuildFulminateBlast());
+ LoadInvocation(BuildNecroticBlast());
+ LoadInvocation(BuildPsychicBlast());
+ LoadInvocation(BuildRadiantBlast());
+ LoadInvocation(BuildThunderBlast());
LoadInvocation(BuildAbilitiesOfTheChainMaster());
LoadInvocation(BuildAspectOfTheMoon());
diff --git a/SolastaUnfinishedBusiness/Models/Level20Context.cs b/SolastaUnfinishedBusiness/Models/Level20Context.cs
index fe27a136cd..999be5738f 100644
--- a/SolastaUnfinishedBusiness/Models/Level20Context.cs
+++ b/SolastaUnfinishedBusiness/Models/Level20Context.cs
@@ -804,7 +804,7 @@ public IEnumerator OnPhysicalAttackInitiatedOnMe(
yield break;
}
- if (rulesetDefender.HasAnyConditionOfTypeOrSubType(ConditionIncapacitated))
+ if (rulesetDefender.HasConditionOfTypeOrSubType(ConditionIncapacitated))
{
yield break;
}
@@ -880,7 +880,6 @@ public IEnumerator OnTryAlterOutcomeAttack(
{
StringParameter = "RogueStrokeOfLuck",
RulesetEffect = implementationManagerService
- //CHECK: no need for AddAsActivePowerToSource
.MyInstantiateEffectPower(rulesetCharacter, usablePower, false),
UsablePower = usablePower
};
diff --git a/SolastaUnfinishedBusiness/Models/Level20SubclassesContext.cs b/SolastaUnfinishedBusiness/Models/Level20SubclassesContext.cs
index 729c18bea6..f0a4972799 100644
--- a/SolastaUnfinishedBusiness/Models/Level20SubclassesContext.cs
+++ b/SolastaUnfinishedBusiness/Models/Level20SubclassesContext.cs
@@ -941,9 +941,7 @@ private static void PaladinLoad()
var damageAffinityOathOfMotherlandFlamesOfMotherland = FeatureDefinitionDamageAffinityBuilder
.Create("DamageAffinityOathOfMotherlandFlamesOfMotherland")
.SetGuiPresentationNoContent(true)
- .SetDamageAffinityType(DamageAffinityType.None)
- .SetDamageType(DamageTypeFire)
- .SetRetaliate(powerOathOfMotherlandFlamesOfMotherlandRetaliate, 1, true)
+ .SetRetaliate(powerOathOfMotherlandFlamesOfMotherlandRetaliate, 1)
.AddToDB();
var conditionOathOfMotherlandFlamesOfMotherland = ConditionDefinitionBuilder
@@ -1489,8 +1487,8 @@ public void OnConditionAdded(RulesetCharacter target, RulesetCondition rulesetCo
{
var clericLevel = target.GetClassLevel(CharacterClassDefinitions.Cleric);
- target.ReceiveTemporaryHitPoints(clericLevel, DurationType.Minute, 1, TurnOccurenceType.EndOfTurn,
- rulesetCondition.SourceGuid);
+ target.ReceiveTemporaryHitPoints(
+ clericLevel, DurationType.UntilAnyRest, 1, TurnOccurenceType.EndOfTurn, rulesetCondition.SourceGuid);
}
public void OnConditionRemoved(RulesetCharacter target, RulesetCondition rulesetCondition)
@@ -1515,7 +1513,6 @@ public IEnumerator OnMagicEffectFinishedByMe(CharacterActionMagicEffect action,
{
ActionModifiers = { new ActionModifier() },
RulesetEffect = implementationManagerService
- //CHECK: no need for AddAsActivePowerToSource
.MyInstantiateEffectPower(rulesetCharacter, usablePower, false),
UsablePower = usablePower,
TargetCharacters = { actingCharacter }
@@ -2163,7 +2160,8 @@ private static IEnumerable DefaultAttackHandler(
var caster = actionParams.ActingCharacter;
var targets = actionParams.TargetCharacters
.Where(x => x.RulesetCharacter is { IsDeadOrDyingOrUnconscious: false } &&
- x.RulesetCharacter.HasAnyConditionOfTypeOrSubType("ConditionHitByDirtyFighting"))
+ x.RulesetCharacter.HasConditionOfCategoryAndType(
+ AttributeDefinitions.TagEffect, "ConditionHitByDirtyFighting"))
.ToList(); // avoid changing enumerator
if (caster == null || targets.Count == 0)
diff --git a/SolastaUnfinishedBusiness/Models/LightingAndObscurementContext.cs b/SolastaUnfinishedBusiness/Models/LightingAndObscurementContext.cs
index fdf1fd4d7c..fb0c5507e0 100644
--- a/SolastaUnfinishedBusiness/Models/LightingAndObscurementContext.cs
+++ b/SolastaUnfinishedBusiness/Models/LightingAndObscurementContext.cs
@@ -6,6 +6,7 @@
using SolastaUnfinishedBusiness.Api.LanguageExtensions;
using SolastaUnfinishedBusiness.Builders;
using SolastaUnfinishedBusiness.Builders.Features;
+using SolastaUnfinishedBusiness.Feats;
using SolastaUnfinishedBusiness.Interfaces;
using TA;
using UnityEngine;
@@ -30,6 +31,31 @@ internal static class LightingAndObscurementContext
// called from GLBM.CanAttack to correctly determine ADV/DIS scenarios
internal static void ApplyObscurementRules(BattleDefinitions.AttackEvaluationParams attackParams)
{
+ var attackAdvantageTrends = attackParams.attackModifier.AttackAdvantageTrends;
+ var abilityCheckAdvantageTrends = attackParams.attackModifier.AbilityCheckAdvantageTrends;
+
+ var defender = attackParams.defender;
+ var defenderActor = defender.RulesetActor;
+ var defenderHasAlertFeat =
+ defenderActor is RulesetCharacter rulesetCharacter &&
+ rulesetCharacter.GetOriginalHero() is { } rulesetCharacterHero &&
+ rulesetCharacterHero.TrainedFeats.Contains(OtherFeats.FeatAlert);
+
+ if (defenderHasAlertFeat)
+ {
+ if (attackAdvantageTrends.Any(BlindedAdvantage))
+ {
+ attackAdvantageTrends.RemoveAll(BlindedAdvantage);
+ abilityCheckAdvantageTrends.RemoveAll(BlindedAdvantage);
+ }
+
+ if (attackAdvantageTrends.Any(InvisibleAdvantage))
+ {
+ attackAdvantageTrends.RemoveAll(InvisibleAdvantage);
+ abilityCheckAdvantageTrends.RemoveAll(InvisibleAdvantage);
+ }
+ }
+
if (!Main.Settings.UseOfficialLightingObscurementAndVisionRules ||
attackParams.effectDescription is
{ RangeType: not (RuleDefinitions.RangeType.MeleeHit or RuleDefinitions.RangeType.RangeHit) })
@@ -37,23 +63,8 @@ attackParams.effectDescription is
return;
}
- const string TAG = "Perceive";
-
- var attackAdvantageTrends = attackParams.attackModifier.AttackAdvantageTrends;
- var abilityCheckAdvantageTrends = attackParams.attackModifier.AbilityCheckAdvantageTrends;
-
var attacker = attackParams.attacker;
var attackerActor = attacker.RulesetActor;
- var attackerIsBlind = attackerActor.HasConditionOfTypeOrSubType(RuleDefinitions.ConditionBlinded);
- var attackerIsInvisible = attackerActor.HasConditionOfTypeOrSubType(RuleDefinitions.ConditionInvisible);
- var attackerIsStealthy = attackerActor.HasConditionOfType(ConditionStealthy);
- var attackerHasNoLight = attacker.LightingState is LightingState.Unlit or LightingState.Darkness;
-
- var defender = attackParams.defender;
- var defenderActor = defender.RulesetActor;
- var defenderIsBlind = defenderActor.HasConditionOfTypeOrSubType(RuleDefinitions.ConditionBlinded);
- var defenderIsInvisible = defenderActor.HasConditionOfTypeOrSubType(RuleDefinitions.ConditionInvisible);
- var defenderHasNoLight = defender.LightingState is LightingState.Unlit or LightingState.Darkness;
HandleTrueSightSpecialCase();
@@ -64,11 +75,35 @@ attackParams.effectDescription is
{
attackAdvantageTrends.RemoveAll(BlindedAdvantage);
attackAdvantageTrends.RemoveAll(BlindedDisadvantage);
+
+ abilityCheckAdvantageTrends.RemoveAll(BlindedAdvantage);
+ abilityCheckAdvantageTrends.RemoveAll(BlindedDisadvantage);
+ }
+
+ if (attackAdvantageTrends.Any(InvisibleAdvantage) &&
+ attackAdvantageTrends.Any(InvisibleDisadvantage))
+ {
+ attackAdvantageTrends.RemoveAll(InvisibleAdvantage);
+ attackAdvantageTrends.RemoveAll(InvisibleDisadvantage);
+
+ abilityCheckAdvantageTrends.RemoveAll(InvisibleAdvantage);
+ abilityCheckAdvantageTrends.RemoveAll(InvisibleDisadvantage);
}
}
+ const string TAG = "Perceive";
+
+ var attackerIsBlind = attackerActor.HasConditionOfTypeOrSubType(RuleDefinitions.ConditionBlinded);
+ var attackerIsInvisible = attackerActor.HasConditionOfTypeOrSubType(RuleDefinitions.ConditionInvisible);
+ var attackerIsStealthy = attackerActor.HasConditionOfType(ConditionStealthy);
+ var attackerHasNoLight = attacker.LightingState is LightingState.Unlit or LightingState.Darkness;
+
+ var defenderIsBlind = defenderActor.HasConditionOfTypeOrSubType(RuleDefinitions.ConditionBlinded);
+ var defenderIsInvisible = defenderActor.HasConditionOfTypeOrSubType(RuleDefinitions.ConditionInvisible);
+ var defenderHasNoLight = defender.LightingState is LightingState.Unlit or LightingState.Darkness;
+
var attackerCanPerceiveDefender = attacker.CanPerceiveTarget(defender);
- var defenderCanPerceiveAttacker = defender.CanPerceiveTarget(attacker);
+ var defenderCanPerceiveAttacker = defenderHasAlertFeat || defender.CanPerceiveTarget(attacker);
var adv =
!attackerIsStealthy &&
@@ -123,6 +158,16 @@ static bool BlindedDisadvantage(RuleDefinitions.TrendInfo trendInfo)
return trendInfo.sourceName == ConditionBlinded.Name && trendInfo.value == -1;
}
+ static bool InvisibleAdvantage(RuleDefinitions.TrendInfo trendInfo)
+ {
+ return trendInfo.sourceName == ConditionInvisibleBase.Name && trendInfo.value == 1;
+ }
+
+ static bool InvisibleDisadvantage(RuleDefinitions.TrendInfo trendInfo)
+ {
+ return trendInfo.sourceName == ConditionInvisibleBase.Name && trendInfo.value == -1;
+ }
+
// conditions with parent inherit their features which makes true sight quite hard to manage
// the combat affinity won't have true sight as nullified sense so we check it here and revert
void HandleTrueSightSpecialCase()
diff --git a/SolastaUnfinishedBusiness/Models/MulticlassWildshapeContext.cs b/SolastaUnfinishedBusiness/Models/MulticlassWildshapeContext.cs
index 1b7effb800..0266f61190 100644
--- a/SolastaUnfinishedBusiness/Models/MulticlassWildshapeContext.cs
+++ b/SolastaUnfinishedBusiness/Models/MulticlassWildshapeContext.cs
@@ -31,6 +31,7 @@ internal static class MulticlassWildshapeContext
internal static void FinalizeMonster(RulesetCharacterMonster monster, bool keepMentalAbilityScores)
{
UpdateSenses(monster);
+ UpdateUsablePowers(monster);
UpdateAttributeModifiers(monster, keepMentalAbilityScores);
FixShapeShiftedAc(monster);
}
@@ -100,6 +101,26 @@ private static void UpdateSenses(RulesetCharacterMonster monster)
}
}
+ //PATCH: correctly syncs powers used by hero into WS monster
+ private static void UpdateUsablePowers(RulesetCharacterMonster monster)
+ {
+ if (monster.originalFormCharacter is not RulesetCharacterHero hero)
+ {
+ return;
+ }
+
+ foreach (var usablePower in hero.UsablePowers)
+ {
+ var monsterUsablePower =
+ monster.UsablePowers.FirstOrDefault(x => x.PowerDefinition == usablePower.PowerDefinition);
+
+ if (monsterUsablePower != null)
+ {
+ monsterUsablePower.remainingUses = usablePower.remainingUses;
+ }
+ }
+ }
+
private static void UpdateAttributeModifiers(RulesetCharacterMonster monster, bool keepMentalAbilityScores)
{
if (monster.originalFormCharacter is not RulesetCharacterHero hero)
diff --git a/SolastaUnfinishedBusiness/Models/RacesContext.cs b/SolastaUnfinishedBusiness/Models/RacesContext.cs
index 211544f74a..f1f998b98b 100644
--- a/SolastaUnfinishedBusiness/Models/RacesContext.cs
+++ b/SolastaUnfinishedBusiness/Models/RacesContext.cs
@@ -10,8 +10,8 @@ namespace SolastaUnfinishedBusiness.Models;
internal static class RacesContext
{
internal static Dictionary RaceScaleMap { get; } = [];
-
internal static HashSet Races { get; private set; } = [];
+ internal static HashSet Subraces { get; private set; } = [];
internal static void Load()
{
@@ -20,23 +20,36 @@ internal static void Load()
LoadRace(RaceBattlebornBuilder.RaceBattleborn);
LoadRace(RaceBolgrifBuilder.RaceBolgrif);
LoadRace(RaceFairyBuilder.RaceFairy);
- LoadRace(RaceHalfElfBuilder.RaceHalfElfVariant);
LoadRace(RaceImpBuilder.RaceImp);
LoadRace(RaceKoboldBuilder.RaceKobold);
LoadRace(RaceMalakhBuilder.RaceMalakh);
LoadRace(RaceOligathBuilder.RaceOligath);
- LoadRace(RaceTieflingBuilder.RaceTiefling);
LoadRace(RaceWendigoBuilder.RaceWendigo);
LoadRace(RaceWildlingBuilder.RaceWildling);
LoadRace(RaceWyrmkinBuilder.RaceWyrmkin);
LoadRace(RaceOniBuilder.RaceOni);
- LoadRace(SubraceDarkelfBuilder.SubraceDarkelf);
- LoadRace(SubraceGrayDwarfBuilder.SubraceGrayDwarf);
- LoadRace(SubraceIronbornDwarfBuilder.SubraceIronbornDwarf);
- LoadRace(SubraceObsidianDwarfBuilder.SubraceObsidianDwarf);
+
+ _ = RaceTieflingBuilder.RaceTiefling;
+
+ LoadSubrace(RaceTieflingBuilder.RaceTieflingDevilTongue);
+ LoadSubrace(RaceTieflingBuilder.RaceTieflingFeral);
+ LoadSubrace(RaceTieflingBuilder.RaceTieflingMephistopheles);
+ LoadSubrace(RaceTieflingBuilder.RaceTieflingZariel);
+
+ _ = RaceHalfElfBuilder.RaceHalfElfVariant;
+
+ LoadSubrace(RaceHalfElfBuilder.RaceHalfElfHighVariant);
+ LoadSubrace(RaceHalfElfBuilder.RaceHalfElfSylvanVariant);
+ LoadSubrace(RaceHalfElfBuilder.RaceHalfElfDarkVariant);
+
+ LoadSubrace(SubraceDarkelfBuilder.SubraceDarkelf);
+ LoadSubrace(SubraceGrayDwarfBuilder.SubraceGrayDwarf);
+ LoadSubrace(SubraceIronbornDwarfBuilder.SubraceIronbornDwarf);
+ LoadSubrace(SubraceObsidianDwarfBuilder.SubraceObsidianDwarf);
// sorting
Races = Races.OrderBy(x => x.FormatTitle()).ToHashSet();
+ Subraces = Subraces.OrderBy(x => x.FormatTitle()).ToHashSet();
// settings paring
foreach (var name in Main.Settings.RaceEnabled
@@ -46,6 +59,13 @@ internal static void Load()
Main.Settings.RaceEnabled.Remove(name);
}
+ foreach (var name in Main.Settings.SubraceEnabled
+ .Where(name => Subraces.All(x => x.Name != name))
+ .ToList())
+ {
+ Main.Settings.SubraceEnabled.Remove(name);
+ }
+
if (Main.Settings.EnableSortingFutureFeatures)
{
DatabaseRepository.GetDatabase()
@@ -57,18 +77,12 @@ private static void LoadRace([NotNull] CharacterRaceDefinition characterRaceDefi
{
Races.Add(characterRaceDefinition);
UpdateRaceVisibility(characterRaceDefinition);
- // if (characterRaceDefinition.SubRaces.Count > 0)
- // {
- // foreach (var subRace in characterRaceDefinition.SubRaces)
- // {
- // LoadRace(subRace);
- // }
- // }
- // else
- // {
- // Races.Add(characterRaceDefinition);
- // UpdateRaceVisibility(characterRaceDefinition);
- // }
+ }
+
+ private static void LoadSubrace([NotNull] CharacterRaceDefinition characterRaceDefinition)
+ {
+ Subraces.Add(characterRaceDefinition);
+ UpdateSubraceVisibility(characterRaceDefinition);
}
private static void UpdateRaceVisibility([NotNull] CharacterRaceDefinition characterRaceDefinition)
@@ -78,26 +92,29 @@ private static void UpdateRaceVisibility([NotNull] CharacterRaceDefinition chara
characterRaceDefinition.SubRaces.ForEach(x => x.GuiPresentation.hidden =
!Main.Settings.RaceEnabled.Contains(characterRaceDefinition.Name));
+ }
+
+ private static void UpdateSubraceVisibility([NotNull] CharacterRaceDefinition characterRaceDefinition)
+ {
+ characterRaceDefinition.GuiPresentation.hidden =
+ !Main.Settings.SubraceEnabled.Contains(characterRaceDefinition.Name);
+
+ if (RaceHalfElfBuilder.RaceHalfElfVariant.SubRaces.Contains(characterRaceDefinition))
+ {
+ var hidden = RaceHalfElfBuilder.RaceHalfElfVariant.SubRaces.All(x => x.GuiPresentation.Hidden);
- // var dbCharacterRaceDefinition = DatabaseRepository.GetDatabase();
- // var masterRace = dbCharacterRaceDefinition
- // .FirstOrDefault(x => x.SubRaces.Contains(characterRaceDefinition));
- //
- // if (masterRace == null)
- // {
- // return;
- // }
- //
- // masterRace.GuiPresentation.hidden = masterRace.SubRaces.All(x => x.GuiPresentation.Hidden);
+ RaceHalfElfBuilder.RaceHalfElfVariant.GuiPresentation.hidden = hidden;
+ }
+ else if (RaceTieflingBuilder.RaceTiefling.SubRaces.Contains(characterRaceDefinition))
+ {
+ var hidden = RaceTieflingBuilder.RaceTiefling.SubRaces.All(x => x.GuiPresentation.Hidden);
+
+ RaceTieflingBuilder.RaceTiefling.GuiPresentation.hidden = hidden;
+ }
}
internal static void Switch(CharacterRaceDefinition characterRaceDefinition, bool active)
{
- // if (!Races.Contains(characterRaceDefinition))
- // {
- // return;
- // }
-
var name = characterRaceDefinition.Name;
if (active)
@@ -111,4 +128,20 @@ internal static void Switch(CharacterRaceDefinition characterRaceDefinition, boo
UpdateRaceVisibility(characterRaceDefinition);
}
+
+ internal static void SwitchSubrace(CharacterRaceDefinition characterRaceDefinition, bool active)
+ {
+ var name = characterRaceDefinition.Name;
+
+ if (active)
+ {
+ Main.Settings.SubraceEnabled.TryAdd(name);
+ }
+ else
+ {
+ Main.Settings.SubraceEnabled.Remove(name);
+ }
+
+ UpdateSubraceVisibility(characterRaceDefinition);
+ }
}
diff --git a/SolastaUnfinishedBusiness/Models/SrdAndHouseRulesContext.cs b/SolastaUnfinishedBusiness/Models/SrdAndHouseRulesContext.cs
index 79949bf6be..c38d5d322c 100644
--- a/SolastaUnfinishedBusiness/Models/SrdAndHouseRulesContext.cs
+++ b/SolastaUnfinishedBusiness/Models/SrdAndHouseRulesContext.cs
@@ -419,8 +419,6 @@ internal static void SwitchEldritchBlastRange()
internal static void SwitchRingOfRegenerationHealRate()
{
- Main.Info($"FixRingOfRegenerationHealRate={Main.Settings.FixRingOfRegenerationHealRate}");
-
var ringDefinition = RegenerationRing;
if (Main.Settings.FixRingOfRegenerationHealRate)
diff --git a/SolastaUnfinishedBusiness/Patches/CharacterActionMagicEffectPatcher.cs b/SolastaUnfinishedBusiness/Patches/CharacterActionMagicEffectPatcher.cs
index 2705a44b99..23baba72ba 100644
--- a/SolastaUnfinishedBusiness/Patches/CharacterActionMagicEffectPatcher.cs
+++ b/SolastaUnfinishedBusiness/Patches/CharacterActionMagicEffectPatcher.cs
@@ -532,6 +532,12 @@ private static IEnumerator ExecuteImpl(CharacterActionMagicEffect __instance)
ServiceRepository.GetService()?
.ExecuteAction(actionParam, null, true);
}
+
+ var maxAttacksNumber = actingCharacter.RulesetCharacter.AttackModes
+ .Where(attackMode => attackMode.ActionType == ActionDefinitions.ActionType.Main)
+ .Max(attackMode => attackMode.AttacksNumber);
+
+ actingCharacter.RulesetCharacter.ExecutedAttacks = maxAttacksNumber;
}
}
diff --git a/SolastaUnfinishedBusiness/Patches/CharacterActionPatcher.cs b/SolastaUnfinishedBusiness/Patches/CharacterActionPatcher.cs
index b9b0f5c6f0..68fcf01703 100644
--- a/SolastaUnfinishedBusiness/Patches/CharacterActionPatcher.cs
+++ b/SolastaUnfinishedBusiness/Patches/CharacterActionPatcher.cs
@@ -59,7 +59,7 @@ private static bool ActionShouldKeepConcentration(CharacterAction action)
{
var isProtectedPower =
action is CharacterActionUsePower or CharacterActionSpendPower or CharacterActionDoNothing &&
- action.ActionParams.UsablePower != null &&
+ action.ActionParams is { UsablePower: not null } &&
action.ActionParams.UsablePower.PowerDefinition
.HasSubFeatureOfType();
@@ -72,6 +72,7 @@ public static void Prefix(CharacterAction __instance)
//BUGFIX: vanilla always consume a main action on battle surprise phase even if a bonus power or spell
if (Gui.Battle != null &&
Gui.Battle.CurrentRound == 1 &&
+ Gui.Battle.InitiativeSortedContenders.Count > 0 &&
Gui.Battle.ActiveContender == Gui.Battle.InitiativeSortedContenders[0])
{
// ReSharper disable once SwitchStatementMissingSomeEnumCasesNoDefault
diff --git a/SolastaUnfinishedBusiness/Patches/GameLocationBattleManagerPatcher.cs b/SolastaUnfinishedBusiness/Patches/GameLocationBattleManagerPatcher.cs
index affcf73f5f..ba27c7b903 100644
--- a/SolastaUnfinishedBusiness/Patches/GameLocationBattleManagerPatcher.cs
+++ b/SolastaUnfinishedBusiness/Patches/GameLocationBattleManagerPatcher.cs
@@ -11,6 +11,7 @@
using SolastaUnfinishedBusiness.Api.Helpers;
using SolastaUnfinishedBusiness.Behaviors;
using SolastaUnfinishedBusiness.Behaviors.Specific;
+using SolastaUnfinishedBusiness.Feats;
using SolastaUnfinishedBusiness.Interfaces;
using SolastaUnfinishedBusiness.Models;
using SolastaUnfinishedBusiness.Subclasses;
@@ -224,6 +225,10 @@ public static void Prefix(
//PATCH: support for Polearm Expert AoO
//Stores character movements to be processed later
AttacksOfOpportunity.ProcessOnCharacterMoveStart(mover, destination);
+
+ //PATCH: records on StraightLine special feature how many cells a hero moved in a straight line
+ //Stores character last straight line distance to be processed later
+ MeleeCombatFeats.PhysicalAttackBeforeHitConfirmedOnEnemyCharger.RecordStraightLine(mover, destination);
}
}
diff --git a/SolastaUnfinishedBusiness/Patches/GuiFeatDefinitionPatcher.cs b/SolastaUnfinishedBusiness/Patches/GuiFeatDefinitionPatcher.cs
index 2218906a7b..69248fa420 100644
--- a/SolastaUnfinishedBusiness/Patches/GuiFeatDefinitionPatcher.cs
+++ b/SolastaUnfinishedBusiness/Patches/GuiFeatDefinitionPatcher.cs
@@ -57,7 +57,7 @@ public static IEnumerable Transpiler([NotNull] IEnumerable().Count;
+ return hero.GetFeaturesByType().Count;
}
}
diff --git a/SolastaUnfinishedBusiness/Patches/NarrativeStatePlayerRoleAssignmentPatcher.cs b/SolastaUnfinishedBusiness/Patches/NarrativeStatePlayerRoleAssignmentPatcher.cs
index 29a19f4268..0238cf86e2 100644
--- a/SolastaUnfinishedBusiness/Patches/NarrativeStatePlayerRoleAssignmentPatcher.cs
+++ b/SolastaUnfinishedBusiness/Patches/NarrativeStatePlayerRoleAssignmentPatcher.cs
@@ -11,12 +11,12 @@ namespace SolastaUnfinishedBusiness.Patches;
[UsedImplicitly]
public static class NarrativeStatePlayerRoleAssignmentPatcher
{
- //PATCH: ensures dialogs won't break on official campaigns with parties less than 4 (PARTYSIZE)
[HarmonyPatch(typeof(NarrativeStatePlayerRoleAssignment), nameof(NarrativeStatePlayerRoleAssignment.BuildHook))]
[SuppressMessage("Minor Code Smell", "S101:Types should be named in PascalCase", Justification = "Patch")]
[UsedImplicitly]
public static class BuildHook_Patch
{
+ //PATCH: ensures dialogs won't break on official campaigns with parties less than 4 (PARTYSIZE)
private static void TryAdd(
Dictionary playerRolesMap,
string role,
@@ -25,6 +25,15 @@ private static void TryAdd(
playerRolesMap.TryAdd(role, actor);
}
+ //PATCH: supports heroes with best proficiency to roll dialogue choices instead of vanilla behavior
+ private static void RemoveAt(List actors, int position)
+ {
+ if (!Main.Settings.EnableHeroWithBestProficiencyToRollChoice)
+ {
+ actors.RemoveAt(position);
+ }
+ }
+
[UsedImplicitly]
public static IEnumerable Transpiler([NotNull] IEnumerable instructions)
{
@@ -32,10 +41,17 @@ public static IEnumerable Transpiler([NotNull] IEnumerable,
string,
WorldLocationCharacter>(TryAdd).Method;
+ var removeAtMethod = new Action<
+ List,
+ int>(RemoveAt).Method;
- return instructions.ReplaceAdd("System.String, WorldLocationCharacter", -1,
- "NarrativeStatePlayerRoleAssignment.BuildHook",
- new CodeInstruction(OpCodes.Call, tryAddMethod));
+ return instructions
+ .ReplaceAdd("System.String, WorldLocationCharacter", -1,
+ "NarrativeStatePlayerRoleAssignment.BuildHook.Add",
+ new CodeInstruction(OpCodes.Call, tryAddMethod))
+ .ReplaceRemoveAt(-1,
+ "NarrativeStatePlayerRoleAssignment.BuildHook.RemoveAt",
+ new CodeInstruction(OpCodes.Call, removeAtMethod));
}
}
}
diff --git a/SolastaUnfinishedBusiness/Patches/RulesetActorPatcher.cs b/SolastaUnfinishedBusiness/Patches/RulesetActorPatcher.cs
index 19ebfa428e..5822041525 100644
--- a/SolastaUnfinishedBusiness/Patches/RulesetActorPatcher.cs
+++ b/SolastaUnfinishedBusiness/Patches/RulesetActorPatcher.cs
@@ -153,6 +153,45 @@ public static void Postfix(RulesetActor __instance, RulesetCondition newConditio
}
}
+ //PATCH: supports ExtraSituationalContext that touches ArmorClass
+ [HarmonyPatch(typeof(RulesetActor), nameof(RulesetActor.RefreshFlagArmorClassDependencyToPositioning))]
+ [SuppressMessage("Minor Code Smell", "S101:Types should be named in PascalCase", Justification = "Patch")]
+ [UsedImplicitly]
+ public static class RefreshFlagArmorClassDependencyToPositioning_Patch
+ {
+ [UsedImplicitly]
+ public static bool Prefix(RulesetActor __instance)
+ {
+ __instance.isArmorClassDependentToPositioning = __instance
+ .GetFeaturesByType()
+ .Any(attributeModifier =>
+ attributeModifier.ModifiedAttribute == AttributeDefinitions.ArmorClass &&
+ (attributeModifier.SituationalContext
+ is SituationalContext.AttackerAwayFromTarget
+ or SituationalContext.AttackerNextToTarget
+ or SituationalContext.AttackerOnHigherGroundThanTarget
+ or SituationalContext.NextToWallWithShieldAndMaxMediumArmor
+ or SituationalContext.RagingSurroundedByEnemies
+ or SituationalContext.ConsciousAllyNextToTarget
+ or SituationalContext.WearingShieldEnemyNextToAbleEnemy ||
+ // BEGIN PATCH
+ (ExtraSituationalContext)attributeModifier.SituationalContext
+ is ExtraSituationalContext.HasBladeMasteryWeaponTypesInHands
+ or ExtraSituationalContext.HasGreatswordInHands
+ or ExtraSituationalContext.HasLongswordInHands
+ or ExtraSituationalContext.HasMeleeWeaponInMainHandWithFreeOffhand
+ or ExtraSituationalContext.IsNotInBrightLight
+ or ExtraSituationalContext.IsRagingAndDualWielding
+ or ExtraSituationalContext.AttackerWithMeleeOrUnarmedAndTargetWithinReachOrYeomanWithLongbow
+ or ExtraSituationalContext.NextToWallWithShieldAndMaxMediumArmorAndConsciousAllyNextToTarget
+ or ExtraSituationalContext.WearingNoArmorOrLightArmorWithoutShield
+ or ExtraSituationalContext.WearingNoArmorOrLightArmorWithTwoHandedQuarterstaff));
+ // END PATCH
+
+ return false;
+ }
+ }
+
[HarmonyPatch(typeof(RulesetActor), nameof(RulesetActor.InflictDamage))]
[SuppressMessage("Minor Code Smell", "S101:Types should be named in PascalCase", Justification = "Patch")]
[UsedImplicitly]
diff --git a/SolastaUnfinishedBusiness/Patches/RulesetCharacterPatcher.cs b/SolastaUnfinishedBusiness/Patches/RulesetCharacterPatcher.cs
index 4384645772..f262b4a051 100644
--- a/SolastaUnfinishedBusiness/Patches/RulesetCharacterPatcher.cs
+++ b/SolastaUnfinishedBusiness/Patches/RulesetCharacterPatcher.cs
@@ -269,6 +269,33 @@ public static void Postfix([CanBeNull] RulesetCharacter target)
}
}
+ //PATCH: correctly syncs powers used during WS back to original hero
+ [HarmonyPatch(typeof(RulesetCharacter), nameof(RulesetCharacter.SetupFromSubstituteCharacter))]
+ [SuppressMessage("Minor Code Smell", "S101:Types should be named in PascalCase", Justification = "Patch")]
+ [UsedImplicitly]
+ public static class SetupFromSubstituteCharacter_Patch
+ {
+ [UsedImplicitly]
+ public static void Prefix(RulesetCharacter __instance, RulesetActor substituteActor)
+ {
+ if (substituteActor is not RulesetCharacterMonster monster)
+ {
+ return;
+ }
+
+ foreach (var usablePower in monster.UsablePowers)
+ {
+ var heroUsablePower =
+ __instance.UsablePowers.FirstOrDefault(x => x.PowerDefinition == usablePower.PowerDefinition);
+
+ if (heroUsablePower != null)
+ {
+ heroUsablePower.remainingUses = usablePower.remainingUses;
+ }
+ }
+ }
+ }
+
[HarmonyPatch(typeof(RulesetCharacter), nameof(RulesetCharacter.GetAbilityScoreOfPower))]
[SuppressMessage("Minor Code Smell", "S101:Types should be named in PascalCase", Justification = "Patch")]
[UsedImplicitly]
@@ -1453,22 +1480,73 @@ public static bool Prefix(
public static class RollInitiative_Patch
{
[UsedImplicitly]
- public static void Prefix(RulesetCharacter __instance, ref int forcedInitiative)
+ public static bool Prefix(RulesetCharacter __instance, out int __result, int forcedInitiative)
{
//PATCH: allows summons to have forced initiative of a summoner
- if (!__instance.HasSubFeatureOfType())
+ if (__instance.HasSubFeatureOfType())
{
- return;
+ var summoner = __instance.GetMySummoner();
+
+ if (summoner != null)
+ {
+ forcedInitiative = summoner.lastInitiative;
+ }
}
+ else if (Main.Settings.EnemiesAlwaysRollInitiative &&
+ __instance.Side == Side.Enemy)
+ {
+ forcedInitiative = -1;
+ }
+
+ __result = RollInitiative(__instance, forcedInitiative);
+
+ return false;
+ }
- var summoner = __instance.GetMySummoner();
+ private static int RollInitiative(RulesetCharacter __instance, int forcedInitiative)
+ {
+ int resultRoll;
- if (summoner == null)
+ if (forcedInitiative <= 0)
{
- return;
+ var advantageValue = 0;
+
+ //PATCH: supports AddDexModifierToEnemiesInitiativeRoll
+ var currentValue =
+ Main.Settings.AddDexModifierToEnemiesInitiativeRoll &&
+ __instance is RulesetCharacterMonster
+ ? AttributeDefinitions.ComputeAbilityScoreModifier(
+ __instance.TryGetAttributeValue(AttributeDefinitions.Dexterity))
+ : __instance.GetAttribute(AttributeDefinitions.Initiative).CurrentValue;
+
+ __instance.RefreshInitiative(ref advantageValue);
+
+ var advantageType = advantageValue switch
+ {
+ > 0 => AdvantageType.Advantage,
+ < 0 => AdvantageType.Disadvantage,
+ _ => AdvantageType.None
+ };
+
+ var rollDie = __instance.RollDie(
+ DieType.D20, RollContext.InitiativeRoll, false, advantageType,
+ out var firstRoll, out var secondRoll);
+
+ resultRoll = Mathf.Clamp(rollDie + currentValue, 1, int.MaxValue);
+
+ __instance.LastInitiativeRoll = rollDie;
+ __instance.LastInitiativeModifier = currentValue;
+
+ var initiativeRolled = __instance.InitiativeRolled;
+
+ initiativeRolled?.Invoke(__instance, resultRoll, advantageType, firstRoll, currentValue, secondRoll);
+ }
+ else
+ {
+ resultRoll = forcedInitiative;
}
- forcedInitiative = summoner.lastInitiative;
+ return resultRoll;
}
}
diff --git a/SolastaUnfinishedBusiness/Patches/RulesetImplementationManagerPatcher.cs b/SolastaUnfinishedBusiness/Patches/RulesetImplementationManagerPatcher.cs
index c1789dd458..861b78d303 100644
--- a/SolastaUnfinishedBusiness/Patches/RulesetImplementationManagerPatcher.cs
+++ b/SolastaUnfinishedBusiness/Patches/RulesetImplementationManagerPatcher.cs
@@ -276,7 +276,8 @@ private static int RollDamage(
//TODO: make this an interface in case other features need it
//PATCH: supports Umbral Stalker level 17th
- if (rulesetActor.HasAnyConditionOfType(RoguishUmbralStalker.ConditionShadowDanceAdditionalDice.Name))
+ if (rulesetActor.HasConditionOfCategoryAndType(
+ AttributeDefinitions.TagEffect, RoguishUmbralStalker.ConditionShadowDanceAdditionalDice.Name))
{
rollDamageOption = 2;
}
@@ -917,7 +918,7 @@ internal static void OnRollSavingThrowOath(
{
if (caster == null ||
caster.Side == target.Side ||
- !caster.HasAnyConditionOfType(selfConditionName))
+ !caster.HasConditionOfCategoryAndType(AttributeDefinitions.TagEffect, selfConditionName))
{
return;
}
diff --git a/SolastaUnfinishedBusiness/Portraits/Rogar.png b/SolastaUnfinishedBusiness/Portraits/Rogar.png
new file mode 100644
index 0000000000..f3d7a48a51
Binary files /dev/null and b/SolastaUnfinishedBusiness/Portraits/Rogar.png differ
diff --git a/SolastaUnfinishedBusiness/Portraits/Talon.png b/SolastaUnfinishedBusiness/Portraits/Talon.png
new file mode 100644
index 0000000000..8e7fcd18a7
Binary files /dev/null and b/SolastaUnfinishedBusiness/Portraits/Talon.png differ
diff --git a/SolastaUnfinishedBusiness/Races/TieflingVariant.cs b/SolastaUnfinishedBusiness/Races/TieflingVariant.cs
index d5ab7c5eee..1dc280435b 100644
--- a/SolastaUnfinishedBusiness/Races/TieflingVariant.cs
+++ b/SolastaUnfinishedBusiness/Races/TieflingVariant.cs
@@ -24,6 +24,10 @@ namespace SolastaUnfinishedBusiness.Races;
internal static class RaceTieflingBuilder
{
internal static CharacterRaceDefinition RaceTiefling { get; } = BuildTiefling();
+ internal static CharacterRaceDefinition RaceTieflingDevilTongue { get; private set; }
+ internal static CharacterRaceDefinition RaceTieflingFeral { get; private set; }
+ internal static CharacterRaceDefinition RaceTieflingMephistopheles { get; private set; }
+ internal static CharacterRaceDefinition RaceTieflingZariel { get; private set; }
private static bool IsFlightValid(RulesetCharacter character)
{
@@ -66,7 +70,7 @@ private static CharacterRaceDefinition BuildTiefling()
.AddToDB())
.AddToDB();
- var raceTieflingDevilTongue = CharacterRaceDefinitionBuilder
+ RaceTieflingDevilTongue = CharacterRaceDefinitionBuilder
.Create(Tiefling, "RaceTieflingDevilTongue")
.SetOrUpdateGuiPresentation(Category.Race)
.SetFeaturesAtLevel(1,
@@ -74,7 +78,7 @@ private static CharacterRaceDefinition BuildTiefling()
castSpellTieflingDevilTongue)
.AddToDB();
- raceTieflingDevilTongue.contentPack = contentPack;
+ RaceTieflingDevilTongue.contentPack = contentPack;
//
// Feral
@@ -152,7 +156,7 @@ private static CharacterRaceDefinition BuildTiefling()
.AddFeatureSet(powerDemonicWingsSprout, powerDemonicWingsDismiss)
.AddToDB();
- var raceTieflingFeral = CharacterRaceDefinitionBuilder
+ RaceTieflingFeral = CharacterRaceDefinitionBuilder
.Create(Tiefling, "RaceTieflingFeral")
.SetOrUpdateGuiPresentation(Category.Race)
.SetFeaturesAtLevel(1,
@@ -161,7 +165,7 @@ private static CharacterRaceDefinition BuildTiefling()
featureSetDemonicWings)
.AddToDB();
- raceTieflingDevilTongue.contentPack = contentPack;
+ RaceTieflingFeral.contentPack = contentPack;
//
// Mephistopheles
@@ -183,7 +187,7 @@ private static CharacterRaceDefinition BuildTiefling()
.AddToDB())
.AddToDB();
- var raceTieflingMephistopheles = CharacterRaceDefinitionBuilder
+ RaceTieflingMephistopheles = CharacterRaceDefinitionBuilder
.Create(Tiefling, "RaceTieflingMephistopheles")
.SetOrUpdateGuiPresentation(Category.Race)
.SetFeaturesAtLevel(1,
@@ -191,7 +195,7 @@ private static CharacterRaceDefinition BuildTiefling()
castSpellTieflingMephistopheles)
.AddToDB();
- raceTieflingMephistopheles.contentPack = contentPack;
+ RaceTieflingMephistopheles.contentPack = contentPack;
//
// Zariel
@@ -219,7 +223,7 @@ private static CharacterRaceDefinition BuildTiefling()
.AddToDB())
.AddToDB();
- var raceTieflingZariel = CharacterRaceDefinitionBuilder
+ RaceTieflingZariel = CharacterRaceDefinitionBuilder
.Create(Tiefling, "RaceTieflingZariel")
.SetOrUpdateGuiPresentation(Category.Race)
.SetFeaturesAtLevel(1,
@@ -227,7 +231,7 @@ private static CharacterRaceDefinition BuildTiefling()
castSpellTieflingZariel)
.AddToDB();
- raceTieflingZariel.contentPack = contentPack;
+ RaceTieflingZariel.contentPack = contentPack;
#endregion
@@ -255,10 +259,10 @@ private static CharacterRaceDefinition BuildTiefling()
raceTiefling.contentPack = contentPack;
raceTiefling.subRaces.SetRange(
- raceTieflingDevilTongue,
- raceTieflingFeral,
- raceTieflingMephistopheles,
- raceTieflingZariel);
+ RaceTieflingDevilTongue,
+ RaceTieflingFeral,
+ RaceTieflingMephistopheles,
+ RaceTieflingZariel);
return raceTiefling;
}
diff --git a/SolastaUnfinishedBusiness/Settings.cs b/SolastaUnfinishedBusiness/Settings.cs
index eaf6d52851..5dbe5c969b 100644
--- a/SolastaUnfinishedBusiness/Settings.cs
+++ b/SolastaUnfinishedBusiness/Settings.cs
@@ -29,6 +29,7 @@ public class Settings : UnityModManager.ModSettings
//
public bool DisplayRacesToggle { get; set; }
+ public bool DisplaySubracesToggle { get; set; }
public bool DisplayBackgroundsToggle { get; set; }
public bool DisplayFeatsToggle { get; set; }
public bool DisplayFeatGroupsToggle { get; set; }
@@ -135,7 +136,8 @@ public class Settings : UnityModManager.ModSettings
"PowerRiftWalkerRiftStrike",
"PowerSorcerousPsionMindOverMatter",
"PowerWayOfTheDistantHandZenArrowTechnique",
- "PowerWayOfTheDistantHandZenArrowUpgradedTechnique"
+ "PowerWayOfTheDistantHandZenArrowUpgradedTechnique",
+ "PowerFeatChefCookMeal"
];
//
@@ -242,6 +244,8 @@ public class Settings : UnityModManager.ModSettings
public bool KeepStealthOnHeroIfPerceivedDuringSurpriseAttack { get; set; }
public bool StealthBreaksWhenAttackHits { get; set; }
public bool StealthBreaksWhenAttackMisses { get; set; }
+ public bool AddDexModifierToEnemiesInitiativeRoll { get; set; }
+ public bool EnemiesAlwaysRollInitiative { get; set; }
public bool DontEndTurnAfterReady { get; set; }
public bool KeepInvisibilityWhenUsingItems { get; set; }
public bool IllusionSpellsAutomaticallyFailAgainstTrueSightInRange { get; set; }
@@ -328,6 +332,8 @@ public class Settings : UnityModManager.ModSettings
public int RaceSliderPosition { get; set; } = ModUi.DontDisplayDescription;
public List RaceEnabled { get; } = [];
+ public int SubraceSliderPosition { get; set; } = ModUi.DontDisplayDescription;
+ public List SubraceEnabled { get; } = [];
public int BackgroundSliderPosition { get; set; } = ModUi.DontDisplayDescription;
public List BackgroundEnabled { get; } = [];
public SerializableDictionary KlassListSliderPosition { get; set; } = new();
@@ -363,6 +369,7 @@ public class Settings : UnityModManager.ModSettings
// Campaigns and Locations
public bool EnableAdditionalIconsOnLevelMap { get; set; }
+ public bool EnableHeroWithBestProficiencyToRollChoice { get; set; }
public bool EnableLogDialoguesToConsole { get; set; }
public bool HideExitsAndTeleportersGizmosIfNotDiscovered { get; set; }
public bool MarkInvisibleTeleportersOnLevelMap { get; set; }
diff --git a/SolastaUnfinishedBusiness/Settings/empty.xml b/SolastaUnfinishedBusiness/Settings/empty.xml
index 851a5a2ca4..a9e0eef9a9 100644
--- a/SolastaUnfinishedBusiness/Settings/empty.xml
+++ b/SolastaUnfinishedBusiness/Settings/empty.xml
@@ -4,6 +4,7 @@
0
0
false
+ false
false
false
false
@@ -319,8 +320,12 @@
false
false
false
- false
false
+ false
+ false
+ false
+ false
+ false
false
false
false
@@ -363,6 +368,7 @@
false
false
false
+ false
false
false
false
@@ -379,6 +385,7 @@
false
false
false
+ false
false
false
false
@@ -435,6 +442,8 @@
false
4
+ 4
+
4
@@ -826,6 +835,7 @@
false
+ false
false
false
false
diff --git a/SolastaUnfinishedBusiness/Settings/zappastuff.xml b/SolastaUnfinishedBusiness/Settings/zappastuff.xml
index 8a48e9f961..fe00459268 100644
--- a/SolastaUnfinishedBusiness/Settings/zappastuff.xml
+++ b/SolastaUnfinishedBusiness/Settings/zappastuff.xml
@@ -4,6 +4,7 @@
0
0
false
+ false
false
false
false
@@ -411,17 +412,21 @@
false
false
false
- true
false
+ true
+ true
+ true
+ true
+ true
true
- true
- false
+ false
+ true
true
true
true
true
- true
+ false
true
false
true
@@ -455,6 +460,7 @@
true
true
true
+ true
true
true
true
@@ -471,6 +477,7 @@
true
true
true
+ false
true
true
true
@@ -654,23 +661,31 @@
4
RaceMalakh
- RaceDarkelf
RaceFairy
RaceBolgrif
RaceOligath
- RaceGrayDwarf
- RaceHalfElfVariant
RaceImp
- RaceIronbornDwarf
RaceKobold
- RaceObsidianDwarf
RaceOni
- RaceTiefling
RaceBattleborn
RaceWendigo
RaceWildling
RaceWyrmkin
+ 4
+
+ RaceDarkelf
+ RaceTieflingDevilTongue
+ RaceTieflingFeral
+ RaceGrayDwarf
+ RaceHalfElfDark
+ RaceHalfElfHigh
+ RaceHalfElfSylvan
+ RaceIronbornDwarf
+ RaceTieflingMephistopheles
+ RaceObsidianDwarf
+ RaceTieflingZariel
+
4
BackgroundDevoted
@@ -793,6 +808,7 @@
PathOfTheElements
PathOfTheLight
+ PathOfTheRavager
PathOfTheReaver
PathOfTheSavagery
PathOfTheSpirits
@@ -983,6 +999,7 @@
4
FeatGroupAegisTouched
+ FeatAlert
FeatAlwaysReady
FeatGroupApothecary
FeatArcaneArcherAdept
@@ -995,8 +1012,10 @@
FeatBowMastery
FeatCallForCharge
FeatGroupCelestialTouched
+ FeatCharger
FeatCharismaticDefense
FeatCharismaticPrecision
+ FeatGroupChef
FeatGroupCloseQuarters
FeatRangedExpert
FeatCrossbowMastery
@@ -1007,10 +1026,10 @@
FeatDragonWings
FeatDualFlurry
FeatDualWeaponDefense
+ FeatDwarvenFortitude
FeatEldritchAdept
FeatGroupElementalAdept
FeatGroupElementalMaster
- FeatGroupElementalTouch
FeatGroupElvenAccuracy
FeatExpandTheHunt
FeatExploiter
@@ -1020,6 +1039,7 @@
FeatGroupTeleportation
FeatGroupFightingStyle
FeatGroupFlameTouched
+ FeatGroupFlamesOfPhlegethos
FeatFrostAdaptation
FeatGiftOfTheChromaticDragon
FeatCleavingAttack
@@ -1098,15 +1118,10 @@
FeatGroupUnarmoredCombat
FeatGroupCreed
FeatGroupCriticalVirtuoso
+ FeatGroupElementalTouch
FeatGroupEnchanter
FeatGroupGeneralAdept
FeatGroupHalfAttributes
- FeatGroupHalfCharisma
- FeatGroupHalfConstitution
- FeatGroupHalfDexterity
- FeatGroupHalfIntelligence
- FeatGroupHalfStrength
- FeatGroupHalfWisdom
FeatGroupPlaneTouchedMagic
FeatGroupRaceBound
FeatGroupSkills
@@ -1133,11 +1148,15 @@
InvocationAspectOfTheMoon
InvocationBondOfTheTalisman
InvocationCallOfTheBeast
+ InvocationChillingBlast
InvocationPerniciousCloak
+ InvocationCorrosiveBlast
InvocationSpectralShield
InvocationDiscerningGaze
InvocationEldritchMind
InvocationEldritchSmite
+ InvocationFieryBlast
+ InvocationFulminateBlast
InvocationBreakerAndBanisher
InvocationGiftOfTheEverLivingOnes
InvocationGiftOfTheHunter
@@ -1147,11 +1166,15 @@
InvocationHinderingBlast
InvocationVexingHex
InvocationStasis
+ InvocationNecroticBlast
+ InvocationPsychicBlast
+ InvocationRadiantBlast
InvocationInexorableHex
InvocationShroudOfShadow
InvocationKinesis
InvocationSuperiorPactWeapon
InvocationTenaciousPlague
+ InvocationThunderBlast
InvocationTombOfFrost
InvocationTrickstersEscape
InvocationUltimatePactWeapon
@@ -1564,6 +1587,7 @@
true
+ true
true
true
true
diff --git a/SolastaUnfinishedBusiness/SolastaUnfinishedBusiness.csproj b/SolastaUnfinishedBusiness/SolastaUnfinishedBusiness.csproj
index 03be49951e..cbaa31fa04 100644
--- a/SolastaUnfinishedBusiness/SolastaUnfinishedBusiness.csproj
+++ b/SolastaUnfinishedBusiness/SolastaUnfinishedBusiness.csproj
@@ -3,7 +3,7 @@
12
net472
- 1.5.97.2
+ 1.5.97.3
https://github.com/SolastaMods/SolastaUnfinishedBusiness
git
Debug Install;Release Install
diff --git a/SolastaUnfinishedBusiness/Spells/SpellBuildersCantrips.cs b/SolastaUnfinishedBusiness/Spells/SpellBuildersCantrips.cs
index 109f30d209..8fbfb29581 100644
--- a/SolastaUnfinishedBusiness/Spells/SpellBuildersCantrips.cs
+++ b/SolastaUnfinishedBusiness/Spells/SpellBuildersCantrips.cs
@@ -543,7 +543,7 @@ internal static SpellDefinition BuildSunlightBlade()
EffectDescriptionBuilder
.Create()
.SetDurationData(DurationType.Round)
- .SetTargetingData(Side.Enemy, RangeType.Touch, 0, TargetType.IndividualsUnique)
+ .SetTargetingData(Side.Enemy, RangeType.Distance, 6, TargetType.IndividualsUnique)
.SetIgnoreCover()
.SetEffectAdvancement(EffectIncrementMethod.CasterLevelTable, additionalDicePerIncrement: 1)
.SetEffectForms(
@@ -670,7 +670,7 @@ internal static SpellDefinition BuildBoomingBlade()
EffectDescriptionBuilder
.Create()
.SetDurationData(DurationType.Round, 0, TurnOccurenceType.EndOfSourceTurn)
- .SetTargetingData(Side.Enemy, RangeType.Touch, 0, TargetType.IndividualsUnique)
+ .SetTargetingData(Side.Enemy, RangeType.Distance, 6, TargetType.IndividualsUnique)
.SetIgnoreCover()
.SetEffectAdvancement( // this is needed for tooltip
EffectIncrementMethod.CasterLevelTable, additionalDicePerIncrement: 1, incrementMultiplier: 1)
@@ -835,7 +835,6 @@ internal static SpellDefinition BuildResonatingStrike()
.Create()
.SetDurationData(DurationType.Round, 1)
.SetTargetingData(Side.Enemy, RangeType.Distance, 6, TargetType.IndividualsUnique, 2)
- .SetTargetProximityData(true, 1)
.SetIgnoreCover()
.SetEffectAdvancement(
EffectIncrementMethod.CasterLevelTable, additionalDicePerIncrement: 1, incrementMultiplier: 1)
@@ -985,7 +984,6 @@ public IEnumerator OnPhysicalAttackFinishedByMe(
{
ActionModifiers = { new ActionModifier() },
RulesetEffect = implementationManagerService
- //CHECK: no need for AddAsActivePowerToSource
.MyInstantiateEffectPower(rulesetCharacter, usablePower, false),
UsablePower = usablePower,
TargetCharacters = { _secondTarget }
diff --git a/SolastaUnfinishedBusiness/Spells/SpellBuildersLevel01.cs b/SolastaUnfinishedBusiness/Spells/SpellBuildersLevel01.cs
index 65c1778426..490febbcff 100644
--- a/SolastaUnfinishedBusiness/Spells/SpellBuildersLevel01.cs
+++ b/SolastaUnfinishedBusiness/Spells/SpellBuildersLevel01.cs
@@ -1284,8 +1284,7 @@ internal static SpellDefinition BuildSkinOfRetribution()
var damageAffinitySkinOfRetribution = FeatureDefinitionDamageAffinityBuilder
.Create($"DamageAffinity{NAME}")
.SetGuiPresentationNoContent(true)
- .SetDamageAffinityType(DamageAffinityType.None)
- .SetRetaliate(powerSkinOfRetribution, 1, true)
+ .SetRetaliate(powerSkinOfRetribution, 1)
.AddToDB();
var conditionSkinOfRetribution = ConditionDefinitionBuilder
@@ -1849,7 +1848,6 @@ public IEnumerator OnPhysicalAttackFinishedByMe(
{
ActionModifiers = Enumerable.Repeat(new ActionModifier(), targets.Count).ToList(),
RulesetEffect = implementationManagerService
- //CHECK: no need for AddAsActivePowerToSource
.MyInstantiateEffectPower(rulesetAttacker, usablePower, false),
UsablePower = usablePower,
targetCharacters = targets
diff --git a/SolastaUnfinishedBusiness/Spells/SpellBuildersLevel03.cs b/SolastaUnfinishedBusiness/Spells/SpellBuildersLevel03.cs
index e01ec65a68..34dfeec3e9 100644
--- a/SolastaUnfinishedBusiness/Spells/SpellBuildersLevel03.cs
+++ b/SolastaUnfinishedBusiness/Spells/SpellBuildersLevel03.cs
@@ -1069,7 +1069,6 @@ public IEnumerator OnPhysicalAttackFinishedByMe(
{
ActionModifiers = Enumerable.Repeat(new ActionModifier(), targets.Count).ToList(),
RulesetEffect = implementationManagerService
- //CHECK: no need for AddAsActivePowerToSource
.MyInstantiateEffectPower(rulesetAttacker, usablePower, false),
UsablePower = usablePower,
targetCharacters = targets
diff --git a/SolastaUnfinishedBusiness/Spells/SpellBuildersLevel06.cs b/SolastaUnfinishedBusiness/Spells/SpellBuildersLevel06.cs
index 13f257885e..68d5068e9b 100644
--- a/SolastaUnfinishedBusiness/Spells/SpellBuildersLevel06.cs
+++ b/SolastaUnfinishedBusiness/Spells/SpellBuildersLevel06.cs
@@ -272,7 +272,7 @@ internal static SpellDefinition BuildHeroicInfusion()
.SetEffectDescription(
EffectDescriptionBuilder
.Create()
- .SetDurationData(DurationType.UntilLongRest)
+ .SetDurationData(DurationType.UntilAnyRest)
.SetTargetingData(Side.Ally, RangeType.Self, 0, TargetType.Self)
.SetEffectForms(
EffectFormBuilder.ConditionForm(conditionHeroicInfusion),
diff --git a/SolastaUnfinishedBusiness/Subclasses/Builders/EldritchVersatility.cs b/SolastaUnfinishedBusiness/Subclasses/Builders/EldritchVersatility.cs
index 954c4f83d8..2c8bed8b04 100644
--- a/SolastaUnfinishedBusiness/Subclasses/Builders/EldritchVersatility.cs
+++ b/SolastaUnfinishedBusiness/Subclasses/Builders/EldritchVersatility.cs
@@ -80,11 +80,17 @@ public enum PointUsage
.Setup(InvocationPoolTypeCustom.Pools.EldritchVersatilityPool, 1, true)
.AddToDB();
+ private static readonly FeatureDefinition FeatureEldritchVersatilityGrantPoolAndSwitch =
+ FeatureDefinitionBuilder
+ .Create($"Feature{Name}GrantPoolAndSwitch")
+ .SetGuiPresentationNoContent(true)
+ .AddCustomSubFeatures(new EldritchVersatilityAdeptCustom())
+ .AddToDB();
+
public static readonly FeatDefinition FeatEldritchVersatilityAdept = FeatDefinitionBuilder
.Create($"Feat{Name}Adept")
.SetGuiPresentation(Category.Feat, hidden: true)
- .AddFeatures(Learn1Versatility)
- .AddCustomSubFeatures(new EldritchVersatilityAdeptCustom())
+ .AddFeatures(Learn1Versatility, FeatureEldritchVersatilityGrantPoolAndSwitch)
.AddToDB();
private static readonly ConditionDefinition ConditionEldritchSurgeBlastOverload = ConditionDefinitionBuilder
@@ -1346,6 +1352,7 @@ public void ApplyFeature(RulesetCharacterHero hero, [UsedImplicitly] string tag)
return;
}
+ tag = hero.ActiveFeatures.ContainsKey(tag) ? tag : hero.ActiveFeatures.Keys.Last();
hero.ActiveFeatures[tag].TryAdd(PowerEldritchVersatilityPointPool);
hero.ActiveFeatures[tag].TryAdd(PowerVersatilitySwitch);
}
diff --git a/SolastaUnfinishedBusiness/Subclasses/Builders/GambitsBuilders.cs b/SolastaUnfinishedBusiness/Subclasses/Builders/GambitsBuilders.cs
index 3f07e337d0..7ae91e8fd6 100644
--- a/SolastaUnfinishedBusiness/Subclasses/Builders/GambitsBuilders.cs
+++ b/SolastaUnfinishedBusiness/Subclasses/Builders/GambitsBuilders.cs
@@ -741,7 +741,7 @@ internal static void BuildGambits()
EffectDescriptionBuilder
.Create()
.SetTargetingData(Side.Ally, RangeType.Distance, 6, TargetType.IndividualsUnique)
- .SetDurationData(DurationType.UntilLongRest)
+ .SetDurationData(DurationType.UntilAnyRest)
.ExcludeCaster()
.SetEffectForms(
EffectFormBuilder
@@ -1571,6 +1571,11 @@ public IEnumerator OnMagicEffectFinishedByMe(CharacterActionMagicEffect action,
yield return battle.WaitForReactions(actingCharacter, manager, previousReactionCount);
+ if (!reactionParams.ReactionValidated)
+ {
+ yield break;
+ }
+
var dieType = GetGambitDieSize(caster);
var dieRoll = RollDie(dieType, AdvantageType.None, out _, out _);
diff --git a/SolastaUnfinishedBusiness/Subclasses/Builders/InvocationsBuilders.cs b/SolastaUnfinishedBusiness/Subclasses/Builders/InvocationsBuilders.cs
index 12ff7fdcdf..852a1a4e83 100644
--- a/SolastaUnfinishedBusiness/Subclasses/Builders/InvocationsBuilders.cs
+++ b/SolastaUnfinishedBusiness/Subclasses/Builders/InvocationsBuilders.cs
@@ -821,7 +821,8 @@ public IEnumerator OnMagicEffectFinishedByMe(CharacterActionMagicEffect action,
public bool CanUsePower(RulesetCharacter character, FeatureDefinitionPower power)
{
- return character.HasAnyConditionOfType(conditionPerniciousCloakSelf.Name);
+ return character.HasConditionOfCategoryAndType(
+ AttributeDefinitions.TagEffect, conditionPerniciousCloakSelf.Name);
}
}
@@ -1394,7 +1395,6 @@ private IEnumerator HandleReaction(
StringParameter = "TombOfFrost",
ActionModifiers = { new ActionModifier() },
RulesetEffect = implementationManagerService
- //CHECK: no need for AddAsActivePowerToSource
.MyInstantiateEffectPower(rulesetDefender, usablePower, false),
UsablePower = usablePower,
TargetCharacters = { defender }
@@ -1412,14 +1412,9 @@ private IEnumerator HandleReaction(
}
var classLevel = rulesetDefender.GetClassLevel(CharacterClassDefinitions.Warlock);
- var tempHitPoints = 10 * classLevel;
- if (tempHitPoints > rulesetDefender.TemporaryHitPoints)
- {
- rulesetDefender.ReceiveTemporaryHitPoints(
- classLevel * 10, DurationType.UntilLongRest, 0, TurnOccurenceType.StartOfTurn,
- rulesetDefender.Guid);
- }
+ rulesetDefender.ReceiveTemporaryHitPoints(
+ classLevel * 10, DurationType.UntilAnyRest, 0, TurnOccurenceType.StartOfTurn, rulesetDefender.Guid);
}
}
diff --git a/SolastaUnfinishedBusiness/Subclasses/CircleOfTheCosmos.cs b/SolastaUnfinishedBusiness/Subclasses/CircleOfTheCosmos.cs
index 380e10b2ce..f532d32177 100644
--- a/SolastaUnfinishedBusiness/Subclasses/CircleOfTheCosmos.cs
+++ b/SolastaUnfinishedBusiness/Subclasses/CircleOfTheCosmos.cs
@@ -73,22 +73,48 @@ public CircleOfTheCosmos()
// Constellation Form
- var powerConstellationForm = FeatureDefinitionPowerSharedPoolBuilder
+ var powerConstellationForm = FeatureDefinitionPowerBuilder
.Create($"Power{Name}ConstellationForm")
.SetGuiPresentation($"FeatureSet{Name}ConstellationForm", Category.Feature,
Sprites.GetSprite("ConstellationForm", Resources.PowerConstellationForm, 256, 128))
- .SetSharedPool(ActivationTime.BonusAction, PowerDruidWildShape)
+ .SetUsesFixed(ActivationTime.BonusAction, RechargeRate.ShortRest, 1, 2)
.AddToDB();
- var powerArcherConstellationForm = BuildArcher(ActivationTime.BonusAction);
- var powerChaliceConstellationForm = BuildChalice(ActivationTime.BonusAction);
- var powerDragonConstellationForm = BuildDragon(ActivationTime.BonusAction);
+ powerConstellationForm.AddCustomSubFeatures(
+ new MagicEffectFinishedByMeAnyConstellationForm(powerConstellationForm));
+
+ var powerArcherConstellationForm = BuildArcher(ActivationTime.BonusAction, powerConstellationForm);
+ var powerChaliceConstellationForm = BuildChalice(ActivationTime.BonusAction, powerConstellationForm);
+ var powerDragonConstellationForm = BuildDragon(ActivationTime.BonusAction, powerConstellationForm);
+ var powerDisableConstellationForm = FeatureDefinitionPowerBuilder
+ .Create($"Power{Name}DisableConstellationForm")
+ .SetGuiPresentation(Category.Feature,
+ Sprites.GetSprite("ConstellationForm", Resources.PowerConstellationForm, 256, 128))
+ .SetUsesFixed(ActivationTime.NoCost)
+ .SetEffectDescription(
+ EffectDescriptionBuilder
+ .Create()
+ .SetTargetingData(Side.Ally, RangeType.Self, 0, TargetType.Self)
+ .SetEffectForms(
+ ConstellationFormConditions
+ .Select(conditionName =>
+ DatabaseRepository
+ .GetDatabase()
+ .GetElement(conditionName))
+ .Select(condition =>
+ EffectFormBuilder.ConditionForm(condition, ConditionForm.ConditionOperation.Remove))
+ .ToArray())
+ .Build())
+ .AddCustomSubFeatures(
+ new ValidatorsValidatePowerUse(ValidatorsCharacter.HasAnyOfConditions(ConstellationFormConditions)))
+ .AddToDB();
var featureSetConstellationForm = FeatureDefinitionFeatureSetBuilder
.Create($"FeatureSet{Name}ConstellationForm")
.SetGuiPresentation(Category.Feature)
.SetFeatureSet(
powerConstellationForm,
+ powerDisableConstellationForm,
powerArcherConstellationForm,
powerChaliceConstellationForm,
powerDragonConstellationForm)
@@ -292,7 +318,8 @@ public CircleOfTheCosmos()
// ReSharper disable once UnassignedGetOnlyAutoProperty
internal override DeityDefinition DeityDefinition { get; }
- private static FeatureDefinitionPowerSharedPool BuildArcher(ActivationTime activationTime)
+ private static FeatureDefinitionPowerSharedPool BuildArcher(
+ ActivationTime activationTime, FeatureDefinitionPower pool)
{
var powerArcher = FeatureDefinitionPowerBuilder
.Create($"Power{Name}Archer")
@@ -365,7 +392,7 @@ private static FeatureDefinitionPowerSharedPool BuildArcher(ActivationTime activ
var powerArcherConstellationForm = FeatureDefinitionPowerSharedPoolBuilder
.Create($"Power{Name}ArcherConstellationForm")
.SetGuiPresentation(Category.Feature, hidden: true)
- .SetSharedPool(activationTime, PowerDruidWildShape)
+ .SetSharedPool(activationTime, pool)
.SetEffectDescription(
EffectDescriptionBuilder
.Create()
@@ -392,7 +419,8 @@ private static FeatureDefinitionPowerSharedPool BuildArcher(ActivationTime activ
return powerArcherConstellationForm;
}
- private static FeatureDefinitionPowerSharedPool BuildChalice(ActivationTime activationTime)
+ private static FeatureDefinitionPowerSharedPool BuildChalice(
+ ActivationTime activationTime, FeatureDefinitionPower pool)
{
var powerChalice = FeatureDefinitionPowerBuilder
.Create($"Power{Name}Chalice")
@@ -451,7 +479,7 @@ private static FeatureDefinitionPowerSharedPool BuildChalice(ActivationTime acti
var powerChaliceConstellationForm = FeatureDefinitionPowerSharedPoolBuilder
.Create($"Power{Name}ChaliceConstellationForm")
.SetGuiPresentation(Category.Feature, hidden: true)
- .SetSharedPool(activationTime, PowerDruidWildShape)
+ .SetSharedPool(activationTime, pool)
.SetEffectDescription(
EffectDescriptionBuilder
.Create()
@@ -462,7 +490,7 @@ private static FeatureDefinitionPowerSharedPool BuildChalice(ActivationTime acti
EffectFormBuilder
.Create()
.SetLightSourceForm(
- LightSourceType.Basic, 10, 10,
+ LightSourceType.Basic, 2, 2,
lightSourceForm.lightSourceForm.color,
lightSourceForm.lightSourceForm.graphicsPrefabReference)
.Build())
@@ -477,7 +505,8 @@ private static FeatureDefinitionPowerSharedPool BuildChalice(ActivationTime acti
return powerChaliceConstellationForm;
}
- private static FeatureDefinitionPowerSharedPool BuildDragon(ActivationTime activationTime)
+ private static FeatureDefinitionPowerSharedPool BuildDragon(
+ ActivationTime activationTime, FeatureDefinitionPower pool)
{
var dieRollModifierDragonAbility = FeatureDefinitionDieRollModifierBuilder
.Create($"DieRollModifier{Name}DragonAbility")
@@ -559,7 +588,7 @@ private static FeatureDefinitionPowerSharedPool BuildDragon(ActivationTime activ
var powerDragonConstellationForm = FeatureDefinitionPowerSharedPoolBuilder
.Create($"Power{Name}DragonConstellationForm")
.SetGuiPresentation(Category.Feature, hidden: true)
- .SetSharedPool(activationTime, PowerDruidWildShape)
+ .SetSharedPool(activationTime, pool)
.SetEffectDescription(
EffectDescriptionBuilder
.Create()
@@ -570,7 +599,7 @@ private static FeatureDefinitionPowerSharedPool BuildDragon(ActivationTime activ
EffectFormBuilder
.Create()
.SetLightSourceForm(
- LightSourceType.Basic, 10, 10,
+ LightSourceType.Basic, 2, 2,
lightSourceForm.lightSourceForm.color,
lightSourceForm.lightSourceForm.graphicsPrefabReference)
.Build())
@@ -589,6 +618,48 @@ private static FeatureDefinitionPowerSharedPool BuildDragon(ActivationTime activ
// Constellation Form
//
+ private sealed class MagicEffectFinishedByMeAnyConstellationForm(FeatureDefinitionPower pool)
+ : IMagicEffectFinishedByMeAny
+ {
+ public IEnumerator OnMagicEffectFinishedByMeAny(
+ CharacterActionMagicEffect action,
+ GameLocationCharacter attacker,
+ GameLocationCharacter defender)
+ {
+ if (action.ActionParams.RulesetEffect is not RulesetEffectPower rulesetEffectPower)
+ {
+ yield break;
+ }
+
+ RulesetUsablePower usablePower;
+ var rulesetAttacker = attacker.RulesetCharacter;
+
+ if (rulesetEffectPower.PowerDefinition == PowerDruidWildShape)
+ {
+ usablePower = PowerProvider.Get(pool, rulesetAttacker);
+ rulesetAttacker.UsePower(usablePower);
+
+ // this is required as MulticlassWildshapeContext.UpdateUsablePowers get called before
+ var rulesetMonster = ServiceRepository.GetService().PartyCharacters
+ .FirstOrDefault(x => x.RulesetCharacter.OriginalFormCharacter == rulesetAttacker)?.RulesetCharacter;
+
+ if (rulesetMonster == null)
+ {
+ yield break;
+ }
+
+ usablePower = PowerProvider.Get(pool, rulesetMonster);
+ rulesetMonster.UsePower(usablePower);
+ }
+ else if (rulesetEffectPower.PowerDefinition is FeatureDefinitionPowerSharedPool powerSharedPool &&
+ powerSharedPool.SharedPool == pool)
+ {
+ usablePower = PowerProvider.Get(PowerDruidWildShape, rulesetAttacker);
+ rulesetAttacker.UsePower(usablePower);
+ }
+ }
+ }
+
private sealed class ModifyEffectDescriptionConstellationForm(
// ReSharper disable once SuggestBaseTypeForParameterInConstructor
FeatureDefinitionPower powerConstellationForm,
@@ -825,7 +896,6 @@ public IEnumerator OnTryAlterOutcomeAttack(
StringParameter2 = "SpendPowerWealCosmosOmenAttackDescription".Formatted(
Category.Reaction, attacker.Name, defender.Name, helper.Name),
RulesetEffect = implementationManagerService
- //CHECK: no need for AddAsActivePowerToSource
.MyInstantiateEffectPower(rulesetHelper, usablePower, false),
UsablePower = usablePower
};
@@ -906,7 +976,6 @@ public IEnumerator OnTryAlterOutcomeSavingThrow(
StringParameter2 = "SpendPowerWealCosmosOmenSavingDescription".Formatted(
Category.Reaction, attacker.Name, defender.Name, helper.Name),
RulesetEffect = implementationManagerService
- //CHECK: no need for AddAsActivePowerToSource
.MyInstantiateEffectPower(rulesetHelper, usablePower, false),
UsablePower = usablePower
};
@@ -996,7 +1065,6 @@ public IEnumerator OnTryAlterOutcomeAttack(
StringParameter2 = "SpendPowerWoeCosmosOmenAttackDescription".Formatted(
Category.Reaction, attacker.Name, defender.Name, helper.Name),
RulesetEffect = implementationManagerService
- //CHECK: no need for AddAsActivePowerToSource
.MyInstantiateEffectPower(rulesetHelper, usablePower, false),
UsablePower = usablePower
};
@@ -1077,7 +1145,6 @@ public IEnumerator OnTryAlterOutcomeSavingThrow(
StringParameter2 = "SpendPowerWoeCosmosOmenSavingDescription".Formatted(
Category.Reaction, attacker.Name, defender.Name, helper.Name),
RulesetEffect = implementationManagerService
- //CHECK: no need for AddAsActivePowerToSource
.MyInstantiateEffectPower(rulesetHelper, usablePower, false),
UsablePower = usablePower
};
@@ -1165,7 +1232,6 @@ public IEnumerator OnMagicEffectFinishedByMe(CharacterActionMagicEffect action,
var usablePower = PowerProvider.Get(magicEffect, rulesetCharacter);
var effectPower = implementationManagerService
- //CHECK: no need for AddAsActivePowerToSource
.MyInstantiateEffectPower(rulesetCharacter, usablePower, false);
effectPower.remainingRounds = remainingRounds;
diff --git a/SolastaUnfinishedBusiness/Subclasses/CircleOfTheForestGuardian.cs b/SolastaUnfinishedBusiness/Subclasses/CircleOfTheForestGuardian.cs
index ac41134584..60dfeec4b8 100644
--- a/SolastaUnfinishedBusiness/Subclasses/CircleOfTheForestGuardian.cs
+++ b/SolastaUnfinishedBusiness/Subclasses/CircleOfTheForestGuardian.cs
@@ -165,11 +165,8 @@ private static void ApplyTemporaryHitPoints(
_ => 4
};
- if (hitPoints > rulesetCharacter.TemporaryHitPoints)
- {
- rulesetCharacter.ReceiveTemporaryHitPoints(
- hitPoints, DurationType.UntilLongRest, 0, TurnOccurenceType.StartOfTurn, rulesetCharacter.Guid);
- }
+ rulesetCharacter.ReceiveTemporaryHitPoints(
+ hitPoints, DurationType.UntilAnyRest, 0, TurnOccurenceType.StartOfTurn, rulesetCharacter.Guid);
if (levels < 14)
{
@@ -187,7 +184,7 @@ private static void ApplyTemporaryHitPoints(
.GetContenders(locationCharacter, isOppositeSide: false, withinRange: 3))
{
ally.RulesetCharacter.ReceiveTemporaryHitPoints(
- hitPoints, DurationType.UntilLongRest, 0, TurnOccurenceType.StartOfTurn, rulesetCharacter.Guid);
+ hitPoints, DurationType.UntilAnyRest, 0, TurnOccurenceType.StartOfTurn, rulesetCharacter.Guid);
}
}
diff --git a/SolastaUnfinishedBusiness/Subclasses/CollegeOfAudacity.cs b/SolastaUnfinishedBusiness/Subclasses/CollegeOfAudacity.cs
index 32c222ee31..793aba299d 100644
--- a/SolastaUnfinishedBusiness/Subclasses/CollegeOfAudacity.cs
+++ b/SolastaUnfinishedBusiness/Subclasses/CollegeOfAudacity.cs
@@ -435,7 +435,8 @@ public IEnumerator OnPhysicalAttackFinishedByMe(
yield break;
}
- if (!rulesetCharacter.HasAnyConditionOfType(conditionExtraMovement.Name))
+ if (!rulesetCharacter.HasConditionOfCategoryAndType(
+ AttributeDefinitions.TagEffect, conditionExtraMovement.Name))
{
rulesetCharacter.InflictCondition(
conditionExtraMovement.Name,
diff --git a/SolastaUnfinishedBusiness/Subclasses/CollegeOfThespian.cs b/SolastaUnfinishedBusiness/Subclasses/CollegeOfThespian.cs
index 60c4697708..52e5e1e1b5 100644
--- a/SolastaUnfinishedBusiness/Subclasses/CollegeOfThespian.cs
+++ b/SolastaUnfinishedBusiness/Subclasses/CollegeOfThespian.cs
@@ -297,12 +297,10 @@ public IEnumerator HandleReducedToZeroHpByMe(
ServiceRepository.GetService() as RulesetImplementationManager;
var usablePower = PowerProvider.Get(power, rulesetAttacker);
- //CHECK: must be power no cost
var actionParams = new CharacterActionParams(attacker, ActionDefinitions.Id.PowerNoCost)
{
ActionModifiers = Enumerable.Repeat(new ActionModifier(), targets.Count).ToList(),
RulesetEffect = implementationManagerService
- //CHECK: no need for AddAsActivePowerToSource
.MyInstantiateEffectPower(rulesetAttacker, usablePower, false),
UsablePower = usablePower,
targetCharacters = targets
diff --git a/SolastaUnfinishedBusiness/Subclasses/CollegeOfWarDancer.cs b/SolastaUnfinishedBusiness/Subclasses/CollegeOfWarDancer.cs
index f3c48a17cb..43544f846a 100644
--- a/SolastaUnfinishedBusiness/Subclasses/CollegeOfWarDancer.cs
+++ b/SolastaUnfinishedBusiness/Subclasses/CollegeOfWarDancer.cs
@@ -379,7 +379,7 @@ private sealed class FocusedWarDance : IModifyConcentrationAttribute
{
public bool IsValid(RulesetActor rulesetActor)
{
- return rulesetActor.HasAnyConditionOfType(ConditionWarDance.Name);
+ return rulesetActor.HasConditionOfCategoryAndType(AttributeDefinitions.TagEffect, ConditionWarDance.Name);
}
public string ConcentrationAttribute(RulesetActor rulesetActor)
diff --git a/SolastaUnfinishedBusiness/Subclasses/InnovationArmor.cs b/SolastaUnfinishedBusiness/Subclasses/InnovationArmor.cs
index a75d754a82..5e527fb9ce 100644
--- a/SolastaUnfinishedBusiness/Subclasses/InnovationArmor.cs
+++ b/SolastaUnfinishedBusiness/Subclasses/InnovationArmor.cs
@@ -180,7 +180,7 @@ private static FeatureDefinitionFeatureSet BuildArmorModes()
.SetEffectDescription(
EffectDescriptionBuilder
.Create()
- .SetDurationData(DurationType.UntilLongRest)
+ .SetDurationData(DurationType.UntilAnyRest)
.SetTargetingData(Side.Ally, RangeType.Self, 0, TargetType.Self)
.SetEffectForms(
EffectFormBuilder
diff --git a/SolastaUnfinishedBusiness/Subclasses/InnovationArtillerist.cs b/SolastaUnfinishedBusiness/Subclasses/InnovationArtillerist.cs
index bb20d621ed..8bd7b7bec5 100644
--- a/SolastaUnfinishedBusiness/Subclasses/InnovationArtillerist.cs
+++ b/SolastaUnfinishedBusiness/Subclasses/InnovationArtillerist.cs
@@ -114,7 +114,7 @@ public InnovationArtillerist()
.SetEffectDescription(
EffectDescriptionBuilder
.Create(MassCureWounds)
- .SetDurationData(DurationType.UntilLongRest)
+ .SetDurationData(DurationType.UntilAnyRest)
.SetTargetingData(Side.Ally, RangeType.Self, 0, TargetType.Sphere, 2)
.SetParticleEffectParameters(MassCureWounds)
.SetEffectForms(
@@ -1058,7 +1058,6 @@ public IEnumerator OnMagicEffectFinishedByMe(CharacterActionMagicEffect action,
var usablePower = PowerProvider.Get(_powerEldritchDetonation, rulesetCharacter);
var effectPower = implementationManagerService
- //CHECK: no need for AddAsActivePowerToSource
.MyInstantiateEffectPower(rulesetCharacter, usablePower, false);
gameLocationTargetingService.CollectTargetsInLineOfSightWithinDistance(
diff --git a/SolastaUnfinishedBusiness/Subclasses/InnovationVitriolist.cs b/SolastaUnfinishedBusiness/Subclasses/InnovationVitriolist.cs
index 7dac7359c9..8f4620b7b5 100644
--- a/SolastaUnfinishedBusiness/Subclasses/InnovationVitriolist.cs
+++ b/SolastaUnfinishedBusiness/Subclasses/InnovationVitriolist.cs
@@ -10,6 +10,7 @@
using SolastaUnfinishedBusiness.Classes;
using SolastaUnfinishedBusiness.Interfaces;
using SolastaUnfinishedBusiness.Models;
+using SolastaUnfinishedBusiness.Validators;
using static RuleDefinitions;
using static FeatureDefinitionAttributeModifier;
using static SolastaUnfinishedBusiness.Api.DatabaseHelper.CharacterSubclassDefinitions;
@@ -228,9 +229,17 @@ public InnovationVitriolist()
.Create($"AdditionalDamage{Name}Infusion")
.SetGuiPresentationNoContent(true)
.SetNotificationTag("Infusion")
- .SetAttackModeOnly()
.SetDamageValueDetermination(AdditionalDamageValueDetermination.ProficiencyBonus)
.SetSpecificDamageType(DamageTypeAcid)
+ .AddCustomSubFeatures(new ValidateContextInsteadOfRestrictedProperty(
+ (_, _, _, _, _, mode, effect) =>
+ (OperationType.Set,
+ (mode != null && mode.EffectDescription.EffectForms.Any(x =>
+ x.FormType == EffectForm.EffectFormType.Damage &&
+ x.DamageForm.DamageType == DamageTypeAcid)) ||
+ (effect != null && effect.EffectDescription.EffectForms.Any(x =>
+ x.FormType == EffectForm.EffectFormType.Damage &&
+ x.DamageForm.DamageType == DamageTypeAcid)))))
.AddToDB();
var featureSetVitriolicInfusion = FeatureDefinitionFeatureSetBuilder
diff --git a/SolastaUnfinishedBusiness/Subclasses/InnovationVivisectionist.cs b/SolastaUnfinishedBusiness/Subclasses/InnovationVivisectionist.cs
index 9208ccc8be..7300d7ca6c 100644
--- a/SolastaUnfinishedBusiness/Subclasses/InnovationVivisectionist.cs
+++ b/SolastaUnfinishedBusiness/Subclasses/InnovationVivisectionist.cs
@@ -280,7 +280,6 @@ public IEnumerator HandleReducedToZeroHpByMe(
{
StringParameter = "OrganDonation",
RulesetEffect = implementationManagerService
- //CHECK: no need for AddAsActivePowerToSource
.MyInstantiateEffectPower(rulesetAttacker, usablePower, false),
UsablePower = usablePower
};
diff --git a/SolastaUnfinishedBusiness/Subclasses/MartialArcaneArcher.cs b/SolastaUnfinishedBusiness/Subclasses/MartialArcaneArcher.cs
index 301d6938c3..b06f9f425a 100644
--- a/SolastaUnfinishedBusiness/Subclasses/MartialArcaneArcher.cs
+++ b/SolastaUnfinishedBusiness/Subclasses/MartialArcaneArcher.cs
@@ -764,7 +764,11 @@ public IEnumerator OnTryAlterOutcomeAttack(
yield break;
}
- var reactionParams = new CharacterActionParams(attacker, (ActionDefinitions.Id)ExtraActionId.DoNothingFree);
+ var reactionParams =
+ new CharacterActionParams(attacker, (ActionDefinitions.Id)ExtraActionId.DoNothingFree)
+ {
+ StringParameter = "Reaction/&CustomReactionMartialArcaneArcherGuidedShotDescription"
+ };
var previousReactionCount = gameLocationActionManager.PendingReactionRequestGroups.Count;
var reactionRequest = new ReactionRequestCustom("MartialArcaneArcherGuidedShot", reactionParams);
diff --git a/SolastaUnfinishedBusiness/Subclasses/MartialForceKnight.cs b/SolastaUnfinishedBusiness/Subclasses/MartialForceKnight.cs
index 193266720d..edc07a0811 100644
--- a/SolastaUnfinishedBusiness/Subclasses/MartialForceKnight.cs
+++ b/SolastaUnfinishedBusiness/Subclasses/MartialForceKnight.cs
@@ -923,11 +923,8 @@ public void OnCharacterTurnStarted(GameLocationCharacter locationCharacter)
var intelligence = rulesetCharacter.TryGetAttributeValue(AttributeDefinitions.Intelligence);
var intMod = AttributeDefinitions.ComputeAbilityScoreModifier(intelligence);
- if (intMod > rulesetCharacter.TemporaryHitPoints)
- {
- rulesetCharacter.ReceiveTemporaryHitPoints(
- intMod, DurationType.UntilLongRest, 0, TurnOccurenceType.StartOfTurn, rulesetCharacter.Guid);
- }
+ rulesetCharacter.ReceiveTemporaryHitPoints(
+ intMod, DurationType.UntilAnyRest, 0, TurnOccurenceType.StartOfTurn, rulesetCharacter.Guid);
}
public void OnSavingThrowInitiated(
diff --git a/SolastaUnfinishedBusiness/Subclasses/MartialRoyalKnight.cs b/SolastaUnfinishedBusiness/Subclasses/MartialRoyalKnight.cs
index 27aeb397b7..37d1d2275a 100644
--- a/SolastaUnfinishedBusiness/Subclasses/MartialRoyalKnight.cs
+++ b/SolastaUnfinishedBusiness/Subclasses/MartialRoyalKnight.cs
@@ -282,7 +282,6 @@ public IEnumerator OnTryAlterOutcomeSavingThrow(
StringParameter = "RoyalKnightInspiringProtection",
StringParameter2 = FormatReactionDescription(action, attacker, defender, originalHelper),
RulesetEffect = implementationManagerService
- //CHECK: no need for AddAsActivePowerToSource
.MyInstantiateEffectPower(rulesetOriginalHelper, usablePower, false),
UsablePower = usablePower
};
diff --git a/SolastaUnfinishedBusiness/Subclasses/MartialWeaponMaster.cs b/SolastaUnfinishedBusiness/Subclasses/MartialWeaponMaster.cs
index 5ac3827a9e..b81c5a80b7 100644
--- a/SolastaUnfinishedBusiness/Subclasses/MartialWeaponMaster.cs
+++ b/SolastaUnfinishedBusiness/Subclasses/MartialWeaponMaster.cs
@@ -210,9 +210,10 @@ public MartialWeaponMaster()
// Helpers
//
- internal static bool HasSpecializedWeapon(
+ private static bool HasSpecializedWeapon(
RulesetCharacter rulesetCharacter,
RulesetAttackMode rulesetAttackMode = null,
+ // ReSharper disable once SuggestBaseTypeForParameter
WeaponTypeDefinition weaponTypeDefinition = null)
{
var specializedWeapons = rulesetCharacter
@@ -399,11 +400,8 @@ public void OnCharacterBattleStarted(GameLocationCharacter locationCharacter, bo
var constitutionModifier = AttributeDefinitions.ComputeAbilityScoreModifier(constitution);
var totalHealing = classLevel + constitutionModifier;
- if (totalHealing > rulesetCharacter.TemporaryHitPoints)
- {
- rulesetCharacter.ReceiveTemporaryHitPoints(
- totalHealing, DurationType.UntilLongRest, 0, TurnOccurenceType.StartOfTurn, rulesetCharacter.guid);
- }
+ rulesetCharacter.ReceiveTemporaryHitPoints(
+ totalHealing, DurationType.UntilAnyRest, 0, TurnOccurenceType.StartOfTurn, rulesetCharacter.guid);
//
// not the best code practice here but reuse this same interface for Focused Strikes 10th feature
diff --git a/SolastaUnfinishedBusiness/Subclasses/OathOfAltruism.cs b/SolastaUnfinishedBusiness/Subclasses/OathOfAltruism.cs
index 1759e9db82..f5404cb37d 100644
--- a/SolastaUnfinishedBusiness/Subclasses/OathOfAltruism.cs
+++ b/SolastaUnfinishedBusiness/Subclasses/OathOfAltruism.cs
@@ -209,12 +209,8 @@ public IEnumerator OnMagicEffectFinishedByMe(CharacterActionMagicEffect action,
var chaMod = GetChaModifier(rulesetCharacter);
var tempHitPoints = (profBonus * 2) + chaMod;
- if (tempHitPoints > rulesetCharacter.TemporaryHitPoints)
- {
- rulesetCharacter.ReceiveTemporaryHitPoints(
- tempHitPoints, DurationType.UntilLongRest, 0, TurnOccurenceType.StartOfTurn,
- rulesetCharacter.guid);
- }
+ rulesetCharacter.ReceiveTemporaryHitPoints(
+ tempHitPoints, DurationType.UntilAnyRest, 0, TurnOccurenceType.StartOfTurn, rulesetCharacter.guid);
}
yield break;
diff --git a/SolastaUnfinishedBusiness/Subclasses/OathOfDemonHunter.cs b/SolastaUnfinishedBusiness/Subclasses/OathOfDemonHunter.cs
index 8e34223e74..ea2201d365 100644
--- a/SolastaUnfinishedBusiness/Subclasses/OathOfDemonHunter.cs
+++ b/SolastaUnfinishedBusiness/Subclasses/OathOfDemonHunter.cs
@@ -244,7 +244,6 @@ public IEnumerator OnPhysicalAttackFinishedByMe(
StringParameter = "LightEnergyCrossbowBolt",
ActionModifiers = { new ActionModifier() },
RulesetEffect = implementationManagerService
- //CHECK: no need for AddAsActivePowerToSource
.MyInstantiateEffectPower(rulesetAttacker, usablePower, false),
UsablePower = usablePower,
TargetCharacters = { defender }
diff --git a/SolastaUnfinishedBusiness/Subclasses/OathOfThunder.cs b/SolastaUnfinishedBusiness/Subclasses/OathOfThunder.cs
index c169958fbb..b766fef540 100644
--- a/SolastaUnfinishedBusiness/Subclasses/OathOfThunder.cs
+++ b/SolastaUnfinishedBusiness/Subclasses/OathOfThunder.cs
@@ -387,7 +387,6 @@ public IEnumerator OnMagicEffectFinishedByMe(CharacterActionMagicEffect action,
{
ActionModifiers = Enumerable.Repeat(new ActionModifier(), targets.Count).ToList(),
RulesetEffect = implementationManagerService
- //CHECK: no need for AddAsActivePowerToSource
.MyInstantiateEffectPower(rulesetAttacker, usablePower, false),
UsablePower = usablePower,
targetCharacters = targets
diff --git a/SolastaUnfinishedBusiness/Subclasses/PathOfTheElements.cs b/SolastaUnfinishedBusiness/Subclasses/PathOfTheElements.cs
index e29b5b6cec..07199e186d 100644
--- a/SolastaUnfinishedBusiness/Subclasses/PathOfTheElements.cs
+++ b/SolastaUnfinishedBusiness/Subclasses/PathOfTheElements.cs
@@ -433,7 +433,7 @@ public void OnCharacterBeforeTurnEnded(GameLocationCharacter locationCharacter)
var rulesetAttacker = locationCharacter.RulesetCharacter;
- if (!rulesetAttacker.HasAnyConditionOfType(ConditionRaging))
+ if (!rulesetAttacker.HasConditionOfTypeOrSubType(ConditionRaging))
{
return;
}
@@ -515,7 +515,7 @@ public void OnCharacterBeforeTurnEnded(GameLocationCharacter locationCharacter)
var rulesetAttacker = locationCharacter.RulesetCharacter;
- if (!rulesetAttacker.HasAnyConditionOfTypeOrSubType(ConditionRaging))
+ if (!rulesetAttacker.HasConditionOfTypeOrSubType(ConditionRaging))
{
return;
}
@@ -598,7 +598,7 @@ public IEnumerator OnPhysicalAttackFinishedOnMe(
var rulesetDefender = defender.RulesetCharacter;
- if (!rulesetDefender.HasAnyConditionOfTypeOrSubType(ConditionRaging))
+ if (!rulesetDefender.HasConditionOfTypeOrSubType(ConditionRaging))
{
yield break;
}
diff --git a/SolastaUnfinishedBusiness/Subclasses/PathOfTheRavager.cs b/SolastaUnfinishedBusiness/Subclasses/PathOfTheRavager.cs
new file mode 100644
index 0000000000..5d00d2ff6f
--- /dev/null
+++ b/SolastaUnfinishedBusiness/Subclasses/PathOfTheRavager.cs
@@ -0,0 +1,191 @@
+using System.Collections;
+using System.Linq;
+using JetBrains.Annotations;
+using SolastaUnfinishedBusiness.Api.GameExtensions;
+using SolastaUnfinishedBusiness.Behaviors;
+using SolastaUnfinishedBusiness.Behaviors.Specific;
+using SolastaUnfinishedBusiness.Builders;
+using SolastaUnfinishedBusiness.Builders.Features;
+using SolastaUnfinishedBusiness.CustomUI;
+using SolastaUnfinishedBusiness.Interfaces;
+using SolastaUnfinishedBusiness.Properties;
+using SolastaUnfinishedBusiness.Validators;
+using static RuleDefinitions;
+using static SolastaUnfinishedBusiness.Api.DatabaseHelper;
+using static SolastaUnfinishedBusiness.Api.DatabaseHelper.FeatureDefinitionActionAffinitys;
+using static SolastaUnfinishedBusiness.Api.DatabaseHelper.FeatureDefinitionPowers;
+
+namespace SolastaUnfinishedBusiness.Subclasses;
+
+[UsedImplicitly]
+public sealed class PathOfTheRavager : AbstractSubclass
+{
+ private const string Name = "PathOfTheRavager";
+
+ public PathOfTheRavager()
+ {
+ // Frenzy
+
+ var additionalDamageBrutalStrike =
+ FeatureDefinitionAdditionalDamageBuilder
+ .Create($"AdditionalDamage{Name}Frenzy")
+ .SetGuiPresentation(Category.Feature)
+ .SetNotificationTag("Frenzy")
+ .SetDamageDice(DieType.D6, 2)
+ .SetAdditionalDamageType(AdditionalDamageType.SameAsBaseDamage)
+ .SetAdvancement(AdditionalDamageAdvancement.ClassLevel,
+ DiceByRankBuilder.InterpolateDiceByRankTable(1, 20, (3, 2), (9, 3), (16, 4)))
+ .SetFrequencyLimit(FeatureLimitedUsage.OnceInMyTurn)
+ .SetRequiredProperty(RestrictedContextRequiredProperty.Weapon)
+ .AddCustomSubFeatures(
+ ModifyAdditionalDamageClassLevelBarbarian.Instance,
+ new ValidateContextInsteadOfRestrictedProperty((_, _, character, _, _, mode, _) => (
+ OperationType.Set,
+ mode is { AbilityScore: AttributeDefinitions.Strength } &&
+ character.HasConditionOfTypeOrSubType(ConditionRaging) &&
+ character.HasConditionOfCategoryAndType(
+ AttributeDefinitions.TagCombat, ConditionReckless))))
+ .AddToDB();
+
+ // Intimidating Presence
+
+ var powerIntimidatingPresence = FeatureDefinitionPowerBuilder
+ .Create($"Power{Name}IntimidatingPresence")
+ .SetGuiPresentation(Category.Feature,
+ Sprites.GetSprite("IntimidatingPresence", Resources.PowerDreadfulPresence, 256, 128))
+ .SetUsesFixed(ActivationTime.BonusAction, RechargeRate.LongRest)
+ .SetEffectDescription(
+ EffectDescriptionBuilder
+ .Create()
+ .SetDurationData(DurationType.Minute, 1)
+ .SetTargetingData(Side.Enemy, RangeType.Self, 0, TargetType.Sphere, 6)
+ .SetSavingThrowData(false, AttributeDefinitions.Wisdom, true,
+ EffectDifficultyClassComputation.AbilityScoreAndProficiency, AttributeDefinitions.Strength, 8)
+ .SetParticleEffectParameters(PowerBerserkerIntimidatingPresence)
+ .SetEffectForms(
+ EffectFormBuilder
+ .Create()
+ .HasSavingThrow(EffectSavingThrowType.Negates, TurnOccurenceType.EndOfTurn, true)
+ .SetConditionForm(
+ ConditionDefinitions.ConditionFrightened,
+ ConditionForm.ConditionOperation.Add)
+ .Build())
+ .Build())
+ .AddToDB();
+
+ powerIntimidatingPresence.AddCustomSubFeatures(
+ new ValidatorsValidatePowerUse(c =>
+ c.HasConditionOfTypeOrSubType(ConditionRaging) &&
+ c.GetRemainingPowerUses(powerIntimidatingPresence) > 0));
+
+ var powerIntimidatingPresenceRageCost = FeatureDefinitionPowerBuilder
+ .Create(powerIntimidatingPresence, $"Power{Name}IntimidatingPresenceRageCost")
+ .SetUsesFixed(ActivationTime.BonusAction, RechargeRate.RagePoints)
+ .AddToDB();
+
+ powerIntimidatingPresenceRageCost.AddCustomSubFeatures(
+ new ValidatorsValidatePowerUse(c =>
+ c.HasConditionOfTypeOrSubType(ConditionRaging) &&
+ c.GetRemainingPowerUses(powerIntimidatingPresence) == 0),
+ new MagicEffectFinishedByMeAnyIntimidatingPresence(
+ powerIntimidatingPresence, powerIntimidatingPresenceRageCost));
+
+ var featureSetIntimidatingPresence = FeatureDefinitionFeatureSetBuilder
+ .Create($"FeatureSet{Name}IntimidatingPresence")
+ .SetGuiPresentation(Category.Feature)
+ .AddFeatureSet(
+ powerIntimidatingPresence, powerIntimidatingPresenceRageCost)
+ .AddToDB();
+
+ // MAIN
+
+ Subclass = CharacterSubclassDefinitionBuilder
+ .Create(Name)
+ .SetGuiPresentation(Category.Subclass, CharacterSubclassDefinitions.PathBerserker)
+ .AddFeaturesAtLevel(3, additionalDamageBrutalStrike)
+ .AddFeaturesAtLevel(6, PowerBerserkerMindlessRage)
+ .AddFeaturesAtLevel(10, ActionAffinityRetaliation)
+ .AddFeaturesAtLevel(14, featureSetIntimidatingPresence)
+ .AddToDB();
+ }
+
+ internal override CharacterClassDefinition Klass => CharacterClassDefinitions.Barbarian;
+
+ internal override CharacterSubclassDefinition Subclass { get; }
+
+ internal override FeatureDefinitionSubclassChoice SubclassChoice =>
+ FeatureDefinitionSubclassChoices.SubclassChoiceBarbarianPrimalPath;
+
+ // ReSharper disable once UnassignedGetOnlyAutoProperty
+ internal override DeityDefinition DeityDefinition { get; }
+
+ private sealed class MagicEffectFinishedByMeAnyIntimidatingPresence(
+ FeatureDefinitionPower powerLongRest,
+ FeatureDefinitionPower powerRageCost) : IMagicEffectFinishedByMeAny
+ {
+ public IEnumerator OnMagicEffectFinishedByMeAny(
+ CharacterActionMagicEffect action,
+ GameLocationCharacter attacker,
+ GameLocationCharacter defender)
+ {
+ if (action is not CharacterActionUsePower characterActionUsePower ||
+ (characterActionUsePower.activePower.PowerDefinition != PowerBarbarianRageStart &&
+ characterActionUsePower.activePower.PowerDefinition.OverriddenPower != PowerBarbarianRageStart))
+ {
+ yield break;
+ }
+
+ var rulesetCharacter = attacker.RulesetCharacter;
+
+ var power = rulesetCharacter.GetRemainingPowerUses(powerLongRest) > 0
+ ? powerLongRest
+ : rulesetCharacter.GetRemainingPowerUses(powerRageCost) > 0
+ ? powerRageCost
+ : null;
+
+ if (power == null)
+ {
+ yield break;
+ }
+
+ if (ServiceRepository.GetService()
+ is not GameLocationBattleManager { IsBattleInProgress: true } gameLocationBattleManager ||
+ ServiceRepository.GetService()
+ is not GameLocationActionManager gameLocationActionManager ||
+ ServiceRepository.GetService()
+ is not RulesetImplementationManager implementationManagerService)
+ {
+ yield break;
+ }
+
+ var usablePower = PowerProvider.Get(power, rulesetCharacter);
+ var targets = gameLocationBattleManager.Battle
+ .GetContenders(attacker, attacker, true, withinRange: 6);
+ var reactionParams = new CharacterActionParams(attacker, ActionDefinitions.Id.PowerNoCost)
+ {
+ ActionModifiers = Enumerable.Repeat(new ActionModifier(), targets.Count).ToList(),
+ StringParameter = "IntimidatingPresence",
+ RulesetEffect = implementationManagerService
+ .MyInstantiateEffectPower(rulesetCharacter, usablePower, false),
+ UsablePower = usablePower,
+ targetCharacters = targets
+ };
+
+ var count = gameLocationActionManager.PendingReactionRequestGroups.Count;
+
+ gameLocationActionManager.ReactToUsePower(reactionParams, "UsePower", attacker);
+
+ yield return gameLocationBattleManager.WaitForReactions(attacker, gameLocationActionManager, count);
+
+ if (!reactionParams.ReactionValidated)
+ {
+ yield break;
+ }
+
+ if (power == powerRageCost)
+ {
+ rulesetCharacter.SpendRagePoint();
+ }
+ }
+ }
+}
diff --git a/SolastaUnfinishedBusiness/Subclasses/PathOfTheReaver.cs b/SolastaUnfinishedBusiness/Subclasses/PathOfTheReaver.cs
index 4a7c42a3d0..17efa9d381 100644
--- a/SolastaUnfinishedBusiness/Subclasses/PathOfTheReaver.cs
+++ b/SolastaUnfinishedBusiness/Subclasses/PathOfTheReaver.cs
@@ -186,9 +186,11 @@ private static IEnumerator HandleEnemyDeath(
StringParameter = "Bloodbath",
StringParameter2 = "UseBloodbathDescription".Formatted(
Category.Reaction, totalHealing.ToString()),
+ ActionModifiers = { new ActionModifier() },
RulesetEffect = implementationManagerService
.MyInstantiateEffectPower(rulesetAttacker, usablePower, false),
- UsablePower = usablePower
+ UsablePower = usablePower,
+ TargetCharacters = { attacker }
};
var count = gameLocationActionService.PendingReactionRequestGroups.Count;
diff --git a/SolastaUnfinishedBusiness/Subclasses/PathOfTheSavagery.cs b/SolastaUnfinishedBusiness/Subclasses/PathOfTheSavagery.cs
index c09e434c7d..f83f96d5d2 100644
--- a/SolastaUnfinishedBusiness/Subclasses/PathOfTheSavagery.cs
+++ b/SolastaUnfinishedBusiness/Subclasses/PathOfTheSavagery.cs
@@ -239,7 +239,7 @@ public IEnumerator OnActionFinishedByMe(CharacterAction characterAction)
yield break;
}
- if (!rulesetCharacter.HasAnyConditionOfType(ConditionReckless))
+ if (!rulesetCharacter.HasConditionOfCategoryAndType(AttributeDefinitions.TagCombat, ConditionReckless))
{
yield break;
}
@@ -247,12 +247,8 @@ public IEnumerator OnActionFinishedByMe(CharacterAction characterAction)
var classLevel = rulesetCharacter.GetClassLevel(CharacterClassDefinitions.Barbarian);
var temporaryHitPoints = (classLevel + 1) / 2;
- if (temporaryHitPoints > rulesetCharacter.TemporaryHitPoints)
- {
- rulesetCharacter.ReceiveTemporaryHitPoints(
- temporaryHitPoints, DurationType.UntilLongRest, 0, TurnOccurenceType.StartOfTurn,
- rulesetCharacter.Guid);
- }
+ rulesetCharacter.ReceiveTemporaryHitPoints(
+ temporaryHitPoints, DurationType.UntilAnyRest, 0, TurnOccurenceType.StartOfTurn, rulesetCharacter.Guid);
}
}
}
diff --git a/SolastaUnfinishedBusiness/Subclasses/PathOfTheSpirits.cs b/SolastaUnfinishedBusiness/Subclasses/PathOfTheSpirits.cs
index 3dbb87541e..ac5960cd17 100644
--- a/SolastaUnfinishedBusiness/Subclasses/PathOfTheSpirits.cs
+++ b/SolastaUnfinishedBusiness/Subclasses/PathOfTheSpirits.cs
@@ -13,6 +13,7 @@
using static SolastaUnfinishedBusiness.Api.DatabaseHelper;
using static SolastaUnfinishedBusiness.Api.DatabaseHelper.FeatureDefinitionDamageAffinitys;
using static SolastaUnfinishedBusiness.Api.DatabaseHelper.FeatureDefinitionActionAffinitys;
+using static SolastaUnfinishedBusiness.Api.DatabaseHelper.FeatureDefinitionPowers;
using static SolastaUnfinishedBusiness.Api.DatabaseHelper.FeatureDefinitionSenses;
namespace SolastaUnfinishedBusiness.Subclasses;
@@ -145,7 +146,7 @@ public PathOfTheSpirits()
powerSpiritGuardiansRageCost.AddCustomSubFeatures(
ModifyPowerVisibility.Hidden,
- new ActionFinishedBySpiritWalker(powerSpiritGuardians, powerSpiritGuardiansRageCost));
+ new MagicEffectFinishedByMeAnySpiritWalker(powerSpiritGuardians, powerSpiritGuardiansRageCost));
#endregion
@@ -408,8 +409,8 @@ private static FeatureDefinitionPower PowerPathOfTheSpiritsHonedWolf()
return powerHonedAnimalAspectsWolf;
}
- private sealed class ActionFinishedBySpiritWalker(
- FeatureDefinitionPower powerNoCost,
+ private sealed class MagicEffectFinishedByMeAnySpiritWalker(
+ FeatureDefinitionPower powerLongRest,
FeatureDefinitionPower powerRageCost) : IMagicEffectFinishedByMeAny
{
public IEnumerator OnMagicEffectFinishedByMeAny(
@@ -418,14 +419,15 @@ public IEnumerator OnMagicEffectFinishedByMeAny(
GameLocationCharacter defender)
{
if (action is not CharacterActionUsePower characterActionUsePower ||
- characterActionUsePower.activePower.PowerDefinition != FeatureDefinitionPowers.PowerBarbarianRageStart)
+ (characterActionUsePower.activePower.PowerDefinition != PowerBarbarianRageStart &&
+ characterActionUsePower.activePower.PowerDefinition.OverriddenPower != PowerBarbarianRageStart))
{
yield break;
}
var rulesetCharacter = attacker.RulesetCharacter;
- var power = rulesetCharacter.GetRemainingPowerUses(powerNoCost) > 0
- ? powerNoCost
+ var power = rulesetCharacter.GetRemainingPowerUses(powerLongRest) > 0
+ ? powerLongRest
: rulesetCharacter.GetRemainingPowerUses(powerRageCost) > 0
? powerRageCost
: null;
@@ -449,9 +451,11 @@ is not GameLocationActionManager gameLocationActionManager ||
var reactionParams = new CharacterActionParams(attacker, ActionDefinitions.Id.PowerNoCost)
{
StringParameter = "SpiritWalker",
+ ActionModifiers = { new ActionModifier() },
RulesetEffect = implementationManagerService
.MyInstantiateEffectPower(rulesetCharacter, usablePower, false),
- UsablePower = usablePower
+ UsablePower = usablePower,
+ TargetCharacters = { attacker }
};
var count = gameLocationActionManager.PendingReactionRequestGroups.Count;
diff --git a/SolastaUnfinishedBusiness/Subclasses/PathOfTheYeoman.cs b/SolastaUnfinishedBusiness/Subclasses/PathOfTheYeoman.cs
index 3c7e007fd3..133fc50060 100644
--- a/SolastaUnfinishedBusiness/Subclasses/PathOfTheYeoman.cs
+++ b/SolastaUnfinishedBusiness/Subclasses/PathOfTheYeoman.cs
@@ -348,7 +348,6 @@ public IEnumerator OnPhysicalAttackFinishedByMe(
{
ActionModifiers = Enumerable.Repeat(new ActionModifier(), targets.Count).ToList(),
RulesetEffect = implementationManagerService
- //CHECK: no need for AddAsActivePowerToSource
.MyInstantiateEffectPower(rulesetAttacker, usablePower, false),
UsablePower = usablePower,
targetCharacters = targets
diff --git a/SolastaUnfinishedBusiness/Subclasses/PatronCelestial.cs b/SolastaUnfinishedBusiness/Subclasses/PatronCelestial.cs
index ea9745d22d..dcc0eb2cf2 100644
--- a/SolastaUnfinishedBusiness/Subclasses/PatronCelestial.cs
+++ b/SolastaUnfinishedBusiness/Subclasses/PatronCelestial.cs
@@ -3,7 +3,6 @@
using System.Linq;
using JetBrains.Annotations;
using SolastaUnfinishedBusiness.Api.GameExtensions;
-using SolastaUnfinishedBusiness.Api.Helpers;
using SolastaUnfinishedBusiness.Api.LanguageExtensions;
using SolastaUnfinishedBusiness.Behaviors;
using SolastaUnfinishedBusiness.Behaviors.Specific;
@@ -318,29 +317,21 @@ public IEnumerator OnMagicEffectFinishedByMe(CharacterActionMagicEffect action,
yield break;
}
+ var allies =
+ gameLocationCharacterService.PartyCharacters.Union(gameLocationCharacterService.GuestCharacters);
var actingCharacter = action.ActingCharacter;
var rulesetCharacter = actingCharacter.RulesetCharacter;
var classLevel = rulesetCharacter.GetClassLevel(CharacterClassDefinitions.Warlock);
var charismaModifier = AttributeDefinitions.ComputeAbilityScoreModifier(
rulesetCharacter.TryGetAttributeValue(AttributeDefinitions.Charisma));
- foreach (var gameLocationCharacter in gameLocationCharacterService.PartyCharacters)
+ foreach (var ally in allies)
{
- var rulesetLocationCharacter = gameLocationCharacter.RulesetCharacter;
- var tempHitPoints =
- (classLevel / (rulesetLocationCharacter == rulesetCharacter ? 1 : 2)) +
- charismaModifier;
+ var rulesetAlly = ally.RulesetCharacter;
+ var tempHitPoints = (classLevel / (rulesetAlly == rulesetCharacter ? 1 : 2)) + charismaModifier;
- if (tempHitPoints <= rulesetLocationCharacter.TemporaryHitPoints)
- {
- continue;
- }
-
- EffectHelpers.StartVisualEffect(
- actingCharacter, gameLocationCharacter, ShadowDagger, EffectHelpers.EffectType.Effect);
-
- rulesetLocationCharacter.ReceiveTemporaryHitPoints(
- tempHitPoints, DurationType.UntilLongRest, 0, TurnOccurenceType.StartOfTurn, rulesetCharacter.Guid);
+ rulesetAlly.ReceiveTemporaryHitPoints(
+ tempHitPoints, DurationType.UntilAnyRest, 0, TurnOccurenceType.StartOfTurn, rulesetCharacter.Guid);
}
}
}
diff --git a/SolastaUnfinishedBusiness/Subclasses/PatronMoonlitScion.cs b/SolastaUnfinishedBusiness/Subclasses/PatronMoonlitScion.cs
index 601e77c97b..57c5f090bf 100644
--- a/SolastaUnfinishedBusiness/Subclasses/PatronMoonlitScion.cs
+++ b/SolastaUnfinishedBusiness/Subclasses/PatronMoonlitScion.cs
@@ -548,11 +548,8 @@ public IEnumerator OnMagicEffectFinishedByMe(CharacterActionMagicEffect action,
0,
0);
- if (levels > rulesetCharacter.TemporaryHitPoints)
- {
- rulesetCharacter.ReceiveTemporaryHitPoints(
- levels, DurationType.UntilLongRest, 0, TurnOccurenceType.StartOfTurn, rulesetCharacter.guid);
- }
+ rulesetCharacter.ReceiveTemporaryHitPoints(
+ levels, DurationType.UntilAnyRest, 0, TurnOccurenceType.StartOfTurn, rulesetCharacter.guid);
var spellRepertoire = rulesetCharacter.SpellRepertoires.FirstOrDefault(x =>
x.SpellCastingClass == CharacterClassDefinitions.Warlock);
@@ -638,7 +635,6 @@ private IEnumerator HandleReaction(
StringParameter = "MoonlightGuise",
ActionModifiers = { new ActionModifier() },
RulesetEffect = implementationManagerService
- //CHECK: no need for AddAsActivePowerToSource
.MyInstantiateEffectPower(rulesetDefender, usablePower, false),
UsablePower = usablePower,
TargetCharacters = { defender }
diff --git a/SolastaUnfinishedBusiness/Subclasses/RangerLightBearer.cs b/SolastaUnfinishedBusiness/Subclasses/RangerLightBearer.cs
index be8c79db03..45b2cf9950 100644
--- a/SolastaUnfinishedBusiness/Subclasses/RangerLightBearer.cs
+++ b/SolastaUnfinishedBusiness/Subclasses/RangerLightBearer.cs
@@ -329,7 +329,8 @@ public IEnumerator OnPhysicalAttackBeforeHitConfirmedOnEnemy(
var rulesetDefender = defender.RulesetCharacter;
if (rulesetDefender is not { IsDeadOrDyingOrUnconscious: false } ||
- !rulesetDefender.HasAnyConditionOfType(conditionDefinition.Name))
+ !rulesetDefender.HasConditionOfCategoryAndType(AttributeDefinitions.TagEffect,
+ conditionDefinition.Name))
{
yield break;
}
@@ -424,11 +425,8 @@ public IEnumerator OnMagicEffectFinishedByMe(CharacterActionMagicEffect action,
var rulesetCharacter = action.ActingCharacter.RulesetCharacter;
var classLevel = rulesetCharacter.GetClassLevel(CharacterClassDefinitions.Ranger);
- if (classLevel > rulesetCharacter.TemporaryHitPoints)
- {
- rulesetCharacter.ReceiveTemporaryHitPoints(
- classLevel, DurationType.UntilLongRest, 0, TurnOccurenceType.StartOfTurn, rulesetCharacter.Guid);
- }
+ rulesetCharacter.ReceiveTemporaryHitPoints(
+ classLevel, DurationType.UntilAnyRest, 0, TurnOccurenceType.StartOfTurn, rulesetCharacter.Guid);
yield break;
}
diff --git a/SolastaUnfinishedBusiness/Subclasses/RangerSkyWarrior.cs b/SolastaUnfinishedBusiness/Subclasses/RangerSkyWarrior.cs
index 359e453e51..35be51f526 100644
--- a/SolastaUnfinishedBusiness/Subclasses/RangerSkyWarrior.cs
+++ b/SolastaUnfinishedBusiness/Subclasses/RangerSkyWarrior.cs
@@ -409,7 +409,8 @@ private void HandleConditionAndDamage(GameLocationCharacter attacker, bool criti
var rulesetAttacker = attacker.RulesetCharacter;
if (Gui.Battle == null ||
- !rulesetAttacker.HasAnyConditionOfType(conditionGiftOfTheWind.Name))
+ !rulesetAttacker.HasConditionOfCategoryAndType(
+ AttributeDefinitions.TagEffect, conditionGiftOfTheWind.Name))
{
return;
}
diff --git a/SolastaUnfinishedBusiness/Subclasses/RangerWildMaster.cs b/SolastaUnfinishedBusiness/Subclasses/RangerWildMaster.cs
index 60a8aa437b..71034de3f2 100644
--- a/SolastaUnfinishedBusiness/Subclasses/RangerWildMaster.cs
+++ b/SolastaUnfinishedBusiness/Subclasses/RangerWildMaster.cs
@@ -111,7 +111,7 @@ public RangerWildMaster()
.SetGuiPresentation("Feedback/&BeastCompanionBonusTitle", Gui.NoLocalization)
.SetPossessive()
.SetSilent(Silent.WhenAddedOrRemoved)
- .SetAmountOrigin(ExtraOriginOfAmount.SourceCharacterLevel)
+ .SetAmountOrigin(ExtraOriginOfAmount.SourceClassLevel, RangerClass)
.SetFeatures(HpBonus, HpBonus, HpBonus, HpBonus, HpBonus)
.AddToDB())
.AddToDB();
@@ -144,7 +144,7 @@ public RangerWildMaster()
var powerWildMasterSummonBeastCompanionPool = FeatureDefinitionPowerBuilder
.Create($"Power{Name}BeastCompanionPool")
- .SetGuiPresentation(Category.Feature, MonsterDefinitions.KindredSpiritWolf)
+ .SetGuiPresentation(Category.Feature, FeatureDefinitionPowers.PowerDruidWildShape)
.SetUsesFixed(ActivationTime.Action, RechargeRate.LongRest)
.AddToDB();
@@ -491,6 +491,8 @@ private static FeatureDefinitionPowerSharedPool BuildBeastCompanionBear(
var beastCompanion03 =
MonsterDefinitionBuilder
.Create(monsterDefinition, Name + monsterDefinition.name + "03")
+ .SetGuiPresentation(MonsterDefinitions.BlackBear.GuiPresentation)
+ .SetMonsterPresentation(MonsterDefinitions.BlackBear.MonsterPresentation)
.AddFeatures(CharacterContext.FeatureDefinitionPowerHelpAction)
.AddFeatures(monsterAdditionalFeatures)
.SetArmorClass(BaseAC + 2)
@@ -511,7 +513,7 @@ private static FeatureDefinitionPowerSharedPool BuildBeastCompanionBear(
beastCompanionAttack1.EffectDescription.FindFirstDamageForm().BonusDamage = 0;
var beastCompanionAttack2 = MonsterAttackDefinitionBuilder
- .Create(beastCompanion03.AttackIterations[0].MonsterAttackDefinition,
+ .Create(beastCompanion03.AttackIterations[1].MonsterAttackDefinition,
$"AttackDefinition{Name}{beastCompanion03.Name}02")
.AddToDB();
@@ -524,6 +526,8 @@ private static FeatureDefinitionPowerSharedPool BuildBeastCompanionBear(
var beastCompanion11 =
MonsterDefinitionBuilder
.Create(monsterDefinition, Name + monsterDefinition.name + "11")
+ .SetGuiPresentation(MonsterDefinitions.BlackBear.GuiPresentation)
+ .SetMonsterPresentation(MonsterDefinitions.BlackBear.MonsterPresentation)
.AddFeatures(CharacterContext.FeatureDefinitionPowerHelpAction)
.AddFeatures(monsterAdditionalFeatures)
.SetArmorClass(BaseAC + 2)
@@ -586,7 +590,6 @@ private static FeatureDefinitionPowerSharedPool BuildBeastCompanionBear(
power.AddCustomSubFeatures(
SkipEffectRemovalOnLocationChange.Always,
- ValidatorsValidatePowerUse.NotInCombat,
new ModifyEffectDescriptionSummonBeastCompanion(power, beastCompanion03, beastCompanion11),
new MagicEffectInitiatedByMeBeastCompanionBear(conditionBearHitPoints));
@@ -600,6 +603,8 @@ private static FeatureDefinitionPowerSharedPool BuildBeastCompanionEagle(
var beastCompanion03 =
MonsterDefinitionBuilder
.Create(monsterDefinition, Name + monsterDefinition.name + "03")
+ .SetGuiPresentation(MonsterDefinitions.Giant_Eagle.GuiPresentation)
+ .SetMonsterPresentation(MonsterDefinitions.Giant_Eagle.MonsterPresentation)
.AddFeatures(CharacterContext.FeatureDefinitionPowerHelpAction)
.AddFeatures(monsterAdditionalFeatures)
.SetArmorClass(BaseAC + 1)
@@ -620,7 +625,7 @@ private static FeatureDefinitionPowerSharedPool BuildBeastCompanionEagle(
beastCompanionAttack1.EffectDescription.FindFirstDamageForm().BonusDamage = 0;
var beastCompanionAttack2 = MonsterAttackDefinitionBuilder
- .Create(beastCompanion03.AttackIterations[0].MonsterAttackDefinition,
+ .Create(beastCompanion03.AttackIterations[1].MonsterAttackDefinition,
$"AttackDefinition{Name}{beastCompanion03.Name}02")
.AddToDB();
@@ -633,6 +638,8 @@ private static FeatureDefinitionPowerSharedPool BuildBeastCompanionEagle(
var beastCompanion11 =
MonsterDefinitionBuilder
.Create(monsterDefinition, Name + monsterDefinition.name + "11")
+ .SetGuiPresentation(MonsterDefinitions.Giant_Eagle.GuiPresentation)
+ .SetMonsterPresentation(MonsterDefinitions.Giant_Eagle.MonsterPresentation)
.AddFeatures(CharacterContext.FeatureDefinitionPowerHelpAction)
.AddFeatures(monsterAdditionalFeatures)
.SetArmorClass(BaseAC + 1)
@@ -688,6 +695,8 @@ private static FeatureDefinitionPowerSharedPool BuildBeastCompanionWolf(
var beastCompanion03 =
MonsterDefinitionBuilder
.Create(monsterDefinition, Name + monsterDefinition.name + "03")
+ .SetGuiPresentation(MonsterDefinitions.AlphaWolf.GuiPresentation)
+ .SetMonsterPresentation(MonsterDefinitions.AlphaWolf.MonsterPresentation)
.AddFeatures(CharacterContext.FeatureDefinitionPowerHelpAction)
.AddFeatures(monsterAdditionalFeatures)
.SetArmorClass(BaseAC + 1)
@@ -712,6 +721,8 @@ private static FeatureDefinitionPowerSharedPool BuildBeastCompanionWolf(
var beastCompanion11 =
MonsterDefinitionBuilder
.Create(monsterDefinition, Name + monsterDefinition.name + "11")
+ .SetGuiPresentation(MonsterDefinitions.AlphaWolf.GuiPresentation)
+ .SetMonsterPresentation(MonsterDefinitions.AlphaWolf.MonsterPresentation)
.AddFeatures(CharacterContext.FeatureDefinitionPowerHelpAction)
.AddFeatures(monsterAdditionalFeatures)
.SetCreatureTags(BeastCompanionTag)
diff --git a/SolastaUnfinishedBusiness/Subclasses/RoguishBladeCaller.cs b/SolastaUnfinishedBusiness/Subclasses/RoguishBladeCaller.cs
index f0c6a6298c..fa3bd95afd 100644
--- a/SolastaUnfinishedBusiness/Subclasses/RoguishBladeCaller.cs
+++ b/SolastaUnfinishedBusiness/Subclasses/RoguishBladeCaller.cs
@@ -43,7 +43,6 @@ public RoguishBladeCaller()
.SetGuiPresentation(Category.Condition, ConditionDefinitions.ConditionTargetedByGuidingBolt)
.SetPossessive()
.SetConditionType(ConditionType.Detrimental)
- .SetAmountOrigin(ExtraOriginOfAmount.SourceClassLevel)
.AddToDB();
var additionalDamageBladeMark = FeatureDefinitionAdditionalDamageBuilder
@@ -248,7 +247,8 @@ public IEnumerator OnPhysicalAttackFinishedByMe(
// inflict Blade Surge
if (classLevel >= 13 &&
- !rulesetAttacker.HasAnyConditionOfType(conditionBladeSurge.Name))
+ !rulesetAttacker.HasConditionOfCategoryAndType(
+ AttributeDefinitions.TagEffect, conditionBladeSurge.Name))
{
rulesetAttacker.InflictCondition(
conditionBladeSurge.Name,
@@ -318,7 +318,8 @@ public IEnumerator OnPhysicalAttackInitiatedByMe(
yield break;
}
- if (rulesetDefender.HasAnyConditionOfType(conditionBladeMark.Name))
+ if (rulesetDefender.HasConditionOfCategoryAndType(
+ AttributeDefinitions.TagEffect, conditionBladeMark.Name))
{
_bladeMarkStatus = BladeMarkStatus.With;
diff --git a/SolastaUnfinishedBusiness/Subclasses/RoguishOpportunist.cs b/SolastaUnfinishedBusiness/Subclasses/RoguishOpportunist.cs
index 26b52081c6..dfc844f8f9 100644
--- a/SolastaUnfinishedBusiness/Subclasses/RoguishOpportunist.cs
+++ b/SolastaUnfinishedBusiness/Subclasses/RoguishOpportunist.cs
@@ -237,8 +237,7 @@ public IEnumerator OnPhysicalAttackBeforeHitConfirmedOnEnemy(
{
RulesetEffect = implementationManagerService
.MyInstantiateEffectPower(rulesetAttacker, usablePower, false),
- UsablePower = usablePower,
- TargetCharacters = { defender }
+ UsablePower = usablePower
};
ServiceRepository.GetService()?
diff --git a/SolastaUnfinishedBusiness/Subclasses/RoguishRavenScion.cs b/SolastaUnfinishedBusiness/Subclasses/RoguishRavenScion.cs
index 55517d74b8..1a1cd9a92f 100644
--- a/SolastaUnfinishedBusiness/Subclasses/RoguishRavenScion.cs
+++ b/SolastaUnfinishedBusiness/Subclasses/RoguishRavenScion.cs
@@ -173,7 +173,7 @@ public IEnumerator HandleReducedToZeroHpByMe(
if (activeEffect != null ||
!attacker.IsMyTurn() ||
!ValidatorsWeapon.IsTwoHandedRanged(attackMode) ||
- rulesetAttacker.HasAnyConditionOfType(condition.Name))
+ rulesetAttacker.HasConditionOfCategoryAndType(AttributeDefinitions.TagEffect, condition.Name))
{
yield break;
}
diff --git a/SolastaUnfinishedBusiness/Subclasses/RoguishSlayer.cs b/SolastaUnfinishedBusiness/Subclasses/RoguishSlayer.cs
index 18e1e63bff..10f411b43b 100644
--- a/SolastaUnfinishedBusiness/Subclasses/RoguishSlayer.cs
+++ b/SolastaUnfinishedBusiness/Subclasses/RoguishSlayer.cs
@@ -267,7 +267,7 @@ public IEnumerator OnPhysicalAttackInitiatedByMe(
if (battleManager is not { IsBattleInProgress: true } ||
rulesetDefender is not { IsDeadOrDyingOrUnconscious: false } ||
- !rulesetDefender.HasAnyConditionOfType(ConditionSurprised))
+ !rulesetDefender.HasConditionOfCategoryAndType(AttributeDefinitions.TagEffect, ConditionSurprised))
{
yield break;
}
diff --git a/SolastaUnfinishedBusiness/Subclasses/RoguishUmbralStalker.cs b/SolastaUnfinishedBusiness/Subclasses/RoguishUmbralStalker.cs
index e68c378723..ac98fa0724 100644
--- a/SolastaUnfinishedBusiness/Subclasses/RoguishUmbralStalker.cs
+++ b/SolastaUnfinishedBusiness/Subclasses/RoguishUmbralStalker.cs
@@ -398,9 +398,11 @@ public IEnumerator HandleReducedToZeroHpByEnemy(
var reactionParams = new CharacterActionParams(defender, ActionDefinitions.Id.PowerNoCost)
{
StringParameter = "UmbralSoul",
+ ActionModifiers = { new ActionModifier() },
RulesetEffect = implementationManagerService
.MyInstantiateEffectPower(rulesetCharacter, usablePower, false),
- UsablePower = usablePower
+ UsablePower = usablePower,
+ TargetCharacters = { defender }
};
var count = gameLocationActionService.PendingReactionRequestGroups.Count;
@@ -418,8 +420,8 @@ public IEnumerator HandleReducedToZeroHpByEnemy(
rulesetCharacter.StabilizeAndGainHitPoints(hitPoints);
- EffectHelpers.StartVisualEffect(defender, defender, PowerDefilerMistyFormEscape,
- EffectHelpers.EffectType.Caster);
+ EffectHelpers.StartVisualEffect(
+ defender, defender, PowerDefilerMistyFormEscape, EffectHelpers.EffectType.Caster);
ServiceRepository.GetService()?
.ExecuteAction(new CharacterActionParams(defender, ActionDefinitions.Id.StandUp), null, true);
}
diff --git a/SolastaUnfinishedBusiness/Subclasses/SorcerousPsion.cs b/SolastaUnfinishedBusiness/Subclasses/SorcerousPsion.cs
index 7f759f7dea..4e75e61404 100644
--- a/SolastaUnfinishedBusiness/Subclasses/SorcerousPsion.cs
+++ b/SolastaUnfinishedBusiness/Subclasses/SorcerousPsion.cs
@@ -402,7 +402,7 @@ public IEnumerator HandleReducedToZeroHpByEnemy(
rulesetCharacter.StabilizeAndGainHitPoints(1);
rulesetCharacter.ReceiveTemporaryHitPoints(
- tempHitPoints, DurationType.UntilLongRest, 0, TurnOccurenceType.StartOfTurn, rulesetCharacter.Guid);
+ tempHitPoints, DurationType.UntilAnyRest, 0, TurnOccurenceType.StartOfTurn, rulesetCharacter.Guid);
ServiceRepository.GetService()?
.ExecuteAction(new CharacterActionParams(defender, ActionDefinitions.Id.StandUp), null, true);
diff --git a/SolastaUnfinishedBusiness/Subclasses/SorcerousSorrAkkath.cs b/SolastaUnfinishedBusiness/Subclasses/SorcerousSorrAkkath.cs
index f53068af74..afd049e823 100644
--- a/SolastaUnfinishedBusiness/Subclasses/SorcerousSorrAkkath.cs
+++ b/SolastaUnfinishedBusiness/Subclasses/SorcerousSorrAkkath.cs
@@ -71,19 +71,14 @@ public SorcerousSorrAkkath()
.SetGuiPresentation(Category.Feature)
.SetNotificationTag(SpellSneakAttack)
.SetDamageDice(DieType.D6, 1)
- .SetAdvancement(AdditionalDamageAdvancement.ClassLevel, 2, 1, 6, 5)
+ .SetAdvancement(AdditionalDamageAdvancement.ClassLevel,
+ DiceByRankBuilder.InterpolateDiceByRankTable(1, 20, (1, 1), (5, 2), (11, 3), (17, 4)))
.SetRequiredProperty(RestrictedContextRequiredProperty.SpellWithAttackRoll)
.SetTriggerCondition(AdditionalDamageTriggerCondition.AdvantageOrNearbyAlly)
.SetFrequencyLimit(FeatureLimitedUsage.OncePerTurn)
.SetSavingThrowData(EffectDifficultyClassComputation.SpellCastingFeature, EffectSavingThrowType.None)
.AddToDB();
- // another odd dice damage progression
- for (var i = 0; i < 4; i++)
- {
- additionalDamageSpellSneakAttack.DiceByRankTable[i].diceNumber = 1;
- }
-
// LEVEL 06
// Blood of Sorr-Akkath
@@ -136,8 +131,8 @@ public SorcerousSorrAkkath()
var attributeModifierDarknessAffinity = FeatureDefinitionAttributeModifierBuilder
.Create($"AttributeModifier{Name}{DarknessAffinity}")
.SetGuiPresentation(DARKNESS_AFFINITY_NAME, Category.Feature)
- .SetSituationalContext(ExtraSituationalContext.IsNotInBrightLight)
.SetModifier(AttributeModifierOperation.Additive, ArmorClass, 2)
+ .SetSituationalContext(ExtraSituationalContext.IsNotInBrightLight)
.AddToDB();
var magicAffinityDarknessAffinity = FeatureDefinitionMagicAffinityBuilder
diff --git a/SolastaUnfinishedBusiness/Subclasses/SorcerousSpellBlade.cs b/SolastaUnfinishedBusiness/Subclasses/SorcerousSpellBlade.cs
index a6914a9857..b07f4e9379 100644
--- a/SolastaUnfinishedBusiness/Subclasses/SorcerousSpellBlade.cs
+++ b/SolastaUnfinishedBusiness/Subclasses/SorcerousSpellBlade.cs
@@ -86,7 +86,7 @@ public SorcerousSpellBlade()
.SetEffectDescription(
EffectDescriptionBuilder
.Create()
- .SetDurationData(DurationType.UntilLongRest)
+ .SetDurationData(DurationType.UntilAnyRest)
.SetTargetingData(Side.Ally, RangeType.Self, 0, TargetType.Self)
.SetParticleEffectParameters(FeatureDefinitionPowers.PowerTraditionCourtMageSpellShield)
.SetEffectForms(
diff --git a/SolastaUnfinishedBusiness/Subclasses/WayOfTheDiscordance.cs b/SolastaUnfinishedBusiness/Subclasses/WayOfTheDiscordance.cs
index fe606aa7e7..3a3e93b900 100644
--- a/SolastaUnfinishedBusiness/Subclasses/WayOfTheDiscordance.cs
+++ b/SolastaUnfinishedBusiness/Subclasses/WayOfTheDiscordance.cs
@@ -285,7 +285,7 @@ public WayOfTheDiscordance()
.SetEffectDescription(
EffectDescriptionBuilder
.Create()
- .SetDurationData(DurationType.UntilLongRest)
+ .SetDurationData(DurationType.UntilAnyRest)
.SetTargetingData(Side.Ally, RangeType.Self, 0, TargetType.Self)
.SetEffectForms(
EffectFormBuilder
diff --git a/SolastaUnfinishedBusiness/Subclasses/WayOfTheDragon.cs b/SolastaUnfinishedBusiness/Subclasses/WayOfTheDragon.cs
index ca48427a12..9060b88ee2 100644
--- a/SolastaUnfinishedBusiness/Subclasses/WayOfTheDragon.cs
+++ b/SolastaUnfinishedBusiness/Subclasses/WayOfTheDragon.cs
@@ -805,9 +805,11 @@ public IEnumerator OnAttackBeforeHitPossibleOnMeOrAlly(
new CharacterActionParams(defender, ActionDefinitions.Id.PowerReaction)
{
StringParameter = "ReactiveHide",
+ ActionModifiers = { new ActionModifier() },
RulesetEffect = implementationManagerService
.MyInstantiateEffectPower(rulesetDefender, usablePower, false),
- UsablePower = usablePower
+ UsablePower = usablePower,
+ TargetCharacters = { defender }
};
var count = gameLocationActionManager.PendingReactionRequestGroups.Count;
diff --git a/SolastaUnfinishedBusiness/Subclasses/WayOfTheTempest.cs b/SolastaUnfinishedBusiness/Subclasses/WayOfTheTempest.cs
index 4e0d5792b0..3501be0699 100644
--- a/SolastaUnfinishedBusiness/Subclasses/WayOfTheTempest.cs
+++ b/SolastaUnfinishedBusiness/Subclasses/WayOfTheTempest.cs
@@ -411,12 +411,10 @@ public IEnumerator OnMagicEffectFinishedByMe(CharacterActionMagicEffect action,
.Any(y => y.ConditionDefinition == conditionEyeOfTheStorm &&
y.SourceGuid == rulesetAttacker.Guid))
.ToList();
- //CHECK: must be power no cost
var actionParams = new CharacterActionParams(attacker, ActionDefinitions.Id.PowerNoCost)
{
ActionModifiers = Enumerable.Repeat(new ActionModifier(), targets.Count).ToList(),
RulesetEffect = implementationManagerService
- //CHECK: no need for AddAsActivePowerToSource
.MyInstantiateEffectPower(rulesetAttacker, usablePower, false),
UsablePower = usablePower,
targetCharacters = targets
diff --git a/SolastaUnfinishedBusiness/Subclasses/WizardArcaneFighter.cs b/SolastaUnfinishedBusiness/Subclasses/WizardArcaneFighter.cs
index dd2b017d3b..3d4efa539f 100644
--- a/SolastaUnfinishedBusiness/Subclasses/WizardArcaneFighter.cs
+++ b/SolastaUnfinishedBusiness/Subclasses/WizardArcaneFighter.cs
@@ -110,7 +110,8 @@ public IEnumerator HandleReducedToZeroHpByMe(
{
if (!attacker.IsMyTurn() ||
!ValidatorsWeapon.IsMelee(attackMode) ||
- attacker.RulesetCharacter.HasAnyConditionOfType(conditionSpellFighting.Name))
+ attacker.RulesetCharacter.HasConditionOfCategoryAndType(
+ AttributeDefinitions.TagEffect, conditionSpellFighting.Name))
{
yield break;
}
diff --git a/SolastaUnfinishedBusiness/Subclasses/WizardDeadMaster.cs b/SolastaUnfinishedBusiness/Subclasses/WizardDeadMaster.cs
index 18b1abd813..1214c1635f 100644
--- a/SolastaUnfinishedBusiness/Subclasses/WizardDeadMaster.cs
+++ b/SolastaUnfinishedBusiness/Subclasses/WizardDeadMaster.cs
@@ -368,11 +368,10 @@ public IEnumerator HandleReducedToZeroHpByMe(
{
rulesetAttacker.ReceiveHealing(healingReceived, true, rulesetAttacker.Guid);
}
- else if (healingReceived > rulesetAttacker.TemporaryHitPoints)
+ else
{
rulesetAttacker.ReceiveTemporaryHitPoints(
- healingReceived, DurationType.UntilLongRest, 0, TurnOccurenceType.StartOfTurn,
- rulesetAttacker.Guid);
+ healingReceived, DurationType.UntilAnyRest, 0, TurnOccurenceType.StartOfTurn, rulesetAttacker.Guid);
}
}
}
diff --git a/SolastaUnfinishedBusiness/Subclasses/_CommonBuilders.cs b/SolastaUnfinishedBusiness/Subclasses/_CommonBuilders.cs
index a3f4b31c60..39509c02d6 100644
--- a/SolastaUnfinishedBusiness/Subclasses/_CommonBuilders.cs
+++ b/SolastaUnfinishedBusiness/Subclasses/_CommonBuilders.cs
@@ -218,7 +218,8 @@ private IEnumerator TryAddCondition(IControllableCharacter attacker)
var rulesetAttacker = attacker.RulesetCharacter;
if (rulesetAttacker is not { IsDeadOrDyingOrUnconscious: false } ||
- rulesetAttacker.HasAnyConditionOfType(conditionDefinition.Name))
+ rulesetAttacker.HasConditionOfCategoryAndType(
+ AttributeDefinitions.TagEffect, conditionDefinition.Name))
{
yield break;
}
diff --git a/SolastaUnfinishedBusiness/Translations/de/Feats/Group-de.txt b/SolastaUnfinishedBusiness/Translations/de/Feats/Group-de.txt
index 38d96ec435..7aba979164 100644
--- a/SolastaUnfinishedBusiness/Translations/de/Feats/Group-de.txt
+++ b/SolastaUnfinishedBusiness/Translations/de/Feats/Group-de.txt
@@ -2,8 +2,6 @@ Feat/&FeatGroupAegisTouchedDescription=Erhöhe eines deiner Geistesattribute um
Feat/&FeatGroupAegisTouchedTitle=Aegis berührt
Feat/&FeatGroupAgilityCombatDescription={0}
Feat/&FeatGroupAgilityCombatTitle=Kampf: Beweglichkeit
-Feat/&FeatGroupAlchemistDescription={0}
-Feat/&FeatGroupAlchemistTitle=Alchimist
Feat/&FeatGroupApothecaryDescription=Erhöhen Sie eines Ihrer mentalen Attribute um 1 auf maximal 20.\nSie erwerben Kenntnisse im Umgang mit Kräuterheilmitteln und Medikamenten oder Fachwissen, wenn Sie bereits über Kenntnisse verfügen.
Feat/&FeatGroupApothecaryTitle=Apotheker
Feat/&FeatGroupArmorDescription={0}
@@ -16,14 +14,14 @@ Feat/&FeatGroupBodyResilienceDescription={0}
Feat/&FeatGroupBodyResilienceTitle=Körperbelastbarkeit
Feat/&FeatGroupCelestialTouchedDescription=Erhöhe eines deiner mentalen Attribute um 1, bis zu einem Maximum von 20.\nDu erhältst die Fähigkeit, einmal pro langer Pause das Heilwort, Wunden und geringere Wiederherstellungszauber zu wirken und kannst diese Zauber mit deinen Zauberslots wirken.
Feat/&FeatGroupCelestialTouchedTitle=Himmlisch berührt
+Feat/&FeatGroupChefDescription=Erhöhe deine Weisheit oder Konstitution um 1 auf maximal 20.\nDu kannst 1 Stunde damit verbringen, eine Mahlzeit zu kochen, die dich und deine Gefährten für 1W8 HP heilt.\nEinmal am Tag kannst du eine Stunde damit verbringen, zu kochen Leckereien, die beim Verzehr vorübergehende HP liefern.
+Feat/&FeatGroupChefTitle=Koch
Feat/&FeatGroupClassBoundDescription={0}
Feat/&FeatGroupClassBoundTitle=Klassengebunden
Feat/&FeatGroupCloseQuartersDescription=Sie haben Erfahrung im Nahkampf und profitieren von den folgenden Vorteilen:\n• Ihre Geschicklichkeit oder Intelligenz erhöht sich um 1 auf maximal 20.\n• Wenn Sie im Umkreis von 5 Fuß mit Nahkampfwaffenangriffen Schleichangriffsschaden verursachen Ihres Ziels werden Ihre Sneak-Würfel zu W8 statt zu W6. Diese Funktion erstreckt sich auch auf Klassen, die Schleichangriffe mit Nahkampf-Zauberangriffen ausführen können, sowie auf Schurkenfunktionen, die mit Schleichwürfeln skalieren.
Feat/&FeatGroupCloseQuartersTitle=Aus nächster Nähe
Feat/&FeatGroupCreedDescription={0}
Feat/&FeatGroupCreedTitle=Glaubensbekenntnis der Götter
-Feat/&FeatGroupCriticalVirtuosoDescription={0}
-Feat/&FeatGroupCriticalVirtuosoTitle=Kritischer Virtuose
Feat/&FeatGroupCrusherDescription=Erhöhe deine Stärke oder Konstitution um 1, bis zu einem Maximum von 20.\nWenn du eine Kreatur mit einem Angriff triffst, der Wuchtschaden verursacht, schubst du den Feind einmal pro Spielzug um 5 Fuß zurück. Wenn du einen kritischen Treffer erzielst, werden Angriffswürfe gegen diese Kreatur bis zum Beginn deines nächsten Zuges mit Vorteil ausgeführt.
Feat/&FeatGroupCrusherTitle=Brecher
Feat/&FeatGroupDefenseCombatDescription={0}
@@ -38,14 +36,14 @@ Feat/&FeatGroupElementalTouchDescription=Wenn Sie in jeder Runde zum ersten Mal
Feat/&FeatGroupElementalTouchTitle=Elementare Berührung
Feat/&FeatGroupElvenAccuracyDescription=Sie haben eine unheimliche Zielgenauigkeit mit Angriffen, die eher auf Präzision als auf roher Gewalt beruhen. Erhöhen Sie Ihre Geschicklichkeit oder eines Ihrer mentalen Attribute um 1 auf maximal 20. Immer wenn Sie bei einem Angriffswurf mit Geschicklichkeit, Intelligenz, Weisheit oder Charisma im Vorteil sind, können Sie einen der Würfel einmal neu würfeln.
Feat/&FeatGroupElvenAccuracyTitle=Elfische Genauigkeit
-Feat/&FeatGroupEnchanterDescription={0}
-Feat/&FeatGroupEnchanterTitle=Zauberer
Feat/&FeatGroupFadeAwayDescription=Du hast einen Zaubertrick gelernt, um zu verschwinden, wenn dir Schaden zugefügt wird. Erhöhe deinen Geschicklichkeits- oder Intelligenzwert um 1 auf maximal 20. Unmittelbar nachdem du Schaden erlitten hast, kannst du eine Reaktion nutzen, um auf magische Weise unsichtbar zu werden, bis zum Ende deines nächsten Zuges oder bis du angreifst, Schaden zufügst oder jemanden dazu zwingst ein Rettungswurf. Sobald Sie diese Fähigkeit nutzen, können Sie dies erst wieder tun, wenn Sie eine kurze oder lange Pause beendet haben.
Feat/&FeatGroupFadeAwayTitle=Verblassen
Feat/&FeatGroupFightingStyleDescription={0}
Feat/&FeatGroupFightingStyleTitle=Kämpfender Eingeweihter
Feat/&FeatGroupFlameTouchedDescription=Erhöhe eines deiner mentalen Attribute um 1, bis zu einem Maximum von 20.\nDu erhältst die Fähigkeit, die Zauber „Brennende Hände“ und „Sengender Strahl“ einmal pro langer Pause zu wirken, und du kannst diese und „höllische Zurechtweisung“ mit deinen Zauberslots wirken.
Feat/&FeatGroupFlameTouchedTitle=Flamme berührt
+Feat/&FeatGroupFlamesOfPhlegethosDescription=Du lernst, das Höllenfeuer anzurufen, um deinen Befehlen zu dienen. Sie erhalten die folgenden Vorteile:\n• Erhöhen Sie Ihre Intelligenz oder Ihr Charisma um 1, bis zu einem Maximum von 20.\n• Wenn Sie für einen von Ihnen gewirkten Zauber Feuerschaden würfeln, können Sie einen beliebigen Wurf von 1 für den Feuerschaden wiederholen Würfel, aber du musst den neuen Wurf verwenden, auch wenn es eine weitere 1 ist.\n• Immer wenn du eine Kraft oder einen Zauber verwendest, der Feuerschaden verursacht, kannst du bis zum Ende deines nächsten Zuges Flammen um dich herum erzeugen. Die Flammen schaden weder Ihnen noch Ihren Besitztümern und spenden helles Licht bis zu einer Entfernung von 30 Fuß und gedämpftes Licht für weitere 30 Fuß. Während die Flammen vorhanden sind, erleidet jede Kreatur im Umkreis von 5 Fuß um dich, die dich mit einem Nahkampfangriff trifft, 1W4 Feuerschaden.
+Feat/&FeatGroupFlamesOfPhlegethosTitle=Flammen von Phlegethos
Feat/&FeatGroupGeneralAdeptDescription={0}
Feat/&FeatGroupGeneralAdeptTitle=Allgemeiner Adept und Eingeweihter
Feat/&FeatGroupHalfAttributesDescription={0}
@@ -74,6 +72,8 @@ Feat/&FeatGroupMeleeCombatDescription={0}
Feat/&FeatGroupMeleeCombatTitle=Kampf: Nahkampf
Feat/&FeatGroupOldTacticsDescription=Erhöhen Sie Ihren Stärke- oder Geschicklichkeitswert um 1. Einmal pro Runde können Sie einen Gelegenheitsangriff gegen das Ziel durchführen, wenn ein liegender Feind in Reichweite Ihrer Nahkampfwaffe aufsteht.
Feat/&FeatGroupOldTacticsTitle=Alte Taktiken
+Feat/&FeatGroupOrcishFuryDescription=Deine Wut brennt unermüdlich. Sie erhalten die folgenden Vorteile:\n• Erhöhen Sie Ihre Stärke oder Konstitution um 1, bis zu einem Maximum von 20.\n• Wenn Sie mit einem Angriff mit einer einfachen Waffe oder einer Kampfwaffe zuschlagen, können Sie eine der Waffen würfeln Schadenswürfel ein weiteres Mal und addiere ihn als zusätzlichen Schaden der Schadensart der Waffe. Sobald Sie diese Fähigkeit nutzen, können Sie sie erst wieder einsetzen, wenn Sie eine kurze oder lange Pause eingelegt haben.\n• Unmittelbar nachdem Sie Ihre Eigenschaft „Unerbittliche Ausdauer“ eingesetzt haben, können Sie Ihre Reaktion nutzen, um einen Waffenangriff auszuführen.
+Feat/&FeatGroupOrcishFuryTitle=Orkischer Zorn
Feat/&FeatGroupPeregrinationTouchedDescription=Erhöhe eines deiner Geistesattribute um 1, bis zu einem Maximum von 20.\nDu erhältst die Fähigkeit, einmal pro langer Pause die Zauber „Langer Schritt“, „Schneller Rückzug“ und „Spinnenklettern“ zu wirken, und du kannst diese Zauber mit deinen Zauberslots wirken.
Feat/&FeatGroupPeregrinationTouchedTitle=Wanderung berührt
Feat/&FeatGroupPiercerDescription=Erhöhe deine Stärke oder Geschicklichkeit um 1, bis zu einem Maximum von 20.\nWenn du eine Kreatur mit einem Angriff triffst, der Stichschaden verursacht, kannst du bei einer 1 erneut würfeln und musst den neuen Wurf verwenden. Wenn Sie einen kritischen Treffer erzielen, können Sie einen zusätzlichen Schadenswürfel werfen, um den zusätzlichen Stichschaden zu bestimmen, den das Ziel erleidet.
diff --git a/SolastaUnfinishedBusiness/Translations/de/Feats/MeleeCombat-de.txt b/SolastaUnfinishedBusiness/Translations/de/Feats/MeleeCombat-de.txt
index 772734efb9..97cd91946a 100644
--- a/SolastaUnfinishedBusiness/Translations/de/Feats/MeleeCombat-de.txt
+++ b/SolastaUnfinishedBusiness/Translations/de/Feats/MeleeCombat-de.txt
@@ -14,6 +14,8 @@ Feat/&FeatAlwaysReadyDescription=Sie bereiten am Ende Ihres Zuges automatisch ei
Feat/&FeatAlwaysReadyTitle=Immer bereit
Feat/&FeatBladeMasteryDescription=Du beherrschst den Dolch, das Kurzschwert, das Langschwert, den Krummsäbel, das Rapier und das Großschwert. Du erhältst einen Bonus von +1 auf Angriffswürfe, die du mit der Waffe ausführst, und einen Bonus von +1 auf deine RK, während du eine dieser Waffen verwendest. Wenn Sie mit der Waffe einen Gelegenheitsangriff durchführen, haben Sie einen Vorteil beim Angriffswurf.
Feat/&FeatBladeMasteryTitle=Klingenbeherrschung
+Feat/&FeatChargerDescription=Sie haben trainiert, kopfüber in die Schlacht zu stürmen und haben die folgenden Vorteile erhalten:\n• Immer wenn Sie die Dash-Aktion ausführen, können Sie Ihre Bonusaktion nutzen, um einen Nahkampfangriff auszuführen.\n• Wenn Sie sich mindestens 10 Fuß in einer Geraden bewegen Wenn Sie in Ihrem Zug direkt vor dem Angriff mit einer Nahkampfwaffe oder einem unbewaffneten Angriff eine Linie angreifen, wählen Sie einen der folgenden Effekte: Erhalten Sie einen Bonus von +1d8 auf den Schadenswurf des Angriffs oder stoßen Sie das Ziel bis zu 10 Fuß weit an, sofern das Ziel, das Sie stoßen möchten, vorhanden ist von Groß oder kleiner. Du kannst diesen Vorteil in jedem deiner Züge nur einmal nutzen.
+Feat/&FeatChargerTitle=Ladegerät
Feat/&FeatCleavingAttackDescription=Sie haben gelernt, das Gewicht einer Waffe zu Ihrem Vorteil zu nutzen und ihren Schwung zu nutzen, um Ihre Schläge zu verstärken:\n• Wenn Sie an der Reihe sind, wenn Sie mit einer Nahkampfwaffe einen kritischen Treffer erzielen oder eine Kreatur mit einer auf 0 Trefferpunkte reduzieren , kannst du einen Nahkampfangriff als Bonusaktion durchführen.\n• Bevor du einen Nahkampfangriff mit einer schweren Waffe ausführst, mit der du vertraut bist, kannst du dafür einen Malus von -5 auf deinen Trefferwert in Kauf nehmen zusätzlich +10 Schaden.
Feat/&FeatCleavingAttackTitle=Großer Waffenmeister
Feat/&FeatCrusherConDescription=Sie beherrschen die Kunst, Ihre Feinde zu vernichten. Erhöhe deine Konstitution um 1, bis zu einem Maximum von 20. Wenn du eine Kreatur mit einem Angriff triffst, der Wuchtschaden verursacht, schubst du den Feind einmal pro Spielzug um 1,5 m zurück. Wenn du einen kritischen Treffer erzielst, werden Angriffswürfe gegen diese Kreatur bis zum Beginn deines nächsten Zuges mit Vorteil ausgeführt.
@@ -54,12 +56,18 @@ Feature/&AttackModifierFeatSpearMasteryDescription=Sie erhalten einen Bonus von
Feature/&AttackModifierFeatSpearMasteryTitle=Speerbeherrschung
Feature/&AttributeModifierFeatLongswordFinesseArmorClassDescription=Solange du ein Langschwert trägst, erhältst du einen Bonus von +1 auf die Rüstungsklasse.
Feature/&AttributeModifierFeatLongswordFinesseArmorClassTitle=Langschwert-Finesse
+Feature/&PowerFeatChargerAddDamageDescription=Erhalte einen Bonus von +1W8 auf den Schadenswurf des Angriffs.
+Feature/&PowerFeatChargerAddDamageTitle=Füge 1W8 Schaden hinzu
+Feature/&PowerFeatChargerShoveDescription=Schieben Sie das Ziel bis zu 10 Fuß hoch.
+Feature/&PowerFeatChargerShoveTitle=Schieben Sie bis zu 10 Fuß weit
Feature/&PowerFeatFellHandedAdvantageDescription=Immer wenn Sie bei einem Nahkampfangriffswurf und einem Treffer im Vorteil sind, werfen Sie das Ziel zu Boden, wenn der niedrigere der beiden W20-Würfe das Ziel ebenfalls treffen würde.
Feature/&PowerFeatFellHandedDisadvantageDescription=Immer wenn Sie bei einem Nahkampfangriffswurf einen Nachteil haben und ihn verfehlen, erleidet das Ziel Wuchtschaden in Höhe Ihres Stärkemodifikators.
Feature/&PowerFeatSpearMasteryChargeDescription=Sie können Ihren Speer aufstellen, um sich nähernde Feinde abzufangen. Sie können die Reaktion nutzen, um einen Gelegenheitsangriff mit einem Speer auf den Feind auszuführen, der in Ihre Reichweite gerät, und zusätzlichen Schaden zuzufügen, wenn dieser Angriff trifft.
Feature/&PowerFeatSpearMasteryChargeTitle=Speerklammer
Feature/&PowerFeatSpearMasteryReachDescription=Sie können Ihre Reichweite mit einem Speer für den Rest Ihres Zuges um 5 Fuß erhöhen.
Feature/&PowerFeatSpearMasteryReachTitle=Speerreichweite
+Feedback/&AdditionalDamageChargerFormat=Ladegerät!
+Feedback/&AdditionalDamageChargerLine={0} lädt {1} auf und verursacht zusätzlichen {2} Schaden!
Feedback/&AdditionalDamageCrusherFormat=Brecher!
Feedback/&AdditionalDamageCrusherLine={0} vernichtet {1}
Feedback/&AdditionalDamagePiercerFormat=Piercer!
@@ -69,6 +77,10 @@ Reaction/&ReactionAttackOldTacticsDescription={0} stand auf. {1} kann eine Reakt
Reaction/&ReactionAttackOldTacticsReactDescription=Nutzen Sie Ihre Reaktion zum Angriff.
Reaction/&ReactionAttackOldTacticsReactTitle=Attacke
Reaction/&ReactionAttackOldTacticsTitle=Alte Taktiken
+Reaction/&ReactionSpendPowerBundlePowerFeatChargerDescription=Sie können zusätzlichen Schaden hinzufügen oder das Ziel drängen.
+Reaction/&ReactionSpendPowerBundlePowerFeatChargerReactDescription=Wenden Sie einen zusätzlichen Effekt an.
+Reaction/&ReactionSpendPowerBundlePowerFeatChargerReactTitle=Aufladung
+Reaction/&ReactionSpendPowerBundlePowerFeatChargerTitle=Aufladung
Reaction/&UseDefensiveDuelistDescription=Du wirst gleich getroffen! Sie können eine defensive Haltung einnehmen, um den Treffer zu verhindern.
Reaction/&UseDefensiveDuelistReactDescription=Nutzen Sie Ihre Verteidigungshaltung, um den Treffer zu verhindern.
Reaction/&UseDefensiveDuelistReactTitle=Verteidigen
diff --git a/SolastaUnfinishedBusiness/Translations/de/Feats/OtherFeats-de.txt b/SolastaUnfinishedBusiness/Translations/de/Feats/OtherFeats-de.txt
index 75f749f46a..3b4e13f11b 100644
--- a/SolastaUnfinishedBusiness/Translations/de/Feats/OtherFeats-de.txt
+++ b/SolastaUnfinishedBusiness/Translations/de/Feats/OtherFeats-de.txt
@@ -1,9 +1,15 @@
Condition/&ConditionFeatMobileAfterDashDescription=Gewährt Immunität gegenüber Bewegungseinschränkungen und Zurückhaltung.
Condition/&ConditionFeatMobileAfterDashTitle=Freiheit
+Feat/&FeatAlertDescription=Immer auf der Suche nach Gefahren, erhältst du die folgenden Vorteile:\n• Du kannst nicht überrascht werden, solange du bei Bewusstsein bist.\n• Du erhältst einen Bonus von +5 auf Initiative.\n• Andere Kreaturen nicht Gewinnen Sie einen Vorteil bei Angriffswürfen gegen Sie, weil Sie von Ihnen nicht wahrgenommen werden.
+Feat/&FeatAlertTitle=Alarm
Feat/&FeatArcaneArcherAdeptDescription=Du verfügst über arkane Magie und eine Bogenausbildung, die es dir ermöglicht, spezielle Kampfmanöver durchzuführen.
Feat/&FeatArcaneArcherAdeptTitle=Arkaner Bogenschützen-Adept
Feat/&FeatAstralArmsDescription=Erhöhe deine Weisheit um 1 auf maximal 20.\nWenn du in deinem Zug einen unbewaffneten Schlag ausführst, beträgt deine Reichweite dafür 10 Fuß. Andere Kreaturen provozieren einen Gelegenheitsangriff von dir, wenn sie in die Reichweite gelangen, die du mit unbewaffnetem Angriff hast .
Feat/&FeatAstralArmsTitle=Astralreichweite
+Feat/&FeatChefConDescription=Erhöhe deine Konstitution um 1 auf maximal 20.\nDu kannst 1 Stunde damit verbringen, eine Mahlzeit zu kochen, die dich und deine Gefährten für 1W8 HP heilt.\nEinmal am Tag kannst du eine Stunde damit verbringen, eine bestimmte Zahl zu kochen Anzahl an Leckereien in Höhe Ihres Fähigkeitsbonus, die beim Verzehr 5 vorübergehende HP gewähren.
+Feat/&FeatChefConTitle=Koch [mit]
+Feat/&FeatChefWisDescription=Erhöhe deine Weisheit um 1 auf maximal 20.\nDu kannst 1 Stunde damit verbringen, eine Mahlzeit zu kochen, die dich und deine Gefährten für 1W8 HP heilt.\nEinmal am Tag kannst du eine Stunde damit verbringen, eine bestimmte Zahl zu kochen Anzahl an Leckereien in Höhe Ihres Fähigkeitsbonus, die beim Verzehr 5 vorübergehende HP gewähren.
+Feat/&FeatChefWisTitle=Chefkoch [Wis]
Feat/&FeatCriticalVirtuosoDescription=Ihr kritischer Schwellenwert wird um 1 gesenkt.
Feat/&FeatEldritchAdeptDescription=Sie lernen eine Eldritch-Anrufungsoption Ihrer Wahl von der Hexenmeisterklasse. Wenn für den Aufruf eine Voraussetzung erforderlich ist, können Sie diesen Aufruf nur auswählen, wenn Sie ein Hexenmeister sind und die Voraussetzung erfüllen. Immer wenn Sie eine Stufe aufsteigen, können Sie den Aufruf durch einen anderen aus der Hexenmeisterklasse ersetzen.
Feat/&FeatEldritchAdeptTitle=Eldritch-Adept
@@ -15,6 +21,8 @@ Feat/&FeatFrostAdaptationDescription=Erhöhe deine Konstitution um 1 auf maximal
Feat/&FeatFrostAdaptationTitle=Frostanpassung
Feat/&FeatGiftOfTheChromaticDragonDescription=Du hast einen Teil der Kraft chromatischer Drachen manifestiert und dir die folgenden Vorteile gewährt:\n• Chromatische Infusion: Als Bonusaktion kannst du eine einfache Waffe oder Kampfwaffe berühren und sie mit einer der folgenden Schadensarten erfüllen: Säure , Kälte, Feuer, Blitz oder Gift. In der nächsten Minute verursacht die Waffe bei ihrem Treffer zusätzlich 1W4 Schaden der gewählten Art. Nachdem Sie diese Bonusaktion genutzt haben, können Sie dies nicht erneut tun, bis Sie eine lange Pause beendet haben.\n• Reaktiver Widerstand: Wenn Sie Säure-, Kälte-, Feuer-, Blitz- oder Giftschaden erleiden, können Sie Ihre Reaktion nutzen, um Schaden zuzufügen Widerstand gegen diesen Schadensfall bis zum Ende seines Zuges. Sie können diese Reaktion so oft verwenden, wie Ihr Fähigkeitsbonus beträgt, und Sie erhalten alle verbrauchten Anwendungen zurück, wenn Sie eine lange Pause beendet haben.
Feat/&FeatGiftOfTheChromaticDragonTitle=Geschenk des chromatischen Drachen
+Feat/&FeatGroupSkillExpertDescription=Sie haben Ihre Kenntnisse in bestimmten Fertigkeiten verfeinert und erhalten dadurch die folgenden Vorteile:\n• Erhöhen Sie die Punktzahl einer Fähigkeit Ihrer Wahl um 1, bis zu einem Maximum von 20.\n• Sie erwerben Kenntnisse in einer Fertigkeit Ihrer Wahl.{ 99}• Sie erwerben Fachwissen in einer Fertigkeit Ihrer Wahl.
+Feat/&FeatGroupSkillExpertTitle=Fähigkeitsexperte
Feat/&FeatHealerDescription=Sie erwerben Kenntnisse oder Fachkenntnisse in Medizinchecks. Du erhältst die Fähigkeit, eine sterbende Kreatur einmal pro langer Pause zu stabilisieren. Sie können eine Aktion verwenden, um 1W6 + 4 + Trefferpunkte auf Charakterebene mehrmals pro langer Pause wiederherzustellen, entsprechend Ihrem Weisheitsmodifikator.
Feat/&FeatHealerTitle=Heiler
Feat/&FeatInfusionsAdeptDescription=Du hast die Kunst erlernt, alltäglichen Objekten Magie zu verleihen, um vorübergehende magische Gegenstände zu erschaffen, wodurch du zwei Infusionen der Stufe 2 oder niedriger deiner Wahl aus der Artificer-Klasse erhältst.
@@ -45,6 +53,10 @@ Feature/&CastSpellFeatMagicInitiateTitle=Einleiten
Feature/&CastSpellFeatSpellSniperTitle=Scharfschütze
Feature/&DieRollModifierFeatElementalAdeptReroll=Aufgrund des Elementar-Adepten würfelt {0} den {1}-Würfel erneut von {2} auf {3}.
Feature/&DieRollModifierFeatElementalMasterReroll=Weil Elementarmeister {0} den {1}-Würfel von {2} auf {3} erneut würfelt.
+Feature/&PowerFeatChefCookMealDescription=Du kannst 1 Stunde damit verbringen, eine Mahlzeit zu kochen, die dich und deine Gefährten für 1W8 HP heilt.
+Feature/&PowerFeatChefCookMealTitle=Kochen Sie das Essen des Chefkochs
+Feature/&PowerFeatChefCookTreatDescription=Sie können 1 Stunde damit verbringen, Leckereien zuzubereiten, die beim Verzehr 5 vorübergehende Trefferpunkte liefern.
+Feature/&PowerFeatChefCookTreatTitle=Kochen Sie den Leckerbissen des Chefkochs
Feature/&PowerFeatHealerMedKitDescription=Sie können eine Aktion verwenden, um 1W6 + Medizinbonus + Trefferpunkte auf Charakterebene wiederherzustellen, und zwar mehrmals pro langer Pause, die Ihrem Weisheitsmodifikator entspricht.
Feature/&PowerFeatHealerMedKitTitle=Benutze Medizin
Feature/&PowerFeatHealerResuscitateDescription=Du kannst eine Aktion verwenden, um eine Kreatur, die innerhalb der letzten 12 Sekunden gestorben ist, einmal pro langer Pause wiederzubeleben.
@@ -69,6 +81,8 @@ Feedback/&AdditionalDamageChromaticInfusionDamageLightningFormat=Chromatische In
Feedback/&AdditionalDamageChromaticInfusionDamageLightningLine=Chromatische Infusion verursacht zusätzlichen Blitzschaden von +{2}!
Feedback/&AdditionalDamageChromaticInfusionDamagePoisonFormat=Chromatische Infusion: Gift
Feedback/&AdditionalDamageChromaticInfusionDamagePoisonLine=Chromatische Infusion verursacht zusätzlichen Giftschaden von +{2}!
+Item/&ItemFeatChefTreatDescription=Iss die Leckerei dieses Chefkochs und erhalte 5 temporäre Trefferpunkte.
+Item/&ItemFeatChefTreatTitle=Leckerbissen des Chefkochs
Reaction/&ReactionWarcasterDescription={0} verlässt ein Gebiet, das von einem oder mehreren Charakteren bedroht wird.
Reaction/&ReactionWarcasterReactDescription=Verwenden Sie die Reaktion, um das Ziel anzugreifen.
Reaction/&ReactionWarcasterReactTitle=Attacke
diff --git a/SolastaUnfinishedBusiness/Translations/de/Feats/Races-de.txt b/SolastaUnfinishedBusiness/Translations/de/Feats/Races-de.txt
index 7ebc9ee79c..23bb38df33 100644
--- a/SolastaUnfinishedBusiness/Translations/de/Feats/Races-de.txt
+++ b/SolastaUnfinishedBusiness/Translations/de/Feats/Races-de.txt
@@ -1,11 +1,23 @@
+Condition/&ConditionFeatFlamesOfPhlegethosDescription=Jede Kreatur im Umkreis von 5 Fuß um dich, die dich mit einem Nahkampfangriff trifft, erleidet 1W4 Feuerschaden.
+Condition/&ConditionFeatFlamesOfPhlegethosTitle=Flammen von Phlegethos
Feat/&FeatDragonWingsDescription=Dir wachsen Drachenflügel. Wenn Sie keine schwere Rüstung tragen, erhalten Sie für eine begrenzte Zeit die Fähigkeit zu fliegen.
Feat/&FeatDragonWingsTitle=Drachenflügel
+Feat/&FeatDwarvenFortitudeDescription=In deinen Adern fließt das Blut von Zwergenhelden. Sie erhalten die folgenden Vorteile:\n• Erhöhen Sie Ihren Konstitutionswert um 1 auf maximal 20.\n• Immer wenn Sie im Kampf die Ausweichaktion ausführen, können Sie einen Trefferwürfel ausgeben, um sich selbst zu heilen. Wirf den Würfel, füge deinen Konstitutionsmodifikator hinzu und erhalte eine Anzahl an Trefferpunkten zurück, die der Gesamtsumme entspricht (mindestens 1).
+Feat/&FeatDwarvenFortitudeTitle=Zwergenstärke
Feat/&FeatFadeAwayDexDescription=Du hast einen Zaubertrick gelernt, um zu verschwinden, wenn dir Schaden zugefügt wird. Erhöhe deinen Geschicklichkeitswert um 1 auf maximal 20. Unmittelbar nachdem du Schaden erlitten hast, kannst du eine Reaktion nutzen, um auf magische Weise unsichtbar zu werden, bis zum Ende deines nächsten Zuges oder bis du angreifst, Schaden zufügst oder jemanden zu einer Rettung zwingst werfen. Sobald Sie diese Fähigkeit nutzen, können Sie dies erst wieder tun, wenn Sie eine kurze oder lange Pause beendet haben.
Feat/&FeatFadeAwayDexTitle=Verblassen [Dex]
Feat/&FeatFadeAwayIntDescription=Du hast einen Zaubertrick gelernt, um zu verschwinden, wenn dir Schaden zugefügt wird. Erhöhe deinen Intelligenzwert um 1, bis zu einem Maximum von 20. Unmittelbar nachdem du Schaden erlitten hast, kannst du eine Reaktion nutzen, um auf magische Weise unsichtbar zu werden, bis zum Ende deines nächsten Zuges oder bis du angreifst, Schaden zufügst oder jemanden zu einer Rettung zwingst werfen. Sobald Sie diese Fähigkeit nutzen, können Sie dies erst wieder tun, wenn Sie eine kurze oder lange Pause beendet haben.
Feat/&FeatFadeAwayIntTitle=Fade Away [Int]
+Feat/&FeatFlamesOfPhlegethosChaDescription=Du lernst, das Höllenfeuer anzurufen, um deinen Befehlen zu dienen. Sie erhalten die folgenden Vorteile:\n• Erhöhen Sie Ihr Charisma um 1, bis zu einem Maximum von 20.\n• Wenn Sie für einen von Ihnen gewirkten Zauber Feuerschaden würfeln, können Sie jeden Wurf von 1 auf den Feuerschadenswürfeln wiederholen. aber du musst den neuen Wurf verwenden, auch wenn es eine weitere 1 ist.\n• Immer wenn du eine Kraft oder einen Zauber verwendest, der Feuerschaden verursacht, kannst du bis zum Ende deines nächsten Zuges Flammen um dich herum erzeugen. Die Flammen schaden weder Ihnen noch Ihren Besitztümern und spenden helles Licht bis zu einer Entfernung von 30 Fuß und gedämpftes Licht für weitere 30 Fuß. Während die Flammen vorhanden sind, erleidet jede Kreatur im Umkreis von 5 Fuß um dich, die dich mit einem Nahkampfangriff trifft, 1W4 Feuerschaden.
+Feat/&FeatFlamesOfPhlegethosChaTitle=Flammen von Phlegethos [Cha]
+Feat/&FeatFlamesOfPhlegethosIntDescription=Du lernst, das Höllenfeuer anzurufen, um deinen Befehlen zu dienen. Du erhältst die folgenden Vorteile:\n• Erhöhe deine Intelligenz um 1, bis zu einem Maximum von 20.\n• Wenn du Feuerschaden für einen von dir gewirkten Zauber wirfst, kannst du jeden Wurf von 1 auf den Feuerschadenswürfeln wiederholen. aber du musst den neuen Wurf verwenden, auch wenn es eine weitere 1 ist.\n• Immer wenn du eine Kraft oder einen Zauber verwendest, der Feuerschaden verursacht, kannst du bis zum Ende deines nächsten Zuges Flammen um dich herum erzeugen. Die Flammen schaden weder Ihnen noch Ihren Besitztümern und spenden helles Licht bis zu einer Entfernung von 30 Fuß und gedämpftes Licht für weitere 30 Fuß. Während die Flammen vorhanden sind, erleidet jede Kreatur im Umkreis von 5 Fuß um dich, die dich mit einem Nahkampfangriff trifft, 1W4 Feuerschaden.
+Feat/&FeatFlamesOfPhlegethosIntTitle=Flammen von Phlegethos [Int]
Feat/&FeatInfernalConstitutionDescription=Das teuflische Blut fließt stark in dir und setzt eine Widerstandskraft frei, die der einiger Unholde ähnelt. Du erhältst die folgenden Vorteile:\n• Erhöhe deinen Konstitutionswert um 1, bis zu einem Maximum von 20.\n• Du bist resistent gegen Kälte- und Giftschaden.\n• Du hast einen Vorteil bei Rettungswürfen gegen Vergiftung.
Feat/&FeatInfernalConstitutionTitle=Höllische Verfassung
+Feat/&FeatOrcishFuryConDescription=Deine Wut brennt unermüdlich. Sie erhalten die folgenden Vorteile:\n• Erhöhen Sie Ihre Konstitution um 1, bis zu einem Maximum von 20.\n• Wenn Sie mit einem Angriff mit einer einfachen Waffe oder einer Kampfwaffe zuschlagen, können Sie einen der Schadenswürfel der Waffe werfen ein weiteres Mal und füge es als zusätzlichen Schaden der Schadensart der Waffe hinzu. Sobald Sie diese Fähigkeit nutzen, können Sie sie erst wieder einsetzen, wenn Sie eine kurze oder lange Pause eingelegt haben.\n• Unmittelbar nachdem Sie Ihre Eigenschaft „Unerbittliche Ausdauer“ eingesetzt haben, können Sie Ihre Reaktion nutzen, um einen Waffenangriff auszuführen.
+Feat/&FeatOrcishFuryConTitle=Orkischer Zorn [Con]
+Feat/&FeatOrcishFuryStrDescription=Deine Wut brennt unermüdlich. Sie erhalten die folgenden Vorteile:\n• Erhöhen Sie Ihre Stärke um 1, bis zu einem Maximum von 20.\n• Wenn Sie mit einem Angriff mit einer einfachen Waffe oder einer Kampfwaffe zuschlagen, können Sie einen der Schadenswürfel der Waffe werfen ein weiteres Mal und füge es als zusätzlichen Schaden der Schadensart der Waffe hinzu. Sobald Sie diese Fähigkeit nutzen, können Sie sie erst wieder einsetzen, wenn Sie eine kurze oder lange Pause eingelegt haben.\n• Unmittelbar nachdem Sie Ihre Eigenschaft „Unerbittliche Ausdauer“ eingesetzt haben, können Sie Ihre Reaktion nutzen, um einen Waffenangriff auszuführen.
+Feat/&FeatOrcishFuryStrTitle=Orkischer Zorn [Str]
Feat/&FeatRevenantGreatSwordDexDescription=Sie stammen von einem Meister des großen Schwertes ab, und ein Teil dieser Meisterschaft ist auf Sie übergegangen. Sie erhalten die folgenden Vorteile:\n• Erhöhen Sie Ihren Geschicklichkeitswert um 1 auf maximal 20.\n• Solange Sie ein Großschwert in der Hand halten, erhalten Sie einen Bonus von +1 auf die Rüstungsklasse.\n• Großartig Das Schwert hat die Finesse-Eigenschaft, wenn man es führt.
Feat/&FeatRevenantGreatSwordDexTitle=Wiedergängerklinge [Dex]
Feat/&FeatRevenantGreatSwordStrDescription=Sie stammen von einem Meister des großen Schwertes ab, und ein Teil dieser Meisterschaft ist auf Sie übergegangen. Sie erhalten die folgenden Vorteile:\n• Erhöhen Sie Ihren Stärkewert um 1 auf maximal 20.\n• Während Sie ein Großschwert in der Hand halten, erhalten Sie einen Bonus von +1 auf die Rüstungsklasse.\n• Großartig Das Schwert hat die Finesse-Eigenschaft, wenn man es führt.
@@ -16,7 +28,19 @@ Feat/&FeatSquatNimblenessStrDescription=Sie sind für Ihre Rasse ungewöhnlich f
Feat/&FeatSquatNimblenessStrTitle=Geschicklichkeit in der Hocke [Str]
Feature/&AttributeModifierFeatRevenantGreatSwordArmorClassDescription=Solange du ein Großschwert trägst, erhältst du einen Bonus von +1 auf die Rüstungsklasse.
Feature/&AttributeModifierFeatRevenantGreatSwordArmorClassTitle=Wiedergängerklinge
+Feature/&DieRollModifierFeatFlamesOfPhlegethosReroll=Aufgrund der Flammen von Phlegethos würfelt {0} den {1}-Würfel erneut von {2} auf {3}.
+Feedback/&AdditionalDamageOrcishFuryFormat=Orkischer Zorn
+Feedback/&AdditionalDamageOrcishFuryLine=Orcish Fury verursacht zusätzlichen +{2} Schaden!
+Feedback/&DwarvenFortitudeHitDieRolled={0} hat eine {2} gewürfelt und {3} = {4} geheilt.
+Reaction/&CustomReactionDwarvenFortitudeDescription=Du kannst einen Trefferwürfel ausgeben, um dich selbst zu heilen.
+Reaction/&CustomReactionDwarvenFortitudeReactDescription=Du kannst einen Trefferwürfel ausgeben, um dich selbst zu heilen.
+Reaction/&CustomReactionDwarvenFortitudeReactTitle=Zwergenstärke
+Reaction/&CustomReactionDwarvenFortitudeTitle=Zwergenstärke
Reaction/&UsePowerFeatFadeAwayInvisibleDescription=Nutzen Sie Ihre Reaktion, um unsichtbar zu werden.
Reaction/&UsePowerFeatFadeAwayInvisibleReactDescription=Nutzen Sie Ihre Reaktion, um unsichtbar zu werden.
Reaction/&UsePowerFeatFadeAwayInvisibleReactTitle=Verblassen
Reaction/&UsePowerFeatFadeAwayInvisibleTitle=Verblassen
+Reaction/&UsePowerFeatFlamesOfPhlegethosDescription=Du kannst deine Flammen von Phlegethos entzünden.
+Reaction/&UsePowerFeatFlamesOfPhlegethosReactDescription=Du kannst deine Flammen von Phlegethos entzünden.
+Reaction/&UsePowerFeatFlamesOfPhlegethosReactTitle=Flammen von Phlegethos
+Reaction/&UsePowerFeatFlamesOfPhlegethosTitle=Flammen von Phlegethos
diff --git a/SolastaUnfinishedBusiness/Translations/de/Others-de.txt b/SolastaUnfinishedBusiness/Translations/de/Others-de.txt
index ee3d8e8ae0..272a99f335 100644
--- a/SolastaUnfinishedBusiness/Translations/de/Others-de.txt
+++ b/SolastaUnfinishedBusiness/Translations/de/Others-de.txt
@@ -30,6 +30,8 @@ Action/&HailOfBladesToggleDescription=Klingenhagel aktivieren/deaktivieren
Action/&HailOfBladesToggleTitle=Hagel der Klingen
Action/&InventorInfusionDescription=Gegenstand infundieren oder Replik erstellen
Action/&InventorInfusionTitle=Aufgüsse
+Action/&OrcishFuryToggleDescription=Orcish Fury aktivieren/deaktivieren
+Action/&OrcishFuryToggleTitle=Orkischer Zorn
Action/&PaladinSmiteToggleDescription=Aktiviere Smites bei jedem Angriff, ansonsten nur bei kritischen Treffern
Action/&PaladinSmiteToggleTitle=Schlagen
Action/&PressTheAdvantageToggleDescription=Aktivieren/deaktivieren Drücken Sie die Advantage
@@ -61,6 +63,7 @@ Condition/&FlightSuspendDescription=Der laufende Flugeffekt wurde ausgesetzt
Condition/&FlightSuspendTitle=Flug ausgesetzt
ContentPack/&9999Description=Das Unfinished Business-Paket fügt Multiklassen, Rassen, Unterklassen, Talente, Kampfstile und Zaubersprüche hinzu. Es gibt eine höhere Levelobergrenze, QOL-Funktionen, Korrekturen und mehr. Es ist ein wahres Füllhorn (TM) ...
ContentPack/&9999Title=Unvollendetes Geschäftspaket
+Equipment/&BeltOfRegeneration_Function_Description=Regeneriert eine Minute lang 5 Trefferpunkte pro Runde.
Equipment/&DLC3_DwarvenWeapon_Dagger+3_CriticalThreshold=Deine Angriffe erzielen einen kritischen Treffer bei 18, 19 oder 20, während du diese Waffe führst und darauf eingestellt bist.
Failure/&FailureFlagTargetMeleeWeaponError=Mit der aktuellen Waffe kann kein Nahkampfangriff auf dieses Ziel ausgeführt werden
Feature/&AlwaysBeardDescription={0} % Chancen, einen herrlichen Bart wachsen zu lassen!
@@ -225,9 +228,7 @@ Rules/&SituationalContext9000Format=Hat Klingenmeister-Waffentypen in der Hand:
Rules/&SituationalContext9001Format=Hat Großschwert in Händen:
Rules/&SituationalContext9002Format=Hat Langschwert in Händen:
Rules/&SituationalContext9003Format=Hat Nahkampfwaffe in der Haupthand mit freier Nebenhand:
-Rules/&SituationalContext9004Format=Hat Schild in den Händen:
Rules/&SituationalContext9005Format=Hat einfache oder Kampfwaffen in der Hand:
-Rules/&SituationalContext9006Format=Hat eine Spezialwaffe in Händen:
Rules/&SituationalContext9007Format=Steht nicht in hellem Licht:
Rules/&SituationalContext9008Format=Wütet und führt zwei Waffen:
Rules/&SituationalContext9009Format=Hauptwaffe ist Nahkampf oder unbewaffnet oder ein Yeoman mit Langbogen:
diff --git a/SolastaUnfinishedBusiness/Translations/de/Settings-de.txt b/SolastaUnfinishedBusiness/Translations/de/Settings-de.txt
index 86f1aefa0d..01c52525c5 100644
--- a/SolastaUnfinishedBusiness/Translations/de/Settings-de.txt
+++ b/SolastaUnfinishedBusiness/Translations/de/Settings-de.txt
@@ -3,6 +3,7 @@ ModUi/&AddAllToStore=Alles zum Speichern hinzufügen
ModUi/&AddBleedingToLesserRestoration=Fügen Sie den Zustand Blutung zu den Zuständen hinzu, die durch Größere und Geringere Wiederherstellung entfernt wurden
ModUi/&AddCustomIconsToOfficialItems=Fügen Sie benutzerdefinierte Symbole zu offiziellen Spielgegenständen hinzu [Munition, Rezepte, Kits usw.] [Neustart erforderlich]
ModUi/&AddDarknessPerceptiveToDarkRaces=Aktivieren Sie Darkness Perceptive für Darkelf, Dark Kobold und Gray Dwarf Farbe> \n[Gewährt Vorteil bei Wahrnehmungsprüfungen, wenn es nicht beleuchtet ist oder sich in magischer Dunkelheit befindet]
+ModUi/&AddDexModifierToEnemiesInitiativeRoll=Füge den Geschicklichkeitsmodifikator zum Initiativwurf der Feinde hinzu
ModUi/&AddFighterLevelToIndomitableSavingReroll=Füge die Stufe Kämpfer zur Wiederholung des Rettungswurfs Unbezwingbar hinzu
ModUi/&AddHelpActionToAllRaces=Füge die Aktion Hilfe zu allen spielbaren Rassen hinzu [Du kannst einer befreundeten Kreatur dabei helfen, eine Kreatur in einem Umkreis von 5 Fuß um dich anzugreifen]
ModUi/&AddHumanoidFavoredEnemyToRanger=Aktiviere Rangers humanoide bevorzugte Feinde
@@ -107,6 +108,7 @@ ModUi/&EnableFeatsAtEvenLevelsMiddle=Aktivieren Sie die Talentauswahl auf den Kl
ModUi/&EnableFighterWeaponSpecialization=Aktiviere Kämpfer Waffenspezialisierung auf den Klassenstufen 8 und 16 [erhalte +1 auf Treffer und Schaden, aber einen Nachteil gegenüber allen anderen Waffentyp]
ModUi/&EnableFlexibleBackgrounds=Aktivieren Sie flexible Hintergründe [wählen Sie Fähigkeiten und Werkzeugkenntnisse aus Hintergründen aus]
ModUi/&EnableFlexibleRaces=Aktivieren Sie flexible Rassen [Weisen Sie Fähigkeitspunktepunkte anstelle der Rassenstandards zu]
+ModUi/&EnableHeroWithBestProficiencyToRollChoice=Ermöglichen Sie dem Helden mit den besten Fähigkeiten, Dialogentscheidungen zu treffen
ModUi/&EnableHigherGroundRules=Aktivieren Sie höhere Bodenregeln [+1 für Treffer, wenn Sie von einem höheren Boden aus angreifen]
ModUi/&EnableHotkeyDebugOverlay=Aktivieren Sie STRG-UMSCHALT-(D), um das Debug-Overlay anzuzeigen
ModUi/&EnableHotkeyToggleHud=Aktivieren Sie STRG-UMSCHALT-(H), um die HUD-Anzeige umzuschalten
@@ -146,6 +148,7 @@ ModUi/&EnableVttCamera=Aktivieren Sie STRG-UMSCHALT-(V),
ModUi/&EnablesAsiAndFeat=Aktivieren Sie sowohl die Erhöhung der Attributwerte als auch die Leistungsauswahl [anstelle einer exklusiven Auswahl]
ModUi/&EncounterPercentageChance=Legen Sie die prozentuale Chance auf zufällige Begegnungen fest
ModUi/&Encounters=Begegnungen
+ModUi/&EnemiesAlwaysRollInitiative=+ Gegner würfeln immer Initiative anstelle eines erzwungenen Wertes [d. h.: Sorak-Attentäter]
ModUi/&ExpandAll=Alle erweitern
ModUi/&FactionHelp=Laden Sie ein offizielles Kampagnenspiel, um die Fraktionsbeziehungen zu ändern...
ModUi/&FactionRelations=Fraktionen:
@@ -272,6 +275,7 @@ ModUi/&StockGorimStoreWithAllNonMagicalClothing=Lagern Sie Gorims Laden mit alle
ModUi/&StockGorimStoreWithAllNonMagicalInstruments=Lagern Sie Gorims Laden mit allen nicht-magischen Musikinstrumenten [Neustart erforderlich]
ModUi/&StockHugoStoreWithAdditionalFoci=Lagern Sie Hugos Laden mit Arkanstab, Druidenhals, Stab und Keule als Fokuselemente festlegen
ModUi/&Subclasses=Unterklassen
+ModUi/&Subraces=Subraces
ModUi/&SwapCraftedItemAndRecipeIcons=+ Rezepte und Symbole für hergestellte Gegenstände im Shop austauschen
ModUi/&TargetLanguage=Zielsprache
ModUi/&Tools=Werkzeug
diff --git a/SolastaUnfinishedBusiness/Translations/de/SubClasses/CircleOfTheCosmos-de.txt b/SolastaUnfinishedBusiness/Translations/de/SubClasses/CircleOfTheCosmos-de.txt
index 2066eba37f..e87c0a3137 100644
--- a/SolastaUnfinishedBusiness/Translations/de/SubClasses/CircleOfTheCosmos-de.txt
+++ b/SolastaUnfinishedBusiness/Translations/de/SubClasses/CircleOfTheCosmos-de.txt
@@ -18,6 +18,8 @@ Feature/&PowerCircleOfTheCosmosChaliceDescription=Du oder eine andere Kreatur in
Feature/&PowerCircleOfTheCosmosChaliceTitle=Kelch
Feature/&PowerCircleOfTheCosmosCosmosOmenDescription=Sie lernen, Ihre Sternenkarte zu nutzen, um den Willen des Kosmos zu erraten. Immer wenn du eine lange Pause beendet hast, kannst du eine kostenlose Kraft nutzen und bis du deine nächste lange Pause beendet hast, erhältst du Zugang zu einer besonderen Reaktion, die davon abhängt, ob du eine gerade oder eine ungerade Zahl auf dem Würfel gewürfelt hast:\n• Weal : Immer wenn eine Kreatur, die du in einem Umkreis von 30 Fuß um dich sehen kannst, im Begriff ist, einen Angriffswurf oder einen Rettungswurf durchzuführen, kannst du deine Reaktion nutzen, um einen W6 zu würfeln und die gewürfelte Zahl zur Gesamtsumme zu addieren.\n• Wehe: Immer wenn a Wenn eine Kreatur, die Sie in einem Umkreis von 30 Fuß um Sie herum sehen können, einen Angriffs- oder Rettungswurf ausführen möchte, können Sie Ihre Reaktion nutzen, um einen W6 zu würfeln und die gewürfelte Zahl von der Gesamtsumme abzuziehen.
Feature/&PowerCircleOfTheCosmosCosmosOmenTitle=Kosmisches Omen
+Feature/&PowerCircleOfTheCosmosDisableConstellationFormDescription=Als kostenlose Aktion können Sie Ihre Sternenform wiederherstellen.
+Feature/&PowerCircleOfTheCosmosDisableConstellationFormTitle=Sternenform wiederherstellen
Feature/&PowerCircleOfTheCosmosDragonConstellationFormDescription=Auf dir erscheint das Sternbild eines weisen Drachen. Wenn Sie einen Intelligenz- oder Weisheitswurf oder einen Konstitutionsrettungswurf durchführen, um die Konzentration auf einen Zauber aufrechtzuerhalten, können Sie einen Wurf von 9 oder weniger auf dem W20 als 10 behandeln.
Feature/&PowerCircleOfTheCosmosDragonConstellationFormTitle=Drachen
Feature/&PowerCircleOfTheCosmosSwitchConstellationFormDescription=Sie können Ihre Sternenform wechseln, wenn Sie noch keine Bonus- oder Hauptaktion bewegt oder genutzt haben.
diff --git a/SolastaUnfinishedBusiness/Translations/de/SubClasses/PathOfTheRavager-de.txt b/SolastaUnfinishedBusiness/Translations/de/SubClasses/PathOfTheRavager-de.txt
new file mode 100644
index 0000000000..58fb4f6f1a
--- /dev/null
+++ b/SolastaUnfinishedBusiness/Translations/de/SubClasses/PathOfTheRavager-de.txt
@@ -0,0 +1,14 @@
+Feature/&AdditionalDamagePathOfTheRavagerFrenzyDescription=Wenn du einmal während deines Zuges deinen Rücksichtslosen Angriff verwendest, während du tobst, verursacht der erste auf Stärke basierende Waffenangriff, mit dem du einen Feind triffst, 2W6 zusätzlichen Schaden derselben Art wie deine Waffe. Dieser Schaden wird auf der 9. Stufe auf 3W6 und auf der 16. Stufe auf 4W6 erhöht.
+Feature/&AdditionalDamagePathOfTheRavagerFrenzyTitle=Raserei
+Feature/&FeatureSetPathOfTheRavagerIntimidatingPresenceDescription=Wann immer Sie als freie Aktion anfangen zu toben, und während Sie in den folgenden Runden als Bonusaktion toben, können Sie mit Ihrer bedrohlichen Präsenz andere in Angst und Schrecken versetzen. Jede gegnerische Kreatur im Umkreis von 30 Fuß um dich muss einen Weisheitsrettungswurf durchführen (SG gleich 8 + dein Fähigkeitsbonus + dein Stärkemodifikator). Bei einem fehlgeschlagenen Rettungswurf befindet sich eine Kreatur 1 Minute lang im Zustand „Verängstigt“. Am Ende jedes Zuges der verängstigten Kreatur wiederholt die Kreatur den Rettungswurf und beendet bei einem Erfolg den Effekt auf sich selbst. Sobald Sie diese Funktion verwenden, können Sie sie erst wieder verwenden, wenn Sie eine lange Pause beendet haben. Wenn Sie diese Funktion nicht mehr nutzen können, können Sie eine Nutzung Ihrer Wut aufwenden, um sie erneut zu nutzen.
+Feature/&FeatureSetPathOfTheRavagerIntimidatingPresenceTitle=Einschüchternde Präsenz
+Feature/&PowerPathOfTheRavagerIntimidatingPresenceDescription=Während Sie toben, können Sie Ihre Bonusaktion nutzen, um andere mit Ihrer bedrohlichen Präsenz in Angst und Schrecken zu versetzen. Jede gegnerische Kreatur im Umkreis von 30 Fuß um dich muss einen Weisheitsrettungswurf durchführen (SG gleich 8 + dein Fähigkeitsbonus + dein Stärkemodifikator). Bei einem fehlgeschlagenen Rettungswurf befindet sich eine Kreatur 1 Minute lang im Zustand „Verängstigt“. Am Ende jedes Zuges der verängstigten Kreatur wiederholt die Kreatur den Rettungswurf und beendet bei einem Erfolg den Effekt auf sich selbst. Sobald Sie diese Funktion verwenden, können Sie sie erst wieder verwenden, wenn Sie eine lange Pause beendet haben. Wenn Sie diese Funktion nicht mehr nutzen können, können Sie eine Nutzung Ihrer Wut aufwenden, um sie erneut zu nutzen.
+Feature/&PowerPathOfTheRavagerIntimidatingPresenceTitle=Einschüchternde Präsenz
+Feedback/&AdditionalDamageFrenzyFormat=Raserei
+Feedback/&AdditionalDamageFrenzyLine=Raserei verursacht zusätzlichen Schaden von +{2}!
+Reaction/&UseIntimidatingPresenceDescription=Sie können Ihre Kraft „Einschüchternde Präsenz“ kostenlos nutzen.
+Reaction/&UseIntimidatingPresenceReactDescription=Sie können Ihre Kraft „Einschüchternde Präsenz“ kostenlos nutzen.
+Reaction/&UseIntimidatingPresenceReactTitle=Einschüchternde Präsenz
+Reaction/&UseIntimidatingPresenceTitle=Einschüchternde Präsenz
+Subclass/&PathOfTheRavagerDescription=Der Pfad des Verheerers ist ein Pfad der ungezügelten Wut, glitschig von Blut. Wenn Sie in die Wut des Verheerers geraten, erleben Sie das Chaos des Kampfes, ohne Rücksicht auf Ihre eigene Gesundheit oder Ihr Wohlbefinden.
+Subclass/&PathOfTheRavagerTitle=Pfad des Verheerers
diff --git a/SolastaUnfinishedBusiness/Translations/en/EldritchVersatilities-en.txt b/SolastaUnfinishedBusiness/Translations/en/EldritchVersatilities-en.txt
index 917263bbee..8742f41856 100644
--- a/SolastaUnfinishedBusiness/Translations/en/EldritchVersatilities-en.txt
+++ b/SolastaUnfinishedBusiness/Translations/en/EldritchVersatilities-en.txt
@@ -2,7 +2,7 @@ Action/&EldritchVersatilityDescription=Eldritch Versatilities you have learned
Action/&EldritchVersatilityTitle=Versatility
Condition/&ConditionEldritchAegisAddACDescription=Blocked by Eldritch Aegis
Condition/&ConditionEldritchAegisAddACTitle=Eldritch Aegis
-Feat/&FeatEldritchVersatilityAdeptDescription=You gain Eldritch Versatility, with its pool size increased by your proficiency bonus and Versatility Switch. You learn 1 versatility.
+Feat/&FeatEldritchVersatilityAdeptDescription=You gain Eldritch Versatility, with its pool size increased by your proficiency bonus and Versatility Switch. You learn 1 versatility.\nEldritch Versatility: You gain an Eldritch Pool, which has a maximum of your warlock level. You gain 1 Eldritch Point whenever you hit an enemy with Eldritch Blast. After a long rest, the pool is reset.\nVersatility Switch: Each turn, you can switch among Strength, Intelligence, Wisdom or Versatile. If you choose an ability score, treat the chosen ability score as 10 + 2 * [Proficiency Bonus] when using versatilities. If you choose Versatile, your Strength, Intelligence and Wisdom gain a bonus equal to the amount of versatilities you have learnt.
Feat/&FeatEldritchVersatilityAdeptTitle=Versatility Adept
Feature/&BattlefieldConversionDescription=Cost: Minimum of twice your pact magic slot level and pool size points, half refunded on failure.\nIn combat, if you have expended any pact magic slots, you can use a bonus action to make an Intelligence (Arcana) check with a DC of 8 + your proficiency bonus. If you succeed, you regain one pact magic slot. Then depending on success/failure, the DC of this ability increases/decreases by your pact magic slot level (no lower than initial DC). The DC resets after a long rest.
Feature/&BattlefieldConversionTitle=Battlefield Conversion [Int]
@@ -46,5 +46,5 @@ Reaction/&CustomReactionEldritchWardTitle=Eldritch Ward
Screen/&BattlefieldShorthandExtraSpellDescription=Temporarily learnt from Battlefield Shorthand
Screen/&BattlefieldShorthandExtraSpellTitle=Shorthand
Screen/&InvocationPoolEldritchVersatilityPoolHeader=Eldritch Versatility
-Tooltip/&EldritchVersatilityPortraitPoolFormat={0}/{1} points\nVersatility Switch Status: {2}\nPriority Sequence: {3}
+Tooltip/&EldritchVersatilityPortraitPoolFormat={0}/{1} points\nVersatility Switch Status: {2}\nPoint Consumption Priority: {3}
UI/&CustomFeatureSelectionTooltipTypeEldritchVersatilityPool=Versatility
diff --git a/SolastaUnfinishedBusiness/Translations/en/Feats/Armor-en.txt b/SolastaUnfinishedBusiness/Translations/en/Feats/Armor-en.txt
index b2a046c846..cd3643a8a5 100644
--- a/SolastaUnfinishedBusiness/Translations/en/Feats/Armor-en.txt
+++ b/SolastaUnfinishedBusiness/Translations/en/Feats/Armor-en.txt
@@ -1,4 +1,4 @@
-Feat/&FeatHeavyArmorMasterDescription=You can use your armor to deflect strikes that would kill others. Increase your Strength score by 1, to a maximum of 20. While you are wearing heavy armor, bludgeoning, piercing, and slashing damage that you take from attacks is reduced by 3.
+Feat/&FeatHeavyArmorMasterDescription=You can use your armor to deflect strikes that would kill others. Increase your Strength by 1, to a maximum of 20. While you are wearing heavy armor, bludgeoning, piercing, and slashing damage that you take from attacks is reduced by 3.
Feat/&FeatHeavyArmorMasterTitle=Heavy Armor Master
Feat/&FeatMediumArmorDexDescription=Increase your Dexterity by 1, to a maximum of 20.\nYou gain proficiency with medium armor and shields.
Feat/&FeatMediumArmorDexTitle=Moderately Armored [Dex]
diff --git a/SolastaUnfinishedBusiness/Translations/en/Feats/ClassFeats-en.txt b/SolastaUnfinishedBusiness/Translations/en/Feats/ClassFeats-en.txt
index a894620216..54650578b2 100644
--- a/SolastaUnfinishedBusiness/Translations/en/Feats/ClassFeats-en.txt
+++ b/SolastaUnfinishedBusiness/Translations/en/Feats/ClassFeats-en.txt
@@ -2,11 +2,11 @@ Condition/&ConditionFeatCallForChargeDescription=Your speed increase by 15 ft an
Condition/&ConditionFeatCallForChargeTitle=Call for Charge
Condition/&ConditionFeatSlayTheEnemiesDescription=You have a bonus to attack and damage rolls equal to {0}. If your target is a favored enemy, you have advantage instead of attack roll bonus.
Condition/&ConditionFeatSlayTheEnemiesTitle=Slay the Enemies
-Feat/&FeatAwakenTheBeastWithinDescription=Increase your {0} score by 1, to a maximum of 20. Whenever you use your Wild Shape ability to transform into a beast, you gain temporary hit points equal to twice your druid level.
+Feat/&FeatAwakenTheBeastWithinDescription=Increase your {0} by 1, to a maximum of 20. Whenever you use your Wild Shape ability to transform into a beast, you gain temporary hit points equal to twice your druid level.
Feat/&FeatAwakenTheBeastWithinTitle=Awaken the Beast [{0}]
-Feat/&FeatBlessedSoulClericDescription=Your use of divine magic has left a spiritual mark on your soul, allowing you to express your faith more frequently. Increase your Wisdom score by 1, to a maximum of 20. You gain one additional Channel Divinity usage between rests.
+Feat/&FeatBlessedSoulClericDescription=Your use of divine magic has left a spiritual mark on your soul, allowing you to express your faith more frequently. Increase your Wisdom by 1, to a maximum of 20. You gain one additional Channel Divinity usage between rests.
Feat/&FeatBlessedSoulClericTitle=Blessed Soul [Cleric]
-Feat/&FeatBlessedSoulPaladinDescription=Your use of divine magic has left a spiritual mark on your soul, allowing you to express your faith more frequently. Increase your Charisma score by 1, to a maximum of 20. You gain one additional Channel Divinity usage between rests.
+Feat/&FeatBlessedSoulPaladinDescription=Your use of divine magic has left a spiritual mark on your soul, allowing you to express your faith more frequently. Increase your Charisma by 1, to a maximum of 20. You gain one additional Channel Divinity usage between rests.
Feat/&FeatBlessedSoulPaladinTitle=Blessed Soul [Paladin]
Feat/&FeatCallForChargeDescription=You may use your bonus action to call for a charge. When you do, until the start of your next turn, you and your allies speed increase by 15 ft, and each one have advantage on their first attack roll. You can use this power a number of times per long rest equal to your Charisma modifier.
Feat/&FeatCallForChargeTitle=Call for Charge
@@ -18,15 +18,15 @@ Feat/&FeatCunningEscapeDescription=Whenever you use the Dash action as a bonus a
Feat/&FeatCunningEscapeTitle=Cunning Escape
Feat/&FeatDevastatingStrikesDescription=Your attacks with great swords, great axes and mauls are especially deadly, and you gain the following benefits when using any of them:\n• Your attacks with the weapon deal extra damage equal to your proficiency bonus.\n• Whenever you land a critical hit, you roll an additional weapon die and ignore target creature's resistances for that attack.
Feat/&FeatDevastatingStrikesTitle=Devastating Strikes
-Feat/&FeatExpandTheHuntDescription=Increase your Wisdom score by 1, to a maximum of 20. You can choose one additional favored enemy, language and terrain type.
+Feat/&FeatExpandTheHuntDescription=Increase your Wisdom by 1, to a maximum of 20. You can choose one additional favored enemy, language and terrain type.
Feat/&FeatExpandTheHuntTitle=Expand the Hunt
Feat/&FeatExploiterDescription=You are constantly aware of the battlefield around you, honing this awareness into lethal prowess. When a creature within reach of your melee weapon takes damage from an attack that originated from a creature other than yourself, you may use your reaction to make a melee weapon attack against the damaged creature.
Feat/&FeatExploiterTitle=Exploiter
-Feat/&FeatGroupSecondChanceDescription=Increase your Dexterity, Constitution, or Charisma score by 1, to a maximum of 20. When a creature you can see hits you with an attack roll, you can use your reaction to force that creature to reroll. Once you use this ability, you can't use it again until you roll initiative at the start of combat or until you finish a short or long rest.
+Feat/&FeatGroupSecondChanceDescription=Increase your Dexterity, Constitution, or Charisma by 1, to a maximum of 20. When a creature you can see hits you with an attack roll, you can use your reaction to force that creature to reroll. Once you use this ability, you can't use it again until you roll initiative at the start of combat or until you finish a short or long rest.
Feat/&FeatGroupSecondChanceTitle=Second Chance
-Feat/&FeatHardyConDescription=Increase your Constitution score by 1, to a maximum of 20. Whenever you use your second wind feature, you gain 1D10 + your class level temporary hit points.
+Feat/&FeatHardyConDescription=Increase your Constitution by 1, to a maximum of 20. Whenever you use your second wind feature, you gain 1D10 + your class level temporary hit points.
Feat/&FeatHardyConTitle=Hardy [Con]
-Feat/&FeatHardyStrDescription=Increase your Strength score by 1, to a maximum of 20. Whenever you use your second wind feature, you gain 1D10 + your class level temporary hit points.
+Feat/&FeatHardyStrDescription=Increase your Strength by 1, to a maximum of 20. Whenever you use your second wind feature, you gain 1D10 + your class level temporary hit points.
Feat/&FeatHardyStrTitle=Hardy [Str]
Feat/&FeatNaturalFluidityDescription=You may use a WildShape form to restore a spent spell slot, up to the maximum of a 3rd level spell slot. Alternatively, you may spend a 3rd level or higher spell slot to regain up to 2 WildShape forms. You can use it once per long rest.
Feat/&FeatNaturalFluidityTitle=Natural Fluidity
@@ -34,15 +34,15 @@ Feat/&FeatPoisonerDescription=You have a profound understanding on how to manipu
Feat/&FeatPoisonerTitle=Poisoner
Feat/&FeatPotentSpellcasterDescription=You can add your spellcaster attribute modifier to the damage you deal with any {0} cantrip in your repertoire.
Feat/&FeatPotentSpellcasterTitle=Potent Spellcaster [{0}]
-Feat/&FeatPrimalRageConDescription=Increase your Constitution score by 1, to a maximum of 20. You gain one additional Rage usage between rests.
+Feat/&FeatPrimalRageConDescription=Increase your Constitution by 1, to a maximum of 20. You gain one additional Rage usage between rests.
Feat/&FeatPrimalRageConTitle=Primal Rage [Con]
-Feat/&FeatPrimalRageStrDescription=Increase your Strength score by 1, to a maximum of 20. You gain one additional Rage usage between rests.
+Feat/&FeatPrimalRageStrDescription=Increase your Strength by 1, to a maximum of 20. You gain one additional Rage usage between rests.
Feat/&FeatPrimalRageStrTitle=Primal Rage [Str]
-Feat/&FeatSecondChanceChaDescription=Increase your Charisma score by 1, to a maximum of 20. When a creature you can see hits you with an attack roll, you can use your reaction to force that creature to reroll. Once you use this ability, you can't use it again until you roll initiative at the start of combat or until you finish a short or long rest.
+Feat/&FeatSecondChanceChaDescription=Increase your Charisma by 1, to a maximum of 20. When a creature you can see hits you with an attack roll, you can use your reaction to force that creature to reroll. Once you use this ability, you can't use it again until you roll initiative at the start of combat or until you finish a short or long rest.
Feat/&FeatSecondChanceChaTitle=Second Chance [Cha]
-Feat/&FeatSecondChanceConDescription=Increase your Constitution score by 1, to a maximum of 20. When a creature you can see hits you with an attack roll, you can use your reaction to force that creature to reroll. Once you use this ability, you can't use it again until you roll initiative at the start of combat or until you finish a short or long rest.
+Feat/&FeatSecondChanceConDescription=Increase your Constitution by 1, to a maximum of 20. When a creature you can see hits you with an attack roll, you can use your reaction to force that creature to reroll. Once you use this ability, you can't use it again until you roll initiative at the start of combat or until you finish a short or long rest.
Feat/&FeatSecondChanceConTitle=Second Chance [Con]
-Feat/&FeatSecondChanceDexDescription=Increase your Dexterity score by 1, to a maximum of 20. When a creature you can see hits you with an attack roll, you can use your reaction to force that creature to reroll. Once you use this ability, you can't use it again until you roll initiative at the start of combat or until you finish a short or long rest.
+Feat/&FeatSecondChanceDexDescription=Increase your Dexterity by 1, to a maximum of 20. When a creature you can see hits you with an attack roll, you can use your reaction to force that creature to reroll. Once you use this ability, you can't use it again until you roll initiative at the start of combat or until you finish a short or long rest.
Feat/&FeatSecondChanceDexTitle=Second Chance [Dex]
Feat/&FeatSlayTheEnemiesDescription=You can use your bonus action and consume one ranger spell slot to focus your hunting knowledge against your enemies. You have a bonus to attack and damage rolls equal to the spell slot level used up to a maximum of 3. Against favored enemies you gain advantage on attack rolls instead pf attack roll bonus. This effect lasts for 2 rounds, plus 1 round per slot level used.
Feat/&FeatSlayTheEnemiesTitle=Slay thy Enemies
diff --git a/SolastaUnfinishedBusiness/Translations/en/Feats/Group-en.txt b/SolastaUnfinishedBusiness/Translations/en/Feats/Group-en.txt
index 2cd57553a2..9ea8ae7d96 100644
--- a/SolastaUnfinishedBusiness/Translations/en/Feats/Group-en.txt
+++ b/SolastaUnfinishedBusiness/Translations/en/Feats/Group-en.txt
@@ -2,28 +2,26 @@ Feat/&FeatGroupAegisTouchedDescription=Increase one of your mental attributes by
Feat/&FeatGroupAegisTouchedTitle=Aegis Touched
Feat/&FeatGroupAgilityCombatDescription={0}
Feat/&FeatGroupAgilityCombatTitle=Combat: Agility
-Feat/&FeatGroupAlchemistDescription={0}
-Feat/&FeatGroupAlchemistTitle=Alchemist
Feat/&FeatGroupApothecaryDescription=Increase one of your mental attributes by 1, to a maximum of 20.\nYou gain proficiency with herbalism kit and medicine, or expertise if already proficient.
Feat/&FeatGroupApothecaryTitle=Apothecary
Feat/&FeatGroupArmorDescription={0}
Feat/&FeatGroupArmorTitle=Armor
Feat/&FeatGroupAwakenTheBeastWithinDescription=Increase any ability score by 1, to a maximum of 20. Whenever you use your Wild Shape ability to transform into a beast, you gain temporary hit points equal to twice your druid level.
Feat/&FeatGroupAwakenTheBeastWithinTitle=Awaken the Beast
-Feat/&FeatGroupBlessedSoulDescription=Your use of divine magic has left a spiritual mark on your soul, allowing you to express your faith more frequently. Increase your Charisma or Wisdom score by 1, to a maximum of 20. You gain one additional Channel Divinity usage between rests.
+Feat/&FeatGroupBlessedSoulDescription=Your use of divine magic has left a spiritual mark on your soul, allowing you to express your faith more frequently. Increase your Charisma or Wisdom by 1, to a maximum of 20. You gain one additional Channel Divinity usage between rests.
Feat/&FeatGroupBlessedSoulTitle=Blessed Soul
Feat/&FeatGroupBodyResilienceDescription={0}
Feat/&FeatGroupBodyResilienceTitle=Body Resilience
Feat/&FeatGroupCelestialTouchedDescription=Increase one of your mental attributes by 1, to a maximum of 20.\nYou gain the ability to cast the healing word, cure wounds and lesser restoration spells once per long rest and you can cast these spells with your spell slots.
Feat/&FeatGroupCelestialTouchedTitle=Celestial Touched
+Feat/&FeatGroupChefDescription=Increase your Wisdom or Constitution by 1, to a maximum of 20.\nYou can spend 1 hour to cook a meal to heal you and your companions for 1d8 HP.\nOnce a day, you may spend an hour to cook a number of treats equal to your proficiency bonus that provide 5 temporary HP when eaten.
+Feat/&FeatGroupChefTitle=Chef
Feat/&FeatGroupClassBoundDescription={0}
Feat/&FeatGroupClassBoundTitle=Class Bound
Feat/&FeatGroupCloseQuartersDescription=You are experienced with fighting in close quarters and gain the following benefits:\n• Your Dexterity or Intelligence increases by 1, to a maximum of 20.\n• When you deal sneak attack damage with melee weapon attacks while within 5 feet of your target, your sneak dice become d8 instead of d6. This feature also extends to classes that can deal sneak attacks with melee spell attacks, and rogue features that scale off of sneak dice.
Feat/&FeatGroupCloseQuartersTitle=Close Quarters
Feat/&FeatGroupCreedDescription={0}
Feat/&FeatGroupCreedTitle=Creed of the Gods
-Feat/&FeatGroupCriticalVirtuosoDescription={0}
-Feat/&FeatGroupCriticalVirtuosoTitle=Critical Virtuoso
Feat/&FeatGroupCrusherDescription=Increase your Strength or Constitution by 1, to a maximum of 20.\nWhen you hit a creature with an attack that deals bludgeoning damage, once per turn you push the enemy by 5ft. When you score a critical hit attack rolls against that creature are made with advantage until the start of your next turn.
Feat/&FeatGroupCrusherTitle=Crusher
Feat/&FeatGroupDefenseCombatDescription={0}
@@ -38,14 +36,14 @@ Feat/&FeatGroupElementalTouchDescription=The first time each turn that you deal
Feat/&FeatGroupElementalTouchTitle=Elemental Touch
Feat/&FeatGroupElvenAccuracyDescription=You have uncanny aim with attacks that rely on precision rather than brute force. Increase your Dexterity or one of your mental attributes by 1, to a maximum of 20. Whenever you have advantage on an attack roll using Dexterity, Intelligence, Wisdom, or Charisma, you can reroll one of the dice once.
Feat/&FeatGroupElvenAccuracyTitle=Elven Accuracy
-Feat/&FeatGroupEnchanterDescription={0}
-Feat/&FeatGroupEnchanterTitle=Enchanter
-Feat/&FeatGroupFadeAwayDescription=You have learned a magical trick for fading away when you suffer harm. Increase your Dexterity or Intelligence score by 1, to a maximum of 20. Immediately after you take damage, you can use a reaction to magically become invisible until the end of your next turn or until you attack, deal damage, or force someone to make a saving throw. Once you use this ability, you can't do so again until you finish a short or long rest.
+Feat/&FeatGroupFadeAwayDescription=You have learned a magical trick for fading away when you suffer harm. Increase your Dexterity or Intelligence by 1, to a maximum of 20. Immediately after you take damage, you can use a reaction to magically become invisible until the end of your next turn or until you attack, deal damage, or force someone to make a saving throw. Once you use this ability, you can't do so again until you finish a short or long rest.
Feat/&FeatGroupFadeAwayTitle=Fade Away
Feat/&FeatGroupFightingStyleDescription={0}
Feat/&FeatGroupFightingStyleTitle=Fighting Initiate
Feat/&FeatGroupFlameTouchedDescription=Increase one of your mental attributes by 1, to a maximum of 20.\nYou gain the ability to cast the burning hands and scorching ray spells once per long rest and you can cast these and hellish rebuke with your spell slots.
Feat/&FeatGroupFlameTouchedTitle=Flame Touched
+Feat/&FeatGroupFlamesOfPhlegethosDescription=You learn to call on hellfire to serve your commands. You gain the following benefits:\n• Increase your Intelligence or Charisma by 1, to a maximum of 20.\n• When you roll fire damage for a spell you cast, you can reroll any roll of 1 on the fire damage dice, but you must use the new roll, even if it is another 1.\n• Whenever you use a power or spell that deals fire damage, you can cause flames to wreathe you until the end of your next turn. The flames don't harm you or your possessions, and they shed bright light out to 30 feet and dim light for an additional 30 feet. While the flames are present, any creature within 5 feet of you that hits you with a melee attack takes 1d4 fire damage.
+Feat/&FeatGroupFlamesOfPhlegethosTitle=Flames of Phlegethos
Feat/&FeatGroupGeneralAdeptDescription={0}
Feat/&FeatGroupGeneralAdeptTitle=General Adept & Initiate
Feat/&FeatGroupHalfAttributesDescription={0}
@@ -62,7 +60,7 @@ Feat/&FeatGroupHalfStrengthDescription={0}
Feat/&FeatGroupHalfStrengthTitle=Half Strength
Feat/&FeatGroupHalfWisdomDescription={0}
Feat/&FeatGroupHalfWisdomTitle=Half Wisdom
-Feat/&FeatGroupHardyDescription=Increase your Strength or Constitution score by 1, to a maximum of 20. Whenever you use your second wind feature, you gain 1D10 + your class level temporary hit points.
+Feat/&FeatGroupHardyDescription=Increase your Strength or Constitution by 1, to a maximum of 20. Whenever you use your second wind feature, you gain 1D10 + your class level temporary hit points.
Feat/&FeatGroupHardyTitle=Hardy
Feat/&FeatGroupIridescentTouchedDescription=Increase one of your mental attributes by 1, to a maximum of 20.\nYou gain the ability to cast the color spray, faerie fire and color burst spells once per long rest and you can cast these spells with your spell slots.
Feat/&FeatGroupIridescentTouchedTitle=Iridescent Touched
@@ -72,8 +70,10 @@ Feat/&FeatGroupMediumArmorDescription=Increase your Strength or Dexterity by 1,
Feat/&FeatGroupMediumArmorTitle=Moderately Armored
Feat/&FeatGroupMeleeCombatDescription={0}
Feat/&FeatGroupMeleeCombatTitle=Combat: Melee
-Feat/&FeatGroupOldTacticsDescription=Increase your Strength or Dexterity score by 1. Once per round, when a prone enemy within range of your melee weapon stands up you may make an attack of opportunity against the target.
+Feat/&FeatGroupOldTacticsDescription=Increase your Strength or Dexterity by 1. Once per round, when a prone enemy within range of your melee weapon stands up you may make an attack of opportunity against the target.
Feat/&FeatGroupOldTacticsTitle=Old Tactics
+Feat/&FeatGroupOrcishFuryDescription=Your fury burns tirelessly. You gain the following benefits:\n• Increase your Strength or Constitution by 1, up to a maximum of 20.\n• When you hit with an attack made with a simple or martial weapon, you can roll one of the weapon's damage dice an additional time and add it as extra damage of the weapon's damage type. Once you use this ability, you can't use it again until you finish a short or long rest.\n• Immediately after you use your Relentless Endurance trait, you can use your reaction to make one weapon attack.
+Feat/&FeatGroupOrcishFuryTitle=Orcish Fury
Feat/&FeatGroupPeregrinationTouchedDescription=Increase one of your mental attributes by 1, to a maximum of 20.\nYou gain the ability to cast the long strider, expeditious retreat, and spider climb spells once per long rest and you can cast these spells with your spell slots.
Feat/&FeatGroupPeregrinationTouchedTitle=Peregrination Touched
Feat/&FeatGroupPiercerDescription=Increase your Strength or Dexterity by 1, to a maximum of 20.\nWhen you hit a creature with an attack that deals piercing damage, you can re-roll dice when you roll a 1 and you must use the new roll. When you score a critical hit you can roll one additional damage die when determining the extra piercing damage the target takes.
@@ -84,7 +84,7 @@ Feat/&FeatGroupPotentSpellcasterDescription=You can add your spellcaster attribu
Feat/&FeatGroupPotentSpellcasterTitle=Potent Spellcaster
Feat/&FeatGroupPrecisionFocusedDescription=Increase one of your mental attributes by 1, to a maximum of 20.\nYou can use a bonus action to make weapon attacks count as magical and use selected mental attribute for attack and damage rolls for 1 minute. This feature can be used proficiency bonus times per long rest.
Feat/&FeatGroupPrecisionFocusedTitle=Precision Focused
-Feat/&FeatGroupPrimalRageDescription=Increase your Strength or Constitution score by 1, to a maximum of 20. You gain one additional Rage usage between rests.
+Feat/&FeatGroupPrimalRageDescription=Increase your Strength or Constitution by 1, to a maximum of 20. You gain one additional Rage usage between rests.
Feat/&FeatGroupPrimalRageTitle=Primal Rage
Feat/&FeatGroupRaceBoundDescription={0}
Feat/&FeatGroupRaceBoundTitle=Race Bound
@@ -92,7 +92,7 @@ Feat/&FeatGroupRangedCombatDescription={0}
Feat/&FeatGroupRangedCombatTitle=Combat: Ranged
Feat/&FeatGroupRetinueTouchedDescription=Increase one of your mental attributes by 1, to a maximum of 20.\nYou gain the ability to cast the bless, heroism and enhance ability spells once per long rest and you can cast these spells with your spell slots.
Feat/&FeatGroupRetinueTouchedTitle=Retinue Touched
-Feat/&FeatGroupRevenantGreatSwordDescription=You are descended from a master of the great sword, and some of that mastery has passed on to you. You gain the following benefits:\n• Increase your Dexterity or Strength score by 1, to a maximum of 20.\n• While you are holding a great sword, you gain a +1 bonus to armor class.\n• Great sword has the finesse property when you wield it.
+Feat/&FeatGroupRevenantGreatSwordDescription=You are descended from a master of the great sword, and some of that mastery has passed on to you. You gain the following benefits:\n• Increase your Dexterity or Strength by 1, to a maximum of 20.\n• While you are holding a great sword, you gain a +1 bonus to armor class.\n• Great sword has the finesse property when you wield it.
Feat/&FeatGroupRevenantGreatSwordTitle=Revenant Blade
Feat/&FeatGroupShadowTouchedDescription=Increase one of your mental attributes by 1, to a maximum of 20.\nYou gain the ability to cast the invisibility, inflict wounds, and false life spells once per long rest and you can cast these spells with your spell slots.
Feat/&FeatGroupShadowTouchedTitle=Shadow Touched
@@ -104,7 +104,7 @@ Feat/&FeatGroupSpellCombatDescription={0}
Feat/&FeatGroupSpellCombatTitle=Combat: Spell
Feat/&FeatGroupSpellSniperDescription=You learn one cantrip that requires an attack roll. Choose the cantrip from the bard, cleric, druid, sorcerer, warlock, or wizard spell list. When you cast a spell that requires you to make an attack roll, the spell's range is doubled. Your ranged spell attacks ignore half cover and three-quarters cover.
Feat/&FeatGroupSpellSniperTitle=Spell Sniper
-Feat/&FeatGroupSquatNimblenessDescription=You are uncommonly nimble for your race. Increase your Strength or Dexterity score by 1, to a maximum of 20. Increase your walking speed by 5 ft. You gain proficiency or expertise in the Athletics skill if Strength is increased or Acrobatics skill if Dexterity is increased.
+Feat/&FeatGroupSquatNimblenessDescription=You are uncommonly nimble for your race. Increase your Strength or Dexterity by 1, to a maximum of 20. Increase your walking speed by 5 ft. You gain proficiency or expertise in the Athletics skill if Strength is increased or Acrobatics skill if Dexterity is increased.
Feat/&FeatGroupSquatNimblenessTitle=Squat Nimbleness
Feat/&FeatGroupSupportCombatDescription={0}
Feat/&FeatGroupSupportCombatTitle=Combat: Support
diff --git a/SolastaUnfinishedBusiness/Translations/en/Feats/MeleeCombat-en.txt b/SolastaUnfinishedBusiness/Translations/en/Feats/MeleeCombat-en.txt
index a07dbc0957..5e9547cfd4 100644
--- a/SolastaUnfinishedBusiness/Translations/en/Feats/MeleeCombat-en.txt
+++ b/SolastaUnfinishedBusiness/Translations/en/Feats/MeleeCombat-en.txt
@@ -14,6 +14,8 @@ Feat/&FeatAlwaysReadyDescription=You automatically ready a melee or unarmed atta
Feat/&FeatAlwaysReadyTitle=Always Ready
Feat/&FeatBladeMasteryDescription=You master the dagger, shortsword, longsword, scimitar, rapier, and greatsword. You gain a +1 bonus to attack rolls you make with the weapon, and a +1 bonus to your AC while you're wielding any of them. When you make an opportunity attack with the weapon, you have advantage on the attack roll.
Feat/&FeatBladeMasteryTitle=Blade Mastery
+Feat/&FeatChargerDescription=You have trained to charge headlong into battle, gaining the following benefits:\n• Whenever you take Dash action, you can use your bonus action to make one melee attack.\n• If you move at least 10 feet in a straight line immediately before hitting with a melee weapon or unarmed attack on your turn, choose one of the following effects: gain a +1d8 bonus to the attack's damage roll, or push the target up to 10 feet, provided the target you want to push is of Large size or smaller. You can use this benefit only once on each of your turns.
+Feat/&FeatChargerTitle=Charger
Feat/&FeatCleavingAttackDescription=You've learned to put the weight of a weapon to your advantage, letting its momentum empower your strikes:\n• On your turn, when you score a critical hit with a melee weapon or reduce a creature to 0 hit points with one, you can make one melee weapon attack as a bonus action.\n• Before you make a melee attack with a heavy weapon that you are proficient with, you can choose to take a -5 penalty to your to hit in order to do additional +10 damage.
Feat/&FeatCleavingAttackTitle=Great Weapon Master
Feat/&FeatCrusherConDescription=You are practiced in the art of crushing your enemies. Increase your Constitution by 1, to a maximum of 20. When you hit a creature with an attack that deals bludgeoning damage, once per turn you push the enemy by 5ft. When you score a critical hit attack rolls against that creature are made with advantage until the start of your next turn.
@@ -28,7 +30,7 @@ Feat/&FeatFencerDescription=If you take the Attack action on your turn while hol
Feat/&FeatFencerTitle=Fencer
Feat/&FeatHammerThePointDescription=You know how to focus and concentrate on the same spot. After you make an attack roll against a target, get a +1 to attack and damage rolls against this target until the end of you turn [stacks].
Feat/&FeatHammerThePointTitle=Hammer the Point
-Feat/&FeatLongswordFinesseDescription=You are descended from a master of the longsword, and some of that mastery has passed on to you. You gain the following benefits:\n• Increase your Dexterity score by 1, to a maximum of 20.\n• While you are holding a longsword, you gain a +1 bonus to armor class.\n• Longsword has the finesse property when you wield it.
+Feat/&FeatLongswordFinesseDescription=You are descended from a master of the longsword, and some of that mastery has passed on to you. You gain the following benefits:\n• Increase your Dexterity by 1, to a maximum of 20.\n• While you are holding a longsword, you gain a +1 bonus to armor class.\n• Longsword has the finesse property when you wield it.
Feat/&FeatLongswordFinesseTitle=Longsword Finesse
Feat/&FeatOldTacticsDexDescription=Increase your Dexterity by 1. Once per round, when a prone enemy within range of your melee weapon stands up you may make an attack of opportunity against the target.
Feat/&FeatOldTacticsDexTitle=Old Tactics [Dex]
@@ -54,12 +56,18 @@ Feature/&AttackModifierFeatSpearMasteryDescription=You gain a +1 bonus to attack
Feature/&AttackModifierFeatSpearMasteryTitle=Spear Mastery
Feature/&AttributeModifierFeatLongswordFinesseArmorClassDescription=While you are holding a longsword, you gain a +1 bonus to armor class.
Feature/&AttributeModifierFeatLongswordFinesseArmorClassTitle=Longsword Finesse
+Feature/&PowerFeatChargerAddDamageDescription=Gain a +1d8 bonus to the attack's damage roll.
+Feature/&PowerFeatChargerAddDamageTitle=Add 1D8 Damage
+Feature/&PowerFeatChargerShoveDescription=Push the target up to 10 feet.
+Feature/&PowerFeatChargerShoveTitle=Push up to 10 ft
Feature/&PowerFeatFellHandedAdvantageDescription=Whenever you have advantage on a melee attack roll and hit, you knock the target prone if the lower of the two d20 rolls would also hit the target.
Feature/&PowerFeatFellHandedDisadvantageDescription=Whenever you have disadvantage on a melee attack roll and miss, the target takes bludgeoning damage equal to your Strength modifier.
Feature/&PowerFeatSpearMasteryChargeDescription=You can brace your spear to intercept approaching enemies. You can use reaction to perform attack of opportunity with a spear on enemy that enters your reach and deal extra die of damage if that attack hits.
Feature/&PowerFeatSpearMasteryChargeTitle=Spear Brace
Feature/&PowerFeatSpearMasteryReachDescription=You can increase your reach with a spear by 5 ft for the rest of your turn.
Feature/&PowerFeatSpearMasteryReachTitle=Spear Reach
+Feedback/&AdditionalDamageChargerFormat=Charger!
+Feedback/&AdditionalDamageChargerLine={0} charges {1} and deals extra {2} damage!
Feedback/&AdditionalDamageCrusherFormat=Crusher!
Feedback/&AdditionalDamageCrusherLine={0} crushes {1}
Feedback/&AdditionalDamagePiercerFormat=Piercer!
@@ -69,6 +77,10 @@ Reaction/&ReactionAttackOldTacticsDescription={0} stood up. {1} can use a reacti
Reaction/&ReactionAttackOldTacticsReactDescription=Use your reaction to attack.
Reaction/&ReactionAttackOldTacticsReactTitle=Attack
Reaction/&ReactionAttackOldTacticsTitle=Old Tactics
+Reaction/&ReactionSpendPowerBundlePowerFeatChargerDescription=You can add additional damage or push the target.
+Reaction/&ReactionSpendPowerBundlePowerFeatChargerReactDescription=Apply an additional effect.
+Reaction/&ReactionSpendPowerBundlePowerFeatChargerReactTitle=Charge
+Reaction/&ReactionSpendPowerBundlePowerFeatChargerTitle=Charge
Reaction/&UseDefensiveDuelistDescription=You are about to be hit! You can assume a defensive stance to prevent the hit.
Reaction/&UseDefensiveDuelistReactDescription=Use your defensive stance to prevent the hit.
Reaction/&UseDefensiveDuelistReactTitle=Defend
diff --git a/SolastaUnfinishedBusiness/Translations/en/Feats/OtherFeats-en.txt b/SolastaUnfinishedBusiness/Translations/en/Feats/OtherFeats-en.txt
index a4d13e3e06..ba972dfdbb 100644
--- a/SolastaUnfinishedBusiness/Translations/en/Feats/OtherFeats-en.txt
+++ b/SolastaUnfinishedBusiness/Translations/en/Feats/OtherFeats-en.txt
@@ -1,9 +1,15 @@
Condition/&ConditionFeatMobileAfterDashDescription=Grants immunity to movement restrictions as well as being restrained.
Condition/&ConditionFeatMobileAfterDashTitle=Freedom
+Feat/&FeatAlertDescription=Always on the lookout for danger, you gain the following benefits:\n• You can't be surprised while you are conscious.\n• You gain a +5 bonus to initiative.\n• Other creatures don't gain advantage on attack rolls against you as a result of not being perceived by you.
+Feat/&FeatAlertTitle=Alert
Feat/&FeatArcaneArcherAdeptDescription=You have arcane magic and bow training that allows you to perform special combat maneuvers.
Feat/&FeatArcaneArcherAdeptTitle=Arcane Archer Adept
Feat/&FeatAstralArmsDescription=Increase your Wisdom by 1, to a maximum of 20.\nWhen you make an unarmed strike on your turn, your reach for it is 10 ft. Other creatures provoke an opportunity attack from you when they enter the reach you have with unarmed.
Feat/&FeatAstralArmsTitle=Astral Reach
+Feat/&FeatChefConDescription=Increase your Constitution by 1, to a maximum of 20.\nYou can spend 1 hour to cook a meal to heal you and your companions for 1d8 HP.\nOnce a day, you may spend an hour to cook a number of treats equal to your proficiency bonus that provide 5 temporary HP when eaten.
+Feat/&FeatChefConTitle=Chef [Con]
+Feat/&FeatChefWisDescription=Increase your Wisdom by 1, to a maximum of 20.\nYou can spend 1 hour to cook a meal to heal you and your companions for 1d8 HP.\nOnce a day, you may spend an hour to cook a number of treats equal to your proficiency bonus that provide 5 temporary HP when eaten.
+Feat/&FeatChefWisTitle=Chef [Wis]
Feat/&FeatCriticalVirtuosoDescription=Your critical threshold is lowered by 1.
Feat/&FeatEldritchAdeptDescription=You learn one Eldritch Invocation option of your choice from the warlock class. If the invocation has a prerequisite, you can choose that invocation only if you're a warlock and only if you meet the prerequisite. Whenever you gain a level, you can replace the invocation with another one from the warlock class.
Feat/&FeatEldritchAdeptTitle=Eldritch Adept
@@ -13,8 +19,10 @@ Feat/&FeatElementalMasterDescription={0} damage type spells you cast ignore targ
Feat/&FeatElementalMasterTitle=Elemental Master [{0}]
Feat/&FeatFrostAdaptationDescription=Increase your Constitution by 1, to a maximum of 20.\nYou have resistance to Cold damage.\nYou are immune to the effects of moderately cold weather.\nYou are also Chilled instead of Frozen in extremely cold weather.
Feat/&FeatFrostAdaptationTitle=Frost Adaptation
-Feat/&FeatGiftOfTheChromaticDragonDescription=You've manifested some of the power of chromatic dragons, granting you the following benefits:\n• Chromatic Infusion: As a bonus action, you can touch a simple or martial weapon and infuse it with one of the following damage types: acid, cold, fire, lightning, or poison. For the next minute, the weapon deals an extra 1d4 damage of the chosen type when it hits. After you use this bonus action, you can’t do so again until you finish a long rest.\n• Reactive Resistance: When you take acid, cold, fire, lightning, or poison damage, you can use your reaction to give yourself resistance to that instance of damage until the end of its turn. You can use this reaction a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.
+Feat/&FeatGiftOfTheChromaticDragonDescription=You've manifested some of the power of chromatic dragons, granting you the following benefits:\n• Chromatic Infusion: As a bonus action, you can touch a simple or martial weapon and infuse it with one of the following damage types: acid, cold, fire, lightning, or poison. For the next minute, the weapon deals an extra 1d4 damage of the chosen type when it hits. After you use this bonus action, you can't do so again until you finish a long rest.\n• Reactive Resistance: When you take acid, cold, fire, lightning, or poison damage, you can use your reaction to give yourself resistance to that instance of damage until the end of its turn. You can use this reaction a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.
Feat/&FeatGiftOfTheChromaticDragonTitle=Gift of the Chromatic Dragon
+Feat/&FeatGroupSkillExpertDescription=You have honed your proficiency with particular skills, granting you the following benefits:\n• Increase one ability score of your choice by 1, to a maximum of 20.\n• You gain proficiency in one skill of your choice.\n• You gain expertise in one skill of your choice.
+Feat/&FeatGroupSkillExpertTitle=Skill Expert
Feat/&FeatHealerDescription=You gain proficiency or expertise in Medicine checks. You gain the ability to stabilize a dying creature once per long rest. You can use an action to restore 1d6 + 4 + character level hit points a number of times per long rest equal to your Wisdom modifier.
Feat/&FeatHealerTitle=Healer
Feat/&FeatInfusionsAdeptDescription=You have studied the art of infusing magic into mundane objects to create temporary magical items, granting you two level 2 or below infusions of your choice from the Artificer class.
@@ -45,6 +53,10 @@ Feature/&CastSpellFeatMagicInitiateTitle=Initiate
Feature/&CastSpellFeatSpellSniperTitle=Sniper
Feature/&DieRollModifierFeatElementalAdeptReroll=Because of Elemental Adept {0} re-rolls the {1} die from a {2} to a {3}.
Feature/&DieRollModifierFeatElementalMasterReroll=Because of Elemental Master {0} re-rolls the {1} die from a {2} to a {3}.
+Feature/&PowerFeatChefCookMealDescription=You can spend 1 hour to cook a meal to heal you and your companions for 1d8 HP.
+Feature/&PowerFeatChefCookMealTitle=Cook Chef's Meal
+Feature/&PowerFeatChefCookTreatDescription=You can spend 1 hour to cook a number of treats equal to your proficiency bonus that provide 5 temporary HP when eaten.
+Feature/&PowerFeatChefCookTreatTitle=Cook Chef's Treat
Feature/&PowerFeatHealerMedKitDescription=You can use an action to restore 1d6 + medicine bonus + character level hit points, a number of times per long rest equal to your Wisdom modifier.
Feature/&PowerFeatHealerMedKitTitle=Use Medicine
Feature/&PowerFeatHealerResuscitateDescription=You can use an action to revive a creature that died within the last 12 seconds once per long rest.
@@ -53,9 +65,9 @@ Feature/&PowerFeatHealerStabilizeDescription=You can use an action to stabilize
Feature/&PowerFeatHealerStabilizeTitle=Stabilize
Feature/&PowerFeatPoisonousSkinDescription=Poisoned for 1 minute.
Feature/&PowerFeatPoisonousSkinTitle=Poisonous Skin
-Feature/&PowerGiftOfTheChromaticDragonChromaticInfusionDescription=As a bonus action, you can touch a simple or martial weapon and infuse it with one of the following damage types: acid, cold, fire, lightning, or poison. For the next minute, the weapon deals an extra 1d4 damage of the chosen type when it hits. After you use this bonus action, you can’t do so again until you finish a long rest.
+Feature/&PowerGiftOfTheChromaticDragonChromaticInfusionDescription=As a bonus action, you can touch a simple or martial weapon and infuse it with one of the following damage types: acid, cold, fire, lightning, or poison. For the next minute, the weapon deals an extra 1d4 damage of the chosen type when it hits. After you use this bonus action, you can't do so again until you finish a long rest.
Feature/&PowerGiftOfTheChromaticDragonChromaticInfusionTitle=Chromatic Infusion
-Feature/&PowerGiftOfTheChromaticDragonDamageDescription=As a bonus action, you can touch a simple or martial weapon and infuse it with {0} damage. For the next minute, the weapon deals an extra 1d4 {0} damage when it hits. After you use this bonus action, you can’t do so again until you finish a long rest.
+Feature/&PowerGiftOfTheChromaticDragonDamageDescription=As a bonus action, you can touch a simple or martial weapon and infuse it with {0} damage. For the next minute, the weapon deals an extra 1d4 {0} damage when it hits. After you use this bonus action, you can't do so again until you finish a long rest.
Feature/&PowerGiftOfTheChromaticDragonDamageTitle={0} Infusion
Feature/&PowerGiftOfTheChromaticDragonReactiveResistanceDescription=When you take acid, cold, fire, lightning, or poison damage, you can use your reaction to give yourself resistance to that instance of damage until the end of its turn. You can use this reaction a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.
Feature/&PowerGiftOfTheChromaticDragonReactiveResistanceTitle=Reactive Resistance
@@ -69,6 +81,8 @@ Feedback/&AdditionalDamageChromaticInfusionDamageLightningFormat=Chromatic Infus
Feedback/&AdditionalDamageChromaticInfusionDamageLightningLine=Chromatic Infusion deals extra +{2} lightning damage!
Feedback/&AdditionalDamageChromaticInfusionDamagePoisonFormat=Chromatic Infusion: Poison
Feedback/&AdditionalDamageChromaticInfusionDamagePoisonLine=Chromatic Infusion deals extra +{2} poison damage!
+Item/&ItemFeatChefTreatDescription=Eat this Chef's treat and gain 5 temporary hit points.
+Item/&ItemFeatChefTreatTitle=Chef's Treat
Reaction/&ReactionWarcasterDescription={0} is leaving an area threatened by one or more characters.
Reaction/&ReactionWarcasterReactDescription=Use reaction to attack target.
Reaction/&ReactionWarcasterReactTitle=Attack
diff --git a/SolastaUnfinishedBusiness/Translations/en/Feats/Races-en.txt b/SolastaUnfinishedBusiness/Translations/en/Feats/Races-en.txt
index e0c6120006..d28c8df966 100644
--- a/SolastaUnfinishedBusiness/Translations/en/Feats/Races-en.txt
+++ b/SolastaUnfinishedBusiness/Translations/en/Feats/Races-en.txt
@@ -1,22 +1,46 @@
+Condition/&ConditionFeatFlamesOfPhlegethosDescription=Any creature within 5 feet of you that hits you with a melee attack takes 1d4 fire damage.
+Condition/&ConditionFeatFlamesOfPhlegethosTitle=Flames of Phlegethos
Feat/&FeatDragonWingsDescription=You sprout draconic wings. You gain the ability to fly for a limited time if you aren't wearing heavy armor.
Feat/&FeatDragonWingsTitle=Dragon Wings
-Feat/&FeatFadeAwayDexDescription=You have learned a magical trick for fading away when you suffer harm. Increase your Dexterity score by 1, to a maximum of 20. Immediately after you take damage, you can use a reaction to magically become invisible until the end of your next turn or until you attack, deal damage, or force someone to make a saving throw. Once you use this ability, you can't do so again until you finish a short or long rest.
+Feat/&FeatDwarvenFortitudeDescription=You have the blood of dwarf heroes flowing through your veins. You gain the following benefits:\n• Increase your Constitution score by 1, to a maximum of 20.\n• Whenever you take the Dodge action in combat, you can spend one Hit Die to heal yourself. Roll the die, add your Constitution modifier, and regain a number of hit points equal to the total (minimum of 1).
+Feat/&FeatDwarvenFortitudeTitle=Dwarven Fortitude
+Feat/&FeatFadeAwayDexDescription=You have learned a magical trick for fading away when you suffer harm. Increase your Dexterity by 1, to a maximum of 20. Immediately after you take damage, you can use a reaction to magically become invisible until the end of your next turn or until you attack, deal damage, or force someone to make a saving throw. Once you use this ability, you can't do so again until you finish a short or long rest.
Feat/&FeatFadeAwayDexTitle=Fade Away [Dex]
-Feat/&FeatFadeAwayIntDescription=You have learned a magical trick for fading away when you suffer harm. Increase your Intelligence score by 1, to a maximum of 20. Immediately after you take damage, you can use a reaction to magically become invisible until the end of your next turn or until you attack, deal damage, or force someone to make a saving throw. Once you use this ability, you can't do so again until you finish a short or long rest.
+Feat/&FeatFadeAwayIntDescription=You have learned a magical trick for fading away when you suffer harm. Increase your Intelligence by 1, to a maximum of 20. Immediately after you take damage, you can use a reaction to magically become invisible until the end of your next turn or until you attack, deal damage, or force someone to make a saving throw. Once you use this ability, you can't do so again until you finish a short or long rest.
Feat/&FeatFadeAwayIntTitle=Fade Away [Int]
-Feat/&FeatInfernalConstitutionDescription=Fiendish blood runs strong in you, unlocking a resilience akin to that possessed by some fiends. You gain the following benefits:\n• Increase your Constitution score by 1, to a maximum of 20.\n• You have resistance to cold and poison damage.\n• You have advantage on saving throws against being poisoned.
+Feat/&FeatFlamesOfPhlegethosChaDescription=You learn to call on hellfire to serve your commands. You gain the following benefits:\n• Increase your Charisma by 1, to a maximum of 20.\n• When you roll fire damage for a spell you cast, you can reroll any roll of 1 on the fire damage dice, but you must use the new roll, even if it is another 1.\n• Whenever you use a power or spell that deals fire damage, you can cause flames to wreathe you until the end of your next turn. The flames don't harm you or your possessions, and they shed bright light out to 30 feet and dim light for an additional 30 feet. While the flames are present, any creature within 5 feet of you that hits you with a melee attack takes 1d4 fire damage.
+Feat/&FeatFlamesOfPhlegethosChaTitle=Flames of Phlegethos [Cha]
+Feat/&FeatFlamesOfPhlegethosIntDescription=You learn to call on hellfire to serve your commands. You gain the following benefits:\n• Increase your Intelligence by 1, to a maximum of 20.\n• When you roll fire damage for a spell you cast, you can reroll any roll of 1 on the fire damage dice, but you must use the new roll, even if it is another 1.\n• Whenever you use a power or spell that deals fire damage, you can cause flames to wreathe you until the end of your next turn. The flames don't harm you or your possessions, and they shed bright light out to 30 feet and dim light for an additional 30 feet. While the flames are present, any creature within 5 feet of you that hits you with a melee attack takes 1d4 fire damage.
+Feat/&FeatFlamesOfPhlegethosIntTitle=Flames of Phlegethos [Int]
+Feat/&FeatInfernalConstitutionDescription=Fiendish blood runs strong in you, unlocking a resilience akin to that possessed by some fiends. You gain the following benefits:\n• Increase your Constitution by 1, to a maximum of 20.\n• You have resistance to cold and poison damage.\n• You have advantage on saving throws against being poisoned.
Feat/&FeatInfernalConstitutionTitle=Infernal Constitution
-Feat/&FeatRevenantGreatSwordDexDescription=You are descended from a master of the great sword, and some of that mastery has passed on to you. You gain the following benefits:\n• Increase your Dexterity score by 1, to a maximum of 20.\n• While you are holding a great sword, you gain a +1 bonus to armor class.\n• Great sword has the finesse property when you wield it.
+Feat/&FeatOrcishFuryConDescription=Your fury burns tirelessly. You gain the following benefits:\n• Increase your Constitution by 1, up to a maximum of 20.\n• When you hit with an attack made with a simple or martial weapon, you can roll one of the weapon's damage dice an additional time and add it as extra damage of the weapon's damage type. Once you use this ability, you can't use it again until you finish a short or long rest.\n• Immediately after you use your Relentless Endurance trait, you can use your reaction to make one weapon attack.
+Feat/&FeatOrcishFuryConTitle=Orcish Fury [Con]
+Feat/&FeatOrcishFuryStrDescription=Your fury burns tirelessly. You gain the following benefits:\n• Increase your Strength by 1, up to a maximum of 20.\n• When you hit with an attack made with a simple or martial weapon, you can roll one of the weapon's damage dice an additional time and add it as extra damage of the weapon's damage type. Once you use this ability, you can't use it again until you finish a short or long rest.\n• Immediately after you use your Relentless Endurance trait, you can use your reaction to make one weapon attack.
+Feat/&FeatOrcishFuryStrTitle=Orcish Fury [Str]
+Feat/&FeatRevenantGreatSwordDexDescription=You are descended from a master of the great sword, and some of that mastery has passed on to you. You gain the following benefits:\n• Increase your Dexterity by 1, to a maximum of 20.\n• While you are holding a great sword, you gain a +1 bonus to armor class.\n• Great sword has the finesse property when you wield it.
Feat/&FeatRevenantGreatSwordDexTitle=Revenant Blade [Dex]
-Feat/&FeatRevenantGreatSwordStrDescription=You are descended from a master of the great sword, and some of that mastery has passed on to you. You gain the following benefits:\n• Increase your Strength score by 1, to a maximum of 20.\n• While you are holding a great sword, you gain a +1 bonus to armor class.\n• Great sword has the finesse property when you wield it.
+Feat/&FeatRevenantGreatSwordStrDescription=You are descended from a master of the great sword, and some of that mastery has passed on to you. You gain the following benefits:\n• Increase your Strength by 1, to a maximum of 20.\n• While you are holding a great sword, you gain a +1 bonus to armor class.\n• Great sword has the finesse property when you wield it.
Feat/&FeatRevenantGreatSwordStrTitle=Revenant Blade [Str]
-Feat/&FeatSquatNimblenessDexDescription=You are uncommonly nimble for your race. Increase your Dexterity score by 1, to a maximum of 20. Increase your walking speed by 5 ft. You gain proficiency or expertise in the Acrobatics skill.
+Feat/&FeatSquatNimblenessDexDescription=You are uncommonly nimble for your race. Increase your Dexterity by 1, to a maximum of 20. Increase your walking speed by 5 ft. You gain proficiency or expertise in the Acrobatics skill.
Feat/&FeatSquatNimblenessDexTitle=Squat Nimbleness [Dex]
-Feat/&FeatSquatNimblenessStrDescription=You are uncommonly nimble for your race. Increase your Strength score by 1, to a maximum of 20. Increase your walking speed by 5 ft. You gain proficiency or expertise in the Athletics skill.
+Feat/&FeatSquatNimblenessStrDescription=You are uncommonly nimble for your race. Increase your Strength by 1, to a maximum of 20. Increase your walking speed by 5 ft. You gain proficiency or expertise in the Athletics skill.
Feat/&FeatSquatNimblenessStrTitle=Squat Nimbleness [Str]
Feature/&AttributeModifierFeatRevenantGreatSwordArmorClassDescription=While you are holding a great sword, you gain a +1 bonus to armor class.
Feature/&AttributeModifierFeatRevenantGreatSwordArmorClassTitle=Revenant Blade
+Feature/&DieRollModifierFeatFlamesOfPhlegethosReroll=Because of Flames of Phlegethos {0} re-rolls the {1} die from a {2} to a {3}.
+Feedback/&AdditionalDamageOrcishFuryFormat=Orcish Fury
+Feedback/&AdditionalDamageOrcishFuryLine=Orcish Fury deals extra +{2} damage!
+Feedback/&DwarvenFortitudeHitDieRolled={0} rolled a {2} and healed {3} = {4}.
+Reaction/&CustomReactionDwarvenFortitudeDescription=You can spend one Hit Die to heal yourself.
+Reaction/&CustomReactionDwarvenFortitudeReactDescription=You can spend one Hit Die to heal yourself.
+Reaction/&CustomReactionDwarvenFortitudeReactTitle=Dwarven Fortitude
+Reaction/&CustomReactionDwarvenFortitudeTitle=Dwarven Fortitude
Reaction/&UsePowerFeatFadeAwayInvisibleDescription=Use your reaction to become invisible.
Reaction/&UsePowerFeatFadeAwayInvisibleReactDescription=Use your reaction to become invisible.
Reaction/&UsePowerFeatFadeAwayInvisibleReactTitle=Fade Away
Reaction/&UsePowerFeatFadeAwayInvisibleTitle=Fade Away
+Reaction/&UsePowerFeatFlamesOfPhlegethosDescription=You can ignite your Flames of Phlegethos.
+Reaction/&UsePowerFeatFlamesOfPhlegethosReactDescription=You can ignite your Flames of Phlegethos.
+Reaction/&UsePowerFeatFlamesOfPhlegethosReactTitle=Flames of Phlegethos
+Reaction/&UsePowerFeatFlamesOfPhlegethosTitle=Flames of Phlegethos
diff --git a/SolastaUnfinishedBusiness/Translations/en/Others-en.txt b/SolastaUnfinishedBusiness/Translations/en/Others-en.txt
index ce66c46e29..24d1a6b6a4 100644
--- a/SolastaUnfinishedBusiness/Translations/en/Others-en.txt
+++ b/SolastaUnfinishedBusiness/Translations/en/Others-en.txt
@@ -30,6 +30,8 @@ Action/&HailOfBladesToggleDescription=Activate/deactivate Hail of Blades
Action/&HailOfBladesToggleTitle=Hail of Blades
Action/&InventorInfusionDescription=Infuse item or create replica
Action/&InventorInfusionTitle=Infusions
+Action/&OrcishFuryToggleDescription=Activate/deactivate Orcish Fury
+Action/&OrcishFuryToggleTitle=Orcish Fury
Action/&PaladinSmiteToggleDescription=Enable smites on any attack otherwise only on critical hits
Action/&PaladinSmiteToggleTitle=Smite
Action/&PressTheAdvantageToggleDescription=Activate/deactivate Press the Advantage
@@ -61,6 +63,7 @@ Condition/&FlightSuspendDescription=Ongoing flight effect has been suspended
Condition/&FlightSuspendTitle=Flight Suspended
ContentPack/&9999Description=The Unfinished Business pack adds multiclass, races, sub-classes, feats, fighting style and spells. There's a higher level cap, QOL features, fixes and more. It's a veritable Horn of Plenty (TM)...
ContentPack/&9999Title=Unfinished Business Pack
+Equipment/&BeltOfRegeneration_Function_Description=Regenerate 5 hit points per round for one minute.
Equipment/&DLC3_DwarvenWeapon_Dagger+3_CriticalThreshold=Your attacks score a critical hit on an 18, 19 or 20 while you are wielding this weapon and are attuned to it.
Failure/&FailureFlagTargetMeleeWeaponError=Can't perform melee attack on this target with current weapon
Feature/&AlwaysBeardDescription={0}% chances to grow a glorious beard!
@@ -225,9 +228,7 @@ Rules/&SituationalContext9000Format=Has Blade Mastery weapon types in hands:
Rules/&SituationalContext9001Format=Has Greatsword in hands:
Rules/&SituationalContext9002Format=Has Longsword in hands:
Rules/&SituationalContext9003Format=Has Melee weapon in main hand with free off hand:
-Rules/&SituationalContext9004Format=Has shield in hands:
Rules/&SituationalContext9005Format=Has simple or martial weapons in hand:
-Rules/&SituationalContext9006Format=Has specialized weapon in hands:
Rules/&SituationalContext9007Format=Is not in bright light:
Rules/&SituationalContext9008Format=Is raging and dual wielding:
Rules/&SituationalContext9009Format=Main weapon is melee or unarmed or a Yeoman with longbow:
diff --git a/SolastaUnfinishedBusiness/Translations/en/Races/Kobold-en.txt b/SolastaUnfinishedBusiness/Translations/en/Races/Kobold-en.txt
index 589498f151..639ce8bf7c 100644
--- a/SolastaUnfinishedBusiness/Translations/en/Races/Kobold-en.txt
+++ b/SolastaUnfinishedBusiness/Translations/en/Races/Kobold-en.txt
@@ -6,7 +6,7 @@ Feature/&PowerDarkKoboldGrovelCowerAndBegDescription=As an action on your turn,
Feature/&PowerDarkKoboldGrovelCowerAndBegTitle=Grovel, Cower, and Beg
Feature/&PowerDraconicKoboldDraconicCryDescription=As a bonus action, you let out a cry at your enemies within 10 ft of you. Until the start of your next turn, you and your allies have advantage on attack rolls against any of those enemies who could hear you. You can use this trait a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.
Feature/&PowerDraconicKoboldDraconicCryTitle=Draconic Cry
-Feature/&ProficiencyKoboldAbilityScoreIncrease=Increase one ability score by 2 and increase a different one by 1, or you increase three different scores by 1.
+Feature/&ProficiencyKoboldAbilityScoreIncrease=Increase one ability score by 2 and increase other score by 1, or you increase three different scores by 1.
Feature/&ProficiencyKoboldLanguagesDescription=Common, Draconic.
Feature/&ProficiencyKoboldLanguagesTitle=Languages
Race/&RaceDarkKoboldDescription=Dark Kobolds are small reclusive creatures. Recently, some of the more advanced tribes of kobolds have chosen to reveal themselves and interact with other races. It is not a coincidence that this is happening at the same time as the dragonborn making themselves known, as the most advanced kobolds seem to in many ways mimic the dragonborn, even naming themselves in a similar style. They may even be more advanced than other kobolds due to intermingling with the dragonborn.
diff --git a/SolastaUnfinishedBusiness/Translations/en/Settings-en.txt b/SolastaUnfinishedBusiness/Translations/en/Settings-en.txt
index 47026e7f71..4f8b324bce 100644
--- a/SolastaUnfinishedBusiness/Translations/en/Settings-en.txt
+++ b/SolastaUnfinishedBusiness/Translations/en/Settings-en.txt
@@ -3,6 +3,7 @@ ModUi/&AddAllToStore=Add all to store
ModUi/&AddBleedingToLesserRestoration=Add the Bleeding condition to the ones removed by Greater and Lesser Restoration
ModUi/&AddCustomIconsToOfficialItems=Add custom icons to official game items [ammunition, recipes, kits, etc.] [Requires Restart]
ModUi/&AddDarknessPerceptiveToDarkRaces=Enable Darkness Perceptive on Darkelf, Dark Kobold, and Gray Dwarf \n[grants advantage on perception checks when unlit or under magical darkness]
+ModUi/&AddDexModifierToEnemiesInitiativeRoll=Add Dexterity Modifier to enemies Initiative Roll
ModUi/&AddFighterLevelToIndomitableSavingReroll=Enable Fighter to add the class level as a bonus to Indomitable Resistance saving throw reroll
ModUi/&AddHelpActionToAllRaces=Add the Help action to all playable races [you can aid a friendly creature in attacking a creature within 1 cell of you]
ModUi/&AddHumanoidFavoredEnemyToRanger=Enable Ranger humanoid preferred enemies
@@ -107,6 +108,7 @@ ModUi/&EnableFeatsAtEvenLevelsMiddle=Enable feats selecti
ModUi/&EnableFighterWeaponSpecialization=Enable Fighter Weapon Specialization at levels 8 and 16 [get +1 to hit and to damage but disadvantage with any other weapon type]
ModUi/&EnableFlexibleBackgrounds=Enable flexible backgrounds [select skill and tool proficiencies from backgrounds]
ModUi/&EnableFlexibleRaces=Enable flexible races [assign ability score points instead of the racial defaults]
+ModUi/&EnableHeroWithBestProficiencyToRollChoice=Enable the hero with best proficiency to roll dialogue choices
ModUi/&EnableHigherGroundRules=Enable higher ground rules [+1 to hit if attacking from a higher ground]
ModUi/&EnableHotkeyDebugOverlay=Enable CTRL-SHIFT-(D) to display the debug overlay
ModUi/&EnableHotkeyToggleHud=Enable CTRL-SHIFT-(H) to toggle the HUD display
@@ -146,6 +148,7 @@ ModUi/&EnableVttCamera=Enable CTRL-SHIFT-(V) to toggle th
ModUi/&EnablesAsiAndFeat=Enable both attribute scores increase and feats selection [instead of an exclusive choice]
ModUi/&EncounterPercentageChance=Set random encounters percentage chances
ModUi/&Encounters=Encounters
+ModUi/&EnemiesAlwaysRollInitiative=+ Enemies always roll initiative instead of a forced value [i.e: Sorak Assassin]
ModUi/&ExpandAll=Expand All
ModUi/&FactionHelp=Load an official campaign game to modify faction relations...
ModUi/&FactionRelations=Factions:
@@ -272,6 +275,7 @@ ModUi/&StockGorimStoreWithAllNonMagicalClothing=Stock Gorim's store with all non
ModUi/&StockGorimStoreWithAllNonMagicalInstruments=Stock Gorim's store with all non-magical musical instruments [Requires Restart]
ModUi/&StockHugoStoreWithAdditionalFoci=Stock Hugo's store with Arcane Staff, Druid Neck, Staff and Club set as foci items
ModUi/&Subclasses=Subclasses
+ModUi/&Subraces=Subraces
ModUi/&SwapCraftedItemAndRecipeIcons=+ Swap recipe and crafted item icons in shop
ModUi/&TargetLanguage=Target Language
ModUi/&Tools=Tools
diff --git a/SolastaUnfinishedBusiness/Translations/en/SubClasses/CircleOfTheCosmos-en.txt b/SolastaUnfinishedBusiness/Translations/en/SubClasses/CircleOfTheCosmos-en.txt
index bad3d2daa6..27af811975 100644
--- a/SolastaUnfinishedBusiness/Translations/en/SubClasses/CircleOfTheCosmos-en.txt
+++ b/SolastaUnfinishedBusiness/Translations/en/SubClasses/CircleOfTheCosmos-en.txt
@@ -18,6 +18,8 @@ Feature/&PowerCircleOfTheCosmosChaliceDescription=You or another creature within
Feature/&PowerCircleOfTheCosmosChaliceTitle=Chalice
Feature/&PowerCircleOfTheCosmosCosmosOmenDescription=You learn to use your star map to divine the will of the cosmos. Whenever you finish a long rest, you can use a no cost power and until you finish your next long rest, you gain access to a special reaction based on whether you rolled an even or an odd number on the die:\n• Weal: Whenever a creature you can see within 30 feet of you is about to make an attack roll or a saving throw, you can use your reaction to roll a d6 and add the number rolled to the total.\n• Woe: Whenever a creature you can see within 30 feet of you is about to make an attack roll or a saving throw, you can use your reaction to roll a d6 and subtract the number rolled from the total.
Feature/&PowerCircleOfTheCosmosCosmosOmenTitle=Cosmic Omen
+Feature/&PowerCircleOfTheCosmosDisableConstellationFormDescription=As a free action, you can revert your starry form.
+Feature/&PowerCircleOfTheCosmosDisableConstellationFormTitle=Revert Starry Form
Feature/&PowerCircleOfTheCosmosDragonConstellationFormDescription=A constellation of a wise dragon appears on you. When you make an Intelligence or a Wisdom check or a Constitution saving throw to maintain concentration on a spell, you can treat a roll of 9 or lower on the d20 as a 10.
Feature/&PowerCircleOfTheCosmosDragonConstellationFormTitle=Dragon
Feature/&PowerCircleOfTheCosmosSwitchConstellationFormDescription=You can switch your Starry Form if you haven't moved or used any bonus or main action yet.
diff --git a/SolastaUnfinishedBusiness/Translations/en/SubClasses/PathOfTheRavager-en.txt b/SolastaUnfinishedBusiness/Translations/en/SubClasses/PathOfTheRavager-en.txt
new file mode 100644
index 0000000000..26c1d8844a
--- /dev/null
+++ b/SolastaUnfinishedBusiness/Translations/en/SubClasses/PathOfTheRavager-en.txt
@@ -0,0 +1,14 @@
+Feature/&AdditionalDamagePathOfTheRavagerFrenzyDescription=Once during your turn, if you use your Reckless Attack while you are raging, the first Strength-based weapon attack that you hit an enemy with deals 2d6 extra damage of the same type as your weapon. This damage is increased to 3d6 at 9th level, and 4d6 at 16th level.
+Feature/&AdditionalDamagePathOfTheRavagerFrenzyTitle=Frenzy
+Feature/&FeatureSetPathOfTheRavagerIntimidatingPresenceDescription=Whenever you start raging as a free action, and while you are raging on subsequent turns as a bonus action, you can strike terror into others with your intimidating presence. Each enemy creature within 30 feet of you must make a Wisdom saving throw (DC equal to 8 + your proficiency bonus + your Strength modifier). On a failed save, a creature has the Frightened condition for 1 minute. At the end of each of the Frightened creature's turns, the creature repeats the saving throw, ending the effect on itself on a success. Once you use this feature, you can't use it again until you finish a Long Rest. If you've run out of uses of this feature, you can expend a use of your Rage to use it again.
+Feature/&FeatureSetPathOfTheRavagerIntimidatingPresenceTitle=Intimidating Presence
+Feature/&PowerPathOfTheRavagerIntimidatingPresenceDescription=While you are raging, you can use your bonus action to strike terror into others with your intimidating presence. Each enemy creature within 30 feet of you must make a Wisdom saving throw (DC equal to 8 + your proficiency bonus + your Strength modifier). On a failed save, a creature has the Frightened condition for 1 minute. At the end of each of the Frightened creature's turns, the creature repeats the saving throw, ending the effect on itself on a success.
+Feature/&PowerPathOfTheRavagerIntimidatingPresenceTitle=Intimidating Presence
+Feedback/&AdditionalDamageFrenzyFormat=Frenzy
+Feedback/&AdditionalDamageFrenzyLine=Frenzy deals extra +{2} damage!
+Reaction/&UseIntimidatingPresenceDescription=You can use your Intimidating Presence power as a free action.
+Reaction/&UseIntimidatingPresenceReactDescription=You can use your Intimidating Presence power as a free action.
+Reaction/&UseIntimidatingPresenceReactTitle=Intimidating Presence
+Reaction/&UseIntimidatingPresenceTitle=Intimidating Presence
+Subclass/&PathOfTheRavagerDescription=The Path of the Ravager is a path of untrammeled fury, slick with blood. As you enter the ravager's rage, you thrill in the chaos of battle, heedless of your own health or well-being.
+Subclass/&PathOfTheRavagerTitle=Path of the Ravager
diff --git a/SolastaUnfinishedBusiness/Translations/en/SubClasses/PatronEldritchSurge-en.txt b/SolastaUnfinishedBusiness/Translations/en/SubClasses/PatronEldritchSurge-en.txt
index 90d9084e47..fa6f482381 100644
--- a/SolastaUnfinishedBusiness/Translations/en/SubClasses/PatronEldritchSurge-en.txt
+++ b/SolastaUnfinishedBusiness/Translations/en/SubClasses/PatronEldritchSurge-en.txt
@@ -13,7 +13,7 @@ Feature/&PowerPatronEldritchSurgeVersatilitySwitchIntDescription=When using vers
Feature/&PowerPatronEldritchSurgeVersatilitySwitchIntTitle=Int
Feature/&PowerPatronEldritchSurgeVersatilitySwitchNoneDescription=Your Strength, Intelligence or Wisdom gain a bonus equal to the amount of versatilities you have learnt.
Feature/&PowerPatronEldritchSurgeVersatilitySwitchNoneTitle=Versatile
-Feature/&PowerPatronEldritchSurgeVersatilitySwitchPoolDescription=Each turn, you can switch between Strength, Intelligence, Wisdom or Versatile. When using versatilities, treat the chosen ability score as 10 + 2 * Proficiency Bonus. If you choose versatile, your Strength, Intelligence or Wisdom gain a bonus equal to the amount of versatilities you have learnt.
+Feature/&PowerPatronEldritchSurgeVersatilitySwitchPoolDescription=Each turn, you can switch among Strength, Intelligence, Wisdom or Versatile. If you choose an ability score, treat the chosen ability score as 10 + 2 * [Proficiency Bonus] when using versatilities. If you choose Versatile, your Strength, Intelligence and Wisdom gain a bonus equal to the amount of versatilities you have learnt.
Feature/&PowerPatronEldritchSurgeVersatilitySwitchPoolTitle=Versatility Switch
Feature/&PowerPatronEldritchSurgeVersatilitySwitchStrDescription=When using versatilities, treat your Strength as 10 + 2 * Proficiency Bonus.
Feature/&PowerPatronEldritchSurgeVersatilitySwitchStrTitle=Str
diff --git a/SolastaUnfinishedBusiness/Translations/es/Feats/Group-es.txt b/SolastaUnfinishedBusiness/Translations/es/Feats/Group-es.txt
index d49b89f5dd..c1332f135f 100644
--- a/SolastaUnfinishedBusiness/Translations/es/Feats/Group-es.txt
+++ b/SolastaUnfinishedBusiness/Translations/es/Feats/Group-es.txt
@@ -2,8 +2,6 @@ Feat/&FeatGroupAegisTouchedDescription=Aumenta uno de tus atributos mentales en
Feat/&FeatGroupAegisTouchedTitle=Égida tocada
Feat/&FeatGroupAgilityCombatDescription={0}
Feat/&FeatGroupAgilityCombatTitle=Combate: Agilidad
-Feat/&FeatGroupAlchemistDescription={0}
-Feat/&FeatGroupAlchemistTitle=Alquimista
Feat/&FeatGroupApothecaryDescription=Aumenta uno de tus atributos mentales en 1, hasta un máximo de 20.\nObtienes competencia con el kit de herboristería y medicinas, o experiencia si ya los dominas.
Feat/&FeatGroupApothecaryTitle=Boticario
Feat/&FeatGroupArmorDescription={0}
@@ -16,14 +14,14 @@ Feat/&FeatGroupBodyResilienceDescription={0}
Feat/&FeatGroupBodyResilienceTitle=Resiliencia corporal
Feat/&FeatGroupCelestialTouchedDescription=Aumenta uno de tus atributos mentales en 1, hasta un máximo de 20.\nObtienes la capacidad de lanzar la palabra curativa, curar heridas y hechizos de restauración menores una vez por descanso prolongado y puedes lanzar estos hechizos con tus espacios de hechizo.
Feat/&FeatGroupCelestialTouchedTitle=Celestial tocado
+Feat/&FeatGroupChefDescription=Aumenta tu Sabiduría o Constitución en 1, hasta un máximo de 20.\nPuedes dedicar 1 hora a cocinar una comida para curarte a ti y a tus compañeros por 1d8 HP.\nUna vez al día, puedes dedicar una hora a cocinar. golosinas que proporcionan HP temporal cuando se comen.
+Feat/&FeatGroupChefTitle=Cocinero
Feat/&FeatGroupClassBoundDescription={0}
Feat/&FeatGroupClassBoundTitle=Clase ligada
Feat/&FeatGroupCloseQuartersDescription=Tienes experiencia en pelear cuerpo a cuerpo y obtienes los siguientes beneficios:\n• Tu destreza o inteligencia aumenta en 1, hasta un máximo de 20.\n• Cuando infliges daño de ataque furtivo con ataques con armas cuerpo a cuerpo mientras estás a 5 pies de tu objetivo, tus dados furtivos se convierten en d8 en lugar de d6. Esta característica también se extiende a clases que pueden realizar ataques furtivos con ataques de hechizos cuerpo a cuerpo y características de pícaro que se basan en dados furtivos.
Feat/&FeatGroupCloseQuartersTitle=Poca proximidad
Feat/&FeatGroupCreedDescription={0}
Feat/&FeatGroupCreedTitle=Credo de los dioses
-Feat/&FeatGroupCriticalVirtuosoDescription={0}
-Feat/&FeatGroupCriticalVirtuosoTitle=Virtuoso crítico
Feat/&FeatGroupCrusherDescription=Aumenta tu Fuerza o Constitución en 1, hasta un máximo de 20.\nCuando golpeas a una criatura con un ataque que inflige un daño contundente, una vez por turno empujas al enemigo 5 pies. Cuando consigues un golpe crítico, las tiradas de ataque contra esa criatura se realizan con ventaja hasta el comienzo de tu siguiente turno.
Feat/&FeatGroupCrusherTitle=Trituradora
Feat/&FeatGroupDefenseCombatDescription={0}
@@ -38,14 +36,14 @@ Feat/&FeatGroupElementalTouchDescription=La primera vez en cada turno que inflig
Feat/&FeatGroupElementalTouchTitle=Toque elemental
Feat/&FeatGroupElvenAccuracyDescription=Tienes una puntería asombrosa con ataques que dependen de la precisión en lugar de la fuerza bruta. Aumenta tu Destreza o uno de tus atributos mentales en 1, hasta un máximo de 20. Siempre que tengas ventaja en una tirada de ataque usando Destreza, Inteligencia, Sabiduría o Carisma, puedes volver a tirar uno de los dados una vez.
Feat/&FeatGroupElvenAccuracyTitle=Precisión élfica
-Feat/&FeatGroupEnchanterDescription={0}
-Feat/&FeatGroupEnchanterTitle=Encantador
Feat/&FeatGroupFadeAwayDescription=Has aprendido un truco mágico para desaparecer cuando sufres algún daño. Aumenta tu puntuación de Destreza o Inteligencia en 1, hasta un máximo de 20. Inmediatamente después de recibir daño, puedes usar una reacción para volverte invisible mágicamente hasta el final de tu siguiente turno o hasta que ataques, inflijas daño o obligues a alguien a hacer algo. un tiro de salvación. Una vez que uses esta habilidad, no podrás volver a hacerlo hasta que termines un descanso corto o largo.
Feat/&FeatGroupFadeAwayTitle=Desvanecerse
Feat/&FeatGroupFightingStyleDescription={0}
Feat/&FeatGroupFightingStyleTitle=Iniciado de lucha
Feat/&FeatGroupFlameTouchedDescription=Aumenta uno de tus atributos mentales en 1, hasta un máximo de 20.\nObtienes la capacidad de lanzar los hechizos de manos ardientes y rayos abrasadores una vez por descanso prolongado y puedes lanzar estos y la reprimenda infernal con tus espacios de hechizo.
Feat/&FeatGroupFlameTouchedTitle=Llama tocada
+Feat/&FeatGroupFlamesOfPhlegethosDescription=Aprendes a invocar el fuego del infierno para que cumpla tus órdenes. Obtienes los siguientes beneficios:\n• Aumenta tu Inteligencia o Carisma en 1, hasta un máximo de 20.\n• Cuando tiras daño por fuego para un hechizo que lanzas, puedes repetir cualquier tirada de 1 en el daño por fuego. dados, pero debes usar la nueva tirada, incluso si es otro 1.\n• Siempre que uses un poder o hechizo que cause daño por fuego, puedes hacer que las llamas te envuelvan hasta el final de tu siguiente turno. Las llamas no lo dañan a usted ni a sus posesiones y arrojan luz brillante a 30 pies y luz tenue a 30 pies adicionales. Mientras las llamas estén presentes, cualquier criatura a 5 pies de ti que te golpee con un ataque cuerpo a cuerpo sufrirá 1d4 de daño por fuego.
+Feat/&FeatGroupFlamesOfPhlegethosTitle=Llamas de Flegetos
Feat/&FeatGroupGeneralAdeptDescription={0}
Feat/&FeatGroupGeneralAdeptTitle=Adepto General e Iniciado
Feat/&FeatGroupHalfAttributesDescription={0}
@@ -74,6 +72,8 @@ Feat/&FeatGroupMeleeCombatDescription={0}
Feat/&FeatGroupMeleeCombatTitle=Combate: cuerpo a cuerpo
Feat/&FeatGroupOldTacticsDescription=Aumenta tu puntuación de Fuerza o Destreza en 1. Una vez por ronda, cuando un enemigo tumbado dentro del alcance de tu arma cuerpo a cuerpo se levanta, puedes realizar un ataque de oportunidad contra el objetivo.
Feat/&FeatGroupOldTacticsTitle=Viejas tácticas
+Feat/&FeatGroupOrcishFuryDescription=Tu furia arde incansablemente. Obtienes los siguientes beneficios:\n• Aumenta tu Fuerza o Constitución en 1, hasta un máximo de 20.\n• Cuando golpeas con un ataque realizado con un arma simple o marcial, puedes tirar uno de los dados de daño una vez adicional y agrégalos como daño adicional del tipo de daño del arma. Una vez que uses esta habilidad, no podrás volver a usarla hasta que termines un descanso corto o largo.\n• Inmediatamente después de usar tu rasgo Resistencia implacable, puedes usar tu reacción para realizar un ataque con arma.
+Feat/&FeatGroupOrcishFuryTitle=Furia orca
Feat/&FeatGroupPeregrinationTouchedDescription=Aumenta uno de tus atributos mentales en 1, hasta un máximo de 20.\nObtienes la capacidad de lanzar los hechizos de zancudo largo, retirada expedita y trepador de araña una vez por descanso prolongado y puedes lanzar estos hechizos con tus espacios de hechizo.
Feat/&FeatGroupPeregrinationTouchedTitle=Peregrinación tocada
Feat/&FeatGroupPiercerDescription=Aumenta tu Fuerza o Destreza en 1, hasta un máximo de 20.\nCuando golpeas a una criatura con un ataque que causa daño penetrante, puedes volver a tirar los dados cuando sacas un 1 y debes usar la nueva tirada. Cuando consigues un golpe crítico, puedes tirar un dado de daño adicional para determinar el daño perforante adicional que recibe el objetivo.
diff --git a/SolastaUnfinishedBusiness/Translations/es/Feats/MeleeCombat-es.txt b/SolastaUnfinishedBusiness/Translations/es/Feats/MeleeCombat-es.txt
index 33a31230f8..62181dbff6 100644
--- a/SolastaUnfinishedBusiness/Translations/es/Feats/MeleeCombat-es.txt
+++ b/SolastaUnfinishedBusiness/Translations/es/Feats/MeleeCombat-es.txt
@@ -14,6 +14,8 @@ Feat/&FeatAlwaysReadyDescription=Preparas automáticamente un ataque cuerpo a cu
Feat/&FeatAlwaysReadyTitle=Siempre listo
Feat/&FeatBladeMasteryDescription=Dominas la daga, la espada corta, la espada larga, la cimitarra, el estoque y la gran espada. Obtienes una bonificación de +1 a las tiradas de ataque que realizas con el arma y una bonificación de +1 a tu CA mientras empuñas cualquiera de ellas. Cuando realizas un ataque de oportunidad con el arma, tienes ventaja en la tirada de ataque.
Feat/&FeatBladeMasteryTitle=Dominio de la espada
+Feat/&FeatChargerDescription=Te has entrenado para lanzarte precipitadamente a la batalla y has obtenido los siguientes beneficios:\n• Siempre que realices una acción Dash, puedes usar tu acción adicional para realizar un ataque cuerpo a cuerpo.\n• Si te mueves al menos 10 pies en línea recta línea inmediatamente antes de golpear con un arma cuerpo a cuerpo o un ataque desarmado en tu turno, elige uno de los siguientes efectos: gana un bono de +1d8 a la tirada de daño del ataque, o empuja al objetivo hasta 10 pies, siempre que el objetivo que deseas empujar sea de tamaño grande o más pequeño. Podrás utilizar este beneficio sólo una vez en cada uno de tus turnos.
+Feat/&FeatChargerTitle=Cargador
Feat/&FeatCleavingAttackDescription=Has aprendido a aprovechar el peso de un arma y dejar que su impulso potencie tus golpes:\n• En tu turno, cuando consigues un golpe crítico con un arma cuerpo a cuerpo o reduces una criatura a 0 puntos de golpe con un , puedes realizar un ataque con arma cuerpo a cuerpo como acción adicional.\n• Antes de realizar un ataque cuerpo a cuerpo con un arma pesada con la que eres competente, puedes optar por recibir una penalización de -5 a tu golpe para poder hacerlo. +10 de daño adicional.
Feat/&FeatCleavingAttackTitle=Gran maestro de armas
Feat/&FeatCrusherConDescription=Tienes práctica en el arte de aplastar a tus enemigos. Aumenta tu Constitución en 1, hasta un máximo de 20. Cuando golpeas a una criatura con un ataque que causa un daño contundente, una vez por turno empujas al enemigo 5 pies. Cuando consigues un golpe crítico, las tiradas de ataque contra esa criatura se realizan con ventaja hasta el comienzo de tu siguiente turno.
@@ -54,12 +56,18 @@ Feature/&AttackModifierFeatSpearMasteryDescription=Obtienes una bonificación de
Feature/&AttackModifierFeatSpearMasteryTitle=Dominio de la lanza
Feature/&AttributeModifierFeatLongswordFinesseArmorClassDescription=Mientras sostienes una espada larga, obtienes una bonificación de +1 a la clase de armadura.
Feature/&AttributeModifierFeatLongswordFinesseArmorClassTitle=Delicadeza de espada larga
+Feature/&PowerFeatChargerAddDamageDescription=Gana una bonificación de +1d8 a la tirada de daño del ataque.
+Feature/&PowerFeatChargerAddDamageTitle=Añade 1D8 de daño
+Feature/&PowerFeatChargerShoveDescription=Empuja el objetivo hasta 10 pies.
+Feature/&PowerFeatChargerShoveTitle=Empuje hasta 10 pies
Feature/&PowerFeatFellHandedAdvantageDescription=Siempre que tengas ventaja en una tirada de ataque cuerpo a cuerpo y golpees, derribarás al objetivo si la tirada más baja de las dos tiradas d20 también impactaría al objetivo.
Feature/&PowerFeatFellHandedDisadvantageDescription=Siempre que tengas desventaja en una tirada de ataque cuerpo a cuerpo y falles, el objetivo recibe un daño contundente igual a tu modificador de Fuerza.
Feature/&PowerFeatSpearMasteryChargeDescription=Puedes apuntalar tu lanza para interceptar a los enemigos que se acercan. Puedes usar la reacción para realizar un ataque de oportunidad con una lanza al enemigo que entre a tu alcance e infligir daño adicional si ese ataque impacta.
Feature/&PowerFeatSpearMasteryChargeTitle=Soporte de lanza
Feature/&PowerFeatSpearMasteryReachDescription=Puedes aumentar tu alcance con una lanza en 5 pies durante el resto de tu turno.
Feature/&PowerFeatSpearMasteryReachTitle=Alcance de la lanza
+Feedback/&AdditionalDamageChargerFormat=¡Cargador!
+Feedback/&AdditionalDamageChargerLine=¡{0} carga {1} e inflige {2} daño adicional!
Feedback/&AdditionalDamageCrusherFormat=¡Trituradora!
Feedback/&AdditionalDamageCrusherLine={0} aplasta a {1}
Feedback/&AdditionalDamagePiercerFormat=¡Perforadores!
@@ -69,6 +77,10 @@ Reaction/&ReactionAttackOldTacticsDescription={0} se puso de pie. {1} puede usar
Reaction/&ReactionAttackOldTacticsReactDescription=Usa tu reacción para atacar.
Reaction/&ReactionAttackOldTacticsReactTitle=Ataque
Reaction/&ReactionAttackOldTacticsTitle=Viejas tácticas
+Reaction/&ReactionSpendPowerBundlePowerFeatChargerDescription=Puedes agregar daño adicional o empujar al objetivo.
+Reaction/&ReactionSpendPowerBundlePowerFeatChargerReactDescription=Aplica un efecto adicional.
+Reaction/&ReactionSpendPowerBundlePowerFeatChargerReactTitle=Cargar
+Reaction/&ReactionSpendPowerBundlePowerFeatChargerTitle=Cargar
Reaction/&UseDefensiveDuelistDescription=¡Estás a punto de ser golpeado! Puedes asumir una postura defensiva para evitar el golpe.
Reaction/&UseDefensiveDuelistReactDescription=Utilice su postura defensiva para evitar el golpe.
Reaction/&UseDefensiveDuelistReactTitle=Defender
diff --git a/SolastaUnfinishedBusiness/Translations/es/Feats/OtherFeats-es.txt b/SolastaUnfinishedBusiness/Translations/es/Feats/OtherFeats-es.txt
index 8bb6f9905e..74b024a3db 100644
--- a/SolastaUnfinishedBusiness/Translations/es/Feats/OtherFeats-es.txt
+++ b/SolastaUnfinishedBusiness/Translations/es/Feats/OtherFeats-es.txt
@@ -1,9 +1,15 @@
Condition/&ConditionFeatMobileAfterDashDescription=Otorga inmunidad a las restricciones de movimiento, además de ser restringido.
Condition/&ConditionFeatMobileAfterDashTitle=Libertad
+Feat/&FeatAlertDescription=Siempre atento al peligro, obtienes los siguientes beneficios:\n• No te pueden sorprender mientras estás consciente.\n• Obtienes una bonificación de +5 a la iniciativa.\n• Otras criaturas no lo hacen. obtener ventaja en las tiradas de ataque contra ti como resultado de no ser percibido por ti.
+Feat/&FeatAlertTitle=Alerta
Feat/&FeatArcaneArcherAdeptDescription=Tienes magia arcana y entrenamiento con arco que te permite realizar maniobras de combate especiales.
Feat/&FeatArcaneArcherAdeptTitle=Adepto Arquero Arcano
Feat/&FeatAstralArmsDescription=Aumenta tu Sabiduría en 1, hasta un máximo de 20.\nCuando realizas un ataque desarmado en tu turno, tu alcance es de 10 pies. Otras criaturas provocan un ataque de oportunidad de tu parte cuando entran en el alcance que tienes con armas desarmadas. .
Feat/&FeatAstralArmsTitle=Alcance Astral
+Feat/&FeatChefConDescription=Aumenta tu Constitución en 1, hasta un máximo de 20.\nPuedes dedicar 1 hora a cocinar una comida para curarte a ti y a tus compañeros por 1d8 HP.\nUna vez al día, puedes dedicar una hora a cocinar varios de golosinas equivalentes a tu bonificación de competencia que proporcionan 5 HP temporales cuando se comen.
+Feat/&FeatChefConTitle=Chef [Con]
+Feat/&FeatChefWisDescription=Aumenta tu Sabiduría en 1, hasta un máximo de 20.\nPuedes dedicar 1 hora a cocinar una comida para curarte a ti y a tus compañeros por 1d8 HP.\nUna vez al día, puedes dedicar una hora a cocinar varios de golosinas equivalentes a tu bonificación de competencia que proporcionan 5 HP temporales cuando se comen.
+Feat/&FeatChefWisTitle=Chef [Wis]
Feat/&FeatCriticalVirtuosoDescription=Su umbral crítico se reduce en 1.
Feat/&FeatEldritchAdeptDescription=Aprendes una opción de Invocación sobrenatural de tu elección de la clase de brujo. Si la invocación tiene un requisito previo, puedes elegir esa invocación sólo si eres un brujo y sólo si cumples el requisito previo. Cada vez que ganes un nivel, podrás reemplazar la invocación por otra de la clase de brujo.
Feat/&FeatEldritchAdeptTitle=Adepto sobrenatural
@@ -15,6 +21,8 @@ Feat/&FeatFrostAdaptationDescription=Aumenta tu Constitución en 1, hasta un má
Feat/&FeatFrostAdaptationTitle=Adaptación a las heladas
Feat/&FeatGiftOfTheChromaticDragonDescription=Has manifestado parte del poder de los dragones cromáticos, lo que te otorga los siguientes beneficios:\n• Infusión cromática: como acción adicional, puedes tocar un arma simple o marcial e infundirle uno de los siguientes tipos de daño: ácido , frío, fuego, relámpagos o veneno. Durante el siguiente minuto, el arma inflige 1d4 de daño adicional del tipo elegido cuando impacta. Después de usar esta acción adicional, no podrás volver a hacerlo hasta que termines un descanso prolongado.\n• Resistencia reactiva: cuando sufres daño por ácido, frío, fuego, rayos o veneno, puedes usar tu reacción para dar te otorga resistencia a esa instancia de daño hasta el final de su turno. Puedes usar esta reacción una cantidad de veces igual a tu bonificación de competencia y recuperas todos los usos gastados cuando terminas un descanso prolongado.
Feat/&FeatGiftOfTheChromaticDragonTitle=Don del Dragón Cromático
+Feat/&FeatGroupSkillExpertDescription=Has perfeccionado tu competencia con habilidades específicas, lo que te otorga los siguientes beneficios:\n• Aumenta la puntuación de una habilidad de tu elección en 1, hasta un máximo de 20.\n• Obtienes competencia en una habilidad de tu elección.{ 99}• Obtienes experiencia en una habilidad de tu elección.
+Feat/&FeatGroupSkillExpertTitle=Experto en habilidades
Feat/&FeatHealerDescription=Obtienes competencia o experiencia en controles de medicina. Obtienes la capacidad de estabilizar una criatura moribunda una vez por descanso prolongado. Puedes usar una acción para restaurar 1d6 + 4 + puntos de vida del nivel del personaje un número de veces por descanso prolongado igual a tu modificador de Sabiduría.
Feat/&FeatHealerTitle=Curador
Feat/&FeatInfusionsAdeptDescription=Has estudiado el arte de infundir magia en objetos mundanos para crear objetos mágicos temporales, otorgándote dos infusiones de nivel 2 o inferior de tu elección de la clase Artífice.
@@ -45,6 +53,10 @@ Feature/&CastSpellFeatMagicInitiateTitle=Iniciado
Feature/&CastSpellFeatSpellSniperTitle=Francotirador
Feature/&DieRollModifierFeatElementalAdeptReroll=Debido a Elemental Adept, {0} vuelve a tirar el dado {1} de {2} a {3}.
Feature/&DieRollModifierFeatElementalMasterReroll=Debido a Elemental Master, {0} vuelve a tirar el dado {1} de un {2} a un {3}.
+Feature/&PowerFeatChefCookMealDescription=Puedes dedicar 1 hora a cocinar una comida para curarte a ti y a tus compañeros por 1d8 HP.
+Feature/&PowerFeatChefCookMealTitle=Cocinar la comida del chef
+Feature/&PowerFeatChefCookTreatDescription=Puedes dedicar 1 hora a cocinar delicias que proporcionan 5 puntos de vida temporales cuando se comen.
+Feature/&PowerFeatChefCookTreatTitle=Trato del chef cocinero
Feature/&PowerFeatHealerMedKitDescription=Puedes usar una acción para restaurar 1d6 + bonificación de medicina + puntos de vida del nivel del personaje, un número de veces por descanso prolongado igual a tu modificador de Sabiduría.
Feature/&PowerFeatHealerMedKitTitle=Usar medicina
Feature/&PowerFeatHealerResuscitateDescription=Puedes usar una acción para revivir una criatura que murió en los últimos 12 segundos una vez por descanso prolongado.
@@ -69,6 +81,8 @@ Feedback/&AdditionalDamageChromaticInfusionDamageLightningFormat=Infusión Crom
Feedback/&AdditionalDamageChromaticInfusionDamageLightningLine=¡La infusión cromática causa +{2} daño de rayo adicional!
Feedback/&AdditionalDamageChromaticInfusionDamagePoisonFormat=Infusión Cromática: Veneno
Feedback/&AdditionalDamageChromaticInfusionDamagePoisonLine=¡La infusión cromática causa +{2} daño de veneno adicional!
+Item/&ItemFeatChefTreatDescription=Come la delicia de este chef y gana 5 puntos de vida temporales.
+Item/&ItemFeatChefTreatTitle=Trato del chef
Reaction/&ReactionWarcasterDescription={0} está abandonando un área amenazada por uno o más personajes.
Reaction/&ReactionWarcasterReactDescription=Utilice la reacción para atacar al objetivo.
Reaction/&ReactionWarcasterReactTitle=Ataque
diff --git a/SolastaUnfinishedBusiness/Translations/es/Feats/Races-es.txt b/SolastaUnfinishedBusiness/Translations/es/Feats/Races-es.txt
index 6170bc9ae1..a3b1828b97 100644
--- a/SolastaUnfinishedBusiness/Translations/es/Feats/Races-es.txt
+++ b/SolastaUnfinishedBusiness/Translations/es/Feats/Races-es.txt
@@ -1,11 +1,23 @@
+Condition/&ConditionFeatFlamesOfPhlegethosDescription=Cualquier criatura a 5 pies de ti que te golpee con un ataque cuerpo a cuerpo sufre 1d4 de daño por fuego.
+Condition/&ConditionFeatFlamesOfPhlegethosTitle=Llamas de Flegetos
Feat/&FeatDragonWingsDescription=Te brotan alas dracónicas. Obtienes la capacidad de volar por un tiempo limitado si no llevas una armadura pesada.
Feat/&FeatDragonWingsTitle=Alas de dragón
+Feat/&FeatDwarvenFortitudeDescription=Por tus venas corre sangre de héroes enanos. Obtienes los siguientes beneficios:\n• Aumenta tu puntuación de Constitución en 1, hasta un máximo de 20.\n• Siempre que realices la acción de Esquivar en combate, puedes gastar un Dado de Golpe para curarte a ti mismo. Tira el dado, añade tu modificador de Constitución y recupera una cantidad de puntos de vida igual al total (mínimo de 1).
+Feat/&FeatDwarvenFortitudeTitle=Fortaleza enana
Feat/&FeatFadeAwayDexDescription=Has aprendido un truco mágico para desaparecer cuando sufres algún daño. Aumenta tu puntuación de Destreza en 1, hasta un máximo de 20. Inmediatamente después de recibir daño, puedes usar una reacción para volverte invisible mágicamente hasta el final de tu siguiente turno o hasta que ataques, inflijas daño o obligues a alguien a realizar una salvación. tirar. Una vez que uses esta habilidad, no podrás volver a hacerlo hasta que termines un descanso corto o largo.
Feat/&FeatFadeAwayDexTitle=Desvanecerse [Dex]
Feat/&FeatFadeAwayIntDescription=Has aprendido un truco mágico para desaparecer cuando sufres algún daño. Aumenta tu puntuación de Inteligencia en 1, hasta un máximo de 20. Inmediatamente después de recibir daño, puedes usar una reacción para volverte invisible mágicamente hasta el final de tu siguiente turno o hasta que ataques, inflijas daño o obligues a alguien a salvar. tirar. Una vez que uses esta habilidad, no podrás volver a hacerlo hasta que termines un descanso corto o largo.
Feat/&FeatFadeAwayIntTitle=Desvanecerse [Ent]
+Feat/&FeatFlamesOfPhlegethosChaDescription=Aprendes a invocar el fuego del infierno para que cumpla tus órdenes. Obtienes los siguientes beneficios:\n• Aumenta tu carisma en 1, hasta un máximo de 20.\n• Cuando tiras daño por fuego para un hechizo que lanzas, puedes repetir cualquier tirada de 1 en los dados de daño por fuego. pero debes usar la nueva tirada, incluso si es otro 1.\n• Siempre que uses un poder o hechizo que cause daño por fuego, puedes hacer que las llamas te envuelvan hasta el final de tu siguiente turno. Las llamas no lo dañan a usted ni a sus posesiones y arrojan luz brillante a 30 pies y luz tenue a 30 pies adicionales. Mientras las llamas estén presentes, cualquier criatura a 5 pies de ti que te golpee con un ataque cuerpo a cuerpo sufrirá 1d4 de daño por fuego.
+Feat/&FeatFlamesOfPhlegethosChaTitle=Llamas de Flegethos [Cha]
+Feat/&FeatFlamesOfPhlegethosIntDescription=Aprendes a invocar el fuego del infierno para que cumpla tus órdenes. Obtienes los siguientes beneficios:\n• Aumenta tu Inteligencia en 1, hasta un máximo de 20.\n• Cuando tiras daño por fuego para un hechizo que lanzas, puedes repetir cualquier tirada de 1 en los dados de daño por fuego. pero debes usar la nueva tirada, incluso si es otro 1.\n• Siempre que uses un poder o hechizo que cause daño por fuego, puedes hacer que las llamas te envuelvan hasta el final de tu siguiente turno. Las llamas no lo dañan a usted ni a sus posesiones y arrojan luz brillante a 30 pies y luz tenue a 30 pies adicionales. Mientras las llamas estén presentes, cualquier criatura a 5 pies de ti que te golpee con un ataque cuerpo a cuerpo sufrirá 1d4 de daño por fuego.
+Feat/&FeatFlamesOfPhlegethosIntTitle=Llamas de Flegetos [Ent]
Feat/&FeatInfernalConstitutionDescription=La sangre diabólica corre fuerte en ti, desbloqueando una resiliencia similar a la que poseen algunos demonios. Obtienes los siguientes beneficios:\n• Aumenta tu puntuación de Constitución en 1, hasta un máximo de 20.\n• Tienes resistencia al daño por frío y veneno.\n• Tienes ventaja en las tiradas de salvación contra el envenenamiento.
Feat/&FeatInfernalConstitutionTitle=Constitución infernal
+Feat/&FeatOrcishFuryConDescription=Tu furia arde incansablemente. Obtienes los siguientes beneficios:\n• Aumenta tu Constitución en 1, hasta un máximo de 20.\n• Cuando golpeas con un ataque realizado con un arma simple o marcial, puedes tirar uno de los dados de daño del arma. una vez adicional y agréguelo como daño adicional del tipo de daño del arma. Una vez que uses esta habilidad, no podrás volver a usarla hasta que termines un descanso corto o largo.\n• Inmediatamente después de usar tu rasgo Resistencia implacable, puedes usar tu reacción para realizar un ataque con arma.
+Feat/&FeatOrcishFuryConTitle=Furia orca [Con]
+Feat/&FeatOrcishFuryStrDescription=Tu furia arde incansablemente. Obtienes los siguientes beneficios:\n• Aumenta tu Fuerza en 1, hasta un máximo de 20.\n• Cuando golpeas con un ataque realizado con un arma simple o marcial, puedes tirar uno de los dados de daño del arma. una vez adicional y agréguelo como daño adicional del tipo de daño del arma. Una vez que uses esta habilidad, no podrás volver a usarla hasta que termines un descanso corto o largo.\n• Inmediatamente después de usar tu rasgo Resistencia implacable, puedes usar tu reacción para realizar un ataque con arma.
+Feat/&FeatOrcishFuryStrTitle=Furia orca [Str]
Feat/&FeatRevenantGreatSwordDexDescription=Eres descendiente de un maestro de la gran espada y parte de ese dominio te ha pasado a ti. Obtienes los siguientes beneficios:\n• Aumenta tu puntuación de Destreza en 1, hasta un máximo de 20.\n• Mientras empuñas una gran espada, obtienes una bonificación de +1 a la clase de armadura.\n• Excelente La espada tiene la propiedad de delicadeza cuando la empuñas.
Feat/&FeatRevenantGreatSwordDexTitle=Espada Retornada [Dex]
Feat/&FeatRevenantGreatSwordStrDescription=Eres descendiente de un maestro de la gran espada y parte de ese dominio te ha pasado a ti. Obtienes los siguientes beneficios:\n• Aumenta tu puntuación de Fuerza en 1, hasta un máximo de 20.\n• Mientras empuñas una gran espada, obtienes una bonificación de +1 a la clase de armadura.\n• Excelente La espada tiene la propiedad de delicadeza cuando la empuñas.
@@ -16,7 +28,19 @@ Feat/&FeatSquatNimblenessStrDescription=Eres extraordinariamente ágil para tu r
Feat/&FeatSquatNimblenessStrTitle=Agilidad en sentadillas [Str]
Feature/&AttributeModifierFeatRevenantGreatSwordArmorClassDescription=Mientras sostienes una gran espada, obtienes una bonificación de +1 a la clase de armadura.
Feature/&AttributeModifierFeatRevenantGreatSwordArmorClassTitle=Espada Retornada
+Feature/&DieRollModifierFeatFlamesOfPhlegethosReroll=Debido a las llamas de Phlegethos, {0} vuelve a tirar el dado {1} de un {2} a un {3}.
+Feedback/&AdditionalDamageOrcishFuryFormat=Furia orca
+Feedback/&AdditionalDamageOrcishFuryLine=¡La furia orca causa +{2} de daño adicional!
+Feedback/&DwarvenFortitudeHitDieRolled={0} sacó un {2} y curó a {3} = {4}.
+Reaction/&CustomReactionDwarvenFortitudeDescription=Puedes gastar un Hit Die para curarte a ti mismo.
+Reaction/&CustomReactionDwarvenFortitudeReactDescription=Puedes gastar un Hit Die para curarte a ti mismo.
+Reaction/&CustomReactionDwarvenFortitudeReactTitle=Fortaleza enana
+Reaction/&CustomReactionDwarvenFortitudeTitle=Fortaleza enana
Reaction/&UsePowerFeatFadeAwayInvisibleDescription=Usa tu reacción para volverte invisible.
Reaction/&UsePowerFeatFadeAwayInvisibleReactDescription=Usa tu reacción para volverte invisible.
Reaction/&UsePowerFeatFadeAwayInvisibleReactTitle=Desvanecerse
Reaction/&UsePowerFeatFadeAwayInvisibleTitle=Desvanecerse
+Reaction/&UsePowerFeatFlamesOfPhlegethosDescription=Puedes encender tus Llamas de Phlegethos.
+Reaction/&UsePowerFeatFlamesOfPhlegethosReactDescription=Puedes encender tus Llamas de Phlegethos.
+Reaction/&UsePowerFeatFlamesOfPhlegethosReactTitle=Llamas de Flegetos
+Reaction/&UsePowerFeatFlamesOfPhlegethosTitle=Llamas de Flegetos
diff --git a/SolastaUnfinishedBusiness/Translations/es/Others-es.txt b/SolastaUnfinishedBusiness/Translations/es/Others-es.txt
index 309e5f96d9..2c3155e1b2 100644
--- a/SolastaUnfinishedBusiness/Translations/es/Others-es.txt
+++ b/SolastaUnfinishedBusiness/Translations/es/Others-es.txt
@@ -30,6 +30,8 @@ Action/&HailOfBladesToggleDescription=Activar/desactivar Lluvia de Espadas
Action/&HailOfBladesToggleTitle=Lluvia de espadas
Action/&InventorInfusionDescription=Infundir artículo o crear réplica
Action/&InventorInfusionTitle=Infusiones
+Action/&OrcishFuryToggleDescription=Activar/desactivar Furia Orca
+Action/&OrcishFuryToggleTitle=Furia orca
Action/&PaladinSmiteToggleDescription=Habilite los ataques en cualquier ataque; de lo contrario, solo en golpes críticos.
Action/&PaladinSmiteToggleTitle=Herir
Action/&PressTheAdvantageToggleDescription=Activar/desactivar Presione la ventaja
@@ -61,6 +63,7 @@ Condition/&FlightSuspendDescription=Se ha suspendido el efecto de vuelo en curso
Condition/&FlightSuspendTitle=Vuelo suspendido
ContentPack/&9999Description=El paquete Unfinished Business agrega multiclase, razas, subclases, hazañas, estilo de lucha y hechizos. Hay un límite de nivel superior, funciones de calidad de vida, correcciones y más. Es un verdadero Cuerno de la Abundancia (TM)...
ContentPack/&9999Title=Paquete de asuntos pendientes
+Equipment/&BeltOfRegeneration_Function_Description=Regenera 5 puntos de vida por ronda durante un minuto.
Equipment/&DLC3_DwarvenWeapon_Dagger+3_CriticalThreshold=Tus ataques obtienen un golpe crítico con un 18, 19 o 20 mientras empuñas esta arma y estás en sintonía con ella.
Failure/&FailureFlagTargetMeleeWeaponError=No se puede realizar un ataque cuerpo a cuerpo contra este objetivo con el arma actual.
Feature/&AlwaysBeardDescription=¡{0}% de posibilidades de dejarte crecer una barba gloriosa!
@@ -225,9 +228,7 @@ Rules/&SituationalContext9000Format=Tiene tipos de armas Blade Mastery en manos:
Rules/&SituationalContext9001Format=Tiene gran espada en manos:
Rules/&SituationalContext9002Format=Tiene Longsword en manos:
Rules/&SituationalContext9003Format=Tiene arma cuerpo a cuerpo en la mano principal con la mano libre:
-Rules/&SituationalContext9004Format=Tiene escudo en manos:
Rules/&SituationalContext9005Format=Tiene armas simples o marciales en la mano:
-Rules/&SituationalContext9006Format=Tiene arma especializada en manos:
Rules/&SituationalContext9007Format=No hay mucha luz:
Rules/&SituationalContext9008Format=Está furioso y con doble empuñadura:
Rules/&SituationalContext9009Format=El arma principal es cuerpo a cuerpo o desarmada o un Yeoman con arco largo:
diff --git a/SolastaUnfinishedBusiness/Translations/es/Settings-es.txt b/SolastaUnfinishedBusiness/Translations/es/Settings-es.txt
index 89eb157e96..2fc01aa52c 100644
--- a/SolastaUnfinishedBusiness/Translations/es/Settings-es.txt
+++ b/SolastaUnfinishedBusiness/Translations/es/Settings-es.txt
@@ -3,6 +3,7 @@ ModUi/&AddAllToStore=Agregar todo a la tienda
ModUi/&AddBleedingToLesserRestoration=Agregue la condición Sangrado a las eliminadas por Restauración mayor y Restauración menor
ModUi/&AddCustomIconsToOfficialItems=Añade iconos personalizados a los elementos oficiales del juego [municiones, recetas, kits, etc.] [Requiere reinicio]
ModUi/&AddDarknessPerceptiveToDarkRaces=Habilite Percepción de oscuridad en Darkelf, Dark Kobold y Gray Dwarf. color> \n[otorga ventaja en las pruebas de percepción cuando no está iluminado o bajo oscuridad mágica]
+ModUi/&AddDexModifierToEnemiesInitiativeRoll=Añade Modificador de Destreza a los enemigos Tirada de Iniciativa
ModUi/&AddFighterLevelToIndomitableSavingReroll=Añade el nivel Luchador a la repetición de la tirada de salvación Indomable.
ModUi/&AddHelpActionToAllRaces=Agrega la acción Ayuda a todas las razas jugables [puedes ayudar a una criatura amiga a atacar a una criatura a 5 pies de ti]
ModUi/&AddHumanoidFavoredEnemyToRanger=Habilitar enemigos preferidos humanoides Rangers
@@ -107,6 +108,7 @@ ModUi/&EnableFeatsAtEvenLevelsMiddle=Habilitar la selección de dotes en los niv
ModUi/&EnableFighterWeaponSpecialization=Habilitar Luchador Especialización en armas en los niveles de clase 8 y 16 [Obtiene +1 para golpear y dañar pero desventaja con cualquier otro tipo de arma]
ModUi/&EnableFlexibleBackgrounds=Habilite fondos flexibles [seleccione competencias de habilidades y herramientas de los fondos]
ModUi/&EnableFlexibleRaces=Habilitar razas flexibles [asignar puntos de puntaje de habilidad en lugar de los valores raciales predeterminados]
+ModUi/&EnableHeroWithBestProficiencyToRollChoice=Permitir que el héroe con mayor competencia realice opciones de diálogo.
ModUi/&EnableHigherGroundRules=Habilitar reglas básicas más altas [+1 para golpear si se ataca desde un terreno más alto]
ModUi/&EnableHotkeyDebugOverlay=Habilite CTRL-SHIFT-(D) para mostrar la superposición de depuración
ModUi/&EnableHotkeyToggleHud=Habilite CTRL-SHIFT-(H) para alternar la pantalla HUD
@@ -146,6 +148,7 @@ ModUi/&EnableVttCamera=Habilite CTRL-SHIFT-(V) para alter
ModUi/&EnablesAsiAndFeat=Habilite el aumento de puntajes de atributos y la selección de hazañas [en lugar de una opción exclusiva]
ModUi/&EncounterPercentageChance=Establecer porcentajes de probabilidad de encuentros aleatorios
ModUi/&Encounters=Encuentros
+ModUi/&EnemiesAlwaysRollInitiative=+ Los enemigos siempre tiran iniciativa en lugar de un valor forzado [es decir: Sorak Assassin]
ModUi/&ExpandAll=Expandir todo
ModUi/&FactionHelp=Cargar un juego de campaña oficial para modificar las relaciones entre facciones...
ModUi/&FactionRelations=Facciones:
@@ -272,6 +275,7 @@ ModUi/&StockGorimStoreWithAllNonMagicalClothing=Almacene la tienda de Gorim con
ModUi/&StockGorimStoreWithAllNonMagicalInstruments=Almacene la tienda de Gorim con todos los instrumentos musicales no mágicos [Requiere reinicio]
ModUi/&StockHugoStoreWithAdditionalFoci=Almacene la tienda de Hugo con Bastón arcano, Cuello de druida, Bastón y Club establecer como elementos de enfoque
ModUi/&Subclasses=Subclases
+ModUi/&Subraces=Subrazas
ModUi/&SwapCraftedItemAndRecipeIcons=+ Intercambia íconos de recetas y artículos creados en la tienda
ModUi/&TargetLanguage=Lengua de llegada
ModUi/&Tools=Herramientas
diff --git a/SolastaUnfinishedBusiness/Translations/es/SubClasses/CircleOfTheCosmos-es.txt b/SolastaUnfinishedBusiness/Translations/es/SubClasses/CircleOfTheCosmos-es.txt
index 925fe4f98f..4c1dbdda78 100644
--- a/SolastaUnfinishedBusiness/Translations/es/SubClasses/CircleOfTheCosmos-es.txt
+++ b/SolastaUnfinishedBusiness/Translations/es/SubClasses/CircleOfTheCosmos-es.txt
@@ -18,6 +18,8 @@ Feature/&PowerCircleOfTheCosmosChaliceDescription=Tú u otra criatura a 30 pies
Feature/&PowerCircleOfTheCosmosChaliceTitle=Cáliz
Feature/&PowerCircleOfTheCosmosCosmosOmenDescription=Aprendes a usar tu mapa estelar para adivinar la voluntad del cosmos. Cada vez que termines un descanso largo, puedes usar un poder sin costo y hasta que termines tu próximo descanso largo, obtendrás acceso a una reacción especial basada en si sacaste un número par o impar en el dado:\n• Weal : Siempre que una criatura que puedas ver a 30 pies de ti esté a punto de realizar una tirada de ataque o una tirada de salvación, puedes usar tu reacción para tirar un d6 y sumar el número obtenido al total.\n• ¡Ay!: Siempre que un Si una criatura que puedes ver a 30 pies de ti está a punto de realizar una tirada de ataque o una tirada de salvación, puedes usar tu reacción para tirar un d6 y restar el número obtenido del total.
Feature/&PowerCircleOfTheCosmosCosmosOmenTitle=Presagio cósmico
+Feature/&PowerCircleOfTheCosmosDisableConstellationFormDescription=Como acción gratuita, puedes revertir tu forma estrellada.
+Feature/&PowerCircleOfTheCosmosDisableConstellationFormTitle=Revertir forma estrellada
Feature/&PowerCircleOfTheCosmosDragonConstellationFormDescription=Aparece ante ti una constelación de un dragón sabio. Cuando haces una prueba de Inteligencia o Sabiduría o una tirada de salvación de Constitución para mantener la concentración en un hechizo, puedes tratar una tirada de 9 o menos en el d20 como un 10.
Feature/&PowerCircleOfTheCosmosDragonConstellationFormTitle=Continuar
Feature/&PowerCircleOfTheCosmosSwitchConstellationFormDescription=Puedes cambiar tu forma estrellada si aún no te has movido ni has usado ninguna bonificación o acción principal.
diff --git a/SolastaUnfinishedBusiness/Translations/es/SubClasses/PathOfTheRavager-es.txt b/SolastaUnfinishedBusiness/Translations/es/SubClasses/PathOfTheRavager-es.txt
new file mode 100644
index 0000000000..806dbbe889
--- /dev/null
+++ b/SolastaUnfinishedBusiness/Translations/es/SubClasses/PathOfTheRavager-es.txt
@@ -0,0 +1,14 @@
+Feature/&AdditionalDamagePathOfTheRavagerFrenzyDescription=Una vez durante tu turno, si usas tu ataque imprudente mientras estás furioso, el primer ataque con arma basado en la fuerza que golpees a un enemigo inflige 2d6 daños adicionales del mismo tipo que tu arma. Este daño aumenta a 3d6 en el nivel 9 y a 4d6 en el nivel 16.
+Feature/&AdditionalDamagePathOfTheRavagerFrenzyTitle=Frenesí
+Feature/&FeatureSetPathOfTheRavagerIntimidatingPresenceDescription=Siempre que empieces a enfurecerte como acción gratuita, y mientras te enfureces en turnos posteriores como acción adicional, puedes infundir terror en los demás con tu presencia amenazadora. Cada criatura enemiga a menos de 30 pies de ti debe realizar una tirada de salvación de Sabiduría (CD igual a 8 + tu bonificación de competencia + tu modificador de Fuerza). Si falla la salvación, la criatura tiene la condición Asustada durante 1 minuto. Al final de cada uno de los turnos de la criatura Asustada, la criatura repite la tirada de salvación, finalizando el efecto sobre sí misma si tiene éxito. Una vez que uses esta función, no podrás volver a usarla hasta que termines un descanso prolongado. Si se te acabaron los usos de esta función, puedes gastar un uso de tu Rage para usarla nuevamente.
+Feature/&FeatureSetPathOfTheRavagerIntimidatingPresenceTitle=Presencia intimidante
+Feature/&PowerPathOfTheRavagerIntimidatingPresenceDescription=Mientras estás furioso, puedes usar tu acción adicional para aterrorizar a los demás con tu presencia amenazadora. Cada criatura enemiga a menos de 30 pies de ti debe realizar una tirada de salvación de Sabiduría (CD igual a 8 + tu bonificación de competencia + tu modificador de Fuerza). Si falla la salvación, la criatura tiene la condición Asustada durante 1 minuto. Al final de cada uno de los turnos de la criatura Asustada, la criatura repite la tirada de salvación, finalizando el efecto sobre sí misma si tiene éxito. Una vez que uses esta función, no podrás volver a usarla hasta que termines un descanso prolongado. Si se te acabaron los usos de esta función, puedes gastar un uso de tu Rage para usarla nuevamente.
+Feature/&PowerPathOfTheRavagerIntimidatingPresenceTitle=Presencia intimidante
+Feedback/&AdditionalDamageFrenzyFormat=Frenesí
+Feedback/&AdditionalDamageFrenzyLine=¡Frenesí causa +{2} daño adicional!
+Reaction/&UseIntimidatingPresenceDescription=Puedes usar tu poder de Presencia Intimidante sin costo alguno.
+Reaction/&UseIntimidatingPresenceReactDescription=Puedes usar tu poder de Presencia Intimidante sin costo alguno.
+Reaction/&UseIntimidatingPresenceReactTitle=Presencia intimidante
+Reaction/&UseIntimidatingPresenceTitle=Presencia intimidante
+Subclass/&PathOfTheRavagerDescription=El Camino del Devastador es un camino de furia desenfrenada, resbaladizo de sangre. Cuando entras en la furia del devastador, te estremeces en el caos de la batalla, sin prestar atención a tu propia salud o bienestar.
+Subclass/&PathOfTheRavagerTitle=El camino del devastador
diff --git a/SolastaUnfinishedBusiness/Translations/fr/Feats/Group-fr.txt b/SolastaUnfinishedBusiness/Translations/fr/Feats/Group-fr.txt
index 4311939cf4..196ab5516f 100644
--- a/SolastaUnfinishedBusiness/Translations/fr/Feats/Group-fr.txt
+++ b/SolastaUnfinishedBusiness/Translations/fr/Feats/Group-fr.txt
@@ -2,8 +2,6 @@ Feat/&FeatGroupAegisTouchedDescription=Augmentez l'un de vos attributs mentaux d
Feat/&FeatGroupAegisTouchedTitle=Égide touchée
Feat/&FeatGroupAgilityCombatDescription={0}
Feat/&FeatGroupAgilityCombatTitle=Combat : Agilité
-Feat/&FeatGroupAlchemistDescription={0}
-Feat/&FeatGroupAlchemistTitle=Alchimiste
Feat/&FeatGroupApothecaryDescription=Augmentez l'un de vos attributs mentaux de 1, jusqu'à un maximum de 20.\nVous gagnez en maîtrise du kit d'herboristerie et des médicaments, ou en expertise si vous êtes déjà compétent.
Feat/&FeatGroupApothecaryTitle=Apothicaire
Feat/&FeatGroupArmorDescription={0}
@@ -16,14 +14,14 @@ Feat/&FeatGroupBodyResilienceDescription={0}
Feat/&FeatGroupBodyResilienceTitle=Résilience du corps
Feat/&FeatGroupCelestialTouchedDescription=Augmentez l'un de vos attributs mentaux de 1, jusqu'à un maximum de 20.\nVous gagnez la capacité de lancer le mot de soin, de soigner les blessures et les sorts de restauration moindres une fois par repos long et vous pouvez lancer ces sorts avec vos emplacements de sorts.
Feat/&FeatGroupCelestialTouchedTitle=Touché céleste
+Feat/&FeatGroupChefDescription=Augmentez votre Sagesse ou votre Constitution de 1, jusqu'à un maximum de 20.\nVous pouvez consacrer 1 heure à préparer un repas pour vous soigner, vous et vos compagnons, pour 1d8 PV.\nUne fois par jour, vous pouvez consacrer une heure à cuisiner. des friandises qui fournissent des HP temporaires lorsqu'elles sont mangées.
+Feat/&FeatGroupChefTitle=Chef
Feat/&FeatGroupClassBoundDescription={0}
Feat/&FeatGroupClassBoundTitle=Lié à la classe
Feat/&FeatGroupCloseQuartersDescription=Vous avez l'habitude de combattre au corps à corps et bénéficiez des avantages suivants :\n• Votre dextérité ou votre intelligence augmente de 1, jusqu'à un maximum de 20.\n• Lorsque vous infligez des dégâts d'attaque sournoise avec une arme de mêlée à moins de 1 mètre de votre cible, vos dés furtifs deviennent d8 au lieu de d6. Cette fonctionnalité s'étend également aux classes qui peuvent traiter des attaques sournoises avec des attaques de sorts de mêlée et des fonctionnalités voyous qui s'adaptent aux dés sournois.
Feat/&FeatGroupCloseQuartersTitle=Quartiers rapprochés
Feat/&FeatGroupCreedDescription={0}
Feat/&FeatGroupCreedTitle=Credo des Dieux
-Feat/&FeatGroupCriticalVirtuosoDescription={0}
-Feat/&FeatGroupCriticalVirtuosoTitle=Virtuose critique
Feat/&FeatGroupCrusherDescription=Augmentez votre Force ou votre Constitution de 1, jusqu'à un maximum de 20.\nLorsque vous touchez une créature avec une attaque qui inflige des dégâts contondants, une fois par tour, vous repoussez l'ennemi de 1,5 mètre. Lorsque vous réussissez un coup critique, les jets d'attaque contre cette créature sont effectués avec avantage jusqu'au début de votre prochain tour.
Feat/&FeatGroupCrusherTitle=Broyeur
Feat/&FeatGroupDefenseCombatDescription={0}
@@ -38,14 +36,14 @@ Feat/&FeatGroupElementalTouchDescription=La première fois à chaque tour que vo
Feat/&FeatGroupElementalTouchTitle=Toucher élémentaire
Feat/&FeatGroupElvenAccuracyDescription=Vous avez un objectif étrange avec des attaques qui reposent sur la précision plutôt que sur la force brute. Augmentez votre Dextérité ou l'un de vos attributs mentaux de 1, jusqu'à un maximum de 20. Chaque fois que vous avez un avantage sur un jet d'attaque utilisant la Dextérité, l'Intelligence, la Sagesse ou le Charisme, vous pouvez relancer l'un des dés une fois.
Feat/&FeatGroupElvenAccuracyTitle=Précision elfique
-Feat/&FeatGroupEnchanterDescription={0}
-Feat/&FeatGroupEnchanterTitle=Enchanteur
Feat/&FeatGroupFadeAwayDescription=Vous avez appris une astuce magique pour disparaître lorsque vous subissez des dommages. Augmentez votre score de Dextérité ou d'Intelligence de 1, jusqu'à un maximum de 20. Immédiatement après avoir subi des dégâts, vous pouvez utiliser une réaction pour devenir magiquement invisible jusqu'à la fin de votre prochain tour ou jusqu'à ce que vous attaquiez, infligez des dégâts ou forcez quelqu'un à faire un jet de sauvegarde. Une fois que vous avez utilisé cette capacité, vous ne pouvez plus le faire tant que vous n'avez pas terminé un repos court ou long.
Feat/&FeatGroupFadeAwayTitle=Fondu
Feat/&FeatGroupFightingStyleDescription={0}
Feat/&FeatGroupFightingStyleTitle=Initié au combat
Feat/&FeatGroupFlameTouchedDescription=Augmentez l'un de vos attributs mentaux de 1, jusqu'à un maximum de 20.\nVous gagnez la capacité de lancer les sorts mains brûlantes et rayon brûlant une fois par repos long et vous pouvez les lancer ainsi que la réprimande infernale avec vos emplacements de sorts.
Feat/&FeatGroupFlameTouchedTitle=Flamme touchée
+Feat/&FeatGroupFlamesOfPhlegethosDescription=Vous apprenez à faire appel au feu de l'enfer pour servir vos ordres. Vous bénéficiez des avantages suivants :\n• Augmentez votre Intelligence ou votre Charisme de 1, jusqu'à un maximum de 20.\n• Lorsque vous obtenez des dégâts de feu pour un sort que vous avez lancé, vous pouvez relancer n'importe quel jet de 1 sur les dégâts de feu. dés, mais vous devez utiliser le nouveau jet, même s'il s'agit d'un autre 1.\n• Chaque fois que vous utilisez un pouvoir ou un sort qui inflige des dégâts de feu, vous pouvez provoquer des flammes qui vous enveloppent jusqu'à la fin de votre prochain tour. Les flammes ne nuisent pas à vous ni à vos biens, et elles projettent une lumière vive jusqu'à 30 pieds et une lumière tamisée sur 30 pieds supplémentaires. Tant que les flammes sont présentes, toute créature à moins de 1,50 mètre de vous qui vous frappe avec une attaque au corps à corps subit 1d4 dégâts de feu.
+Feat/&FeatGroupFlamesOfPhlegethosTitle=Flammes de Phlégéthos
Feat/&FeatGroupGeneralAdeptDescription={0}
Feat/&FeatGroupGeneralAdeptTitle=Adepte général et initié
Feat/&FeatGroupHalfAttributesDescription={0}
@@ -74,6 +72,8 @@ Feat/&FeatGroupMeleeCombatDescription={0}
Feat/&FeatGroupMeleeCombatTitle=Combat : Mêlée
Feat/&FeatGroupOldTacticsDescription=Augmentez votre score de Force ou de Dextérité de 1. Une fois par tour, lorsqu'un ennemi couché à portée de votre arme de mêlée se lève, vous pouvez effectuer une attaque d'opportunité contre la cible.
Feat/&FeatGroupOldTacticsTitle=Vieilles tactiques
+Feat/&FeatGroupOrcishFuryDescription=Votre fureur brûle inlassablement. Vous bénéficiez des avantages suivants :\n• Augmentez votre Force ou votre Constitution de 1, jusqu'à un maximum de 20.\n• Lorsque vous frappez avec une attaque effectuée avec une arme simple ou martiale, vous pouvez lancer l'un des jets de l'arme. dés de dégâts une fois de plus et ajoutez-les comme dégâts supplémentaires du type de dégâts de l'arme. Une fois que vous avez utilisé cette capacité, vous ne pouvez plus l'utiliser avant d'avoir terminé un repos court ou long.\n• Immédiatement après avoir utilisé votre trait Endurance implacable, vous pouvez utiliser votre réaction pour effectuer une attaque avec une arme.
+Feat/&FeatGroupOrcishFuryTitle=Fureur orque
Feat/&FeatGroupPeregrinationTouchedDescription=Augmentez l'un de vos attributs mentaux de 1, jusqu'à un maximum de 20.\nVous gagnez la capacité de lancer les sorts de marcheur long, de retraite expéditive et d'escalade d'araignée une fois par repos long et vous pouvez lancer ces sorts avec vos emplacements de sorts.
Feat/&FeatGroupPeregrinationTouchedTitle=Pérégrination touchée
Feat/&FeatGroupPiercerDescription=Augmentez votre Force ou votre Dextérité de 1, jusqu'à un maximum de 20.\nLorsque vous touchez une créature avec une attaque qui inflige des dégâts perforants, vous pouvez relancer les dés lorsque vous obtenez un 1 et vous devez utiliser le nouveau jet. Lorsque vous marquez un coup critique, vous pouvez lancer un dé de dégâts supplémentaire pour déterminer les dégâts perforants supplémentaires subis par la cible.
diff --git a/SolastaUnfinishedBusiness/Translations/fr/Feats/MeleeCombat-fr.txt b/SolastaUnfinishedBusiness/Translations/fr/Feats/MeleeCombat-fr.txt
index b7452b0b1e..e900469197 100644
--- a/SolastaUnfinishedBusiness/Translations/fr/Feats/MeleeCombat-fr.txt
+++ b/SolastaUnfinishedBusiness/Translations/fr/Feats/MeleeCombat-fr.txt
@@ -14,6 +14,8 @@ Feat/&FeatAlwaysReadyDescription=Vous préparez automatiquement une attaque au c
Feat/&FeatAlwaysReadyTitle=Toujours prêt
Feat/&FeatBladeMasteryDescription=Vous maîtrisez la dague, l'épée courte, l'épée longue, le cimeterre, la rapière et l'épée à deux mains. Vous gagnez un bonus de +1 aux jets d'attaque que vous effectuez avec l'arme, et un bonus de +1 à votre CA lorsque vous les maniez. Lorsque vous effectuez une attaque d'opportunité avec l'arme, vous avez un avantage au jet d'attaque.
Feat/&FeatBladeMasteryTitle=Maîtrise de la lame
+Feat/&FeatChargerDescription=Vous vous êtes entraîné à charger tête baissée dans la bataille, bénéficiant des avantages suivants :\n• Chaque fois que vous effectuez une action Dash, vous pouvez utiliser votre action bonus pour effectuer une attaque au corps à corps.\n• Si vous vous déplacez d'au moins 10 pieds en ligne droite. immédiatement avant de frapper avec une arme de mêlée ou une attaque à mains nues à votre tour, choisissez l'un des effets suivants : gagnez un bonus de +1d8 au jet de dégâts de l'attaque, ou poussez la cible jusqu'à 10 pieds, à condition que la cible que vous souhaitez pousser soit de grande taille ou plus petite. Vous ne pouvez utiliser cet avantage qu'une seule fois à chacun de vos tours.
+Feat/&FeatChargerTitle=Chargeur
Feat/&FeatCleavingAttackDescription=Vous avez appris à mettre le poids d'une arme à votre avantage, en laissant son élan renforcer vos frappes :\n• À votre tour, lorsque vous infligez un coup critique avec une arme de mêlée ou réduisez une créature à 0 point de vie avec une , vous pouvez effectuer une attaque au corps à corps avec une arme lourde comme une action bonus.\n• Avant d'effectuer une attaque au corps à corps avec une arme lourde que vous maîtrisez, vous pouvez choisir de subir un malus de -5 à votre frappe afin de faire +10 dégâts supplémentaires.
Feat/&FeatCleavingAttackTitle=Attaque clivante
Feat/&FeatCrusherConDescription=Vous êtes exercé à l'art d'écraser vos ennemis. Augmentez votre Constitution de 1, jusqu'à un maximum de 20. Lorsque vous touchez une créature avec une attaque qui inflige des dégâts contondants, une fois par tour, vous repoussez l'ennemi de 1,50 mètre. Lorsque vous réussissez un coup critique, les jets d'attaque contre cette créature sont effectués avec avantage jusqu'au début de votre prochain tour.
@@ -54,12 +56,18 @@ Feature/&AttackModifierFeatSpearMasteryDescription=Vous gagnez un bonus de +1 au
Feature/&AttackModifierFeatSpearMasteryTitle=Maîtrise de la lance
Feature/&AttributeModifierFeatLongswordFinesseArmorClassDescription=Tant que vous tenez une épée longue, vous gagnez un bonus de +1 à la classe d'armure.
Feature/&AttributeModifierFeatLongswordFinesseArmorClassTitle=Finesse de l'épée longue
+Feature/&PowerFeatChargerAddDamageDescription=Bénéficiez d'un bonus de +1d8 au jet de dégâts de l'attaque.
+Feature/&PowerFeatChargerAddDamageTitle=Ajouter 1D8 dégâts
+Feature/&PowerFeatChargerShoveDescription=Poussez la cible jusqu'à 10 pieds.
+Feature/&PowerFeatChargerShoveTitle=Poussez jusqu'à 10 pieds
Feature/&PowerFeatFellHandedAdvantageDescription=Chaque fois que vous avez un avantage sur un jet d'attaque au corps à corps et que vous touchez, vous renversez la cible si le plus faible des deux jets de d20 touche également la cible.
Feature/&PowerFeatFellHandedDisadvantageDescription=Chaque fois que vous avez un désavantage lors d'un jet d'attaque au corps à corps et que vous le ratez, la cible subit des dégâts contondants égaux à votre modificateur de Force.
Feature/&PowerFeatSpearMasteryChargeDescription=Vous pouvez préparer votre lance pour intercepter les ennemis qui approchent. Vous pouvez utiliser la réaction pour effectuer une attaque d'opportunité avec une lance sur l'ennemi qui entre dans votre portée et infliger des dégâts supplémentaires si cette attaque touche.
Feature/&PowerFeatSpearMasteryChargeTitle=Attelle de lance
Feature/&PowerFeatSpearMasteryReachDescription=Vous pouvez augmenter votre portée avec une lance de 1,50 mètre pour le reste de votre tour.
Feature/&PowerFeatSpearMasteryReachTitle=Portée de la lance
+Feedback/&AdditionalDamageChargerFormat=Chargeur!
+Feedback/&AdditionalDamageChargerLine={0} charge {1} et inflige {2} dégâts supplémentaires !
Feedback/&AdditionalDamageCrusherFormat=Broyeur!
Feedback/&AdditionalDamageCrusherLine={0} écrase {1}
Feedback/&AdditionalDamagePiercerFormat=Perceurs!
@@ -69,6 +77,10 @@ Reaction/&ReactionAttackOldTacticsDescription={0} s'est levé. {1} peut utiliser
Reaction/&ReactionAttackOldTacticsReactDescription=Utilisez votre réaction pour attaquer.
Reaction/&ReactionAttackOldTacticsReactTitle=Attaque
Reaction/&ReactionAttackOldTacticsTitle=Vieilles tactiques
+Reaction/&ReactionSpendPowerBundlePowerFeatChargerDescription=Vous pouvez ajouter des dégâts supplémentaires ou pousser la cible.
+Reaction/&ReactionSpendPowerBundlePowerFeatChargerReactDescription=Appliquez un effet supplémentaire.
+Reaction/&ReactionSpendPowerBundlePowerFeatChargerReactTitle=Charge
+Reaction/&ReactionSpendPowerBundlePowerFeatChargerTitle=Charge
Reaction/&UseDefensiveDuelistDescription=Vous êtes sur le point d'être touché ! Vous pouvez adopter une position défensive pour éviter le coup.
Reaction/&UseDefensiveDuelistReactDescription=Utilisez votre position défensive pour éviter le coup.
Reaction/&UseDefensiveDuelistReactTitle=Défendre
diff --git a/SolastaUnfinishedBusiness/Translations/fr/Feats/OtherFeats-fr.txt b/SolastaUnfinishedBusiness/Translations/fr/Feats/OtherFeats-fr.txt
index 1ba2b71ca7..93a36b8476 100644
--- a/SolastaUnfinishedBusiness/Translations/fr/Feats/OtherFeats-fr.txt
+++ b/SolastaUnfinishedBusiness/Translations/fr/Feats/OtherFeats-fr.txt
@@ -1,9 +1,15 @@
Condition/&ConditionFeatMobileAfterDashDescription=Accorde l'immunité aux restrictions de mouvement ainsi qu'à la contention.
Condition/&ConditionFeatMobileAfterDashTitle=Liberté
+Feat/&FeatAlertDescription=Toujours à l'affût du danger, vous bénéficiez des avantages suivants :\n• Vous ne pouvez pas être surpris tant que vous êtes conscient.\n• Vous bénéficiez d'un bonus de +5 à l'initiative.\n• Les autres créatures ne le font pas. obtenez un avantage aux jets d’attaque contre vous parce que vous n’êtes pas perçu.
+Feat/&FeatAlertTitle=Alerte
Feat/&FeatArcaneArcherAdeptDescription=Vous avez une formation à la magie des arcanes et à l'arc qui vous permet d'effectuer des manœuvres de combat spéciales.
Feat/&FeatArcaneArcherAdeptTitle=Adepte archer des arcanes
Feat/&FeatAstralArmsDescription=Augmentez votre Sagesse de 1, jusqu'à un maximum de 20.\nLorsque vous portez une frappe à mains nues à votre tour, votre portée est de 3 mètres. Les autres créatures provoquent une attaque d'opportunité de votre part lorsqu'elles entrent dans la portée que vous avez à mains nues. .
Feat/&FeatAstralArmsTitle=Portée astrale
+Feat/&FeatChefConDescription=Augmentez votre Constitution de 1, jusqu'à un maximum de 20.\nVous pouvez passer 1 heure à préparer un repas pour vous soigner, vous et vos compagnons, pour 1d8 PV.\nUne fois par jour, vous pouvez passer une heure à préparer un certain nombre de points. de friandises égales à votre bonus de compétence qui fournissent 5 PV temporaires lorsqu'elles sont mangées.
+Feat/&FeatChefConTitle=Chef [Avec]
+Feat/&FeatChefWisDescription=Augmentez votre Sagesse de 1, jusqu'à un maximum de 20.\nVous pouvez passer 1 heure à préparer un repas pour vous soigner, vous et vos compagnons, pour 1d8 PV.\nUne fois par jour, vous pouvez passer une heure à cuisiner un certain nombre de points. de friandises égales à votre bonus de compétence qui fournissent 5 PV temporaires lorsqu'elles sont mangées.
+Feat/&FeatChefWisTitle=Chef [Sagesse]
Feat/&FeatCriticalVirtuosoDescription=Votre seuil critique est abaissé de 1.
Feat/&FeatEldritchAdeptDescription=Vous apprenez une option d'invocation Eldritch de votre choix de la classe démoniste. Si l'invocation a une condition préalable, vous ne pouvez choisir cette invocation que si vous êtes un sorcier et uniquement si vous remplissez la condition préalable. Chaque fois que vous gagnez un niveau, vous pouvez remplacer l'invocation par une autre de la classe démoniste.
Feat/&FeatEldritchAdeptTitle=Adepte occulte
@@ -15,6 +21,8 @@ Feat/&FeatFrostAdaptationDescription=Augmentez votre Constitution de 1, jusqu'à
Feat/&FeatFrostAdaptationTitle=Adaptation au gel
Feat/&FeatGiftOfTheChromaticDragonDescription=Vous avez manifesté une partie du pouvoir des dragons chromatiques, vous accordant les avantages suivants :\n• Infusion chromatique : par une action bonus, vous pouvez toucher une arme simple ou martiale et lui infliger l'un des types de dégâts suivants : acide. , le froid, le feu, la foudre ou le poison. Pendant la minute suivante, l'arme inflige 1d4 dégâts supplémentaires du type choisi lorsqu'elle touche. Après avoir utilisé cette action bonus, vous ne pouvez plus la refaire avant d'avoir terminé un repos long.\n• Résistance réactive : lorsque vous subissez des dégâts d'acide, de froid, de feu, de foudre ou de poison, vous pouvez utiliser votre réaction pour donner votre résistance à cette instance de dommage jusqu'à la fin de son tour. Vous pouvez utiliser cette réaction un nombre de fois égal à votre bonus de maîtrise, et vous récupérez toutes les utilisations dépensées lorsque vous terminez un repos long.
Feat/&FeatGiftOfTheChromaticDragonTitle=Don du Dragon Chromatique
+Feat/&FeatGroupSkillExpertDescription=Vous avez perfectionné votre maîtrise de compétences particulières, vous offrant les avantages suivants :\n• Augmentez un score de capacité de votre choix de 1, jusqu'à un maximum de 20.\n• Vous maîtrisez une compétence de votre choix.{ 99}• Vous gagnez de l'expertise dans une compétence de votre choix.
+Feat/&FeatGroupSkillExpertTitle=Expert en compétences
Feat/&FeatHealerDescription=Vous acquérez des compétences ou une expertise en matière de contrôles de médecine. Vous gagnez la capacité de stabiliser une créature mourante une fois par repos long. Vous pouvez utiliser une action pour restaurer 1d6 + 4 + points de vie au niveau du personnage un nombre de fois par repos long égal à votre modificateur de Sagesse.
Feat/&FeatHealerTitle=Guérisseur
Feat/&FeatInfusionsAdeptDescription=Vous avez étudié l'art d'infuser de la magie dans des objets banals pour créer des objets magiques temporaires, vous accordant deux infusions de niveau 2 ou inférieur de votre choix dans la classe Artificier.
@@ -45,6 +53,10 @@ Feature/&CastSpellFeatMagicInitiateTitle=Lancer
Feature/&CastSpellFeatSpellSniperTitle=Tireur d'élite
Feature/&DieRollModifierFeatElementalAdeptReroll=A cause de Elemental Adept {0} relance le {1} dé d'un {2} vers un {3}.
Feature/&DieRollModifierFeatElementalMasterReroll=A cause de Elemental Master, {0} relance le {1} dé d'un {2} vers un {3}.
+Feature/&PowerFeatChefCookMealDescription=Vous pouvez passer 1 heure à préparer un repas pour vous soigner, vous et vos compagnons, pour 1d8 PV.
+Feature/&PowerFeatChefCookMealTitle=Repas du chef cuisinier
+Feature/&PowerFeatChefCookTreatDescription=Vous pouvez passer 1 heure à cuisiner des friandises qui confèrent 5 points de vie temporaires lorsqu'elles sont mangées.
+Feature/&PowerFeatChefCookTreatTitle=Friandise du chef cuisinier
Feature/&PowerFeatHealerMedKitDescription=Vous pouvez utiliser une action pour restaurer 1d6 + bonus de médecine + points de vie du niveau du personnage, un nombre de fois par repos long égal à votre modificateur de Sagesse.
Feature/&PowerFeatHealerMedKitTitle=Utiliser des médicaments
Feature/&PowerFeatHealerResuscitateDescription=Vous pouvez utiliser une action pour ressusciter une créature décédée au cours des 12 dernières secondes une fois par repos long.
@@ -53,9 +65,9 @@ Feature/&PowerFeatHealerStabilizeDescription=Vous pouvez utiliser une action pou
Feature/&PowerFeatHealerStabilizeTitle=Stabiliser
Feature/&PowerFeatPoisonousSkinDescription=Empoisonné pendant 1 minute.
Feature/&PowerFeatPoisonousSkinTitle=Peau toxique
-Feature/&PowerGiftOfTheChromaticDragonChromaticInfusionDescription=Par une action bonus, vous pouvez toucher une arme simple ou martiale et lui infliger l'un des types de dégâts suivants : acide, froid, feu, foudre ou poison. Pendant la minute suivante, l'arme inflige 1d4 dégâts supplémentaires du type choisi lorsqu'elle touche. Après avoir utilisé cette action bonus, vous ne pouvez plus la faire avant d’avoir terminé un repos long.
+Feature/&PowerGiftOfTheChromaticDragonChromaticInfusionDescription=Par une action bonus, vous pouvez toucher une arme simple ou martiale et lui infliger l'un des types de dégâts suivants : acide, froid, feu, foudre ou poison. Pendant la minute suivante, l'arme inflige 1d4 dégâts supplémentaires du type choisi lorsqu'elle touche. Après avoir utilisé cette action bonus, vous ne pouvez plus la faire avant d'avoir terminé un repos long.
Feature/&PowerGiftOfTheChromaticDragonChromaticInfusionTitle=Infusion Chromatique
-Feature/&PowerGiftOfTheChromaticDragonDamageDescription=Par une action bonus, vous pouvez toucher une arme simple ou martiale et lui infliger {0} dégâts. Pendant la minute suivante, l'arme inflige 1d4 {0} dégâts supplémentaires lorsqu'elle touche. Après avoir utilisé cette action bonus, vous ne pouvez plus la faire avant d’avoir terminé un repos long.
+Feature/&PowerGiftOfTheChromaticDragonDamageDescription=Par une action bonus, vous pouvez toucher une arme simple ou martiale et lui infliger {0} dégâts. Pendant la minute suivante, l'arme inflige 1d4 {0} dégâts supplémentaires lorsqu'elle touche. Après avoir utilisé cette action bonus, vous ne pouvez plus la faire avant d'avoir terminé un repos long.
Feature/&PowerGiftOfTheChromaticDragonDamageTitle={0} Perfusion
Feature/&PowerGiftOfTheChromaticDragonReactiveResistanceDescription=Lorsque vous subissez des dégâts d'acide, de froid, de feu, de foudre ou de poison, vous pouvez utiliser votre réaction pour vous conférer une résistance à cette instance de dégâts jusqu'à la fin de son tour. Vous pouvez utiliser cette réaction un nombre de fois égal à votre bonus de maîtrise, et vous récupérez toutes les utilisations dépensées lorsque vous terminez un repos long.
Feature/&PowerGiftOfTheChromaticDragonReactiveResistanceTitle=Résistance réactive
@@ -69,6 +81,8 @@ Feedback/&AdditionalDamageChromaticInfusionDamageLightningFormat=Infusion Chroma
Feedback/&AdditionalDamageChromaticInfusionDamageLightningLine=L'Infusion chromatique inflige +{2} dégâts de foudre supplémentaires !
Feedback/&AdditionalDamageChromaticInfusionDamagePoisonFormat=Infusion Chromatique : Poison
Feedback/&AdditionalDamageChromaticInfusionDamagePoisonLine=L'Infusion chromatique inflige +{2} dégâts de poison supplémentaires !
+Item/&ItemFeatChefTreatDescription=Mangez cette friandise du chef et gagnez 5 points de vie temporaires.
+Item/&ItemFeatChefTreatTitle=Le régal du chef
Reaction/&ReactionWarcasterDescription={0} quitte une zone menacée par un ou plusieurs personnages.
Reaction/&ReactionWarcasterReactDescription=Utilisez la réaction pour attaquer la cible.
Reaction/&ReactionWarcasterReactTitle=Attaque
diff --git a/SolastaUnfinishedBusiness/Translations/fr/Feats/Races-fr.txt b/SolastaUnfinishedBusiness/Translations/fr/Feats/Races-fr.txt
index 754124b770..4cd3037e19 100644
--- a/SolastaUnfinishedBusiness/Translations/fr/Feats/Races-fr.txt
+++ b/SolastaUnfinishedBusiness/Translations/fr/Feats/Races-fr.txt
@@ -1,11 +1,23 @@
+Condition/&ConditionFeatFlamesOfPhlegethosDescription=Toute créature à moins de 1,50 mètre de vous qui vous frappe avec une attaque au corps à corps subit 1d4 dégâts de feu.
+Condition/&ConditionFeatFlamesOfPhlegethosTitle=Flammes de Phlégéthos
Feat/&FeatDragonWingsDescription=Vous poussez des ailes draconiques. Vous gagnez la capacité de voler pendant un temps limité si vous ne portez pas d'armure lourde.
Feat/&FeatDragonWingsTitle=Ailes de dragon
+Feat/&FeatDwarvenFortitudeDescription=Le sang des héros nains coule dans vos veines. Vous bénéficiez des avantages suivants :\n• Augmentez votre score de Constitution de 1, jusqu'à un maximum de 20.\n• Chaque fois que vous effectuez l'action Esquive en combat, vous pouvez dépenser un dé de vie pour vous soigner. Lancez le dé, ajoutez votre modificateur de Constitution et récupérez un nombre de points de vie égal au total (minimum de 1).
+Feat/&FeatDwarvenFortitudeTitle=Courage nain
Feat/&FeatFadeAwayDexDescription=Vous avez appris une astuce magique pour disparaître lorsque vous subissez des dommages. Augmentez votre score de Dextérité de 1, jusqu'à un maximum de 20. Immédiatement après avoir subi des dégâts, vous pouvez utiliser une réaction pour devenir magiquement invisible jusqu'à la fin de votre prochain tour ou jusqu'à ce que vous attaquiez, infligez des dégâts ou forcez quelqu'un à faire une sauvegarde. lancer. Une fois que vous avez utilisé cette capacité, vous ne pouvez plus le faire tant que vous n'avez pas terminé un repos court ou long.
Feat/&FeatFadeAwayDexTitle=Disparition [Dex]
Feat/&FeatFadeAwayIntDescription=Vous avez appris une astuce magique pour disparaître lorsque vous subissez des dommages. Augmentez votre score d'Intelligence de 1, jusqu'à un maximum de 20. Immédiatement après avoir subi des dégâts, vous pouvez utiliser une réaction pour devenir magiquement invisible jusqu'à la fin de votre prochain tour ou jusqu'à ce que vous attaquiez, infligez des dégâts ou forcez quelqu'un à faire une sauvegarde. lancer. Une fois que vous avez utilisé cette capacité, vous ne pouvez plus le faire tant que vous n'avez pas terminé un repos court ou long.
Feat/&FeatFadeAwayIntTitle=Fondu [Int]
+Feat/&FeatFlamesOfPhlegethosChaDescription=Vous apprenez à faire appel au feu de l'enfer pour servir vos ordres. Vous bénéficiez des avantages suivants :\n• Augmentez votre charisme de 1, jusqu'à un maximum de 20.\n• Lorsque vous obtenez des dégâts de feu pour un sort que vous avez lancé, vous pouvez relancer n'importe quel jet de 1 sur les dés de dégâts de feu, mais vous devez utiliser le nouveau jet, même s'il s'agit d'un autre 1.\n• Chaque fois que vous utilisez un pouvoir ou un sort qui inflige des dégâts de feu, vous pouvez provoquer des flammes qui vous enveloppent jusqu'à la fin de votre prochain tour. Les flammes ne nuisent pas à vous ni à vos biens, et elles projettent une lumière vive jusqu'à 30 pieds et une lumière tamisée sur 30 pieds supplémentaires. Tant que les flammes sont présentes, toute créature à moins de 1,50 mètre de vous qui vous frappe avec une attaque au corps à corps subit 1d4 dégâts de feu.
+Feat/&FeatFlamesOfPhlegethosChaTitle=Flammes de Phlegethhos [Cha]
+Feat/&FeatFlamesOfPhlegethosIntDescription=Vous apprenez à faire appel au feu de l'enfer pour servir vos ordres. Vous bénéficiez des avantages suivants :\n• Augmentez votre Intelligence de 1, jusqu'à un maximum de 20.\n• Lorsque vous obtenez des dégâts de feu pour un sort que vous avez lancé, vous pouvez relancer n'importe quel jet de 1 sur les dés de dégâts de feu, mais vous devez utiliser le nouveau jet, même s'il s'agit d'un autre 1.\n• Chaque fois que vous utilisez un pouvoir ou un sort qui inflige des dégâts de feu, vous pouvez provoquer des flammes qui vous enveloppent jusqu'à la fin de votre prochain tour. Les flammes ne nuisent pas à vous ni à vos biens, et elles projettent une lumière vive jusqu'à 30 pieds et une lumière tamisée sur 30 pieds supplémentaires. Tant que les flammes sont présentes, toute créature à moins de 1,50 mètre de vous qui vous frappe avec une attaque au corps à corps subit 1d4 dégâts de feu.
+Feat/&FeatFlamesOfPhlegethosIntTitle=Flammes de Phlegethhos [Int]
Feat/&FeatInfernalConstitutionDescription=Le sang diabolique coule fort en vous, débloquant une résilience semblable à celle que possèdent certains démons. Vous bénéficiez des avantages suivants :\n• Augmentez votre score de Constitution de 1, jusqu'à un maximum de 20.\n• Vous avez une résistance aux dégâts de froid et de poison.\n• Vous avez un avantage aux jets de sauvegarde contre l'empoisonnement.
Feat/&FeatInfernalConstitutionTitle=Constitution infernale
+Feat/&FeatOrcishFuryConDescription=Votre fureur brûle inlassablement. Vous bénéficiez des avantages suivants :\n• Augmentez votre Constitution de 1, jusqu'à un maximum de 20.\n• Lorsque vous frappez avec une attaque effectuée avec une arme simple ou martiale, vous pouvez lancer l'un des dés de dégâts de l'arme. un temps supplémentaire et ajoutez-le comme dégâts supplémentaires du type de dégâts de l'arme. Une fois que vous avez utilisé cette capacité, vous ne pouvez plus l'utiliser avant d'avoir terminé un repos court ou long.\n• Immédiatement après avoir utilisé votre trait Endurance implacable, vous pouvez utiliser votre réaction pour effectuer une attaque avec une arme.
+Feat/&FeatOrcishFuryConTitle=Fureur orque [Con]
+Feat/&FeatOrcishFuryStrDescription=Votre fureur brûle inlassablement. Vous bénéficiez des avantages suivants :\n• Augmentez votre Force de 1, jusqu'à un maximum de 20.\n• Lorsque vous frappez avec une attaque effectuée avec une arme simple ou martiale, vous pouvez lancer l'un des dés de dégâts de l'arme. un temps supplémentaire et ajoutez-le comme dégâts supplémentaires du type de dégâts de l'arme. Une fois que vous avez utilisé cette capacité, vous ne pouvez plus l'utiliser avant d'avoir terminé un repos court ou long.\n• Immédiatement après avoir utilisé votre trait Endurance implacable, vous pouvez utiliser votre réaction pour effectuer une attaque avec une arme.
+Feat/&FeatOrcishFuryStrTitle=Fureur orque [Str]
Feat/&FeatRevenantGreatSwordDexDescription=Vous descendez d'un maître de la grande épée, et une partie de cette maîtrise vous a été transmise. Vous bénéficiez des avantages suivants :\n• Augmentez votre score de Dextérité de 1, jusqu'à un maximum de 20.\n• Lorsque vous tenez une grande épée, vous gagnez un bonus de +1 à la classe d'armure.\n• Excellent l'épée a la propriété de finesse lorsque vous la maniez.
Feat/&FeatRevenantGreatSwordDexTitle=Grande épée de revenant [Dex]
Feat/&FeatRevenantGreatSwordStrDescription=Vous descendez d'un maître de la grande épée, et une partie de cette maîtrise vous a été transmise. Vous bénéficiez des avantages suivants :\n• Augmentez votre score de Force de 1, jusqu'à un maximum de 20.\n• Lorsque vous tenez une grande épée, vous bénéficiez d'un bonus de +1 à la classe d'armure.\n• Excellent l'épée a la propriété de finesse lorsque vous la maniez.
@@ -16,7 +28,19 @@ Feat/&FeatSquatNimblenessStrDescription=Vous êtes exceptionnellement agile pour
Feat/&FeatSquatNimblenessStrTitle=Agilité en squat [For]
Feature/&AttributeModifierFeatRevenantGreatSwordArmorClassDescription=Tant que vous tenez une grande épée, vous gagnez un bonus de +1 à la classe d'armure.
Feature/&AttributeModifierFeatRevenantGreatSwordArmorClassTitle=Grande épée de revenant
+Feature/&DieRollModifierFeatFlamesOfPhlegethosReroll=À cause des Flammes de Phlégethos, {0} relance le dé {1} de {2} à {3}.
+Feedback/&AdditionalDamageOrcishFuryFormat=Fureur orque
+Feedback/&AdditionalDamageOrcishFuryLine=Orcish Fury inflige +{2} dégâts supplémentaires !
+Feedback/&DwarvenFortitudeHitDieRolled={0} a lancé un {2} et a soigné {3} = {4}.
+Reaction/&CustomReactionDwarvenFortitudeDescription=Vous pouvez dépenser un dé de vie pour vous soigner.
+Reaction/&CustomReactionDwarvenFortitudeReactDescription=Vous pouvez dépenser un dé de vie pour vous soigner.
+Reaction/&CustomReactionDwarvenFortitudeReactTitle=Courage nain
+Reaction/&CustomReactionDwarvenFortitudeTitle=Courage nain
Reaction/&UsePowerFeatFadeAwayInvisibleDescription=Utilisez votre réaction pour devenir invisible.
Reaction/&UsePowerFeatFadeAwayInvisibleReactDescription=Utilisez votre réaction pour devenir invisible.
Reaction/&UsePowerFeatFadeAwayInvisibleReactTitle=Fondu
Reaction/&UsePowerFeatFadeAwayInvisibleTitle=Fondu
+Reaction/&UsePowerFeatFlamesOfPhlegethosDescription=Vous pouvez allumer vos Flammes de Phlegethos.
+Reaction/&UsePowerFeatFlamesOfPhlegethosReactDescription=Vous pouvez allumer vos Flammes de Phlegethos.
+Reaction/&UsePowerFeatFlamesOfPhlegethosReactTitle=Flammes de Phlégéthos
+Reaction/&UsePowerFeatFlamesOfPhlegethosTitle=Flammes de Phlégéthos
diff --git a/SolastaUnfinishedBusiness/Translations/fr/Gambits-fr.txt b/SolastaUnfinishedBusiness/Translations/fr/Gambits-fr.txt
index 0f91acf1dd..168e3ff87d 100644
--- a/SolastaUnfinishedBusiness/Translations/fr/Gambits-fr.txt
+++ b/SolastaUnfinishedBusiness/Translations/fr/Gambits-fr.txt
@@ -8,7 +8,7 @@ Condition/&ConditionGambitSwitchGoodDescription=Vous gagnez une CA supplémentai
Condition/&ConditionGambitSwitchGoodTitle=Commuté
Feature/&GambitBlindDescription=La prochaine arme ou attaque à mains nues qui frappe une créature avant la fin de votre tour dépensera un dé de gambit pour infliger des dégâts supplémentaires égaux au jet de dé de gambit et distraire la cible, accordant au prochain jet d'attaque contre la cible par un attaquant autre que vous un avantage si l'attaque est effectuée avant la fin de votre prochain tour.
Feature/&GambitBlindTitle=Attaque de détournement
-Feature/&GambitBraceDescription=Lorsqu'une créature entre à portée de votre arme de mêlée, vous pouvez utiliser la réaction et dépenser un dé de gambit pour lancer une attaque d'opportunité contre elle avec une arme ou une attaque à mains nues. Si l’attaque réussit, vous infligez des dégâts supplémentaires égaux au jet de dé du gambit.
+Feature/&GambitBraceDescription=Lorsqu'une créature entre à portée de votre arme de mêlée, vous pouvez utiliser la réaction et dépenser un dé de gambit pour lancer une attaque d'opportunité contre elle avec une arme ou une attaque à mains nues. Si l'attaque réussit, vous infligez des dégâts supplémentaires égaux au jet de dé du gambit.
Feature/&GambitBraceTitle=Frappe préparée
Feature/&GambitCoordinatedAttackDescription=La prochaine arme ou attaque à mains nues qui touche une créature avant la fin de votre tour dépensera un dé de gambit pour infliger des dégâts supplémentaires égaux au jet de dé de gambit et manœuvrer l'un de vos alliés dans une position plus avantageuse. Ciblez un allié à moins de 9 mètres de vous qui n'est ni maîtrisé ni incapable d'agir. Cet allié peut utiliser sa réaction pour se déplacer jusqu'à la moitié de sa vitesse sans provoquer d'attaques d'opportunité.
Feature/&GambitCoordinatedAttackTitle=Attaque dirigée
@@ -16,7 +16,7 @@ Feature/&GambitDebilitateDescription=La prochaine arme ou attaque à mains nues
Feature/&GambitDebilitateTitle=Frappe débilitante
Feature/&GambitElusiveMovementDescription=Vous pouvez dépenser un dé de gambit par une action libre, en lançant le dé et en ajoutant le nombre obtenu à votre CA jusqu'à la fin de votre tour.
Feature/&GambitElusiveMovementTitle=Mouvement insaisissable
-Feature/&GambitFeintDescription=La prochaine attaque avec une arme ou à mains nues que vous effectuerez avant la fin de votre tour utilisera votre action bonus et dépensera un dé de gambit pour lancer l'attaque avec avantage. Si l’attaque réussit, elle infligera des dégâts supplémentaires égaux au jet de dé du gambit.
+Feature/&GambitFeintDescription=La prochaine attaque avec une arme ou à mains nues que vous effectuerez avant la fin de votre tour utilisera votre action bonus et dépensera un dé de gambit pour lancer l'attaque avec avantage. Si l'attaque réussit, elle infligera des dégâts supplémentaires égaux au jet de dé du gambit.
Feature/&GambitFeintTitle=Attaque ciblée
Feature/&GambitGoadingDescription=La prochaine arme de mêlée ou attaque à mains nues qui frappe une créature avant la fin de votre tour dépensera un dé de gambit pour infliger des dégâts supplémentaires égaux au jet de dé de gambit et narguer la créature jusqu'au début de votre prochain tour. Une créature que vous provoquez a un désavantage à tout jet d'attaque qui ne vous cible pas. Cet effet se termine plus tôt si un autre allié provoque la créature ou si vous êtes à plus de 1,50 mètre de la créature.
Feature/&GambitGoadingTitle=Provoquer
@@ -34,9 +34,9 @@ Feature/&GambitRallyDescription=Vous pouvez utiliser votre action bonus et dépe
Feature/&GambitRallyTitle=Inspirer un allié
Feature/&GambitRepelDescription=La prochaine arme ou attaque à mains nues qui frappe une créature avant la fin de votre tour dépensera un dé de gambit pour infliger des dégâts supplémentaires égaux au jet du dé de gambit, repoussant la créature de 15 pieds si elle échoue au jet de sauvegarde de Force contre votre DD de Gambit.
Feature/&GambitRepelTitle=Repousser
-Feature/&GambitReturnFireDescription=Lorsqu'une créature rate son attaque contre vous et se trouve à plus de 1,50 mètre de vous, vous pouvez dépenser un dé de gambit et utiliser votre réaction pour effectuer une attaque d'opportunité avec votre arme à distance équipée contre la créature. Si l’attaque réussit, vous infligez des dégâts supplémentaires égaux au jet de dé du gambit.
+Feature/&GambitReturnFireDescription=Lorsqu'une créature rate son attaque contre vous et se trouve à plus de 1,50 mètre de vous, vous pouvez dépenser un dé de gambit et utiliser votre réaction pour effectuer une attaque d'opportunité avec votre arme à distance équipée contre la créature. Si l'attaque réussit, vous infligez des dégâts supplémentaires égaux au jet de dé du gambit.
Feature/&GambitReturnFireTitle=Renvoyer le feu
-Feature/&GambitRiposteDescription=Lorsqu'une créature rate son attaque contre vous et est à portée de votre arme de mêlée équipée, vous pouvez dépenser un dé de gambit et utiliser votre réaction pour lancer une attaque d'opportunité avec l'arme contre elle. Si l’attaque réussit, vous infligez des dégâts supplémentaires égaux au jet de dé du gambit.
+Feature/&GambitRiposteDescription=Lorsqu'une créature rate son attaque contre vous et est à portée de votre arme de mêlée équipée, vous pouvez dépenser un dé de gambit et utiliser votre réaction pour lancer une attaque d'opportunité avec l'arme contre elle. Si l'attaque réussit, vous infligez des dégâts supplémentaires égaux au jet de dé du gambit.
Feature/&GambitRiposteTitle=Contre-attaque
Feature/&GambitSwiftThrowDescription=Par une action bonus, vous pouvez dépenser un dé de gambit et effectuer une attaque à distance avec un poignard dissimulé. Si vous touchez, vous infligez 1d4 + dé de gambit + modificateur de Force ou de Dextérité, selon celui qui est le plus élevé en dégâts perforants.
Feature/&GambitSwiftThrowTitle=Lancer rapide
@@ -44,7 +44,7 @@ Feature/&GambitSwitchDescription=Vous pouvez utiliser votre action bonus pour d
Feature/&GambitSwitchTitle=Changer de position
Feature/&GambitThreatenDescription=La prochaine arme ou attaque à mains nues qui frappe une créature avant la fin de votre tour dépensera un dé de gambit pour infliger des dégâts supplémentaires égaux au jet de dé de gambit et la fera effrayer jusqu'à la fin de votre prochain tour si elle échoue au jet de sauvegarde de Sagesse contre votre cible. Gambit DC.
Feature/&GambitThreatenTitle=Menacer
-Feature/&GambitUrgentDescription=Vous pouvez renoncer à l’une de vos attaques d’action principale pour demander à un allié de frapper. Ce faisant, dépensez un dé de gambit, choisissez un allié (autre que vous-même) et un ennemi. Les deux créatures doivent se trouver à moins de 9 mètres de vous. L'allié choisi peut immédiatement utiliser sa réaction pour lancer une attaque d'opportunité contre l'ennemi ciblé avec son arme équipée ou une attaque à mains nues, en ajoutant le dé de gambit au jet de dégâts de l'attaque en cas de coup sûr.
+Feature/&GambitUrgentDescription=Vous pouvez renoncer à l'une de vos attaques d'action principale pour demander à un allié de frapper. Ce faisant, dépensez un dé de gambit, choisissez un allié (autre que vous-même) et un ennemi. Les deux créatures doivent se trouver à moins de 9 mètres de vous. L'allié choisi peut immédiatement utiliser sa réaction pour lancer une attaque d'opportunité contre l'ennemi ciblé avec son arme équipée ou une attaque à mains nues, en ajoutant le dé de gambit au jet de dégâts de l'attaque en cas de coup sûr.
Feature/&GambitUrgentTitle=Frappe tactique
Feature/&PowerGambitCoordinatedAttackCommandDescription=Vous pouvez cibler un allié à moins de 9 mètres de vous qui n'est ni maîtrisé ni incapable d'agir. Cet allié peut utiliser sa réaction pour se déplacer jusqu'à la moitié de sa vitesse sans provoquer d'attaques d'opportunité.
Feature/&PowerGambitCoordinatedAttackCommandTitle=Allié de commandement
@@ -61,7 +61,7 @@ Reaction/&CustomReactionGambitParryReactDescription=Dépensez un dé de gambit p
Reaction/&CustomReactionGambitParryReactTitle=Réagir
Reaction/&CustomReactionGambitParryTitle=Gambit : parade
Reaction/&CustomReactionGambitPreciseDescription={0} a raté {1} et peut dépenser un dé de gambit pour lancer {3} et ajouter le résultat au jet d'attaque.
-Reaction/&CustomReactionGambitPreciseReactDescription=Dépensez un dé de gambit pour l’ajouter au jet d’attaque.
+Reaction/&CustomReactionGambitPreciseReactDescription=Dépensez un dé de gambit pour l'ajouter au jet d'attaque.
Reaction/&CustomReactionGambitPreciseReactTitle=Dépenser mourir
Reaction/&CustomReactionGambitPreciseTitle=Gambit : Précis
Reaction/&CustomReactionGambitSwitchDescription=Choisissez une cible pour recevoir une CA supplémentaire égale à votre dé de gambit. Choisissez allié pour accorder la CA à votre allié, ou passer pour l'accorder à vous-même.
diff --git a/SolastaUnfinishedBusiness/Translations/fr/Invocations-fr.txt b/SolastaUnfinishedBusiness/Translations/fr/Invocations-fr.txt
index 82fec4a972..c48a25c39a 100644
--- a/SolastaUnfinishedBusiness/Translations/fr/Invocations-fr.txt
+++ b/SolastaUnfinishedBusiness/Translations/fr/Invocations-fr.txt
@@ -22,7 +22,7 @@ Invocation/&InvocationBondOfTheTalismanDescription=Vous pouvez utiliser l'action
Invocation/&InvocationBondOfTheTalismanTitle=Lien du Talisman
Invocation/&InvocationBreakerAndBanisherDescription=Vous pouvez lancer Dissipation du Mal et du Bien une fois en utilisant un emplacement de sort de démoniste. Vous ne pouvez plus recommencer avant d'avoir terminé un long repos.
Invocation/&InvocationBreakerAndBanisherTitle=Don du Dispellateur
-Invocation/&InvocationBreathOfTheNightDescription=Vous pouvez lancer Fog Cloud à volonté, sans dépenser d’emplacement de sort.
+Invocation/&InvocationBreathOfTheNightDescription=Vous pouvez lancer Fog Cloud à volonté, sans dépenser d'emplacement de sort.
Invocation/&InvocationBreathOfTheNightTitle=Souffle de la nuit
Invocation/&InvocationCallOfTheBeastDescription=Vous pouvez lancer Conjuration d'animaux une fois sans utiliser d'emplacement de sort de démoniste. Vous ne pouvez plus recommencer avant d'avoir terminé un long repos.
Invocation/&InvocationCallOfTheBeastTitle=L'appel de la bête
@@ -86,7 +86,7 @@ Invocation/&InvocationUltimatePactWeaponDescription=Votre arme bénéficie d'un
Invocation/&InvocationUltimatePactWeaponTitle=Arme du Pacte ultime
Invocation/&InvocationUndyingServitudeDescription=Vous pouvez lancer Raise Skeletal Enforcer une fois sans utiliser d'emplacement de sort de démoniste. Vous ne pouvez plus recommencer avant d'avoir terminé un long repos.
Invocation/&InvocationUndyingServitudeTitle=Servitude éternelle
-Invocation/&InvocationVerdantArmorDescription=Vous pouvez lancer Barkskin une fois sans utiliser d’emplacement de sort de démoniste. Vous ne pouvez plus recommencer avant d'avoir terminé un long repos.
+Invocation/&InvocationVerdantArmorDescription=Vous pouvez lancer Barkskin une fois sans utiliser d'emplacement de sort de démoniste. Vous ne pouvez plus recommencer avant d'avoir terminé un long repos.
Invocation/&InvocationVerdantArmorTitle=Armure verdoyante
Invocation/&InvocationVexingHexDescription=Par une action bonus, vous provoquez une perturbation psychique autour de la cible maudite par votre sort Malédiction, votre sort Accorder une Malédiction, votre invocation de Signe de Mauvais Présage ou votre fonction Soul Hex. Ce faisant, vous infligez des dégâts psychiques à la cible maudite et à chaque créature de votre choix située à moins de 1,50 mètre d'elle. Les dégâts psychiques sont égaux à votre modificateur de Charisme. Pour utiliser cette invocation, vous devez être capable de voir la cible maudite et elle doit se trouver à moins de 9 pieds de vous.
Invocation/&InvocationVexingHexTitle=Sortilège exaspérant
diff --git a/SolastaUnfinishedBusiness/Translations/fr/Level20-fr.txt b/SolastaUnfinishedBusiness/Translations/fr/Level20-fr.txt
index d231da7fe1..f09d893f59 100644
--- a/SolastaUnfinishedBusiness/Translations/fr/Level20-fr.txt
+++ b/SolastaUnfinishedBusiness/Translations/fr/Level20-fr.txt
@@ -86,9 +86,9 @@ Feature/&MagicAffinitySorcererChildRiftMagicMasteryDescription=À partir du nive
Feature/&MagicAffinitySorcererChildRiftMagicMasteryTitle=Maîtrise de la magie de la Faille
Feature/&PowerClericImprovedDivineInterventionDescription=Vous tentez de demander l'aide de votre divinité, avec 100 % de chances de succès.
Feature/&PowerClericImprovedDivineInterventionTitle=Intervention divine améliorée
-Feature/&PowerDomainBattleImprovedHeraldOfBattleDescription=Les alliés à moins de 4,5 mètres gagnent +1 aux jets d’attaque, de dégâts, de CA et de sauvegarde.
+Feature/&PowerDomainBattleImprovedHeraldOfBattleDescription=Les alliés à moins de 4,5 mètres gagnent +1 aux jets d'attaque, de dégâts, de CA et de sauvegarde.
Feature/&PowerDomainBattleImprovedHeraldOfBattleTitle=Héraut du combat amélioré
-Feature/&PowerDomainColdSummonBlizzardDescription=Par une action, vous pouvez invoquer 1 élémentaire d’air et 1 élémentaire de glace. Une fois que vous avez utilisé cette capacité, vous ne pouvez plus l'utiliser avant d'avoir terminé un repos long.
+Feature/&PowerDomainColdSummonBlizzardDescription=Par une action, vous pouvez invoquer 1 élémentaire d'air et 1 élémentaire de glace. Une fois que vous avez utilisé cette capacité, vous ne pouvez plus l'utiliser avant d'avoir terminé un repos long.
Feature/&PowerDomainColdSummonBlizzardTitle=Invoquer le Blizzard
Feature/&PowerDomainFireSummonInfernoDescription=Par une action, vous pouvez invoquer 1 élémentaire de terre et 1 élémentaire de feu. Une fois que vous avez utilisé cette capacité, vous ne pouvez plus l'utiliser avant d'avoir terminé un repos long.
Feature/&PowerDomainFireSummonInfernoTitle=Invoquer la Fournaise
@@ -132,7 +132,7 @@ Feature/&PowerSorcererDraconicBloodlineAwePresenceDescription=Chaque créature h
Feature/&PowerSorcererDraconicBloodlineAwePresenceTitle=Présence fascinante
Feature/&PowerSorcererDraconicBloodlineFearPresenceDescription=Chaque créature hostile dans la zone doit réussir un jet de sauvegarde de Sagesse ou être effrayée. Chaque créature peut retenter ce jet de sauvegarde à la fin de chacun de ses tours.
Feature/&PowerSorcererDraconicBloodlineFearPresenceTitle=Présence effrayante
-Feature/&PowerSorcererHauntedSoulPossessionDescription=À partir du niveau 18, vous pouvez utiliser votre action pour posséder les corps de vos ennemis avec des esprits malveillants. Ciblez une zone de 4x4 cases à moins de 36 mètres de vous. Chaque créature ennemie dans cette zone est obligée de lancer un jet de sauvegarde de Charisme contre le DD de votre sort. En cas d'échec d'un jet de sauvegarde, chaque créature ennemie reçoit 6d10 dégâts nécrotiques et est dominée jusqu'à la fin de votre prochain tour. Après l’expiration de la condition de domination, ils reçoivent un niveau d’épuisement. Vous pouvez utiliser cette capacité une fois par repos long.
+Feature/&PowerSorcererHauntedSoulPossessionDescription=À partir du niveau 18, vous pouvez utiliser votre action pour posséder les corps de vos ennemis avec des esprits malveillants. Ciblez une zone de 4x4 cases à moins de 36 mètres de vous. Chaque créature ennemie dans cette zone est obligée de lancer un jet de sauvegarde de Charisme contre le DD de votre sort. En cas d'échec d'un jet de sauvegarde, chaque créature ennemie reçoit 6d10 dégâts nécrotiques et est dominée jusqu'à la fin de votre prochain tour. Après l'expiration de la condition de domination, ils reçoivent un niveau d'épuisement. Vous pouvez utiliser cette capacité une fois par repos long.
Feature/&PowerSorcererHauntedSoulPossessionTitle=Possession
Feature/&PowerSorcererManaPainterManaOverflowDescription=Lancez une attaque de sort au corps à corps. En cas de succès, la créature ciblée subit 4d10 + les dégâts de force de votre modificateur de Charisme, vous récupérez 2 points de sorcellerie. Vous devez prendre un court repos pour récupérer ce pouvoir.
Feature/&PowerSorcererManaPainterManaOverflowTitle=Drain de mana
diff --git a/SolastaUnfinishedBusiness/Translations/fr/Others-fr.txt b/SolastaUnfinishedBusiness/Translations/fr/Others-fr.txt
index 6e2d5ae2bc..8c3bfd9130 100644
--- a/SolastaUnfinishedBusiness/Translations/fr/Others-fr.txt
+++ b/SolastaUnfinishedBusiness/Translations/fr/Others-fr.txt
@@ -30,6 +30,8 @@ Action/&HailOfBladesToggleDescription=Activer/désactiver Grêle de lames
Action/&HailOfBladesToggleTitle=Grêle de lames
Action/&InventorInfusionDescription=Imprégner l'objet ou créer une réplique
Action/&InventorInfusionTitle=Imprégnation d'objet
+Action/&OrcishFuryToggleDescription=Activer/désactiver Orcish Fury
+Action/&OrcishFuryToggleTitle=Fureur orque
Action/&PaladinSmiteToggleDescription=Activer les châtiments sur n'importe quelle attaque, ou uniquement sur les coups critiques
Action/&PaladinSmiteToggleTitle=Châtiment divin
Action/&PressTheAdvantageToggleDescription=Activer/désactiver Appuyer sur Avantage
@@ -61,6 +63,7 @@ Condition/&FlightSuspendDescription=L'effet de Vol en cours est suspendu
Condition/&FlightSuspendTitle=Vol suspendu
ContentPack/&9999Description=Le pack Unfinished Business ajoute le multiclassage, les Ascendances, les sous-classes, les Dons, les Style de Combat et les Sorts. La limite de niveau maximal est plus élevé, des fonctionnalités de Quality Of Life (QOL) ont été ajoutées, ainsi que des correctifs et plus encore. C'est une véritable Corne d'Abondance (TM)...
ContentPack/&9999Title=Pack Unfinished Business
+Equipment/&BeltOfRegeneration_Function_Description=Régénérez 5 points de vie par tour pendant une minute.
Equipment/&DLC3_DwarvenWeapon_Dagger+3_CriticalThreshold=Vos attaques infligent un coup critique sur 18, 19 ou 20 tant que vous maniez cette arme et que vous êtes Lié à elle.
Failure/&FailureFlagTargetMeleeWeaponError=Impossible d'effectuer une attaque au corps à corps sur cette cible avec l'arme en cours
Feature/&AlwaysBeardDescription={0} % de chances de faire pousser une magnifique barbe !
@@ -76,12 +79,12 @@ Feature/&ExpandedSpellsTitle=Sorts étendus
Feature/&FeatureSetAlternateMonkFlurryOfBlowsDescription=Vous pouvez dépenser 1 point Ki pour effectuer deux frappes à mains nues en guise d'action bonus.
Feature/&FeatureSetAlternateMonkFlurryOfBlowsTitle=Déluge de coups
Feature/&FeatureSetBarbarianBrutalStrikeDescription=Lorsque vous utilisez Attaque imprudente, l'un de vos jets d'attaque basés sur la Force que vous effectuez avant la fin de votre tour inflige 1d10 dégâts supplémentaires du même type infligé par l'arme ou la Frappe à mains nues, et vous pouvez également choisir l'un des effets suivants s'il touche :\n• Coup puissant. La cible est poussée à 15 pieds tout droit de vous.\n• Coup aux ischio-jambiers. La vitesse de la cible est réduite de 15 pieds jusqu'au début de votre prochain tour.
-Feature/&FeatureSetBarbarianBrutalStrikeImprovement13Description=Vous avez perfectionné de nouvelles façons d’attaquer furieusement. Les effets suivants font désormais partie de vos options de Frappe brutale :\n• Coup stupéfiant. La cible a un désavantage lors du prochain jet de sauvegarde qu'elle effectue, et elle ne peut pas effectuer d'attaques d'opportunité avant le début de votre prochain tour.\n• Coup tranchant. Votre coup laisse une ouverture dans la défense de la créature pour un allié jusqu'au début de votre prochain tour. Le prochain jet d'attaque effectué par une créature autre que vous contre la cible bénéficie d'un bonus de 1d10 aux jets d'attaque et de dégâts.
+Feature/&FeatureSetBarbarianBrutalStrikeImprovement13Description=Vous avez perfectionné de nouvelles façons d'attaquer furieusement. Les effets suivants font désormais partie de vos options de Frappe brutale :\n• Coup stupéfiant. La cible a un désavantage lors du prochain jet de sauvegarde qu'elle effectue, et elle ne peut pas effectuer d'attaques d'opportunité avant le début de votre prochain tour.\n• Coup tranchant. Votre coup laisse une ouverture dans la défense de la créature pour un allié jusqu'au début de votre prochain tour. Le prochain jet d'attaque effectué par une créature autre que vous contre la cible bénéficie d'un bonus de 1d10 aux jets d'attaque et de dégâts.
Feature/&FeatureSetBarbarianBrutalStrikeImprovement13Title=Amélioration des frappes brutales
Feature/&FeatureSetBarbarianBrutalStrikeImprovement17Description=Les dégâts supplémentaires infligés par votre Brutal Strike augmentent à 2d10.
Feature/&FeatureSetBarbarianBrutalStrikeImprovement17Title=Amélioration des frappes brutales
Feature/&FeatureSetBarbarianBrutalStrikeTitle=Frappe brutale
-Feature/&FeatureSetRageExtendedDescription=Au combat, vous combattez avec une férocité primordiale. À votre tour, vous pouvez entrer en colère comme une action bonus. Cela vous confère un avantage sur les sauvegardes et les tests de force, un bonus initial de +2 aux dégâts d'attaque en mêlée et une résistance aux dégâts tranchants, contondants et perçants. Vous bénéficiez de ces avantages uniquement si vous ne portez pas d’armure lourde. Dure 1 minute ou se termine si vous n'avez pas attaqué ou subi de dégâts depuis votre dernier tour.\n Vous démarrez avec 2 rages, renouvelées après un long repos. Au niveau 7, vous regagnez un point de rage après un court repos.
+Feature/&FeatureSetRageExtendedDescription=Au combat, vous combattez avec une férocité primordiale. À votre tour, vous pouvez entrer en colère comme une action bonus. Cela vous confère un avantage sur les sauvegardes et les tests de force, un bonus initial de +2 aux dégâts d'attaque en mêlée et une résistance aux dégâts tranchants, contondants et perçants. Vous bénéficiez de ces avantages uniquement si vous ne portez pas d'armure lourde. Dure 1 minute ou se termine si vous n'avez pas attaqué ou subi de dégâts depuis votre dernier tour.\n Vous démarrez avec 2 rages, renouvelées après un long repos. Au niveau 7, vous regagnez un point de rage après un court repos.
Feature/&FighterExtraAttackDescription=Vous pouvez attaquer deux fois au lieu d'une lorsque vous utilisez les actions d'Attaque ou de Bousculade.
Feature/&FlightResumeDescription=Reprend l'effet de Vol précédement suspendu
Feature/&FlightResumeTitle=Reprendre le Vol
@@ -142,7 +145,7 @@ Feature/&PowerRogueDeviousStrikeKnockOutTitle=Assommer
Feature/&PowerRogueDeviousStrikeObscureDescription=La cible doit réussir un jet de sauvegarde de Dextérité, sous peine d'être aveuglée jusqu'à la fin de son prochain tour.
Feature/&PowerRogueDeviousStrikeObscureTitle=Aveugler
Feature/&PowerRogueDeviousStrikeTitle=Frappe Perfide
-Feature/&PowerTeleportSummonDescription=Vous pouvez vous téléporter n’importe où à moins de 1,50 m du lanceur.
+Feature/&PowerTeleportSummonDescription=Vous pouvez vous téléporter n'importe où à moins de 1,50 m du lanceur.
Feature/&PowerTeleportSummonTitle=Téléportation
Feature/&PowerVanishSummonDescription=Vous pouvez faire disparaître votre invocation.
Feature/&PowerVanishSummonTitle=Disparaître
@@ -225,9 +228,7 @@ Rules/&SituationalContext9000Format=A en main des armes compatibles avec Maîtri
Rules/&SituationalContext9001Format=A en main une épée à deux mains :
Rules/&SituationalContext9002Format=A en main une épée longue :
Rules/&SituationalContext9003Format=A une arme de mêlée dans la main principale avec une main libre :
-Rules/&SituationalContext9004Format=A un bouclier en main :
Rules/&SituationalContext9005Format=A des armes simples ou martiales en main :
-Rules/&SituationalContext9006Format=A en main une arme correspondant à une Spécialisation d'arme :
Rules/&SituationalContext9007Format=N'est pas en pleine lumière :
Rules/&SituationalContext9008Format=Est en rage et manie deux armes :
Rules/&SituationalContext9009Format=L'arme principale est de mêlée ou à mains nues, ou un Alleutier avec un arc long :
diff --git a/SolastaUnfinishedBusiness/Translations/fr/Races/Battleborn-fr.txt b/SolastaUnfinishedBusiness/Translations/fr/Races/Battleborn-fr.txt
index 759c365a0f..020d76cc0d 100644
--- a/SolastaUnfinishedBusiness/Translations/fr/Races/Battleborn-fr.txt
+++ b/SolastaUnfinishedBusiness/Translations/fr/Races/Battleborn-fr.txt
@@ -3,7 +3,7 @@ Feature/&FeatureSetBattlebornAbilityScoreIncreaseDescription=Constitution +2, au
Feature/&FeatureSetBattlebornAbilityScoreIncreaseTitle=Augmentation du score de capacité
Feature/&FeatureSetBattlebornArcaneResilienceDescription=Vous avez été créé pour avoir un courage remarquable, représenté par les avantages suivants :\n• Vous gagnez un bonus de +1 à la classe d'armure.\n• Vous avez un avantage aux jets de sauvegarde contre l'empoisonnement et vous avez une résistance à l'empoisonnement. dégâts de poison.\n• Vous êtes immunisé contre les maladies.\n• Vous n'avez pas besoin de dormir et la magie ne peut pas vous endormir.
Feature/&FeatureSetBattlebornArcaneResilienceTitle=Résilience arcanique
-Feature/&FeatureSetBattlebornSpecializedInfusionDescription=Vous gagnez une maîtrise de compétence et une maîtrise d’outil de votre choix.
+Feature/&FeatureSetBattlebornSpecializedInfusionDescription=Vous gagnez une maîtrise de compétence et une maîtrise d'outil de votre choix.
Feature/&FeatureSetBattlebornSpecializedInfusionTitle=Infusion spécialisée
-Race/&RaceBattlebornDescription=Les Battleborn sont le résultat d'expériences arcaniques, mélangeant chair, alchimie et magie pour créer de parfaits soldats de champ de bataille. Créés pour servir d’armes, ils doivent désormais trouver une utilité au-delà de la guerre. Un né au combat peut être un allié fidèle, une machine à tuer sans pitié ou une âme errante à la recherche d’un but et d’un sens.
+Race/&RaceBattlebornDescription=Les Battleborn sont le résultat d'expériences arcaniques, mélangeant chair, alchimie et magie pour créer de parfaits soldats de champ de bataille. Créés pour servir d'armes, ils doivent désormais trouver une utilité au-delà de la guerre. Un né au combat peut être un allié fidèle, une machine à tuer sans pitié ou une âme errante à la recherche d'un but et d'un sens.
Race/&RaceBattlebornTitle=Guerrier-né
diff --git a/SolastaUnfinishedBusiness/Translations/fr/Settings-fr.txt b/SolastaUnfinishedBusiness/Translations/fr/Settings-fr.txt
index c6c4f553c4..612abe5c7d 100644
--- a/SolastaUnfinishedBusiness/Translations/fr/Settings-fr.txt
+++ b/SolastaUnfinishedBusiness/Translations/fr/Settings-fr.txt
@@ -3,6 +3,7 @@ ModUi/&AddAllToStore=Ajouter tout au magasin
ModUi/&AddBleedingToLesserRestoration=Ajoutez la condition Saignement à celles supprimées par Restauration suprême et Restauration partielle
ModUi/&AddCustomIconsToOfficialItems=Ajoutez des icônes personnalisées aux objets officiels du jeu [munitions, recettes, outils, etc.] [Nécessite un redémarrage]
ModUi/&AddDarknessPerceptiveToDarkRaces=Activez Darkness Perceptive sur Darkelf, Dark Kobold et Grey Dwarf color> \n[accorde un avantage sur les tests de perception lorsqu'il n'est pas éclairé ou dans l'obscurité magique]
+ModUi/&AddDexModifierToEnemiesInitiativeRoll=Ajoutez un Modificateur de dextérité aux ennemis un Jet d'initiative
ModUi/&AddFighterLevelToIndomitableSavingReroll=Ajoutez le niveau Combattant à la relance du jet de sauvegarde Indomptable.
ModUi/&AddHelpActionToAllRaces=Ajoutez l'action Aide à toutes les Ascendances jouables [vous pouvez aider une créature alliée à attaquer une créature à moins de 1,50 mètre de vous, lui donnant l'avantage]
ModUi/&AddHumanoidFavoredEnemyToRanger=Activer les ennemis humanoïdes préférés des Rangers
@@ -107,6 +108,7 @@ ModUi/&EnableFeatsAtEvenLevelsMiddle=Activer la sélection des Dons aux niveaux
ModUi/&EnableFighterWeaponSpecialization=Activer la Spécialisation d'arme pour le Guerrier aux niveaux de classe 8 et 16 [obtenez +1 à la touche et aux dégâts avec l'arme en question mais le désavantage avec n'importe quel autre type d'arme]
ModUi/&EnableFlexibleBackgrounds=Activer les Historiques flexibles [sélectionner les compétences et les maîtrises d'outils de n'importe quels Historiques]
ModUi/&EnableFlexibleRaces=Activer les Ascendances flexibles [assignez vous-même les points de caractéristiques au lieu des valeurs d'Ascendances par défaut]
+ModUi/&EnableHeroWithBestProficiencyToRollChoice=Permettre au héros le plus compétent de lancer les choix de dialogue
ModUi/&EnableHigherGroundRules=Activer les règles sur l'élévation [+1 pour toucher si vous attaquez depuis un point surélevé par rapport à la cible]
ModUi/&EnableHotkeyDebugOverlay=Activez CTRL-SHIFT-(D) pour afficher la fenêtre de débogage
ModUi/&EnableHotkeyToggleHud=Activez CTRL-SHIFT-(H) pour basculer sur l'affichage HUD
@@ -146,6 +148,7 @@ ModUi/&EnableVttCamera=Activez CTRL-SHIFT-(V) pour bascul
ModUi/&EnablesAsiAndFeat=Activer à la fois l'augmentation de Caractéristiques et la sélection des Dons lors des changement de niveaux concernés [au lieu d'un choix mutuellement exclusif]
ModUi/&EncounterPercentageChance=Définir un pourcentage de chances de rencontres aléatoires
ModUi/&Encounters=Rencontres
+ModUi/&EnemiesAlwaysRollInitiative=+ Les ennemis lancent toujours l'initiative au lieu d'une valeur forcée [c'est-à-dire : Sorak Assassin]
ModUi/&ExpandAll=Afficher tout
ModUi/&FactionHelp=Chargez une sauvegarde de campagne officielle pour modifier les relations entre les factions...
ModUi/&FactionRelations=Factions :
@@ -272,6 +275,7 @@ ModUi/&StockGorimStoreWithAllNonMagicalClothing=Approvisionner le magasin de Gor
ModUi/&StockGorimStoreWithAllNonMagicalInstruments=Approvisionner le magasin de Gorim avec tous les instruments de musique non magiques [Nécessite un redémarrage]
ModUi/&StockHugoStoreWithAdditionalFoci=Approvisionner le magasin d'Hugo avec des Bâton d'Arcane, Collier de Druide, Bâton et Gourdin définis comme des focalisateurs de sort
ModUi/&Subclasses=Sous-classes
+ModUi/&Subraces=Sous-accolades
ModUi/&SwapCraftedItemAndRecipeIcons=+ Échangez les icônes de recettes et d'objets d'artisanat dans les boutiques
ModUi/&TargetLanguage=Langue cible
ModUi/&Tools=Outils
diff --git a/SolastaUnfinishedBusiness/Translations/fr/SubClasses/CircleOfTheCosmos-fr.txt b/SolastaUnfinishedBusiness/Translations/fr/SubClasses/CircleOfTheCosmos-fr.txt
index 60fccdeea4..2574de7567 100644
--- a/SolastaUnfinishedBusiness/Translations/fr/SubClasses/CircleOfTheCosmos-fr.txt
+++ b/SolastaUnfinishedBusiness/Translations/fr/SubClasses/CircleOfTheCosmos-fr.txt
@@ -1,4 +1,4 @@
-Feature/&DieRollModifierCircleOfTheCosmosDragonAbilityDescription=Lorsque vous effectuez un test d’Intelligence ou de Sagesse, vous pouvez traiter un résultat de 9 ou moins sur le d20 comme un 10.
+Feature/&DieRollModifierCircleOfTheCosmosDragonAbilityDescription=Lorsque vous effectuez un test d'Intelligence ou de Sagesse, vous pouvez traiter un résultat de 9 ou moins sur le d20 comme un 10.
Feature/&DieRollModifierCircleOfTheCosmosDragonConcentrationDescription=Lorsque vous effectuez un jet de sauvegarde de Constitution pour rester concentré sur un sort, vous pouvez traiter un résultat de 9 ou moins sur le d20 comme un 10.
Feature/&FeatureCircleOfTheCosmosNovaStarDescription=Sous votre forme étoilée, vous devenez partiellement incorporel, vous conférant une résistance aux dégâts contondants, perçants et tranchants.
Feature/&FeatureCircleOfTheCosmosNovaStarTitle=Nouvelle étoile
@@ -6,7 +6,7 @@ Feature/&FeatureSetCircleOfTheCosmosConstellationFormDescription=En tant qu'acti
Feature/&FeatureSetCircleOfTheCosmosConstellationFormTitle=Forme de constellation
Feature/&FeatureSetCircleOfTheCosmosConstellationMapDescription=Vous avez créé une carte des étoiles dans le cadre de vos études célestes. En détenant cette carte, vous bénéficiez des avantages suivants :\n• Vous connaissez le cantrip de guidage.\n• Vous avez préparé le sort Trait de guidage et pouvez le lancer sans dépenser d'emplacement de sort. Vous pouvez le faire un nombre de fois égal à votre bonus de maîtrise, et vous récupérez toutes les utilisations dépensées lorsque vous terminez un repos long.
Feature/&FeatureSetCircleOfTheCosmosConstellationMapTitle=Carte du cosmos
-Feature/&FeatureSetCircleOfTheCosmosTwinklingStarsDescription=Les constellations de votre Forme Étoilée s’améliorent. Le 1d8 de l'Archer et du Calice devient 2d8, et tant que le Dragon est actif, vous avez une vitesse de vol de 20 pieds. De plus, si vous n'avez pas encore bougé ou utilisé de bonus ou d'action principale sous votre Forme Étoilée, vous peut changer la constellation qui brille sur votre corps.
+Feature/&FeatureSetCircleOfTheCosmosTwinklingStarsDescription=Les constellations de votre Forme Étoilée s'améliorent. Le 1d8 de l'Archer et du Calice devient 2d8, et tant que le Dragon est actif, vous avez une vitesse de vol de 20 pieds. De plus, si vous n'avez pas encore bougé ou utilisé de bonus ou d'action principale sous votre Forme Étoilée, vous peut changer la constellation qui brille sur votre corps.
Feature/&FeatureSetCircleOfTheCosmosTwinklingStarsTitle=Étoiles scintillantes
Feature/&PowerCircleOfTheCosmosArcherConstellationFormDescription=Une constellation d'archer apparaît sur vous. Lorsque vous activez cette forme, et comme une action bonus lors de vos tours suivants pendant qu'elle dure, vous pouvez effectuer une attaque magique à distance, lançant une flèche lumineuse qui cible une créature à moins de 60 pieds de vous. En cas de coup, l'attaque inflige des dégâts radiants égaux à 1d8 + votre modificateur de Sagesse. Ces dégâts augmentent à 2d8 + votre modificateur de Sagesse au niveau 10.
Feature/&PowerCircleOfTheCosmosArcherConstellationFormTitle=Archer
@@ -18,6 +18,8 @@ Feature/&PowerCircleOfTheCosmosChaliceDescription=Vous ou une autre créature à
Feature/&PowerCircleOfTheCosmosChaliceTitle=Calice
Feature/&PowerCircleOfTheCosmosCosmosOmenDescription=Vous apprenez à utiliser votre carte des étoiles pour deviner la volonté du cosmos. Chaque fois que vous terminez un repos long, vous pouvez utiliser un pouvoir gratuit et jusqu'à ce que vous ayez terminé votre prochain repos long, vous avez accès à une réaction spéciale selon que vous avez obtenu un nombre pair ou impair sur le dé : \n• Weal : Chaque fois qu'une créature que vous pouvez voir à moins de 9 mètres de vous est sur le point d'effectuer un jet d'attaque ou un jet de sauvegarde, vous pouvez utiliser votre réaction pour lancer un d6 et ajouter le nombre obtenu au total.\n• Malheur : chaque fois qu'une créature que vous pouvez voir à moins de 9 mètres de vous est sur le point de faire un jet d'attaque ou un jet de sauvegarde, vous pouvez utiliser votre réaction pour lancer un d6 et soustraire le nombre obtenu du total.
Feature/&PowerCircleOfTheCosmosCosmosOmenTitle=Le destin dans les étoiles
+Feature/&PowerCircleOfTheCosmosDisableConstellationFormDescription=Par une action gratuite, vous pouvez rétablir votre forme étoilée.
+Feature/&PowerCircleOfTheCosmosDisableConstellationFormTitle=Revenir à la forme étoilée
Feature/&PowerCircleOfTheCosmosDragonConstellationFormDescription=Une constellation d'un dragon sage apparaît sur vous. Lorsque vous effectuez un test d'Intelligence ou de Sagesse ou un jet de sauvegarde de Constitution pour rester concentré sur un sort, vous pouvez traiter un résultat de 9 ou moins sur le d20 comme un 10.
Feature/&PowerCircleOfTheCosmosDragonConstellationFormTitle=Dragon
Feature/&PowerCircleOfTheCosmosSwitchConstellationFormDescription=Vous pouvez changer de forme de constellation si vous n'avez pas encore bougé ou utilisé de bonus ou d'action principale.
@@ -30,7 +32,7 @@ Feedback/&CosmosOmenAttackToHitRoll={0} utilise {1} pour lancer un D6 ({2}) et a
Feedback/&CosmosOmenSavingToHitRoll={0} utilise {1} pour lancer un D6 ({2}) et ajoute {3} au jet de sauvegarde
Feedback/&DieRollModifierCircleOfTheCosmosDragonReroll=À cause de Dragon, {0} force le dé {1} à 10.
Reaction/&SpendPowerWealCosmosOmenAttackDescription={0} ont manqué {1}. {2} peut réagir en lançant un D6 et ajouter le résultat au jet d'attaque.
-Reaction/&SpendPowerWealCosmosOmenAttackReactDescription=Lancez un D6 pour l’ajouter au jet d’attaque.
+Reaction/&SpendPowerWealCosmosOmenAttackReactDescription=Lancez un D6 pour l'ajouter au jet d'attaque.
Reaction/&SpendPowerWealCosmosOmenAttackReactTitle=Bonheur
Reaction/&SpendPowerWealCosmosOmenAttackTitle=Le destin dans les étoiles : la richesse
Reaction/&SpendPowerWealCosmosOmenSavingDescription={0} échec du jet de sauvegarde contre {1}. {2} peut réagir pour lancer un D6 et transformer la sauvegarde en succès.
@@ -38,7 +40,7 @@ Reaction/&SpendPowerWealCosmosOmenSavingReactDescription=Lancez un D6 pour aider
Reaction/&SpendPowerWealCosmosOmenSavingReactTitle=Bonheur
Reaction/&SpendPowerWealCosmosOmenSavingTitle=Le destin dans les étoiles : la richesse
Reaction/&SpendPowerWoeCosmosOmenAttackDescription={0} ont atteint {1}. {2} peut réagir en lançant un D6 et soustraire le résultat du jet d'attaque.
-Reaction/&SpendPowerWoeCosmosOmenAttackReactDescription=Lancez un D6 pour le soustraire du jet d’attaque.
+Reaction/&SpendPowerWoeCosmosOmenAttackReactDescription=Lancez un D6 pour le soustraire du jet d'attaque.
Reaction/&SpendPowerWoeCosmosOmenAttackReactTitle=Woe
Reaction/&SpendPowerWoeCosmosOmenAttackTitle=Le destin dans les étoiles : malheur
Reaction/&SpendPowerWoeCosmosOmenSavingDescription={0} réussit son jet de sauvegarde contre {1}. {2} peut réagir en lançant un D6 et transformer la sauvegarde en échec.
diff --git a/SolastaUnfinishedBusiness/Translations/fr/SubClasses/CircleOfTheForestGuardian-fr.txt b/SolastaUnfinishedBusiness/Translations/fr/SubClasses/CircleOfTheForestGuardian-fr.txt
index 1d5dd21f7c..74155f0278 100644
--- a/SolastaUnfinishedBusiness/Translations/fr/SubClasses/CircleOfTheForestGuardian-fr.txt
+++ b/SolastaUnfinishedBusiness/Translations/fr/SubClasses/CircleOfTheForestGuardian-fr.txt
@@ -4,9 +4,9 @@ Condition/&ConditionForestGuardianImprovedBarkWardDescription=Vous gagnez 8 poin
Condition/&ConditionForestGuardianImprovedBarkWardTitle=Protection contre l'écorce améliorée
Feature/&AttackModifierForestGuardianSylvanDurabilityDescription=Vos attaques avec des armes non à deux mains comptent comme magiques et vous utilisez votre modificateur de lancement de sorts pour vos jets d'attaque et de dégâts. Si vous utilisez le style de combat à deux armes, ces changements s'appliquent également à votre attaque désinvolte.
Feature/&AttackModifierForestGuardianSylvanDurabilityTitle=Magie Sylvestre
-Feature/&PowerSharedPoolForestGuardianBarkWardDescription=Vous pouvez utiliser votre action bonus et dépenser une utilisation de votre fonction Wild Shape pour vous couvrir d’écorce régénérante. Tant que l'aboiement est actif, vous gagnez 4 points de vie temporaires au début de chacun de votre tour, y compris le tour où vous avez utilisé cette fonctionnalité. Les points de vie temporaires sont augmentés à 6 au niveau 6 et la puissance est améliorée au niveau 10. L'aboiement dure une minute ou jusqu'à ce que vous deveniez incapable.
+Feature/&PowerSharedPoolForestGuardianBarkWardDescription=Vous pouvez utiliser votre action bonus et dépenser une utilisation de votre fonction Wild Shape pour vous couvrir d'écorce régénérante. Tant que l'aboiement est actif, vous gagnez 4 points de vie temporaires au début de chacun de votre tour, y compris le tour où vous avez utilisé cette fonctionnalité. Les points de vie temporaires sont augmentés à 6 au niveau 6 et la puissance est améliorée au niveau 10. L'aboiement dure une minute ou jusqu'à ce que vous deveniez incapable.
Feature/&PowerSharedPoolForestGuardianBarkWardTitle=Quartier des écorces
-Feature/&PowerSharedPoolForestGuardianImprovedBarkWardDescription=Vous pouvez utiliser votre action bonus et dépenser une utilisation de votre fonction Wild Shape pour vous couvrir d’écorce régénérante. Tant que l'aboiement est actif, vous gagnez 8 points de vie temporaires au début de chacun de votre tour, y compris le tour où vous avez utilisé cette fonctionnalité. Les points de vie temporaires sont augmentés à 10 au niveau 14. De plus, vous bénéficiez de l'immunité contre le poison lorsque Bark Ward est actif, et chaque fois qu'une créature vous blesse avec une attaque au corps à corps avec une arme à moins de 1,50 mètre de vous et tant que vous avez des points de vie temporaires, la créature reçoit 2d8 dégâts perforants. L'écorce améliorée dure une minute ou jusqu'à ce que vous deveniez incapable.
+Feature/&PowerSharedPoolForestGuardianImprovedBarkWardDescription=Vous pouvez utiliser votre action bonus et dépenser une utilisation de votre fonction Wild Shape pour vous couvrir d'écorce régénérante. Tant que l'aboiement est actif, vous gagnez 8 points de vie temporaires au début de chacun de votre tour, y compris le tour où vous avez utilisé cette fonctionnalité. Les points de vie temporaires sont augmentés à 10 au niveau 14. De plus, vous bénéficiez de l'immunité contre le poison lorsque Bark Ward est actif, et chaque fois qu'une créature vous blesse avec une attaque au corps à corps avec une arme à moins de 1,50 mètre de vous et tant que vous avez des points de vie temporaires, la créature reçoit 2d8 dégâts perforants. L'écorce améliorée dure une minute ou jusqu'à ce que vous deveniez incapable.
Feature/&PowerSharedPoolForestGuardianImprovedBarkWardTitle=Protection contre l'écorce améliorée
Feature/&PowerSharedPoolForestGuardianSuperiorBarkWardDescription=Lorsque vous activez Bark Ward, et au début de chacun de vos tours pendant que votre Bark Ward est actif, tous les alliés que vous pouvez voir à moins de 4 mètres de vous en reçoivent également le même nombre de points de vie temporaires que vous.
Feature/&PowerSharedPoolForestGuardianSuperiorBarkWardTitle=Gardien de la nature
diff --git a/SolastaUnfinishedBusiness/Translations/fr/SubClasses/CollegeOfThespian-fr.txt b/SolastaUnfinishedBusiness/Translations/fr/SubClasses/CollegeOfThespian-fr.txt
index 0109bd91c8..840aca74b4 100644
--- a/SolastaUnfinishedBusiness/Translations/fr/SubClasses/CollegeOfThespian-fr.txt
+++ b/SolastaUnfinishedBusiness/Translations/fr/SubClasses/CollegeOfThespian-fr.txt
@@ -4,7 +4,7 @@ Condition/&ConditionCollegeOfThespianCombatInspirationMovementDescription=Vous g
Condition/&ConditionCollegeOfThespianCombatInspirationMovementTitle=Mouvement inspiré
Feature/&MagicAffinityCollegeOfThespianMacabreInstrumentsDescription=Vous pouvez utiliser vos armes comme cible de lancement de sorts et êtes capable d'exécuter des composants somatiques de sorts tout en tenant des objets.
Feature/&MagicAffinityCollegeOfThespianMacabreInstrumentsTitle=Instruments macabres
-Feature/&PowerCollegeOfThespianCombatInspirationDescription=Vous êtes inspiré lorsque vous vous baignez dans le feu d’un combat. Une fois pendant votre tour, par une action libre, vous pouvez lancer une inspiration bardique, ajoutant le jet à votre vitesse de déplacement et bénéficiant d'un avantage lors du prochain jet d'attaque que vous effectuez avant la fin de votre tour.
+Feature/&PowerCollegeOfThespianCombatInspirationDescription=Vous êtes inspiré lorsque vous vous baignez dans le feu d'un combat. Une fois pendant votre tour, par une action libre, vous pouvez lancer une inspiration bardique, ajoutant le jet à votre vitesse de déplacement et bénéficiant d'un avantage lors du prochain jet d'attaque que vous effectuez avant la fin de votre tour.
Feature/&PowerCollegeOfThespianCombatInspirationTitle=Inspiration de combat
Feature/&PowerCollegeOfThespianFinaleDescription=Vous récupérez un dé d'inspiration bardique chaque fois que vous réduisez une créature à 0 point de vie.
Feature/&PowerCollegeOfThespianFinaleTitle=Final
diff --git a/SolastaUnfinishedBusiness/Translations/fr/SubClasses/DomainDefiler-fr.txt b/SolastaUnfinishedBusiness/Translations/fr/SubClasses/DomainDefiler-fr.txt
index 95a4e0150d..ef6d50a461 100644
--- a/SolastaUnfinishedBusiness/Translations/fr/SubClasses/DomainDefiler-fr.txt
+++ b/SolastaUnfinishedBusiness/Translations/fr/SubClasses/DomainDefiler-fr.txt
@@ -12,7 +12,7 @@ Feature/&DamageAffinityDomainDefilerDivineImmunityDescription=Vous êtes immunis
Feature/&DamageAffinityDomainDefilerDivineImmunityTitle=Immunité divine
Feature/&FeatureDomainDefilerInsidiousDeathMagicDescription=Les créatures auxquelles vous infligez des dégâts nécrotiques via des sorts, des capacités ou des armes ne peuvent pas recevoir de soins avant la fin de votre prochain tour.
Feature/&FeatureDomainDefilerInsidiousDeathMagicTitle=Magie de la mort insidieuse
-Feature/&PowerDomainDefilerDefileLifeDescription=Libérez une vague d’énergie nécrotique autour de vous. Chaque créature hostile non-mort-vivante dans un rayon de 9 mètres doit effectuer un jet de sauvegarde de Constitution. Les créatures affectées subissent 2d10 + dégâts nécrotiques de niveau clerc en cas d'échec d'un jet de sauvegarde, ou la moitié de ce montant en cas de réussite.
+Feature/&PowerDomainDefilerDefileLifeDescription=Libérez une vague d'énergie nécrotique autour de vous. Chaque créature hostile non-mort-vivante dans un rayon de 9 mètres doit effectuer un jet de sauvegarde de Constitution. Les créatures affectées subissent 2d10 + dégâts nécrotiques de niveau clerc en cas d'échec d'un jet de sauvegarde, ou la moitié de ce montant en cas de réussite.
Feature/&PowerDomainDefilerDefileLifeTitle=Souiller la vie
Feature/&PowerDomainDefilerDyingLightDescription=Chaque fois que vous infligez des dégâts nécrotiques, vous pouvez infliger un maximum de dégâts au lieu de lancer. Vous pouvez utiliser cette fonctionnalité une fois par repos long.
Feature/&PowerDomainDefilerDyingLightTitle=Lumière mourante
diff --git a/SolastaUnfinishedBusiness/Translations/fr/SubClasses/InnovationVivisectionist-fr.txt b/SolastaUnfinishedBusiness/Translations/fr/SubClasses/InnovationVivisectionist-fr.txt
index 538bff8544..35144ccbfb 100644
--- a/SolastaUnfinishedBusiness/Translations/fr/SubClasses/InnovationVivisectionist-fr.txt
+++ b/SolastaUnfinishedBusiness/Translations/fr/SubClasses/InnovationVivisectionist-fr.txt
@@ -21,7 +21,7 @@ Feature/&PowerInnovationVivisectionistOrganDonationDescription=Récupérez une u
Feature/&PowerInnovationVivisectionistOrganDonationTitle=Don d'organe
Feedback/&AdditionalDamageMedicalAccuracyFormat=Précision médicale !
Feedback/&AdditionalDamageMedicalAccuracyLine={0} effectue une attaque de précision médicale sur {1} (+{2})
-Reaction/&SpendPowerOrganDonationDescription=Vous pouvez retrouver une utilisation de Chirurgie d’urgence et de Cure d’urgence.
+Reaction/&SpendPowerOrganDonationDescription=Vous pouvez retrouver une utilisation de Chirurgie d'urgence et de Cure d'urgence.
Reaction/&SpendPowerOrganDonationReactDescription=Vous pouvez récupérer une utilisation de chirurgie d'urgence et de traitement d'urgence.
Reaction/&SpendPowerOrganDonationReactTitle=Don d'organe
Reaction/&SpendPowerOrganDonationTitle=Don d'organe
diff --git a/SolastaUnfinishedBusiness/Translations/fr/SubClasses/MartialTactician-fr.txt b/SolastaUnfinishedBusiness/Translations/fr/SubClasses/MartialTactician-fr.txt
index 26df174fc0..1ae776705e 100644
--- a/SolastaUnfinishedBusiness/Translations/fr/SubClasses/MartialTactician-fr.txt
+++ b/SolastaUnfinishedBusiness/Translations/fr/SubClasses/MartialTactician-fr.txt
@@ -12,7 +12,7 @@ Feature/&FeatureSetTacticianHonedCraftDescription=Gagnez en expertise avec une c
Feature/&FeatureSetTacticianHonedCraftTitle=Compétence aiguisée
Feature/&FeatureSetTacticianSharpMindDescription=Maîtrisez une compétence de votre choix.
Feature/&FeatureSetTacticianSharpMindTitle=Esprit vif
-Feature/&FeatureSetTacticianTacticalAwarenessDescription=Tant que vous n'êtes pas incapable d'agir, vous bénéficiez des avantages suivants :\n• Une fois par tour, votre attaque avec une arme inflige des dégâts supplémentaires égaux à votre bonus de maîtrise.\n• Les attaques d'opportunité que vous effectuez sont effectuées avec avantage.\n• Les attaques d’opportunité contre vous se font avec un désavantage.
+Feature/&FeatureSetTacticianTacticalAwarenessDescription=Tant que vous n'êtes pas incapable d'agir, vous bénéficiez des avantages suivants :\n• Une fois par tour, votre attaque avec une arme inflige des dégâts supplémentaires égaux à votre bonus de maîtrise.\n• Les attaques d'opportunité que vous effectuez sont effectuées avec avantage.\n• Les attaques d'opportunité contre vous se font avec un désavantage.
Feature/&FeatureSetTacticianTacticalAwarenessTitle=Conscience tactique
Feature/&FeatureTacticianGambitDieSizeD10Description=Votre dé de gambit est amélioré en D10.
Feature/&FeatureTacticianGambitDieSizeD10Title=Taille du dé Gambit (d10)
@@ -22,7 +22,7 @@ Feature/&InvocationPoolGambitLearn1Description=Apprenez 1 pari.
Feature/&InvocationPoolGambitLearn1Title=Gambits
Feature/&InvocationPoolGambitLearn2Description=Apprenez 2 stratégies.
Feature/&InvocationPoolGambitLearn2Title=Gambits
-Feature/&InvocationPoolGambitLearn4Description=Vous apprenez trois techniques spéciales appelées gambits. Utiliser un gambit coûte un dé de gambit. La plupart des stratégies améliorent vos attaques d'une certaine manière et ajoutent le résultat du dé de stratégie aux dégâts de l'attaque. Vous ne pouvez avoir qu’un seul gambit actif à la fois. Certaines de vos stratégies nécessitent que votre cible effectue un jet de sauvegarde pour éviter ses effets néfastes. Le DD du Gambit de ces gambits est de 8 + bonus de maîtrise + modificateur de Force ou de Dextérité, selon le montant le plus élevé.
+Feature/&InvocationPoolGambitLearn4Description=Vous apprenez trois techniques spéciales appelées gambits. Utiliser un gambit coûte un dé de gambit. La plupart des stratégies améliorent vos attaques d'une certaine manière et ajoutent le résultat du dé de stratégie aux dégâts de l'attaque. Vous ne pouvez avoir qu'un seul gambit actif à la fois. Certaines de vos stratégies nécessitent que votre cible effectue un jet de sauvegarde pour éviter ses effets néfastes. Le DD du Gambit de ces gambits est de 8 + bonus de maîtrise + modificateur de Force ou de Dextérité, selon le montant le plus élevé.
Feature/&InvocationPoolGambitLearn4Title=Gambits
Feature/&InvocationPoolGambitLearnDescription=Sélectionnez les stratégies à apprendre.
Feature/&InvocationPoolGambitLearnTitle=Apprendre le Gambit
@@ -38,7 +38,7 @@ Feedback/&AdditionalDamageTacticalAwarenessFormat=Conscience tactique!
Feedback/&AdditionalDamageTacticalAwarenessLine={0} effectue une frappe tactique sur {1} (+{2})
Screen/&GambitDieDescription=Votre dé de gambit est un {0} et il vous reste {1} utilisations.
Screen/&InvocationPoolGambitHeader=Gambits
-Subclass/&MartialTacticianDescription=Pour les tacticiens, une bataille est autant une épreuve d’esprit qu’une épreuve de force. Ils emploient diverses techniques martiales transmises par les chefs militaires triomphants, dans le but de déjouer et de surpasser le camp adverse en utilisant toutes les tactiques nécessaires pour remporter la victoire.
+Subclass/&MartialTacticianDescription=Pour les tacticiens, une bataille est autant une épreuve d'esprit qu'une épreuve de force. Ils emploient diverses techniques martiales transmises par les chefs militaires triomphants, dans le but de déjouer et de surpasser le camp adverse en utilisant toutes les tactiques nécessaires pour remporter la victoire.
Subclass/&MartialTacticianTitle=Tacticien
Tooltip/&CustomPortraitPoolPowerPoolTacticianGambit=Dé Gambit
UI/&CustomFeatureSelectionTooltipTypeGambit=Gambit
diff --git a/SolastaUnfinishedBusiness/Translations/fr/SubClasses/MartialWarlord-fr.txt b/SolastaUnfinishedBusiness/Translations/fr/SubClasses/MartialWarlord-fr.txt
index 5512600ed2..18dcd899bc 100644
--- a/SolastaUnfinishedBusiness/Translations/fr/SubClasses/MartialWarlord-fr.txt
+++ b/SolastaUnfinishedBusiness/Translations/fr/SubClasses/MartialWarlord-fr.txt
@@ -2,7 +2,7 @@ Condition/&ConditionMartialWarlordCoveringStrikeDescription=Tous les alliés aut
Condition/&ConditionMartialWarlordCoveringStrikeTitle=Redirigé
Condition/&ConditionMartialWarlordExploitOpeningDescription=Le prochain jet d'attaque effectué par un attaquant autre que la source contre vous est effectué avec avantage.
Condition/&ConditionMartialWarlordExploitOpeningTitle=Exploité
-Condition/&ConditionMartialWarlordPredictAttackDescription=Vous êtes désavantagé lors de votre prochain jet d’attaque.
+Condition/&ConditionMartialWarlordPredictAttackDescription=Vous êtes désavantagé lors de votre prochain jet d'attaque.
Condition/&ConditionMartialWarlordPredictAttackTitle=Prévisible
Feature/&FeatureMartialWarlordBattlePlanDescription=Votre expérience du champ de bataille s'étend désormais à toutes les créatures alliées situées à moins de 9 mètres de vous.
Feature/&FeatureMartialWarlordBattlePlanTitle=Plan de bataille
@@ -19,7 +19,7 @@ Feature/&PowerMartialWarlordControlTheFieldTitle=Contrôlez le terrain
Feature/&PowerMartialWarlordCoveringStrikeDescription=Tous les alliés autres que vous ne provoquent pas d'attaques d'opportunité de la part de cette créature. Cet effet dure jusqu'au début de votre prochain tour.
Feature/&PowerMartialWarlordCoveringStrikeTitle=Grève de couverture
Feature/&PowerMartialWarlordExploitOpeningDescription=Le prochain jet d'attaque effectué par un attaquant autre que vous contre cette créature est effectué avec avantage. L'attaque doit être effectuée avant le début de votre prochain tour.
-Feature/&PowerMartialWarlordExploitOpeningTitle=Ouverture d’exploit
+Feature/&PowerMartialWarlordExploitOpeningTitle=Ouverture d'exploit
Feature/&PowerMartialWarlordPredictAttackDescription=La créature est désavantagée lors du prochain jet d'attaque qu'elle effectue avant le début de votre prochain tour.
Feature/&PowerMartialWarlordPredictAttackTitle=Prédire l'attaque
Feature/&PowerMartialWarlordStrategicRepositionDescription=Vous pouvez utiliser votre action bonus pour ordonner à un allié autre que vous-même que vous pouvez voir et qui se trouve à moins de 9 mètres de vous de changer de position. L'allié ciblé peut se déplacer jusqu'à la moitié de sa vitesse de déplacement (arrondie au supérieur) sans provoquer d'attaques d'opportunité.
@@ -33,5 +33,5 @@ Reaction/&ReactionSpendPowerBundlePowerMartialWarlordPressTheAdvantageReactDescr
Reaction/&ReactionSpendPowerBundlePowerMartialWarlordPressTheAdvantageReactTitle=Appuyez sur l'avantage
Reaction/&ReactionSpendPowerBundlePowerMartialWarlordPressTheAdvantageTitle=Appuyez sur l'avantage
Reaction/&SubitemSelectCoordinatedAssaultTitle=Sélectionnez l'action
-Subclass/&MartialWarlordDescription=Qu’ils soient aimés, respectés ou craints, les chefs de guerre sont avant tout connus pour une chose : diriger des soldats comme personne d’autre. Un chef de guerre se tient aux côtés de ses alliés et peut renverser le cours de n’importe quelle bataille, peu importe si elle nécessite une épée ou une langue acérée. La simple présence de ces leaders nés est suffisante pour qu’un soldat suive leurs ordres en toute confiance et soit la meilleure version de lui-même.
+Subclass/&MartialWarlordDescription=Qu'ils soient aimés, respectés ou craints, les chefs de guerre sont avant tout connus pour une chose : diriger des soldats comme personne d'autre. Un chef de guerre se tient aux côtés de ses alliés et peut renverser le cours de n'importe quelle bataille, peu importe si elle nécessite une épée ou une langue acérée. La simple présence de ces leaders nés est suffisante pour qu'un soldat suive leurs ordres en toute confiance et soit la meilleure version de lui-même.
Subclass/&MartialWarlordTitle=Chef militaire
diff --git a/SolastaUnfinishedBusiness/Translations/fr/SubClasses/PathOfTheRavager-fr.txt b/SolastaUnfinishedBusiness/Translations/fr/SubClasses/PathOfTheRavager-fr.txt
new file mode 100644
index 0000000000..36e475f773
--- /dev/null
+++ b/SolastaUnfinishedBusiness/Translations/fr/SubClasses/PathOfTheRavager-fr.txt
@@ -0,0 +1,14 @@
+Feature/&AdditionalDamagePathOfTheRavagerFrenzyDescription=Une fois pendant votre tour, si vous utilisez votre attaque imprudente alors que vous êtes en rage, la première attaque d'arme basée sur la Force avec laquelle vous frappez un ennemi inflige 2d6 dégâts supplémentaires du même type que votre arme. Ces dégâts sont augmentés à 3d6 au niveau 9 et à 4d6 au niveau 16.
+Feature/&AdditionalDamagePathOfTheRavagerFrenzyTitle=Frénésie
+Feature/&FeatureSetPathOfTheRavagerIntimidatingPresenceDescription=Chaque fois que vous commencez à faire rage par une action gratuite, et pendant que vous faites rage dans les tours suivants par une action bonus, vous pouvez semer la terreur chez les autres avec votre présence menaçante. Chaque créature ennemie à moins de 9 mètres de vous doit effectuer un jet de sauvegarde de Sagesse (DD égal à 8 + votre bonus de maîtrise + votre modificateur de Force). En cas d'échec, la créature est dans l'état Effrayé pendant 1 minute. À la fin de chacun des tours de la créature effrayée, la créature répète le jet de sauvegarde, mettant fin à l'effet sur elle-même en cas de réussite. Une fois que vous utilisez cette fonctionnalité, vous ne pouvez plus l'utiliser tant que vous n'avez pas terminé un repos long. Si vous n'avez plus utilisé cette fonctionnalité, vous pouvez dépenser une utilisation de votre Rage pour la réutiliser.
+Feature/&FeatureSetPathOfTheRavagerIntimidatingPresenceTitle=Présence intimidante
+Feature/&PowerPathOfTheRavagerIntimidatingPresenceDescription=Pendant que vous êtes en colère, vous pouvez utiliser votre action bonus pour semer la terreur chez les autres grâce à votre présence menaçante. Chaque créature ennemie à moins de 9 mètres de vous doit effectuer un jet de sauvegarde de Sagesse (DD égal à 8 + votre bonus de maîtrise + votre modificateur de Force). En cas d'échec, la créature est dans l'état Effrayé pendant 1 minute. À la fin de chacun des tours de la créature effrayée, la créature répète le jet de sauvegarde, mettant fin à l'effet sur elle-même en cas de réussite. Une fois que vous utilisez cette fonctionnalité, vous ne pouvez plus l'utiliser tant que vous n'avez pas terminé un repos long. Si vous n'avez plus utilisé cette fonctionnalité, vous pouvez dépenser une utilisation de votre Rage pour la réutiliser.
+Feature/&PowerPathOfTheRavagerIntimidatingPresenceTitle=Présence intimidante
+Feedback/&AdditionalDamageFrenzyFormat=Frénésie
+Feedback/&AdditionalDamageFrenzyLine=La frénésie inflige +{2} dégâts supplémentaires !
+Reaction/&UseIntimidatingPresenceDescription=Vous pouvez utiliser votre pouvoir de Présence Intimidante gratuitement.
+Reaction/&UseIntimidatingPresenceReactDescription=Vous pouvez utiliser votre pouvoir de Présence Intimidante gratuitement.
+Reaction/&UseIntimidatingPresenceReactTitle=Présence intimidante
+Reaction/&UseIntimidatingPresenceTitle=Présence intimidante
+Subclass/&PathOfTheRavagerDescription=La Voie du Ravageur est une voie de fureur sans entrave, recouverte de sang. Alors que vous entrez dans la rage du ravageur, vous vous laissez emporter par le chaos de la bataille, sans vous soucier de votre propre santé ou de votre bien-être.
+Subclass/&PathOfTheRavagerTitle=La voie du Ravageur
diff --git a/SolastaUnfinishedBusiness/Translations/fr/SubClasses/PatronCelestial-fr.txt b/SolastaUnfinishedBusiness/Translations/fr/SubClasses/PatronCelestial-fr.txt
index fe7074432b..0181d8b440 100644
--- a/SolastaUnfinishedBusiness/Translations/fr/SubClasses/PatronCelestial-fr.txt
+++ b/SolastaUnfinishedBusiness/Translations/fr/SubClasses/PatronCelestial-fr.txt
@@ -1,7 +1,7 @@
Condition/&ConditionBlindedBySearingVengeanceTitle=Aveuglé par une vengeance brûlante
Feature/&BonusCantripCelestialDescription=Vous apprenez les sorts mineurs Lumière et Flamme sacrée. Ils comptent pour vous comme des sorts mineurs de démoniste, mais ils ne comptent pas dans votre nombre de sorts mineurs connus.
Feature/&BonusCantripCelestialTitle=Cantrips bonus
-Feature/&FeatureSetCelestialRadiantSoulDescription=Votre lien avec le Céleste vous permet de servir de conduit à l’énergie rayonnante. Vous avez une résistance aux dégâts radiants, et lorsque vous lancez un sort qui inflige des dégâts radiants ou de feu, vous ajoutez votre modificateur de Charisme à un jet de dégâts radiants ou de feu de ce sort.
+Feature/&FeatureSetCelestialRadiantSoulDescription=Votre lien avec le Céleste vous permet de servir de conduit à l'énergie rayonnante. Vous avez une résistance aux dégâts radiants, et lorsque vous lancez un sort qui inflige des dégâts radiants ou de feu, vous ajoutez votre modificateur de Charisme à un jet de dégâts radiants ou de feu de ce sort.
Feature/&FeatureSetCelestialRadiantSoulTitle=Âme Radieuse
Feature/&PowerCelestialCelestialResistanceDescription=Vous gagnez des points de vie temporaires chaque fois que vous terminez un repos court ou long. Ces points de vie temporaires sont égaux à votre niveau de démoniste + votre modificateur de Charisme. De plus, tous les membres d'origine du groupe gagnent des points de vie temporaires égaux à la moitié de votre niveau de démoniste + votre modificateur de Charisme.
Feature/&PowerCelestialCelestialResistanceTitle=Résistance céleste
diff --git a/SolastaUnfinishedBusiness/Translations/fr/SubClasses/PatronMoonlitScion-fr.txt b/SolastaUnfinishedBusiness/Translations/fr/SubClasses/PatronMoonlitScion-fr.txt
index 84a909fc26..5dd81d2293 100644
--- a/SolastaUnfinishedBusiness/Translations/fr/SubClasses/PatronMoonlitScion-fr.txt
+++ b/SolastaUnfinishedBusiness/Translations/fr/SubClasses/PatronMoonlitScion-fr.txt
@@ -4,7 +4,7 @@ Feature/&FeatureMoonlitScionLunarEmbraceDescription=Les dégâts de votre Cape L
Feature/&FeatureMoonlitScionLunarEmbraceTitle=Étreinte lunaire
Feature/&FeatureSetMoonlitScionLunarCloakDescription=Vous pouvez utiliser votre action bonus pour invoquer un manteau de lumière ou d'obscurité, bénéficiant ainsi de l'un des avantages suivants pendant une minute :\nPleine Lune : vous projetez une lumière vive dans un rayon de 15 pieds et une lumière tamisée dans un rayon de 15 pieds supplémentaires. rayon autour de vous et gagnez le pouvoir de rayonnement lunaire. Lancez une attaque de sort au corps à corps. En cas de coup, la créature subit 1d8 dégâts radiants et subit un malus de -1 à la CA jusqu'à la fin de votre prochain tour.\nNouvelle Lune : vous êtes obscurci par des ténèbres non magiques. Si vous vous déplacez vers une tuile qui est dans une lumière faible ou vive, vous êtes considéré comme étant dans l'obscurité non magique et gagnez le pouvoir de refroidissement lunaire. Lancez une attaque de sort au corps à corps. En cas de coup, la créature subit 1d8 dégâts de froid et est gênée jusqu'à la fin de votre prochain tour.
Feature/&FeatureSetMoonlitScionLunarCloakTitle=Cape lunaire
-Feature/&FeatureSetMoonlitScionMidnightBlessingDescription=Vous êtes résistant aux dégâts radiants lorsque la cape de Pleine Lune est active et vous êtes résistant aux dégâts de froid lorsque la cape de Nouvelle Lune est active. Vous apprenez également le sort Moon Beam si vous ne l’avez pas déjà fait. Vous pouvez le lancer une fois par repos long sans étendre un emplacement de sort à votre niveau d'emplacement le plus élevé. Lorsque vous lancez Moon Beam de cette façon, vous gagnez des points de vie temporaires égaux à votre niveau de démoniste et subir des dégâts ne peut pas briser votre concentration pour ce sort.
+Feature/&FeatureSetMoonlitScionMidnightBlessingDescription=Vous êtes résistant aux dégâts radiants lorsque la cape de Pleine Lune est active et vous êtes résistant aux dégâts de froid lorsque la cape de Nouvelle Lune est active. Vous apprenez également le sort Moon Beam si vous ne l'avez pas déjà fait. Vous pouvez le lancer une fois par repos long sans étendre un emplacement de sort à votre niveau d'emplacement le plus élevé. Lorsque vous lancez Moon Beam de cette façon, vous gagnez des points de vie temporaires égaux à votre niveau de démoniste et subir des dégâts ne peut pas briser votre concentration pour ce sort.
Feature/&FeatureSetMoonlitScionMidnightBlessingTitle=Bénédiction de minuit
Feature/&MovementAffinityMoonlitScionFullMoonLunarEmbraceDescription=Vous gagnez une vitesse de vol égale à votre vitesse de marche
Feature/&MovementAffinityMoonlitScionFullMoonLunarEmbraceTitle=Étreinte lunaire
diff --git a/SolastaUnfinishedBusiness/Translations/fr/SubClasses/PatronMountain-fr.txt b/SolastaUnfinishedBusiness/Translations/fr/SubClasses/PatronMountain-fr.txt
index 9023b78f8a..a335e945ac 100644
--- a/SolastaUnfinishedBusiness/Translations/fr/SubClasses/PatronMountain-fr.txt
+++ b/SolastaUnfinishedBusiness/Translations/fr/SubClasses/PatronMountain-fr.txt
@@ -1,6 +1,6 @@
Feature/&FeatureSetPatronMountainEternalGuardianDescription=Vous pouvez utiliser votre fonction Barrière de pierre un nombre de fois égal à votre modificateur de Charisme par repos court.
Feature/&FeatureSetPatronMountainEternalGuardianTitle=Gardien éternel
-Feature/&FeatureSetPatronMountainIceboundSoulDescription=Gagnez l’immunité contre les dégâts du froid. La première fois que vous frappez un ennemi avec une attaque pendant votre tour, il doit effectuer un jet de sauvegarde de Constitution contre le DD de votre sort de démoniste ou devenir aveuglé jusqu'à la fin de son prochain tour.
+Feature/&FeatureSetPatronMountainIceboundSoulDescription=Gagnez l'immunité contre les dégâts du froid. La première fois que vous frappez un ennemi avec une attaque pendant votre tour, il doit effectuer un jet de sauvegarde de Constitution contre le DD de votre sort de démoniste ou devenir aveuglé jusqu'à la fin de son prochain tour.
Feature/&FeatureSetPatronMountainIceboundSoulTitle=Âme liée à la glace
Feature/&FeatureSetPatronMountainKnowledgeOfAeonsDescription=Acquérir la maîtrise de la nature et de la survie. Gagnez Montagne comme type de terrain préféré.
Feature/&FeatureSetPatronMountainKnowledgeOfAeonsTitle=Connaissance des Eons
diff --git a/SolastaUnfinishedBusiness/Translations/fr/SubClasses/RangerGloomStalker-fr.txt b/SolastaUnfinishedBusiness/Translations/fr/SubClasses/RangerGloomStalker-fr.txt
index f673b52cf0..ddff8e3b2c 100644
--- a/SolastaUnfinishedBusiness/Translations/fr/SubClasses/RangerGloomStalker-fr.txt
+++ b/SolastaUnfinishedBusiness/Translations/fr/SubClasses/RangerGloomStalker-fr.txt
@@ -6,9 +6,9 @@ Feature/&FeatureRangerGloomStalkerShadowyDodgeDescription=Chaque fois qu'une cr
Feature/&FeatureRangerGloomStalkerShadowyDodgeTitle=Esquive ténébreuse
Feature/&FeatureRangerGloomStalkerStalkersFlurryDescription=Une fois à chacun de vos tours, lorsque vous ratez une attaque avec une arme, vous réessayez automatiquement l'attaque contre la même cible.
Feature/&FeatureRangerGloomStalkerStalkersFlurryTitle=Rafale de traqueur
-Feature/&FeatureRangerGloomStalkerUmbralSightDescription=Vous bénéficiez d'une vision dans le noir jusqu'à une portée de 60 pieds. Si vous avez déjà la vision dans le noir, sa portée augmente de 30 pieds. Tant que vous êtes dans l’obscurité naturelle, les créatures ne peuvent pas utiliser leur vision dans le noir pour vous percevoir.
+Feature/&FeatureRangerGloomStalkerUmbralSightDescription=Vous bénéficiez d'une vision dans le noir jusqu'à une portée de 60 pieds. Si vous avez déjà la vision dans le noir, sa portée augmente de 30 pieds. Tant que vous êtes dans l'obscurité naturelle, les créatures ne peuvent pas utiliser leur vision dans le noir pour vous percevoir.
Feature/&FeatureRangerGloomStalkerUmbralSightTitle=Vue ombrale
-Feature/&FeatureSetRangerGloomStalkerIronMindDescription=Vous avez perfectionné votre capacité à résister aux pouvoirs altérant l’esprit de votre proie. Vous gagnez la maîtrise des jets de sauvegarde d'Intelligence, de Sagesse ou de Charisme.
+Feature/&FeatureSetRangerGloomStalkerIronMindDescription=Vous avez perfectionné votre capacité à résister aux pouvoirs altérant l'esprit de votre proie. Vous gagnez la maîtrise des jets de sauvegarde d'Intelligence, de Sagesse ou de Charisme.
Feature/&FeatureSetRangerGloomStalkerIronMindTitle=Esprit de fer
Feedback/&AdditionalDamageDreadAmbusherFormat=Embusqué de l'effroi
Feedback/&AdditionalDamageDreadAmbusherLine=Dread Ambusher inflige +{2} dégâts supplémentaires !
diff --git a/SolastaUnfinishedBusiness/Translations/fr/SubClasses/RangerSkyWarrior-fr.txt b/SolastaUnfinishedBusiness/Translations/fr/SubClasses/RangerSkyWarrior-fr.txt
index 927cb17f6d..96cc84f87e 100644
--- a/SolastaUnfinishedBusiness/Translations/fr/SubClasses/RangerSkyWarrior-fr.txt
+++ b/SolastaUnfinishedBusiness/Translations/fr/SubClasses/RangerSkyWarrior-fr.txt
@@ -18,8 +18,8 @@ Feature/&PowerRangerSkyWarriorGiftOfTheWindDescription=Tant que vous portez un b
Feature/&PowerRangerSkyWarriorGiftOfTheWindTitle=Don du vent
Feature/&ProficiencyRangerSkyWarriorAerialAgilityDescription=Maîtriser l'acrobatie.
Feature/&ProficiencyRangerSkyWarriorAerialAgilityTitle=Agilité aérienne
-Reaction/&UseGhostlyHowlDescription=Vous avez été attaqué ! Vous pouvez utiliser votre réaction pour tenter d’effrayer l’ennemi.
-Reaction/&UseGhostlyHowlReactDescription=Utilisez votre réaction pour tenter d’effrayer l’ennemi.
+Reaction/&UseGhostlyHowlDescription=Vous avez été attaqué ! Vous pouvez utiliser votre réaction pour tenter d'effrayer l'ennemi.
+Reaction/&UseGhostlyHowlReactDescription=Utilisez votre réaction pour tenter d'effrayer l'ennemi.
Reaction/&UseGhostlyHowlReactTitle=Hurlement fantomatique
Reaction/&UseGhostlyHowlTitle=Hurlement fantomatique
Subclass/&RangerSkyWarriorDescription=Les guerriers du ciel ont été touchés par la puissance persistante de paysages arides balayés par les vents habités par rien d'autre que des mirages et des fantômes. Ils combinent des manœuvres élégantes de lame et de bouclier avec une magie d'illusion pour prospérer au combat.
diff --git a/SolastaUnfinishedBusiness/Translations/fr/SubClasses/RangerWildMaster-fr.txt b/SolastaUnfinishedBusiness/Translations/fr/SubClasses/RangerWildMaster-fr.txt
index 52b58f69ae..fdede4846c 100644
--- a/SolastaUnfinishedBusiness/Translations/fr/SubClasses/RangerWildMaster-fr.txt
+++ b/SolastaUnfinishedBusiness/Translations/fr/SubClasses/RangerWildMaster-fr.txt
@@ -12,7 +12,7 @@ Feature/&PowerRangerWildMasterBeastCompanionPoolDescription=Invoquez un ours, un
Feature/&PowerRangerWildMasterBeastCompanionPoolTitle=Bête spirituelle
Feature/&PowerRangerWildMasterCommandBeastCompanionDescription=Donnez un ordre à votre bête spirituelle afin que jusqu'au début de votre prochain tour, elle ne soit pas limitée dans les types d'actions qu'elle peut entreprendre. Vous le commanderez automatiquement si vous terminez votre tour sans dépenser d'action bonus.
Feature/&PowerRangerWildMasterCommandBeastCompanionTitle=Bête spirituelle de commandement
-Feature/&PowerRangerWildMasterKillCommandDescription=Une fois par tour, par une action libre, vous pouvez demander à votre compagnon de se fixer sur une cible située à moins de 20 mètres de vous et que vous pouvez voir pendant une minute. Votre compagnon gagne votre bonus de maîtrise à tous les jets d’attaque et de dégâts contre cette cible. Une seule cible peut être fixée à la fois. Vous pouvez utiliser cette fonctionnalité un nombre de fois par repos long égal à votre bonus de maîtrise.
+Feature/&PowerRangerWildMasterKillCommandDescription=Une fois par tour, par une action libre, vous pouvez demander à votre compagnon de se fixer sur une cible située à moins de 20 mètres de vous et que vous pouvez voir pendant une minute. Votre compagnon gagne votre bonus de maîtrise à tous les jets d'attaque et de dégâts contre cette cible. Une seule cible peut être fixée à la fois. Vous pouvez utiliser cette fonctionnalité un nombre de fois par repos long égal à votre bonus de maîtrise.
Feature/&PowerRangerWildMasterKillCommandTitle=Commande de mise à mort
Feature/&PowerRangerWildMasterSummonBeastCompanionDescription=Un {0} lié à un Ranger.
Feature/&PowerRangerWildMasterSummonBeastCompanionTitle=Invoquer {0}
diff --git a/SolastaUnfinishedBusiness/Translations/fr/SubClasses/RoguishArcaneScoundrel-fr.txt b/SolastaUnfinishedBusiness/Translations/fr/SubClasses/RoguishArcaneScoundrel-fr.txt
index 4eea0d6b53..62a6696f8d 100644
--- a/SolastaUnfinishedBusiness/Translations/fr/SubClasses/RoguishArcaneScoundrel-fr.txt
+++ b/SolastaUnfinishedBusiness/Translations/fr/SubClasses/RoguishArcaneScoundrel-fr.txt
@@ -6,7 +6,7 @@ Feature/&AdditionalDamageRoguishArcaneScoundrelDistractingAmbushDescription=À p
Feature/&AdditionalDamageRoguishArcaneScoundrelDistractingAmbushTitle=Embuscade distrayante
Feature/&CastSpellRoguishArcaneScoundrelDescription=Lancez des sorts et des cantrips de magicien.
Feature/&CastSpellRoguishArcaneScoundrelTitle=Lancer des sorts
-Feature/&FeatureSetRoguishArcaneScoundrelTricksOfTheTradeDescription=À partir du niveau 17, vous pouvez voler l’essence d’une créature et l’utiliser pour en blesser une autre. Pendant votre tour, lorsque vous infligez des dégâts d'attaque sournoise à une créature, vous pouvez cibler n'importe quelle autre créature à moins de 9 mètres de vous par une action libre, infligeant la moitié de vos dés d'attaque sournoise (arrondis à l'inférieur) sous forme de dégâts de force et lui appliquant une condition d'embuscade distrayante. créature.
+Feature/&FeatureSetRoguishArcaneScoundrelTricksOfTheTradeDescription=À partir du niveau 17, vous pouvez voler l'essence d'une créature et l'utiliser pour en blesser une autre. Pendant votre tour, lorsque vous infligez des dégâts d'attaque sournoise à une créature, vous pouvez cibler n'importe quelle autre créature à moins de 9 mètres de vous par une action libre, infligeant la moitié de vos dés d'attaque sournoise (arrondis à l'inférieur) sous forme de dégâts de force et lui appliquant une condition d'embuscade distrayante. créature.
Feature/&FeatureSetRoguishArcaneScoundrelTricksOfTheTradeTitle=Voleur d'essence
Feature/&MagicAffinityRoguishArcaneScoundrelGuilefulCastingDescription=Vous pouvez utiliser vos armes comme cible de lancement de sorts et êtes capable d'exécuter des composants somatiques de sorts tout en tenant des objets
Feature/&MagicAffinityRoguishArcaneScoundrelGuilefulCastingTitle=Casting rusé
diff --git a/SolastaUnfinishedBusiness/Translations/fr/SubClasses/RoguishOpportunist-fr.txt b/SolastaUnfinishedBusiness/Translations/fr/SubClasses/RoguishOpportunist-fr.txt
index 4d38f7d349..52c8fd099c 100644
--- a/SolastaUnfinishedBusiness/Translations/fr/SubClasses/RoguishOpportunist-fr.txt
+++ b/SolastaUnfinishedBusiness/Translations/fr/SubClasses/RoguishOpportunist-fr.txt
@@ -14,8 +14,8 @@ Feature/&PowerRoguishOpportunistExposedWeaknessDescription=À partir du niveau 1
Feature/&PowerRoguishOpportunistExposedWeaknessTitle=Faiblesse exposée
Feature/&PowerRoguishOpportunistImprovedDebilitatingStrikeDescription=Chaque fois que vous attaquez sournoisement une créature, cette créature doit réussir un jet de sauvegarde de Constitution (DD 8 + bonus de maîtrise + modificateur de Dextérité) ou voir sa vitesse de déplacement réduite de 10 pieds, et lancer tous les jets de sauvegarde avec un malus de –1d6 jusqu'à la fin de votre prochain tourner.
Feature/&PowerRoguishOpportunistImprovedDebilitatingStrikeTitle=Frappe débilitante améliorée
-Reaction/&SeizeTheChanceDescription=Un ennemi a raté un jet de sauvegarde. Vous pouvez utiliser votre réaction pour lancer une attaque d’opportunité.
-Reaction/&SeizeTheChanceReactDescription=Un ennemi a raté un jet de sauvegarde. Vous pouvez utiliser votre réaction pour lancer une attaque d’opportunité.
+Reaction/&SeizeTheChanceDescription=Un ennemi a raté un jet de sauvegarde. Vous pouvez utiliser votre réaction pour lancer une attaque d'opportunité.
+Reaction/&SeizeTheChanceReactDescription=Un ennemi a raté un jet de sauvegarde. Vous pouvez utiliser votre réaction pour lancer une attaque d'opportunité.
Reaction/&SeizeTheChanceReactTitle=Saisissez l'opportunité
Reaction/&SeizeTheChanceTitle=Saisissez l'opportunité
Reaction/&SubitemSelectSeizeTheChanceTitle=Saisissez l'opportunité
diff --git a/SolastaUnfinishedBusiness/Translations/fr/SubClasses/RoguishUmbralStalker-fr.txt b/SolastaUnfinishedBusiness/Translations/fr/SubClasses/RoguishUmbralStalker-fr.txt
index a2702c6647..0f58c0a94e 100644
--- a/SolastaUnfinishedBusiness/Translations/fr/SubClasses/RoguishUmbralStalker-fr.txt
+++ b/SolastaUnfinishedBusiness/Translations/fr/SubClasses/RoguishUmbralStalker-fr.txt
@@ -1,13 +1,13 @@
Condition/&ConditionRoguishUmbralStalkerShadowDanceDescription=Vous êtes obscurci par l'obscurité magique que vous pouvez voir à travers, et chaque fois que vous infligez des dégâts d'attaque sournoise et que vous lancez le nombre maximum sur l'un de vos dés d'attaque, vous relancez ce dé et l'ajoutez aux dégâts.
Condition/&ConditionRoguishUmbralStalkerShadowDanceTitle=Danse de l'ombre
-Feature/&ActionAffinityGloomBladeToggleDescription=Vous imprégnez vos attaques de l'essence des ténèbres elles-mêmes. Chaque fois que vous attaquez sournoisement une créature avec une attaque au corps à corps avec une arme, vous infligez 1d6 dégâts nécrotiques supplémentaires et relancez les 1 et 2 sur les dés de dégâts de cette attaque et devez prendre le deuxième résultat. De plus, vous pouvez choisir de lancer à volonté vos dés de dégâts d’attaque sournoise sous forme de dégâts nécrotiques.
+Feature/&ActionAffinityGloomBladeToggleDescription=Vous imprégnez vos attaques de l'essence des ténèbres elles-mêmes. Chaque fois que vous attaquez sournoisement une créature avec une attaque au corps à corps avec une arme, vous infligez 1d6 dégâts nécrotiques supplémentaires et relancez les 1 et 2 sur les dés de dégâts de cette attaque et devez prendre le deuxième résultat. De plus, vous pouvez choisir de lancer à volonté vos dés de dégâts d'attaque sournoise sous forme de dégâts nécrotiques.
Feature/&ActionAffinityGloomBladeToggleTitle=Feuilles sombres
-Feature/&FeatureSetRoguishUmbralStalkerDeadlyShadowsDescription=Vous vous habituez à l’obscurité et en faites votre terrain de jeu mortel. Vous obtenez une vision dans le noir de 60 pieds. Vous n'avez pas besoin d'un avantage au jet d'attaque pour utiliser votre attaque sournoise si vous et la créature ciblée êtes tous les deux dans une faible lumière ou dans l'obscurité, si vous êtes à moins de 1,50 mètre de la créature et si vous n'avez pas de désavantage au jet d'attaque. Toutes les autres règles relatives aux attaques sournoises s'appliquent toujours à vous.
+Feature/&FeatureSetRoguishUmbralStalkerDeadlyShadowsDescription=Vous vous habituez à l'obscurité et en faites votre terrain de jeu mortel. Vous obtenez une vision dans le noir de 60 pieds. Vous n'avez pas besoin d'un avantage au jet d'attaque pour utiliser votre attaque sournoise si vous et la créature ciblée êtes tous les deux dans une faible lumière ou dans l'obscurité, si vous êtes à moins de 1,50 mètre de la créature et si vous n'avez pas de désavantage au jet d'attaque. Toutes les autres règles relatives aux attaques sournoises s'appliquent toujours à vous.
Feature/&FeatureSetRoguishUmbralStalkerDeadlyShadowsTitle=Ombres mortelles
Feature/&FeatureSetRoguishUmbralStalkerUmbralSoulDescription=Vous gagnez en résistance au froid et aux dégâts nécrotiques. De plus, chaque fois que vous êtes réduit à 0 point de vie, vous récupérez un nombre de points de vie égal à votre niveau de voleur, et vous vous relevez. Vous pouvez utiliser cette fonctionnalité une fois par repos long.
Feature/&FeatureSetRoguishUmbralStalkerUmbralSoulTitle=Âme ombrale
Feature/&GloomBladeAttackReroll=À cause de Gloomblade, {0} relance un dé de dégâts de {1} de {2} à {3}.
-Feature/&PowerRoguishUmbralStalkerShadowDanceDescription=Vous pouvez utiliser votre action bonus pour vous doter d’un nimbe tourbillonnant d’énergie de l’ombre pendant une minute. Tant que cette énergie d'ombre persiste, vous êtes obscurci par l'obscurité magique à travers laquelle vous pouvez voir, et chaque fois que vous infligez des dégâts d'attaque sournoise et que vous obtenez le nombre maximum sur l'un de vos dés d'attaque, vous relancez ce dé et l'ajoutez aux dégâts. Vous pouvez utiliser cette fonctionnalité une fois par repos long.
+Feature/&PowerRoguishUmbralStalkerShadowDanceDescription=Vous pouvez utiliser votre action bonus pour vous doter d'un nimbe tourbillonnant d'énergie de l'ombre pendant une minute. Tant que cette énergie d'ombre persiste, vous êtes obscurci par l'obscurité magique à travers laquelle vous pouvez voir, et chaque fois que vous infligez des dégâts d'attaque sournoise et que vous obtenez le nombre maximum sur l'un de vos dés d'attaque, vous relancez ce dé et l'ajoutez aux dégâts. Vous pouvez utiliser cette fonctionnalité une fois par repos long.
Feature/&PowerRoguishUmbralStalkerShadowDanceTitle=Danse de l'ombre
Feature/&PowerRoguishUmbralStalkerShadowStrideDescription=Une fois par tour, par une action libre, vous pouvez remplacer n'importe quelle quantité de votre mouvement par une téléportation de distance équivalente. Lorsque vous vous téléportez de cette manière, votre emplacement de départ et votre emplacement final doivent être dans une faible lumière ou dans l'obscurité.
Feature/&PowerRoguishUmbralStalkerShadowStrideTitle=Foulée de l'ombre
@@ -19,5 +19,5 @@ Reaction/&UseUmbralSoulDescription=Vous récupérez un nombre de points de vie
Reaction/&UseUmbralSoulReactDescription=Vous récupérez un nombre de points de vie égal à votre niveau de voleur et vous relevez.
Reaction/&UseUmbralSoulReactTitle=Âme ombrale
Reaction/&UseUmbralSoulTitle=Âme ombrale
-Subclass/&RoguishUmbralStalkerDescription=Les rumeurs disent qu'il existe des choses bien plus sombres que n'importe quelle ombre rôdant dans les coins les plus sombres de Solasta. Des histoires mettant en garde contre des entités brandissant des pouvoirs surnaturels pour manipuler les ténèbres, tendant une embuscade aux malheureux et disparaissant apparemment à volonté. Que ces histoires soient vraies ou non, nombreux sont ceux qui regardent à deux fois par-dessus leurs épaules lorsqu’ils traversent une ruelle sombre en pleine nuit.
+Subclass/&RoguishUmbralStalkerDescription=Les rumeurs disent qu'il existe des choses bien plus sombres que n'importe quelle ombre rôdant dans les coins les plus sombres de Solasta. Des histoires mettant en garde contre des entités brandissant des pouvoirs surnaturels pour manipuler les ténèbres, tendant une embuscade aux malheureux et disparaissant apparemment à volonté. Que ces histoires soient vraies ou non, nombreux sont ceux qui regardent à deux fois par-dessus leurs épaules lorsqu'ils traversent une ruelle sombre en pleine nuit.
Subclass/&RoguishUmbralStalkerTitle=Traqueur ombral
diff --git a/SolastaUnfinishedBusiness/Translations/fr/SubClasses/WayOfTheSilhouette-fr.txt b/SolastaUnfinishedBusiness/Translations/fr/SubClasses/WayOfTheSilhouette-fr.txt
index d930f4d6bf..61b0cea6c0 100644
--- a/SolastaUnfinishedBusiness/Translations/fr/SubClasses/WayOfTheSilhouette-fr.txt
+++ b/SolastaUnfinishedBusiness/Translations/fr/SubClasses/WayOfTheSilhouette-fr.txt
@@ -2,7 +2,7 @@ Condition/&ConditionWayOfSilhouetteSilhouetteStepDescription=La prochaine attaqu
Condition/&ConditionWayOfSilhouetteSilhouetteStepTitle=Étape silhouette
Feature/&AdditionalDamageWayOfSilhouetteStrikeTheVitalsDescription=Une fois par tour, vous pouvez infliger des dégâts supplémentaires égaux à votre dé d'arts martiaux si vous touchez une créature avec une attaque qui avait un avantage au jet d'attaque. Vous n'avez pas besoin d'un avantage au jet d'attaque si un autre ennemi de la cible se trouve à moins de 1,50 mètre de celle-ci, cet ennemi n'est pas incapable d'agir et vous n'avez pas de désavantage au jet d'attaque. Vous devez utiliser une attaque à mains nues ou une arme de moine. Ces dégâts augmentent d'un dé d'arts martiaux supplémentaire aux niveaux 11 et 17.
Feature/&AdditionalDamageWayOfSilhouetteStrikeTheVitalsTitle=Frappez les signes vitaux
-Feature/&FeatureSetWayOfSilhouetteSilhouetteArtsDescription=Vous pouvez voir normalement dans une faible lumière et dans l’obscurité naturelle comme dans une faible lumière, jusqu’à une distance de 60 pieds. Vous pouvez également dépenser 1 ki pour lancer Ténèbres en tant qu'action sans fournir de composants matériels.
+Feature/&FeatureSetWayOfSilhouetteSilhouetteArtsDescription=Vous pouvez voir normalement dans une faible lumière et dans l'obscurité naturelle comme dans une faible lumière, jusqu'à une distance de 60 pieds. Vous pouvez également dépenser 1 ki pour lancer Ténèbres en tant qu'action sans fournir de composants matériels.
Feature/&FeatureSetWayOfSilhouetteSilhouetteArtsTitle=Arts de la silhouette
Feature/&FeatureWayOfSilhouetteShadowFlurryDescription=Une fois à chacun de vos tours, lorsque vous ratez votre attaque avec une arme de moine ou une attaque à mains nues, vous retentez automatiquement l'attaque contre la même cible.
Feature/&FeatureWayOfSilhouetteShadowFlurryTitle=Rafale d'ombre
diff --git a/SolastaUnfinishedBusiness/Translations/fr/SubClasses/WayOfTheZenArchery-fr.txt b/SolastaUnfinishedBusiness/Translations/fr/SubClasses/WayOfTheZenArchery-fr.txt
index 7d5d1f4a10..2bbeffce4d 100644
--- a/SolastaUnfinishedBusiness/Translations/fr/SubClasses/WayOfTheZenArchery-fr.txt
+++ b/SolastaUnfinishedBusiness/Translations/fr/SubClasses/WayOfTheZenArchery-fr.txt
@@ -2,11 +2,11 @@ Feature/&FeatureWayOfZenArcheryFlurryOfArrowsDescription=Chaque fois que vous ut
Feature/&FeatureWayOfZenArcheryFlurryOfArrowsTitle=Rafale de flèches
Feature/&FeatureWayOfZenArcheryKiEmpoweredArrowsDescription=Vos attaques à l'arc sont considérées comme magiques dans le but de vaincre la résistance et l'immunité aux attaques et aux dégâts non magiques, et vous pouvez désormais utiliser votre fonction Superbe Frappe avec les attaques à l'arc.
Feature/&FeatureWayOfZenArcheryKiEmpoweredArrowsTitle=Flèches alimentées par Ki
-Feature/&FeatureWayOfZenArcheryUnerringPrecisionDescription=Vous gagnez la moitié de votre bonus de maîtrise (arrondi à l’inférieur) en bonus à tous les jets d’attaque et de dégâts avec des arcs.
+Feature/&FeatureWayOfZenArcheryUnerringPrecisionDescription=Vous gagnez la moitié de votre bonus de maîtrise (arrondi à l'inférieur) en bonus à tous les jets d'attaque et de dégâts avec des arcs.
Feature/&FeatureWayOfZenArcheryUnerringPrecisionTitle=Précision infaillible
Feature/&PowerWayOfZenArcheryHailOfArrowsDescription=Vous pouvez utiliser votre action et dépenser 3 ki pour tirer un barrage de flèches. Vous effectuez une attaque à l'arc contre chaque créature ennemie que vous pouvez voir dans un cône de 45 pieds.
Feature/&PowerWayOfZenArcheryHailOfArrowsTitle=Pluie de flèches
-Feature/&ProficiencyWayOfZenArcheryOneWithTheBowDescription=Vous maîtrisez l’arc court et l’arc long. Ces armes comptent désormais comme des armes de moine pour vous. Vous acquérez également des compétences avec les outils de forge.
+Feature/&ProficiencyWayOfZenArcheryOneWithTheBowDescription=Vous maîtrisez l'arc court et l'arc long. Ces armes comptent désormais comme des armes de moine pour vous. Vous acquérez également des compétences avec les outils de forge.
Feature/&ProficiencyWayOfZenArcheryOneWithTheBowTitle=Un avec l'arc
-Subclass/&WayOfZenArcheryDescription=Une arme est une extension de soi et une interprétation simple de celui qui la manie. Les moines de la Voie du Tir à l’Arc Zen le savent bien. La beauté et la précision des arts martiaux ont donné à ces moines les outils nécessaires pour maîtriser leur arme de prédilection : l’arc. Ils le manient avec une habileté sans égal et affichent leur maîtrise du tir à l’arc à chaque tirage de corde.
+Subclass/&WayOfZenArcheryDescription=Une arme est une extension de soi et une interprétation simple de celui qui la manie. Les moines de la Voie du Tir à l'Arc Zen le savent bien. La beauté et la précision des arts martiaux ont donné à ces moines les outils nécessaires pour maîtriser leur arme de prédilection : l'arc. Ils le manient avec une habileté sans égal et affichent leur maîtrise du tir à l'arc à chaque tirage de corde.
Subclass/&WayOfZenArcheryTitle=Voie du Tir à l'Arc Zen
diff --git a/SolastaUnfinishedBusiness/Translations/it/Feats/Group-it.txt b/SolastaUnfinishedBusiness/Translations/it/Feats/Group-it.txt
index 4c9db2a8cb..3103510ec9 100644
--- a/SolastaUnfinishedBusiness/Translations/it/Feats/Group-it.txt
+++ b/SolastaUnfinishedBusiness/Translations/it/Feats/Group-it.txt
@@ -2,8 +2,6 @@ Feat/&FeatGroupAegisTouchedDescription=Aumenta uno dei tuoi attributi mentali di
Feat/&FeatGroupAegisTouchedTitle=L'egida toccata
Feat/&FeatGroupAgilityCombatDescription={0}
Feat/&FeatGroupAgilityCombatTitle=Combattimento: Agilità
-Feat/&FeatGroupAlchemistDescription={0}
-Feat/&FeatGroupAlchemistTitle=Alchimista
Feat/&FeatGroupApothecaryDescription=Aumenta uno dei tuoi attributi mentali di 1, fino a un massimo di 20.\nOttieni competenza con kit di erboristeria e medicine o competenza se già competente.
Feat/&FeatGroupApothecaryTitle=Farmacista
Feat/&FeatGroupArmorDescription={0}
@@ -16,14 +14,14 @@ Feat/&FeatGroupBodyResilienceDescription={0}
Feat/&FeatGroupBodyResilienceTitle=Resilienza del corpo
Feat/&FeatGroupCelestialTouchedDescription=Aumenta uno dei tuoi attributi mentali di 1, fino a un massimo di 20.\nOttieni la capacità di lanciare la parola curativa, curare ferite e incantesimi di ripristino minori una volta per riposo lungo e puoi lanciare questi incantesimi con i tuoi slot incantesimo.
Feat/&FeatGroupCelestialTouchedTitle=Toccato celeste
+Feat/&FeatGroupChefDescription=Aumenta la tua Saggezza o Costituzione di 1, fino a un massimo di 20.\nPuoi dedicare 1 ora a cucinare un pasto per curare te e i tuoi compagni di 1d8 HP.\nUna volta al giorno, puoi dedicare un'ora a cucinare dolcetti che forniscono HP temporanei quando vengono mangiati.
+Feat/&FeatGroupChefTitle=Cuoco
Feat/&FeatGroupClassBoundDescription={0}
Feat/&FeatGroupClassBoundTitle=Vincolo di classe
Feat/&FeatGroupCloseQuartersDescription=Hai esperienza nel combattimento ravvicinato e ottieni i seguenti vantaggi:\n• La tua Destrezza o Intelligenza aumenta di 1, fino a un massimo di 20.\n• Quando infliggi danni da attacco furtivo con attacchi con armi da mischia mentre sei entro 1,5 metri del tuo bersaglio, i tuoi dadi furtivi diventano d8 invece di d6. Questa caratteristica si estende anche alle classi che possono infliggere attacchi furtivi con attacchi con incantesimi in mischia e caratteristiche canaglia che si adattano ai dadi furtivi.
Feat/&FeatGroupCloseQuartersTitle=Quartieri ravvicinati
Feat/&FeatGroupCreedDescription={0}
Feat/&FeatGroupCreedTitle=Credo degli Dei
-Feat/&FeatGroupCriticalVirtuosoDescription={0}
-Feat/&FeatGroupCriticalVirtuosoTitle=Virtuoso critico
Feat/&FeatGroupCrusherDescription=Aumenta la tua Forza o Costituzione di 1, fino a un massimo di 20.\nQuando colpisci una creatura con un attacco che infligge danni contundenti, una volta per turno spingi il nemico di 1,5 piedi. Quando ottieni un colpo critico, i tiri per colpire contro quella creatura vengono effettuati con vantaggio fino all'inizio del tuo turno successivo.
Feat/&FeatGroupCrusherTitle=Frantoio
Feat/&FeatGroupDefenseCombatDescription={0}
@@ -38,14 +36,14 @@ Feat/&FeatGroupElementalTouchDescription=La prima volta in ogni turno in cui inf
Feat/&FeatGroupElementalTouchTitle=Tocco Elementale
Feat/&FeatGroupElvenAccuracyDescription=Hai una mira straordinaria con attacchi che si basano sulla precisione piuttosto che sulla forza bruta. Aumenta la tua Destrezza o uno dei tuoi attributi mentali di 1, fino a un massimo di 20. Ogni volta che hai vantaggio su un tiro per colpire usando Destrezza, Intelligenza, Saggezza o Carisma, puoi rilanciare uno dei dadi una volta.
Feat/&FeatGroupElvenAccuracyTitle=Precisione Elfica
-Feat/&FeatGroupEnchanterDescription={0}
-Feat/&FeatGroupEnchanterTitle=Incantatore
Feat/&FeatGroupFadeAwayDescription=Hai imparato un trucco magico per svanire quando subisci un danno. Aumenta il tuo punteggio di Destrezza o Intelligenza di 1, fino a un massimo di 20. Immediatamente dopo aver subito danni, puoi usare una reazione per diventare magicamente invisibile fino alla fine del tuo turno successivo o finché non attacchi, infliggi danni o costringi qualcuno a farlo. un tiro salvezza. Una volta utilizzata questa capacità, non è possibile farlo nuovamente finché non si termina un riposo breve o lungo.
Feat/&FeatGroupFadeAwayTitle=Svanire
Feat/&FeatGroupFightingStyleDescription={0}
Feat/&FeatGroupFightingStyleTitle=Iniziato alla lotta
Feat/&FeatGroupFlameTouchedDescription=Aumenta uno dei tuoi attributi mentali di 1, fino a un massimo di 20.\nOttieni la capacità di lanciare gli incantesimi mani brucianti e raggio rovente una volta per riposo lungo e puoi lanciare questi e intimorire infernale con i tuoi slot incantesimo.
Feat/&FeatGroupFlameTouchedTitle=Toccato dalla fiamma
+Feat/&FeatGroupFlamesOfPhlegethosDescription=Impari a invocare il fuoco dell'inferno per eseguire i tuoi comandi. Ottieni i seguenti vantaggi:\n• Aumenta la tua Intelligenza o Carisma di 1, fino a un massimo di 20.\n• Quando tiri i danni da fuoco per un incantesimo che lanci, puoi ripetere qualsiasi tiro pari a 1 sui danni da fuoco dadi, ma devi usare il nuovo tiro, anche se è un altro 1.\n• Ogni volta che usi un potere o un incantesimo che infligge danni da fuoco, puoi far sì che le fiamme ti avvolgano fino alla fine del tuo turno successivo. Le fiamme non danneggiano te o i tuoi beni e diffondono luce intensa fino a 9 metri e luce fioca per ulteriori 9 metri. Mentre le fiamme sono presenti, qualsiasi creatura entro 1,5 metri da te che ti colpisce con un attacco in mischia subisce 1d4 danni da fuoco.
+Feat/&FeatGroupFlamesOfPhlegethosTitle=Fiamme di Flegeto
Feat/&FeatGroupGeneralAdeptDescription={0}
Feat/&FeatGroupGeneralAdeptTitle=Adepto generale e Iniziato
Feat/&FeatGroupHalfAttributesDescription={0}
@@ -74,6 +72,8 @@ Feat/&FeatGroupMeleeCombatDescription={0}
Feat/&FeatGroupMeleeCombatTitle=Combattimento: corpo a corpo
Feat/&FeatGroupOldTacticsDescription=Aumenta il tuo punteggio di Forza o Destrezza di 1. Una volta per round, quando un nemico disteso nel raggio della tua arma da mischia si alza, puoi effettuare un attacco di opportunità contro il bersaglio.
Feat/&FeatGroupOldTacticsTitle=Vecchie tattiche
+Feat/&FeatGroupOrcishFuryDescription=La tua furia brucia instancabile. Ottieni i seguenti vantaggi:\n• Aumenta la tua Forza o Costituzione di 1, fino a un massimo di 20.\n• Quando colpisci con un attacco effettuato con un'arma semplice o marziale, puoi tirare uno dei risultati dell'arma dadi di danno una volta aggiuntiva e aggiungilo come danno extra del tipo di danno dell'arma. Una volta utilizzata questa abilità, non puoi usarla di nuovo finché non finisci un riposo breve o lungo.\n• Immediatamente dopo aver utilizzato il tuo tratto Resistenza Implacabile, puoi usare la tua reazione per effettuare un attacco con l'arma.
+Feat/&FeatGroupOrcishFuryTitle=Furia degli Orchi
Feat/&FeatGroupPeregrinationTouchedDescription=Aumenta uno dei tuoi attributi mentali di 1, fino a un massimo di 20.\nOttieni la capacità di lanciare gli incantesimi passo lungo, ritirata rapida e scalata del ragno una volta per riposo lungo e puoi lanciare questi incantesimi con i tuoi slot incantesimo.
Feat/&FeatGroupPeregrinationTouchedTitle=Peregrinazione toccata
Feat/&FeatGroupPiercerDescription=Aumenta la tua Forza o Destrezza di 1, fino a un massimo di 20.\nQuando colpisci una creatura con un attacco che infligge danni perforanti, puoi ripetere il tiro dei dadi quando ottieni 1 e devi utilizzare il nuovo tiro. Quando ottieni un colpo critico puoi lanciare un dado di danno aggiuntivo per determinare il danno perforante extra che subisce il bersaglio.
@@ -98,7 +98,7 @@ Feat/&FeatGroupShadowTouchedDescription=Aumenta uno dei tuoi attributi mentali d
Feat/&FeatGroupShadowTouchedTitle=Toccato dall'ombra
Feat/&FeatGroupSkillsDescription={0}
Feat/&FeatGroupSkillsTitle=Competenze
-Feat/&FeatGroupSlasherDescription=Aumenta la tua Forza o Destrezza di 1, fino a un massimo di 20.\nQuando colpisci una creatura con un attacco che infligge danni taglienti, puoi ridurre la velocità del bersaglio di 3 metri fino all'inizio del tuo turno successivo. Quando ottieni un colpo critico, lo ferisci gravemente. Fino all’inizio del tuo turno successivo, il bersaglio ha svantaggio su tutti i tiri per colpire.
+Feat/&FeatGroupSlasherDescription=Aumenta la tua Forza o Destrezza di 1, fino a un massimo di 20.\nQuando colpisci una creatura con un attacco che infligge danni taglienti, puoi ridurre la velocità del bersaglio di 3 metri fino all'inizio del tuo turno successivo. Quando ottieni un colpo critico, lo ferisci gravemente. Fino all'inizio del tuo turno successivo, il bersaglio ha svantaggio su tutti i tiri per colpire.
Feat/&FeatGroupSlasherTitle=Slasher
Feat/&FeatGroupSpellCombatDescription={0}
Feat/&FeatGroupSpellCombatTitle=Combattimento: incantesimo
diff --git a/SolastaUnfinishedBusiness/Translations/it/Feats/MeleeCombat-it.txt b/SolastaUnfinishedBusiness/Translations/it/Feats/MeleeCombat-it.txt
index 96e05ed9b4..569aa7b7de 100644
--- a/SolastaUnfinishedBusiness/Translations/it/Feats/MeleeCombat-it.txt
+++ b/SolastaUnfinishedBusiness/Translations/it/Feats/MeleeCombat-it.txt
@@ -14,6 +14,8 @@ Feat/&FeatAlwaysReadyDescription=Ti prepari automaticamente per un attacco in mi
Feat/&FeatAlwaysReadyTitle=Sempre pronto
Feat/&FeatBladeMasteryDescription=Padroneggia il pugnale, la spada corta, la spada lunga, la scimitarra, lo stocco e lo spadone. Ottieni un bonus +1 ai tiri per colpire che effettui con l'arma e un bonus +1 alla tua CA mentre la impugni. Quando effettui un attacco di opportunità con l'arma, hai vantaggio sul tiro per colpire.
Feat/&FeatBladeMasteryTitle=Maestria della lama
+Feat/&FeatChargerDescription=Ti sei allenato per caricare a capofitto in battaglia, ottenendo i seguenti vantaggi:\n• Ogni volta che esegui l'azione Scattare, puoi utilizzare la tua azione bonus per effettuare un attacco in mischia.\n• Se ti muovi di almeno 3 metri in linea retta linea immediatamente prima di colpire con un'arma da mischia o con un attacco senz'armi nel tuo turno, scegli uno dei seguenti effetti: ottieni un bonus di +1d8 al tiro per i danni dell'attacco, o spingi il bersaglio fino a 3 metri, a condizione che il bersaglio che vuoi spingere sia di taglia Grande o più piccola. Puoi utilizzare questo beneficio solo una volta per ciascuno dei tuoi turni.
+Feat/&FeatChargerTitle=Caricabatterie
Feat/&FeatCleavingAttackDescription=Hai imparato a sfruttare il peso di un'arma a tuo vantaggio, lasciando che il suo slancio potenzi i tuoi colpi:\n• Nel tuo turno, quando ottieni un colpo critico con un'arma da mischia o riduci una creatura a 0 punti ferita con un'arma da mischia , puoi effettuare un attacco con un'arma da mischia come azione bonus.\n• Prima di effettuare un attacco da mischia con un'arma pesante nella quale sei competente, puoi scegliere di subire una penalità di -5 al tuo colpo per poter eseguire +10 danni aggiuntivi.
Feat/&FeatCleavingAttackTitle=Grande maestro d'armi
Feat/&FeatCrusherConDescription=Sei esperto nell'arte di schiacciare i tuoi nemici. Aumenta la tua Costituzione di 1, fino a un massimo di 20. Quando colpisci una creatura con un attacco che infligge danni contundenti, una volta per turno spingi il nemico di 5 piedi. Quando ottieni un colpo critico, i tiri per colpire contro quella creatura vengono effettuati con vantaggio fino all'inizio del tuo turno successivo.
@@ -44,9 +46,9 @@ Feat/&FeatPowerAttackTitle=Attacco di POTENZA
Feat/&FeatSavageAttackDescription=Rilancia i dadi di danno dell'arma e degli incantesimi quando ottieni 1 (non tutte le fonti di danno rilanciano i dadi. Ad esempio, i danni per attacchi furtivi e punizioni non vengono rilanciati).
Feat/&FeatSavageAttackReroll=A causa del Savage Attacker, {0} lancia nuovamente il dado {1} da {2} a {3}.
Feat/&FeatSavageAttackTitle=Attacco selvaggio
-Feat/&FeatSlasherDexDescription=Hai imparato dove tagliare per ottenere i migliori risultati. Aumenta la tua Destrezza di 1, fino a un massimo di 20. Quando colpisci una creatura con un attacco che infligge danni taglienti, puoi ridurre la velocità del bersaglio di 3 metri fino all'inizio del tuo turno successivo. Quando ottieni un colpo critico, lo ferisci gravemente. Fino all’inizio del tuo turno successivo, il bersaglio ha svantaggio su tutti i tiri per colpire.
+Feat/&FeatSlasherDexDescription=Hai imparato dove tagliare per ottenere i migliori risultati. Aumenta la tua Destrezza di 1, fino a un massimo di 20. Quando colpisci una creatura con un attacco che infligge danni taglienti, puoi ridurre la velocità del bersaglio di 3 metri fino all'inizio del tuo turno successivo. Quando ottieni un colpo critico, lo ferisci gravemente. Fino all'inizio del tuo turno successivo, il bersaglio ha svantaggio su tutti i tiri per colpire.
Feat/&FeatSlasherDexTitle=Slasher [Dex]
-Feat/&FeatSlasherStrDescription=Hai imparato dove tagliare per ottenere i migliori risultati. Aumenta la tua Forza di 1, fino a un massimo di 20. Quando colpisci una creatura con un attacco che infligge danni taglienti, puoi ridurre la velocità del bersaglio di 3 metri fino all'inizio del tuo turno successivo. Quando ottieni un colpo critico, lo ferisci gravemente. Fino all’inizio del tuo turno successivo, il bersaglio ha svantaggio su tutti i tiri per colpire.
+Feat/&FeatSlasherStrDescription=Hai imparato dove tagliare per ottenere i migliori risultati. Aumenta la tua Forza di 1, fino a un massimo di 20. Quando colpisci una creatura con un attacco che infligge danni taglienti, puoi ridurre la velocità del bersaglio di 3 metri fino all'inizio del tuo turno successivo. Quando ottieni un colpo critico, lo ferisci gravemente. Fino all'inizio del tuo turno successivo, il bersaglio ha svantaggio su tutti i tiri per colpire.
Feat/&FeatSlasherStrTitle=Slasher [Str]
Feat/&FeatSpearMasteryDescription=Sebbene la lancia sia un'arma semplice da imparare, ti ricompensa per il tempo che hai impiegato per padroneggiarla:\n• Ottieni un bonus di +1 ai tiri per colpire effettuati con una lancia e il suo dado di danno cambia da d6 a un d8 e da un d8 a un d10 se impugnato con due mani.\n• Come azione bonus puoi impugnare la lancia per intercettare i nemici in avvicinamento. Puoi usare la reazione per eseguire un attacco di opportunità con una lancia sul nemico che entra nella tua portata e infliggere un dado di danni extra se l'attacco va a segno.\n• Come azione bonus, puoi aumentare la tua portata con una lancia di 5 piedi per il resto del tuo turno.
Feat/&FeatSpearMasteryTitle=Maestria della lancia
@@ -54,12 +56,18 @@ Feature/&AttackModifierFeatSpearMasteryDescription=Ottieni un bonus di +1 ai tir
Feature/&AttackModifierFeatSpearMasteryTitle=Maestria della lancia
Feature/&AttributeModifierFeatLongswordFinesseArmorClassDescription=Mentre impugni una spada lunga, ottieni bonus +1 alla Classe Armatura.
Feature/&AttributeModifierFeatLongswordFinesseArmorClassTitle=Finezza della spada lunga
+Feature/&PowerFeatChargerAddDamageDescription=Ottieni un bonus di +1d8 al tiro per i danni dell'attacco.
+Feature/&PowerFeatChargerAddDamageTitle=Aggiungi 1D8 danni
+Feature/&PowerFeatChargerShoveDescription=Spingi il bersaglio fino a 10 piedi.
+Feature/&PowerFeatChargerShoveTitle=Spingere fino a 10 piedi
Feature/&PowerFeatFellHandedAdvantageDescription=Ogni volta che hai vantaggio su un tiro per colpire in mischia e colpisci, butti a terra il bersaglio se anche il più basso dei due tiri d20 colpirebbe il bersaglio.
Feature/&PowerFeatFellHandedDisadvantageDescription=Ogni volta che hai svantaggio in un tiro per colpire in mischia e manchi, il bersaglio subisce danni contundenti pari al tuo modificatore di Forza.
Feature/&PowerFeatSpearMasteryChargeDescription=Puoi impugnare la lancia per intercettare i nemici in avvicinamento. Puoi usare la reazione per eseguire un attacco di opportunità con una lancia sul nemico che entra nella tua portata e infliggere un dado di danno aggiuntivo se l'attacco va a segno.
Feature/&PowerFeatSpearMasteryChargeTitle=Tutore per lancia
Feature/&PowerFeatSpearMasteryReachDescription=Puoi aumentare la tua portata con una lancia di 1,5 m per il resto del tuo turno.
Feature/&PowerFeatSpearMasteryReachTitle=Portata della lancia
+Feedback/&AdditionalDamageChargerFormat=Caricabatterie!
+Feedback/&AdditionalDamageChargerLine={0} carica {1} e infligge {2} danni extra!
Feedback/&AdditionalDamageCrusherFormat=Frantoio!
Feedback/&AdditionalDamageCrusherLine={0} schiaccia {1}
Feedback/&AdditionalDamagePiercerFormat=Piercer!
@@ -69,6 +77,10 @@ Reaction/&ReactionAttackOldTacticsDescription={0} si è alzato. {1} può utilizz
Reaction/&ReactionAttackOldTacticsReactDescription=Usa la tua reazione per attaccare.
Reaction/&ReactionAttackOldTacticsReactTitle=Attacco
Reaction/&ReactionAttackOldTacticsTitle=Vecchie tattiche
+Reaction/&ReactionSpendPowerBundlePowerFeatChargerDescription=Puoi aggiungere ulteriori danni o spingere il bersaglio.
+Reaction/&ReactionSpendPowerBundlePowerFeatChargerReactDescription=Applica un effetto aggiuntivo.
+Reaction/&ReactionSpendPowerBundlePowerFeatChargerReactTitle=Carica
+Reaction/&ReactionSpendPowerBundlePowerFeatChargerTitle=Carica
Reaction/&UseDefensiveDuelistDescription=Stai per essere colpito! Puoi assumere una posizione difensiva per prevenire il colpo.
Reaction/&UseDefensiveDuelistReactDescription=Usa la tua posizione difensiva per prevenire il colpo.
Reaction/&UseDefensiveDuelistReactTitle=Difendere
diff --git a/SolastaUnfinishedBusiness/Translations/it/Feats/OtherFeats-it.txt b/SolastaUnfinishedBusiness/Translations/it/Feats/OtherFeats-it.txt
index 9ff01079b9..4cd16288de 100644
--- a/SolastaUnfinishedBusiness/Translations/it/Feats/OtherFeats-it.txt
+++ b/SolastaUnfinishedBusiness/Translations/it/Feats/OtherFeats-it.txt
@@ -1,9 +1,15 @@
Condition/&ConditionFeatMobileAfterDashDescription=Garantisce l'immunità alle restrizioni di movimento oltre ad essere trattenuto.
Condition/&ConditionFeatMobileAfterDashTitle=Libertà
+Feat/&FeatAlertDescription=Sempre in allerta per il pericolo, ottieni i seguenti vantaggi:\n• Non puoi essere sorpreso mentre sei cosciente.\n• Ottieni un bonus di +5 all'iniziativa.\n• Le altre creature no ottieni vantaggio ai tiri per colpire contro di te perché non sei percepito da te.
+Feat/&FeatAlertTitle=Mettere in guardia
Feat/&FeatArcaneArcherAdeptDescription=Possiedi la magia arcana e l'addestramento con l'arco che ti consentono di eseguire speciali manovre di combattimento.
Feat/&FeatArcaneArcherAdeptTitle=Adepto dell'arciere arcano
Feat/&FeatAstralArmsDescription=Aumenta la tua Saggezza di 1, fino a un massimo di 20.\nQuando effettui un colpo senz'armi nel tuo turno, la tua portata è di 3 metri. Altre creature provocano un attacco di opportunità da parte tua quando entrano nella portata che hai con disarmato .
Feat/&FeatAstralArmsTitle=Portata Astrale
+Feat/&FeatChefConDescription=Aumenta la tua Costituzione di 1, fino a un massimo di 20.\nPuoi dedicare 1 ora a cucinare un pasto per curare te e i tuoi compagni di 1d8 HP.\nUna volta al giorno, puoi trascorrere un'ora per cucinare un numero di dolcetti pari al tuo bonus di competenza che forniscono 5 HP temporanei quando vengono mangiati.
+Feat/&FeatChefConTitle=Cuoco [Con]
+Feat/&FeatChefWisDescription=Aumenta la tua Saggezza di 1, fino a un massimo di 20.\nPuoi trascorrere 1 ora per cucinare un pasto per curare te e i tuoi compagni per 1d8 HP.\nUna volta al giorno, puoi trascorrere un'ora per cucinare un numero di dolcetti pari al tuo bonus di competenza che forniscono 5 HP temporanei quando vengono mangiati.
+Feat/&FeatChefWisTitle=Chef [Saggio]
Feat/&FeatCriticalVirtuosoDescription=La tua soglia critica viene abbassata di 1.
Feat/&FeatEldritchAdeptDescription=Apprendi un'opzione di Invocazione Spettrale a tua scelta dalla classe dello Stregone. Se l'invocazione ha un prerequisito, puoi sceglierla solo se sei uno stregone e solo se soddisfi il prerequisito. Ogni volta che sali di livello, puoi sostituire l'invocazione con un'altra della classe dello stregone.
Feat/&FeatEldritchAdeptTitle=Adepto mistico
@@ -15,6 +21,8 @@ Feat/&FeatFrostAdaptationDescription=Aumenta la tua Costituzione di 1, fino a un
Feat/&FeatFrostAdaptationTitle=Adattamento al gelo
Feat/&FeatGiftOfTheChromaticDragonDescription=Hai manifestato parte del potere dei draghi cromatici, ottenendo i seguenti vantaggi:\n• Infusione cromatica: come azione bonus, puoi toccare un'arma semplice o marziale e infonderla con uno dei seguenti tipi di danno: acido , freddo, fuoco, fulmine o veleno. Per il minuto successivo, l'arma infligge 1d4 danni aggiuntivi del tipo scelto quando colpisce. Dopo aver utilizzato questa azione bonus, non puoi farlo di nuovo finché non termini un riposo lungo.\n• Resistenza reattiva: quando subisci danni da acido, freddo, fuoco, fulmine o veleno, puoi usare la tua reazione per dare resistenza a quell'istanza di danno fino alla fine del suo turno. È possibile utilizzare questa reazione un numero di volte pari al proprio bonus di competenza e si recuperano tutti gli usi spesi al termine di un riposo lungo.
Feat/&FeatGiftOfTheChromaticDragonTitle=Dono del Drago Cromatico
+Feat/&FeatGroupSkillExpertDescription=Hai affinato la tua competenza con abilità particolari, ottenendo i seguenti vantaggi:\n• Aumenta un punteggio di caratteristica a tua scelta di 1, fino a un massimo di 20.\n• Ottieni competenza in un'abilità a tua scelta.{ 99}• Acquisisci esperienza in un'abilità a tua scelta.
+Feat/&FeatGroupSkillExpertTitle=Esperto di abilità
Feat/&FeatHealerDescription=Ottieni competenza o esperienza nelle prove di Medicina. Ottieni la capacità di stabilizzare una creatura morente una volta per ogni riposo lungo. È possibile utilizzare un'azione per ripristinare 1d6 + 4 + punti ferita a livello del personaggio un numero di volte per riposo lungo pari al proprio modificatore di Saggezza.
Feat/&FeatHealerTitle=Guaritore
Feat/&FeatInfusionsAdeptDescription=Hai studiato l'arte di infondere la magia in oggetti banali per creare oggetti magici temporanei, ottenendo due infusioni di livello 2 o inferiore a tua scelta dalla classe Artefice.
@@ -45,6 +53,10 @@ Feature/&CastSpellFeatMagicInitiateTitle=Iniziato
Feature/&CastSpellFeatSpellSniperTitle=Cecchino
Feature/&DieRollModifierFeatElementalAdeptReroll=A causa dell'Adepto Elementale, {0} lancia nuovamente il dado {1} da {2} a {3}.
Feature/&DieRollModifierFeatElementalMasterReroll=A causa del Maestro Elementale, {0} lancia nuovamente il dado {1} da {2} a {3}.
+Feature/&PowerFeatChefCookMealDescription=Puoi spendere 1 ora per cucinare un pasto per curare te e i tuoi compagni per 1d8 HP.
+Feature/&PowerFeatChefCookMealTitle=Cucinare il pasto dello chef
+Feature/&PowerFeatChefCookTreatDescription=Puoi spendere 1 ora per cucinare dolcetti che forniscono 5 punti ferita temporanei quando vengono mangiati.
+Feature/&PowerFeatChefCookTreatTitle=Il dolcetto dello chef
Feature/&PowerFeatHealerMedKitDescription=Puoi usare un'azione per ripristinare 1d6 + bonus di medicina + punti ferita a livello del personaggio, un numero di volte per riposo lungo pari al tuo modificatore di Saggezza.
Feature/&PowerFeatHealerMedKitTitle=Usa la Medicina
Feature/&PowerFeatHealerResuscitateDescription=Puoi usare un'azione per rianimare una creatura morta negli ultimi 12 secondi una volta per riposo lungo.
@@ -69,6 +81,8 @@ Feedback/&AdditionalDamageChromaticInfusionDamageLightningFormat=Infusione croma
Feedback/&AdditionalDamageChromaticInfusionDamageLightningLine=L'infusione cromatica infligge +{2} danni da fulmine extra!
Feedback/&AdditionalDamageChromaticInfusionDamagePoisonFormat=Infusione cromatica: Veleno
Feedback/&AdditionalDamageChromaticInfusionDamagePoisonLine=L'infusione cromatica infligge +{2} danni da veleno extra!
+Item/&ItemFeatChefTreatDescription=Mangia questo dolcetto dello chef e ottieni 5 punti ferita temporanei.
+Item/&ItemFeatChefTreatTitle=La delizia dello chef
Reaction/&ReactionWarcasterDescription={0} sta lasciando un'area minacciata da uno o più personaggi.
Reaction/&ReactionWarcasterReactDescription=Usa la reazione per attaccare il bersaglio.
Reaction/&ReactionWarcasterReactTitle=Attacco
diff --git a/SolastaUnfinishedBusiness/Translations/it/Feats/Races-it.txt b/SolastaUnfinishedBusiness/Translations/it/Feats/Races-it.txt
index fd2f1eecbb..be7c28c7c5 100644
--- a/SolastaUnfinishedBusiness/Translations/it/Feats/Races-it.txt
+++ b/SolastaUnfinishedBusiness/Translations/it/Feats/Races-it.txt
@@ -1,11 +1,23 @@
+Condition/&ConditionFeatFlamesOfPhlegethosDescription=Qualsiasi creatura entro 1,5 metri da te che ti colpisce con un attacco in mischia subisce 1d4 danni da fuoco.
+Condition/&ConditionFeatFlamesOfPhlegethosTitle=Fiamme di Flegeto
Feat/&FeatDragonWingsDescription=Ti spuntano ali draconiche. Ottieni la capacità di volare per un tempo limitato se non indossi un'armatura pesante.
Feat/&FeatDragonWingsTitle=Ali del drago
+Feat/&FeatDwarvenFortitudeDescription=Hai il sangue degli eroi nani che scorre nelle tue vene. Ottieni i seguenti benefici:\n• Aumenta il tuo punteggio di Costituzione di 1, fino a un massimo di 20.\n• Ogni volta che esegui l'azione Schivare in combattimento, puoi spendere un Dado Vita per curarti. Lancia il dado, aggiungi il tuo modificatore di Costituzione e riacquista un numero di punti ferita pari al totale (minimo 1).
+Feat/&FeatDwarvenFortitudeTitle=Fortezza nanica
Feat/&FeatFadeAwayDexDescription=Hai imparato un trucco magico per svanire quando subisci un danno. Aumenta il tuo punteggio di Destrezza di 1, fino a un massimo di 20. Immediatamente dopo aver subito danni, puoi usare una reazione per diventare magicamente invisibile fino alla fine del tuo turno successivo o finché non attacchi, infliggi danni o costringi qualcuno a effettuare un tiro salvezza. gettare. Una volta utilizzata questa capacità, non è possibile farlo nuovamente finché non si termina un riposo breve o lungo.
Feat/&FeatFadeAwayDexTitle=Svanire [Dex]
Feat/&FeatFadeAwayIntDescription=Hai imparato un trucco magico per svanire quando subisci un danno. Aumenta il tuo punteggio di Intelligenza di 1, fino a un massimo di 20. Immediatamente dopo aver subito danni, puoi usare una reazione per diventare magicamente invisibile fino alla fine del tuo turno successivo o finché non attacchi, infliggi danni o costringi qualcuno a effettuare un tiro salvezza. gettare. Una volta utilizzata questa capacità, non è possibile farlo nuovamente finché non si termina un riposo breve o lungo.
Feat/&FeatFadeAwayIntTitle=Dissolvenza [Int]
+Feat/&FeatFlamesOfPhlegethosChaDescription=Impari a invocare il fuoco dell'inferno per eseguire i tuoi comandi. Ottieni i seguenti vantaggi:\n• Aumenta il tuo Carisma di 1, fino a un massimo di 20.\n• Quando tiri i danni da fuoco per un incantesimo che lanci, puoi ripetere qualsiasi tiro pari a 1 sui dadi dei danni da fuoco, ma devi usare il nuovo tiro, anche se è un altro 1.\n• Ogni volta che usi un potere o un incantesimo che infligge danni da fuoco, puoi fare in modo che le fiamme ti avvolgano fino alla fine del tuo turno successivo. Le fiamme non danneggiano te o i tuoi beni e diffondono luce intensa fino a 9 metri e luce fioca per ulteriori 9 metri. Mentre le fiamme sono presenti, qualsiasi creatura entro 1,5 metri da te che ti colpisce con un attacco in mischia subisce 1d4 danni da fuoco.
+Feat/&FeatFlamesOfPhlegethosChaTitle=Fiamme di Flegeto [Cha]
+Feat/&FeatFlamesOfPhlegethosIntDescription=Impari a invocare il fuoco dell'inferno per eseguire i tuoi comandi. Ottieni i seguenti vantaggi:\n• Aumenta la tua Intelligenza di 1, fino a un massimo di 20.\n• Quando tiri i danni da fuoco per un incantesimo che lanci, puoi ripetere qualsiasi tiro pari a 1 sui dadi dei danni da fuoco, ma devi usare il nuovo tiro, anche se è un altro 1.\n• Ogni volta che usi un potere o un incantesimo che infligge danni da fuoco, puoi fare in modo che le fiamme ti avvolgano fino alla fine del tuo turno successivo. Le fiamme non danneggiano te o i tuoi beni e diffondono luce intensa fino a 9 metri e luce fioca per ulteriori 9 metri. Mentre le fiamme sono presenti, qualsiasi creatura entro 1,5 metri da te che ti colpisce con un attacco in mischia subisce 1d4 danni da fuoco.
+Feat/&FeatFlamesOfPhlegethosIntTitle=Fiamme di Flegeto [Int]
Feat/&FeatInfernalConstitutionDescription=Il sangue immondo scorre forte dentro di te, sbloccando una resistenza simile a quella posseduta da alcuni immondi. Ottieni i seguenti benefici:\n• Aumenta il tuo punteggio di Costituzione di 1, fino a un massimo di 20.\n• Hai resistenza ai danni da freddo e veleno.\n• Hai vantaggio ai tiri salvezza contro l'avvelenamento.
Feat/&FeatInfernalConstitutionTitle=Costituzione Infernale
+Feat/&FeatOrcishFuryConDescription=La tua furia brucia instancabile. Ottieni i seguenti vantaggi:\n• Aumenta la tua Costituzione di 1, fino a un massimo di 20.\n• Quando colpisci con un attacco effettuato con un'arma semplice o marziale, puoi lanciare uno dei dadi di danno dell'arma un'altra volta e aggiungerlo come danno extra del tipo di danno dell'arma. Una volta utilizzata questa abilità, non puoi usarla di nuovo finché non finisci un riposo breve o lungo.\n• Immediatamente dopo aver utilizzato il tuo tratto Resistenza Implacabile, puoi usare la tua reazione per effettuare un attacco con l'arma.
+Feat/&FeatOrcishFuryConTitle=Furia degli Orchi [Contro]
+Feat/&FeatOrcishFuryStrDescription=La tua furia brucia instancabile. Ottieni i seguenti vantaggi:\n• Aumenta la tua Forza di 1, fino a un massimo di 20.\n• Quando colpisci con un attacco effettuato con un'arma semplice o marziale, puoi lanciare uno dei dadi di danno dell'arma un'altra volta e aggiungerlo come danno extra del tipo di danno dell'arma. Una volta utilizzata questa abilità, non puoi usarla di nuovo finché non finisci un riposo breve o lungo.\n• Immediatamente dopo aver utilizzato il tuo tratto Resistenza Implacabile, puoi usare la tua reazione per effettuare un attacco con l'arma.
+Feat/&FeatOrcishFuryStrTitle=Furia degli Orchi [Str]
Feat/&FeatRevenantGreatSwordDexDescription=Tu discendi da un maestro della grande spada e parte di quella maestria ti è stata trasmessa. Ottieni i seguenti vantaggi:\n• Aumenta il tuo punteggio di Destrezza di 1, fino a un massimo di 20.\n• Mentre impugni una grande spada, ottieni un bonus di +1 alla classe armatura.\n• Ottimo la spada ha la proprietà della finezza quando la impugni.
Feat/&FeatRevenantGreatSwordDexTitle=Lama Revenant [Destrezza]
Feat/&FeatRevenantGreatSwordStrDescription=Tu discendi da un maestro della grande spada e parte di quella maestria ti è stata trasmessa. Ottieni i seguenti vantaggi:\n• Aumenta il tuo punteggio di Forza di 1, fino a un massimo di 20.\n• Mentre impugni una grande spada, ottieni un bonus di +1 alla classe armatura.\n• Ottimo la spada ha la proprietà della finezza quando la impugni.
@@ -16,7 +28,19 @@ Feat/&FeatSquatNimblenessStrDescription=Sei insolitamente agile per la tua razza
Feat/&FeatSquatNimblenessStrTitle=Agilità nello squat [Str]
Feature/&AttributeModifierFeatRevenantGreatSwordArmorClassDescription=Mentre impugni una grande spada, ottieni bonus +1 alla classe armatura.
Feature/&AttributeModifierFeatRevenantGreatSwordArmorClassTitle=Lama Revenant
+Feature/&DieRollModifierFeatFlamesOfPhlegethosReroll=A causa delle Fiamme di Phlegethos {0} ritira il dado {1} da {2} a {3}.
+Feedback/&AdditionalDamageOrcishFuryFormat=Furia degli Orchi
+Feedback/&AdditionalDamageOrcishFuryLine=La Furia degli Orchi infligge +{2} danni extra!
+Feedback/&DwarvenFortitudeHitDieRolled={0} ha tirato un {2} e ha curato {3} = {4}.
+Reaction/&CustomReactionDwarvenFortitudeDescription=Puoi spendere un Dado Vita per curarti.
+Reaction/&CustomReactionDwarvenFortitudeReactDescription=Puoi spendere un Dado Vita per curarti.
+Reaction/&CustomReactionDwarvenFortitudeReactTitle=Fortezza nanica
+Reaction/&CustomReactionDwarvenFortitudeTitle=Fortezza nanica
Reaction/&UsePowerFeatFadeAwayInvisibleDescription=Usa la tua reazione per diventare invisibile.
Reaction/&UsePowerFeatFadeAwayInvisibleReactDescription=Usa la tua reazione per diventare invisibile.
Reaction/&UsePowerFeatFadeAwayInvisibleReactTitle=Svanire
Reaction/&UsePowerFeatFadeAwayInvisibleTitle=Svanire
+Reaction/&UsePowerFeatFlamesOfPhlegethosDescription=Puoi accendere le tue Fiamme di Flegeto.
+Reaction/&UsePowerFeatFlamesOfPhlegethosReactDescription=Puoi accendere le tue Fiamme di Flegeto.
+Reaction/&UsePowerFeatFlamesOfPhlegethosReactTitle=Fiamme di Flegeto
+Reaction/&UsePowerFeatFlamesOfPhlegethosTitle=Fiamme di Flegeto
diff --git a/SolastaUnfinishedBusiness/Translations/it/Others-it.txt b/SolastaUnfinishedBusiness/Translations/it/Others-it.txt
index 6a01530a3a..3ca4ecaa3d 100644
--- a/SolastaUnfinishedBusiness/Translations/it/Others-it.txt
+++ b/SolastaUnfinishedBusiness/Translations/it/Others-it.txt
@@ -30,6 +30,8 @@ Action/&HailOfBladesToggleDescription=Attiva/disattiva Pioggia di Lame
Action/&HailOfBladesToggleTitle=Grandine di Lame
Action/&InventorInfusionDescription=Infondi l'oggetto o crea una replica
Action/&InventorInfusionTitle=Infusi
+Action/&OrcishFuryToggleDescription=Attiva/disattiva Furia degli Orchi
+Action/&OrcishFuryToggleTitle=Furia degli Orchi
Action/&PaladinSmiteToggleDescription=Abilita le punizioni su qualsiasi attacco altrimenti solo sui colpi critici
Action/&PaladinSmiteToggleTitle=Colpire
Action/&PressTheAdvantageToggleDescription=Attiva/disattiva Premi il Vantaggio
@@ -61,6 +63,7 @@ Condition/&FlightSuspendDescription=L'effetto del volo in corso è stato sospeso
Condition/&FlightSuspendTitle=Volo sospeso
ContentPack/&9999Description=Il pacchetto Unfinished Business aggiunge multiclasse, razze, sottoclassi, talenti, stile di combattimento e incantesimi. Sono previsti livelli massimi più elevati, funzionalità QOL, correzioni e altro ancora. È un vero e proprio Corno dell'Abbondanza (TM)...
ContentPack/&9999Title=Pacchetto aziendale incompiuto
+Equipment/&BeltOfRegeneration_Function_Description=Rigenera 5 punti ferita per round per un minuto.
Equipment/&DLC3_DwarvenWeapon_Dagger+3_CriticalThreshold=I tuoi attacchi ottengono un colpo critico con un 18, 19 o 20 mentre impugni quest'arma e sei in sintonia con essa.
Failure/&FailureFlagTargetMeleeWeaponError=Impossibile eseguire attacchi corpo a corpo su questo bersaglio con l'arma attuale
Feature/&AlwaysBeardDescription={0}% di possibilità di far crescere una barba meravigliosa!
@@ -225,9 +228,7 @@ Rules/&SituationalContext9000Format=Ha in mano i tipi di armi Maestria della lam
Rules/&SituationalContext9001Format=Ha lo spadone in mano:
Rules/&SituationalContext9002Format=Ha la spada lunga in mano:
Rules/&SituationalContext9003Format=Ha un'arma da mischia nella mano principale con la mano secondaria libera:
-Rules/&SituationalContext9004Format=Ha lo scudo in mano:
Rules/&SituationalContext9005Format=Ha in mano armi semplici o da guerra:
-Rules/&SituationalContext9006Format=Ha un'arma specializzata in mano:
Rules/&SituationalContext9007Format=Non è in piena luce:
Rules/&SituationalContext9008Format=È furioso e ha una doppia impugnatura:
Rules/&SituationalContext9009Format=L'arma principale è da mischia, disarmata o Yeoman con arco lungo:
diff --git a/SolastaUnfinishedBusiness/Translations/it/Settings-it.txt b/SolastaUnfinishedBusiness/Translations/it/Settings-it.txt
index 276445f90f..9fec06ebda 100644
--- a/SolastaUnfinishedBusiness/Translations/it/Settings-it.txt
+++ b/SolastaUnfinishedBusiness/Translations/it/Settings-it.txt
@@ -3,6 +3,7 @@ ModUi/&AddAllToStore=Aggiungi tutto al negozio
ModUi/&AddBleedingToLesserRestoration=Aggiungi la condizione Sanguinamento a quelle rimosse da Maggiore e Restauro minore
ModUi/&AddCustomIconsToOfficialItems=Aggiungi icone personalizzate agli oggetti di gioco ufficiali [munizioni, ricette, kit, ecc.] [Richiede il riavvio]
ModUi/&AddDarknessPerceptiveToDarkRaces=Abilita Percettivo dell'oscurità su Elfo Oscuro, Coboldo Oscuro e Nano Grigio color> \n[concede vantaggio alle prove di percezione quando spento o nell'oscurità magica]
+ModUi/&AddDexModifierToEnemiesInitiativeRoll=Aggiungi Modificatore di Destrezza ai nemici Tiro di Iniziativa
ModUi/&AddFighterLevelToIndomitableSavingReroll=Aggiungi il livello Guerriero al tiro salvezza di Indomabile
ModUi/&AddHelpActionToAllRaces=Aggiungi l'azione Aiuto a tutte le razze giocabili [puoi aiutare una creatura amica ad attaccare una creatura entro 1,5 metri da te]
ModUi/&AddHumanoidFavoredEnemyToRanger=Abilita i nemici preferiti umanoidi Ranger
@@ -107,6 +108,7 @@ ModUi/&EnableFeatsAtEvenLevelsMiddle=Abilita la selezione dei talenti ai livelli
ModUi/&EnableFighterWeaponSpecialization=Abilita Guerriero Specializzazione arma ai livelli di classe 8 e 16 [ottieni +1 per colpire e per danneggiare ma svantaggio con qualsiasi altro tipo di arma]
ModUi/&EnableFlexibleBackgrounds=Abilita sfondi flessibili [seleziona abilità e competenze sugli strumenti dagli sfondi]
ModUi/&EnableFlexibleRaces=Abilita razze flessibili [assegna punti punteggio abilità invece delle impostazioni razziali predefinite]
+ModUi/&EnableHeroWithBestProficiencyToRollChoice=Consenti all'eroe con la migliore competenza di effettuare scelte di dialogo
ModUi/&EnableHigherGroundRules=Abilita le regole del terreno più alto [+1 per colpire se si attacca da un terreno più alto]
ModUi/&EnableHotkeyDebugOverlay=Abilita CTRL-MAIUSC-(D) per visualizzare la sovrapposizione di debug
ModUi/&EnableHotkeyToggleHud=Abilita CTRL-MAIUSC-(H) per alternare la visualizzazione dell'HUD
@@ -146,6 +148,7 @@ ModUi/&EnableVttCamera=Abilita CTRL-SHIFT-(V) per attivar
ModUi/&EnablesAsiAndFeat=Abilita sia l'aumento dei punteggi degli attributi che la selezione dei talenti [invece di una scelta esclusiva]
ModUi/&EncounterPercentageChance=Imposta probabilità percentuali di incontri casuali
ModUi/&Encounters=Incontri
+ModUi/&EnemiesAlwaysRollInitiative=+ I nemici tirano sempre l'iniziativa invece di un valore forzato [es: Sorak Assassin]
ModUi/&ExpandAll=Espandi tutto
ModUi/&FactionHelp=Carica un gioco della campagna ufficiale per modificare le relazioni tra fazioni...
ModUi/&FactionRelations= Fazioni:
@@ -272,6 +275,7 @@ ModUi/&StockGorimStoreWithAllNonMagicalClothing=Fai scorta del negozio di Gorim
ModUi/&StockGorimStoreWithAllNonMagicalInstruments=Fai scorta del negozio di Gorim con tutti gli strumenti musicali non magici [Richiede il riavvio]
ModUi/&StockHugoStoreWithAdditionalFoci=Fai scorta del negozio di Hugo con Bastone Arcano, Collo del Druido, Bastone e Mazza impostato come elementi focali
ModUi/&Subclasses=Sottoclassi
+ModUi/&Subraces=Sottorazze
ModUi/&SwapCraftedItemAndRecipeIcons=+ Scambia le icone delle ricette e degli oggetti realizzati nel negozio
ModUi/&TargetLanguage=Lingua di destinazione
ModUi/&Tools=Utensili
diff --git a/SolastaUnfinishedBusiness/Translations/it/SubClasses/CircleOfTheCosmos-it.txt b/SolastaUnfinishedBusiness/Translations/it/SubClasses/CircleOfTheCosmos-it.txt
index 86ab497694..84c2400cde 100644
--- a/SolastaUnfinishedBusiness/Translations/it/SubClasses/CircleOfTheCosmos-it.txt
+++ b/SolastaUnfinishedBusiness/Translations/it/SubClasses/CircleOfTheCosmos-it.txt
@@ -18,6 +18,8 @@ Feature/&PowerCircleOfTheCosmosChaliceDescription=Tu o un'altra creatura entro 9
Feature/&PowerCircleOfTheCosmosChaliceTitle=Calice
Feature/&PowerCircleOfTheCosmosCosmosOmenDescription=Impari a usare la tua mappa stellare per divinare la volontà del cosmo. Ogni volta che finisci un riposo lungo, puoi utilizzare un potere gratuito e fino al termine del riposo lungo successivo, ottieni accesso a una reazione speciale a seconda che tu abbia tirato un numero pari o dispari sul dado:\n• Guadagno : ogni volta che una creatura che puoi vedere entro 9 metri da te sta per effettuare un tiro per colpire o un tiro salvezza, puoi usare la tua reazione per lanciare un d6 e aggiungere il numero tirato al totale.\n• Guai: ogni volta che una creatura che puoi vedere entro 9 metri da te sta per effettuare un tiro per colpire o un tiro salvezza, puoi usare la tua reazione per tirare un d6 e sottrarre il numero ottenuto dal totale.
Feature/&PowerCircleOfTheCosmosCosmosOmenTitle=Presagio cosmico
+Feature/&PowerCircleOfTheCosmosDisableConstellationFormDescription=Come azione gratuita, puoi ripristinare la tua forma stellata.
+Feature/&PowerCircleOfTheCosmosDisableConstellationFormTitle=Ripristina la forma stellata
Feature/&PowerCircleOfTheCosmosDragonConstellationFormDescription=Su di te appare la costellazione di un drago saggio. Quando effettui una prova di Intelligenza o Saggezza o un tiro salvezza di Costituzione per mantenere la concentrazione su un incantesimo, puoi considerare un tiro di 9 o inferiore sul d20 come un 10.
Feature/&PowerCircleOfTheCosmosDragonConstellationFormTitle=Drago
Feature/&PowerCircleOfTheCosmosSwitchConstellationFormDescription=Puoi cambiare la tua Forma Stellata se non ti sei ancora mosso o utilizzato alcun bonus o azione principale.
diff --git a/SolastaUnfinishedBusiness/Translations/it/SubClasses/PathOfTheRavager-it.txt b/SolastaUnfinishedBusiness/Translations/it/SubClasses/PathOfTheRavager-it.txt
new file mode 100644
index 0000000000..e62718948e
--- /dev/null
+++ b/SolastaUnfinishedBusiness/Translations/it/SubClasses/PathOfTheRavager-it.txt
@@ -0,0 +1,14 @@
+Feature/&AdditionalDamagePathOfTheRavagerFrenzyDescription=Una volta durante il tuo turno, se usi il tuo Attacco Spericolato mentre sei in ira, il primo attacco con un'arma basato sulla Forza con cui colpisci un nemico infligge 2d6 danni extra dello stesso tipo della tua arma. Questo danno aumenta a 3d6 al 9° livello e 4d6 al 16° livello.
+Feature/&AdditionalDamagePathOfTheRavagerFrenzyTitle=Frenesia
+Feature/&FeatureSetPathOfTheRavagerIntimidatingPresenceDescription=Ogni volta che inizi a essere in ira come azione gratuita, e mentre sei in ira nei turni successivi come azione bonus, puoi incutere terrore negli altri con la tua presenza minacciosa. Ogni creatura nemica entro 9 metri da te deve effettuare un tiro salvezza su Saggezza (CD pari a 8 + il tuo bonus di competenza + il tuo modificatore di Forza). Se il Tiro Salvezza fallisce, la creatura subisce la condizione Spaventata per 1 minuto. Alla fine di ogni turno della creatura Spaventata, la creatura ripete il tiro salvezza, e se lo supera, l'effetto su se stessa termina. Una volta utilizzata questa capacità, non potrai utilizzarla nuovamente finché non avrai terminato un riposo lungo. Se hai esaurito gli usi di questa funzione, puoi spendere un uso della tua Furia per usarla di nuovo.
+Feature/&FeatureSetPathOfTheRavagerIntimidatingPresenceTitle=Presenza intimidatoria
+Feature/&PowerPathOfTheRavagerIntimidatingPresenceDescription=Mentre sei in ira, puoi usare la tua azione bonus per incutere terrore negli altri con la tua presenza minacciosa. Ogni creatura nemica entro 9 metri da te deve effettuare un tiro salvezza su Saggezza (CD pari a 8 + il tuo bonus di competenza + il tuo modificatore di Forza). Se il Tiro Salvezza fallisce, la creatura subisce la condizione Spaventata per 1 minuto. Alla fine di ogni turno della creatura Spaventata, la creatura ripete il tiro salvezza, e se lo supera, l'effetto su se stessa termina. Una volta utilizzata questa capacità, non potrai utilizzarla nuovamente finché non avrai terminato un riposo lungo. Se hai esaurito gli usi di questa funzione, puoi spendere un uso della tua Furia per usarla di nuovo.
+Feature/&PowerPathOfTheRavagerIntimidatingPresenceTitle=Presenza intimidatoria
+Feedback/&AdditionalDamageFrenzyFormat=Frenesia
+Feedback/&AdditionalDamageFrenzyLine=La frenesia infligge +{2} danni extra!
+Reaction/&UseIntimidatingPresenceDescription=Puoi usare il tuo potere Presenza Intimidatrice senza alcun costo.
+Reaction/&UseIntimidatingPresenceReactDescription=Puoi usare il tuo potere Presenza Intimidatrice senza alcun costo.
+Reaction/&UseIntimidatingPresenceReactTitle=Presenza intimidatoria
+Reaction/&UseIntimidatingPresenceTitle=Presenza intimidatoria
+Subclass/&PathOfTheRavagerDescription=Il Sentiero del Devastatore è un sentiero di furia sfrenata, scivoloso di sangue. Quando entri nella furia del devastatore, esplori il caos della battaglia, incurante della tua salute o del tuo benessere.
+Subclass/&PathOfTheRavagerTitle=Sentiero del Devastatore
diff --git a/SolastaUnfinishedBusiness/Translations/it/SubClasses/WayOfTheSilhouette-it.txt b/SolastaUnfinishedBusiness/Translations/it/SubClasses/WayOfTheSilhouette-it.txt
index 500d167c2a..e889fe80de 100644
--- a/SolastaUnfinishedBusiness/Translations/it/SubClasses/WayOfTheSilhouette-it.txt
+++ b/SolastaUnfinishedBusiness/Translations/it/SubClasses/WayOfTheSilhouette-it.txt
@@ -16,5 +16,5 @@ Reaction/&UseShadowySanctuaryDescription=Puoi entrare nell'ombra e scomparire, a
Reaction/&UseShadowySanctuaryReactDescription=Usa la tua reazione per scomparire.
Reaction/&UseShadowySanctuaryReactTitle=Santuario oscuro
Reaction/&UseShadowySanctuaryTitle=Santuario oscuro
-Subclass/&WayOfSilhouetteDescription=I praticanti della Via dell'Ombra seguono una tradizione che valorizza la furtività e il sotterfugio. Questi monaci servono come spie e assassini. A volte i membri di un monastero ninja sono membri della famiglia, che formano un clan che ha giurato di mantenere il segreto sulle loro arti e missioni. Altri monasteri sono più simili a corporazioni di ladri, che affidano i loro servizi a nobili, ricchi mercanti o chiunque altro possa pagare le loro parcelle. Indipendentemente dai loro metodi, i capi di questi monasteri si aspettano l’obbedienza incondizionata dei loro studenti.
+Subclass/&WayOfSilhouetteDescription=I praticanti della Via dell'Ombra seguono una tradizione che valorizza la furtività e il sotterfugio. Questi monaci servono come spie e assassini. A volte i membri di un monastero ninja sono membri della famiglia, che formano un clan che ha giurato di mantenere il segreto sulle loro arti e missioni. Altri monasteri sono più simili a corporazioni di ladri, che affidano i loro servizi a nobili, ricchi mercanti o chiunque altro possa pagare le loro parcelle. Indipendentemente dai loro metodi, i capi di questi monasteri si aspettano l'obbedienza incondizionata dei loro studenti.
Subclass/&WayOfSilhouetteTitle=Via dell'Ombra
diff --git a/SolastaUnfinishedBusiness/Translations/it/SubClasses/WayOfTheZenArchery-it.txt b/SolastaUnfinishedBusiness/Translations/it/SubClasses/WayOfTheZenArchery-it.txt
index ce3ac11afb..51ec9335d7 100644
--- a/SolastaUnfinishedBusiness/Translations/it/SubClasses/WayOfTheZenArchery-it.txt
+++ b/SolastaUnfinishedBusiness/Translations/it/SubClasses/WayOfTheZenArchery-it.txt
@@ -8,5 +8,5 @@ Feature/&PowerWayOfZenArcheryHailOfArrowsDescription=Puoi usare la tua azione e
Feature/&PowerWayOfZenArcheryHailOfArrowsTitle=Grandine di frecce
Feature/&ProficiencyWayOfZenArcheryOneWithTheBowDescription=Diventi abile nell'arco corto e nell'arco lungo. Queste armi ora contano come armi da monaco per te. Acquisisci anche competenza con gli strumenti da forgiatore.
Feature/&ProficiencyWayOfZenArcheryOneWithTheBowTitle=Uno con l'Arco
-Subclass/&WayOfZenArcheryDescription=Un'arma è un'estensione di se stessi e una semplice interpretazione di colui che la brandisce. Lo sanno bene i monaci della Via del Tiro con l’Arco Zen. La bellezza e la precisione delle arti marziali hanno dato a questi monaci gli strumenti per padroneggiare la loro arma preferita: l'arco. Lo maneggiano con impareggiabile abilità e dimostrano la loro maestria nel tiro con l'arco ad ogni tiro della corda.
+Subclass/&WayOfZenArcheryDescription=Un'arma è un'estensione di se stessi e una semplice interpretazione di colui che la brandisce. Lo sanno bene i monaci della Via del Tiro con l'Arco Zen. La bellezza e la precisione delle arti marziali hanno dato a questi monaci gli strumenti per padroneggiare la loro arma preferita: l'arco. Lo maneggiano con impareggiabile abilità e dimostrano la loro maestria nel tiro con l'arco ad ogni tiro della corda.
Subclass/&WayOfZenArcheryTitle=Via del tiro con l'arco Zen
diff --git a/SolastaUnfinishedBusiness/Translations/ja/Feats/Group-ja.txt b/SolastaUnfinishedBusiness/Translations/ja/Feats/Group-ja.txt
index ff4c1a8baa..54c77218dd 100644
--- a/SolastaUnfinishedBusiness/Translations/ja/Feats/Group-ja.txt
+++ b/SolastaUnfinishedBusiness/Translations/ja/Feats/Group-ja.txt
@@ -2,8 +2,6 @@ Feat/&FeatGroupAegisTouchedDescription=精神的属性の 1 つを 1 つ増や
Feat/&FeatGroupAegisTouchedTitle=イージスタッチ
Feat/&FeatGroupAgilityCombatDescription={0}
Feat/&FeatGroupAgilityCombatTitle=戦闘: 敏捷性
-Feat/&FeatGroupAlchemistDescription={0}
-Feat/&FeatGroupAlchemistTitle=錬金術師
Feat/&FeatGroupApothecaryDescription=精神的属性の 1 つを 1 つ増やし、最大 20 まで増やします。\n薬草キットと薬に関する習熟度を獲得するか、すでに習熟している場合は専門知識を獲得します。
Feat/&FeatGroupApothecaryTitle=薬剤師
Feat/&FeatGroupArmorDescription={0}
@@ -16,14 +14,14 @@ Feat/&FeatGroupBodyResilienceDescription={0}
Feat/&FeatGroupBodyResilienceTitle=体の弾力性
Feat/&FeatGroupCelestialTouchedDescription=精神的属性の 1 つを 1 つ増やし、最大 20 まで増やします。\nあなたは長い休息ごとに 1 回、癒しの言葉、傷の治癒、およびより弱い回復の呪文を唱える能力を獲得し、これらの呪文を呪文スロットで唱えることができます。
Feat/&FeatGroupCelestialTouchedTitle=天体に触れた
+Feat/&FeatGroupChefDescription=知恵または体質を 1 増やして、最大 20 まで増やします。\n1 時間かけて料理を作ると、自分と仲間の HP を 1d8 回復できます。\n1 日に 1 回、料理に 1 時間を費やすことができます食べると一時的にHPが回復するおやつ。
+Feat/&FeatGroupChefTitle=シェフ
Feat/&FeatGroupClassBoundDescription={0}
Feat/&FeatGroupClassBoundTitle=クラスバウンド
Feat/&FeatGroupCloseQuartersDescription=あなたは接近戦での戦闘に慣れており、次のようなメリットが得られます:\n• 器用さまたは知力が 1 増加し、最大 20 になります。\n• 5 フィート以内で近接武器の攻撃で急所攻撃ダメージを与えたときあなたのターゲットの場合、あなたのスニークダイスはd6ではなくd8になります。この機能は、近接呪文攻撃で急所攻撃を処理できるクラスや、急所ダイスをスケールオフするローグ機能にも拡張されます。
Feat/&FeatGroupCloseQuartersTitle=接近戦
Feat/&FeatGroupCreedDescription={0}
Feat/&FeatGroupCreedTitle=神々の信条
-Feat/&FeatGroupCriticalVirtuosoDescription={0}
-Feat/&FeatGroupCriticalVirtuosoTitle=クリティカル・ヴィルトゥオーゾ
Feat/&FeatGroupCrusherDescription=体力または体力を 1 増加させ、最大 20 まで増加させます。\n殴打ダメージを与える攻撃でクリーチャーを攻撃すると、ターンに 1 回、敵を 5 フィート押し込みます。あなたがクリティカルヒットを獲得したとき、そのクリーチャーに対する攻撃ロールは次のターンの開始時まで有利に行われます。
Feat/&FeatGroupCrusherTitle=クラッシャー
Feat/&FeatGroupDefenseCombatDescription={0}
@@ -38,14 +36,14 @@ Feat/&FeatGroupElementalTouchDescription=各ターンに初めて非武装の攻
Feat/&FeatGroupElementalTouchTitle=エレメンタルタッチ
Feat/&FeatGroupElvenAccuracyDescription=力任せではなく精度に頼った攻撃で、驚異的な狙いを定めることができます。あなたの器用さ、または精神的属性の 1 つを 1 増加させ、最大 20 まで高めます。器用さ、知性、知恵、またはカリスマ性を使用して攻撃ロールで有利なときはいつでも、サイコロの 1 つを 1 回振り直すことができます。
Feat/&FeatGroupElvenAccuracyTitle=エルフの精度
-Feat/&FeatGroupEnchanterDescription={0}
-Feat/&FeatGroupEnchanterTitle=エンチャンター
Feat/&FeatGroupFadeAwayDescription=あなたは、被害を受けたときに消え去るための魔法のトリックを学びました。あなたの器用さまたは知力のスコアを 1 ずつ増加させ、最大 20 まで高めます。ダメージを受けた直後に、次のターンの終わりまで、または攻撃するか、ダメージを与えるか、誰かに強制的にダメージを与えるまで、魔法のように透明になる反応を使用できます。セーヴィングスロー。この能力を一度使用すると、短いまたは長い休憩が終了するまで再度使用することはできません。
Feat/&FeatGroupFadeAwayTitle=フェードアウェイ
Feat/&FeatGroupFightingStyleDescription={0}
Feat/&FeatGroupFightingStyleTitle=ファイティングイニシエイト
Feat/&FeatGroupFlameTouchedDescription=精神属性の 1 つを 1 つ増やし、最大 20 まで増やします。\nあなたは長い休憩ごとに 1 回、バーニング ハンドと灼熱の光線の呪文を唱える能力を獲得し、これらと地獄の叱責を呪文スロットで唱えることができます。
Feat/&FeatGroupFlameTouchedTitle=炎に触れた
+Feat/&FeatGroupFlamesOfPhlegethosDescription=あなたは自分の命令を遂行するために地獄の火を呼び出すことを学びます。次の利点が得られます。\n・知力またはカリスマ性が 1 増加し、最大 20 になります。\n・唱えた呪文に対して火ダメージをロールするとき、火ダメージの 1 のロールを再ロールできます。ただし、たとえそれがさらに 1 であっても、新しいロールを使用する必要があります。\n• 火ダメージを与えるパワーや呪文を使用するたびに、次のターンの終わりまで炎を巻き込むことができます。炎はあなたやあなたの持ち物に害を及ぼすことはなく、30フィート先までは明るい光を放ち、さらに30フィート先は薄暗い光を放ちます。炎が存在している間、あなたから 5 フィート以内にいるクリーチャーが近接攻撃で攻撃すると、1d4 の火ダメージを受けます。
+Feat/&FeatGroupFlamesOfPhlegethosTitle=フレゲトスの炎
Feat/&FeatGroupGeneralAdeptDescription={0}
Feat/&FeatGroupGeneralAdeptTitle=一般的なアデプトおよびイニシエイト
Feat/&FeatGroupHalfAttributesDescription={0}
@@ -74,6 +72,8 @@ Feat/&FeatGroupMeleeCombatDescription={0}
Feat/&FeatGroupMeleeCombatTitle=戦闘: 近接攻撃
Feat/&FeatGroupOldTacticsDescription=あなたの強さまたは器用さのスコアを 1 増加させます。ラウンドごとに 1 回、近接武器の射程内にある伏せの敵が立ち上がると、ターゲットに対して機会攻撃を行うことができます。
Feat/&FeatGroupOldTacticsTitle=古い戦術
+Feat/&FeatGroupOrcishFuryDescription=あなたの怒りは絶え間なく燃え上がります。次の利点が得られます。\n• 体力または耐久力が 1 増加し、最大 20 まで増加します。\n• 単純な武器または格闘武器による攻撃が当たると、その武器の 1 つをロールすることができます。ダメージダイスをさらに1回増やし、武器のダメージタイプの追加ダメージとして追加します。この能力を一度使用すると、短いまたは長い休憩が終わるまで再度使用することはできません。\n• 執拗な耐久特性を使用した直後、反応を利用して 1 つの武器攻撃を行うことができます。
+Feat/&FeatGroupOrcishFuryTitle=オークの怒り
Feat/&FeatGroupPeregrinationTouchedDescription=精神属性の 1 つを 1 つ増やし、最大 20 まで増やします。\nあなたは長い休息ごとに 1 回、ロングストライダー、迅速な退却、スパイダークライムの呪文を唱えることができるようになり、これらの呪文を呪文スロットで唱えることができます。
Feat/&FeatGroupPeregrinationTouchedTitle=ペレグリネーションタッチ
Feat/&FeatGroupPiercerDescription=あなたの強さまたは器用さが 1 増加し、最大 20 になります。\n貫通ダメージを与える攻撃でクリーチャーを攻撃したとき、1 をロールしたときにサイコロを振り直すことができ、新しいロールを使用する必要があります。クリティカルヒットを獲得すると、ターゲットが受ける追加の貫通ダメージを決定する際に、追加のダメージダイスを 1 つ振ることができます。
diff --git a/SolastaUnfinishedBusiness/Translations/ja/Feats/MeleeCombat-ja.txt b/SolastaUnfinishedBusiness/Translations/ja/Feats/MeleeCombat-ja.txt
index 8dbaa44232..4d145573ee 100644
--- a/SolastaUnfinishedBusiness/Translations/ja/Feats/MeleeCombat-ja.txt
+++ b/SolastaUnfinishedBusiness/Translations/ja/Feats/MeleeCombat-ja.txt
@@ -14,6 +14,8 @@ Feat/&FeatAlwaysReadyDescription=攻撃アクションを実行し、近接攻
Feat/&FeatAlwaysReadyTitle=いつでも準備完了
Feat/&FeatBladeMasteryDescription=あなたはダガー、ショートソード、ロングソード、シミター、レイピア、グレートソードをマスターします。あなたはその武器で行う攻撃ロールに +1 ボーナスを獲得し、それらのいずれかを使用している間、AC に +1 ボーナスを獲得します。武器を使って機会攻撃を行うと、攻撃ロールで有利になります。
Feat/&FeatBladeMasteryTitle=ブレードマスタリー
+Feat/&FeatChargerDescription=あなたは戦闘に真っ向から突撃するように訓練されており、次の利点が得られます:\n• ダッシュ アクションを実行するたびに、ボーナス アクションを使用して近接攻撃を 1 回行うことができます。\n• 直線で少なくとも 10 フィート移動した場合自分のターンに近接武器または非武装攻撃で攻撃する直前に、次の効果のいずれかを選択します: 攻撃のダメージ ロールに +1d8 ボーナスを得る、または押したいターゲットが 10 フィートまで押し込まれる。大きいサイズ以下のサイズ。この特典は各ターンに 1 回だけ使用できます。
+Feat/&FeatChargerTitle=充電器
Feat/&FeatCleavingAttackDescription=あなたは武器の重さを有利に利用し、その勢いで攻撃を強化する方法を学びました:\n• 自分のターンで、近接武器でクリティカル ヒットを決めたとき、または近接武器でクリーチャーのヒット ポイントを 0 にしたとき、ボーナス アクションとして 1 つの近接武器攻撃を行うことができます。\n• 習熟した重武器で近接攻撃を行う前に、攻撃に -5 のペナルティを与えることを選択できます。さらに+10ダメージ。
Feat/&FeatCleavingAttackTitle=グレートウェポンマスター
Feat/&FeatCrusherConDescription=あなたは敵を粉砕する技術を訓練されています。あなたの耐久力を 1 増加させ、最大 20 まで増加させます。殴打ダメージを与える攻撃でクリーチャーを攻撃すると、1 ターンに 1 回、敵を 5 フィート押し込みます。あなたがクリティカルヒットを獲得したとき、そのクリーチャーに対する攻撃ロールは次のターンの開始時まで有利に行われます。
@@ -54,12 +56,18 @@ Feature/&AttackModifierFeatSpearMasteryDescription=槍を使って行う攻撃
Feature/&AttackModifierFeatSpearMasteryTitle=槍マスタリー
Feature/&AttributeModifierFeatLongswordFinesseArmorClassDescription=ロングソードを保持している間、アーマー クラスに +1 ボーナスが得られます。
Feature/&AttributeModifierFeatLongswordFinesseArmorClassTitle=ロングソードフィネス
+Feature/&PowerFeatChargerAddDamageDescription=攻撃のダメージ ロールに +1d8 ボーナスを得る。
+Feature/&PowerFeatChargerAddDamageTitle=1D8ダメージを追加
+Feature/&PowerFeatChargerShoveDescription=ターゲットを最大 10 フィートまで押し込みます。
+Feature/&PowerFeatChargerShoveTitle=最大 10 フィートまで押し上げる
Feature/&PowerFeatFellHandedAdvantageDescription=近接攻撃ロールでアドバンテージを得てヒットしたとき、2 つの d20 ロールのうち下側のロールもターゲットにヒットする場合は、ターゲットを伏せさせます。
Feature/&PowerFeatFellHandedDisadvantageDescription=あなたが近接攻撃ロールで不利な立場にあり、ミスした場合、ターゲットはあなたの「強さ」修正値に等しい殴打ダメージを受けます。
Feature/&PowerFeatSpearMasteryChargeDescription=槍を構えて、近づいてくる敵を迎え撃つことができます。リアクションを使用して、手の届く範囲に入った敵に槍で機会攻撃を実行し、その攻撃が命中した場合に追加のダメージを与えることができます。
Feature/&PowerFeatSpearMasteryChargeTitle=スピアブレス
Feature/&PowerFeatSpearMasteryReachDescription=ターンの残りの間、槍のリーチを 5 フィート増やすことができます。
Feature/&PowerFeatSpearMasteryReachTitle=スピアリーチ
+Feedback/&AdditionalDamageChargerFormat=充電器!
+Feedback/&AdditionalDamageChargerLine={0} は {1} をチャージし、追加の {2} ダメージを与えます。
Feedback/&AdditionalDamageCrusherFormat=クラッシャー!
Feedback/&AdditionalDamageCrusherLine={0} が {1} を粉砕します
Feedback/&AdditionalDamagePiercerFormat=ピアッサー!
@@ -69,6 +77,10 @@ Reaction/&ReactionAttackOldTacticsDescription={0}は立ち上がった。 {1}
Reaction/&ReactionAttackOldTacticsReactDescription=反応を利用して攻撃します。
Reaction/&ReactionAttackOldTacticsReactTitle=攻撃
Reaction/&ReactionAttackOldTacticsTitle=古い戦術
+Reaction/&ReactionSpendPowerBundlePowerFeatChargerDescription=追加のダメージを追加したり、ターゲットを押したりすることができます。
+Reaction/&ReactionSpendPowerBundlePowerFeatChargerReactDescription=追加の効果を適用します。
+Reaction/&ReactionSpendPowerBundlePowerFeatChargerReactTitle=充電
+Reaction/&ReactionSpendPowerBundlePowerFeatChargerTitle=充電
Reaction/&UseDefensiveDuelistDescription=あなたは今まさに殴られそうになっています!攻撃を防ぐために防御姿勢をとることができます。
Reaction/&UseDefensiveDuelistReactDescription=防御的な姿勢をとって攻撃を防ぎます。
Reaction/&UseDefensiveDuelistReactTitle=守る
diff --git a/SolastaUnfinishedBusiness/Translations/ja/Feats/OtherFeats-ja.txt b/SolastaUnfinishedBusiness/Translations/ja/Feats/OtherFeats-ja.txt
index ba26672048..05f8f7a77e 100644
--- a/SolastaUnfinishedBusiness/Translations/ja/Feats/OtherFeats-ja.txt
+++ b/SolastaUnfinishedBusiness/Translations/ja/Feats/OtherFeats-ja.txt
@@ -1,9 +1,15 @@
Condition/&ConditionFeatMobileAfterDashDescription=拘束されるだけでなく、移動制限に対する免疫も付与されます。
Condition/&ConditionFeatMobileAfterDashTitle=自由
+Feat/&FeatAlertDescription=常に危険に注意を払うと、次のような利点が得られます:\n・意識がある間は驚かない。\n・主導権に +5 ボーナスを得る。\n・他のクリーチャーには与えられない。あなたに気づかれないことで、あなたに対する攻撃ロールで有利になります。
+Feat/&FeatAlertTitle=アラート
Feat/&FeatArcaneArcherAdeptDescription=特別な戦闘操作を実行できるようにする秘術の魔法と弓の訓練があります。
Feat/&FeatArcaneArcherAdeptTitle=アーケイン・アーチャー・アデプト
Feat/&FeatAstralArmsDescription=知恵を 1 増やして、最大 20 まで増やします。\n自分のターンに素手攻撃を行う場合、その攻撃までの距離は 10 フィートです。他のクリーチャーが素手で攻撃できる範囲に入ると、あなたからの機会攻撃を引き起こします。 。
Feat/&FeatAstralArmsTitle=アストラルリーチ
+Feat/&FeatChefConDescription=体質を 1 つ、最大 20 まで増やします。\n1 時間をかけて料理を作ると、自分と仲間の HP を 1d8 回復できます。\n1 日に 1 回、1 時間かけて料理を作ることができます。熟練度ボーナスに等しいおやつを食べたときに一時的に 5 の HP を提供します。
+Feat/&FeatChefConTitle=シェフ【あり】
+Feat/&FeatChefWisDescription=知恵を 1 増やして、最大 20 まで増やします。\n1 時間かけて料理を作ると、自分と仲間の HP を 1d8 回復できます。\n1 日に 1 回、1 時間かけて料理を作ることができます熟練度ボーナスに等しいおやつを食べたときに一時的に 5 の HP を提供します。
+Feat/&FeatChefWisTitle=シェフ[ウィス]
Feat/&FeatCriticalVirtuosoDescription=クリティカルの閾値が 1 下がります。
Feat/&FeatEldritchAdeptDescription=あなたは、ウォーロック クラスから選択した異界の発動オプションを 1 つ学びます。呼び出しに前提条件がある場合、その呼び出しを選択できるのは、自分がウォーロックであり、前提条件を満たしている場合のみです。レベルが上がるたびに、呼び出しをウォーロック クラスの別の呼び出しに置き換えることができます。
Feat/&FeatEldritchAdeptTitle=異界の達人
@@ -15,6 +21,8 @@ Feat/&FeatFrostAdaptationDescription=体質を 1 増加させ、最大 20 まで
Feat/&FeatFrostAdaptationTitle=霜への適応
Feat/&FeatGiftOfTheChromaticDragonDescription=あなたはクロマティック ドラゴンの力の一部を明らかにし、次の恩恵をもたらしました:\n• クロマティック インフュージョン: ボーナス アクションとして、単純な武器または軍事用の武器に触れて、次のいずれかのダメージ タイプを注入することができます: 酸、冷気、火、雷、または毒。次の 1 分間、武器は命中時に選択したタイプの追加の 1d4 ダメージを与えます。このボーナス アクションを使用すると、長い休憩が終了するまで再度行うことはできません。\n• 反応耐性: 酸、冷気、火、雷、毒のダメージを受けると、その反応を利用して次のような効果を与えることができます。ターン終了時まで、あなた自身がそのダメージに対する抵抗力を持ちます。この反応は熟練度ボーナスに等しい回数だけ使用でき、長い休憩が終了すると消費した使用量はすべて回復します。
Feat/&FeatGiftOfTheChromaticDragonTitle=クロマティック・ドラゴンの贈り物
+Feat/&FeatGroupSkillExpertDescription=特定のスキルの習熟度を磨き、次のようなメリットが得られます。\n• 選択した 1 つの能力スコアが 1 増加し、最大 20 になります。\n• 選択した 1 つのスキルの習熟度が上がります。{ 99}• 選択した 1 つのスキルについて専門知識を得ることができます。
+Feat/&FeatGroupSkillExpertTitle=スキルエキスパート
Feat/&FeatHealerDescription=医学チェックの熟練度または専門知識を獲得します。あなたは長い休息ごとに一度、瀕死のクリーチャーを安定させる能力を獲得します。あなたはアクションを使用して、長い休息ごとに 1d6 + 4 + キャラクターレベルのヒットポイントを [知恵] 修正値に等しい回数だけ回復することができます。
Feat/&FeatHealerTitle=ヒーラー
Feat/&FeatInfusionsAdeptDescription=あなたは、ありふれた物体に魔法を注入して一時的な魔法のアイテムを作成する技術を学び、Artificer クラスから選択したレベル 2 以下の注入を 2 つ与えます。
@@ -45,6 +53,10 @@ Feature/&CastSpellFeatMagicInitiateTitle=開始する
Feature/&CastSpellFeatSpellSniperTitle=スナイパー
Feature/&DieRollModifierFeatElementalAdeptReroll=エレメンタル アデプトにより、{0} は {1} のダイスを {2} から {3} に振り直します。
Feature/&DieRollModifierFeatElementalMasterReroll=エレメンタルマスターのおかげで、{0} は {1} のダイスを {2} から {3} に振り直します。
+Feature/&PowerFeatChefCookMealDescription=1 時間をかけて料理を作ると、自分と仲間の HP を 1d8 回復できます。
+Feature/&PowerFeatChefCookMealTitle=シェフの料理を作る
+Feature/&PowerFeatChefCookTreatDescription=1 時間をかけて、食べると一時的なヒットポイントが 5 増加するおやつを作ることができます。
+Feature/&PowerFeatChefCookTreatTitle=クック・シェフズ・トリート
Feature/&PowerFeatHealerMedKitDescription=あなたはアクションを使用して、1d6 + 薬ボーナス + キャラクターレベルのヒットポイントを、長い休息ごとに[知恵]修正値に等しい回数だけ回復できます。
Feature/&PowerFeatHealerMedKitTitle=薬を使う
Feature/&PowerFeatHealerResuscitateDescription=長い休息ごとに 1 回、アクションを使用して、過去 12 秒以内に死亡したクリーチャーを復活させることができます。
@@ -69,6 +81,8 @@ Feedback/&AdditionalDamageChromaticInfusionDamageLightningFormat=クロマティ
Feedback/&AdditionalDamageChromaticInfusionDamageLightningLine=Chromatic Infusionは追加の+{2}雷ダメージを与える!
Feedback/&AdditionalDamageChromaticInfusionDamagePoisonFormat=クロマティック・インフュージョン:ポイズン
Feedback/&AdditionalDamageChromaticInfusionDamagePoisonLine=Chromatic Infusionは追加の+{2}毒ダメージを与えます!
+Item/&ItemFeatChefTreatDescription=このシェフのおやつを食べると、一時的に 5 ヒット ポイントを獲得します。
+Item/&ItemFeatChefTreatTitle=シェフのごちそう
Reaction/&ReactionWarcasterDescription={0} は 1 人以上のキャラクターの脅威にさらされているエリアから出ようとしています。
Reaction/&ReactionWarcasterReactDescription=リアクションを利用してターゲットを攻撃します。
Reaction/&ReactionWarcasterReactTitle=攻撃
diff --git a/SolastaUnfinishedBusiness/Translations/ja/Feats/Races-ja.txt b/SolastaUnfinishedBusiness/Translations/ja/Feats/Races-ja.txt
index 5fe6e681a8..a3fa7d1751 100644
--- a/SolastaUnfinishedBusiness/Translations/ja/Feats/Races-ja.txt
+++ b/SolastaUnfinishedBusiness/Translations/ja/Feats/Races-ja.txt
@@ -1,11 +1,23 @@
+Condition/&ConditionFeatFlamesOfPhlegethosDescription=あなたから 5 フィート以内にいるクリーチャーが近接攻撃で攻撃すると、1d4 の火炎ダメージを受けます。
+Condition/&ConditionFeatFlamesOfPhlegethosTitle=フレゲトスの炎
Feat/&FeatDragonWingsDescription=あなたは竜の翼を生やします。重装甲を着用していない場合は、一定時間飛行できるようになります。
Feat/&FeatDragonWingsTitle=ドラゴンの翼
+Feat/&FeatDwarvenFortitudeDescription=あなたにはドワーフの英雄の血が流れています。次の利点が得られます。\n・耐久スコアが 1 増加し、最大 20 になります。\n・戦闘で回避アクションを行うたびに、1 ヒット ダイを消費して自分を回復できます。サイコロを振り、体力修正値を加え、合計に等しい数のヒット ポイントを回復します(最低 1)。
+Feat/&FeatDwarvenFortitudeTitle=ドワーフの不屈の精神
Feat/&FeatFadeAwayDexDescription=あなたは、被害を受けたときに消え去るための魔法のトリックを学びました。あなたの器用さスコアが 1 増加し、最大 20 になります。ダメージを受けた直後に、次のターンの終わりまで、または攻撃するか、ダメージを与えるか、誰かに節約を強制するまで、魔法のように透明になる反応を使用できます。投げる。この能力を一度使用すると、短いまたは長い休憩が終了するまで再度使用することはできません。
Feat/&FeatFadeAwayDexTitle=フェードアウェイ [デックス]
Feat/&FeatFadeAwayIntDescription=あなたは、被害を受けたときに消え去るための魔法のトリックを学びました。知力スコアが 1 増加し、最大 20 になります。ダメージを受けた直後に、次のターンの終わりまで、または攻撃するか、ダメージを与えるか、誰かに節約を強制するまで、魔法のように透明になる反応を使用できます。投げる。この能力を一度使用すると、短いまたは長い休憩が終了するまで再度使用することはできません。
Feat/&FeatFadeAwayIntTitle=フェードアウェイ [Int]
+Feat/&FeatFlamesOfPhlegethosChaDescription=あなたは自分の命令を遂行するために地獄の火を呼び出すことを学びます。次の利点が得られます。\n・カリスマ性が 1 増加し、最大 20 になります。\n・詠唱した呪文の火ダメージをロールするとき、火ダメージ ダイスの 1 の出目を再ロールできます。ただし、それがさらに 1 であっても、新しいロールを使用する必要があります。\n• 火ダメージを与えるパワーや呪文を使用するたび、次のターンの終わりまで炎を巻き込むことができます。炎はあなたやあなたの持ち物に害を及ぼすことはなく、30フィート先までは明るい光を放ち、さらに30フィート先は薄暗い光を放ちます。炎が存在している間、あなたから 5 フィート以内にいるクリーチャーが近接攻撃で攻撃すると、1d4 の火ダメージを受けます。
+Feat/&FeatFlamesOfPhlegethosChaTitle=フレゲトスの炎 [Cha]
+Feat/&FeatFlamesOfPhlegethosIntDescription=あなたは自分の命令を遂行するために地獄の火を呼び出すことを学びます。次の利点が得られます。\n・知力が 1 増加し、最大 20 になります。\n・詠唱した呪文の火ダメージをロールするとき、火ダメージ ダイスの 1 の出目を再ロールできます。ただし、それがさらに 1 であっても、新しいロールを使用する必要があります。\n• 火ダメージを与えるパワーや呪文を使用するたび、次のターンの終わりまで炎を巻き込むことができます。炎はあなたやあなたの持ち物に害を及ぼすことはなく、30フィート先までは明るい光を放ち、さらに30フィート先は薄暗い光を放ちます。炎が存在している間、あなたから 5 フィート以内にいるクリーチャーが近接攻撃で攻撃すると、1d4 の火ダメージを受けます。
+Feat/&FeatFlamesOfPhlegethosIntTitle=フレゲトスの炎 [Int]
Feat/&FeatInfernalConstitutionDescription=悪魔の血があなたの中に強く流れており、一部の悪魔が持つのと同じような回復力を解き放ちます。次の利点が得られます。\n・耐久スコアが 1 増加し、最大 20 になります。\n・冷気と毒ダメージに対する耐性が得られます。\n・毒状態に対するセーヴィング スローで有利になります。
Feat/&FeatInfernalConstitutionTitle=地獄の憲法
+Feat/&FeatOrcishFuryConDescription=あなたの怒りは絶え間なく燃え上がります。次の利点が得られます。\n• 体質が 1 増加し、最大 20 まで増加します。\n• 単純な武器または格闘武器による攻撃が当たると、武器のダメージ ダイスを 1 つ振ることができます。さらに時間を追加し、武器のダメージタイプの追加ダメージとして追加します。この能力を一度使用すると、短いまたは長い休憩が終わるまで再度使用することはできません。\n• 執拗な耐久特性を使用した直後、反応を利用して 1 つの武器攻撃を行うことができます。
+Feat/&FeatOrcishFuryConTitle=オークの怒り [短所]
+Feat/&FeatOrcishFuryStrDescription=あなたの怒りは絶え間なく燃え上がります。次の利点が得られます。\n• 筋力が 1 増加し、最大 20 まで増加します。\n• 単純な武器または格闘武器による攻撃が当たると、武器のダメージ ダイスを 1 つ振ることができます。さらに時間を追加し、武器のダメージタイプの追加ダメージとして追加します。この能力を一度使用すると、短いまたは長い休憩が終わるまで再度使用することはできません。\n• 執拗な耐久特性を使用した直後、反応を利用して 1 つの武器攻撃を行うことができます。
+Feat/&FeatOrcishFuryStrTitle=オークの怒り[Str]
Feat/&FeatRevenantGreatSwordDexDescription=あなたは偉大な剣の達人の子孫であり、その熟練の一部はあなたに受け継がれています。次の利点が得られます。\n・器用さスコアが 1 増加し、最大 20 になります。\n・グレートソードを持っている間、アーマークラスに +1 ボーナスを獲得します。\n・素晴らしい剣には、それを振るうときに繊細な性質があります。
Feat/&FeatRevenantGreatSwordDexTitle=レヴナントブレード [デックス]
Feat/&FeatRevenantGreatSwordStrDescription=あなたは偉大な剣の達人の子孫であり、その熟練の一部はあなたに受け継がれています。次の利点が得られます。\n・筋力スコアが 1 増加し、最大 20 になります。\n・グレートソードを保持している間、アーマークラスに +1 ボーナスを獲得します。\n・素晴らしい剣には、それを振るうときに繊細な性質があります。
@@ -16,7 +28,19 @@ Feat/&FeatSquatNimblenessStrDescription=あなたは種族にしては珍しく
Feat/&FeatSquatNimblenessStrTitle=スクワットの敏捷性[Str]
Feature/&AttributeModifierFeatRevenantGreatSwordArmorClassDescription=あなたがグレートソードを持っている間、あなたはアーマークラスに+1のボーナスを獲得します。
Feature/&AttributeModifierFeatRevenantGreatSwordArmorClassTitle=レヴナントブレード
+Feature/&DieRollModifierFeatFlamesOfPhlegethosReroll=フレゲトスの炎により、{0} は {1} のダイスを {2} から {3} に振り直します。
+Feedback/&AdditionalDamageOrcishFuryFormat=オークの怒り
+Feedback/&AdditionalDamageOrcishFuryLine=オークの怒りは追加の +{2} ダメージを与える!
+Feedback/&DwarvenFortitudeHitDieRolled={0} は {2} を出して、{3} = {4} を回復しました。
+Reaction/&CustomReactionDwarvenFortitudeDescription=自分自身を回復するために 1 つのヒット ダイを消費できます。
+Reaction/&CustomReactionDwarvenFortitudeReactDescription=自分自身を回復するために 1 つのヒット ダイを消費できます。
+Reaction/&CustomReactionDwarvenFortitudeReactTitle=ドワーフの不屈の精神
+Reaction/&CustomReactionDwarvenFortitudeTitle=ドワーフの不屈の精神
Reaction/&UsePowerFeatFadeAwayInvisibleDescription=あなたの反応を利用して透明になります。
Reaction/&UsePowerFeatFadeAwayInvisibleReactDescription=あなたの反応を利用して透明になります。
Reaction/&UsePowerFeatFadeAwayInvisibleReactTitle=フェードアウェイ
Reaction/&UsePowerFeatFadeAwayInvisibleTitle=フェードアウェイ
+Reaction/&UsePowerFeatFlamesOfPhlegethosDescription=フレゲトスの炎に点火することができます。
+Reaction/&UsePowerFeatFlamesOfPhlegethosReactDescription=フレゲトスの炎に点火することができます。
+Reaction/&UsePowerFeatFlamesOfPhlegethosReactTitle=フレゲトスの炎
+Reaction/&UsePowerFeatFlamesOfPhlegethosTitle=フレゲトスの炎
diff --git a/SolastaUnfinishedBusiness/Translations/ja/Others-ja.txt b/SolastaUnfinishedBusiness/Translations/ja/Others-ja.txt
index 71f1458220..f5fe63cd9e 100644
--- a/SolastaUnfinishedBusiness/Translations/ja/Others-ja.txt
+++ b/SolastaUnfinishedBusiness/Translations/ja/Others-ja.txt
@@ -30,6 +30,8 @@ Action/&HailOfBladesToggleDescription=刃の霰を有効化/無効化する
Action/&HailOfBladesToggleTitle=刃の雹
Action/&InventorInfusionDescription=アイテムを注入するかレプリカを作成する
Action/&InventorInfusionTitle=点滴
+Action/&OrcishFuryToggleDescription=オークの怒りをアクティブ化/非アクティブ化する
+Action/&OrcishFuryToggleTitle=オークの怒り
Action/&PaladinSmiteToggleDescription=あらゆる攻撃でスマイトを有効にし、それ以外の場合はクリティカル ヒットのみを有効にします
Action/&PaladinSmiteToggleTitle=スマイト
Action/&PressTheAdvantageToggleDescription=有効化/無効化 利点を押します
@@ -61,6 +63,7 @@ Condition/&FlightSuspendDescription=進行中のフライト効果は一時停
Condition/&FlightSuspendTitle=運航停止
ContentPack/&9999Description=Unfinished Business パックには、マルチクラス、種族、サブクラス、特技、戦闘スタイル、呪文が追加されます。より高いレベルの上限、QOL 機能、修正などが含まれます。まさに Horn of Plenty (TM) です。
ContentPack/&9999Title=未完成ビジネスパック
+Equipment/&BeltOfRegeneration_Function_Description=1分間、ラウンドごとに5ヒットポイントを回復します。
Equipment/&DLC3_DwarvenWeapon_Dagger+3_CriticalThreshold=この武器を使用し、それに同調している間、攻撃は 18、19、または 20 でクリティカル ヒットを獲得します。
Failure/&FailureFlagTargetMeleeWeaponError=現在の武器ではこのターゲットに近接攻撃を実行できません
Feature/&AlwaysBeardDescription={0}% の確率で立派なひげが生えてきます。
@@ -225,9 +228,7 @@ Rules/&SituationalContext9000Format=ブレードマスタリーの武器タイ
Rules/&SituationalContext9001Format=グレートソードを手に持っています。
Rules/&SituationalContext9002Format=ロングソードを手に持っている:
Rules/&SituationalContext9003Format=メインハンドに近接武器を持ち、オフハンドをフリーにします。
-Rules/&SituationalContext9004Format=手に盾を持っています:
Rules/&SituationalContext9005Format=簡易武器または格闘武器を手に持っている:
-Rules/&SituationalContext9006Format=手には特殊な武器を持っています。
Rules/&SituationalContext9007Format=明るい場所ではない場合:
Rules/&SituationalContext9008Format=荒れ狂う二刀流です。
Rules/&SituationalContext9009Format=主な武器は近接武器、非武装、または長弓を持ったヨーマンです。
diff --git a/SolastaUnfinishedBusiness/Translations/ja/Settings-ja.txt b/SolastaUnfinishedBusiness/Translations/ja/Settings-ja.txt
index 7d57783be7..0866fe6b4d 100644
--- a/SolastaUnfinishedBusiness/Translations/ja/Settings-ja.txt
+++ b/SolastaUnfinishedBusiness/Translations/ja/Settings-ja.txt
@@ -3,6 +3,7 @@ ModUi/&AddAllToStore=すべてをストアに追加
ModUi/&AddBleedingToLesserRestoration=出血状態をより大きな修復とより小さな修復によって除去された状態に追加します。
ModUi/&AddCustomIconsToOfficialItems=公式ゲーム アイテム [弾薬、レシピ、キットなど] [再起動が必要] にカスタム アイコンを追加します。
ModUi/&AddDarknessPerceptiveToDarkRaces=ダークエルフ、ダークコボルト、グレイドワーフの闇の知覚を有効にするcolor> \n[照明が当たっていないとき、または魔法の暗闇の下で知覚チェックで有利になる]
+ModUi/&AddDexModifierToEnemiesInitiativeRoll=敵のイニシアティブロールに器用さ修正を追加する
ModUi/&AddFighterLevelToIndomitableSavingReroll=ファイターレベルを不屈セーヴィングスローのリロールに追加
ModUi/&AddHelpActionToAllRaces=すべてのプレイ可能な種族に助けるアクションを追加[味方のクリーチャーが自分から5フィート以内のクリーチャーを攻撃するのを助けることができます]
ModUi/&AddHumanoidFavoredEnemyToRanger=レンジャーが好む人型の敵を有効にする
@@ -107,6 +108,7 @@ ModUi/&EnableFeatsAtEvenLevelsMiddle=クラスレベル6および14で特技選
ModUi/&EnableFighterWeaponSpecialization=クラスレベル 8 と 16 でファイターの武器スペシャライゼーションを有効にします[ヒットとダメージに +1 を獲得しますが、他のものでは不利になります。武器の種類]
ModUi/&EnableFlexibleBackgrounds=柔軟な背景を有効にする [スキルとツールの習熟度を背景から選択]
ModUi/&EnableFlexibleRaces=柔軟な種族を有効にする [種族のデフォルトの代わりに能力スコア ポイントを割り当てる]
+ModUi/&EnableHeroWithBestProficiencyToRollChoice=最も熟練したヒーローが会話の選択肢をロールできるようにします
ModUi/&EnableHigherGroundRules=高地ルールを有効にする [高地から攻撃する場合、ヒット数 +1]
ModUi/&EnableHotkeyDebugOverlay=CTRL-SHIFT-(D) を有効にしてデバッグ オーバーレイを表示します
ModUi/&EnableHotkeyToggleHud=CTRL-SHIFT-(H) を有効にして HUD 表示を切り替えます
@@ -146,6 +148,7 @@ ModUi/&EnableVttCamera=CTRL-SHIFT-(V) を有効にして
ModUi/&EnablesAsiAndFeat=属性スコアの増加と特技の選択の両方を有効にします[排他的な選択肢の代わりに]
ModUi/&EncounterPercentageChance=ランダムな遭遇確率を設定する
ModUi/&Encounters=出会い
+ModUi/&EnemiesAlwaysRollInitiative=+ 敵は強制値の代わりに常にイニシアチブをロールします[例: ソラク・アサシン]
ModUi/&ExpandAll=すべて展開
ModUi/&FactionHelp=公式キャンペーン ゲームをロードして派閥関係を変更します...
ModUi/&FactionRelations=派閥:
@@ -272,6 +275,7 @@ ModUi/&StockGorimStoreWithAllNonMagicalClothing=ゴリムのストアに魔法
ModUi/&StockGorimStoreWithAllNonMagicalInstruments=ゴリムのストアに魔法以外の楽器をすべて揃える [再起動が必要]
ModUi/&StockHugoStoreWithAdditionalFoci=ヒューゴのストアに秘術の杖、ドルイドの首、スタッフ、クラブ フォーカスアイテムとして設定
ModUi/&Subclasses=サブクラス
+ModUi/&Subraces=サブレース
ModUi/&SwapCraftedItemAndRecipeIcons=+ ショップでレシピと作成アイテムのアイコンを交換
ModUi/&TargetLanguage=目標とする言語
ModUi/&Tools=ツール
diff --git a/SolastaUnfinishedBusiness/Translations/ja/SubClasses/CircleOfTheCosmos-ja.txt b/SolastaUnfinishedBusiness/Translations/ja/SubClasses/CircleOfTheCosmos-ja.txt
index aa07beed0f..adc4806998 100644
--- a/SolastaUnfinishedBusiness/Translations/ja/SubClasses/CircleOfTheCosmos-ja.txt
+++ b/SolastaUnfinishedBusiness/Translations/ja/SubClasses/CircleOfTheCosmos-ja.txt
@@ -18,6 +18,8 @@ Feature/&PowerCircleOfTheCosmosChaliceDescription=あなたまたはあなたか
Feature/&PowerCircleOfTheCosmosChaliceTitle=聖杯
Feature/&PowerCircleOfTheCosmosCosmosOmenDescription=あなたは星図を使って宇宙の意志を占うことを学びます。長い休憩を終了するたびに、コストなしでパワーを使用でき、次の長い休憩が終了するまで、サイコロの目が偶数か奇数かに基づいて特別なリアクションにアクセスできます:\n• ウェル: あなたの 30 フィート以内に見えるクリーチャーが攻撃ロールまたはセーヴィング スローをしようとしているときはいつでも、その反応を利用して d6 をロールし、出た数を合計に追加できます。\n• 災い: 攻撃ロールまたはセーヴィング スローが行われるたびに、あなたから 30 フィート以内に見える生き物が攻撃ロールまたはセーヴィング スローをしようとしている場合、その反応を利用して d6 をロールし、合計からロールした数を引くことができます。
Feature/&PowerCircleOfTheCosmosCosmosOmenTitle=コズミック・オーメン
+Feature/&PowerCircleOfTheCosmosDisableConstellationFormDescription=フリーアクションとして、星の姿に戻すことができます。
+Feature/&PowerCircleOfTheCosmosDisableConstellationFormTitle=スターリーフォームを元に戻す
Feature/&PowerCircleOfTheCosmosDragonConstellationFormDescription=賢い龍の星座があなたの上に現れます。呪文への集中力を維持するために知性、知恵チェック、体質セーヴィング・スローを行う場合、d20 の 9 以下の出目は 10 として扱うことができます。
Feature/&PowerCircleOfTheCosmosDragonConstellationFormTitle=ドラゴン
Feature/&PowerCircleOfTheCosmosSwitchConstellationFormDescription=まだ移動していない、またはボーナスやメインアクションを使用していない場合は、スターリーフォームを切り替えることができます。
diff --git a/SolastaUnfinishedBusiness/Translations/ja/SubClasses/PathOfTheRavager-ja.txt b/SolastaUnfinishedBusiness/Translations/ja/SubClasses/PathOfTheRavager-ja.txt
new file mode 100644
index 0000000000..08de7134c3
--- /dev/null
+++ b/SolastaUnfinishedBusiness/Translations/ja/SubClasses/PathOfTheRavager-ja.txt
@@ -0,0 +1,14 @@
+Feature/&AdditionalDamagePathOfTheRavagerFrenzyDescription=自分のターン中に一度、激怒しているときに無謀な攻撃を使用した場合、敵に命中した最初の筋力ベースの武器攻撃は、あなたの武器と同じ種類の 2d6 追加ダメージを与えます。このダメージは9レベルで3d6、16レベルで4d6に増加します。
+Feature/&AdditionalDamagePathOfTheRavagerFrenzyTitle=狂乱
+Feature/&FeatureSetPathOfTheRavagerIntimidatingPresenceDescription=フリー アクションとしてレイジングを開始するとき、および次のターンでボーナス アクションとしてレイジを開始するときはいつでも、その脅威的な存在で他の人に恐怖を与えることができます。あなたから 30 フィート以内にいる各敵クリーチャーは、知恵セーヴィング スローを行わなければなりません (DC は 8 + 熟練度ボーナス + 筋力修正値に等しい)。保存に失敗すると、クリーチャーは 1 分間怯えた状態になります。怯えたクリーチャーの各ターンの終わりに、クリーチャーはセーヴィング・スローを繰り返し、成功すると自身への効果を終了します。この機能を一度使用すると、ロングレストが終了するまで再度使用することはできません。この機能の使用回数がなくなった場合は、Rage を消費して再度使用できます。
+Feature/&FeatureSetPathOfTheRavagerIntimidatingPresenceTitle=威圧的な存在
+Feature/&PowerPathOfTheRavagerIntimidatingPresenceDescription=あなたが激怒している間、ボーナス アクションを使用して、その脅威的な存在で他の人に恐怖を与えることができます。あなたから 30 フィート以内にいる各敵クリーチャーは、知恵セーヴィング スローを行わなければなりません (DC は 8 + 熟練度ボーナス + 筋力修正値に等しい)。保存に失敗すると、クリーチャーは 1 分間怯えた状態になります。怯えたクリーチャーの各ターンの終わりに、クリーチャーはセーヴィング・スローを繰り返し、成功すると自身への効果を終了します。この機能を一度使用すると、ロングレストが完了するまで再度使用することはできません。この機能の使用回数がなくなった場合は、Rage を消費して再度使用できます。
+Feature/&PowerPathOfTheRavagerIntimidatingPresenceTitle=威圧的な存在
+Feedback/&AdditionalDamageFrenzyFormat=狂乱
+Feedback/&AdditionalDamageFrenzyLine=フレンジーは追加の +{2} ダメージを与えます!
+Reaction/&UseIntimidatingPresenceDescription=威圧的な存在の力を無料で使用できます。
+Reaction/&UseIntimidatingPresenceReactDescription=威圧的な存在の力を無料で使用できます。
+Reaction/&UseIntimidatingPresenceReactTitle=威圧的な存在
+Reaction/&UseIntimidatingPresenceTitle=威圧的な存在
+Subclass/&PathOfTheRavagerDescription=Ravagerの道は、血でぬるぬるした、踏み跡のない怒りの道です。ラヴェジャーの怒りに駆られると、自分の健康や幸福を無視して、戦闘の混乱に興奮することになります。
+Subclass/&PathOfTheRavagerTitle=ラヴェジャーの道
diff --git a/SolastaUnfinishedBusiness/Translations/ja/SubClasses/RoguishUmbralStalker-ja.txt b/SolastaUnfinishedBusiness/Translations/ja/SubClasses/RoguishUmbralStalker-ja.txt
index 7525fa8214..8b2214846d 100644
--- a/SolastaUnfinishedBusiness/Translations/ja/SubClasses/RoguishUmbralStalker-ja.txt
+++ b/SolastaUnfinishedBusiness/Translations/ja/SubClasses/RoguishUmbralStalker-ja.txt
@@ -9,7 +9,7 @@ Feature/&FeatureSetRoguishUmbralStalkerUmbralSoulTitle=アンブラルソウル
Feature/&GloomBladeAttackReroll=Gloomblade により、{0} は {1} 個のダメージ ダイスを {2} から {3} に振り直します。
Feature/&PowerRoguishUmbralStalkerShadowDanceDescription=ボーナス アクションを使用して、1 分間、渦巻く影のエネルギーで自分自身に力を与えることができます。この影のエネルギーが持続している間、あなたは透けて見える魔法の闇に覆われており、急所攻撃のダメージを与えてダイス攻撃のいずれかに最大の目を振るたびに、そのダイスを振り直し、ダメージに追加されます。この機能は長い休憩ごとに 1 回使用できます。
Feature/&PowerRoguishUmbralStalkerShadowDanceTitle=シャドーダンス
-Feature/&PowerRoguishUmbralStalkerShadowStrideDescription=Error 500 (Server Error)!!1500.That’s an error.There was an error. Please try again later.That’s all we know.
+Feature/&PowerRoguishUmbralStalkerShadowStrideDescription=Error 500 (Server Error)!!1500.That's an error.There was an error. Please try again later.That's all we know.
Feature/&PowerRoguishUmbralStalkerShadowStrideTitle=シャドウストライド
Feature/&PowerRoguishUmbralStalkerUmbralSoulDescription=ヒット ポイントが 0 になると、ローグ レベルに等しいヒット ポイントを回復し、立ち上がる。この機能は長い休憩ごとに 1 回使用できます。
Feature/&PowerRoguishUmbralStalkerUmbralSoulTitle=アンブラルソウル
diff --git a/SolastaUnfinishedBusiness/Translations/ja/SubClasses/WizardArcaneFighter-ja.txt b/SolastaUnfinishedBusiness/Translations/ja/SubClasses/WizardArcaneFighter-ja.txt
index 611a548231..f2446bbc44 100644
--- a/SolastaUnfinishedBusiness/Translations/ja/SubClasses/WizardArcaneFighter-ja.txt
+++ b/SolastaUnfinishedBusiness/Translations/ja/SubClasses/WizardArcaneFighter-ja.txt
@@ -1,7 +1,7 @@
Feature/&AdditionalActionArcaneFighterDescription=武器攻撃で敵を倒した後に呪文を唱えることができます。
Feature/&AdditionalActionArcaneFighterTitle=スペルファイティング
Feature/&AdditionalDamageArcaneFighterBonusWeaponDescription=ターンごとに 1 回、武器攻撃で 1d8 の追加ダメージを与えます。
-Feature/&AdditionalDamageArcaneFighterBonusWeaponTitle=Error 500 (Server Error)!!1500.That’s an error.There was an error. Please try again later.That’s all we know.
+Feature/&AdditionalDamageArcaneFighterBonusWeaponTitle=Error 500 (Server Error)!!1500.That's an error.There was an error. Please try again later.That's all we know.
Feature/&MagicAffinityArcaneFighterConcentrationAdvantageDescription=混乱した戦闘の経験により、集中力判定で有利になります。
Feature/&MagicAffinityArcaneFighterConcentrationAdvantageTitle=集中力の向上
Feedback/&AdditionalDamageArcaneFighterFormat=アーケインファイター!
diff --git a/SolastaUnfinishedBusiness/Translations/ko/Feats/Group-ko.txt b/SolastaUnfinishedBusiness/Translations/ko/Feats/Group-ko.txt
index 2f6261c88c..cf4cc17c61 100644
--- a/SolastaUnfinishedBusiness/Translations/ko/Feats/Group-ko.txt
+++ b/SolastaUnfinishedBusiness/Translations/ko/Feats/Group-ko.txt
@@ -2,8 +2,6 @@ Feat/&FeatGroupAegisTouchedDescription=정신적 속성 중 하나를 1 증가
Feat/&FeatGroupAegisTouchedTitle=손길이 닿은 이지스
Feat/&FeatGroupAgilityCombatDescription={0}
Feat/&FeatGroupAgilityCombatTitle=전투: 민첩성
-Feat/&FeatGroupAlchemistDescription={0}
-Feat/&FeatGroupAlchemistTitle=연금술사
Feat/&FeatGroupApothecaryDescription=정신적 속성 중 하나를 1 증가시켜 최대 20까지 증가시킵니다.\n약초학 키트 및 약품에 대한 숙련도를 얻거나, 이미 숙련된 경우 전문 지식을 얻습니다.
Feat/&FeatGroupApothecaryTitle=약종상
Feat/&FeatGroupArmorDescription={0}
@@ -16,14 +14,14 @@ Feat/&FeatGroupBodyResilienceDescription={0}
Feat/&FeatGroupBodyResilienceTitle=신체 탄력성
Feat/&FeatGroupCelestialTouchedDescription=정신적 속성 중 하나를 1씩 최대 20까지 늘립니다.\n긴 휴식마다 한 번씩 치유의 단어, 상처 치료 및 하위 회복 주문을 시전할 수 있는 능력을 얻고 이러한 주문을 주문 슬롯으로 시전할 수 있습니다.
Feat/&FeatGroupCelestialTouchedTitle=천상의 손길
+Feat/&FeatGroupChefDescription=지혜 또는 체질이 1 증가하여 최대 20까지 증가합니다.\n1시간 동안 요리를 하면 자신과 동료의 HP가 1d8만큼 치유됩니다.\n하루에 한 번 요리에 한 시간을 소비할 수 있습니다. 먹으면 일시적으로 HP를 제공하는 간식입니다.
+Feat/&FeatGroupChefTitle=요리사
Feat/&FeatGroupClassBoundDescription={0}
Feat/&FeatGroupClassBoundTitle=클래스 바운드
Feat/&FeatGroupCloseQuartersDescription=근접 전투 경험이 있으며 다음과 같은 이점을 얻습니다.\n• 민첩 또는 지능이 1씩 증가하여 최대 20까지 증가합니다.\n• 5피트 내에 있는 동안 근접 무기 공격으로 몰래 공격 피해를 입힐 때 목표에 따라 몰래 주사위는 d6 대신 d8이 됩니다. 이 기능은 또한 근접 주문 공격으로 은밀한 공격을 처리할 수 있는 클래스와 은밀한 주사위를 확장하는 악성 기능으로 확장됩니다.
Feat/&FeatGroupCloseQuartersTitle=가까운 분기
Feat/&FeatGroupCreedDescription={0}
Feat/&FeatGroupCreedTitle=신들의 신조
-Feat/&FeatGroupCriticalVirtuosoDescription={0}
-Feat/&FeatGroupCriticalVirtuosoTitle=비판적 거장
Feat/&FeatGroupCrusherDescription=힘 또는 체력을 1 증가시켜 최대 20까지 증가시킵니다.\n곤봉 피해를 주는 공격으로 생물을 공격하면 턴당 한 번 적을 5피트만큼 밀어냅니다. 당신이 치명타를 기록하면 해당 생물에 대한 공격 굴림은 다음 턴이 시작될 때까지 유리하게 이루어집니다.
Feat/&FeatGroupCrusherTitle=파쇄기
Feat/&FeatGroupDefenseCombatDescription={0}
@@ -38,14 +36,14 @@ Feat/&FeatGroupElementalTouchDescription=매 턴 처음으로 비무장 공격
Feat/&FeatGroupElementalTouchTitle=원소의 손길
Feat/&FeatGroupElvenAccuracyDescription=당신은 무차별적인 힘보다는 정확성에 의존하는 공격으로 놀라운 목표를 가지고 있습니다. 민첩성 또는 정신적 속성 중 하나를 1씩 최대 20까지 증가시킵니다. 민첩성, 지능, 지혜 또는 카리스마를 사용하는 공격 굴림에서 이점을 얻을 때마다 주사위 중 하나를 한 번 다시 굴릴 수 있습니다.
Feat/&FeatGroupElvenAccuracyTitle=엘프 정확도
-Feat/&FeatGroupEnchanterDescription={0}
-Feat/&FeatGroupEnchanterTitle=마법사
Feat/&FeatGroupFadeAwayDescription=당신은 피해를 입었을 때 사라지는 마법의 비법을 배웠습니다. 민첩 또는 지능 점수를 1씩 최대 20까지 높입니다. 피해를 입은 직후 반응을 사용하여 다음 턴이 끝날 때까지 또는 공격하거나 피해를 입히거나 누군가에게 강제로 피해를 입힐 때까지 마법처럼 투명해지게 할 수 있습니다. 세이브 던지기. 이 능력을 사용하면 짧거나 긴 휴식을 마칠 때까지 다시 사용할 수 없습니다.
Feat/&FeatGroupFadeAwayTitle=페이드 어웨이
Feat/&FeatGroupFightingStyleDescription={0}
Feat/&FeatGroupFightingStyleTitle=파이팅 입문자
Feat/&FeatGroupFlameTouchedDescription=정신적 속성 중 하나를 1씩 최대 20까지 늘립니다.\n긴 휴식마다 한 번씩 불타는 손과 뜨거운 광선 주문을 시전할 수 있는 능력을 얻고 주문 슬롯을 사용하여 이러한 주문과 지옥 같은 질책을 시전할 수 있습니다.
Feat/&FeatGroupFlameTouchedTitle=불꽃에 닿은
+Feat/&FeatGroupFlamesOfPhlegethosDescription=당신은 당신의 명령을 따르기 위해 지옥불을 부르는 법을 배웁니다. 다음과 같은 이점이 있습니다.\n• 지능 또는 카리스마가 1 증가하여 최대 20까지 증가합니다.\n• 시전한 주문에 대한 화염 피해 판정을 할 때 화염 피해에 대한 판정을 1로 다시 굴릴 수 있습니다. 주사위를 굴리지만, 1이 더 나오더라도 새 굴림을 사용해야 합니다.\n• 화염 피해를 주는 힘이나 주문을 사용할 때마다 다음 턴이 끝날 때까지 화염이 당신을 휩쓸게 할 수 있습니다. 화염은 귀하나 귀하의 소유물에 해를 끼치지 않으며 30피트까지 밝은 빛을 비춰주고 추가로 30피트까지 희미한 빛을 비춰줍니다. 불꽃이 있는 동안, 근접 공격으로 당신을 공격하는 당신으로부터 5피트 내의 모든 생물은 1d4의 화염 피해를 입습니다.
+Feat/&FeatGroupFlamesOfPhlegethosTitle=플레게토스의 불꽃
Feat/&FeatGroupGeneralAdeptDescription={0}
Feat/&FeatGroupGeneralAdeptTitle=일반 숙련자 및 입회자
Feat/&FeatGroupHalfAttributesDescription={0}
@@ -74,6 +72,8 @@ Feat/&FeatGroupMeleeCombatDescription={0}
Feat/&FeatGroupMeleeCombatTitle=전투: 근접
Feat/&FeatGroupOldTacticsDescription=힘이나 민첩 점수를 1씩 높이세요. 라운드당 한 번, 근접 무기 범위 내에 있는 엎드린 적이 일어설 때 목표에 대해 기회 공격을 할 수 있습니다.
Feat/&FeatGroupOldTacticsTitle=오래된 전술
+Feat/&FeatGroupOrcishFuryDescription=당신의 분노는 끊임없이 타오르고 있습니다. 다음과 같은 이점이 있습니다.\n• 힘이나 체력이 1씩 증가하여 최대 20까지 증가합니다.\n• 단순 또는 군용 무기로 공격을 가할 때 무기의 다음 중 하나를 굴릴 수 있습니다. 피해 주사위를 한 번 더 추가하고 이를 무기 피해 유형의 추가 피해로 추가합니다. 이 능력을 사용하면 짧거나 긴 휴식을 마칠 때까지 다시 사용할 수 없습니다.\n• 냉혹한 인내 특성을 사용한 직후 반응을 사용하여 한 번의 무기 공격을 할 수 있습니다.
+Feat/&FeatGroupOrcishFuryTitle=오크의 분노
Feat/&FeatGroupPeregrinationTouchedDescription=정신 속성 중 하나를 1 증가시켜 최대 20까지 증가시킵니다.\n긴 스트라이더, 신속한 후퇴 및 거미 오르기 주문을 긴 휴식마다 한 번씩 시전할 수 있는 능력을 얻고 이러한 주문을 주문 슬롯으로 시전할 수 있습니다.
Feat/&FeatGroupPeregrinationTouchedTitle=송향의 손길
Feat/&FeatGroupPiercerDescription=힘이나 민첩을 1씩 최대 20까지 높입니다.\n꿰뚫는 피해를 주는 공격으로 생물을 공격할 때 1이 나올 때 주사위를 다시 굴릴 수 있으며 새 굴림을 사용해야 합니다. 치명타를 기록하면 대상이 받는 추가 관통 피해를 결정할 때 추가 피해 주사위를 하나 굴릴 수 있습니다.
diff --git a/SolastaUnfinishedBusiness/Translations/ko/Feats/MeleeCombat-ko.txt b/SolastaUnfinishedBusiness/Translations/ko/Feats/MeleeCombat-ko.txt
index bb1adce8d6..b96c8eb096 100644
--- a/SolastaUnfinishedBusiness/Translations/ko/Feats/MeleeCombat-ko.txt
+++ b/SolastaUnfinishedBusiness/Translations/ko/Feats/MeleeCombat-ko.txt
@@ -14,6 +14,8 @@ Feat/&FeatAlwaysReadyDescription=공격 행동을 취하고 근접 또는 비무
Feat/&FeatAlwaysReadyTitle=항상 준비되어 있음
Feat/&FeatBladeMasteryDescription=단검, 숏소드, 롱소드, 시미터, 레이피어, 그레이트소드를 마스터하세요. 당신은 무기로 하는 공격 굴림에 +1 보너스를 받고, 무기를 휘두르는 동안 AC에 +1 보너스를 받습니다. 무기로 기회 공격을 하면 공격 굴림에 이점이 있습니다.
Feat/&FeatBladeMasteryTitle=블레이드 마스터리
+Feat/&FeatChargerDescription=전투에 돌진하는 방법을 훈련하여 다음과 같은 이점을 얻습니다.\n• 대시 액션을 취할 때마다 보너스 액션을 사용하여 한 번의 근접 공격을 할 수 있습니다.\n• 직선으로 최소 10피트 이상 움직이는 경우 자신의 차례에 근접 무기나 비무장 공격을 가하기 직전에 선을 그리면 다음 효과 중 하나를 선택합니다. 공격의 피해 굴림에 +1d8 보너스를 얻거나, 밀고 싶은 목표가 다음과 같은 경우 목표를 최대 10피트까지 밀어냅니다. 크기가 크거나 작습니다. 이 혜택은 매 턴마다 한 번만 사용할 수 있습니다.
+Feat/&FeatChargerTitle=충전기
Feat/&FeatCleavingAttackDescription=무기의 무게를 유리하게 활용하여 무기의 추진력으로 공격에 힘을 실어주는 방법을 배웠습니다.\n• 자신의 차례에 근접 무기로 치명타를 기록하거나 생물체의 생명력을 0점으로 줄이는 경우 , 보너스 액션으로 근접 무기 공격을 1회 수행할 수 있습니다.\n• 능숙한 중무기로 근접 공격을 하기 전에 명중률에 -5 페널티를 받는 것을 선택할 수 있습니다. 추가 피해 +10.
Feat/&FeatCleavingAttackTitle=위대한 무기 마스터
Feat/&FeatCrusherConDescription=당신은 적을 분쇄하는 기술을 익히고 있습니다. 체력을 1 증가시켜 최대 20까지 증가시킵니다. 곤봉 피해를 주는 공격으로 생물을 공격하면 턴당 한 번 적을 5피트만큼 밀어냅니다. 당신이 치명타를 기록하면 해당 생물에 대한 공격 굴림은 다음 턴이 시작될 때까지 유리하게 이루어집니다.
@@ -54,12 +56,18 @@ Feature/&AttackModifierFeatSpearMasteryDescription=창으로 하는 공격 굴
Feature/&AttackModifierFeatSpearMasteryTitle=스피어 마스터리
Feature/&AttributeModifierFeatLongswordFinesseArmorClassDescription=롱소드를 들고 있는 동안 방어구 등급에 +1 보너스를 얻습니다.
Feature/&AttributeModifierFeatLongswordFinesseArmorClassTitle=롱소드 기교
+Feature/&PowerFeatChargerAddDamageDescription=공격의 피해 판정에 +1d8 보너스를 얻습니다.
+Feature/&PowerFeatChargerAddDamageTitle=1D8 데미지 추가
+Feature/&PowerFeatChargerShoveDescription=대상을 최대 10피트까지 밀어냅니다.
+Feature/&PowerFeatChargerShoveTitle=최대 10피트까지 밀어 넣기
Feature/&PowerFeatFellHandedAdvantageDescription=근접 공격 굴림과 명중에서 이점을 얻을 때마다 두 개의 d20 굴림 중 낮은 쪽도 표적에 명중하면 표적을 쓰러뜨리게 됩니다.
Feature/&PowerFeatFellHandedDisadvantageDescription=근접 공격 굴림에 불이익이 있고 빗나갈 때마다 대상은 힘 수정치와 동일한 타격 피해를 입습니다.
Feature/&PowerFeatSpearMasteryChargeDescription=창을 준비하여 다가오는 적을 요격할 수 있습니다. 반응을 사용하여 범위에 들어오는 적에게 창으로 기회 공격을 수행하고 해당 공격이 적중하면 추가 피해를 줄 수 있습니다.
Feature/&PowerFeatSpearMasteryChargeTitle=창 버팀대
Feature/&PowerFeatSpearMasteryReachDescription=남은 턴 동안 창의 도달 거리를 5피트 늘릴 수 있습니다.
Feature/&PowerFeatSpearMasteryReachTitle=스피어 리치
+Feedback/&AdditionalDamageChargerFormat=충전기!
+Feedback/&AdditionalDamageChargerLine={0}이(가) {1}을(를) 청구하고 추가로 {2} 피해를 입힙니다!
Feedback/&AdditionalDamageCrusherFormat=파쇄기!
Feedback/&AdditionalDamageCrusherLine={0}이(가) {1}을(를) 으깨었습니다.
Feedback/&AdditionalDamagePiercerFormat=피어싱!
@@ -69,6 +77,10 @@ Reaction/&ReactionAttackOldTacticsDescription={0}님이 일어섰습니다. {1}
Reaction/&ReactionAttackOldTacticsReactDescription=반응을 이용해 공격하세요.
Reaction/&ReactionAttackOldTacticsReactTitle=공격
Reaction/&ReactionAttackOldTacticsTitle=오래된 전술
+Reaction/&ReactionSpendPowerBundlePowerFeatChargerDescription=추가 피해를 추가하거나 대상을 밀어낼 수 있습니다.
+Reaction/&ReactionSpendPowerBundlePowerFeatChargerReactDescription=추가 효과를 적용합니다.
+Reaction/&ReactionSpendPowerBundlePowerFeatChargerReactTitle=요금
+Reaction/&ReactionSpendPowerBundlePowerFeatChargerTitle=요금
Reaction/&UseDefensiveDuelistDescription=당신은 곧 맞을 것입니다! 공격을 방지하기 위해 방어 자세를 취할 수 있습니다.
Reaction/&UseDefensiveDuelistReactDescription=공격을 방지하려면 방어 자세를 사용하세요.
Reaction/&UseDefensiveDuelistReactTitle=지키다
diff --git a/SolastaUnfinishedBusiness/Translations/ko/Feats/OtherFeats-ko.txt b/SolastaUnfinishedBusiness/Translations/ko/Feats/OtherFeats-ko.txt
index 1ee9bc62ae..6c45a986eb 100644
--- a/SolastaUnfinishedBusiness/Translations/ko/Feats/OtherFeats-ko.txt
+++ b/SolastaUnfinishedBusiness/Translations/ko/Feats/OtherFeats-ko.txt
@@ -1,9 +1,15 @@
Condition/&ConditionFeatMobileAfterDashDescription=이동 제한 및 구속에 면역이 됩니다.
Condition/&ConditionFeatMobileAfterDashTitle=자유
+Feat/&FeatAlertDescription=항상 위험을 경계하면 다음과 같은 이점을 얻을 수 있습니다.\n• 의식이 있는 동안에는 놀라지 않습니다.\n• 주도력에 +5 보너스를 얻습니다.\n• 다른 생물은 그렇지 않습니다. 당신이 인식하지 못한 결과로 당신에 대한 공격 굴림에서 이점을 얻습니다.
+Feat/&FeatAlertTitle=알리다
Feat/&FeatArcaneArcherAdeptDescription=당신은 특별한 전투 기동을 수행할 수 있는 신비한 마법과 활 훈련을 가지고 있습니다.
Feat/&FeatArcaneArcherAdeptTitle=비전 궁수 숙련자
Feat/&FeatAstralArmsDescription=지혜가 1 증가하여 최대 20까지 증가합니다.\n당신의 차례에 비무장 공격을 가할 때 도달 범위는 10피트입니다. 다른 생물이 비무장 공격 범위에 들어갈 때 기회 공격을 유발합니다. .
Feat/&FeatAstralArmsTitle=아스트랄 리치
+Feat/&FeatChefConDescription=체력을 1 올려 최대 20까지 높입니다.\n1시간 동안 요리를 하여 자신과 동료의 HP를 1d8만큼 치유할 수 있습니다.\n하루에 한 번, 1시간 동안 요리를 할 수 있습니다. 먹으면 일시적으로 5 HP를 제공하는 숙련도 보너스와 동일한 간식입니다.
+Feat/&FeatChefConTitle=셰프 [함께]
+Feat/&FeatChefWisDescription=지혜가 1 증가하여 최대 20까지 증가합니다.\n1시간 동안 식사를 요리하여 자신과 동료의 체력을 1d8만큼 치유할 수 있습니다.\n하루에 한 번, 한 시간 동안 요리를 할 수 있습니다. 먹으면 일시적으로 5 HP를 제공하는 숙련도 보너스와 동일한 간식입니다.
+Feat/&FeatChefWisTitle=셰프 [위스]
Feat/&FeatCriticalVirtuosoDescription=중요 임계값이 1만큼 낮아졌습니다.
Feat/&FeatEldritchAdeptDescription=흑마법사 클래스에서 원하는 Eldritch Invocation 옵션 하나를 배웁니다. 호출에 전제 조건이 있는 경우, 당신이 흑마법사이고 전제 조건을 충족하는 경우에만 해당 호출을 선택할 수 있습니다. 레벨이 오를 때마다 호출을 흑마법사 클래스의 다른 호출로 대체할 수 있습니다.
Feat/&FeatEldritchAdeptTitle=엘드리치 숙련자
@@ -15,6 +21,8 @@ Feat/&FeatFrostAdaptationDescription=체력이 1 증가하여 최대 20까지
Feat/&FeatFrostAdaptationTitle=서리 적응
Feat/&FeatGiftOfTheChromaticDragonDescription=당신은 크로매틱 드래곤의 힘을 일부 발휘하여 다음과 같은 이점을 제공합니다.\n• 크로매틱 주입: 보너스 액션으로 단순 무기나 군용 무기를 터치하고 여기에 다음 손상 유형 중 하나를 주입할 수 있습니다. , 추위, 불, 번개 또는 독. 다음 1분 동안 무기가 명중할 때 선택한 유형의 추가 1d4 피해를 입힙니다. 이 보너스 액션을 사용한 후에는 긴 휴식을 마칠 때까지 다시 사용할 수 없습니다.\n• 반응 저항: 산성, 냉기, 화염, 번개 또는 독 피해를 입을 때 반응을 사용하여 다음을 제공할 수 있습니다. 턴이 끝날 때까지 자신은 해당 피해 인스턴스에 대한 저항력을 갖게 됩니다. 이 반응은 숙련도 보너스만큼 여러 번 사용할 수 있으며 긴 휴식을 마치면 소모한 사용 횟수를 모두 회복합니다.
Feat/&FeatGiftOfTheChromaticDragonTitle=오색용의 선물
+Feat/&FeatGroupSkillExpertDescription=특정 기술에 대한 숙련도를 연마하여 다음과 같은 이점을 얻을 수 있습니다.\n• 선택한 하나의 능력 점수를 1씩 최대 20까지 늘립니다.\n• 선택한 하나의 기술에 대한 숙련도를 얻습니다.\n• 99}• 선택한 한 가지 기술에 대한 전문 지식을 얻습니다.
+Feat/&FeatGroupSkillExpertTitle=스킬 전문가
Feat/&FeatHealerDescription=귀하는 의학 검진에 대한 숙련도나 전문 지식을 얻습니다. 당신은 긴 휴식마다 한 번씩 죽어가는 생물을 안정시키는 능력을 얻습니다. 당신은 당신의 지혜 수정치와 동일한 긴 휴식 당 여러 번 1d6 + 4 + 캐릭터 레벨 체력을 회복하는 행동을 사용할 수 있습니다.
Feat/&FeatHealerTitle=치료자
Feat/&FeatInfusionsAdeptDescription=당신은 일상적인 물체에 마법을 주입하여 임시 마법 아이템을 만드는 기술을 연구했으며, Artificer 클래스에서 원하는 레벨 2 이하 주입 두 개를 부여받았습니다.
@@ -45,6 +53,10 @@ Feature/&CastSpellFeatMagicInitiateTitle=시작하다
Feature/&CastSpellFeatSpellSniperTitle=저격병
Feature/&DieRollModifierFeatElementalAdeptReroll=Elemental Adept 때문에 {0}는 {1} 주사위를 {2}에서 {3}로 다시 굴립니다.
Feature/&DieRollModifierFeatElementalMasterReroll=Elemental Master로 인해 {0}는 {1} 주사위를 {2}에서 {3}로 다시 굴립니다.
+Feature/&PowerFeatChefCookMealDescription=당신은 1d8 HP를 위해 당신과 당신의 동료들을 치유하기 위해 식사를 요리하는 데 1시간을 보낼 수 있습니다.
+Feature/&PowerFeatChefCookMealTitle=요리사의 식사를 요리하세요
+Feature/&PowerFeatChefCookTreatDescription=1시간 동안 먹으면 일시적으로 체력 5점을 제공하는 간식을 요리할 수 있습니다.
+Feature/&PowerFeatChefCookTreatTitle=요리사의 간식을 요리하세요
Feature/&PowerFeatHealerMedKitDescription=당신은 행동을 사용하여 1d6 + 약품 보너스 + 캐릭터 레벨 체력을 회복할 수 있습니다. 긴 휴식당 횟수는 지혜 수정치와 동일합니다.
Feature/&PowerFeatHealerMedKitTitle=약을 사용하다
Feature/&PowerFeatHealerResuscitateDescription=긴 휴식마다 한 번씩 지난 12초 내에 죽은 생물을 부활시키는 행동을 사용할 수 있습니다.
@@ -69,6 +81,8 @@ Feedback/&AdditionalDamageChromaticInfusionDamageLightningFormat=색채 주입:
Feedback/&AdditionalDamageChromaticInfusionDamageLightningLine=색채 주입은 추가 +{2} 번개 피해를 줍니다!
Feedback/&AdditionalDamageChromaticInfusionDamagePoisonFormat=색채 주입: 독
Feedback/&AdditionalDamageChromaticInfusionDamagePoisonLine=색채 주입은 추가 +{2} 독 피해를 입힙니다!
+Item/&ItemFeatChefTreatDescription=이 요리사의 간식을 먹고 5개의 임시 체력을 얻으십시오.
+Item/&ItemFeatChefTreatTitle=셰프의 간식
Reaction/&ReactionWarcasterDescription={0}은(는) 한 명 이상의 캐릭터가 위협하는 지역을 떠납니다.
Reaction/&ReactionWarcasterReactDescription=반응을 사용하여 대상을 공격합니다.
Reaction/&ReactionWarcasterReactTitle=공격
diff --git a/SolastaUnfinishedBusiness/Translations/ko/Feats/Races-ko.txt b/SolastaUnfinishedBusiness/Translations/ko/Feats/Races-ko.txt
index 3f379e45d7..4a4dc54be3 100644
--- a/SolastaUnfinishedBusiness/Translations/ko/Feats/Races-ko.txt
+++ b/SolastaUnfinishedBusiness/Translations/ko/Feats/Races-ko.txt
@@ -1,11 +1,23 @@
+Condition/&ConditionFeatFlamesOfPhlegethosDescription=근접 공격으로 당신을 공격하는 당신으로부터 5피트 내의 모든 생물은 1d4의 화염 피해를 입습니다.
+Condition/&ConditionFeatFlamesOfPhlegethosTitle=플레게토스의 불꽃
Feat/&FeatDragonWingsDescription=당신은 용의 날개를 돋아냅니다. 무거운 갑옷을 입지 않으면 제한된 시간 동안 비행할 수 있는 능력을 얻습니다.
Feat/&FeatDragonWingsTitle=드래곤 날개
+Feat/&FeatDwarvenFortitudeDescription=당신의 혈관에는 드워프 영웅들의 피가 흐르고 있습니다. 다음과 같은 이점이 있습니다.\n• 건강 점수가 1씩 증가하여 최대 20이 됩니다.\n• 전투에서 회피 행동을 취할 때마다 적중 주사위 1개를 소비하여 자신을 치료할 수 있습니다. 주사위를 굴리고 헌법 수정치를 추가하고 총합과 동일한 체력(최소 1)을 회복합니다.
+Feat/&FeatDwarvenFortitudeTitle=드워프의 인내력
Feat/&FeatFadeAwayDexDescription=당신은 피해를 입었을 때 사라지는 마법의 비법을 배웠습니다. 민첩 점수를 1 올려 최대 20까지 높입니다. 피해를 입은 직후 반응을 사용하여 다음 턴이 끝날 때까지 또는 공격하거나 피해를 입히거나 누군가가 저축을 하도록 강제할 때까지 마법처럼 투명해지게 할 수 있습니다. 던지다. 이 능력을 사용하면 짧거나 긴 휴식을 마칠 때까지 다시 사용할 수 없습니다.
Feat/&FeatFadeAwayDexTitle=페이드 어웨이 [덱스]
Feat/&FeatFadeAwayIntDescription=당신은 피해를 입었을 때 사라지는 마법의 비법을 배웠습니다. 지능 점수를 1 올려 최대 20까지 높입니다. 피해를 입은 직후 반응을 사용하여 다음 턴이 끝날 때까지 또는 공격하거나 피해를 입히거나 누군가가 저축을 하도록 강요할 때까지 마법처럼 투명해지게 할 수 있습니다. 던지다. 이 능력을 사용하면 짧거나 긴 휴식을 마칠 때까지 다시 사용할 수 없습니다.
Feat/&FeatFadeAwayIntTitle=페이드 어웨이 [Int]
+Feat/&FeatFlamesOfPhlegethosChaDescription=당신은 당신의 명령을 따르기 위해 지옥불을 부르는 법을 배웁니다. 다음과 같은 이점을 얻을 수 있습니다.\n• 카리스마가 1 증가하여 최대 20까지 증가합니다.\n• 시전한 주문에 대해 화염 피해를 굴릴 때 화염 피해 주사위에서 1을 다시 굴릴 수 있습니다. 하지만 1이 더 나오더라도 새 굴림을 사용해야 합니다.\n• 화염 피해를 주는 능력이나 주문을 사용할 때마다 다음 턴이 끝날 때까지 화염이 당신을 휩싸게 할 수 있습니다. 화염은 귀하나 귀하의 소유물에 해를 끼치지 않으며 30피트까지 밝은 빛을 비춰주고 추가로 30피트까지 희미한 빛을 비춰줍니다. 불꽃이 있는 동안, 근접 공격으로 당신을 공격하는 당신으로부터 5피트 내의 모든 생물은 1d4의 화염 피해를 입습니다.
+Feat/&FeatFlamesOfPhlegethosChaTitle=플레게토스의 불꽃 [차]
+Feat/&FeatFlamesOfPhlegethosIntDescription=당신은 당신의 명령을 따르기 위해 지옥불을 부르는 법을 배웁니다. 다음과 같은 이점이 있습니다.\n• 지능이 1 증가하여 최대 20까지 증가합니다.\n• 시전한 주문에 대해 화염 피해를 굴릴 때 화염 피해 주사위에서 1을 다시 굴릴 수 있습니다. 하지만 1이 더 나오더라도 새 굴림을 사용해야 합니다.\n• 화염 피해를 주는 능력이나 주문을 사용할 때마다 다음 턴이 끝날 때까지 화염이 당신을 휩싸게 할 수 있습니다. 화염은 귀하나 귀하의 소유물에 해를 끼치지 않으며 30피트까지 밝은 빛을 비춰주고 추가로 30피트까지 희미한 빛을 비춰줍니다. 불꽃이 있는 동안, 근접 공격으로 당신을 공격하는 당신으로부터 5피트 내의 모든 생물은 1d4의 화염 피해를 입습니다.
+Feat/&FeatFlamesOfPhlegethosIntTitle=플레게토스의 불꽃 [Int]
Feat/&FeatInfernalConstitutionDescription=당신 안에는 사악한 피가 강하게 흐르고, 일부 악마가 소유한 것과 유사한 회복력을 발휘합니다. 다음과 같은 이점이 있습니다.\n• 건강 점수가 1 증가하여 최대 20이 됩니다.\n• 냉기 및 독 피해에 대한 저항력이 있습니다.\n• 중독에 대한 내성 굴림에 이점이 있습니다.
Feat/&FeatInfernalConstitutionTitle=지옥의 헌법
+Feat/&FeatOrcishFuryConDescription=당신의 분노는 끊임없이 타오르고 있습니다. 다음과 같은 이점을 얻습니다.\n• 체력이 1 증가하여 최대 20까지 증가합니다.\n• 단순 또는 군용 무기로 공격을 가하면 해당 무기의 피해 주사위 중 하나를 굴릴 수 있습니다. 추가 시간을 부여하고 이를 무기 피해 유형의 추가 피해로 추가합니다. 이 능력을 사용하면 짧거나 긴 휴식을 마칠 때까지 다시 사용할 수 없습니다.\n• 냉혹한 인내 특성을 사용한 직후 반응을 사용하여 한 번의 무기 공격을 할 수 있습니다.
+Feat/&FeatOrcishFuryConTitle=오크 퓨리 [콘]
+Feat/&FeatOrcishFuryStrDescription=당신의 분노는 끊임없이 타오르고 있습니다. 다음과 같은 이점이 있습니다.\n• 힘이 1 증가하여 최대 20까지 증가합니다.\n• 단순 또는 군용 무기로 공격을 가할 때 해당 무기의 피해 주사위 중 하나를 굴릴 수 있습니다. 추가 시간을 부여하고 이를 무기 피해 유형의 추가 피해로 추가합니다. 이 능력을 사용하면 짧거나 긴 휴식을 마칠 때까지 다시 사용할 수 없습니다.\n• 냉혹한 인내 특성을 사용한 직후 반응을 사용하여 한 번의 무기 공격을 할 수 있습니다.
+Feat/&FeatOrcishFuryStrTitle=오크 퓨리 [Str]
Feat/&FeatRevenantGreatSwordDexDescription=당신은 대검의 대가의 후손이며, 그 숙달의 일부가 당신에게 물려졌습니다. 다음과 같은 이점이 있습니다.\n• 민첩성 점수가 1씩 증가하여 최대 20이 됩니다.\n• 대검을 들고 있는 동안 갑옷 등급에 +1 보너스를 얻습니다.\n• 훌륭함 칼은 휘두를 때 기교적인 특성을 가지고 있습니다.
Feat/&FeatRevenantGreatSwordDexTitle=레버넌트 블레이드 [덱스]
Feat/&FeatRevenantGreatSwordStrDescription=당신은 대검의 대가의 후손이며, 그 숙달의 일부가 당신에게 물려졌습니다. 다음과 같은 이점이 있습니다.\n• 근력 점수가 1씩 증가하여 최대 20이 됩니다.\n• 대검을 들고 있는 동안 갑옷 등급에 +1 보너스를 얻습니다.\n• 훌륭함 칼은 휘두를 때 기교적인 특성을 가지고 있습니다.
@@ -16,7 +28,19 @@ Feat/&FeatSquatNimblenessStrDescription=당신은 당신의 종족에 비해 매
Feat/&FeatSquatNimblenessStrTitle=스쿼트 민첩성 [Str]
Feature/&AttributeModifierFeatRevenantGreatSwordArmorClassDescription=당신이 위대한 검을 들고 있는 동안, 당신은 갑옷 등급에 +1 보너스를 얻습니다.
Feature/&AttributeModifierFeatRevenantGreatSwordArmorClassTitle=레버넌트 블레이드
+Feature/&DieRollModifierFeatFlamesOfPhlegethosReroll=Flames of Phlegethos 때문에 {0}는 {1} 주사위를 {2}에서 {3}로 다시 굴립니다.
+Feedback/&AdditionalDamageOrcishFuryFormat=오크의 분노
+Feedback/&AdditionalDamageOrcishFuryLine=Orcish Fury는 추가 +{2} 피해를 입힙니다!
+Feedback/&DwarvenFortitudeHitDieRolled={0}이(가) {2}를 굴리고 {3} = {4}을(를) 치료했습니다.
+Reaction/&CustomReactionDwarvenFortitudeDescription=Hit Die 하나를 사용하여 자신을 치료할 수 있습니다.
+Reaction/&CustomReactionDwarvenFortitudeReactDescription=Hit Die 하나를 사용하여 자신을 치료할 수 있습니다.
+Reaction/&CustomReactionDwarvenFortitudeReactTitle=드워프의 인내력
+Reaction/&CustomReactionDwarvenFortitudeTitle=드워프의 인내력
Reaction/&UsePowerFeatFadeAwayInvisibleDescription=당신의 반응을 이용해 눈에 보이지 않게 하세요.
Reaction/&UsePowerFeatFadeAwayInvisibleReactDescription=당신의 반응을 이용해 눈에 보이지 않게 하세요.
Reaction/&UsePowerFeatFadeAwayInvisibleReactTitle=페이드 어웨이
Reaction/&UsePowerFeatFadeAwayInvisibleTitle=페이드 어웨이
+Reaction/&UsePowerFeatFlamesOfPhlegethosDescription=플레게토스의 불꽃을 점화할 수 있습니다.
+Reaction/&UsePowerFeatFlamesOfPhlegethosReactDescription=플레게토스의 불꽃을 점화할 수 있습니다.
+Reaction/&UsePowerFeatFlamesOfPhlegethosReactTitle=플레게토스의 불꽃
+Reaction/&UsePowerFeatFlamesOfPhlegethosTitle=플레게토스의 불꽃
diff --git a/SolastaUnfinishedBusiness/Translations/ko/Others-ko.txt b/SolastaUnfinishedBusiness/Translations/ko/Others-ko.txt
index c397b75c8c..e80131d777 100644
--- a/SolastaUnfinishedBusiness/Translations/ko/Others-ko.txt
+++ b/SolastaUnfinishedBusiness/Translations/ko/Others-ko.txt
@@ -30,6 +30,8 @@ Action/&HailOfBladesToggleDescription=Hail of Blades 활성화/비활성화
Action/&HailOfBladesToggleTitle=칼날의 우박
Action/&InventorInfusionDescription=아이템 주입 또는 복제본 생성
Action/&InventorInfusionTitle=주입
+Action/&OrcishFuryToggleDescription=오크 퓨리 활성화/비활성화
+Action/&OrcishFuryToggleTitle=오크의 분노
Action/&PaladinSmiteToggleDescription=모든 공격에 대해 강타를 활성화하고 그렇지 않은 경우에는 치명타에만 적용
Action/&PaladinSmiteToggleTitle=강타
Action/&PressTheAdvantageToggleDescription=활성화/비활성화 장점을 누려보세요
@@ -61,6 +63,7 @@ Condition/&FlightSuspendDescription=진행 중인 비행 효과가 중단되었
Condition/&FlightSuspendTitle=항공편 중단
ContentPack/&9999Description=Unfinished Business 팩은 멀티클래스, 종족, 하위 클래스, 업적, 전투 스타일 및 주문을 추가합니다. 더 높은 수준의 한도, QOL 기능, 수정 사항 등이 있습니다. 그야말로 Horn of Plenty(TM)입니다.
ContentPack/&9999Title=미완성 비즈니스 팩
+Equipment/&BeltOfRegeneration_Function_Description=1분 동안 라운드당 5개의 체력을 재생합니다.
Equipment/&DLC3_DwarvenWeapon_Dagger+3_CriticalThreshold=이 무기를 휘두르고 그에 맞춰 조정하는 동안 공격은 18, 19 또는 20에 치명타를 기록합니다.
Failure/&FailureFlagTargetMeleeWeaponError=현재 무기로는 이 대상에 근접 공격을 수행할 수 없습니다.
Feature/&AlwaysBeardDescription=멋진 수염이 자랄 확률은 {0}%입니다!
@@ -225,9 +228,7 @@ Rules/&SituationalContext9000Format=손에 블레이드 마스터리 무기 유
Rules/&SituationalContext9001Format=대검을 손에 쥐고 있음:
Rules/&SituationalContext9002Format=손에 장검이 있음:
Rules/&SituationalContext9003Format=주 손에 근접 무기를 들고 다른 손에는 없는 경우:
-Rules/&SituationalContext9004Format=손에 방패가 있음:
Rules/&SituationalContext9005Format=손에 단순 또는 군용 무기가 있음:
-Rules/&SituationalContext9006Format=특수 무기를 손에 쥐고 있습니다:
Rules/&SituationalContext9007Format=밝은 빛이 아닙니다:
Rules/&SituationalContext9008Format=격노하고 이중 휘두르기:
Rules/&SituationalContext9009Format=주요 무기는 근접 공격, 비무장 또는 장궁을 든 여맨입니다.
diff --git a/SolastaUnfinishedBusiness/Translations/ko/Settings-ko.txt b/SolastaUnfinishedBusiness/Translations/ko/Settings-ko.txt
index da56e81713..f10e1939ca 100644
--- a/SolastaUnfinishedBusiness/Translations/ko/Settings-ko.txt
+++ b/SolastaUnfinishedBusiness/Translations/ko/Settings-ko.txt
@@ -3,6 +3,7 @@ ModUi/&AddAllToStore=전부 상점에 추가
ModUi/&AddBleedingToLesserRestoration=상급 치유와 하급 치유 주문으로 제거할 수 있는 상태이상에 출혈 상태 추가
ModUi/&AddCustomIconsToOfficialItems=공식 게임 아이템에 커스텀 아이콘 추가 [탄환, 제조, 도구 등.] [게임 재실행 필요]
ModUi/&AddDarknessPerceptiveToDarkRaces=Darkelf, Dark Kobold 및 Gray Dwarf에서 Darkness Perceptive를 활성화하세요. color> \n[빛이 없거나 마법의 어둠 속에서 인지 검사에 이점을 부여합니다.]
+ModUi/&AddDexModifierToEnemiesInitiativeRoll=적 선제 굴림에 민첩 수정치 추가
ModUi/&AddFighterLevelToIndomitableSavingReroll=불굴 저장 던지기 재굴림에 파이터 레벨 추가
ModUi/&AddHelpActionToAllRaces=모든 플레이어블 종족의 행동 선택지에 도움 행동을 추가 [우호적인 크리쳐 하나가 자신과 1칸 내에 있는 크리쳐 하나를 공격하는 것을 도울 수 있습니다]
ModUi/&AddHumanoidFavoredEnemyToRanger=레인저 인간형 선호 적 활성화
@@ -107,6 +108,7 @@ ModUi/&EnableFeatsAtEvenLevelsMiddle=클래스 레벨 6, 14에 재주 선택 활
ModUi/&EnableFighterWeaponSpecialization=파이터 클래스 레벨 8 과 16에서 무기 특화 활성화[명중과 피해에 +1을 얻지만 다른 무기 유형으론 불리점을 받습니다]
ModUi/&EnableFlexibleBackgrounds=유연한 배경 활성화 [배경에서 기술 및 도구 숙련도 선택]
ModUi/&EnableFlexibleRaces=유연한 종족 활성화 [종족 기본값 대신 능력치 점수 할당]
+ModUi/&EnableHeroWithBestProficiencyToRollChoice=최고의 능력을 갖춘 영웅이 대화 선택을 할 수 있도록 활성화
ModUi/&EnableHigherGroundRules=고지대 규칙 활성화 [고지대에서 공격할 경우 명중 +1]
ModUi/&EnableHotkeyDebugOverlay=디버그 오버레이를 CTRL-SHIFT-(D)를 눌러 활성화
ModUi/&EnableHotkeyToggleHud=HUD 표시를CTRL-SHIFT-(H)로 전환 활성화
@@ -146,6 +148,7 @@ ModUi/&EnableVttCamera=CTRL-SHIFT-(V)를 활성화하여
ModUi/&EnablesAsiAndFeat=능력치 증가와 재주 선택을 동시에 받기 [기존엔 둘 중 하나만 선택 가능]
ModUi/&EncounterPercentageChance=랜덤 인카운터 확률 조정
ModUi/&Encounters=조우(인카운터)
+ModUi/&EnemiesAlwaysRollInitiative=+ 적들은 강제 값 대신 항상 주도권을 굴립니다. [예: 설악 암살자]
ModUi/&ExpandAll=모두 펼치기
ModUi/&FactionHelp=세력 우호도를 수정하려면 공식 캠페인을 불러와야 합니다...
ModUi/&FactionRelations=세력:
@@ -272,6 +275,7 @@ ModUi/&StockGorimStoreWithAllNonMagicalClothing=고림의 만물상이 마법
ModUi/&StockGorimStoreWithAllNonMagicalInstruments=고림의 만물상이 마법 효과가 없는 악기만 판매함 [재시작 필요]
ModUi/&StockHugoStoreWithAdditionalFoci=휴고의 상점에 비전 스태프, 드루이드 목걸이, 스태프, 클럽을 주문 매개체 아이템으로 비축
ModUi/&Subclasses=서브클래스
+ModUi/&Subraces=하위 경주
ModUi/&SwapCraftedItemAndRecipeIcons=+ 상점에서 제작법 및 제작 아이템 아이콘 바꾸기
ModUi/&TargetLanguage=대상 언어
ModUi/&Tools=도구
diff --git a/SolastaUnfinishedBusiness/Translations/ko/SubClasses/CircleOfTheCosmos-ko.txt b/SolastaUnfinishedBusiness/Translations/ko/SubClasses/CircleOfTheCosmos-ko.txt
index c902f57ad0..2628436bb6 100644
--- a/SolastaUnfinishedBusiness/Translations/ko/SubClasses/CircleOfTheCosmos-ko.txt
+++ b/SolastaUnfinishedBusiness/Translations/ko/SubClasses/CircleOfTheCosmos-ko.txt
@@ -18,6 +18,8 @@ Feature/&PowerCircleOfTheCosmosChaliceDescription=당신이나 당신으로부
Feature/&PowerCircleOfTheCosmosChaliceTitle=성배
Feature/&PowerCircleOfTheCosmosCosmosOmenDescription=당신은 우주의 의지를 신성하게 하기 위해 별 지도를 사용하는 법을 배웁니다. 긴 휴식을 마칠 때마다 무료 파워를 사용할 수 있으며, 다음 긴 휴식을 마칠 때까지 주사위에서 짝수 또는 홀수를 굴렸는지에 따라 특별한 반응에 액세스할 수 있습니다.\n• Weal : 30피트 이내에 볼 수 있는 생물이 공격 굴림이나 내성 굴림을 하려고 할 때마다 반응을 사용하여 d6을 굴리고 굴린 숫자를 총계에 추가할 수 있습니다.\n• 비애: 당신으로부터 30피트 이내에 볼 수 있는 생물이 공격 굴림이나 내성 굴림을 하려고 한다면, 당신은 반응을 사용하여 d6을 굴리고 굴린 숫자를 총계에서 뺄 수 있습니다.
Feature/&PowerCircleOfTheCosmosCosmosOmenTitle=우주의 징조
+Feature/&PowerCircleOfTheCosmosDisableConstellationFormDescription=자유 행동으로 별 모양을 되돌릴 수 있습니다.
+Feature/&PowerCircleOfTheCosmosDisableConstellationFormTitle=별 모양 되돌리기
Feature/&PowerCircleOfTheCosmosDragonConstellationFormDescription=현명한 용의 별자리가 당신에게 나타납니다. 주문에 대한 집중을 유지하기 위해 지능이나 지혜 판정 또는 건강 내성 굴림을 할 때 d20에서 9 이하의 굴림을 10으로 처리할 수 있습니다.
Feature/&PowerCircleOfTheCosmosDragonConstellationFormTitle=용
Feature/&PowerCircleOfTheCosmosSwitchConstellationFormDescription=아직 이동하지 않았거나 보너스 또는 주요 동작을 사용하지 않은 경우 Starry Form을 전환할 수 있습니다.
diff --git a/SolastaUnfinishedBusiness/Translations/ko/SubClasses/PathOfTheRavager-ko.txt b/SolastaUnfinishedBusiness/Translations/ko/SubClasses/PathOfTheRavager-ko.txt
new file mode 100644
index 0000000000..6efbab7cc0
--- /dev/null
+++ b/SolastaUnfinishedBusiness/Translations/ko/SubClasses/PathOfTheRavager-ko.txt
@@ -0,0 +1,14 @@
+Feature/&AdditionalDamagePathOfTheRavagerFrenzyDescription=당신의 차례에 한 번, 당신이 격노하는 동안 무모한 공격을 사용하면, 당신이 적을 때리는 첫 번째 힘 기반 무기 공격은 당신의 무기와 같은 유형의 2d6 추가 피해를 입힙니다. 이 피해는 9레벨에서 3d6, 16레벨에서 4d6으로 증가합니다.
+Feature/&AdditionalDamagePathOfTheRavagerFrenzyTitle=격분
+Feature/&FeatureSetPathOfTheRavagerIntimidatingPresenceDescription=자유 행동으로 분노를 시작할 때마다 그리고 다음 턴에 보너스 행동으로 분노하는 동안 위협적인 존재감으로 다른 사람들에게 공포를 줄 수 있습니다. 당신으로부터 30피트 내의 각 적 생물은 지혜 내성 굴림을 해야 합니다(DC는 8 + 숙련 보너스 + 힘 수정치). 저장에 실패하면 생물은 1분 동안 겁에 질린 상태가 됩니다. 겁에 질린 생물체의 각 턴이 끝날 때마다 생물체는 내성 굴림을 반복하여 성공 시 자신에 대한 효과를 종료합니다. 이 기능을 한 번 사용하면 장기 휴식을 마칠 때까지 다시 사용할 수 없습니다. 이 기능을 모두 사용했다면 분노 사용 시간을 늘려 다시 사용할 수 있습니다.
+Feature/&FeatureSetPathOfTheRavagerIntimidatingPresenceTitle=위협적인 존재
+Feature/&PowerPathOfTheRavagerIntimidatingPresenceDescription=분노하는 동안 보너스 액션을 사용하여 위협적인 존재감으로 다른 사람들에게 공포감을 줄 수 있습니다. 당신으로부터 30피트 내의 각 적 생물은 지혜 내성 굴림을 해야 합니다(DC는 8 + 숙련 보너스 + 힘 수정치). 저장에 실패하면 생물은 1분 동안 겁에 질린 상태가 됩니다. 겁에 질린 생물체의 각 턴이 끝날 때마다 생물체는 내성 굴림을 반복하여 성공 시 자신에 대한 효과를 종료합니다. 이 기능을 한 번 사용하면 긴 휴식을 마칠 때까지 다시 사용할 수 없습니다. 이 기능을 모두 사용했다면 분노 사용 시간을 늘려 다시 사용할 수 있습니다.
+Feature/&PowerPathOfTheRavagerIntimidatingPresenceTitle=위협적인 존재
+Feedback/&AdditionalDamageFrenzyFormat=격분
+Feedback/&AdditionalDamageFrenzyLine=Frenzy는 추가 +{2} 피해를 입힙니다!
+Reaction/&UseIntimidatingPresenceDescription=당신은 위협적인 존재 능력을 무료로 사용할 수 있습니다.
+Reaction/&UseIntimidatingPresenceReactDescription=당신은 위협적인 존재 능력을 무료로 사용할 수 있습니다.
+Reaction/&UseIntimidatingPresenceReactTitle=위협적인 존재
+Reaction/&UseIntimidatingPresenceTitle=위협적인 존재
+Subclass/&PathOfTheRavagerDescription=약탈자의 길은 구속받지 않는 분노의 길이며, 피로 물들었습니다. 약탈자의 분노에 돌입하면서 당신은 자신의 건강이나 행복에 아랑곳하지 않고 전투의 혼돈 속에서 스릴을 느끼게 됩니다.
+Subclass/&PathOfTheRavagerTitle=약탈자의 길
diff --git a/SolastaUnfinishedBusiness/Translations/pt-BR/Feats/Group-pt-BR.txt b/SolastaUnfinishedBusiness/Translations/pt-BR/Feats/Group-pt-BR.txt
index 18857835de..eb6b8cc894 100644
--- a/SolastaUnfinishedBusiness/Translations/pt-BR/Feats/Group-pt-BR.txt
+++ b/SolastaUnfinishedBusiness/Translations/pt-BR/Feats/Group-pt-BR.txt
@@ -2,8 +2,6 @@ Feat/&FeatGroupAegisTouchedDescription=Aumente um de seus atributos mentais em 1
Feat/&FeatGroupAegisTouchedTitle=Égide tocada
Feat/&FeatGroupAgilityCombatDescription={0}
Feat/&FeatGroupAgilityCombatTitle=Combate: Agilidade
-Feat/&FeatGroupAlchemistDescription={0}
-Feat/&FeatGroupAlchemistTitle=Alquimista
Feat/&FeatGroupApothecaryDescription=Aumente um de seus atributos mentais em 1, até um máximo de 20.\nVocê ganha proficiência com kit de fitoterapia e remédios, ou especialização se já for proficiente.
Feat/&FeatGroupApothecaryTitle=Boticário
Feat/&FeatGroupArmorDescription={0}
@@ -16,14 +14,14 @@ Feat/&FeatGroupBodyResilienceDescription={0}
Feat/&FeatGroupBodyResilienceTitle=Resiliência Corporal
Feat/&FeatGroupCelestialTouchedDescription=Aumente um de seus atributos mentais em 1, até um máximo de 20.\nVocê ganha a habilidade de lançar a palavra de cura, curar ferimentos e feitiços de restauração menor uma vez por descanso longo e pode lançar esses feitiços com seus espaços de feitiço.
Feat/&FeatGroupCelestialTouchedTitle=Celestial Tocado
+Feat/&FeatGroupChefDescription=Aumente sua Sabedoria ou Constituição em 1, até um máximo de 20.\nVocê pode gastar 1 hora preparando uma refeição para curar você e seus companheiros em 1d8 HP.\nUma vez por dia, você pode gastar uma hora cozinhando. guloseimas que fornecem HP temporário quando comidas.
+Feat/&FeatGroupChefTitle=Chefe de cozinha
Feat/&FeatGroupClassBoundDescription={0}
Feat/&FeatGroupClassBoundTitle=Limite de classe
Feat/&FeatGroupCloseQuartersDescription=Você tem experiência em combate corpo a corpo e ganha os seguintes benefícios:\n• Sua Destreza ou Inteligência aumenta em 1, até um máximo de 20.\n• Quando você causa dano de ataque furtivo com ataques de arma corpo a corpo enquanto estiver a 1,5 metro do seu alvo, seus dados furtivos se tornam d8 em vez de d6. Esse recurso também se estende a classes que podem lidar com ataques furtivos com ataques mágicos corpo a corpo e recursos desonestos que escalam a partir de dados furtivos.
Feat/&FeatGroupCloseQuartersTitle=Fechar trimestres
Feat/&FeatGroupCreedDescription={0}
Feat/&FeatGroupCreedTitle=Credo dos Deuses
-Feat/&FeatGroupCriticalVirtuosoDescription={0}
-Feat/&FeatGroupCriticalVirtuosoTitle=Virtuoso Crítico
Feat/&FeatGroupCrusherDescription=Aumente sua Força ou Constituição em 1, até um máximo de 20.\nQuando você atinge uma criatura com um ataque que causa dano de concussão, uma vez por turno você empurra o inimigo em 1,5 metro. Quando você obtém um acerto crítico, as jogadas de ataque contra aquela criatura são feitas com vantagem até o início do seu próximo turno.
Feat/&FeatGroupCrusherTitle=Triturador
Feat/&FeatGroupDefenseCombatDescription={0}
@@ -38,14 +36,14 @@ Feat/&FeatGroupElementalTouchDescription=Na primeira vez em cada turno que você
Feat/&FeatGroupElementalTouchTitle=Toque Elemental
Feat/&FeatGroupElvenAccuracyDescription=Você tem uma mira incrível com ataques que dependem de precisão em vez de força bruta. Aumente sua Destreza ou um de seus atributos mentais em 1, até um máximo de 20. Sempre que você tiver vantagem em uma jogada de ataque usando Destreza, Inteligência, Sabedoria ou Carisma, você pode rolar novamente um dos dados uma vez.
Feat/&FeatGroupElvenAccuracyTitle=Precisão Élfica
-Feat/&FeatGroupEnchanterDescription={0}
-Feat/&FeatGroupEnchanterTitle=Encantador
Feat/&FeatGroupFadeAwayDescription=Você aprendeu um truque mágico para desaparecer quando sofre algum dano. Aumente seu valor de Destreza ou Inteligência em 1, até um máximo de 20. Imediatamente após sofrer dano, você pode usar uma reação para se tornar invisível magicamente até o final do seu próximo turno ou até atacar, causar dano ou forçar alguém a fazer um teste de resistência. Depois de usar esta habilidade, você não poderá fazê-lo novamente até terminar um descanso curto ou longo.
Feat/&FeatGroupFadeAwayTitle=Desaparecer
Feat/&FeatGroupFightingStyleDescription={0}
Feat/&FeatGroupFightingStyleTitle=Iniciado em Luta
Feat/&FeatGroupFlameTouchedDescription=Aumente um de seus atributos mentais em 1, até um máximo de 20.\nVocê ganha a habilidade de lançar os feitiços mãos ardentes e raio abrasador uma vez por descanso longo e pode lançar estes e a repreensão infernal com seus espaços de feitiço.
Feat/&FeatGroupFlameTouchedTitle=Chama tocada
+Feat/&FeatGroupFlamesOfPhlegethosDescription=Você aprende a invocar o fogo do inferno para cumprir seus comandos. Você ganha os seguintes benefícios:\n• Aumenta sua Inteligência ou Carisma em 1, até um máximo de 20.\n• Ao rolar o dano de fogo para um feitiço que você lançou, você pode rolar novamente qualquer resultado de 1 no dano de fogo dados, mas você deve usar a nova jogada, mesmo que seja outro 1.\n• Sempre que você usar um poder ou feitiço que cause dano de fogo, você pode fazer com que chamas o envolvam até o final do seu próximo turno. As chamas não prejudicam você ou seus pertences e emitem luz brilhante por até 9 metros e luz fraca por mais 9 metros adicionais. Enquanto as chamas estiverem presentes, qualquer criatura a até 1,5 metro de você que o atingir com um ataque corpo a corpo sofre 1d4 de dano de fogo.
+Feat/&FeatGroupFlamesOfPhlegethosTitle=Chamas de Flegeto
Feat/&FeatGroupGeneralAdeptDescription={0}
Feat/&FeatGroupGeneralAdeptTitle=Adepto Geral e Iniciado
Feat/&FeatGroupHalfAttributesDescription={0}
@@ -74,6 +72,8 @@ Feat/&FeatGroupMeleeCombatDescription={0}
Feat/&FeatGroupMeleeCombatTitle=Combate: corpo a corpo
Feat/&FeatGroupOldTacticsDescription=Aumente seu valor de Força ou Destreza em 1. Uma vez por rodada, quando um inimigo caído dentro do alcance de sua arma corpo-a-corpo se levantar, você pode fazer um ataque de oportunidade contra o alvo.
Feat/&FeatGroupOldTacticsTitle=Táticas Antigas
+Feat/&FeatGroupOrcishFuryDescription=Sua fúria queima incansavelmente. Você ganha os seguintes benefícios:\n• Aumenta sua Força ou Constituição em 1, até um máximo de 20.\n• Ao acertar um ataque feito com uma arma simples ou marcial, você pode rolar um dos atributos da arma. dados de dano uma vez adicional e adicione-o como dano extra do tipo de dano da arma. Depois de usar essa habilidade, você não poderá usá-la novamente até terminar um descanso curto ou longo.\n• Imediatamente após usar sua característica Resistência Implacável, você pode usar sua reação para fazer um ataque com arma.
+Feat/&FeatGroupOrcishFuryTitle=Fúria Orc
Feat/&FeatGroupPeregrinationTouchedDescription=Aumente um de seus atributos mentais em 1, até um máximo de 20.\nVocê ganha a habilidade de lançar os feitiços de passo longo, retirada rápida e escalada de aranha uma vez por descanso longo e pode lançar esses feitiços com seus espaços de feitiço.
Feat/&FeatGroupPeregrinationTouchedTitle=Peregrinação tocada
Feat/&FeatGroupPiercerDescription=Aumente sua Força ou Destreza em 1, até um máximo de 20.\nQuando você atinge uma criatura com um ataque que causa dano perfurante, você pode jogar novamente os dados quando obtiver um 1 e deverá usar a nova jogada. Quando você acerta um acerto crítico, você pode rolar um dado de dano adicional para determinar o dano perfurante extra que o alvo sofre.
diff --git a/SolastaUnfinishedBusiness/Translations/pt-BR/Feats/MeleeCombat-pt-BR.txt b/SolastaUnfinishedBusiness/Translations/pt-BR/Feats/MeleeCombat-pt-BR.txt
index 66cd4087dc..be26b7412b 100644
--- a/SolastaUnfinishedBusiness/Translations/pt-BR/Feats/MeleeCombat-pt-BR.txt
+++ b/SolastaUnfinishedBusiness/Translations/pt-BR/Feats/MeleeCombat-pt-BR.txt
@@ -14,6 +14,8 @@ Feat/&FeatAlwaysReadyDescription=Você prepara automaticamente um ataque corpo a
Feat/&FeatAlwaysReadyTitle=Sempre pronto
Feat/&FeatBladeMasteryDescription=Você domina a adaga, a espada curta, a espada longa, a cimitarra, o florete e a espada grande. Você ganha um bônus de +1 nas jogadas de ataque que fizer com a arma e um bônus de +1 na sua CA enquanto estiver empunhando qualquer uma delas. Quando você faz um ataque de oportunidade com a arma, você tem vantagem na jogada de ataque.
Feat/&FeatBladeMasteryTitle=Maestria da Lâmina
+Feat/&FeatChargerDescription=Você foi treinado para investir de cabeça na batalha, obtendo os seguintes benefícios:\n• Sempre que realizar uma ação de Investida, você pode usar sua ação bônus para realizar um ataque corpo a corpo.\n• Se você se mover pelo menos 3 metros em linha reta linha imediatamente antes de acertar com uma arma corpo-a-corpo ou ataque desarmado em seu turno, escolha um dos seguintes efeitos: ganhe +1d8 de bônus na jogada de dano do ataque ou empurre o alvo até 3 metros, desde que o alvo que você deseja empurrar seja de tamanho grande ou menor. Você pode usar esse benefício apenas uma vez em cada um dos seus turnos.
+Feat/&FeatChargerTitle=Carregador
Feat/&FeatCleavingAttackDescription=Você aprendeu a colocar o peso de uma arma a seu favor, deixando seu impulso potencializar seus ataques:\n• No seu turno, quando você obtém um acerto crítico com uma arma corpo-a-corpo ou reduz uma criatura a 0 pontos de vida com uma , você pode realizar um ataque corpo a corpo com arma como uma ação bônus.\n• Antes de realizar um ataque corpo a corpo com uma arma pesada com a qual você seja proficiente, você pode optar por sofrer uma penalidade de -5 no seu acerto para fazer isso. +10 de dano adicional.
Feat/&FeatCleavingAttackTitle=Grande Mestre de Armas
Feat/&FeatCrusherConDescription=Você tem prática na arte de esmagar seus inimigos. Aumente sua Constituição em 1, até um máximo de 20. Quando você atinge uma criatura com um ataque que causa dano de concussão, uma vez por turno você empurra o inimigo em 1,5 metro. Quando você obtém um acerto crítico, as jogadas de ataque contra aquela criatura são feitas com vantagem até o início do seu próximo turno.
@@ -54,12 +56,18 @@ Feature/&AttackModifierFeatSpearMasteryDescription=Você ganha um bônus de +1 n
Feature/&AttackModifierFeatSpearMasteryTitle=Maestria de Lança
Feature/&AttributeModifierFeatLongswordFinesseArmorClassDescription=Enquanto estiver segurando uma espada longa, você ganha +1 de bônus na classe de armadura.
Feature/&AttributeModifierFeatLongswordFinesseArmorClassTitle=Finesse de Espada Longa
+Feature/&PowerFeatChargerAddDamageDescription=Ganhe um bônus de +1d8 na jogada de dano do ataque.
+Feature/&PowerFeatChargerAddDamageTitle=Adicione 1D8 de dano
+Feature/&PowerFeatChargerShoveDescription=Empurre o alvo até 3 metros.
+Feature/&PowerFeatChargerShoveTitle=Empurre até 10 pés
Feature/&PowerFeatFellHandedAdvantageDescription=Sempre que você tiver vantagem em uma jogada de ataque corpo a corpo e acertar, você derruba o alvo se a menor das duas jogadas de d20 também atingir o alvo.
Feature/&PowerFeatFellHandedDisadvantageDescription=Sempre que você tiver desvantagem em uma jogada de ataque corpo a corpo e errar, o alvo sofre dano de concussão igual ao seu modificador de Força.
Feature/&PowerFeatSpearMasteryChargeDescription=Você pode preparar sua lança para interceptar os inimigos que se aproximam. Você pode usar a reação para realizar um ataque de oportunidade com uma lança no inimigo que estiver ao seu alcance e causar dano extra se o ataque acertar.
Feature/&PowerFeatSpearMasteryChargeTitle=Suporte de lança
Feature/&PowerFeatSpearMasteryReachDescription=Você pode aumentar seu alcance com uma lança em 1,5 metro pelo resto do seu turno.
Feature/&PowerFeatSpearMasteryReachTitle=Alcance da Lança
+Feedback/&AdditionalDamageChargerFormat=Carregador!
+Feedback/&AdditionalDamageChargerLine={0} carrega {1} e causa {2} de dano extra!
Feedback/&AdditionalDamageCrusherFormat=Triturador!
Feedback/&AdditionalDamageCrusherLine={0} esmaga {1}
Feedback/&AdditionalDamagePiercerFormat=Perfuradores!
@@ -69,6 +77,10 @@ Reaction/&ReactionAttackOldTacticsDescription={0} se levantou. {1} pode usar uma
Reaction/&ReactionAttackOldTacticsReactDescription=Use sua reação para atacar.
Reaction/&ReactionAttackOldTacticsReactTitle=Ataque
Reaction/&ReactionAttackOldTacticsTitle=Táticas Antigas
+Reaction/&ReactionSpendPowerBundlePowerFeatChargerDescription=Você pode adicionar dano adicional ou empurrar o alvo.
+Reaction/&ReactionSpendPowerBundlePowerFeatChargerReactDescription=Aplique um efeito adicional.
+Reaction/&ReactionSpendPowerBundlePowerFeatChargerReactTitle=Cobrar
+Reaction/&ReactionSpendPowerBundlePowerFeatChargerTitle=Cobrar
Reaction/&UseDefensiveDuelistDescription=Você está prestes a ser atingido! Você pode assumir uma postura defensiva para evitar o golpe.
Reaction/&UseDefensiveDuelistReactDescription=Use sua postura defensiva para evitar o golpe.
Reaction/&UseDefensiveDuelistReactTitle=Defender
diff --git a/SolastaUnfinishedBusiness/Translations/pt-BR/Feats/OtherFeats-pt-BR.txt b/SolastaUnfinishedBusiness/Translations/pt-BR/Feats/OtherFeats-pt-BR.txt
index 9797acc73c..abfb623bc8 100644
--- a/SolastaUnfinishedBusiness/Translations/pt-BR/Feats/OtherFeats-pt-BR.txt
+++ b/SolastaUnfinishedBusiness/Translations/pt-BR/Feats/OtherFeats-pt-BR.txt
@@ -1,9 +1,15 @@
Condition/&ConditionFeatMobileAfterDashDescription=Concede imunidade a restrições de movimento, além de ser contido.
Condition/&ConditionFeatMobileAfterDashTitle=Liberdade
+Feat/&FeatAlertDescription=Sempre atento ao perigo, você ganha os seguintes benefícios:\n• Você não pode ser surpreendido enquanto estiver consciente.\n• Você ganha +5 de bônus na iniciativa.\n• Outras criaturas não. ganhar vantagem nas jogadas de ataque contra você como resultado de não ser percebido por você.
+Feat/&FeatAlertTitle=Alerta
Feat/&FeatArcaneArcherAdeptDescription=Você possui magia arcana e treinamento com arco que lhe permite realizar manobras especiais de combate.
Feat/&FeatArcaneArcherAdeptTitle=Adepto do Arqueiro Arcano
Feat/&FeatAstralArmsDescription=Aumente sua Sabedoria em 1, até um máximo de 20.\nQuando você desfere um ataque desarmado no seu turno, seu alcance é de 3 metros. Outras criaturas provocam um ataque de oportunidade seu quando entram no alcance que você tem com ataques desarmados. .
Feat/&FeatAstralArmsTitle=Alcance Astral
+Feat/&FeatChefConDescription=Aumente sua Constituição em 1, até um máximo de 20.\nVocê pode gastar 1 hora para preparar uma refeição para curar você e seus companheiros em 1d8 HP.\nUma vez por dia, você pode gastar uma hora para cozinhar um número. de guloseimas iguais ao seu bônus de proficiência que fornecem 5 HP temporários quando comidas.
+Feat/&FeatChefConTitle=Chef [Com]
+Feat/&FeatChefWisDescription=Aumente sua Sabedoria em 1, até um máximo de 20.\nVocê pode gastar 1 hora para preparar uma refeição para curar você e seus companheiros em 1d8 HP.\nUma vez por dia, você pode gastar uma hora para cozinhar um número. de guloseimas iguais ao seu bônus de proficiência que fornecem 5 HP temporários quando comidas.
+Feat/&FeatChefWisTitle=Chef [Sab]
Feat/&FeatCriticalVirtuosoDescription=Seu limite crítico é reduzido em 1.
Feat/&FeatEldritchAdeptDescription=Você aprende uma opção de Invocação Eldritch de sua escolha na classe Warlock. Se a invocação tiver um pré-requisito, você só poderá escolher essa invocação se for um bruxo e somente se atender ao pré-requisito. Sempre que você ganha um nível, você pode substituir a invocação por outra da classe bruxo.
Feat/&FeatEldritchAdeptTitle=Adepto Sobrenatural
@@ -15,6 +21,8 @@ Feat/&FeatFrostAdaptationDescription=Aumente sua Constituição em 1, até um m
Feat/&FeatFrostAdaptationTitle=Adaptação à geada
Feat/&FeatGiftOfTheChromaticDragonDescription=Você manifestou parte do poder dos dragões cromáticos, garantindo os seguintes benefícios:\n• Infusão Cromática: como uma ação bônus, você pode tocar uma arma simples ou marcial e infundi-la com um dos seguintes tipos de dano: ácido , frio, fogo, raio ou veneno. Pelo próximo minuto, a arma causa 1d4 de dano extra do tipo escolhido quando acerta. Depois de usar esta ação bônus, você não poderá fazê-lo novamente até terminar um descanso longo.\n• Resistência Reativa: Quando você sofre dano de ácido, frio, fogo, raio ou veneno, você pode usar sua reação para dar você mesmo resiste a esse dano até o final do turno dele. Você pode usar esta reação um número de vezes igual ao seu bônus de proficiência e recupera todos os usos gastos ao terminar um descanso longo.
Feat/&FeatGiftOfTheChromaticDragonTitle=Presente do Dragão Cromático
+Feat/&FeatGroupSkillExpertDescription=Você aprimorou sua proficiência em habilidades específicas, o que lhe concede os seguintes benefícios:\n• Aumente um valor de habilidade de sua escolha em 1, até um máximo de 20.\n• Você ganha proficiência em uma habilidade de sua escolha.{ 99}• Você ganha experiência em uma habilidade de sua escolha.
+Feat/&FeatGroupSkillExpertTitle=Especialista em habilidades
Feat/&FeatHealerDescription=Você ganha proficiência ou experiência em testes de Medicina. Você ganha a habilidade de estabilizar uma criatura moribunda uma vez por descanso longo. Você pode usar uma ação para restaurar 1d6 + 4 + pontos de vida do nível do personagem um número de vezes por descanso longo igual ao seu modificador de Sabedoria.
Feat/&FeatHealerTitle=Curador
Feat/&FeatInfusionsAdeptDescription=Você estudou a arte de infundir magia em objetos mundanos para criar itens mágicos temporários, concedendo a você duas infusões de nível 2 ou inferior à sua escolha da classe Artífice.
@@ -45,6 +53,10 @@ Feature/&CastSpellFeatMagicInitiateTitle=Iniciar
Feature/&CastSpellFeatSpellSniperTitle=Atirador de elite
Feature/&DieRollModifierFeatElementalAdeptReroll=Por causa do Adepto Elemental, {0} rola novamente o dado {1} de {2} para {3}.
Feature/&DieRollModifierFeatElementalMasterReroll=Por causa do Mestre Elemental, {0} lança novamente o dado {1} de {2} para {3}.
+Feature/&PowerFeatChefCookMealDescription=Você pode gastar 1 hora preparando uma refeição para curar você e seus companheiros em 1d8 HP.
+Feature/&PowerFeatChefCookMealTitle=Refeição do Chef
+Feature/&PowerFeatChefCookTreatDescription=Você pode gastar 1 hora preparando guloseimas que fornecem 5 pontos de vida temporários quando comidas.
+Feature/&PowerFeatChefCookTreatTitle=Cozinhe o deleite do chef
Feature/&PowerFeatHealerMedKitDescription=Você pode usar uma ação para restaurar 1d6 + bônus de medicina + pontos de vida de nível de personagem, um número de vezes por descanso longo igual ao seu modificador de Sabedoria.
Feature/&PowerFeatHealerMedKitTitle=Usar remédio
Feature/&PowerFeatHealerResuscitateDescription=Você pode usar uma ação para reviver uma criatura que morreu nos últimos 12 segundos, uma vez por descanso longo.
@@ -69,6 +81,8 @@ Feedback/&AdditionalDamageChromaticInfusionDamageLightningFormat=Infusão Cromá
Feedback/&AdditionalDamageChromaticInfusionDamageLightningLine=A Infusão Cromática causa +{2} de dano elétrico extra!
Feedback/&AdditionalDamageChromaticInfusionDamagePoisonFormat=Infusão Cromática: Veneno
Feedback/&AdditionalDamageChromaticInfusionDamagePoisonLine=A Infusão Cromática causa +{2} de dano venenoso extra!
+Item/&ItemFeatChefTreatDescription=Coma esta guloseima do Chef e ganhe 5 pontos de vida temporários.
+Item/&ItemFeatChefTreatTitle=Deleite do Chef
Reaction/&ReactionWarcasterDescription={0} está saindo de uma área ameaçada por um ou mais personagens.
Reaction/&ReactionWarcasterReactDescription=Use a reação para atacar o alvo.
Reaction/&ReactionWarcasterReactTitle=Ataque
diff --git a/SolastaUnfinishedBusiness/Translations/pt-BR/Feats/Races-pt-BR.txt b/SolastaUnfinishedBusiness/Translations/pt-BR/Feats/Races-pt-BR.txt
index fb4eb05c34..d2579fa146 100644
--- a/SolastaUnfinishedBusiness/Translations/pt-BR/Feats/Races-pt-BR.txt
+++ b/SolastaUnfinishedBusiness/Translations/pt-BR/Feats/Races-pt-BR.txt
@@ -1,11 +1,23 @@
+Condition/&ConditionFeatFlamesOfPhlegethosDescription=Qualquer criatura a até 1,5 metro de você que o atinja com um ataque corpo a corpo sofre 1d4 de dano de fogo.
+Condition/&ConditionFeatFlamesOfPhlegethosTitle=Chamas de Flegeto
Feat/&FeatDragonWingsDescription=Você brota asas dracônicas. Você ganha a habilidade de voar por um tempo limitado se não estiver usando uma armadura pesada.
Feat/&FeatDragonWingsTitle=Asas de Dragão
+Feat/&FeatDwarvenFortitudeDescription=Você tem o sangue de heróis anões fluindo em suas veias. Você ganha os seguintes benefícios:\n• Aumente seu valor de Constituição em 1, até um máximo de 20.\n• Sempre que realizar a ação Esquiva em combate, você pode gastar um Dado de Vida para se curar. Jogue o dado, adicione seu modificador de Constituição e recupere um número de pontos de vida igual ao total (mínimo de 1).
+Feat/&FeatDwarvenFortitudeTitle=Fortaleza dos Anões
Feat/&FeatFadeAwayDexDescription=Você aprendeu um truque mágico para desaparecer quando sofre algum dano. Aumente seu valor de Destreza em 1, até um máximo de 20. Imediatamente após receber dano, você pode usar uma reação para se tornar invisível magicamente até o final do seu próximo turno ou até atacar, causar dano ou forçar alguém a fazer um salvamento. lançar. Depois de usar esta habilidade, você não poderá fazê-lo novamente até terminar um descanso curto ou longo.
Feat/&FeatFadeAwayDexTitle=Desaparecer [Dex]
Feat/&FeatFadeAwayIntDescription=Você aprendeu um truque mágico para desaparecer quando sofre algum dano. Aumente seu valor de Inteligência em 1, até um máximo de 20. Imediatamente após sofrer dano, você pode usar uma reação para se tornar magicamente invisível até o final do seu próximo turno ou até atacar, causar dano ou forçar alguém a fazer um salvamento. lançar. Depois de usar esta habilidade, você não poderá fazê-lo novamente até terminar um descanso curto ou longo.
Feat/&FeatFadeAwayIntTitle=Desaparecer [Int]
+Feat/&FeatFlamesOfPhlegethosChaDescription=Você aprende a invocar o fogo do inferno para cumprir seus comandos. Você ganha os seguintes benefícios:\n• Aumenta seu Carisma em 1, até um máximo de 20.\n• Ao rolar o dano de fogo para um feitiço que você lançou, você pode rolar novamente qualquer resultado de 1 nos dados de dano de fogo, mas você deve usar a nova jogada, mesmo que seja outro 1.\n• Sempre que usar um poder ou feitiço que cause dano de fogo, você pode fazer com que chamas o envolvam até o final do seu próximo turno. As chamas não prejudicam você ou seus pertences e emitem luz brilhante por até 9 metros e luz fraca por mais 9 metros adicionais. Enquanto as chamas estiverem presentes, qualquer criatura a até 1,5 metro de você que o atingir com um ataque corpo a corpo sofre 1d4 de dano de fogo.
+Feat/&FeatFlamesOfPhlegethosChaTitle=Chamas de Flegeto [Cha]
+Feat/&FeatFlamesOfPhlegethosIntDescription=Você aprende a invocar o fogo do inferno para cumprir seus comandos. Você ganha os seguintes benefícios:\n• Aumenta sua Inteligência em 1, até um máximo de 20.\n• Ao rolar o dano de fogo para um feitiço que você lançou, você pode rolar novamente qualquer resultado de 1 nos dados de dano de fogo, mas você deve usar a nova jogada, mesmo que seja outro 1.\n• Sempre que usar um poder ou feitiço que cause dano de fogo, você pode fazer com que chamas o envolvam até o final do seu próximo turno. As chamas não prejudicam você ou seus pertences e emitem luz brilhante por até 9 metros e luz fraca por mais 9 metros adicionais. Enquanto as chamas estiverem presentes, qualquer criatura a até 1,5 metro de você que o atingir com um ataque corpo a corpo sofre 1d4 de dano de fogo.
+Feat/&FeatFlamesOfPhlegethosIntTitle=Chamas de Flegeto [Int]
Feat/&FeatInfernalConstitutionDescription=O sangue diabólico corre forte em você, desbloqueando uma resiliência semelhante à possuída por alguns demônios. Você ganha os seguintes benefícios:\n• Aumente seu valor de Constituição em 1, até um máximo de 20.\n• Você tem resistência a danos de frio e veneno.\n• Você tem vantagem em testes de resistência contra envenenamento.
Feat/&FeatInfernalConstitutionTitle=Constituição Infernal
+Feat/&FeatOrcishFuryConDescription=Sua fúria queima incansavelmente. Você ganha os seguintes benefícios:\n• Aumenta sua Constituição em 1, até um máximo de 20.\n• Ao acertar um ataque feito com uma arma simples ou marcial, você pode rolar um dos dados de dano da arma uma vez adicional e adicione-o como dano extra do tipo de dano da arma. Depois de usar essa habilidade, você não poderá usá-la novamente até terminar um descanso curto ou longo.\n• Imediatamente após usar sua característica Resistência Implacável, você pode usar sua reação para fazer um ataque com arma.
+Feat/&FeatOrcishFuryConTitle=Fúria Orc [Con]
+Feat/&FeatOrcishFuryStrDescription=Sua fúria queima incansavelmente. Você ganha os seguintes benefícios:\n• Aumenta sua Força em 1, até um máximo de 20.\n• Ao acertar um ataque feito com uma arma simples ou marcial, você pode rolar um dos dados de dano da arma uma vez adicional e adicione-o como dano extra do tipo de dano da arma. Depois de usar essa habilidade, você não poderá usá-la novamente até terminar um descanso curto ou longo.\n• Imediatamente após usar sua característica Resistência Implacável, você pode usar sua reação para fazer um ataque com arma.
+Feat/&FeatOrcishFuryStrTitle=Fúria Orc [Str]
Feat/&FeatRevenantGreatSwordDexDescription=Você descende de um mestre da grande espada e parte desse domínio foi transmitido a você. Você ganha os seguintes benefícios:\n• Aumente seu valor de Destreza em 1, até um máximo de 20.\n• Enquanto estiver empunhando uma espada grande, você ganha um bônus de +1 na classe de armadura.\n• Ótima a espada tem a propriedade de delicadeza quando você a empunha.
Feat/&FeatRevenantGreatSwordDexTitle=Lâmina Revenant [Dex]
Feat/&FeatRevenantGreatSwordStrDescription=Você descende de um mestre da grande espada e parte desse domínio foi transmitido a você. Você ganha os seguintes benefícios:\n• Aumente seu valor de Força em 1, até um máximo de 20.\n• Enquanto estiver segurando uma espada grande, você ganha um bônus de +1 na classe de armadura.\n• Ótima. a espada tem a propriedade de delicadeza quando você a empunha.
@@ -16,7 +28,19 @@ Feat/&FeatSquatNimblenessStrDescription=Você é incomumente ágil para sua raç
Feat/&FeatSquatNimblenessStrTitle=Agilidade de agachamento [Str]
Feature/&AttributeModifierFeatRevenantGreatSwordArmorClassDescription=Enquanto estiver empunhando uma espada grande, você ganha +1 de bônus na classe de armadura.
Feature/&AttributeModifierFeatRevenantGreatSwordArmorClassTitle=Lâmina Regressada
+Feature/&DieRollModifierFeatFlamesOfPhlegethosReroll=Por causa das Chamas de Phlegethos {0} rola novamente o dado {1} de {2} para {3}.
+Feedback/&AdditionalDamageOrcishFuryFormat=Fúria Orc
+Feedback/&AdditionalDamageOrcishFuryLine=Fúria Orc causa +{2} de dano extra!
+Feedback/&DwarvenFortitudeHitDieRolled={0} rolou um {2} e curou {3} = {4}.
+Reaction/&CustomReactionDwarvenFortitudeDescription=Você pode gastar um Dado de Vida para se curar.
+Reaction/&CustomReactionDwarvenFortitudeReactDescription=Você pode gastar um Dado de Vida para se curar.
+Reaction/&CustomReactionDwarvenFortitudeReactTitle=Fortaleza dos Anões
+Reaction/&CustomReactionDwarvenFortitudeTitle=Fortaleza dos Anões
Reaction/&UsePowerFeatFadeAwayInvisibleDescription=Use sua reação para se tornar invisível.
Reaction/&UsePowerFeatFadeAwayInvisibleReactDescription=Use sua reação para se tornar invisível.
Reaction/&UsePowerFeatFadeAwayInvisibleReactTitle=Desaparecer
Reaction/&UsePowerFeatFadeAwayInvisibleTitle=Desaparecer
+Reaction/&UsePowerFeatFlamesOfPhlegethosDescription=Você pode acender suas Chamas de Phlegethos.
+Reaction/&UsePowerFeatFlamesOfPhlegethosReactDescription=Você pode acender suas Chamas de Phlegethos.
+Reaction/&UsePowerFeatFlamesOfPhlegethosReactTitle=Chamas de Flegeto
+Reaction/&UsePowerFeatFlamesOfPhlegethosTitle=Chamas de Flegeto
diff --git a/SolastaUnfinishedBusiness/Translations/pt-BR/Others-pt-BR.txt b/SolastaUnfinishedBusiness/Translations/pt-BR/Others-pt-BR.txt
index bf0461157a..8655211e57 100644
--- a/SolastaUnfinishedBusiness/Translations/pt-BR/Others-pt-BR.txt
+++ b/SolastaUnfinishedBusiness/Translations/pt-BR/Others-pt-BR.txt
@@ -30,6 +30,8 @@ Action/&HailOfBladesToggleDescription=Ativar/desativar Hail of Blades
Action/&HailOfBladesToggleTitle=Chuva de lâminas
Action/&InventorInfusionDescription=Infundir item ou criar réplica
Action/&InventorInfusionTitle=Infusões
+Action/&OrcishFuryToggleDescription=Ativar/desativar Fúria Orc
+Action/&OrcishFuryToggleTitle=Fúria Orc
Action/&PaladinSmiteToggleDescription=Habilite golpes em qualquer ataque, caso contrário, apenas em acertos críticos
Action/&PaladinSmiteToggleTitle=Desbaratar
Action/&PressTheAdvantageToggleDescription=Ativar/desativar Pressione a vantagem
@@ -61,6 +63,7 @@ Condition/&FlightSuspendDescription=O efeito do voo em andamento foi suspenso
Condition/&FlightSuspendTitle=Voo suspenso
ContentPack/&9999Description=O pacote Unfinished Business adiciona multiclasse, raças, subclasses, talentos, estilo de luta e feitiços. Há um limite de nível mais alto, recursos de qualidade de vida, correções e muito mais. É uma verdadeira Cornualha (TM)...
ContentPack/&9999Title=Pacote de negócios inacabados
+Equipment/&BeltOfRegeneration_Function_Description=Regenera 5 pontos de vida por rodada durante um minuto.
Equipment/&DLC3_DwarvenWeapon_Dagger+3_CriticalThreshold=Seus ataques obtêm um acerto crítico em 18, 19 ou 20 enquanto você empunha esta arma e está sintonizado com ela.
Failure/&FailureFlagTargetMeleeWeaponError=Não é possível realizar ataques corpo a corpo neste alvo com a arma atual
Feature/&AlwaysBeardDescription={0}% de chances de deixar crescer uma barba gloriosa!
@@ -225,9 +228,7 @@ Rules/&SituationalContext9000Format=Possui tipos de armas Blade Mastery em mãos
Rules/&SituationalContext9001Format=Tem espada larga em mãos:
Rules/&SituationalContext9002Format=Possui Espada Longa em mãos:
Rules/&SituationalContext9003Format=Possui arma corpo a corpo na mão principal com a mão livre:
-Rules/&SituationalContext9004Format=Possui escudo nas mãos:
Rules/&SituationalContext9005Format=Possui armas simples ou marciais em mãos:
-Rules/&SituationalContext9006Format=Possui arma especializada em mãos:
Rules/&SituationalContext9007Format=Não está sob luz forte:
Rules/&SituationalContext9008Format=Está furioso e empunhando duplamente:
Rules/&SituationalContext9009Format=A arma principal é corpo a corpo ou desarmada ou um Yeoman com arco longo:
diff --git a/SolastaUnfinishedBusiness/Translations/pt-BR/Settings-pt-BR.txt b/SolastaUnfinishedBusiness/Translations/pt-BR/Settings-pt-BR.txt
index b716f39645..53bd77fdb7 100644
--- a/SolastaUnfinishedBusiness/Translations/pt-BR/Settings-pt-BR.txt
+++ b/SolastaUnfinishedBusiness/Translations/pt-BR/Settings-pt-BR.txt
@@ -3,6 +3,7 @@ ModUi/&AddAllToStore=Adicionar tudo à loja
ModUi/&AddBleedingToLesserRestoration=Adicione a condição Sangramento àquelas removidas por Maior e Menor Restauração
ModUi/&AddCustomIconsToOfficialItems=Adicione ícones personalizados aos itens oficiais do jogo [munição, receitas, kits etc.] [Requer reinicialização]
ModUi/&AddDarknessPerceptiveToDarkRaces=Ative Darkness Perceptive em Darkelf, Dark Kobold e Gray Dwarf color> \n[concede vantagem em testes de percepção quando apagado ou sob escuridão mágica]
+ModUi/&AddDexModifierToEnemiesInitiativeRoll=Adicionado Modificador de Destreza aos inimigos Rolagem de Iniciativa
ModUi/&AddFighterLevelToIndomitableSavingReroll=Adicionado o nível Lutador à nova rolagem do teste de resistência Indomável
ModUi/&AddHelpActionToAllRaces=Adicione a ação Ajuda a todas as raças jogáveis [você pode ajudar uma criatura amiga a atacar uma criatura a até 1,5 m de você]
ModUi/&AddHumanoidFavoredEnemyToRanger=Ativar Rangers inimigos humanóides preferidos
@@ -107,6 +108,7 @@ ModUi/&EnableFeatsAtEvenLevelsMiddle=Habilite a seleção de talentos nos nívei
ModUi/&EnableFighterWeaponSpecialization=Habilite Fighter Especialização em Arma nos níveis de classe 8 e 16 [obtenha +1 para acertar e causar dano, mas desvantagem com qualquer outro tipo de arma]
ModUi/&EnableFlexibleBackgrounds=Habilitar planos de fundo flexíveis [selecione proficiências de habilidades e ferramentas dos planos de fundo]
ModUi/&EnableFlexibleRaces=Habilite raças flexíveis [atribua pontos de pontuação de habilidade em vez dos padrões raciais]
+ModUi/&EnableHeroWithBestProficiencyToRollChoice=Permita que o herói com melhor proficiência faça escolhas de diálogo
ModUi/&EnableHigherGroundRules=Habilitar regras de terreno mais alto [+1 para acertar se atacar de um terreno mais alto]
ModUi/&EnableHotkeyDebugOverlay=Habilite CTRL-SHIFT-(D) para exibir a sobreposição de depuração
ModUi/&EnableHotkeyToggleHud=Habilite CTRL-SHIFT-(H) para alternar a exibição do HUD
@@ -146,6 +148,7 @@ ModUi/&EnableVttCamera=Ative CTRL-SHIFT-(V) para alternar
ModUi/&EnablesAsiAndFeat=Ative o aumento de pontuação de atributos e a seleção de talentos [em vez de uma escolha exclusiva]
ModUi/&EncounterPercentageChance=Definir chances de porcentagem de encontros aleatórios
ModUi/&Encounters=Encontros
+ModUi/&EnemiesAlwaysRollInitiative=+ Os inimigos sempre rolam a iniciativa em vez de um valor forçado [ou seja: Sorak Assassin]
ModUi/&ExpandAll=Expandir todos
ModUi/&FactionHelp=Carregue um jogo de campanha oficial para modificar as relações entre as facções...
ModUi/&FactionRelations=Facções:
@@ -272,6 +275,7 @@ ModUi/&StockGorimStoreWithAllNonMagicalClothing=Armazene a loja de Gorim com tod
ModUi/&StockGorimStoreWithAllNonMagicalInstruments=Loja de estoque de Gorim com todos os instrumentos musicais não mágicos [Requer reinicialização]
ModUi/&StockHugoStoreWithAdditionalFoci=Loja do Stock Hugo com Cajado Arcano, Pescoço de Druida, Cajado e Club definido como itens de foco
ModUi/&Subclasses=Subclasses
+ModUi/&Subraces=Sub-raças
ModUi/&SwapCraftedItemAndRecipeIcons=+ Troque ícones de receitas e itens criados na loja
ModUi/&TargetLanguage=Idioma Alvo
ModUi/&Tools=Ferramentas
diff --git a/SolastaUnfinishedBusiness/Translations/pt-BR/SubClasses/CircleOfTheCosmos-pt-BR.txt b/SolastaUnfinishedBusiness/Translations/pt-BR/SubClasses/CircleOfTheCosmos-pt-BR.txt
index ae1c31d3b0..2dfc305dd1 100644
--- a/SolastaUnfinishedBusiness/Translations/pt-BR/SubClasses/CircleOfTheCosmos-pt-BR.txt
+++ b/SolastaUnfinishedBusiness/Translations/pt-BR/SubClasses/CircleOfTheCosmos-pt-BR.txt
@@ -18,6 +18,8 @@ Feature/&PowerCircleOfTheCosmosChaliceDescription=Você ou outra criatura a até
Feature/&PowerCircleOfTheCosmosChaliceTitle=Cálice
Feature/&PowerCircleOfTheCosmosCosmosOmenDescription=Você aprende a usar seu mapa estelar para adivinhar a vontade do cosmos. Sempre que você termina um descanso longo, você pode usar um poder sem custo e até terminar seu próximo descanso longo, você ganha acesso a uma reação especial baseada em ter obtido um número par ou ímpar no dado:\n• Bem-estar : Sempre que uma criatura que você possa ver a até 9 metros de você estiver prestes a fazer uma jogada de ataque ou teste de resistência, você pode usar sua reação para rolar um d6 e adicionar o número obtido ao total.\n• Ai: sempre que um criatura que você pode ver a até 9 metros de você está prestes a fazer uma jogada de ataque ou teste de resistência, você pode usar sua reação para lançar um d6 e subtrair o número obtido do total.
Feature/&PowerCircleOfTheCosmosCosmosOmenTitle=Presságio Cósmico
+Feature/&PowerCircleOfTheCosmosDisableConstellationFormDescription=Como uma ação livre, você pode reverter sua forma estrelada.
+Feature/&PowerCircleOfTheCosmosDisableConstellationFormTitle=Reverter forma estrelada
Feature/&PowerCircleOfTheCosmosDragonConstellationFormDescription=Uma constelação de um dragão sábio aparece em você. Quando você faz um teste de Inteligência ou Sabedoria ou um teste de resistência de Constituição para manter a concentração em uma magia, você pode tratar um resultado de 9 ou menos no d20 como 10.
Feature/&PowerCircleOfTheCosmosDragonConstellationFormTitle=Dragão
Feature/&PowerCircleOfTheCosmosSwitchConstellationFormDescription=Você pode mudar sua Forma Estrelada se ainda não tiver movido ou usado nenhum bônus ou ação principal.
diff --git a/SolastaUnfinishedBusiness/Translations/pt-BR/SubClasses/PathOfTheRavager-pt-BR.txt b/SolastaUnfinishedBusiness/Translations/pt-BR/SubClasses/PathOfTheRavager-pt-BR.txt
new file mode 100644
index 0000000000..3b9daf0503
--- /dev/null
+++ b/SolastaUnfinishedBusiness/Translations/pt-BR/SubClasses/PathOfTheRavager-pt-BR.txt
@@ -0,0 +1,14 @@
+Feature/&AdditionalDamagePathOfTheRavagerFrenzyDescription=Uma vez durante o seu turno, se você usar seu Ataque Imprudente enquanto estiver em fúria, o primeiro ataque com arma baseado em Força que você atingir um inimigo causará 2d6 de dano extra do mesmo tipo da sua arma. Este dano aumenta para 3d6 no 9º nível e 4d6 no 16º nível.
+Feature/&AdditionalDamagePathOfTheRavagerFrenzyTitle=Frenesi
+Feature/&FeatureSetPathOfTheRavagerIntimidatingPresenceDescription=Sempre que você começar a entrar em fúria como uma ação livre, e enquanto estiver em fúria nos turnos subsequentes como uma ação bônus, você pode aterrorizar os outros com sua presença ameaçadora. Cada criatura inimiga a até 9 metros de você deve realizar um teste de resistência de Sabedoria (CD igual a 8 + seu bônus de proficiência + seu modificador de Força). Se falhar na resistência, a criatura fica com a condição Assustada por 1 minuto. No final de cada turno da criatura Amedrontada, a criatura repete o teste de resistência, encerrando o efeito sobre si mesma em caso de sucesso. Depois de usar esse recurso, você não poderá usá-lo novamente até terminar um descanso longo. Se você ficar sem uso desse recurso, poderá gastar um uso de sua Fúria para usá-lo novamente.
+Feature/&FeatureSetPathOfTheRavagerIntimidatingPresenceTitle=Presença intimidante
+Feature/&PowerPathOfTheRavagerIntimidatingPresenceDescription=Enquanto estiver em fúria, você pode usar sua ação bônus para aterrorizar outras pessoas com sua presença ameaçadora. Cada criatura inimiga a até 9 metros de você deve realizar um teste de resistência de Sabedoria (CD igual a 8 + seu bônus de proficiência + seu modificador de Força). Se falhar na resistência, a criatura fica com a condição Assustada por 1 minuto. No final de cada turno da criatura Amedrontada, a criatura repete o teste de resistência, encerrando o efeito sobre si mesma em caso de sucesso. Depois de usar esse recurso, você não poderá usá-lo novamente até terminar um descanso longo. Se você ficar sem uso desse recurso, poderá gastar um uso de sua Fúria para usá-lo novamente.
+Feature/&PowerPathOfTheRavagerIntimidatingPresenceTitle=Presença intimidante
+Feedback/&AdditionalDamageFrenzyFormat=Frenesi
+Feedback/&AdditionalDamageFrenzyLine=Frenesi causa +{2} de dano extra!
+Reaction/&UseIntimidatingPresenceDescription=Você pode usar seu poder de Presença Intimidadora sem nenhum custo.
+Reaction/&UseIntimidatingPresenceReactDescription=Você pode usar seu poder de Presença Intimidadora sem nenhum custo.
+Reaction/&UseIntimidatingPresenceReactTitle=Presença intimidante
+Reaction/&UseIntimidatingPresenceTitle=Presença intimidante
+Subclass/&PathOfTheRavagerDescription=O Caminho do Devastador é um caminho de fúria desenfreada, escorregadio de sangue. Ao entrar na fúria do devastador, você vibra no caos da batalha, sem se importar com sua própria saúde ou bem-estar.
+Subclass/&PathOfTheRavagerTitle=Caminho do Devastador
diff --git a/SolastaUnfinishedBusiness/Translations/ru/EldritchVersatilities-ru.txt b/SolastaUnfinishedBusiness/Translations/ru/EldritchVersatilities-ru.txt
index d90dbf35db..e69374a0b6 100644
--- a/SolastaUnfinishedBusiness/Translations/ru/EldritchVersatilities-ru.txt
+++ b/SolastaUnfinishedBusiness/Translations/ru/EldritchVersatilities-ru.txt
@@ -2,7 +2,7 @@ Action/&EldritchVersatilityDescription=Мистические универсал
Action/&EldritchVersatilityTitle=Универсалия
Condition/&ConditionEldritchAegisAddACDescription=Заблокирован Мистической эгидой
Condition/&ConditionEldritchAegisAddACTitle=Мистическая эгида
-Feat/&FeatEldritchVersatilityAdeptDescription=Вы получаете способность пользоваться Мистическими универсалиями, а также Переключателем универсалий, размер пула универсалий увеличивается на ваш бонуса мастерства. Вы изучаете одну универсалию.
+Feat/&FeatEldritchVersatilityAdeptDescription=Вы получаете способность пользоваться Мистическими универсалиями, а также Переключателем универсалий, размер пула универсалий увеличивается на ваш бонуса мастерства. Вы изучаете одну универсалию.\nМистическая универсалия: Вы получаете Мистический пул, максимальный размер которого равен вашему уровню Колдуна. Вы получаете 1 Мистическое очко, когда поражаете противника Мистическим зарядом. После длительного отдыха весь пул восстанавливается.\nПереключатель универсалий: Каждый ход вы можете переключаться между режимами Силы, Интеллекта, Мудрости или Универсальным режимом. Если вы выбрали характеристику, при использовании универсалий принимайте значение выбранной характеристики как 10 + 2 * Бонус мастерства. Если вы выбираете Универсальный, ваше значение Силы, Интеллекта и Мудрости получают бонус, равный количеству изученных вами универсалий.
Feat/&FeatEldritchVersatilityAdeptTitle=Адепт универсалий
Feature/&BattlefieldConversionDescription=Стоимость: Минимальное значение между двукратным уровнем ячейки магии договора и размером пула очков, половина возвращается при неудаче.\nВ бою, если у вас есть израсходованные ячейки магии договора, вы можете использовать бонусное действие, чтобы совершить проверку Интеллекта (Магия) со Сл, равной 8 + ваш бонус мастерства. В случае успеха вы восстанавливаете одну ячейку магии договора. Затем, в зависимости от успеха или неудачи, Сл этой проверки увеличивается или уменьшается на ваш уровень ячейки магии договора (не ниже начальной Сл). Сл восстанавливается после длительного отдыха.
Feature/&BattlefieldConversionTitle=Боевая конверсия (ИНТ)
@@ -46,5 +46,5 @@ Reaction/&CustomReactionEldritchWardTitle=Мистический страж
Screen/&BattlefieldShorthandExtraSpellDescription=Временно изучено с помощью Боевой Стенограммы
Screen/&BattlefieldShorthandExtraSpellTitle=Стенограмма
Screen/&InvocationPoolEldritchVersatilityPoolHeader=Мистическая универсалия
-Tooltip/&EldritchVersatilityPortraitPoolFormat={0}/{1} очков\nСтатус переключателя универсалий: {2}\nОчерёдность: {3}
+Tooltip/&EldritchVersatilityPortraitPoolFormat={0}/{1} очков\nСтатус переключателя универсалий: {2}\nПриоритет расходования очков: {3}
UI/&CustomFeatureSelectionTooltipTypeEldritchVersatilityPool=Универсалия
diff --git a/SolastaUnfinishedBusiness/Translations/ru/Feats/Group-ru.txt b/SolastaUnfinishedBusiness/Translations/ru/Feats/Group-ru.txt
index 7c95648e3b..0cdbe7e307 100644
--- a/SolastaUnfinishedBusiness/Translations/ru/Feats/Group-ru.txt
+++ b/SolastaUnfinishedBusiness/Translations/ru/Feats/Group-ru.txt
@@ -2,8 +2,6 @@ Feat/&FeatGroupAegisTouchedDescription=Увеличьте значение од
Feat/&FeatGroupAegisTouchedTitle=Затронутый Эгидой
Feat/&FeatGroupAgilityCombatDescription={0}
Feat/&FeatGroupAgilityCombatTitle=Бой: Проворство
-Feat/&FeatGroupAlchemistDescription={0}
-Feat/&FeatGroupAlchemistTitle=Алхимик
Feat/&FeatGroupApothecaryDescription=Увеличьте значение одной из своих ментальных характеристик на 1 при максимуме 20.\nВы получаете владение Набором травника и навыком Медицины, либо компетентность, если уже владеете ими.
Feat/&FeatGroupApothecaryTitle=Апотекарий
Feat/&FeatGroupArmorDescription={0}
@@ -16,14 +14,14 @@ Feat/&FeatGroupBodyResilienceDescription={0}
Feat/&FeatGroupBodyResilienceTitle=Стойкость тела
Feat/&FeatGroupCelestialTouchedDescription=Увеличьте значение одной из своих ментальных характеристик на 1 при максимуме 20.\nВы получаете возможность накладывать Целительное слово, Лечение ран и Малое восстановление один раз до продолжительного отдыха. Вы также можете накладывать эти заклинания, используя любые имеющиеся у вас ячейки заклинаний подходящего уровня.
Feat/&FeatGroupCelestialTouchedTitle=Затронутый Небесами
+Feat/&FeatGroupChefDescription=Увеличьте значение вашего Телосложения или Мудрости на 1 при максимуме 20.\nВы можете потратить 1 час на приготовление еды, которая исцелит вас и ваших спутников на 1d8 хитов.\nРаз в день вы можете потратить час на приготовление лакомств в количестве, равном вашему бонусу мастерства, которые при употреблении в пищу дают 5 временных хитов.
+Feat/&FeatGroupChefTitle=Шеф-повар
Feat/&FeatGroupClassBoundDescription={0}
Feat/&FeatGroupClassBoundTitle=Классовые
Feat/&FeatGroupCloseQuartersDescription=Вы имеете опыт боя в ограниченном пространстве и получаете следующие преимущества:\n• Ваша Ловкость или Интеллект увеличиваются на 1 при максимуме 20.\n• Когда вы наносите урон скрытой атакой оружием ближнего боя, находясь в 5 футах от цели, ваша кость скрытой атаки становится d8 вместо d6. Это умение распространяется также на классы, которые могут осуществлять скрытые атаки заклинаниями ближнего боя, и умения плутов, зависящие от костей скрытой атаки.
Feat/&FeatGroupCloseQuartersTitle=Тесный контакт
Feat/&FeatGroupCreedDescription={0}
Feat/&FeatGroupCreedTitle=Кредо Богов
-Feat/&FeatGroupCriticalVirtuosoDescription={0}
-Feat/&FeatGroupCriticalVirtuosoTitle=Критический виртуоз
Feat/&FeatGroupCrusherDescription=Увеличьте значение вашей Силы или Телосложения на 1 при максимуме 20.\nОдин раз в ход, когда вы попадаете по существу атакой, которая наносит дробящий урон, вы можете переместить цель на 5 футов. Когда вы совершаете критический удар, который наносит дробящий урон существу, броски атаки по этому существу совершаются с преимуществом до начала вашего следующего хода.
Feat/&FeatGroupCrusherTitle=Крушитель
Feat/&FeatGroupDefenseCombatDescription={0}
@@ -38,14 +36,14 @@ Feat/&FeatGroupElementalTouchDescription=Когда вы впервые за х
Feat/&FeatGroupElementalTouchTitle=Стихийное прикосновение
Feat/&FeatGroupElvenAccuracyDescription=Вы обладаете сверхъестественной меткостью, когда дело касается атак, требующих меткости, а не грубой силы. Увеличьте значение вашей Ловкости или одной из ментальных характеристик на 1 при максимуме 20. Когда вы совершаете с преимуществом бросок атаки, использующий Ловкость, Интеллект, Мудрость или Харизму, вы можете перебросить одну из костей один раз.
Feat/&FeatGroupElvenAccuracyTitle=Эльфийская точность
-Feat/&FeatGroupEnchanterDescription={0}
-Feat/&FeatGroupEnchanterTitle=Заклинатель
Feat/&FeatGroupFadeAwayDescription=Вы выучили магический трюк, чтобы исчезать, когда вам наносят урон. Увеличьте значение вашей Ловкости или Интеллекта на 1 при максимуме 20. Сразу же после получения урона вы можете реакцией стать невидимым до конца своего следующего хода, либо пока не совершите атаку, не нанесёте урон или не заставите кого-нибудь совершать спасбросок. Использовав эту черту, вы не сможете использовать её вновь, пока не совершите короткий или продолжительный отдых.
Feat/&FeatGroupFadeAwayTitle=Исчезновение
Feat/&FeatGroupFightingStyleDescription={0}
Feat/&FeatGroupFightingStyleTitle=Воинский адепт
Feat/&FeatGroupFlameTouchedDescription=Увеличьте значение одной из своих ментальных характеристик на 1 при максимуме 20.\nВы получаете возможность накладывать Огненные ладони, Адское возмездие и Палящий луч один раз до продолжительного отдыха. Вы также можете накладывать эти заклинания, используя любые имеющиеся у вас ячейки заклинаний подходящего уровня.
Feat/&FeatGroupFlameTouchedTitle=Затронутый Пламенем
+Feat/&FeatGroupFlamesOfPhlegethosDescription=Вы научились призывать адский огонь, и он вас слушается. Вы получаете следующие преимущества:\n• Увеличьте значение вашего Интеллекта или Харизмы на 1 при максимуме 20.\n• Когда вы делаете бросок урона огнём, который наносит ваше заклинание, вы можете перебросить любые «1» на костях урона огнём, но должны использовать новые результаты, даже если они тоже будут «1».\n• Когда вы накладываете заклинание, которое наносит урон огнём, вы можете заставить пламя окутать вас до конца вашего следующего хода. Пламя не причиняет урон вам и вашим вещам, а также излучает яркий свет на 30 футов и тусклый свет ещё на 30 футов. Пока пламя существует, все существа в радиусе 5 футов получают 1d4 урона огнём, если попадают по вам рукопашной атакой.
+Feat/&FeatGroupFlamesOfPhlegethosTitle=Пламя Флегетоса
Feat/&FeatGroupGeneralAdeptDescription={0}
Feat/&FeatGroupGeneralAdeptTitle=Адепт и Посвящённый широкого профиля
Feat/&FeatGroupHalfAttributesDescription={0}
@@ -74,6 +72,8 @@ Feat/&FeatGroupMeleeCombatDescription={0}
Feat/&FeatGroupMeleeCombatTitle=Бой: Ближний
Feat/&FeatGroupOldTacticsDescription=Увеличьте значение вашей Силы или Ловкости на 1. Один раз в ход, когда сбитый с ног противник в пределах досягаемости вашего рукопашного оружия встаёт, вы можете совершить атаку по возможности против этой цели.
Feat/&FeatGroupOldTacticsTitle=Старая тактика
+Feat/&FeatGroupOrcishFuryDescription=Ваша ярость неутомимо горит внутри вас. Вы получаете следующие преимущества:\n• Увеличьте значение вашей Силы или Телосложения на 1 при максимуме 20.\n• Когда вы попадаете атакой простым или воинским оружием, вы можете кинуть одну кость оружия ещё раз и добавить результат в качестве дополнительного урона того же типа, что и у оружия. Использовав это преимущество, вы не можете использовать его вновь, пока не закончите короткий или продолжительный отдых.\n• Сразу же после использования особенности «Непоколебимая стойкость» вы можете реакцией совершить одну атаку оружием.
+Feat/&FeatGroupOrcishFuryTitle=Орочье буйство
Feat/&FeatGroupPeregrinationTouchedDescription=Увеличьте значение одной из своих ментальных характеристик на 1 при максимуме 20.\nВы получаете возможность накладывать Длинные шаги, Поспешное отступление, и Паука один раз до продолжительного отдыха. Вы также можете накладывать эти заклинания, используя любые имеющиеся у вас ячейки заклинаний подходящего уровня.
Feat/&FeatGroupPeregrinationTouchedTitle=Затронутый Странствием
Feat/&FeatGroupPiercerDescription=Увеличьте значение вашей Силы или Ловкости на 1 при максимуме 20.\nКогда вы попадаете по существу атакой, которая наносит колющий урон, вы можете перебросить одну из костей урона, на которой выпало 1, и должны использовать новый результат. Когда вы наносите критический удар, причиняющий колющий урон существу, вы можете бросить одну дополнительную кость урона и добавить выпавшее значение к колющему урону, наносимому ударом.
diff --git a/SolastaUnfinishedBusiness/Translations/ru/Feats/MeleeCombat-ru.txt b/SolastaUnfinishedBusiness/Translations/ru/Feats/MeleeCombat-ru.txt
index c7494c167a..e166de9d40 100644
--- a/SolastaUnfinishedBusiness/Translations/ru/Feats/MeleeCombat-ru.txt
+++ b/SolastaUnfinishedBusiness/Translations/ru/Feats/MeleeCombat-ru.txt
@@ -14,6 +14,8 @@ Feat/&FeatAlwaysReadyDescription=Вы автоматически подгота
Feat/&FeatAlwaysReadyTitle=Всегда готов
Feat/&FeatBladeMasteryDescription=Вы мастер в использовании кинжала, короткого меча, длинного меча, скимитара, рапиры и двуручного меча. Вы получаете следующие преимущества, когда используете одно из этих оружий:\n• Бонус +1 к броскам атаки этим оружием.\n• Бонус +1 КД.\n• Совершая атаку по возможности оружием, вы получаете преимущество на бросок атаки.
Feat/&FeatBladeMasteryTitle=Мастер клинка
+Feat/&FeatChargerDescription=Вы научились стремительно бросаться в бой, получая следующие преимущества:\n• Когда вы совершаете действие Рывок, вы можете бонусным действием совершить одну рукопашную атаку.\n• Если вы перемещаетесь не менее чем на 10 футов по прямой непосредственно перед ударом рукопашным оружием или безоружной атакой в свой ход, выберите один из следующих эффектов: получите бонус +1d8 к броску урона атаки или толкните цель на 10 футов, если её размер не превышает Большой. Вы можете использовать это преимущество только один раз в каждый из ваших ходов.
+Feat/&FeatChargerTitle=Налётчик
Feat/&FeatCleavingAttackDescription=Вы научились использовать вес своего оружия, позволяя инерции усиливать ваши атаки. Вы получаете следующие преимущества:\n• В свой ход, когда вы совершаете критическое попадание рукопашным оружием или опускаете им хиты существа до 0, вы можете бонусным действием совершить одну атаку рукопашным оружием.\n• Перед совершением рукопашной атаки с использованием оружия со свойством «тяжёлое», которым вы владеете, вы можете принять штраф −5 к броску атаки. Если такая атака попадает, вы добавляете +10 к урону от этой атаки.
Feat/&FeatCleavingAttackTitle=Мастер большого оружия
Feat/&FeatCrusherConDescription=Вы практиковались в искусстве сокрушения врагов. Увеличьте значение вашего Телосложения на 1 при максимуме 20. Один раз в ход, когда вы попадаете по существу атакой, которая наносит дробящий урон, вы можете переместить цель на 5 футов. Когда вы совершаете критический удар, который наносит дробящий урон существу, броски атаки по этому существу совершаются с преимуществом до начала вашего следующего хода.
@@ -54,12 +56,18 @@ Feature/&AttackModifierFeatSpearMasteryDescription=Вы получаете бо
Feature/&AttackModifierFeatSpearMasteryTitle=Мастер владения копьём
Feature/&AttributeModifierFeatLongswordFinesseArmorClassDescription=Пока вы держите длинный меч, вы получаете бонус +1 к классу доспеха.
Feature/&AttributeModifierFeatLongswordFinesseArmorClassTitle=Изящество длинного меча
+Feature/&PowerFeatChargerAddDamageDescription=Получите бонус +1d8 к броску урона атаки.
+Feature/&PowerFeatChargerAddDamageTitle=Добавьте 1d8 урона
+Feature/&PowerFeatChargerShoveDescription=Толкните цель на расстояние до 10 футов.
+Feature/&PowerFeatChargerShoveTitle=Толкните на 10 футов
Feature/&PowerFeatFellHandedAdvantageDescription=Когда вы совершаете атаку ближнего боя с преимуществом и попадаете, вы сбиваете цель с ног, если меньший из бросков атаки также обеспечил бы попадание.
Feature/&PowerFeatFellHandedDisadvantageDescription=Когда вы совершаете атаку ближнего боя с помехой и промахиваетесь, цель получает дробящий урон, равный вашему модификатору Силы, если больший из бросков атаки обеспечил бы попадание.
Feature/&PowerFeatSpearMasteryChargeDescription=Бонусным действием вы можете подготовить своё копьё для перехвата приближающихся противников. Если в свой следующий ход оно приблизится на расстояние удара вашего копья, вы можете реакцией совершить по нему рукопашную атаку копьём и добавить дополнительную кость урона, если эта атака попадает в цель.
Feature/&PowerFeatSpearMasteryChargeTitle=Копьё наизготовку
Feature/&PowerFeatSpearMasteryReachDescription=Вы можете увеличить досягаемость удара копьём на 5 футов до окончания этого хода.
Feature/&PowerFeatSpearMasteryReachTitle=Досягаемость копья
+Feedback/&AdditionalDamageChargerFormat=Налётчик!
+Feedback/&AdditionalDamageChargerLine={0} бросается на {1} и наносит дополнительно {2} урона!
Feedback/&AdditionalDamageCrusherFormat=Крушитель!
Feedback/&AdditionalDamageCrusherLine={0} сокрушает {1}
Feedback/&AdditionalDamagePiercerFormat=Пронзатель!
@@ -69,6 +77,10 @@ Reaction/&ReactionAttackOldTacticsDescription={0} встаёт. {1} может
Reaction/&ReactionAttackOldTacticsReactDescription=Используйте реакцию для атаки.
Reaction/&ReactionAttackOldTacticsReactTitle=Атака
Reaction/&ReactionAttackOldTacticsTitle=Старая тактика
+Reaction/&ReactionSpendPowerBundlePowerFeatChargerDescription=Вы можете добавить дополнительный урон или толкнуть цель.
+Reaction/&ReactionSpendPowerBundlePowerFeatChargerReactDescription=Примените дополнительный эффект.
+Reaction/&ReactionSpendPowerBundlePowerFeatChargerReactTitle=Бросок
+Reaction/&ReactionSpendPowerBundlePowerFeatChargerTitle=Бросок
Reaction/&UseDefensiveDuelistDescription=Вас вот-вот поразят атакой! Вы можете принять защитную стойку, чтобы предотвратить удар.
Reaction/&UseDefensiveDuelistReactDescription=Используйте свою защитную стойку, чтобы предотвратить удар.
Reaction/&UseDefensiveDuelistReactTitle=Защита
diff --git a/SolastaUnfinishedBusiness/Translations/ru/Feats/OtherFeats-ru.txt b/SolastaUnfinishedBusiness/Translations/ru/Feats/OtherFeats-ru.txt
index a47364d8c0..b489a2d1b1 100644
--- a/SolastaUnfinishedBusiness/Translations/ru/Feats/OtherFeats-ru.txt
+++ b/SolastaUnfinishedBusiness/Translations/ru/Feats/OtherFeats-ru.txt
@@ -1,9 +1,15 @@
Condition/&ConditionFeatMobileAfterDashDescription=Обеспечивает иммунитет к ограничению передвижения, а также к состоянию "Опутанный".
Condition/&ConditionFeatMobileAfterDashTitle=Свобода
+Feat/&FeatAlertDescription=Вы всегда готовы к опасностям и получаете следующие преимущества:\n• Вас не могут застать врасплох, пока вы в сознании.\n• Вы получаете бонус +5 к проверкам инициативы.\n• Другие существа не получают преимущество для бросков атаки по вам за то, что вы их не видите.
+Feat/&FeatAlertTitle=Бдительный
Feat/&FeatArcaneArcherAdeptDescription=Вы владеете тайной магией и обучены стрельбе из лука, что позволяет вам выполнять специальные боевые приёмы.
Feat/&FeatArcaneArcherAdeptTitle=Мистический лучник-адепт
Feat/&FeatAstralArmsDescription=Увеличьте значение Мудрости на 1 при максимуме 20.\nКогда вы совершаете безоружную атаку в свой ход, ваша досягаемость для неё равна 10 футам. Другие существа провоцируют атаку по возможности от вас, когда входят в область досягаемости вашей безоружной атаки.
Feat/&FeatAstralArmsTitle=Астральная досягаемость
+Feat/&FeatChefConDescription=Увеличьте значение вашего Телосложения на 1 при максимуме 20.\nВы можете потратить 1 час на приготовление еды, которая исцелит вас и ваших спутников на 1d8 хитов.\nРаз в день вы можете потратить час на приготовление лакомств в количестве, равном вашему бонусу мастерства, которые при употреблении в пищу дают 5 временных хитов.
+Feat/&FeatChefConTitle=Шеф-повар [ТЕЛ]
+Feat/&FeatChefWisDescription=Увеличьте значение вашего Мудрости на 1 при максимуме 20.\nВы можете потратить 1 час на приготовление еды, которая исцелит вас и ваших спутников на 1d8 хитов.\nРаз в день вы можете потратить час на приготовление лакомств в количестве, равном вашему бонусу мастерства, которые при употреблении в пищу дают 5 временных хитов.
+Feat/&FeatChefWisTitle=Шеф-повар [МДР]
Feat/&FeatCriticalVirtuosoDescription=Ваш порог критического попадания снижен на 1.
Feat/&FeatEldritchAdeptDescription=Вы узнаёте одно из таинственных воззваний из класса колдуна по вашему выбору. Если у воззвания имеется требование любого вида, то вы можете выбрать это воззвание, только если вы колдун, который соответствует этому требованию. Каждый раз, когда вы получаете уровень, вы можете заменить воззвание другим из класса чернокнижника.
Feat/&FeatEldritchAdeptTitle=Адепт таинств
@@ -15,6 +21,8 @@ Feat/&FeatFrostAdaptationDescription=Увеличьте значение Тел
Feat/&FeatFrostAdaptationTitle=Адаптация к холоду
Feat/&FeatGiftOfTheChromaticDragonDescription=Вы проявляете в себе некоторые силы цветного дракона, получая следующие преимущества:\n• Цветная инфузия: Бонусным действием вы касаетесь простого или воинского оружия и наполняете его одним из указанных ниже видов урона: кислота, огонь, электричество, холод или яд. В течение следующей минуты это оружие будет при попадании дополнительно наносить 1d4 урона выбранного вами вида. Как только вы используете это преимущество, вы не можете использовать его снова, пока не закончите продолжительный отдых.\n• Мгновенное сопротивление: Когда вы получаете урон кислотой, огнём, электричеством, холодом или ядом, вы можете реакцией получить сопротивление получаемому урону до конца этого хода. Вы можете использовать эту реакцию количество раз, равное вашему бонусу мастерства. Вы восстанавливаете все потраченные использования после окончания продолжительного отдыха.
Feat/&FeatGiftOfTheChromaticDragonTitle=Дар цветного дракона
+Feat/&FeatGroupSkillExpertDescription=Вы отточили своё мастерство в использовании определённых умений, что даёт вам следующие преимущества:\n• Увеличьте значение одной вашей характеристики по вашему выбору на 1 при максимуме 20.\n• Вы получаете владение одним навыком на ваш выбор.\n• Выберите один навык, которым вы владеете. Вы получаете компетентность в этом навыке.
+Feat/&FeatGroupSkillExpertTitle=Эксперт в навыке
Feat/&FeatHealerDescription=Вы получаете владение или компетентность в навыке Медицины. Вы получаете способность стабилизировать умирающее существо, либо воскресить существо, умершее не более 12 секунд назад, один раз до продолжительного отдыха. Вы можете действием восстановить 1d6 + 4 + уровень существа хитов количество раз, равное вашему модификатору Мудрости, затем вам необходимо закончить продолжительный отдых, чтобы воспользоваться этим умением вновь.
Feat/&FeatHealerTitle=Лекарь
Feat/&FeatInfusionsAdeptDescription=Вы изучили искусство вливания магии в обычные объекты для создания временных магических предметов, что дарует вам две инфузии 2 уровня или ниже по вашему выбору из класса Изобретателя.
@@ -45,6 +53,10 @@ Feature/&CastSpellFeatMagicInitiateTitle=Посвящённый
Feature/&CastSpellFeatSpellSniperTitle=Снайпер
Feature/&DieRollModifierFeatElementalAdeptReroll=Благодаря умению Стихийный адепт {0} перебрасывает кость {1} с {2} на {3}.
Feature/&DieRollModifierFeatElementalMasterReroll=Благодаря умению Стихийный магистр {0} перебрасывает кость {1} с {2} на {3}.
+Feature/&PowerFeatChefCookMealDescription=Вы можете потратить 1 час на приготовление еды, которая исцелит вас и ваших спутников на 1d8 хитов.
+Feature/&PowerFeatChefCookMealTitle=Приготовить еду от шеф-повара
+Feature/&PowerFeatChefCookTreatDescription=Вы можете потратить час на приготовление лакомств в количестве, равном вашему бонусу мастерства, которые при употреблении в пищу дают 5 временных хитов.
+Feature/&PowerFeatChefCookTreatTitle=Приготовь лакомства от шеф-повара
Feature/&PowerFeatHealerMedKitDescription=Действием вы можете восстановить количество хитов, равное 1d6 + бонус Медицины + уровень персонажа, количество раз, равное вашему модификатору Мудрости, затем вам необходимо закончить продолжительный отдых, чтобы воспользоваться этим умением вновь.
Feature/&PowerFeatHealerMedKitTitle=Использовать лекарство
Feature/&PowerFeatHealerResuscitateDescription=Действием вы можете воскресить существо, умершее не более 12 секунд назад, один раз до продолжительного отдыха.
@@ -69,6 +81,8 @@ Feedback/&AdditionalDamageChromaticInfusionDamageLightningFormat=Цветная
Feedback/&AdditionalDamageChromaticInfusionDamageLightningLine=Цветная инфузия наносит дополнительный урон электричеством +{2}!
Feedback/&AdditionalDamageChromaticInfusionDamagePoisonFormat=Цветная инфузия: Яд
Feedback/&AdditionalDamageChromaticInfusionDamagePoisonLine=Цветная инфузия наносит дополнительный урон ядом +{2}!
+Item/&ItemFeatChefTreatDescription=Съешьте это лакомство от шеф-повара и получите 5 временных хитов.
+Item/&ItemFeatChefTreatTitle=Лакомство от шеф-повара
Reaction/&ReactionWarcasterDescription={0} покидает область досягаемости одного или нескольких персонажей.
Reaction/&ReactionWarcasterReactDescription=Используйте реакцию для атаки цели.
Reaction/&ReactionWarcasterReactTitle=Атака
diff --git a/SolastaUnfinishedBusiness/Translations/ru/Feats/Races-ru.txt b/SolastaUnfinishedBusiness/Translations/ru/Feats/Races-ru.txt
index 830344bf41..38c63f04e8 100644
--- a/SolastaUnfinishedBusiness/Translations/ru/Feats/Races-ru.txt
+++ b/SolastaUnfinishedBusiness/Translations/ru/Feats/Races-ru.txt
@@ -1,11 +1,23 @@
+Condition/&ConditionFeatFlamesOfPhlegethosDescription=Все существа в радиусе 5 футов получают 1d4 урона огнём, если попадают по вам рукопашной атакой.
+Condition/&ConditionFeatFlamesOfPhlegethosTitle=Пламя Флегетоса
Feat/&FeatDragonWingsDescription=Вы отращиваете драконьи крылья. Вы получаете возможность летать ограниченное время, если не носите тяжёлой брони.
Feat/&FeatDragonWingsTitle=Крылья дракона
+Feat/&FeatDwarvenFortitudeDescription=В ваших венах течёт кровь героев дварфов. Вы получаете следующие преимущества:\n• Увеличьте значение вашего Телосложения на 1 при максимуме 20.\n• Когда в битве вы совершаете действие Уклонение, вы можете потратить Кость Хитов чтобы вылечить себя. Бросьте кость, добавьте модификатор Телосложения и восстановите хиты в количестве, равном полученному значению (минимум 1).
+Feat/&FeatDwarvenFortitudeTitle=Дварфийская стойкость
Feat/&FeatFadeAwayDexDescription=Вы выучили магический трюк, чтобы исчезать, когда вам наносят урон. Увеличьте значение вашей Ловкости на 1 при максимуме 20. Сразу же после получения урона вы можете реакцией стать невидимым до конца своего следующего хода, либо пока не совершите атаку, не нанесёте урон или не заставите кого-нибудь совершать спасбросок. Использовав эту черту, вы не сможете использовать её вновь, пока не совершите короткий или продолжительный отдых.
Feat/&FeatFadeAwayDexTitle=Исчезновение [ЛОВ]
Feat/&FeatFadeAwayIntDescription=Вы выучили магический трюк, чтобы исчезать, когда вам наносят урон. Увеличьте значение вашего Интеллекта на 1 при максимуме 20. Сразу же после получения урона вы можете реакцией стать невидимым до конца своего следующего хода, либо пока не совершите атаку, не нанесёте урон или не заставите кого-нибудь совершать спасбросок. Использовав эту черту, вы не сможете использовать её вновь, пока не совершите короткий или продолжительный отдых.
Feat/&FeatFadeAwayIntTitle=Исчезновение [ИНТ]
+Feat/&FeatFlamesOfPhlegethosChaDescription=Вы научились призывать адский огонь, и он вас слушается. Вы получаете следующие преимущества:\n• Увеличьте значение вашей Харизмы на 1 при максимуме 20.\n• Когда вы делаете бросок урона огнём, который наносит ваше заклинание, вы можете перебросить любые «1» на костях урона огнём, но должны использовать новые результаты, даже если они тоже будут «1».\n• Когда вы накладываете заклинание, которое наносит урон огнём, вы можете заставить пламя окутать вас до конца вашего следующего хода. Пламя не причиняет урон вам и вашим вещам, а также излучает яркий свет на 30 футов и тусклый свет ещё на 30 футов. Пока пламя существует, все существа в радиусе 5 футов получают 1d4 урона огнём, если попадают по вам рукопашной атакой.
+Feat/&FeatFlamesOfPhlegethosChaTitle=Пламя Флегетоса [ХАР]
+Feat/&FeatFlamesOfPhlegethosIntDescription=Вы научились призывать адский огонь, и он вас слушается. Вы получаете следующие преимущества:\n• Увеличьте значение вашего Интеллекта на 1 при максимуме 20.\n• Когда вы делаете бросок урона огнём, который наносит ваше заклинание, вы можете перебросить любые «1» на костях урона огнём, но должны использовать новые результаты, даже если они тоже будут «1».\n• Когда вы накладываете заклинание, которое наносит урон огнём, вы можете заставить пламя окутать вас до конца вашего следующего хода. Пламя не причиняет урон вам и вашим вещам, а также излучает яркий свет на 30 футов и тусклый свет ещё на 30 футов. Пока пламя существует, все существа в радиусе 5 футов получают 1d4 урона огнём, если попадают по вам рукопашной атакой.
+Feat/&FeatFlamesOfPhlegethosIntTitle=Пламя Флегетоса [ИНТ]
Feat/&FeatInfernalConstitutionDescription=Кровь исчадий сильна в вас и даёт вам сопротивления, которыми обладают некоторые исчадия. Вы получаете следующие преимущества:\n• Увеличьте значение вашего Телосложения на 1 при максимуме 20.\n• Вы получаете сопротивление урону холодом и ядом.\n• Вы получаете преимущество на спасброски против эффектов, делающих вас отравленным.
Feat/&FeatInfernalConstitutionTitle=Инфернальное телосложение
+Feat/&FeatOrcishFuryConDescription=Ваша ярость неутомимо горит внутри вас. Вы получаете следующие преимущества:\n• Увеличьте значение вашего Телосложения на 1 при максимуме 20.\n• Когда вы попадаете атакой простым или воинским оружием, вы можете кинуть одну кость оружия ещё раз и добавить результат в качестве дополнительного урона того же типа, что и у оружия. Использовав это преимущество, вы не можете использовать его вновь, пока не закончите короткий или продолжительный отдых.\n• Сразу же после использования особенности «Непоколебимая стойкость» вы можете реакцией совершить одну атаку оружием.
+Feat/&FeatOrcishFuryConTitle=Орочье буйство [ТЕЛ]
+Feat/&FeatOrcishFuryStrDescription=Ваша ярость неутомимо горит внутри вас. Вы получаете следующие преимущества:\n• Увеличьте значение вашей Силы на 1 при максимуме 20.\n• Когда вы попадаете атакой простым или воинским оружием, вы можете кинуть одну кость оружия ещё раз и добавить результат в качестве дополнительного урона того же типа, что и у оружия. Использовав это преимущество, вы не можете использовать его вновь, пока не закончите короткий или продолжительный отдых.\n• Сразу же после использования особенности «Непоколебимая стойкость» вы можете реакцией совершить одну атаку оружием.
+Feat/&FeatOrcishFuryStrTitle=Орочье буйство [СИЛ]
Feat/&FeatRevenantGreatSwordDexDescription=Вы потомок мастера двуручного меча, и кое-что из этого мастерства передалось вам. Вы получаете следующие преимущества:\n• Увеличьте значение Ловкости на 1 при максимуме 20.\n• Пока вы держите двуручный меч, вы получаете бонус +1 к классу доспеха.\n• Двуручный меч имеет свойство "фехтовальный", пока вы его держите.
Feat/&FeatRevenantGreatSwordDexTitle=Призрак двуручного меча [ЛОВ]
Feat/&FeatRevenantGreatSwordStrDescription=Вы потомок мастера двуручного меча, и кое-что из этого мастерства передалось вам. Вы получаете следующие преимущества:\n• Увеличьте значение Силы на 1 при максимуме 20.\n• Пока вы держите двуручный меч, вы получаете бонус +1 к классу доспеха.\n• Двуручный меч имеет свойство "фехтовальный", пока вы его держите.
@@ -16,7 +28,19 @@ Feat/&FeatSquatNimblenessStrDescription=Вы необычайно проворн
Feat/&FeatSquatNimblenessStrTitle=Низкорослое проворство [СИЛ]
Feature/&AttributeModifierFeatRevenantGreatSwordArmorClassDescription=Пока вы держите двуручный меч, вы получаете бонус +1 к классу доспеха.
Feature/&AttributeModifierFeatRevenantGreatSwordArmorClassTitle=Призрак двуручного меча
+Feature/&DieRollModifierFeatFlamesOfPhlegethosReroll=Из-за Пламени Флегетоса {0} перебрасывает кость {1} с {2} на {3}.
+Feedback/&AdditionalDamageOrcishFuryFormat=Орочье буйство
+Feedback/&AdditionalDamageOrcishFuryLine=Орочье буйство наносит дополнительно +{2} урона!
+Feedback/&DwarvenFortitudeHitDieRolled={0} выкинул {2} и восстановил {3} = {4}.
+Reaction/&CustomReactionDwarvenFortitudeDescription=Вы можете потратить Кость Хитов чтобы вылечить себя.
+Reaction/&CustomReactionDwarvenFortitudeReactDescription=Вы можете потратить Кость Хитов чтобы вылечить себя.
+Reaction/&CustomReactionDwarvenFortitudeReactTitle=Дварфийская стойкость
+Reaction/&CustomReactionDwarvenFortitudeTitle=Дварфийская стойкость
Reaction/&UsePowerFeatFadeAwayInvisibleDescription=Используйте свою реакцию, чтобы стать невидимым.
Reaction/&UsePowerFeatFadeAwayInvisibleReactDescription=Используйте свою реакцию, чтобы стать невидимым.
Reaction/&UsePowerFeatFadeAwayInvisibleReactTitle=Исчезновение
Reaction/&UsePowerFeatFadeAwayInvisibleTitle=Исчезновение
+Reaction/&UsePowerFeatFlamesOfPhlegethosDescription=Вы можете зажечь Пламя Флегетоса.
+Reaction/&UsePowerFeatFlamesOfPhlegethosReactDescription=Вы можете зажечь Пламя Флегетоса.
+Reaction/&UsePowerFeatFlamesOfPhlegethosReactTitle=Пламя Флегетоса
+Reaction/&UsePowerFeatFlamesOfPhlegethosTitle=Пламя Флегетоса
diff --git a/SolastaUnfinishedBusiness/Translations/ru/Others-ru.txt b/SolastaUnfinishedBusiness/Translations/ru/Others-ru.txt
index 2ab21174db..7b3bedb8a2 100644
--- a/SolastaUnfinishedBusiness/Translations/ru/Others-ru.txt
+++ b/SolastaUnfinishedBusiness/Translations/ru/Others-ru.txt
@@ -30,6 +30,8 @@ Action/&HailOfBladesToggleDescription=Активировать/деактиви
Action/&HailOfBladesToggleTitle=Град клинков
Action/&InventorInfusionDescription=Инфузируйте предмет или создайте копию
Action/&InventorInfusionTitle=Инфузии
+Action/&OrcishFuryToggleDescription=Активировать/деактивировать Орочье буйство
+Action/&OrcishFuryToggleTitle=Орочье буйство
Action/&PaladinSmiteToggleDescription=Позволяет променять Кару на любые атаки, в противном случае - только на критические попадания
Action/&PaladinSmiteToggleTitle=Кара
Action/&PressTheAdvantageToggleDescription=Активировать/деактивировать умение Воспользоваться преимуществом
@@ -61,6 +63,7 @@ Condition/&FlightSuspendDescription=Действие полёта приоста
Condition/&FlightSuspendTitle=Полёт приостановлен
ContentPack/&9999Description=Мод Неоконченное Дело добавляет мультикласс, расы, архетипы, черты, боевые стили и заклинания. Максимальный уровень увеличен, добавлены улучшения, исправления и т.д. Это настоящий рог изобилия (TM)...
ContentPack/&9999Title=Мод Неоконченное Дело
+Equipment/&BeltOfRegeneration_Function_Description=Восстанавливает 5 хитов за раунд в течение одной минуты.
Equipment/&DLC3_DwarvenWeapon_Dagger+3_CriticalThreshold=Ваши атаки становятся критическими попаданиями при бросках 18, 19 или 20, пока вы используете это оружие и настроены на него.
Failure/&FailureFlagTargetMeleeWeaponError=Невозможно провести атаку ближнего боя по этой цели с выбранным оружием
Feature/&AlwaysBeardDescription=Шанс {0}% отрастить великолепную бороду!
@@ -81,7 +84,7 @@ Feature/&FeatureSetBarbarianBrutalStrikeImprovement13Title=Улучшенный
Feature/&FeatureSetBarbarianBrutalStrikeImprovement17Description=Дополнительный урон от Жестокого удара увеличивается до 2d10.
Feature/&FeatureSetBarbarianBrutalStrikeImprovement17Title=Улучшенный жестокий удар
Feature/&FeatureSetBarbarianBrutalStrikeTitle=Жестокий удар
-Feature/&FeatureSetRageExtendedDescription=В бою вы сражаетесь с первобытной яростью. В свой ход вы можете бонусным действием войти в ярость. Это дает вам преимущество в спасбросках и проверках силы, начальный бонус +2 к урону от рукопашной атаки и сопротивление рубящему, дробящему и колющему урону. Вы получаете эти преимущества, только если не носите тяжелую броню. Длится 1 минуту или заканчивается, если вы не атаковали и не получили урона с момента вашего последнего хода.\n Вы начинаете с 2 яростей, которые обновляются после длительного отдыха. На уровне 7 вы восстанавливаете одно очко ярости после короткого отдыха.
+Feature/&FeatureSetRageExtendedDescription=В бою вы сражаетесь с первобытной свирепостью. В свой ход вы можете бонусным действием войти в состояние ярости. В состоянии ярости вы получаете следующие преимущества, если не носите тяжёлую броню:\n• Вы совершаете с преимуществом проверки и спасброски Силы.\n• Если вы совершаете рукопашную атаку оружием, используя Силу, вы получаете бонус к броску урона, изначально равный +2, этот урон растёт с уровнем.\n• Вы получаете сопротивление дробящему, колющему и рубящему урону.\n Ваша ярость длится 1 минуту. Она прекращается раньше, если вы потеряли сознание или если вы закончили свой ход, не получив урон или не атаковав враждебное по отношению к вам существо с момента окончания вашего прошлого хода.\n Вы начинаете с двумя использованиями Ярости, восстанавливающимися после продолжительного отдыха. На уровне 7 вы восстанавливаете одно использование Ярости после завершения короткого отдыха.
Feature/&FighterExtraAttackDescription=Вы можете атаковать два раза вместо одного, когда используете действие Атака или Толчок.
Feature/&FlightResumeDescription=Возобновляет действие приостановленного полёта
Feature/&FlightResumeTitle=Продолжить полёт
@@ -225,9 +228,7 @@ Rules/&SituationalContext9000Format=Держит в руках тип оружи
Rules/&SituationalContext9001Format=Держит в руках двуручный меч:
Rules/&SituationalContext9002Format=Держит в руках длинный меч:
Rules/&SituationalContext9003Format=Держит оружие ближнего боя в основной руке, вторая рука свободна:
-Rules/&SituationalContext9004Format=Держит в руках щит:
Rules/&SituationalContext9005Format=Держит в руках простое или боевое оружие:
-Rules/&SituationalContext9006Format=Держит в руках оружие, на котором специализируется:
Rules/&SituationalContext9007Format=Не на ярком свету:
Rules/&SituationalContext9008Format=В ярости и с оружем в обеих руках:
Rules/&SituationalContext9009Format=Основное оружие - рукопашное, либо безоружен, либо Йомен с длинным луком:
diff --git a/SolastaUnfinishedBusiness/Translations/ru/Races/Oligath-ru.txt b/SolastaUnfinishedBusiness/Translations/ru/Races/Oligath-ru.txt
index a5b18fff2f..26e4f4638e 100644
--- a/SolastaUnfinishedBusiness/Translations/ru/Races/Oligath-ru.txt
+++ b/SolastaUnfinishedBusiness/Translations/ru/Races/Oligath-ru.txt
@@ -6,7 +6,7 @@ Feature/&DamageAffinityOligathHotBloodedDescription=Вы обладаете со
Feature/&DamageAffinityOligathHotBloodedTitle=Горячая кровь
Feature/&EquipmentAffinityOligathPowerfulBuildDescription=При определении вашей грузоподъёмности вы считаетесь существом большого размера.
Feature/&EquipmentAffinityOligathPowerfulBuildTitle=Мощное телосложение
-Feature/&PowerOligathStoneEnduranceDescription=Когда на вас нападают, вы можете реакцией бросить к12. Добавьте свой модификатор Телосложения к выпавшему числу и уменьшите входящий урон на эту величину. Вы можете использовать эту черту, равную вашему бонусу мастерства, и восстанавливать потраченные использования после длительного отдыха.
+Feature/&PowerOligathStoneEnduranceDescription=Когда вас атакуют, вы можете реакцией бросить d12 и прибавить к результату модификатор Телосложения, а после уменьшить полученный урон на итоговую сумму. Вы можете использовать это умение количество раз, равное вашему бонусу мастерства, вы восстанавливаете все использования после окончания продолжительного отдыха.
Feature/&PowerOligathStoneEnduranceTitle=Выносливость камня
Feature/&ProficiencyOligathLanguagesDescription=Общий и Великаний.
Feature/&ProficiencyOligathLanguagesTitle=Языки
diff --git a/SolastaUnfinishedBusiness/Translations/ru/Settings-ru.txt b/SolastaUnfinishedBusiness/Translations/ru/Settings-ru.txt
index d3f64c1fa6..996c74dd96 100644
--- a/SolastaUnfinishedBusiness/Translations/ru/Settings-ru.txt
+++ b/SolastaUnfinishedBusiness/Translations/ru/Settings-ru.txt
@@ -3,7 +3,8 @@ ModUi/&AddAllToStore=Всё в магазин
ModUi/&AddBleedingToLesserRestoration=Добавить Кровотечение к состояниям, снимаемым Высшим и Малым восстановлением
ModUi/&AddCustomIconsToOfficialItems=Добавить кастомные значки к официальным игровым предметам [боеприпасы, рецепты, наборы и т.д.] [Необходим перезапуск]
ModUi/&AddDarknessPerceptiveToDarkRaces=Включить Восприятие тьмы для рас Тёмных эльфов, Тёмных кобольдов и Серых дварфов \n[даёт преимущество при проверках восприятия, когда персонаж не на свету или находится в магической темноте]
-ModUi/&AddFighterLevelToIndomitableSavingReroll=Добавлять уровень Воина к повторным спасброскам умения Упорный
+ModUi/&AddDexModifierToEnemiesInitiativeRoll=Добавлять модификатор Ловкости к броскам Инициативы противников
+ModUi/&AddFighterLevelToIndomitableSavingReroll=Включить Воинам добавление уровня класса к повторным спасброскам умения Упорный
ModUi/&AddHelpActionToAllRaces=Добавить действие Помощь всем игровым расам [вы можете помочь дружественному существу атаковать другое существо, находящееся в пределах 1 клетки от вас]
ModUi/&AddHumanoidFavoredEnemyToRanger=Включить гуманоидов в список предпочтительных противников для Следопытам
ModUi/&AddNewBrightEyeColors=Добавить новые яркие цвета глаз
@@ -107,6 +108,7 @@ ModUi/&EnableFeatsAtEvenLevelsMiddle=Включить возможность в
ModUi/&EnableFighterWeaponSpecialization=Включить Специализацию на оружии для Воина на уровнях 8 и 16 [получает +1 к атаке и урону, но помеху при атаке любым другим типом оружия]
ModUi/&EnableFlexibleBackgrounds=Включить гибкие предыстории [выберите навык и владение инструментами из предыстории]
ModUi/&EnableFlexibleRaces=Включить гибкие расы [самостоятельно распределяйте расовые очки характеристик]
+ModUi/&EnableHeroWithBestProficiencyToRollChoice=Включить возможность персонажу с лучшими владениями проходить проверки в диалогах
ModUi/&EnableHigherGroundRules=Включить правила возвышенности [+1 к атаке с высоты]
ModUi/&EnableHotkeyDebugOverlay=Включить отображение дебаг-меню по нажатию CTRL-SHIFT-(D)
ModUi/&EnableHotkeyToggleHud=Включить отображение/скрытие интерфейса по нажатию CTRL-SHIFT-(H)
@@ -146,6 +148,7 @@ ModUi/&EnableVttCamera=Включать камеру виртуальной на
ModUi/&EnablesAsiAndFeat=Включить возможность и повышать характеристики, и выбирать черту одновременно [вместо того, чтобы делать выбор между этими вариантами]
ModUi/&EncounterPercentageChance=Вероятность случайных событий в процентах
ModUi/&Encounters=События
+ModUi/&EnemiesAlwaysRollInitiative=+ Враги всегда бросают инициативу вместо принудительного значения [например: Сорак-убийца]
ModUi/&ExpandAll=Раскрыть все
ModUi/&FactionHelp=Загрузите игру официальной кампании, чтобы изменить отношения фракций...
ModUi/&FactionRelations=Фракции:
@@ -272,6 +275,7 @@ ModUi/&StockGorimStoreWithAllNonMagicalClothing=Пополнить магази
ModUi/&StockGorimStoreWithAllNonMagicalInstruments=Пополнить магазин Горима всеми немагическими музыкальными инструментами [Необходим перезапуск]
ModUi/&StockHugoStoreWithAdditionalFoci=Пополнить магазин Хьюго наборами магических фокусировок: Магических посохов, Друидических подвесок, Жезлов и Дубинок
ModUi/&Subclasses=Архетипы
+ModUi/&Subraces=Подрасы
ModUi/&SwapCraftedItemAndRecipeIcons=+ Заменить значок рецепта значком создаваемого предмета в магазине
ModUi/&TargetLanguage=Язык перевода
ModUi/&Tools=Инструменты
diff --git a/SolastaUnfinishedBusiness/Translations/ru/SubClasses/CircleOfTheCosmos-ru.txt b/SolastaUnfinishedBusiness/Translations/ru/SubClasses/CircleOfTheCosmos-ru.txt
index a051a15948..8d03e689cf 100644
--- a/SolastaUnfinishedBusiness/Translations/ru/SubClasses/CircleOfTheCosmos-ru.txt
+++ b/SolastaUnfinishedBusiness/Translations/ru/SubClasses/CircleOfTheCosmos-ru.txt
@@ -18,6 +18,8 @@ Feature/&PowerCircleOfTheCosmosChaliceDescription=Вы или другое су
Feature/&PowerCircleOfTheCosmosChaliceTitle=Чаша
Feature/&PowerCircleOfTheCosmosCosmosOmenDescription=Вы учитесь использовать свою звёздную карту, чтобы предсказывать волю космоса. Когда вы заканчиваете продолжительный отдых, вы можете использовать эту способность без каких-либо затрат, совершить бросок кости и, пока вы не закончите свой следующий продолжительный отдых, вы получаете возможность использовать особую реакцию в зависимости от выпавшего на кости значения (чётного или нечётного):\n• Благо: Когда существо, которое вы можете видеть в пределах 30 футов, совершает бросок атаки или спасбросок, вы можете реакцией бросить d6 и добавить выпавшее число к результату броска.\n• Горе: Когда существо, которое вы можете видеть в пределах 30 футов, совершает бросок атаки или спасбросок, вы можете реакцией бросить d6 и вычесть выпавшее число из результата броска.
Feature/&PowerCircleOfTheCosmosCosmosOmenTitle=Космическое знамение
+Feature/&PowerCircleOfTheCosmosDisableConstellationFormDescription=Свободным действием вы можете вернуть свою звёздную форму.
+Feature/&PowerCircleOfTheCosmosDisableConstellationFormTitle=Вернуть звёздную форму
Feature/&PowerCircleOfTheCosmosDragonConstellationFormDescription=На вас проявляется созвездие мудрого дракона. Когда вы совершаете проверку Интеллекта или Мудрости, а также когда вы совершаете спасбросок Телосложения для поддержания концентрации на заклинании, вы можете при выпадении на d20 результата «1–9» считать, что выпало «10».
Feature/&PowerCircleOfTheCosmosDragonConstellationFormTitle=Дракон
Feature/&PowerCircleOfTheCosmosSwitchConstellationFormDescription=Вы можете изменить звёздную форму, если вы ещё не перемещались и не использовали действий.
diff --git a/SolastaUnfinishedBusiness/Translations/ru/SubClasses/InnovationArtillerist-ru.txt b/SolastaUnfinishedBusiness/Translations/ru/SubClasses/InnovationArtillerist-ru.txt
index a5ef887539..b6d161ffb4 100644
--- a/SolastaUnfinishedBusiness/Translations/ru/SubClasses/InnovationArtillerist-ru.txt
+++ b/SolastaUnfinishedBusiness/Translations/ru/SubClasses/InnovationArtillerist-ru.txt
@@ -24,7 +24,7 @@ Feature/&PowerInnovationArtilleristFlamethrowerDescription=Пушка извер
Feature/&PowerInnovationArtilleristFlamethrowerTitle=Огнемёт
Feature/&PowerInnovationArtilleristForceBallistaDescription=Совершите дальнобойную атаку заклинанием, исходящую из пушки, по существу или предмету, находящемуся на расстоянии до 120 футов от пушки. При попадании цель получает 2d8 урона силовым полем, и, если цель — существо, она отталкивается на 5 футов от пушки.
Feature/&PowerInnovationArtilleristForceBallistaTitle=Силовая баллиста
-Feature/&PowerInnovationArtilleristProtectorDescription=Пушка испускает вспышку положительной энергии, которая даёт каждому существу по вашему выбору в пределах 10 футов от пушки и самой пушке количество временных хитов, равное 1d8+5 на 1 минуту.
+Feature/&PowerInnovationArtilleristProtectorDescription=Пушка испускает вспышку положительной энергии, которая даёт каждому существу по вашему выбору в пределах 10 футов от пушки и самой пушке количество временных хитов, равное 1d8+5.
Feature/&PowerInnovationArtilleristProtectorTitle=Защитник
Feature/&PowerInnovationArtilleristSummonFlamethrowerTinyTitle=Огнемёт [крошечный]
Feature/&PowerInnovationArtilleristSummonForceBallistaTinyTitle=Силовая баллиста [крошечная]
diff --git a/SolastaUnfinishedBusiness/Translations/ru/SubClasses/PathOfTheRavager-ru.txt b/SolastaUnfinishedBusiness/Translations/ru/SubClasses/PathOfTheRavager-ru.txt
new file mode 100644
index 0000000000..5b47d697ea
--- /dev/null
+++ b/SolastaUnfinishedBusiness/Translations/ru/SubClasses/PathOfTheRavager-ru.txt
@@ -0,0 +1,14 @@
+Feature/&AdditionalDamagePathOfTheRavagerFrenzyDescription=Один раз за ход, если вы используете Безрассудную атаку во время ярости, первая атака оружием с использованием Силы, которой вы попадаете по противнику, наносит дополнительно 2d6 урона того же типа, что и ваше оружие. Этот урон увеличивается до 3d6 на 9-м уровне и до 4d6 на 16-м уровне.
+Feature/&AdditionalDamagePathOfTheRavagerFrenzyTitle=Бешенство
+Feature/&FeatureSetPathOfTheRavagerIntimidatingPresenceDescription=Когда вы впадаете в ярость свободным действием, а также в последующие ходы, пока вы в ярости, вы можете бонусным действием пугать других своим ужасающим видом. Каждое враждебное существо в пределах 30 футов от вас должно совершить спасбросок Мудрости (Сл равна 8 + ваш бонус мастерства + ваш модификатор Силы). При провале существо становится испуганным вами на 1 минуту. В конце каждого хода испуганного существа оно повторяет спасбросок, прекращая эффект на себе в случае успеха. Как только вы используете эту способность, вы не сможете использовать её вновь, пока не завершите продолжительный отдых. Если у вас закончились использования этой способности, вы можете потратить одно использование вашей Ярости вместо этого, чтобы воспользоваться ею снова.
+Feature/&FeatureSetPathOfTheRavagerIntimidatingPresenceTitle=Пугающее присутствие
+Feature/&PowerPathOfTheRavagerIntimidatingPresenceDescription=Пока вы в ярости, вы можете бонусным действием пугать других своим ужасающим видом. Каждое враждебное существо в пределах 30 футов от вас должно совершить спасбросок Мудрости (Сл равна 8 + ваш бонус мастерства + ваш модификатор Силы). При провале существо становится испуганным вами на 1 минуту. В конце каждого хода испуганного существа оно повторяет спасбросок, прекращая эффект на себе в случае успеха.
+Feature/&PowerPathOfTheRavagerIntimidatingPresenceTitle=Пугающее присутствие
+Feedback/&AdditionalDamageFrenzyFormat=Бешенство
+Feedback/&AdditionalDamageFrenzyLine=Бешенство наносит дополнительно +{2} урона!
+Reaction/&UseIntimidatingPresenceDescription=Вы можете использовать свою способность Пугающее присутствие свободным действием.
+Reaction/&UseIntimidatingPresenceReactDescription=Вы можете использовать свою способность Пугающее присутствие свободным действием.
+Reaction/&UseIntimidatingPresenceReactTitle=Пугающее присутствие
+Reaction/&UseIntimidatingPresenceTitle=Пугающее присутствие
+Subclass/&PathOfTheRavagerDescription=Путь берсерка - это путь, залитый кровью, путь несдерживаемой ярости. Впадая в ярость берсерка, вы бросаете себя в хаос боя, не заботясь более о собственном здоровье.
+Subclass/&PathOfTheRavagerTitle=Путь берсерка
diff --git a/SolastaUnfinishedBusiness/Translations/ru/SubClasses/PatronEldritchSurge-ru.txt b/SolastaUnfinishedBusiness/Translations/ru/SubClasses/PatronEldritchSurge-ru.txt
index da599d65f7..fe14f3d50d 100644
--- a/SolastaUnfinishedBusiness/Translations/ru/SubClasses/PatronEldritchSurge-ru.txt
+++ b/SolastaUnfinishedBusiness/Translations/ru/SubClasses/PatronEldritchSurge-ru.txt
@@ -13,7 +13,7 @@ Feature/&PowerPatronEldritchSurgeVersatilitySwitchIntDescription=При испо
Feature/&PowerPatronEldritchSurgeVersatilitySwitchIntTitle=ИНТ
Feature/&PowerPatronEldritchSurgeVersatilitySwitchNoneDescription=Ваше значение Силы, Интеллекта или Мудрости получает бонус, равный количеству изученных вами универсалий.
Feature/&PowerPatronEldritchSurgeVersatilitySwitchNoneTitle=Универсальный
-Feature/&PowerPatronEldritchSurgeVersatilitySwitchPoolDescription=Каждый ход вы можете переключаться между режимами Силы, Интеллекта, Мудрости или Универсальным режимом. При использовании универсалий принимайте значение выбранной характеристики как 10 + 2 * Бонус мастерства. Если вы выбираете Универсальный, ваше значение Силы, Интеллекта или Мудрости получает бонус, равный количеству изученных вами универсалий.
+Feature/&PowerPatronEldritchSurgeVersatilitySwitchPoolDescription=Каждый ход вы можете переключаться между режимами Силы, Интеллекта, Мудрости или Универсальным режимом. Если вы выбрали характеристику, при использовании универсалий принимайте значение выбранной характеристики как 10 + 2 * Бонус мастерства. Если вы выбираете Универсальный, ваше значение Силы, Интеллекта и Мудрости получают бонус, равный количеству изученных вами универсалий.
Feature/&PowerPatronEldritchSurgeVersatilitySwitchPoolTitle=Переключатель универсалий
Feature/&PowerPatronEldritchSurgeVersatilitySwitchStrDescription=При использовании универсалий принимайте ваше значение Силы как 10 + 2 * Бонус мастерства.
Feature/&PowerPatronEldritchSurgeVersatilitySwitchStrTitle=СИЛ
diff --git a/SolastaUnfinishedBusiness/Translations/ru/SubClasses/PatronMoonlitScion-ru.txt b/SolastaUnfinishedBusiness/Translations/ru/SubClasses/PatronMoonlitScion-ru.txt
index 3b85e3dc05..fcb3005b5e 100644
--- a/SolastaUnfinishedBusiness/Translations/ru/SubClasses/PatronMoonlitScion-ru.txt
+++ b/SolastaUnfinishedBusiness/Translations/ru/SubClasses/PatronMoonlitScion-ru.txt
@@ -4,7 +4,7 @@ Feature/&FeatureMoonlitScionLunarEmbraceDescription=Урон вашего Лун
Feature/&FeatureMoonlitScionLunarEmbraceTitle=Лунные объятия
Feature/&FeatureSetMoonlitScionLunarCloakDescription=Бонусным действием вы можете сотворить покров света или тьмы, получая на одну минуту одно из следующих преимуществ:\nПолнолуние: Вы излучаете яркий свет в пределах 15 футов и тусклый свет в пределах ещё 15 футов, а также получаете силу лунного сияния. Совершите рукопашную атаку заклинанием. При попадании существо получает урон излучением 1d8 и штраф -1 к КД до конца вашего следующего хода.\nНоволуние: Вы скрыты немагической тьмой. Если вы перемещаетесь на клетку в тусклом или ярком свете, вы вместо этого находитесь в естественной темноте. Также вы получаете силу лунного холода. Совершите рукопашную атаку заклинанием. При попадании существо получает урон холодом 1d8 и становится скованным до конца вашего следующего хода.
Feature/&FeatureSetMoonlitScionLunarCloakTitle=Лунный плащ
-Feature/&FeatureSetMoonlitScionMidnightBlessingDescription=Вы обладаете сопротивлением урону излучением, пока активен плащ Полнолуния, и сопротивлением урону холодом, пока активен плащ Новолуния. Вы также изучаете заклинание Лунный луч, если не сделали этого ранее. Один раз до продолжительного отдыха вы можете наложить это заклинание без затрат ячеек на самом высоком доступном вам уровне. Когда вы накладываете Лунный луч подобным образом, вы на одну минуту получаете временные хиты, равные вашему уровню Колдуна, а получение вами урона не может прервать вашу концентрацию на этом заклинании.
+Feature/&FeatureSetMoonlitScionMidnightBlessingDescription=Вы обладаете сопротивлением урону излучением, пока активен плащ Полнолуния, и сопротивлением урону холодом, пока активен плащ Новолуния. Вы также изучаете заклинание Лунный луч, если не сделали этого ранее. Один раз до продолжительного отдыха вы можете наложить это заклинание без затрат ячеек на самом высоком доступном вам уровне. Когда вы накладываете Лунный луч подобным образом, вы получаете временные хиты, равные вашему уровню Колдуна, а получение вами урона не может прервать вашу концентрацию на этом заклинании.
Feature/&FeatureSetMoonlitScionMidnightBlessingTitle=Полуночное благословение
Feature/&MovementAffinityMoonlitScionFullMoonLunarEmbraceDescription=Вы получаете скорость полёта, равную скорости ходьбы.
Feature/&MovementAffinityMoonlitScionFullMoonLunarEmbraceTitle=Лунные объятия
@@ -14,7 +14,7 @@ Feature/&PowerMoonlitScionLunarChillDescription=Вы можете на мгно
Feature/&PowerMoonlitScionLunarChillTitle=Лунный холод
Feature/&PowerMoonlitScionLunarRadianceDescription=Вы можете на мгновение расширить досягаемость своего плаща и коснуться лунным сиянием враждебного существа в пределах 30 футов от вас. Совершите по нему рукопашную атаку заклинанием. При попадании существо получает 1d8 урона излучением и штраф -1 к КД до конца вашего следующего хода.
Feature/&PowerMoonlitScionLunarRadianceTitle=Лунное сияние
-Feature/&PowerMoonlitScionMidnightBlessingDescription=Вы можете накладывать Лунный луч в качестве способности один раз до продолжительного отдыха без затрат ячеек заклинаний на самом высоком доступном вам уровне. Когда вы накладываете Лунный луч подобным образом, вы на одну минуту получаете временные хиты, равные вашему уровню Колдуна, а получение вами урона не может прервать вашу концентрацию на этом заклинании.
+Feature/&PowerMoonlitScionMidnightBlessingDescription=Вы можете накладывать Лунный луч в качестве способности один раз до продолжительного отдыха без затрат ячеек заклинаний на самом высоком доступном вам уровне. Когда вы накладываете Лунный луч подобным образом, вы получаете временные хиты, равные вашему уровню Колдуна, а получение вами урона не может прервать вашу концентрацию на этом заклинании.
Feature/&PowerMoonlitScionMidnightBlessingTitle=Полуночное благословение
Feature/&PowerMoonlitScionMoonlightGuiseDescription=Когда существо наносит вам урон, вы можете реакцией стать невидимым до конца вашего следующего хода. Вы можете использовать эту способность один раз до короткого отдыха.
Feature/&PowerMoonlitScionMoonlightGuiseTitle=Лунный облик
diff --git a/SolastaUnfinishedBusiness/Translations/ru/SubClasses/PatronMountain-ru.txt b/SolastaUnfinishedBusiness/Translations/ru/SubClasses/PatronMountain-ru.txt
index 333cb61e93..dc46dd2764 100644
--- a/SolastaUnfinishedBusiness/Translations/ru/SubClasses/PatronMountain-ru.txt
+++ b/SolastaUnfinishedBusiness/Translations/ru/SubClasses/PatronMountain-ru.txt
@@ -4,11 +4,11 @@ Feature/&FeatureSetPatronMountainIceboundSoulDescription=Вы получаете
Feature/&FeatureSetPatronMountainIceboundSoulTitle=Скованная льдом душа
Feature/&FeatureSetPatronMountainKnowledgeOfAeonsDescription=Вы получаете владение навыками Природы и Выживания. Вы также получаете Горы в качестве предпочитаемого типа местности.
Feature/&FeatureSetPatronMountainKnowledgeOfAeonsTitle=Знания эонов
-Feature/&PowerPatronMountainBarrierOfStoneDescription=Когда на союзника в пределах 30 футов от вас нападают, вы можете реакцией уменьшить урон на величину, равную удвоенному вашему уровню чернокнижника плюс модификатор Харизмы. Вы можете использовать эту способность количество раз, равное вашему модификатору Харизмы, за продолжительный отдых.
+Feature/&PowerPatronMountainBarrierOfStoneDescription=Когда союзник в пределах 30 футов от вас атакован, вы можете использовать свою реакцию, чтобы уменьшить урон на величину, равную удвоенному уровню вашего колдуна плюс ваш модификатор Харизмы. Вы можете использовать эту способность количество раз, равное вашему модификатору Харизмы, после чего вы должны закончить продолжительный отдых, чтобы воспользоваться ею вновь.
Feature/&PowerPatronMountainBarrierOfStoneTitle=Каменный барьер
Feature/&PowerPatronMountainClingingStrengthDescription=Бонусным действием в свой ход вы можете дать себе или союзнику в пределах 5 футов от вас преимущества Скорохода и Паука на 1 час без требования концентрации. После использования этой способности вы не сможете использовать её снова, пока не завершите короткий или длинный отдых.
Feature/&PowerPatronMountainClingingStrengthTitle=Сила цепкости
-Feature/&PowerPatronMountainEternalGuardianDescription=Когда на союзника в пределах 30 футов от вас нападают, вы можете реакцией уменьшить урон на величину, равную удвоенному вашему уровню чернокнижника плюс модификатор Харизмы. Вы можете использовать эту способность количество раз, равное вашему модификатору Харизмы, за короткий отдых.
+Feature/&PowerPatronMountainEternalGuardianDescription=Когда союзник в пределах 30 футов от вас атакован, вы можете использовать свою реакцию, чтобы уменьшить урон на величину, равную удвоенному уровню вашего колдуна плюс ваш модификатор Харизмы. Вы можете использовать эту способность количество раз, равное вашему модификатору Харизмы, после чего вы должны закончить короткий отдых, чтобы воспользоваться ею вновь.
Feature/&PowerPatronMountainEternalGuardianTitle=Каменный барьер
Feature/&PowerPatronMountainTheMountainWakesDescription=Вы можете накладывать Град как заклинание 4-го уровня количество раз, равное вашему бонусу мастерства, затем вы должны окончить продолжительный отдых, чтобы наложить его подобным образом вновь.
Feature/&PowerPatronMountainTheMountainWakesTitle=Пробуждение горы
diff --git a/SolastaUnfinishedBusiness/Translations/ru/SubClasses/SorcerousSpellBlade-ru.txt b/SolastaUnfinishedBusiness/Translations/ru/SubClasses/SorcerousSpellBlade-ru.txt
index dc281b1b72..22ca35784a 100644
--- a/SolastaUnfinishedBusiness/Translations/ru/SubClasses/SorcerousSpellBlade-ru.txt
+++ b/SolastaUnfinishedBusiness/Translations/ru/SubClasses/SorcerousSpellBlade-ru.txt
@@ -2,7 +2,7 @@ Feature/&AdditionalDamageSorcerousSpellBladeWarSorcererDescription=Когда в
Feature/&AdditionalDamageSorcerousSpellBladeWarSorcererTitle=Боевой чародей
Feature/&FeatureSetSorcerousSpellBladeBattleReflexesDescription=Ваш класс доспеха увеличивается на 2, и вы получаете владение спасбросками Ловкости.
Feature/&FeatureSetSorcerousSpellBladeBattleReflexesTitle=Боевые рефлексы
-Feature/&FeatureSetSorcerousSpellBladeManaShieldDescription=Вы можете использовать свое бонусное действие, чтобы получить временные хиты, равные вашему уровню чародея + модификатор Харизмы, на одну минуту. Вы можете использовать это умение количество раз до длительного отдыха, равное вашему бонусу мастерства. Если у вас закончились использования, вы можете потратить две единицы чародейства вместо этого.
+Feature/&FeatureSetSorcerousSpellBladeManaShieldDescription=Вы можете использовать свое бонусное действие, чтобы получить временные хиты, равные вашему уровню чародея + модификатор Харизмы. Вы можете использовать это умение количество раз до длительного отдыха, равное вашему бонусу мастерства. Если у вас закончились использования, вы можете потратить две единицы чародейства вместо этого.
Feature/&FeatureSetSorcerousSpellBladeManaShieldTitle=Щит маны
Feature/&FeatureSetSorcerousSpellBladeMartialTrainingDescription=Вы получаете владение лёгкими и средними доспехами, а также воинским оружием.
Feature/&FeatureSetSorcerousSpellBladeMartialTrainingTitle=Боевая подготовка
diff --git a/SolastaUnfinishedBusiness/Translations/ru/SubClasses/WayOfTheDragon-ru.txt b/SolastaUnfinishedBusiness/Translations/ru/SubClasses/WayOfTheDragon-ru.txt
index 1cd19b73e4..6a178f6645 100644
--- a/SolastaUnfinishedBusiness/Translations/ru/SubClasses/WayOfTheDragon-ru.txt
+++ b/SolastaUnfinishedBusiness/Translations/ru/SubClasses/WayOfTheDragon-ru.txt
@@ -48,7 +48,7 @@ Feature/&PowerWayOfTheDragonElementalBreathGreenDescription=Один раз в
Feature/&PowerWayOfTheDragonElementalBreathGreenTitle=Стихийное дыхание - Ядовитое дыхание
Feature/&PowerWayOfTheDragonElementalBreathSilverDescription=Один раз в свой ход вы можете отказаться от одной из своих атак основным действием и выдохнуть энергию стихии. Выпустите ледяной воздух в конусе шириной 15 футов. Каждое существо, затронутое вашим дыханием, должно пройти спасбросок Ловкости (успех снижает урон на половину) или получить урон холодом, равный трём костям боевых искусств.
Feature/&PowerWayOfTheDragonElementalBreathSilverTitle=Стихийное дыхание - Холодное дыхание
-Feature/&PowerWayOfTheDragonReactiveHideDescription=Когда на вас нападают, вы можете использовать свою реакцию и заплатить 1 Ки, чтобы получить сопротивление ко всему урону до конца хода атакующего. Если атакующий использует против вас рукопашные атаки, он получает один кубик боевых искусств в качестве типа урона вашей функции «Наследие дракона» каждый раз, когда наносит вам удар.
+Feature/&PowerWayOfTheDragonReactiveHideDescription=Когда вас атакуют, вы можете использовать свою реакцию и потратить 1 очко Ци, чтобы получить сопротивление всем видам урона до конца хода атакующего. Если атакующий использует против вас атаки ближнего боя, при каждом попадании он получает урон, равный кости боевых искусств, тип которого соответствует вашему Драконьему происхождению.
Feature/&PowerWayOfTheDragonReactiveHideTitle=Адаптивная кожа
Feedback/&AdditionalDamageDragonFuryDamageAcidFormat=Ярость дракона!
Feedback/&AdditionalDamageDragonFuryDamageAcidLine={0} наносит урон кислотой по {1}, благодаря ярости дракона (+{2})
diff --git a/SolastaUnfinishedBusiness/Translations/zh-CN/EldritchVersatilities-zh-CN.txt b/SolastaUnfinishedBusiness/Translations/zh-CN/EldritchVersatilities-zh-CN.txt
index 00c84bf6be..37bb9927a1 100644
--- a/SolastaUnfinishedBusiness/Translations/zh-CN/EldritchVersatilities-zh-CN.txt
+++ b/SolastaUnfinishedBusiness/Translations/zh-CN/EldritchVersatilities-zh-CN.txt
@@ -2,7 +2,7 @@ Action/&EldritchVersatilityDescription=你所掌握的才能
Action/&EldritchVersatilityTitle=才能
Condition/&ConditionEldritchAegisAddACDescription=被魔能神盾庇护中
Condition/&ConditionEldritchAegisAddACTitle=魔能神盾
-Feat/&FeatEldritchVersatilityAdeptDescription=你的魔能点池上限提高熟练加值,你获得魔能多才,多才切换并立刻学习一种才能。
+Feat/&FeatEldritchVersatilityAdeptDescription=你的魔能点池上限提高熟练加值,你获得魔能多才,多才切换并立刻学习一种才能。\n魔能多才:你获得一个魔能点池,其上限为你的邪术师等级,每次魔能爆命中敌方,获得1点魔能点。长休后你的点池重置为0。\n多才切换:每回合一次,你可以在力量/智力/感知/通才中切换状态。若你选择一种属性,则在使用才能时,你所选择的属性值视为提升至 10+2*熟练加值;若你选择通才,则你的力量、智力、感知获得你所掌握才能数量的加值。
Feat/&FeatEldritchVersatilityAdeptTitle=多才多艺
Feature/&BattlefieldConversionDescription=消耗:2*你的契约法术环位,失败则返还一半的点数。\n战斗中,如果你已经消耗了契约法术位,则可以一个附赠动作,进行一次智力(奥秘)检定,DC为8+熟练加值。若成功,你回复一个契约法术位。然后视成功/失败,该能力DC提高/降低契约法术环位的数值(不低于初始DC)。长休后,DC重置。
Feature/&BattlefieldConversionTitle=战场易变(智力)
@@ -46,5 +46,5 @@ Reaction/&CustomReactionEldritchWardTitle=魔能守御
Screen/&BattlefieldShorthandExtraSpellDescription=通过战场速记暂时掌握
Screen/&BattlefieldShorthandExtraSpellTitle=速记
Screen/&InvocationPoolEldritchVersatilityPoolHeader=魔能多才
-Tooltip/&EldritchVersatilityPortraitPoolFormat={0}/{1}点\n多才切换状态:{2}\n优先使用顺序:{3}
+Tooltip/&EldritchVersatilityPortraitPoolFormat={0}/{1}点\n多才切换状态:{2}\n点数消耗顺序:{3}
UI/&CustomFeatureSelectionTooltipTypeEldritchVersatilityPool=才能
diff --git a/SolastaUnfinishedBusiness/Translations/zh-CN/Feats/Armor-zh-CN.txt b/SolastaUnfinishedBusiness/Translations/zh-CN/Feats/Armor-zh-CN.txt
index 0c26b09b1a..e8d9cee5d2 100644
--- a/SolastaUnfinishedBusiness/Translations/zh-CN/Feats/Armor-zh-CN.txt
+++ b/SolastaUnfinishedBusiness/Translations/zh-CN/Feats/Armor-zh-CN.txt
@@ -1,10 +1,10 @@
Feat/&FeatHeavyArmorMasterDescription=你可以用盔甲减少致命伤害。提高 1 点力量属性值,上限为 20。当你穿着重甲时,你受到的钝击、穿刺和挥砍伤害减少 3 点。
Feat/&FeatHeavyArmorMasterTitle=重甲大师
-Feat/&FeatMediumArmorDexDescription=将你的敏捷 +1,上限为 20。\n你获得中甲和盾牌熟练项。
+Feat/&FeatMediumArmorDexDescription=你的敏捷 +1,上限为 20。\n你获得中甲和盾牌熟练项。
Feat/&FeatMediumArmorDexTitle=中甲运用【敏捷】
Feat/&FeatMediumArmorMasterDescription=你已经熟练掌握穿戴中甲,并获得以下好处:\n• 穿着中甲不会对你的敏捷(隐匿)检定造成劣势。\n• 当你穿着中甲时,若你的敏捷为 16 或更高,你最多可以添加 3 点敏捷调整值(而不是 2 点)到护甲等级上。
Feat/&FeatMediumArmorMasterTitle=中甲大师
-Feat/&FeatMediumArmorStrDescription=将你的力量 +1,上限为 20。\n你获得中甲和盾牌熟练项。
+Feat/&FeatMediumArmorStrDescription=你的力量 +1,上限为 20。\n你获得中甲和盾牌熟练项。
Feat/&FeatMediumArmorStrTitle=中甲运用【力量】
Feat/&FeatShieldTechniquesDescription=使用盾牌不仅是为了保护,也是为了进攻。当你挥舞盾牌时,你将获得以下好处:\n• 如果你在自己的回合中采取攻击动作,你可以使用附赠动作尝试用盾牌推开你周围 5 尺内的生物。\n • 如果你没有失能,则你进行的所有敏捷豁免都会获得 +2 加值。\n• 每当伤害性法术迫使你进行敏捷豁免时,你可以利用你的反应将受到的伤害减半。
Feat/&FeatShieldTechniquesTitle=盾牌大师
diff --git a/SolastaUnfinishedBusiness/Translations/zh-CN/Feats/Caster-zh-CN.txt b/SolastaUnfinishedBusiness/Translations/zh-CN/Feats/Caster-zh-CN.txt
index 8df96e239e..e09df9c454 100644
--- a/SolastaUnfinishedBusiness/Translations/zh-CN/Feats/Caster-zh-CN.txt
+++ b/SolastaUnfinishedBusiness/Translations/zh-CN/Feats/Caster-zh-CN.txt
@@ -53,11 +53,11 @@ Feat/&FeatTelekineticIntTitle=念动力【智力】
Feat/&FeatTelekineticWisDescription=你的感知 +1,上限为 20。\n使用一个附赠动作,你可以通过念动力移动一个你可以看到的生物,目标必须通过一次力量豁免检定(DC 8 + 你的熟练加值 + 你的魅力调整值),失败则使其在你 30 尺范围内,向你选择的方向移动 5 尺。
Feat/&FeatTelekineticWisTitle=念动力【感知】
Feat/&FeatVerdantTouchedChaDescription=你的魅力 +1,上限为 20。\n你可以在每次长休期间施展一次 树肤术、纠缠术 和 神莓术 法术,你可以用你的法术位施展这些法术。
-Feat/&FeatVerdantTouchedChaTitle=青翠之触【魅力】
+Feat/&FeatVerdantTouchedChaTitle=苍翠之触【魅力】
Feat/&FeatVerdantTouchedIntDescription=你的智力 +1,上限为 20。\n你可以在每次长休期间施展一次 树肤术、纠缠术 和 神莓术 法术,你可以用你的法术位施展这些法术。
-Feat/&FeatVerdantTouchedIntTitle=青翠之触【智力】
+Feat/&FeatVerdantTouchedIntTitle=苍翠之触【智力】
Feat/&FeatVerdantTouchedWisDescription=你的感知 +1,上限为 20。\n你可以在每次长休期间施展一次 树肤术、纠缠术 和 神莓术 法术,你可以用你的法术位施展这些法术。
-Feat/&FeatVerdantTouchedWisTitle=青翠之触【感知】
+Feat/&FeatVerdantTouchedWisTitle=苍翠之触【感知】
Feature/&FeatTelekineticDescription=通过念动力将生物朝你拉近 5 尺。
Feature/&FeatTelekineticPushFromOriginDescription=通过念动力将生物朝你推离 5 尺。
Feature/&FeatTelekineticPushFromOriginTitle=念动力【拉】
@@ -78,6 +78,6 @@ Screen/&RetinueTouchedSpellDescription=该随行法术总是准备好的。
Screen/&RetinueTouchedTitle=随行
Screen/&ShadowTouchedSpellDescription=该暗影法术总是准备好的。
Screen/&ShadowTouchedSpellTitle=暗影
-Screen/&VerdantTouchedSpellDescription=该青翠法术总是准备好的。
-Screen/&VerdantTouchedTitle=青翠
+Screen/&VerdantTouchedSpellDescription=该苍翠法术总是准备好的。
+Screen/&VerdantTouchedTitle=苍翠
UI/&CustomFeatureSelectionTooltipTypePlaneMagic=位面魔法
diff --git a/SolastaUnfinishedBusiness/Translations/zh-CN/Feats/ClassFeats-zh-CN.txt b/SolastaUnfinishedBusiness/Translations/zh-CN/Feats/ClassFeats-zh-CN.txt
index 4660a24bfe..f3e50f1797 100644
--- a/SolastaUnfinishedBusiness/Translations/zh-CN/Feats/ClassFeats-zh-CN.txt
+++ b/SolastaUnfinishedBusiness/Translations/zh-CN/Feats/ClassFeats-zh-CN.txt
@@ -1,8 +1,8 @@
Condition/&ConditionFeatCallForChargeDescription=你的速度增加 15 尺,并且你的攻击具有优势。
Condition/&ConditionFeatCallForChargeTitle=战吼
Condition/&ConditionFeatSlayTheEnemiesDescription=你在攻击和伤害检定上有 {0} 的加值。如果你的目标是宿敌,你具有优势。
-Condition/&ConditionFeatSlayTheEnemiesTitle=屠戮
-Feat/&FeatAwakenTheBeastWithinDescription=将你的 {0} +1,上限为 20。每当你使用荒野形态特性变化为野兽时,你都会获得相当于 德鲁伊等级两倍 点临时生命值。
+Condition/&ConditionFeatSlayTheEnemiesTitle=屠戮众敌
+Feat/&FeatAwakenTheBeastWithinDescription=你的 {0} +1,上限为 20。每当你使用荒野形态特性变化为野兽时,你都会获得相当于 德鲁伊等级两倍 点临时生命值。
Feat/&FeatAwakenTheBeastWithinTitle=野兽觉醒 [{0}]
Feat/&FeatBlessedSoulClericDescription=通过使用神圣魔法,在灵魂上留下精神的印记,你可以更频繁地展现你的信仰。你的感知 +1,上限为 20。你在短休后获得一次额外的引导神力。
Feat/&FeatBlessedSoulClericTitle=祝圣灵魂【牧师】
@@ -64,18 +64,18 @@ Feature/&PowerFeatNaturalFluidityWildShapePoolDescription=花费法术位获得
Feature/&PowerFeatNaturalFluidityWildShapePoolTitle=自然流动
Feature/&PowerFeatSlayTheEnemiesDescription=在 {1} 轮内,你对非宿敌的命中和伤害检定获得 +{0}。你在攻击宿敌时获得优势。
Feature/&PowerFeatSlayTheEnemiesPoolDescription=消耗一个法术位,在短时间内对所有类型的敌人进行更致命的武器攻击。
-Feature/&PowerFeatSlayTheEnemiesPoolTitle=屠戮
-Feature/&PowerFeatSlayTheEnemiesTitle=屠戮 {0}
+Feature/&PowerFeatSlayTheEnemiesPoolTitle=屠戮众敌
+Feature/&PowerFeatSlayTheEnemiesTitle=屠戮众敌 {0}
Feature/&PowerFeatSpiritualFluidityChannelDivinityPoolDescription=通过花费法术位获得最多 3 次引导神力。
Feature/&PowerFeatSpiritualFluidityChannelDivinityPoolTitle=神力流动
Feature/&PowerFeatSpiritualFluidityGainChannelDivinityFromSlotDescription=花费一个 {1} 环法术位获得 {0} 次引导神力。
Feature/&PowerFeatSpiritualFluidityGainChannelDivinityFromSlotTitle=获得 {0} 次引导神力
-Feature/&PowerFeatSpiritualFluidityGainSlotDescription=花费一次引导神力获得 1 个{0} 环额外法术位。
+Feature/&PowerFeatSpiritualFluidityGainSlotDescription=花费一次引导神力获得 1 个 {0} 环额外法术位。
Feature/&PowerFeatSpiritualFluidityGainSlotPoolDescription=花费一次引导神力获得 1 个额外的 3 环或更低环法术位。
Feature/&PowerFeatSpiritualFluidityGainSlotPoolTitle=获得法术位
Feature/&PowerFeatSpiritualFluidityGainSlotTitle=获得 {0} 环法术位
-Feedback/&AdditionalDamageDevastatingStrikesFormat=毁灭性打击
-Feedback/&AdditionalDamageDevastatingStrikesLine=毁灭性打击造成额外 +{2} 伤害!
+Feedback/&AdditionalDamageDevastatingStrikesFormat=毁灭打击
+Feedback/&AdditionalDamageDevastatingStrikesLine=毁灭打击造成额外 +{2} 伤害!
Feedback/&AdditionalDamageSlayTheEnemyFormat=屠戮!
Feedback/&AdditionalDamageSlayTheEnemyLine={0} 屠戮 {1} 造成 +{2} 伤害!
Reaction/&CustomReactionSecondChanceDescription=一个生物即将攻击你!你可以利用你的反应来让它重新发起攻击。
diff --git a/SolastaUnfinishedBusiness/Translations/zh-CN/Feats/Crafty-zh-CN.txt b/SolastaUnfinishedBusiness/Translations/zh-CN/Feats/Crafty-zh-CN.txt
index 83b51435d6..dc11752e67 100644
--- a/SolastaUnfinishedBusiness/Translations/zh-CN/Feats/Crafty-zh-CN.txt
+++ b/SolastaUnfinishedBusiness/Translations/zh-CN/Feats/Crafty-zh-CN.txt
@@ -1,14 +1,14 @@
-Feat/&FeatApothecaryChaDescription=你的魅力 +1,上限为 20。\n你可以熟练使用草药工具包和奥秘,如果已经有对应熟练项,则改为获得精通。
+Feat/&FeatApothecaryChaDescription=你的魅力 +1,上限为 20。\n你可以熟练使用草药工具包和奥秘,如果已经有对应熟练项,则改为获得专精。
Feat/&FeatApothecaryChaTitle=药剂师【魅力】
-Feat/&FeatApothecaryIntDescription=将你的智力 +1,上限为 20。\n你可以熟练使用草药工具包和奥秘,如果已经有对应熟练项,则改为获得精通。
+Feat/&FeatApothecaryIntDescription=你的智力 +1,上限为 20。\n你可以熟练使用草药工具包和奥秘,如果已经有对应熟练项,则改为获得专精。
Feat/&FeatApothecaryIntTitle=药剂师【智力】
-Feat/&FeatApothecaryWisDescription=你的感知 +1,上限为 20。\n你可以熟练使用草药工具包和奥秘,如果已经有对应熟练项,则改为获得精通。
+Feat/&FeatApothecaryWisDescription=你的感知 +1,上限为 20。\n你可以熟练使用草药工具包和奥秘,如果已经有对应熟练项,则改为获得专精。
Feat/&FeatApothecaryWisTitle=药剂师【感知】
-Feat/&FeatCraftyScriberDescription=你的智力 +1,上限为 20。\n你可以熟练使用卷轴工具和奥秘,如果已经有对应熟练项,则改为获得精通。
+Feat/&FeatCraftyScriberDescription=你的智力 +1,上限为 20。\n你可以熟练使用卷轴工具和奥秘,如果已经有对应熟练项,则改为获得专精。
Feat/&FeatCraftyScriberTitle=抄录员
-Feat/&FeatToxicologistChaDescription=你的魅力 +1,上限为 20。\n你可以熟练使用毒药工具和驯兽,如果已经有对应熟练项,则改为获得精通。
+Feat/&FeatToxicologistChaDescription=你的魅力 +1,上限为 20。\n你可以熟练使用毒药工具和驯兽,如果已经有对应熟练项,则改为获得专精。
Feat/&FeatToxicologistChaTitle=毒理学家【魅力】
-Feat/&FeatToxicologistIntDescription=你的智力 +1,上限为 20。\n你可以熟练使用毒药工具和驯兽,如果已经有对应熟练项,则改为获得精通。
+Feat/&FeatToxicologistIntDescription=你的智力 +1,上限为 20。\n你可以熟练使用毒药工具和驯兽,如果已经有对应熟练项,则改为获得专精。
Feat/&FeatToxicologistIntTitle=毒理学家【智力】
-Feat/&FeatToxicologistWisDescription=你的感知 +1,上限为 20。\n你可以熟练使用毒药工具和驯兽,如果已经有对应熟练项,则改为获得精通。
+Feat/&FeatToxicologistWisDescription=你的感知 +1,上限为 20。\n你可以熟练使用毒药工具和驯兽,如果已经有对应熟练项,则改为获得专精。
Feat/&FeatToxicologistWisTitle=毒理学家【感知】
diff --git a/SolastaUnfinishedBusiness/Translations/zh-CN/Feats/Group-zh-CN.txt b/SolastaUnfinishedBusiness/Translations/zh-CN/Feats/Group-zh-CN.txt
index 5d4040cb4f..9c73b8f2b6 100644
--- a/SolastaUnfinishedBusiness/Translations/zh-CN/Feats/Group-zh-CN.txt
+++ b/SolastaUnfinishedBusiness/Translations/zh-CN/Feats/Group-zh-CN.txt
@@ -1,9 +1,7 @@
-Feat/&FeatGroupAegisTouchedDescription=将你的一项精神属性 +1,上限为 20。\n每次长休后,你可以施展一次 虔诚护盾、防护善恶 和 防护毒素 法术,你可以用你的法术位施展这个法术。
+Feat/&FeatGroupAegisTouchedDescription=你的一项精神属性 +1,上限为 20。\n每次长休后,你可以施展一次 虔诚护盾、防护善恶 和 防护毒素 法术,你可以用你的法术位施展这个法术。
Feat/&FeatGroupAegisTouchedTitle=庇护之触
Feat/&FeatGroupAgilityCombatDescription={0}
Feat/&FeatGroupAgilityCombatTitle=战斗:敏捷
-Feat/&FeatGroupAlchemistDescription={0}
-Feat/&FeatGroupAlchemistTitle=炼金术士
Feat/&FeatGroupApothecaryDescription=你的一项精神属性 +1,上限为 20。\n你获得草药工具和奥秘熟练项,如果已有熟练项,则获得专精。
Feat/&FeatGroupApothecaryTitle=药剂师
Feat/&FeatGroupArmorDescription={0}
@@ -13,39 +11,39 @@ Feat/&FeatGroupAwakenTheBeastWithinTitle=野兽觉醒
Feat/&FeatGroupBlessedSoulDescription=通过使用神圣魔法,在灵魂上留下精神的印记,你可以更频繁地展现你的信仰。魅力或感知 +1,上限为 20。你在短休后获得一次额外的引导神力。
Feat/&FeatGroupBlessedSoulTitle=祝圣灵魂
Feat/&FeatGroupBodyResilienceDescription={0}
-Feat/&FeatGroupBodyResilienceTitle=身体弹性
+Feat/&FeatGroupBodyResilienceTitle=身体复原
Feat/&FeatGroupCelestialTouchedDescription=你的一项精神属性 +1,上限为 20。\n每次长休后,你可以施展一次 治愈真言、疗伤术 和 次级复原术 法术,你可以用你的法术位施展这个法术。
Feat/&FeatGroupCelestialTouchedTitle=天界之触
+Feat/&FeatGroupChefDescription=将你的智慧或体质提高 1 点,最多 20 点。\n你可以花 1 小时做饭来治疗你和你的同伴 1d8 生命值。\n每天一次,你可以花 1 小时做饭食用时可提供暂时 HP 的零食。
+Feat/&FeatGroupChefTitle=厨师
Feat/&FeatGroupClassBoundDescription={0}
Feat/&FeatGroupClassBoundTitle=职业绑定
Feat/&FeatGroupCloseQuartersDescription=你是近身战斗的专家,获得如下增益:\n• 你的敏捷或智力 +1,上限为 20。\n• 当你在 5 尺内使用近战武器攻击造成偷袭伤害时,你的偷袭骰从 d6 提升至 d8。此特性可以扩展到使用近战法术攻击造成偷袭的职业。
Feat/&FeatGroupCloseQuartersTitle=短兵相接
-Feat/&FeatGroupCreedDescription=你的一项属性 +1,上限为 20。\n如果未拥有对应属性熟练项,获得熟练。否则属性再 +1。
+Feat/&FeatGroupCreedDescription=你的一项属性 +1,上限为 20。\n如果未拥有对应属性熟练项,获得熟练项。否则属性再 +1。
Feat/&FeatGroupCreedTitle=诸神的信条
-Feat/&FeatGroupCriticalVirtuosoDescription=你花了很多时间学习如何利用敌人的弱点来增加造成致命伤害的机会。
-Feat/&FeatGroupCriticalVirtuosoTitle=暴击大师
-Feat/&FeatGroupCrusherDescription=将你的力量或体质 +1,上限为 20。\n每回合一次,当你用造成钝击伤害的攻击击中生物时,你将敌人推开 5 尺。当你重击时,在你的下一轮开始之前,对该生物的攻击掷骰具有优势。
+Feat/&FeatGroupCrusherDescription=你的力量或体质 +1,上限为 20。\n每回合一次,当你用造成钝击伤害的攻击击中生物时,你将敌人推开 5 尺。当你重击时,在你的下一轮开始之前,对该生物的攻击掷骰具有优势。
Feat/&FeatGroupCrusherTitle=粉碎者
Feat/&FeatGroupDefenseCombatDescription={0}
Feat/&FeatGroupDefenseCombatTitle=战斗:防御
-Feat/&FeatGroupDefenseExpertDescription=将你的一项精神属性 +1,上限为 20。\n当你没有穿着任何护甲时,你的护甲等级等于 10 + 你的敏捷调整值 + 选定的精神属性调整值。
+Feat/&FeatGroupDefenseExpertDescription=你的一项精神属性 +1,上限为 20。\n当你没有穿着任何护甲时,你的护甲等级等于 10 + 你的敏捷调整值 + 选定的精神属性调整值。
Feat/&FeatGroupDefenseExpertTitle=裸甲专家
-Feat/&FeatGroupElementalAdeptDescription=当你获得此专长时,选择以下伤害类型之一:强酸、冷冻、火焰、闪电或雷鸣。你施展的法术无视所选类型的伤害抗性。此外,当你为你施展的造成该类型伤害的法术掷骰时,你可以重掷其中任何一个骰子。
+Feat/&FeatGroupElementalAdeptDescription=当你获得此专长时,选择以下伤害类型之一:强酸、冷冻、火焰、闪电或雷鸣。你施展的法术无视所选类型的伤害抗性。此外,当你为你施展的造成该类型伤害的法术掷伤害骰时,你重掷其中出目为 1 的骰子。
Feat/&FeatGroupElementalAdeptTitle=元素专家
-Feat/&FeatGroupElementalMasterDescription=当你获得此专长时,选择以下伤害类型之一:强酸、冷冻、火焰、闪电或雷鸣。你施展的法术无视对所选类型伤害的免疫力。此外,当你为你施展的造成该类型伤害的法术掷骰时,你可以重掷其中任何一个骰子。
+Feat/&FeatGroupElementalMasterDescription=当你获得此专长时,选择以下伤害类型之一:强酸、冷冻、火焰、闪电或雷鸣。你施展的法术无视对所选类型伤害的免疫。此外,当你为你施展的造成该类型伤害的法术掷攻击骰时,你重掷其中出目为 1 的骰子。
Feat/&FeatGroupElementalMasterTitle=元素大师
Feat/&FeatGroupElementalTouchDescription=每次你第一次用徒手攻击或武器造成伤害时,你都会造成等同于你的熟练加值的额外元素伤害。
Feat/&FeatGroupElementalTouchTitle=元素之触
Feat/&FeatGroupElvenAccuracyDescription=你有不可思议的攻击手段,依靠精确而不是蛮力。你的敏捷或你的一项精神属性 +1,上限为 20。每当你在使用敏捷、智力、感知或魅力的攻击掷骰上有优势时,你可以重掷其中一个骰子一次。
Feat/&FeatGroupElvenAccuracyTitle=精灵之准
-Feat/&FeatGroupEnchanterDescription={0}
-Feat/&FeatGroupEnchanterTitle=魔法师
-Feat/&FeatGroupFadeAwayDescription=你学会了一个在受到伤害时消失的神奇技巧。你的智力或敏捷 +1,上限为 20。在你受到伤害后,你可以立即使用反应神奇地隐形,直到你的下一轮结束或直到你攻击、造成伤害或强迫某人进行豁免检定。一旦你使用了这个能力,在你完成一次短休或长休之前你不能再次使用。
-Feat/&FeatGroupFadeAwayTitle=渐隐
+Feat/&FeatGroupFadeAwayDescription=你学会了一个在受到伤害时消失的魔法技巧。你的智力或敏捷 +1,上限为 20。在你受到伤害后,你可以立即使用反应魔法性地隐形,直到你的下一轮结束或直到你攻击、造成伤害或强迫某人进行豁免检定。一旦你使用了这个能力,在你完成一次短休或长休之前你不能再次使用。
+Feat/&FeatGroupFadeAwayTitle=匿影无踪
Feat/&FeatGroupFightingStyleDescription=学习一种新的战斗风格。
Feat/&FeatGroupFightingStyleTitle=战斗发起者
Feat/&FeatGroupFlameTouchedDescription=你的一项精神属性 +1,上限为 20。\n每次长休后,你可以施展一次 燃烧之手、炼狱叱喝 和 灼热射线 法术,你可以用你的法术位施展这些法术。
Feat/&FeatGroupFlameTouchedTitle=火焰之触
+Feat/&FeatGroupFlamesOfPhlegethosDescription=你学会召唤地狱之火来执行你的命令。您将获得以下好处:\n• 将您的智力或魅力提高 1 点,最多 20 点。\n• 当您对所施展的法术进行火焰伤害时,您可以对火焰伤害进行任意 1 点的掷骰骰子,但你必须使用新的骰子,即使它是另一个 1。\n• 每当你使用造成火焰伤害的异能或法术时,你都可以让火焰包围你,直到你的下一个回合结束。火焰不会伤害您或您的财产,它们会向 30 英尺范围内发出明亮的光线,并在另外 30 英尺范围内发出昏暗的光线。当火焰存在时,任何距离你 5 英尺以内的生物如果用近战攻击击中你,都会受到 1d4 火焰伤害。
+Feat/&FeatGroupFlamesOfPhlegethosTitle=弗莱格索斯之焰
Feat/&FeatGroupGeneralAdeptDescription={0}
Feat/&FeatGroupGeneralAdeptTitle=一般熟练者和初学者
Feat/&FeatGroupHalfAttributesDescription={0}
@@ -62,21 +60,23 @@ Feat/&FeatGroupHalfStrengthDescription={0}
Feat/&FeatGroupHalfStrengthTitle=半力量
Feat/&FeatGroupHalfWisdomDescription={0}
Feat/&FeatGroupHalfWisdomTitle=半感知
-Feat/&FeatGroupHardyDescription=将你的力量或体质 +1,上限为 20。每当你使用回气特性时,你获得 1D10 + 你的职业等级 点临时生命值。
+Feat/&FeatGroupHardyDescription=你的力量或体质 +1,上限为 20。每当你使用回气特性时,你获得 1D10 + 你的职业等级 点临时生命值。
Feat/&FeatGroupHardyTitle=结实
-Feat/&FeatGroupIridescentTouchedDescription=将你的一项精神属性 +1,上限为 20。\n每次长休后,你可以施展一次 七彩喷射、妖火 和 彩色爆裂 法术,你可以用你的法术位施展这些法术。
+Feat/&FeatGroupIridescentTouchedDescription=你的一项精神属性 +1,上限为 20。\n每次长休后,你可以施展一次 七彩喷射、妖火 和 彩色爆裂 法术,你可以用你的法术位施展这些法术。
Feat/&FeatGroupIridescentTouchedTitle=彩虹之触
Feat/&FeatGroupMagicInitiateDescription=选择一个职业:吟游诗人、牧师、德鲁伊、术士、邪术士或法师。你从该职业的法术列表中学习两个你选择的戏法。此外,从同一个列表中选择一个 1 环法术来学习。使用此专长,你可以在最低等级施展一次法术,并且你必须完成一次长休才能再次以这种方式施展。
Feat/&FeatGroupMagicInitiateTitle=魔法启蒙
-Feat/&FeatGroupMediumArmorDescription=将你的力量或敏捷 +1,上限为 20。\n你获得中甲和盾牌熟练项。
+Feat/&FeatGroupMediumArmorDescription=你的力量或敏捷 +1,上限为 20。\n你获得中甲和盾牌熟练项。
Feat/&FeatGroupMediumArmorTitle=中甲掌握
Feat/&FeatGroupMeleeCombatDescription={0}
Feat/&FeatGroupMeleeCombatTitle=战斗:近战
-Feat/&FeatGroupOldTacticsDescription=将你的力量或敏捷捷 +1,上限为 20。每轮一次,当你的近战武器触及范围内的俯卧敌人站起来时,你可以对目标进行借机攻击。
+Feat/&FeatGroupOldTacticsDescription=你的力量或敏捷捷 +1,上限为 20。每轮一次,当你的近战武器触及范围内的俯卧敌人站起来时,你可以对目标进行借机攻击。
Feat/&FeatGroupOldTacticsTitle=故技重施
-Feat/&FeatGroupPeregrinationTouchedDescription=将你的一项精神属性 +1,上限为 20。\n每次长休后,你可以施展一次 大步奔行、脚底抹油 和 蛛行术 法术,你可以用你的法术位施展这些法术。
+Feat/&FeatGroupOrcishFuryDescription=你的怒火不知疲倦地燃烧。您将获得以下好处:\n• 将您的力量或体质提高 1 点,最多 20 点。\n• 当您使用简单武器或军用武器进行攻击时,您可以投掷该武器的其中一个额外增加一次伤害骰子,并将其添加为武器伤害类型的额外伤害。一旦您使用了此能力,您就无法再次使用它,直到您完成短暂或长时间的休息。\n• 在您使用“无情的耐力”特质后,您可以立即使用您的反应来进行一次武器攻击。
+Feat/&FeatGroupOrcishFuryTitle=兽人之怒
+Feat/&FeatGroupPeregrinationTouchedDescription=你的一项精神属性 +1,上限为 20。\n每次长休后,你可以施展一次 大步奔行、脚底抹油 和 蛛行术 法术,你可以用你的法术位施展这些法术。
Feat/&FeatGroupPeregrinationTouchedTitle=旅行之触
-Feat/&FeatGroupPiercerDescription=将你的力量或敏捷 +1,上限为 20。当你攻击并造成穿刺伤害时,你可以在掷出 1 时重投,并且你必须使用新的掷骰。当你造成重击时,你可以在确定目标受到的穿刺伤害时额外掷一个伤害骰。
+Feat/&FeatGroupPiercerDescription=你的力量或敏捷 +1,上限为 20。当你攻击并造成穿刺伤害时,你可以在掷出 1 时重投,并且你必须使用新的掷骰。当你造成重击时,你可以在确定目标受到的穿刺伤害时额外掷一个伤害骰。
Feat/&FeatGroupPiercerTitle=穿刺者
Feat/&FeatGroupPlaneTouchedMagicDescription=你被其他某个位面所触及,并且可以施展与该位面相关的一些法术。\n你的其中一个精神属性 +1,上限为 20。
Feat/&FeatGroupPlaneTouchedMagicTitle=位面魔法
@@ -92,7 +92,7 @@ Feat/&FeatGroupRangedCombatDescription={0}
Feat/&FeatGroupRangedCombatTitle=战斗:远程
Feat/&FeatGroupRetinueTouchedDescription=你的一项精神属性 +1,上限为 20。\n每次长休后,你可以施展一次 祝福术、英雄气概 和 强化属性 法术,你可以用你的法术位施展这些法术。
Feat/&FeatGroupRetinueTouchedTitle=随行之触
-Feat/&FeatGroupRevenantGreatSwordDescription=你是一位巨剑大师的后裔,其中的一些精湛技艺已经传给了你。你获得以下好处:\n• 将你的敏捷 +1,上限为 20。\n• 当你持有一把巨剑时,你的护甲等级获得 +1 加值。\n• 当你使用巨剑时,巨剑具有灵巧属性。
+Feat/&FeatGroupRevenantGreatSwordDescription=你是一位巨剑大师的后裔,其中的一些精湛技艺已经传给了你。你获得以下好处:\n• 你的敏捷 +1,上限为 20。\n• 当你持有一把巨剑时,你的护甲等级获得 +1 加值。\n• 当你使用巨剑时,巨剑具有灵巧属性。
Feat/&FeatGroupRevenantGreatSwordTitle=英魂之刃
Feat/&FeatGroupShadowTouchedDescription=你的一项精神属性 +1,上限为 20。\n每次长休后,你可以施展一次 隐形术、致伤术 和 虚假生命 法术,你可以用你的法术位施展这些法术。
Feat/&FeatGroupShadowTouchedTitle=暗影之触
@@ -104,17 +104,17 @@ Feat/&FeatGroupSpellCombatDescription={0}
Feat/&FeatGroupSpellCombatTitle=战斗:法术
Feat/&FeatGroupSpellSniperDescription=你学会了一个需要攻击检定的戏法。从吟游诗人、牧师、德鲁伊、术士、邪术士或法师法术列表中选择法术。当你施展需要进行攻击检定的法术时,该法术的射程会加倍。你的远程法术攻击无视半身掩护和四分之三掩护。
Feat/&FeatGroupSpellSniperTitle=法术狙击手
-Feat/&FeatGroupSquatNimblenessDescription=你在你的种族中异常敏捷。将你的力量或敏捷 +1,上限为 20。将你的步行速度提高 5 尺。你获得运动或特技熟练项,如果已有熟练项,则获得专精。
-Feat/&FeatGroupSquatNimblenessTitle=下盘灵巧
+Feat/&FeatGroupSquatNimblenessDescription=你在你的种族中异常敏捷。你的力量或敏捷 +1,上限为 20。将你的步行速度提高 5 尺。你获得运动或特技熟练项,如果已有熟练项,则获得专精。
+Feat/&FeatGroupSquatNimblenessTitle=低身机敏
Feat/&FeatGroupSupportCombatDescription={0}
Feat/&FeatGroupSupportCombatTitle=战斗:支援
-Feat/&FeatGroupTelekineticDescription=将你的一项精神属性 +1,上限为 20。\n使用一个附赠动作,你可以通过心灵遥控移动一个你可以看到的生物,目标必须通过一次力量豁免检定(DC 8 + 你的熟练加值 + 你的魅力调整值),失败则使其在你 30 尺范围内,向你选择的方向移动 5 尺。
+Feat/&FeatGroupTelekineticDescription=你的一项精神属性 +1,上限为 20。\n使用一个附赠动作,你可以通过心灵遥控移动一个你可以看到的生物,目标必须通过一次力量豁免检定(DC 8 + 你的熟练加值 + 你的魅力调整值),失败则使其在你 30 尺范围内,向你选择的方向移动 5 尺。
Feat/&FeatGroupTelekineticTitle=念动力
-Feat/&FeatGroupTeleportationDescription=将你的一项精神属性 +1,上限为 20。\n每次短休后你可以使用一次迷踪步,你可以用你的法术位施展这个法术。\n你可以熟练使用Tirmarian语。
+Feat/&FeatGroupTeleportationDescription=你的一项精神属性 +1,上限为 20。\n每次短休后你可以使用一次迷踪步,你可以用你的法术位施展这个法术。\n你可以熟练使用Tirmarian语。
Feat/&FeatGroupTeleportationTitle=精类传动
Feat/&FeatGroupToolsDescription={0}
Feat/&FeatGroupToolsTitle=工具
-Feat/&FeatGroupToxicologistDescription=将你的一项精神属性 +1,上限为 20。\n你获得毒药工具和自然熟练项,如果已有熟练项,则获得专精。
+Feat/&FeatGroupToxicologistDescription=你的一项精神属性 +1,上限为 20。\n你获得毒药工具和自然熟练项,如果已有熟练项,则获得专精。
Feat/&FeatGroupToxicologistTitle=毒理学家
Feat/&FeatGroupTwoHandedCombatDescription={0}
Feat/&FeatGroupTwoHandedCombatTitle=战斗:双手
@@ -122,5 +122,5 @@ Feat/&FeatGroupTwoWeaponCombatDescription={0}
Feat/&FeatGroupTwoWeaponCombatTitle=战斗:双武器
Feat/&FeatGroupUnarmoredCombatDescription={0}
Feat/&FeatGroupUnarmoredCombatTitle=战斗:无甲
-Feat/&FeatGroupVerdantTouchedDescription=将你的一项精神属性增加 1,最高 20。\n你可以在每次长休期间施展一次 树肤术、纠缠术 和 神莓术 法术,你可以用你的法术位施展这些法术。
-Feat/&FeatGroupVerdantTouchedTitle=青翠之触
+Feat/&FeatGroupVerdantTouchedDescription=你的一项精神属性 +1,上限为 20。\n你可以在每次长休期间施展一次 树肤术、纠缠术 和 神莓术 法术,你可以用你的法术位施展这些法术。
+Feat/&FeatGroupVerdantTouchedTitle=苍翠之触
diff --git a/SolastaUnfinishedBusiness/Translations/zh-CN/Feats/MeleeCombat-zh-CN.txt b/SolastaUnfinishedBusiness/Translations/zh-CN/Feats/MeleeCombat-zh-CN.txt
index a25f21f6d1..da40cc9ca9 100644
--- a/SolastaUnfinishedBusiness/Translations/zh-CN/Feats/MeleeCombat-zh-CN.txt
+++ b/SolastaUnfinishedBusiness/Translations/zh-CN/Feats/MeleeCombat-zh-CN.txt
@@ -14,12 +14,14 @@ Feat/&FeatAlwaysReadyDescription=如果你采取了攻击行动并且在任何
Feat/&FeatAlwaysReadyTitle=永不松懈
Feat/&FeatBladeMasteryDescription=你精通匕首、短剑、长剑、弯刀、刺剑和巨剑。当你使用任何武器时,你使用该武器进行的攻击检定将获得 +1 加值,并且护甲等级获得 +1 加值。当你用武器进行借机攻击时,你在攻击检定上有优势。
Feat/&FeatBladeMasteryTitle=剑刃精通
+Feat/&FeatChargerDescription=您已接受过一头冲锋的训练,并获得以下优势:\n• 每当您采取冲刺动作时,您都可以使用奖励动作进行一次近战攻击。\n• 如果您直线移动至少 10 英尺在你的回合中使用近战武器或徒手攻击击中之前,选择以下效果之一:攻击伤害骰获得 +1d8 加值,或将目标推高 10 英尺,前提是你要推的目标是大尺寸或更小尺寸。您每个回合只能使用一次此福利。
+Feat/&FeatChargerTitle=充电器
Feat/&FeatCleavingAttackDescription=你已经学会了如何利用武器的重量来发挥自己的优势,让它的动量增强你的攻击力:\n• 在你的回合中,当你使用近战武器造成致命一击或使用武器将生物生命值降至 0 时,你可以进行一次近战武器攻击作为附赠动作。\n• 在你使用你擅长的重型武器进行近战攻击之前,你可以选择对你的攻击检定承受 -5 减值,其伤害掷骰获得 +10 加值。
Feat/&FeatCleavingAttackTitle=巨武器大师
Feat/&FeatCrusherConDescription=你精通粉碎敌人的艺术。将你的体质 +1,上限为 20。每回合一次,当你用造成钝击伤害的攻击击中生物时,你将敌人推开 5 尺。当你重击时,在你的下一轮开始之前,对该生物的攻击掷骰具有优势。
-Feat/&FeatCrusherConTitle=粉碎【体质】
+Feat/&FeatCrusherConTitle=粉碎者【体质】
Feat/&FeatCrusherStrDescription=你精通粉碎敌人的艺术。将你的力量 +1,上限为 20。每回合一次,当你用造成钝击伤害的攻击击中生物时,你将敌人推开 5 尺。当你重击时,在你的下一轮开始之前,对该生物的攻击掷骰具有优势。
-Feat/&FeatCrusherStrTitle=粉碎【力量】
+Feat/&FeatCrusherStrTitle=粉碎者【力量】
Feat/&FeatDefensiveDuelistDescription=当你挥舞着你擅长的精巧武器时,另一个生物用近战攻击击中你,你可以使用你的反应将你的熟练加值添加到该攻击的AC中,这可能会导致攻击错过你。
Feat/&FeatDefensiveDuelistTitle=防御式决斗者
Feat/&FeatFellHandedDescription=你掌握了手斧、战斧、巨斧、战锤和大锤。使用其中任何一项时,你获得下列增益:\n• 你使用该武器进行的攻击掷骰获得 +1 加值。\n• 当你在近战攻击中有优势时,如果两个 d20 中较低的一个也会击中目标,你就会将目标击倒。\n• 当你在近战攻击中处于劣势并且没有命中时,目标将受到与你的力量调整值相等的钝击伤害。
@@ -42,8 +44,8 @@ Feat/&FeatPiercerStrTitle=穿刺者【力量】
Feat/&FeatPowerAttackDescription=你学会了用准确性换取更致命的打击。当徒手或使用近战武器攻击时,你可以选择对你的攻击检定承受 -3 减值,其伤害掷骰获得 3 + 你的熟练加值。
Feat/&FeatPowerAttackTitle=猛力攻击
Feat/&FeatSavageAttackDescription=当你掷出 1 时重掷武器和法术伤害骰子(并非所有伤害源都重掷骰子。例如,偷袭和重击伤害不会重掷)。
-Feat/&FeatSavageAttackReroll=由于野蛮攻击专长 {0} 将 {1} 骰子从 {2} 重投到 {3}。
-Feat/&FeatSavageAttackTitle=野蛮攻击
+Feat/&FeatSavageAttackReroll=由于凶蛮打手专长 {0} 将 {1} 骰子从 {2} 重投到 {3}。
+Feat/&FeatSavageAttackTitle=凶蛮打手
Feat/&FeatSlasherDexDescription=你学会了如何挥砍薄弱处。将你的敏捷 +1,上限为 20。当你攻击并造成挥砍伤害时,你可以将目标的速度降低 10 尺,直到你的下一轮开始。当你造成重击时,你会致残敌人。在你的下一轮开始之前,目标的所有攻击检定都处于劣势。
Feat/&FeatSlasherDexTitle=劈砍者【敏捷】
Feat/&FeatSlasherStrDescription=你学会了如何挥砍薄弱处。将你的力量 +1,上限为 20。当你攻击并造成挥砍伤害时,你可以将目标的速度降低 10 尺,直到你的下一轮开始。当你造成重击时,你会致残敌人。在你的下一轮开始之前,目标的所有攻击检定都处于劣势。
@@ -54,12 +56,18 @@ Feature/&AttackModifierFeatSpearMasteryDescription=你用长矛进行的攻击
Feature/&AttackModifierFeatSpearMasteryTitle=长矛精通
Feature/&AttributeModifierFeatLongswordFinesseArmorClassDescription=当你手持长剑时,你的护甲等级获得 +1 加值。
Feature/&AttributeModifierFeatLongswordFinesseArmorClassTitle=长剑技巧
+Feature/&PowerFeatChargerAddDamageDescription=攻击伤害骰获得 +1d8 加值。
+Feature/&PowerFeatChargerAddDamageTitle=添加 1D8 伤害
+Feature/&PowerFeatChargerShoveDescription=将目标推至 10 英尺。
+Feature/&PowerFeatChargerShoveTitle=最多推 10 英尺
Feature/&PowerFeatFellHandedAdvantageDescription=每当你在近战攻击掷骰和命中中获得优势时,如果两个 d20 掷骰中较低的一个也命中目标,你就会将目标击倒。
Feature/&PowerFeatFellHandedDisadvantageDescription=每当你在近战攻击检定上处于劣势且未命中时,目标将受到等于你的力量调整值的钝击伤害。
Feature/&PowerFeatSpearMasteryChargeDescription=你可以撑起你的长矛来拦截接近的敌人。你可以使用反应对进入你范围内的敌人进行长矛借机攻击,如果该攻击命中则造成额外的伤害。
Feature/&PowerFeatSpearMasteryChargeTitle=长矛列阵
Feature/&PowerFeatSpearMasteryReachDescription=在你接下来的回合中,你可以将长矛的触及范围增加 5 尺。
Feature/&PowerFeatSpearMasteryReachTitle=长矛触及
+Feedback/&AdditionalDamageChargerFormat=充电器!
+Feedback/&AdditionalDamageChargerLine={0} 充能 {1} 并造成额外 {2} 伤害!
Feedback/&AdditionalDamageCrusherFormat=粉碎者!
Feedback/&AdditionalDamageCrusherLine={0} 粉碎了 {1}
Feedback/&AdditionalDamagePiercerFormat=穿刺者!
@@ -69,6 +77,10 @@ Reaction/&ReactionAttackOldTacticsDescription={0} 站了起来。{1} 可以使
Reaction/&ReactionAttackOldTacticsReactDescription=利用你的反应来攻击。
Reaction/&ReactionAttackOldTacticsReactTitle=攻击
Reaction/&ReactionAttackOldTacticsTitle=故技重施
+Reaction/&ReactionSpendPowerBundlePowerFeatChargerDescription=您可以增加额外伤害或推动目标。
+Reaction/&ReactionSpendPowerBundlePowerFeatChargerReactDescription=应用附加效果。
+Reaction/&ReactionSpendPowerBundlePowerFeatChargerReactTitle=收费
+Reaction/&ReactionSpendPowerBundlePowerFeatChargerTitle=收费
Reaction/&UseDefensiveDuelistDescription=你快要被打了!你可以采取防御姿态来防止受到攻击。
Reaction/&UseDefensiveDuelistReactDescription=使用防御姿势来防止受到攻击。
Reaction/&UseDefensiveDuelistReactTitle=保卫
diff --git a/SolastaUnfinishedBusiness/Translations/zh-CN/Feats/OtherFeats-zh-CN.txt b/SolastaUnfinishedBusiness/Translations/zh-CN/Feats/OtherFeats-zh-CN.txt
index 5d05695d99..57c22abc54 100644
--- a/SolastaUnfinishedBusiness/Translations/zh-CN/Feats/OtherFeats-zh-CN.txt
+++ b/SolastaUnfinishedBusiness/Translations/zh-CN/Feats/OtherFeats-zh-CN.txt
@@ -1,64 +1,76 @@
-Condition/&ConditionFeatMobileAfterDashDescription=免疫移动限制以及被束缚。
+Condition/&ConditionFeatMobileAfterDashDescription=免疫束缚及移动限制效应。
Condition/&ConditionFeatMobileAfterDashTitle=行动自如
+Feat/&FeatAlertDescription=时刻警惕危险。你获得以下好处:\n• 当你有意识时,不会受惊。\n• 你的先攻 +5。\n• 其他生物不会因你无法感知而对你的攻击检定有优势。
+Feat/&FeatAlertTitle=警觉
Feat/&FeatArcaneArcherAdeptDescription=你掌握的奥术魔法与弓箭训练,允许你执行特殊的战斗策略。
-Feat/&FeatArcaneArcherAdeptTitle=魔射手专家
-Feat/&FeatAstralArmsDescription=将你的感知 +1,上限为 20 点。\n当你在你的回合进行攻击时,你的攻击范围为 10 尺。其他生物进入你的徒手攻击范围时会引发你的借机攻击.
+Feat/&FeatArcaneArcherAdeptTitle=魔射专家
+Feat/&FeatAstralArmsDescription=你的感知 +1,上限为 20。\n当你在你的回合进行攻击时,你的攻击范围为 10 尺。其他生物进入你的徒手攻击范围时会引发你的借机攻击.
Feat/&FeatAstralArmsTitle=星灵延伸
+Feat/&FeatChefConDescription=你的体质 +1,上限为 20。\n你可以花 1 小时做饭,恢复你及同伴 1d8 的生命值。\n每日一次,你可以花 1 小时做出数量为你的熟练加值,食用时可提供 5 点临时生命值的美味。
+Feat/&FeatChefConTitle=大厨【体质】
+Feat/&FeatChefWisDescription=你的感知 +1,上限为 20。\n你可以花 1 小时做饭,恢复你及同伴 1d8 的生命值。\n每日一次,你可以花 1 小时做出数量为你的熟练加值,食用时可提供 5 点临时生命值的美味。
+Feat/&FeatChefWisTitle=大厨【感知】
Feat/&FeatCriticalVirtuosoDescription=你的重击阈值降低了 1 点。
Feat/&FeatEldritchAdeptDescription=你可以从邪术士职业中选择一种祈唤。如果祈唤有先决条件,则只有当你是邪术士并且满足先决条件时才能选择该祈唤。每当你获得一个等级时,你就可以用另一个来自邪术士职业的祈唤来替换该祈唤。
Feat/&FeatEldritchAdeptTitle=祈唤专家
-Feat/&FeatElementalAdeptDescription=你施放的 {0} 种伤害类型法术无视目标的伤害抗性。此外,当你为这些法术投掷伤害时,你可以重掷其中任何一个骰子。
-Feat/&FeatElementalAdeptTitle=元素专家 [{0}]
-Feat/&FeatElementalMasterDescription=你施放的 {0} 种伤害类型法术无视目标对伤害的免疫力。此外,当你为这些法术掷骰时,你可以重掷其中任何一个骰子。
-Feat/&FeatElementalMasterTitle=元素大师 [{0}]
-Feat/&FeatFrostAdaptationDescription=将你的体质 +1,上限为 20 点。\n你对冷冻伤害具有抗性。\n你免疫中等寒冷天气的影响。\n在极冷的天气中,你会感到冻寒而不是冻结。
+Feat/&FeatElementalAdeptDescription=你施放的 {0} 伤害类型法术无视目标的伤害抗性。此外,当你为你施展的造成该类型伤害的法术掷伤害骰时,你重掷其中出目为 1 的骰子。
+Feat/&FeatElementalAdeptTitle=元素专家【{0}】
+Feat/&FeatElementalMasterDescription=你施放的 {0} 伤害类型法术无视目标对伤害的免疫。此外,当你为你施展的造成该类型伤害的法术掷攻击骰时,你重掷其中出目为 1 的骰子。
+Feat/&FeatElementalMasterTitle=元素大师【{0}】
+Feat/&FeatFrostAdaptationDescription=你的体质 +1,上限为 20。\n你对冷冻伤害具有抗性。\n你免疫中等寒冷天气的影响。\n即便在极寒的天气中,你只会冻寒而不是冻僵。
Feat/&FeatFrostAdaptationTitle=霜冻适应
-Feat/&FeatGiftOfTheChromaticDragonDescription=你已经展现了色彩龙的一些力量,为你带来以下好处:\n• 繁彩注魔:作为附赠动作,你可以触摸简单武器或军用武器并向其注入以下伤害类型之一:强酸、冷冻、火焰、闪电或毒素。在接下来的一分钟内,武器击中时会造成所选类型的额外 1d4 伤害。使用此附赠动作后,直到完成长时间休息后才能再次执行此操作。\n• 反射抗性:当你受到强酸、冷冻、火焰、闪电或毒素伤害时,你可以使用反应来给予你自己对该次伤害有抵抗力,直到回合结束。你可以使用该反应的次数等于你的熟练加值,并且当你完成长时间休息时,你会重获所有使用次数。
-Feat/&FeatGiftOfTheChromaticDragonTitle=色彩龙赋礼
-Feat/&FeatHealerDescription=你获得医学检查的熟练程度或专业知识。每次长时间休息,你都可以获得稳定垂死生物的能力。你可以使用一个动作在每次长时间休息时恢复 1d6 + 4 + 角色等级生命值,次数等于你的感知调整值。
+Feat/&FeatGiftOfTheChromaticDragonDescription=你已经展现了色彩龙的一些力量,为你带来以下好处:\n• 繁彩注魔:长休一次,作为附赠动作,你可以触摸简单武器或军用武器并向其注入以下伤害类型之一:强酸、冷冻、火焰、闪电或毒素。在接下来的一分钟内,武器击中时会造成所选类型的额外 1d4 伤害。\n• 反应抵抗:当你受到强酸、冷冻、火焰、闪电或毒素伤害时,你可以使用反应来给予你自己对该类伤害的抗性,直到回合结束。每次长休后你可以使用该反应的次数等于你的熟练加值。
+Feat/&FeatGiftOfTheChromaticDragonTitle=色彩龙之赐
+Feat/&FeatGroupSkillExpertDescription=你已经磨练了自己对特定技能的熟练程度,从而获得以下好处:\n• 将你选择的一项属性值提高 1 点,最高达到 20。\n• 获得一项技能的熟练项\n• 将一项已经熟练的技能进阶为专精。
+Feat/&FeatGroupSkillExpertTitle=技能专家
+Feat/&FeatHealerDescription=你获得医药的熟练项或专精。每次长休后,你可以稳定一个生物的伤势,以及复苏死亡不久的生物。你也可以使用一个动作恢复 1d6 + 医药加值 + 角色等级 的生命值,每次长休后可以使用该动作的次数等于你的感知调整值。
Feat/&FeatHealerTitle=治愈者
-Feat/&FeatInfusionsAdeptDescription=你已经学习了将魔法注入普通物体以创造临时魔法物品的艺术,并授予你从技师职业中选择的两个2级或以下的注入。
-Feat/&FeatInfusionsAdeptTitle=注能专家
-Feat/&FeatInspiringLeaderDescription=你可以花费 10 分钟来激励你周围 30 尺内的所有友善生物(包括你自己)。每个生物获得的临时生命值等于 你的等级 + 你的魅力调整值。
-Feat/&FeatInspiringLeaderTitle=励志领袖
-Feat/&FeatMagicInitiateDescription=你从 {0} 法术列表中学习了两个你选择的戏法。此外,从同一个列表中选择一个 1 环法术来学习。使用此专长,你可以在最低环阶施展一次法术,并且你必须完成一次长休才能再次以这种方式施展。
-Feat/&FeatMagicInitiateTitle=魔法启蒙 [{0}]
-Feat/&FeatMetamagicAdeptDescription=你从术士职业中学习了两种你选择的超魔选项,并获得一半熟练加值的术法点,用于释放超魔。
+Feat/&FeatInfusionsAdeptDescription=你已经学习了将魔法注入普通物体以创造临时魔法物品的艺术。从发明家职业中选择两个 2 级或以下的注法。
+Feat/&FeatInfusionsAdeptTitle=注法专家
+Feat/&FeatInspiringLeaderDescription=你可以花费 10 分钟来激励你周围 30 尺内的所有友善生物(包括你自己)。每个生物获得等于 你的等级 + 你的魅力调整值的临时生命值。
+Feat/&FeatInspiringLeaderTitle=领袖之证
+Feat/&FeatMagicInitiateDescription=你从 {0} 法术列表中学习了两个你选择的戏法和一个 1 环法术。你可以用此专长以最低环阶施展所学的法术,并且你必须完成一次长休才能再次以这种方式施展。
+Feat/&FeatMagicInitiateTitle=魔法学徒【{0}】
+Feat/&FeatMetamagicAdeptDescription=你从术士职业中学习了两种你选择的超魔,并获得一半熟练加值的术法点,用于释放超魔。
Feat/&FeatMetamagicAdeptTitle=超魔专家
Feat/&FeatMobileDescription=你非常敏捷和灵活。你的速度增加 10 尺,并且你在冲刺时免疫困难地形。当你对一个生物进行近战攻击时,你免疫该生物的借机攻击,除非它对此免疫。
Feat/&FeatMobileTitle=灵活
Feat/&FeatMonkInitiateDescription=你已经学会了武僧的一些能力。你获得等于你的熟练加值的气点,你可以使用这些点数来释放疾风连击、坚强防御或飞檐走壁。
-Feat/&FeatMonkInitiateTitle=武僧入门
-Feat/&FeatPickPocketDescription=你获得手上功夫的熟练项,如果已经熟练,则获得专业知识。你在手上的灵巧检定上也有优势。
+Feat/&FeatMonkInitiateTitle=武僧学徒
+Feat/&FeatPickPocketDescription=你获得巧手的熟练项或专精。你在巧手检定上也有优势。
Feat/&FeatPickPocketTitle=扒手
-Feat/&FeatPoisonousSkinDescription=任何在近战中击中你或被你的徒手攻击击中、推撞你或被你推撞的生物都需要进行 DC 为 8 + 你的熟练加值 + 你的体质调整值 的体质豁免检定,失败则中毒 1 分钟。
+Feat/&FeatPoisonousSkinDescription=任何推撞、以近战攻击命中你,或被你推撞、以徒手攻击命中的生物都需要进行 DC 为 8 + 你的熟练加值 + 你的体质调整值 的体质豁免检定,失败则中毒 1 分钟。
Feat/&FeatPoisonousSkinTitle=毒皮
-Feat/&FeatSpellSniperDescription=你从 {0} 法术列表中学习了两个你选择的戏法。当你施展需要进行攻击检定的法术时,该法术的射程会加倍。你的远程法术攻击无视半掩护和四分之三掩护。
-Feat/&FeatSpellSniperTitle=法术狙击手 [{0}]
-Feat/&FeatTacticianAdeptDescription=你接受过武术训练,可以执行称为开局的特殊战斗技巧:\n• 你可以从战术家子类别中学习两种你选择的策略。这些策略的策略 DC 为 8 + 熟练加值 + 力量或敏捷调整值,以较高者为准。\n• 你获得 1 个策略骰。骰子是 d6,如果你不是战术家,它的尺寸不会增加。该骰子用于为你的策略提供燃料。当你使用它时它会被消耗,当你完成短暂或长休时它会被恢复。
-Feat/&FeatTacticianAdeptTitle=武师
+Feat/&FeatSpellSniperDescription=你从 {0} 法术列表中学习了两个你选择的戏法。当你施展需要进行攻击检定的法术射程加倍。你的远程法术攻击无视半掩护和四分之三掩护。
+Feat/&FeatSpellSniperTitle=法术狙手【{0}】
+Feat/&FeatTacticianAdeptDescription=你接受过武术训练,可以使用战技:\n• 你可以从战斗大师子职中学习两种你选择的战技。这些战技的 DC 为 8 + 熟练加值 + 力量或敏捷调整值,以较高者为准。\n• 你获得 1 个 d6 卓越骰用以施展战技,且如果你不是战斗大师,它的大小不会增加。当你完成短休或长休后,消耗的卓越骰恢复。
+Feat/&FeatTacticianAdeptTitle=战技专家
Feat/&FeatToughDescription=当你获得此专长时,你的最大生命值增加两倍于你的等级。此后每当你升一级时,你的最大生命值会额外增加 2 点生命值。
Feat/&FeatToughTitle=健壮
Feat/&FeatWarCasterDescription=你在保持专注的检查中获得优势。\n即使你的一只手或双手拿着武器或盾牌,你也可以执行法术的躯体成分。\n当敌对生物的移动引起你的借机攻击时,你可以使用你的反应对该生物施展戏法,而不是进行借机攻击。该戏法的施法时间必须为 1 个动作或附赠动作,并且必须仅以该生物为目标。
-Feat/&FeatWarCasterTitle=战争施法者
-Feature/&CastSpellFeatMagicInitiateTitle=魔法入门
-Feature/&CastSpellFeatSpellSniperTitle=狙击手
+Feat/&FeatWarCasterTitle=战地施法者
+Feature/&CastSpellFeatMagicInitiateTitle=魔法学徒
+Feature/&CastSpellFeatSpellSniperTitle=法术狙手
Feature/&DieRollModifierFeatElementalAdeptReroll=由于元素专家专长 {0} 将 {1} 骰子从 {2} 重掷为 {3}。
Feature/&DieRollModifierFeatElementalMasterReroll=由于元素大师专长 {0} 将 {1} 骰子从 {2} 重掷为 {3}。
-Feature/&PowerFeatHealerMedKitDescription=你可以使用一个动作来恢复 1d6 + 药物加值 + 角色等级生命值,每次长休后可使用的次数等于你的感知调整值。
-Feature/&PowerFeatHealerMedKitTitle=使用药物
-Feature/&PowerFeatHealerResuscitateDescription=每次长休时,你可以使用一个动作来复活过去 12 秒内死亡的生物。
-Feature/&PowerFeatHealerResuscitateTitle=复苏
-Feature/&PowerFeatHealerStabilizeDescription=每次长休时,你可以使用一个动作来稳定濒死生物的伤势。
-Feature/&PowerFeatHealerStabilizeTitle=稳定
+Feature/&PowerFeatChefCookMealDescription=你可以花 1 小时烹饪大餐,使你和你的同伴恢复 1d8 生命值。
+Feature/&PowerFeatChefCookMealTitle=掌勺
+Feature/&PowerFeatChefCookTreatDescription=你可以花 1 小时制作美味,食用后可提供 5 点临时生命值。
+Feature/&PowerFeatChefCookTreatTitle=加餐
+Feature/&PowerFeatHealerMedKitDescription=你可以使用一个动作来恢复 1d6 + 医药加值 + 角色等级 的生命值,每次长休后可使用的次数等于你的感知调整值。
+Feature/&PowerFeatHealerMedKitTitle=使用药包
+Feature/&PowerFeatHealerResuscitateDescription=长休一次,你可以使用一个动作来复活过去 12 秒内死亡的生物。
+Feature/&PowerFeatHealerResuscitateTitle=复苏生物
+Feature/&PowerFeatHealerStabilizeDescription=长休一次,你可以使用一个动作来稳定濒死生物的伤势。
+Feature/&PowerFeatHealerStabilizeTitle=稳定伤势
Feature/&PowerFeatPoisonousSkinDescription=中毒1分钟。
Feature/&PowerFeatPoisonousSkinTitle=毒皮
-Feature/&PowerGiftOfTheChromaticDragonChromaticInfusionDescription=作为附赠动作,你可以触摸简单或军用武器并为其注入以下伤害类型之一:强酸、冷冻、火焰、闪电或毒素。在接下来的一分钟内,武器命中时会造成所选类型的额外 1d4 伤害。使用此附赠动作后,直到完成长休后才能再次执行此操作。
+Feature/&PowerGiftOfTheChromaticDragonChromaticInfusionDescription=作为附赠动作,你可以触摸简易或军用武器并为其注入以下伤害类型之一:强酸、冷冻、火焰、闪电或毒素。在接下来的一分钟内,武器命中时会造成所选类型的额外 1d4 伤害。使用此附赠动作后,直到完成长休后才能再次执行此操作。
Feature/&PowerGiftOfTheChromaticDragonChromaticInfusionTitle=繁彩注魔
Feature/&PowerGiftOfTheChromaticDragonDamageDescription=作为附赠动作,你可以触摸一把简单武器或军用武器并为其注入 {0} 点伤害。在接下来的一分钟内,武器命中时会造成额外 1d4 {0} 伤害。使用此附赠动作后,直到完成长休后才能再次执行此操作。
-Feature/&PowerGiftOfTheChromaticDragonDamageTitle={0}输液
+Feature/&PowerGiftOfTheChromaticDragonDamageTitle={0}注魔
Feature/&PowerGiftOfTheChromaticDragonReactiveResistanceDescription=当你受到强酸、冷冻、火焰、闪电或毒素伤害时,你可以利用你的反应来抵抗该伤害,直到回合结束。你可以使用该反应的次数等于你的熟练加值,并且当你完成长休时,你会重获所有使用次数。
-Feature/&PowerGiftOfTheChromaticDragonReactiveResistanceTitle=反射抗性
+Feature/&PowerGiftOfTheChromaticDragonReactiveResistanceTitle=反应抵抗
Feedback/&AdditionalDamageChromaticInfusionDamageAcidFormat=繁彩注魔:强酸
Feedback/&AdditionalDamageChromaticInfusionDamageAcidLine=繁彩注魔造成额外 +{2} 强酸伤害!
Feedback/&AdditionalDamageChromaticInfusionDamageColdFormat=繁彩注魔:冷冻
@@ -69,6 +81,8 @@ Feedback/&AdditionalDamageChromaticInfusionDamageLightningFormat=繁彩注魔:
Feedback/&AdditionalDamageChromaticInfusionDamageLightningLine=繁彩注魔造成额外 +{2} 闪电伤害!
Feedback/&AdditionalDamageChromaticInfusionDamagePoisonFormat=繁彩注魔:毒素
Feedback/&AdditionalDamageChromaticInfusionDamagePoisonLine=繁彩注魔造成额外 +{2} 毒素伤害!
+Item/&ItemFeatChefTreatDescription=吃下大厨的美味并获得 5 点临时生命值。
+Item/&ItemFeatChefTreatTitle=大厨的美味
Reaction/&ReactionWarcasterDescription={0} 正在离开一个受到一个或多个角色威胁的区域。
Reaction/&ReactionWarcasterReactDescription=使用反应来攻击目标。
Reaction/&ReactionWarcasterReactTitle=攻击
@@ -76,12 +90,12 @@ Reaction/&ReactionWarcasterTitle=借机攻击
Reaction/&SubitemSelectReactionAttackAoOEnterTitle=选择动作
Reaction/&SubitemSelectReactionAttackSentinelTitle=选择动作
Reaction/&SubitemSelectReactionWarcasterTitle=选择动作
-Reaction/&UseReactiveResistanceDescription={0}即将袭击您!你可以利用你的反应来抵抗{1},直到回合结束
-Reaction/&UseReactiveResistanceReactDescription=给自己一点抗性。
-Reaction/&UseReactiveResistanceReactTitle=抵抗
-Reaction/&UseReactiveResistanceTitle=反射抗性
+Reaction/&UseReactiveResistanceDescription={0}即将袭击你!你可以利用你的反应来抵抗{1},直到回合结束
+Reaction/&UseReactiveResistanceReactDescription=给予抗性。
+Reaction/&UseReactiveResistanceReactTitle=反应抵抗
+Reaction/&UseReactiveResistanceTitle=反应抵抗
Reaction/&WarcasterAttackDescription=攻击目标。
Reaction/&WarcasterAttackTitle=攻击
-Tag/&InitiateCantripSpecialTagTitle=启动戏法
-Tag/&InitiateSpellSpecialTagTitle=启动法术
-Tag/&SniperCantripSpecialTagTitle=狙击手戏法
+Tag/&InitiateCantripSpecialTagTitle=魔法学徒
+Tag/&InitiateSpellSpecialTagTitle=魔法学徒
+Tag/&SniperCantripSpecialTagTitle=法术狙手
diff --git a/SolastaUnfinishedBusiness/Translations/zh-CN/Feats/Races-zh-CN.txt b/SolastaUnfinishedBusiness/Translations/zh-CN/Feats/Races-zh-CN.txt
index 5a1168235c..02c92b1ae6 100644
--- a/SolastaUnfinishedBusiness/Translations/zh-CN/Feats/Races-zh-CN.txt
+++ b/SolastaUnfinishedBusiness/Translations/zh-CN/Feats/Races-zh-CN.txt
@@ -1,22 +1,46 @@
+Condition/&ConditionFeatFlamesOfPhlegethosDescription=任何距离你 5 英尺以内的生物如果用近战攻击击中你,都会受到 1d4 火焰伤害。
+Condition/&ConditionFeatFlamesOfPhlegethosTitle=弗莱格索斯之焰
Feat/&FeatDragonWingsDescription=你长出了龙的翅膀。如果你没有穿着重甲,你将获得有限时间的飞行能力。
Feat/&FeatDragonWingsTitle=龙翼
-Feat/&FeatFadeAwayDexDescription=你学会了一个在受到伤害时消失的神奇技巧。将你的敏捷 +1,上限为 20。在你受到伤害后,你可以立即使用反应神奇地隐形,直到你的下一轮结束或直到你攻击、造成伤害或强迫某人进行豁免检定。一旦你使用了这个能力,在你完成一次短休或长休之前你不能再次使用。
-Feat/&FeatFadeAwayDexTitle=渐隐【敏捷】
-Feat/&FeatFadeAwayIntDescription=你学会了一个在受到伤害时消失的神奇技巧。将你的智力 +1,上限为 20。在你受到伤害后,你可以立即使用反应神奇地隐形,直到你的下一轮结束或直到你攻击、造成伤害或强迫某人进行豁免检定。一旦你使用了这个能力,在你完成一次短休或长休之前你不能再次使用。
-Feat/&FeatFadeAwayIntTitle=渐隐【智力】
-Feat/&FeatInfernalConstitutionDescription=恶魔之血在你体内流淌,释放出恶魔般的韧性。你获得以下增益:\n• 将你的体质属性提高 1,最高为 20。\n• 你对冷冻和毒素伤害具有抗性。\n• 你在对抗中毒的豁免检定中具有优势。
-Feat/&FeatInfernalConstitutionTitle=地狱之体
-Feat/&FeatRevenantGreatSwordDexDescription=你是一位巨剑大师的后裔,其中的一些精湛技艺已经传给了你。你获得以下好处:\n• 将你的敏捷 +1,上限为 20。\n• 当你持有一把巨剑时,你的护甲等级获得 +1 加值。\n• 当你使用巨剑时,巨剑具有灵巧属性。
+Feat/&FeatDwarvenFortitudeDescription=你的血管里流淌着矮人英雄的血液。你获得以下好处:\n• 你的体质 +1,上限为 20。\n• 每当您在战斗中采取闪避动作时,您都可以消耗一个生命骰来恢复 骰值 + 你的体质调整值 的生命值(至少 1 点)。
+Feat/&FeatDwarvenFortitudeTitle=矮人坚韧
+Feat/&FeatFadeAwayDexDescription=你学会了一个在受到伤害时消失的魔法技巧。你的敏捷 +1,上限为 20。在你受到伤害后,你可以立即使用反应魔法性地隐形,直到你的下一轮结束或直到你攻击、造成伤害或强迫某人进行豁免检定。一旦你使用了这个能力,在你完成一次短休或长休之前你不能再次使用。
+Feat/&FeatFadeAwayDexTitle=匿影无踪【敏捷】
+Feat/&FeatFadeAwayIntDescription=你学会了一个在受到伤害时消失的魔法技巧。你的智力 +1,上限为 20。在你受到伤害后,你可以立即使用反应魔法性地隐形,直到你的下一轮结束或直到你攻击、造成伤害或强迫某人进行豁免检定。一旦你使用了这个能力,在你完成一次短休或长休之前你不能再次使用。
+Feat/&FeatFadeAwayIntTitle=匿影无踪【智力】
+Feat/&FeatFlamesOfPhlegethosChaDescription=你学会召唤并驱使地狱之火的能力。你获得以下好处:\n• 你的魅力 +1,上限为 20。\n• 当您为所施展的法术掷火焰伤害骰时,你重掷其中出目为 1 的骰子,但你必须使用新的骰值,即使其出目仍为 1。\n• 每当你使用造成火焰伤害的能力或法术时,都可以让火焰包围自己,直到你的下一个回合结束。火焰不会伤害你或你携带的物品,并使 30 英尺范围的环境成为明亮光照,更远的 30 英尺范围的环境成为微光光照。当火焰存在时,任何距离你 5 英尺以内的生物用近战攻击命中你时,受到 1d4 火焰伤害。
+Feat/&FeatFlamesOfPhlegethosChaTitle=弗莱格索斯之焰 【魅力】
+Feat/&FeatFlamesOfPhlegethosIntDescription=你学会召唤并驱使地狱之火的能力。你获得以下好处:\n• 你的智力 +1,上限为 20。\n• 当您为所施展的法术掷火焰伤害骰时,你重掷其中出目为 1 的骰子,但你必须使用新的骰值,即使其出目仍为 1。\n• 每当你使用造成火焰伤害的能力或法术时,都可以让火焰包围自己,直到你的下一个回合结束。火焰不会伤害你或你携带的物品,并使 30 英尺范围的环境成为明亮光照,更远的 30 英尺范围的环境成为微光光照。当火焰存在时,任何距离你 5 英尺以内的生物用近战攻击命中你时,受到 1d4 火焰伤害。
+Feat/&FeatFlamesOfPhlegethosIntTitle=弗莱格索斯之焰 【智力】
+Feat/&FeatInfernalConstitutionDescription=恶魔之血在你体内流淌,释放出恶魔般的韧性。你获得以下增益:\n• 你的体质 +1,上限为 20。\n• 你对冷冻和毒素伤害具有抗性。\n• 你在对抗中毒的豁免检定中具有优势。
+Feat/&FeatInfernalConstitutionTitle=炼狱体质
+Feat/&FeatOrcishFuryConDescription=你的怒火燃烧不绝。你获得以下好处:\n• 力量 +1 点,上限为 20。\n• 当你使用简易武器或军用武器攻击命中时,你可以再掷一枚与武器伤害骰大小和伤害类型相同的伤害骰作为额外伤害。一旦你使用了此能力,直到完成一次短休或长休不能再次使用。\n• 当你使用“坚韧不屈”特质时,可以立即用反应来进行一次武器攻击。
+Feat/&FeatOrcishFuryConTitle=兽人之怒【体质】
+Feat/&FeatOrcishFuryStrDescription=你的怒火燃烧不绝。你获得以下好处:\n• 力量 +1 点,上限为 20。\n• 当你使用简易武器或军用武器攻击命中时,你可以再掷一枚与武器伤害骰大小和伤害类型相同的伤害骰作为额外伤害。一旦你使用了此能力,直到完成一次短休或长休不能再次使用。\n• 当你使用“坚韧不屈”特质时,可以立即用反应来进行一次武器攻击。
+Feat/&FeatOrcishFuryStrTitle=兽人之怒【力量】
+Feat/&FeatRevenantGreatSwordDexDescription=你是一位巨剑大师的后裔,其中的一些精湛技艺已经传给了你。你获得以下好处:\n• 你的敏捷 +1,上限为 20。\n• 当你持有一把巨剑时,你的护甲等级获得 +1 加值。\n• 当你使用巨剑时,巨剑具有灵巧属性。
Feat/&FeatRevenantGreatSwordDexTitle=英魂之刃【敏捷】
-Feat/&FeatRevenantGreatSwordStrDescription=你是一位巨剑大师的后裔,其中的一些精湛技艺已经传给了你。你获得以下好处:\n• 将你的力量 +1,上限为 20。\n• 当你持有一把巨剑时,你的护甲等级获得 +1 加值。\n• 当你使用巨剑时,巨剑具有灵巧属性。
+Feat/&FeatRevenantGreatSwordStrDescription=你是一位巨剑大师的后裔,其中的一些精湛技艺已经传给了你。你获得以下好处:\n• 你的力量 +1,上限为 20。\n• 当你持有一把巨剑时,你的护甲等级获得 +1 加值。\n• 当你使用巨剑时,巨剑具有灵巧属性。
Feat/&FeatRevenantGreatSwordStrTitle=英魂之刃【力量】
-Feat/&FeatSquatNimblenessDexDescription=你在你的种族中异常敏捷。将你的敏捷 +1,上限为 20。将你的步行速度提高 5 尺。你获得运动技能的熟练项或专精。
-Feat/&FeatSquatNimblenessDexTitle=下盘灵巧【敏捷】
-Feat/&FeatSquatNimblenessStrDescription=你在你的种族中异常敏捷。将你的力量 +1,上限为 20。将你的步行速度提高 5 尺。你获得运动技能的熟练项或专精。
-Feat/&FeatSquatNimblenessStrTitle=下盘灵巧【力量】
+Feat/&FeatSquatNimblenessDexDescription=你在你的种族中异常敏捷。你的敏捷 +1,上限为 20。将你的步行速度提高 5 尺。你获得运动技能的熟练项或专精。
+Feat/&FeatSquatNimblenessDexTitle=低身机敏【敏捷】
+Feat/&FeatSquatNimblenessStrDescription=你在你的种族中异常敏捷。你的力量 +1,上限为 20。将你的步行速度提高 5 尺。你获得运动技能的熟练项或专精。
+Feat/&FeatSquatNimblenessStrTitle=低身机敏【力量】
Feature/&AttributeModifierFeatRevenantGreatSwordArmorClassDescription=当你手持一把巨剑时,你的护甲等级获得 +1 加值。
Feature/&AttributeModifierFeatRevenantGreatSwordArmorClassTitle=英魂之刃
+Feature/&DieRollModifierFeatFlamesOfPhlegethosReroll=由于弗莱格索斯之焰,{0} 将 {1} 骰子从 {2} 重新投掷到 {3}。
+Feedback/&AdditionalDamageOrcishFuryFormat=兽人之怒
+Feedback/&AdditionalDamageOrcishFuryLine=兽人之怒造成额外 +{2} 伤害!
+Feedback/&DwarvenFortitudeHitDieRolled={0}投掷了{2}并治愈了{3} = {4}。
+Reaction/&CustomReactionDwarvenFortitudeDescription=你可以花费一枚命中骰子来治愈自己。
+Reaction/&CustomReactionDwarvenFortitudeReactDescription=你可以花费一枚命中骰子来治愈自己。
+Reaction/&CustomReactionDwarvenFortitudeReactTitle=矮人坚韧
+Reaction/&CustomReactionDwarvenFortitudeTitle=矮人坚韧
Reaction/&UsePowerFeatFadeAwayInvisibleDescription=使用反应进入隐形。
Reaction/&UsePowerFeatFadeAwayInvisibleReactDescription=使用反应进入隐形。
-Reaction/&UsePowerFeatFadeAwayInvisibleReactTitle=渐隐
-Reaction/&UsePowerFeatFadeAwayInvisibleTitle=渐隐
+Reaction/&UsePowerFeatFadeAwayInvisibleReactTitle=匿影无踪
+Reaction/&UsePowerFeatFadeAwayInvisibleTitle=匿影无踪
+Reaction/&UsePowerFeatFlamesOfPhlegethosDescription=点燃弗莱格索斯之焰。
+Reaction/&UsePowerFeatFlamesOfPhlegethosReactDescription=点燃弗莱格索斯之焰。
+Reaction/&UsePowerFeatFlamesOfPhlegethosReactTitle=弗莱格索斯之焰
+Reaction/&UsePowerFeatFlamesOfPhlegethosTitle=弗莱格索斯之焰
diff --git a/SolastaUnfinishedBusiness/Translations/zh-CN/Feats/TwoWeaponCombat-zh-CN.txt b/SolastaUnfinishedBusiness/Translations/zh-CN/Feats/TwoWeaponCombat-zh-CN.txt
index 871f6abde5..f3c7eea4bd 100644
--- a/SolastaUnfinishedBusiness/Translations/zh-CN/Feats/TwoWeaponCombat-zh-CN.txt
+++ b/SolastaUnfinishedBusiness/Translations/zh-CN/Feats/TwoWeaponCombat-zh-CN.txt
@@ -1,6 +1,6 @@
Condition/&ConditionDualFlurryGrantDescription=你的敌人正在退缩!
-Condition/&ConditionDualFlurryGrantTitle=双重乱舞
+Condition/&ConditionDualFlurryGrantTitle=双持乱舞
Feat/&FeatDualFlurryDescription=你是使用成对武器战斗的高手。当你在一回合内双持武器且命中两次时,你获得一个额外的附赠动作,该动作只能进行副手攻击。
-Feat/&FeatDualFlurryTitle=双重乱舞
+Feat/&FeatDualFlurryTitle=双持乱舞
Feat/&FeatDualWeaponDefenseDescription=你精通使用两种武器进行战斗,并获得以下好处:\n• 当你每只手都使用单独的近战武器时,护甲等级获得 +1 加值。\n• 即使你所使用的并不是轻型单手近战武器。
-Feat/&FeatDualWeaponDefenseTitle=双持者
+Feat/&FeatDualWeaponDefenseTitle=双持客
diff --git a/SolastaUnfinishedBusiness/Translations/zh-CN/Gambits-zh-CN.txt b/SolastaUnfinishedBusiness/Translations/zh-CN/Gambits-zh-CN.txt
index 92ee84bce2..fb2bd010f9 100644
--- a/SolastaUnfinishedBusiness/Translations/zh-CN/Gambits-zh-CN.txt
+++ b/SolastaUnfinishedBusiness/Translations/zh-CN/Gambits-zh-CN.txt
@@ -1,88 +1,88 @@
Condition/&ConditionGambitBlindDistractedDescription=除了这种情况的来源之外,对你的下一次攻击具有优势。
Condition/&ConditionGambitBlindDistractedTitle=分心
Condition/&ConditionGambitDebilitateDescription=你在所有豁免检定和能力检定中都处于劣势。
-Condition/&ConditionGambitDebilitateTitle=身体虚弱
+Condition/&ConditionGambitDebilitateTitle=虚弱
Condition/&ConditionGambitSwitchBadDescription=在源角色的回合结束之前,你无法进行借机攻击。
Condition/&ConditionGambitSwitchBadTitle=诱饵
-Condition/&ConditionGambitSwitchGoodDescription=你获得额外的AC,等于一掷骰子,直到你的下一回合结束。
-Condition/&ConditionGambitSwitchGoodTitle=已切换
-Feature/&GambitBlindDescription=在你的回合结束之前击中生物的下一次武器或徒手攻击将花费一个策略骰子来造成等于策略骰子掷骰的额外伤害并分散目标,使除你以外的攻击者对目标进行下一次攻击掷骰,如果攻击在你的下一回合结束之前进行。
-Feature/&GambitBlindTitle=转移攻击
-Feature/&GambitBraceDescription=当一个生物进入你的近战武器的攻击范围时,你可以使用反应并花费一个策略骰子来使用武器或徒手攻击对他们进行借机攻击。如果攻击命中,你会造成相当于开局掷骰的额外伤害。
-Feature/&GambitBraceTitle=准备好罢工
-Feature/&GambitCoordinatedAttackDescription=在你的回合结束之前击中生物的下一次武器或徒手攻击将花费一个策略骰子来造成等于策略骰子掷骰的额外伤害,并将你的一个盟友转移到更有利的位置。瞄准距你 30 英尺内且未被限制或丧失行动能力的盟友。该盟友可以利用其反应将速度提高到一半,而不会引发借机攻击。
-Feature/&GambitCoordinatedAttackTitle=定向攻击
-Feature/&GambitDebilitateDescription=在你的回合结束之前击中生物的下一次武器或徒手攻击将花费一个策略骰子来造成等于策略骰子掷骰的额外伤害,并使该生物在你的下回合结束之前进行所有豁免检定和能力检定处于劣势,如果它在对抗你的策略 DC 时未能通过宪法豁免。
+Condition/&ConditionGambitSwitchGoodDescription=你获得额外的护甲等级,等于一个卓越骰,直到你的下一回合结束。
+Condition/&ConditionGambitSwitchGoodTitle=已转变
+Feature/&GambitBlindDescription=在你的回合结束之前击中生物的下一次武器或徒手攻击将花费一个卓越骰来造成等于卓越骰骰值的额外伤害并使目标分散注意力,使除你以外的攻击者对目标进行下一次攻击掷骰,如果攻击在你的下一回合结束之前进行。
+Feature/&GambitBlindTitle=分心打击
+Feature/&GambitBraceDescription=当一个生物进入你的近战武器的攻击范围时,你可以使用反应并花费一个卓越骰来使用武器或徒手攻击对他们进行借机攻击。如果攻击命中,你会造成相当于卓越骰的额外伤害。
+Feature/&GambitBraceTitle=支撑
+Feature/&GambitCoordinatedAttackDescription=在你的回合结束之前击中生物的下一次武器或徒手攻击将花费一个卓越骰来造成等于卓越骰掷骰的额外伤害,并将你的一个盟友转移到更有利的位置。瞄准距你 30 尺内且未被束缚或失能的盟友。该盟友可以利用其反应将速度提高到一半,而不会引发借机攻击。
+Feature/&GambitCoordinatedAttackTitle=灵动攻击
+Feature/&GambitDebilitateDescription=在你的回合结束之前击中生物的下一次武器或徒手攻击将花费一个卓越骰来造成等于卓越骰掷骰的额外伤害,并使该生物在你的下回合结束之前进行所有豁免检定和能力检定处于劣势,如果它在对抗你的战技 DC 时未能通过体质豁免。
Feature/&GambitDebilitateTitle=虚弱打击
-Feature/&GambitElusiveMovementDescription=你可以以一个自由动作消耗一个开局骰子,滚动骰子并将滚动的数字添加到你的AC中,直到你的回合结束。
-Feature/&GambitElusiveMovementTitle=难以捉摸的运动
-Feature/&GambitFeintDescription=你在回合结束前进行的下一次武器或徒手攻击将使用你的奖励动作并花费一个策略骰子来以优势进行攻击。如果攻击命中,将造成相当于开局掷骰的额外伤害。
+Feature/&GambitElusiveMovementDescription=你可以以一个自由动作消耗一个卓越骰,投掷骰子并将投掷的数字添加到你的护甲等级中,直到你的回合结束。
+Feature/&GambitElusiveMovementTitle=灵巧步法
+Feature/&GambitFeintDescription=你在回合结束前进行的下一次武器或徒手攻击将使用你的附赠动作并花费一个卓越骰来以优势进行攻击。如果攻击命中,将造成相当于卓越骰的额外伤害。
Feature/&GambitFeintTitle=瞄准攻击
-Feature/&GambitGoadingDescription=在你的回合结束之前击中生物的下一次近战武器或徒手攻击将花费一个策略骰子来造成等于策略骰子掷骰的额外伤害,并嘲讽该生物,直到你的下回合开始。被你嘲讽的生物在任何不以你为目标的攻击检定中都会处于劣势。如果另一个盟友嘲讽该生物或者您距离该生物超过 5 英尺,则此效果会提前结束。
-Feature/&GambitGoadingTitle=惹
-Feature/&GambitKnockdownDescription=在你的回合结束之前击中生物的下一次武器或徒手攻击将花费一个策略骰子来造成等于策略骰子掷骰的额外伤害,如果它未能通过你的策略 DC 的力量豁免检定,则将其击倒。
+Feature/&GambitGoadingDescription=在你的回合结束之前击中生物的下一次近战武器或徒手攻击将花费一个卓越骰来造成等于卓越骰掷骰的额外伤害,并嘲讽该生物,直到你的下回合开始。被你嘲讽的生物在任何不以你为目标的攻击检定中都会处于劣势。如果另一个盟友嘲讽该生物或者你距离该生物超过 5 尺,则此效果会提前结束。
+Feature/&GambitGoadingTitle=挑衅攻击
+Feature/&GambitKnockdownDescription=在你的回合结束之前击中生物的下一次武器或徒手攻击将花费一个卓越骰来造成等于卓越骰掷骰的额外伤害,如果它未能通过你的战技 DC 的力量豁免检定,则将其击倒。
Feature/&GambitKnockdownTitle=击倒
-Feature/&GambitLungingDescription=你可以以一个自由动作花费一个策略骰子,将你的近战攻击的范围增加 5 英尺,直到你的回合结束。此外,在你的回合结束之前击中生物的下一次武器或徒手攻击将造成等于开局掷骰的额外伤害。
-Feature/&GambitLungingTitle=抵达
-Feature/&GambitOverwhelmingAttackDescription=你可以发动强大的攻击作为主要行动攻击的一部分,可以同时伤害多个敌人。花费一个策略骰子并瞄准两个彼此相距不超过 5 英尺且在你的近战武器或徒手攻击范围内的生物,并为每个生物进行一次攻击检定。如果第一个目标被击中,则受到正常武器伤害;如果第二个目标被击中,则需要你的策略骰子+力量或敏捷调整值,以与你的武器相同类型的伤害中较高者为准。
-Feature/&GambitOverwhelmingAttackTitle=压倒性的攻击
-Feature/&GambitParryDescription=当你即将受到近战攻击时,你可以利用你的反应并花费一个策略骰子来减少来袭伤害,一掷策略骰子+双倍你的熟练加值。
-Feature/&GambitParryTitle=堵塞
-Feature/&GambitPreciseDescription=如果你的武器或徒手攻击未命中的次数小于策略骰子的最大掷骰数,则可以使用策略骰子将其添加到攻击掷骰中,从而可能导致攻击击中。
+Feature/&GambitLungingDescription=你可以以一个自由动作花费一个卓越骰,将你的近战攻击的范围增加 5 尺,直到你的回合结束。此外,在你的回合结束之前击中生物的下一次武器或徒手攻击将造成等于卓越骰的额外伤害。
+Feature/&GambitLungingTitle=突刺攻击
+Feature/&GambitOverwhelmingAttackDescription=你可以发动强大的攻击作为主要行动攻击的一部分,可以同时伤害多个敌人。花费一个卓越骰并瞄准两个彼此相距不超过 5 尺且在你的近战武器或徒手攻击范围内的生物,并为每个生物进行一次攻击检定。如果第一个目标被击中,则受到正常武器伤害;如果第二个目标被击中,则需要你的 卓越骰 + 力量或敏捷调整值,以与你的武器相同类型的伤害中较高者为准。
+Feature/&GambitOverwhelmingAttackTitle=横扫攻击
+Feature/&GambitParryDescription=当你即将受到近战攻击时,你可以利用你的反应并花费一个卓越骰来减少 一个卓越骰 + 双倍你的熟练加值 点来袭伤害。
+Feature/&GambitParryTitle=格挡
+Feature/&GambitPreciseDescription=如果你的武器或徒手攻击未命中的次数小于卓越骰的最大掷骰数,则可以使用卓越骰将其添加到攻击掷骰中,从而可能导致攻击击中。
Feature/&GambitPreciseTitle=精准攻击
-Feature/&GambitRallyDescription=你可以使用你的奖励行动并花费一个策略骰子来增强你的一位同伴的决心。当你这样做时,选择一个可以看到或听到你的友好生物。该生物获得的临时生命值等于开局掷骰+你的智力、感知或魅力调整值,以较高者为准。
-Feature/&GambitRallyTitle=激励盟友
-Feature/&GambitRepelDescription=在你的回合结束之前击中生物的下一次武器或徒手攻击将花费一个策略骰子来造成等于策略骰子掷骰的额外伤害,如果该生物在你的策略DC上的力量豁免检定失败,则将生物击退15英尺。
-Feature/&GambitRepelTitle=击退
-Feature/&GambitReturnFireDescription=当一个生物错过了对你的攻击并且距离你超过 5 英尺时,你可以花费一个策略骰子并利用你的反应用你装备的远程武器对该生物进行借机攻击。如果攻击命中,你会造成相当于开局掷骰的额外伤害。
+Feature/&GambitRallyDescription=你可以使用你的附赠动作并花费一个卓越骰来增强你的一位同伴的决心。当你这样做时,选择一个可以看到或听到你的友好生物。该生物获得的临时生命值等于 卓越骰+ 你的智力、感知或魅力调整值,以较高者为准。
+Feature/&GambitRallyTitle=重整旗鼓
+Feature/&GambitRepelDescription=在你的回合结束之前击中生物的下一次武器或徒手攻击将花费一个卓越骰来造成等于卓越骰掷骰的额外伤害,如果该生物在你的战技DC上的力量豁免检定失败,则将生物击退 15 尺。
+Feature/&GambitRepelTitle=推撞攻击
+Feature/&GambitReturnFireDescription=当一个生物错过了对你的攻击并且距离你超过 5 尺时,你可以花费一个卓越骰并利用你的反应用你装备的远程武器对该生物进行借机攻击。如果攻击命中,你会造成相当于卓越骰的额外伤害。
Feature/&GambitReturnFireTitle=还击
-Feature/&GambitRiposteDescription=当一个生物错过了对你的攻击并且处于你装备的近战武器的攻击范围内时,你可以花费一个策略骰子并利用你的反应用武器对他们进行借机攻击。如果攻击命中,你会造成相当于开局掷骰的额外伤害。
+Feature/&GambitRiposteDescription=当一个生物错过了对你的攻击并且处于你装备的近战武器的攻击范围内时,你可以花费一个卓越骰并利用你的反应用武器对他们进行借机攻击。如果攻击命中,你会造成相当于卓越骰的额外伤害。
Feature/&GambitRiposteTitle=反击
-Feature/&GambitSwiftThrowDescription=作为奖励动作,你可以花费一个策略骰子并使用隐藏的匕首进行远程攻击。如果你击中,你会造成 1d4 + 策略骰子 + 力量或敏捷调整值,以穿刺伤害中较高者为准。
-Feature/&GambitSwiftThrowTitle=快速投掷
-Feature/&GambitSwitchDescription=您可以使用奖励动作花费一个策略骰子和 5 英尺的移动来与生物交换位置。如果对盟友使用,你与盟友交换位置,并且可以选择增加你自己或你盟友的护甲等级,其数量等于你的策略骰子的一掷,直到你的下一回合开始。如果对敌人使用,他们必须通过敏捷豁免检定或与你交换位置,并且在你的回合结束之前无法进行借机攻击。
-Feature/&GambitSwitchTitle=开关位置
-Feature/&GambitThreatenDescription=在你的回合结束之前击中生物的下一次武器或徒手攻击将花费一个策略骰子来造成等于策略骰子掷骰的额外伤害,并使其受到惊吓,直到你的下回合结束,如果它对你的智慧豁免检定失败的话开局 DC。
-Feature/&GambitThreatenTitle=威胁
-Feature/&GambitUrgentDescription=你可以放弃一次主要行动攻击来指示盟友发动攻击。当你这样做时,花费一个策略骰子,选择一个盟友(除了你自己)和一个敌人。两个生物都必须在距离您 30 英尺的范围内。选定的盟友可以立即利用其反应,用装备的武器或徒手攻击对目标敌人进行借机攻击,将策略骰子添加到攻击的命中伤害骰中。
-Feature/&GambitUrgentTitle=战术打击
-Feature/&PowerGambitCoordinatedAttackCommandDescription=你可以瞄准距你 30 英尺内未受到限制或丧失行动能力的盟友。该盟友可以利用其反应将速度提高到一半,而不会引发借机攻击。
-Feature/&PowerGambitCoordinatedAttackCommandTitle=命令盟友
-Feedback/&AdditionalDamageGambitUrgentFormat=战术打击
-Feedback/&AdditionalDamageGambitUrgentLine=战术打击造成额外 +{2} 伤害!
-Feedback/&GambitElusiveMovementACIncrease={0} 使用 {1} 掷骰子 ({2}) 并将 AC 增加 {3}
-Feedback/&GambitGrantTempHP={0} 使用 {1} 掷骰子 ({2}) 并授予盟友 {3} 临时生命值
-Feedback/&GambitParryDamageReduction={0} 使用 {1} 掷骰子 ({2}) 并将伤害减少 {3}
-Feedback/&GambitPreciseToHitRoll={0} 使用 {1} 投掷策略骰子 ({2}) 并将 +{3} 添加到攻击检定中
-Feedback/&GambitSwitchACIncrease={0} 使用 {1} 掷骰子 ({2}) 并将 {3} AC 增加 {4}
+Feature/&GambitSwiftThrowDescription=作为附赠动作,你可以花费一个卓越骰并使用隐藏的匕首进行远程攻击。如果你击中,你会造成 1d4 + 卓越骰 + 力量或敏捷调整值,以穿刺伤害中较高者为准。
+Feature/&GambitSwiftThrowTitle=快手投掷
+Feature/&GambitSwitchDescription=你可以使用附赠动作花费一个卓越骰和 5 尺的移动来与生物交换位置。如果对盟友使用,你与盟友交换位置,并且可以选择增加你自己或你盟友的护甲等级,其数值等于你的一个卓越骰,直到你的下一回合开始。如果对敌人使用,他们必须通过敏捷豁免检定或与你交换位置,并且在你的回合结束之前无法进行借机攻击。
+Feature/&GambitSwitchTitle=换位诈术
+Feature/&GambitThreatenDescription=在你的回合结束之前击中生物的下一次武器或徒手攻击将花费一个卓越骰来造成等于卓越骰掷骰的额外伤害,并使其受到恐慌,直到你的下回合结束,如果它对你的感知豁免检定失败的话战技 DC。
+Feature/&GambitThreatenTitle=恐吓攻击
+Feature/&GambitUrgentDescription=你可以放弃一次主要行动攻击来指示盟友发动攻击。当你这样做时,花费一个卓越骰,选择一个盟友(除了你自己)和一个敌人。两个生物都必须在距离你 30 尺的范围内。选定的盟友可以立即利用其反应,用装备的武器或徒手攻击对目标敌人进行借机攻击,将卓越骰添加到攻击的命中伤害骰中。
+Feature/&GambitUrgentTitle=号令打击
+Feature/&PowerGambitCoordinatedAttackCommandDescription=你可以瞄准距你 30 尺内未受到束缚或失能的盟友。该盟友可以利用其反应将速度提高到一半,而不会引发借机攻击。
+Feature/&PowerGambitCoordinatedAttackCommandTitle=号令盟友
+Feedback/&AdditionalDamageGambitUrgentFormat=号令打击
+Feedback/&AdditionalDamageGambitUrgentLine=号令打击造成额外 +{2} 伤害!
+Feedback/&GambitElusiveMovementACIncrease={0} 使用 {1} 投掷卓越骰 ({2}) 并将护甲等级增加 {3}
+Feedback/&GambitGrantTempHP={0} 使用 {1} 投掷卓越骰 ({2}) 并授予盟友 {3} 临时生命值
+Feedback/&GambitParryDamageReduction={0} 使用 {1} 投掷卓越骰 ({2}) 并将伤害减少 {3}
+Feedback/&GambitPreciseToHitRoll={0} 使用 {1} 投掷卓越骰 ({2}) 并将 +{3} 添加到攻击检定中
+Feedback/&GambitSwitchACIncrease={0} 使用 {1} 投掷卓越骰 ({2}) 并将 {3} 护甲等级 增加 {4}
Item/&ConcealedDaggerTitle=隐藏匕首
-Reaction/&CustomReactionGambitParryDescription={0} 被 {1} 击中,可以做出反应以花费一个策略骰子并减少伤害 {2} + 双倍熟练加值。
-Reaction/&CustomReactionGambitParryReactDescription=花费一个策略骰子来减少伤害。
+Reaction/&CustomReactionGambitParryDescription={0} 被 {1} 击中,可以做出反应以花费一个卓越骰并减少伤害 {2} + 双倍熟练加值。
+Reaction/&CustomReactionGambitParryReactDescription=花费一个卓越骰来减少伤害。
Reaction/&CustomReactionGambitParryReactTitle=反应
-Reaction/&CustomReactionGambitParryTitle=开局:招架
-Reaction/&CustomReactionGambitPreciseDescription={0} 错过了 {1},可以花费一个策略骰子来掷骰子 {3} 并将结果添加到攻击掷骰中。
-Reaction/&CustomReactionGambitPreciseReactDescription=花费一个策略骰子将其添加到攻击骰中。
-Reaction/&CustomReactionGambitPreciseReactTitle=花模具
-Reaction/&CustomReactionGambitPreciseTitle=策略:精确
-Reaction/&CustomReactionGambitSwitchDescription=选择一个目标以获得等于你的策略骰子的额外 AC。选择盟友将AC授予你的盟友,或通过将AC授予自己。
-Reaction/&CustomReactionGambitSwitchReactDescription=授予盟友 AC。
+Reaction/&CustomReactionGambitParryTitle=战技:格挡
+Reaction/&CustomReactionGambitPreciseDescription={0} 错过了 {1},可以花费一个卓越骰来投掷 {3} 并将结果添加到攻击掷骰中。
+Reaction/&CustomReactionGambitPreciseReactDescription=花费一个卓越骰将其添加到攻击骰中。
+Reaction/&CustomReactionGambitPreciseReactTitle=花费卓越骰
+Reaction/&CustomReactionGambitPreciseTitle=战技:精确
+Reaction/&CustomReactionGambitSwitchDescription=选择一个目标以获得等于你的卓越骰的额外护甲等级。选择盟友将护甲等级授予你的盟友,或通过将护甲等级授予自己。
+Reaction/&CustomReactionGambitSwitchReactDescription=授予盟友护甲等级。
Reaction/&CustomReactionGambitSwitchReactTitle=盟友
-Reaction/&CustomReactionGambitSwitchTitle=授予额外的装甲等级
-Reaction/&ReactionAttackGambitBraceDescription={0} 已进入您的近战范围 - 您可以使用一个策略骰子并攻击它,造成与攻击时的策略骰子掷骰相同的额外伤害。
-Reaction/&ReactionAttackGambitBraceReactDescription=花一个策略骰子来攻击。
-Reaction/&ReactionAttackGambitBraceReactTitle=花模具
+Reaction/&CustomReactionGambitSwitchTitle=授予额外的护甲等级
+Reaction/&ReactionAttackGambitBraceDescription={0} 已进入你的近战范围 - 你可以使用一个卓越骰并攻击它,造成与攻击时的卓越骰掷骰相同的额外伤害。
+Reaction/&ReactionAttackGambitBraceReactDescription=花费一个卓越骰来攻击。
+Reaction/&ReactionAttackGambitBraceReactTitle=花费卓越骰
Reaction/&ReactionAttackGambitBraceTitle=支撑
-Reaction/&ReactionAttackGambitReturnFireDescription={0} 的攻击没有击中您 - 您可以花费一个策略骰子进行还击,造成额外伤害,伤害值等于命中时的策略骰子掷骰数。
-Reaction/&ReactionAttackGambitReturnFireReactDescription=花一个策略来还击。
-Reaction/&ReactionAttackGambitReturnFireReactTitle=花模具
+Reaction/&ReactionAttackGambitReturnFireDescription={0} 的攻击没有击中你 - 你可以花费一个卓越骰进行还击,造成额外伤害,伤害值等于命中时的卓越骰掷骰数。
+Reaction/&ReactionAttackGambitReturnFireReactDescription=花费一个卓越骰来还击。
+Reaction/&ReactionAttackGambitReturnFireReactTitle=花费卓越骰
Reaction/&ReactionAttackGambitReturnFireTitle=还击
-Reaction/&ReactionAttackGambitRiposteDescription={0} 的攻击没有击中您 - 您可以花费一个策略骰子进行反击,造成相当于击中时骰子掷骰的额外伤害。
-Reaction/&ReactionAttackGambitRiposteReactDescription=花一计死来反击。
-Reaction/&ReactionAttackGambitRiposteReactTitle=花模具
-Reaction/&ReactionAttackGambitRiposteTitle=反击
+Reaction/&ReactionAttackGambitRiposteDescription={0} 的攻击没有击中你 - 你可以花费一个卓越骰进行反击,造成相当于击中时骰子掷骰的额外伤害。
+Reaction/&ReactionAttackGambitRiposteReactDescription=花费一个卓越骰来反制攻击。
+Reaction/&ReactionAttackGambitRiposteReactTitle=花费卓越骰
+Reaction/&ReactionAttackGambitRiposteTitle=反制攻击
Tooltip/&AllyMustBeAbleToReact=盟友必须能够做出反应
Tooltip/&AllyMustBeAdjacentToFirstTarget=必须与第一个目标相邻
Tooltip/&AlreadySelectedAnAlly=已经选择了盟友
Tooltip/&AlreadySelectedAnEnemy=已经选择了一个敌人
Tooltip/&MustBeAbleToAttackTarget=盟友必须能够攻击目标
-Tooltip/&SelfOrTargetCannotAct=你或目标盟友被限制、瘫痪或丧失能力
+Tooltip/&SelfOrTargetCannotAct=你或目标盟友被束缚、麻痹或失能
diff --git a/SolastaUnfinishedBusiness/Translations/zh-CN/Inventor-zh-CN.txt b/SolastaUnfinishedBusiness/Translations/zh-CN/Inventor-zh-CN.txt
index f3a465427b..c1671fd999 100644
--- a/SolastaUnfinishedBusiness/Translations/zh-CN/Inventor-zh-CN.txt
+++ b/SolastaUnfinishedBusiness/Translations/zh-CN/Inventor-zh-CN.txt
@@ -1,40 +1,40 @@
Class/&InventorDescription=发明家是工匠、炼金术士等职业的综合体。他们架起了魔法和科技之间的桥梁。
Class/&InventorTitle=发明家
-Feature/&BonusCantripsInventorMagicalTinkeringDescription=你熟知如何为凡物注能魔法。习得戏法:{0}
-Feature/&BonusCantripsInventorMagicalTinkeringTitle=法术注能
-Feature/&CastSpellsInventorDescription=可以施放发明家法术列表中的法术。你可以使用承载你的注能的物品或任何万能法器作为法器。如果一个法术具有仪式标签,且你已经准备了该法术,你便可以将该法术作为仪式施放。
+Feature/&BonusCantripsInventorMagicalTinkeringDescription=你熟知如何为凡物注法魔法。习得戏法:{0}
+Feature/&BonusCantripsInventorMagicalTinkeringTitle=法术注法
+Feature/&CastSpellsInventorDescription=可以施放发明家法术列表中的法术。你可以使用承载你的注法的物品或任何普遍法器作为法器。如果一个法术具有仪式标签,且你已经准备了该法术,你便可以将该法术作为仪式施放。
Feature/&CastSpellsInventorTitle=发明家施法
-Feature/&CraftingAffinityInventorMagicItemAdeptDescription=你已经对如何使用和制作魔法物品有了深刻的理解:\n• 你的协调上限提高了 1\n• 你制作物品的时间是正常时间的四分之一。
-Feature/&CraftingAffinityInventorMagicItemAdeptTitle=魔法物品专家
-Feature/&FeatureInventorInfusionPoolDescription=你已经获得了向普通物品注入某些魔法注入的能力,将这些物品变成魔法物品。学习您选择的 4 种输液。每当您在本课程中获得一个等级时,您就可以用新的一种技工注入替换您学到的一项技工注入。\n每次长时间休息后,您可以注入 2 件物品。如果您尝试超过输注物体的最大数量,最旧的输注将结束,然后应用新的输注。如果你更换了对输液的了解,输液也会消失。
-Feature/&FeatureInventorInfusionPoolTitle=注能
+Feature/&CraftingAffinityInventorMagicItemAdeptDescription=你已经对如何使用和制作魔法物品有了深刻的理解:\n• 你的同调上限提高了 1\n• 你制作物品的时间是正常时间的四分之一。
+Feature/&CraftingAffinityInventorMagicItemAdeptTitle=魔法物品熟稔
+Feature/&FeatureInventorInfusionPoolDescription=你已经获得了向普通物品注法某些魔法注法的能力,将这些物品变成魔法物品。学习你选择的 4 种注法。每当你在本职业中获得一个等级时,你就可以用新的一种发明家注法替换你学到的一项发明家注法。\n每次长休后,你可以注法 2 件物品。如果你尝试超过注法物体的最大数量,最旧的注法将结束,然后应用新的注法。如果你替换了已知注法,该注法的效果也会消失。
+Feature/&FeatureInventorInfusionPoolTitle=注法
Feature/&MagicAffinityInventorMagicItemSavantDescription=你对魔法物品的技能加深更多:\n• 你的同调上限提高 1\n• 你忽略魔法物品同调的职业要求。
Feature/&MagicAffinityInventorMagicItemSavantTitle=魔法物品专家
Feature/&PointPoolInventorRightToolForTheJobTitle=具有工具熟练项
Feature/&PointPoolInventorSkillsTitle=发明家技能熟练项
Feature/&PointPoolInventorToolsTitle=发明家工具熟练项选择
-Feature/&PowerAfterRestStopInfusionsDescription=移除你放入物品中的所有注能。
-Feature/&PowerAfterRestStopInfusionsTitle=终止注能
-Feature/&PowerInventorFlashOfGeniusDescription=当 30 尺内的盟友在豁免检定中失败且低于你的智力调整值时,你可以使用你的反应来即兴提供帮助,这将使该掷骰获得等于你的智力调整值的奖励。每次长休你可以使用此能力智力调整值次数。
+Feature/&PowerAfterRestStopInfusionsDescription=移除你放入物品中的所有注法。
+Feature/&PowerAfterRestStopInfusionsTitle=终止注法
+Feature/&PowerInventorFlashOfGeniusDescription=当 30 尺内的盟友在豁免检定中失败且低于你的智力调整值时,你可以使用你的反应来即兴提供帮助,这将使该掷骰获得等于你的智力调整值的加值。每次长休你可以使用此能力智力调整值次数。
Feature/&PowerInventorFlashOfGeniusTitle=机智
-Feature/&PowerInventorSpellStoringItemDescription=制作一根可以施放 1 级或 2 级发明家法术之一的魔杖。魔杖使用你的发明家法术攻击修正值并保存 DC。当所有费用都用完或创建新魔杖时,魔杖将消失。
-Feature/&PowerInventorSpellStoringItemTitle=储法杖
-Feature/&PowerUseModifierInventorInfusionPoolDescription=你可以额外注能1个物品
-Feature/&PowerUseModifierInventorInfusionPoolTitle=注能限度增加
+Feature/&PowerInventorSpellStoringItemDescription=制作一根可以施放 1 级或 2 级发明家法术之一的魔杖。魔杖使用你的发明家法术攻击调整值和豁免 DC。当所有充能都用完或制作新魔杖时,魔杖将消失。
+Feature/&PowerInventorSpellStoringItemTitle=储法魔杖
+Feature/&PowerUseModifierInventorInfusionPoolDescription=你可以额外注法 1 个物品
+Feature/&PowerUseModifierInventorInfusionPoolTitle=注法上限增加
Feature/&ProficiencyInventorArmorTitle=发明家护甲熟练项
Feature/&ProficiencyInventorToolExpertiseDescription=你将熟练使用所有锻造工具,如果你已经熟练使用该工具,你将专精该工具。
-Feature/&ProficiencyInventorToolExpertiseTitle=发明家工具专长
+Feature/&ProficiencyInventorToolExpertiseTitle=发明家工具专精
Feature/&ProficiencyInventorToolsTitle=发明家工具熟练项
Feature/&ProficiencyInventorWeaponTitle=发明家武器熟练项
-Feedback/&FlashOfGeniusSavingToHitRoll={0} 使用 {1} 将智力修正值 ({2}) 添加到保存骰子 ({3}) 中
-Item/&CreateSpellStoringWandFormatDescription=制作一根可以施放{0} ({1}) 法术的魔杖,使用你的发明家法术攻击修正值并保存DC。
+Feedback/&FlashOfGeniusSavingToHitRoll={0} 使用 {1} 将智力调整值 ({2}) 添加到豁免检定 ({3}) 中
+Item/&CreateSpellStoringWandFormatDescription=制作一根可以施放{0} ({1}) 法术的魔杖,使用你的发明家法术攻击调整值和豁免 DC。
Item/&SpellStoringWandDescription=此魔杖允许使用发明家的施法属性施放 {0} 法术。
Item/&SpellStoringWandTitle=魔杖 {0}
-MonsterFamily/&InventorConstructDescription=由强大的技师创建的建筑,专注于军械库、炸弹、武器和火炮的工艺。
+MonsterFamily/&InventorConstructDescription=由强大的技师制作的建筑,专注于军械库、炸弹、武器和火炮的工艺。
MonsterFamily/&InventorConstructTitle=发明家构造
-Reaction/&SpendPowerInventorFlashOfGeniusReactDescription=使用此能力来帮助盟友进行检定。
-Reaction/&SpendPowerInventorFlashOfGeniusReactDescriptionAlly={0} 对 {1} 的 {2} 的检定失败。你可以用你的反应来即兴提供帮助,这将使检定成功。
-Reaction/&SpendPowerInventorFlashOfGeniusReactDescriptionSelf={0} 对 {1} 的 {2} 的豁免检定失败,可以花费反应来临时提供帮助,从而使检定成功.
+Reaction/&SpendPowerInventorFlashOfGeniusReactDescription=使用此能力来帮助盟友进行豁免检定。
+Reaction/&SpendPowerInventorFlashOfGeniusReactDescriptionAlly={0} 对 {1} 的 {2} 的豁免检定失败。你可以花费你的反应提供帮助从而使检定成功。
+Reaction/&SpendPowerInventorFlashOfGeniusReactDescriptionSelf={0} 对 {1} 的 {2} 的豁免检定失败,可以花费反应提供帮助从而使检定成功.
Reaction/&SpendPowerInventorFlashOfGeniusReactTitle=反应
Reaction/&SpendPowerInventorFlashOfGeniusTitle=急智
Stage/&SubclassSelectionStageInventorInnovationDescription=选择要专精的研究领域。
diff --git a/SolastaUnfinishedBusiness/Translations/zh-CN/Invocations-zh-CN.txt b/SolastaUnfinishedBusiness/Translations/zh-CN/Invocations-zh-CN.txt
index 40929108d2..497ed101ec 100644
--- a/SolastaUnfinishedBusiness/Translations/zh-CN/Invocations-zh-CN.txt
+++ b/SolastaUnfinishedBusiness/Translations/zh-CN/Invocations-zh-CN.txt
@@ -1,102 +1,102 @@
-Condition/&ConditionAbilityImpDescription=获得隐身能力,你可以在不失去隐身能力的情况下攻击和施展法术。
+Condition/&ConditionAbilityImpDescription=获得隐形能力,你可以在不失去隐形能力的情况下攻击和施展法术。
Condition/&ConditionAbilityImpTitle=小魔鬼的能力
-Condition/&ConditionAbilityPseudoDescription=获得飞行的能力,并向你的攻击注入抑制毒药。
+Condition/&ConditionAbilityPseudoDescription=获得飞行的能力,并向你的攻击注入束缚毒素。
Condition/&ConditionAbilityPseudoTitle=伪龙的能力
-Condition/&ConditionAbilityQuasitDescription=获得额外的主要攻击力和敏捷豁免检定优势。
-Condition/&ConditionAbilityQuasitTitle=库斯特的能力
-Condition/&ConditionAbilitySpriteDescription=获得至少 16 的装甲等级分数,攻击者在瞄准你时处于劣势。
-Condition/&ConditionAbilitySpriteTitle=精灵的能力
-Condition/&ConditionInvocationPerniciousCloakSelfDescription=你在魅力(威吓)检定上有优势,但在所有其他魅力检定上处于劣势。任何在你 5 英尺范围内开始回合的其他生物都会受到等于你的魅力调整值的毒素伤害。
-Condition/&ConditionInvocationPerniciousCloakSelfTitle=苍蝇斗篷
+Condition/&ConditionAbilityQuasitDescription=获得额外的主要攻击和敏捷豁免检定优势。
+Condition/&ConditionAbilityQuasitTitle=夸塞魔的能力
+Condition/&ConditionAbilitySpriteDescription=获得至少 16 的护甲等级,攻击者在瞄准你时处于劣势。
+Condition/&ConditionAbilitySpriteTitle=小妖精的能力
+Condition/&ConditionInvocationPerniciousCloakSelfDescription=你在魅力(威吓)检定上有优势,但在所有其他魅力检定上处于劣势。任何在你 5 尺范围内开始回合的其他生物都会受到等于你的魅力调整值的毒素伤害。
+Condition/&ConditionInvocationPerniciousCloakSelfTitle=飞蝇斗篷
Feature/&AttackModifierHitAndDamagePlus1Description=该武器的攻击和伤害检定获得 +1 加值。
-Feature/&AttackModifierHitAndDamagePlus1Title=契约武器强化
-Feature/&PowerInvocationPerniciousCloakRemoveDescription=作为奖励动作,你可以脱掉你的苍蝇斗篷。
-Feature/&PowerInvocationPerniciousCloakRemoveTitle=去除苍蝇斗篷
-Feedback/&AdditionalDamageEldritchSmiteFormat=邪恶之击!
+Feature/&AttackModifierHitAndDamagePlus1Title=进阶契约武器
+Feature/&PowerInvocationPerniciousCloakRemoveDescription=作为附赠动作,你可以解消你的飞蝇斗篷。
+Feature/&PowerInvocationPerniciousCloakRemoveTitle=解消飞蝇斗篷
+Feedback/&AdditionalDamageEldritchSmiteFormat=魔能斩!
Feedback/&AdditionalDamageEldritchSmiteLine={0} 攻击 {1} (+{2})
-Invocation/&InvocationAbilitiesOfTheChainMasterDescription=与生物绑定时获得额外效果。当绑定到小魔鬼时获得更大的隐身性,当绑定到伪龙时获得飞行和充满毒药的攻击,当绑定到夸西特时获得额外的主要动作和敏捷豁免检定优势,当绑定到精灵时获得至少16、攻击者对你来说处于劣势。
-Invocation/&InvocationAbilitiesOfTheChainMasterTitle=锁链大师的能力
+Invocation/&InvocationAbilitiesOfTheChainMasterDescription=与生物联结时获得额外效果。当绑定到小魔鬼时获得高等隐身形,当联结到伪龙时获得飞行和充满毒素的攻击,当联结到夸塞魔时获得额外的主要动作和敏捷豁免检定优势,当联结到精灵时获得至少 16 的护甲等级、攻击者对你来说处于劣势。
+Invocation/&InvocationAbilitiesOfTheChainMasterTitle=缚主的能力
Invocation/&InvocationAspectOfTheMoonDescription=你不再需要睡觉,可以保持警惕,降低袭击的机会,并确保你在营地受到袭击时保持清醒。
-Invocation/&InvocationAspectOfTheMoonTitle=月亮的侧面
-Invocation/&InvocationBondOfTheTalismanDescription=您可以使用奖励行动将传送距离最远 30 英尺到您可以看到的未占用空间。
-Invocation/&InvocationBondOfTheTalismanTitle=护身符的羁绊
-Invocation/&InvocationBreakerAndBanisherDescription=您可以使用术士法术位施放驱散邪恶和善良一次。在完成长时间休息之前,您不能再次这样做。
-Invocation/&InvocationBreakerAndBanisherTitle=驱散者的礼物
-Invocation/&InvocationBreathOfTheNightDescription=你可以随意施展雾云,无需消耗法术位。
+Invocation/&InvocationAspectOfTheMoonTitle=月之仪态
+Invocation/&InvocationBondOfTheTalismanDescription=你可以使用附赠动作传送距离最远 30 尺到你可以看到的未占用空间。
+Invocation/&InvocationBondOfTheTalismanTitle=护符牵绊
+Invocation/&InvocationBreakerAndBanisherDescription=你可以使用邪术士法术位施展 反制善恶 一次。在完成长休之前,你不能再次这样做。
+Invocation/&InvocationBreakerAndBanisherTitle=反制馈赠
+Invocation/&InvocationBreathOfTheNightDescription=你可以随意施展 云雾术,无需消耗法术位。
Invocation/&InvocationBreathOfTheNightTitle=夜之呼吸
-Invocation/&InvocationCallOfTheBeastDescription=你可以在不使用术士法术位的情况下施放召唤动物一次。在完成长时间休息之前,您不能再次这样做。
-Invocation/&InvocationCallOfTheBeastTitle=野兽的呼唤
-Invocation/&InvocationChillingBlastDescription=您可以将邪气爆炸的伤害类型更改为寒冷伤害,而不是强力伤害。
-Invocation/&InvocationChillingBlastTitle=冰冷冲击波
-Invocation/&InvocationCorrosiveBlastDescription=您可以将恐怖爆炸的伤害类型更改为酸伤害,而不是力伤害。
-Invocation/&InvocationCorrosiveBlastTitle=腐蚀爆炸
-Invocation/&InvocationDiscerningGazeDescription=你可以在不使用术士法术位的情况下施放一次探测邪恶和善良。在完成长时间休息之前,您不能再次这样做。
-Invocation/&InvocationDiscerningGazeTitle=敏锐的目光
+Invocation/&InvocationCallOfTheBeastDescription=你可以在不使用邪术士法术位的情况下施展 动物咒唤术 一次。在完成长休之前,你不能再次这样做。
+Invocation/&InvocationCallOfTheBeastTitle=野兽呼唤
+Invocation/&InvocationChillingBlastDescription=你可以将魔能爆的伤害类型更改为冷冻伤害,而不是力场伤害。
+Invocation/&InvocationChillingBlastTitle=冻寒魔爆
+Invocation/&InvocationCorrosiveBlastDescription=你可以将魔能爆的伤害类型更改为强酸伤害,而不是力场伤害。
+Invocation/&InvocationCorrosiveBlastTitle=腐蚀魔爆
+Invocation/&InvocationDiscerningGazeDescription=你可以在不使用邪术士法术位的情况下施展 侦测善恶 一次。在完成长休之前,你不能再次这样做。
+Invocation/&InvocationDiscerningGazeTitle=敏锐目光
Invocation/&InvocationEldritchMindDescription=你在体质豁免检定上有优势,这些检定可以让你保持对法术的专注。
Invocation/&InvocationEldritchMindTitle=可怕的心灵
-Invocation/&InvocationEldritchSmiteDescription=每回合一次,当你用契约武器击中一个生物时,你可以消耗一个术士法术位对目标造成额外的 1d8 力量伤害,再加上每级法术位 1d8 点伤害,并且如果目标是或大或小。
-Invocation/&InvocationEldritchSmiteTitle=邪恶之击
-Invocation/&InvocationFieryBlastDescription=您可以将可怕爆炸的伤害类型更改为火焰伤害,而不是力量伤害。
-Invocation/&InvocationFieryBlastTitle=炽热爆炸
-Invocation/&InvocationFulminateBlastDescription=您可以将恐怖爆炸的伤害类型更改为闪电伤害,而不是力量伤害。
-Invocation/&InvocationFulminateBlastTitle=雷击爆炸
-Invocation/&InvocationGiftOfTheEverLivingOnesDescription=从任何治疗中恢复尽可能多的生命值。
-Invocation/&InvocationGiftOfTheEverLivingOnesTitle=永生者的礼物
-Invocation/&InvocationGiftOfTheHunterDescription=你可以使用术士法术位施放一次无痕通行。在完成长时间休息之前,您不能再次这样做。
-Invocation/&InvocationGiftOfTheHunterTitle=猎人的礼物
-Invocation/&InvocationGiftOfTheProtectorsDescription=当你的HP减少到0但没有被杀死时,你可以将HP减少到1。
-Invocation/&InvocationGiftOfTheProtectorsTitle=保护者的礼物
-Invocation/&InvocationGraspingBlastDescription=当你用邪能冲击击中一个生物时,你可以将该生物沿直线拉向你 10 英尺。
-Invocation/&InvocationGraspingBlastTitle=哈达尔之握
-Invocation/&InvocationHinderingBlastDescription=当你用可怕的爆炸击中一个生物时,你可以将该生物的速度降低10英尺,直到你的下一个回合结束。
-Invocation/&InvocationHinderingBlastTitle=昏睡之枪
-Invocation/&InvocationImprovedPactWeaponDescription=你的武器的攻击和伤害检定获得+1加值。
-Invocation/&InvocationImprovedPactWeaponTitle=改进契约武器
-Invocation/&InvocationInexorableHexDescription=你的诅咒在你和你的目标之间建立了暂时的联系。作为一个奖励动作,你可以神奇地传送到 30 英尺外的一个未占据的空间,你可以看到距离被你的咒语咒语、赐予咒语咒语、凶兆征兆或灵魂十六进制功能所诅咒的目标 5 英尺以内。要以这种方式传送,你必须能够看到被诅咒的目标。
-Invocation/&InvocationInexorableHexTitle=无情的十六进制
-Invocation/&InvocationKinesisDescription=你可以在不使用术士法术位的情况下施放急速一次。在完成长时间休息之前,您不能再次这样做。
-Invocation/&InvocationKinesisTitle=运动火花
-Invocation/&InvocationNecroticBlastDescription=您可以将恐怖爆炸的伤害类型更改为坏死伤害,而不是强力伤害。
-Invocation/&InvocationNecroticBlastTitle=坏死爆炸
-Invocation/&InvocationPerniciousCloakDescription=作为奖励动作,你可以让自己周围充满神奇的光环,看起来就像嗡嗡作响的苍蝇。光环向各个方向延伸距离您 5 英尺,但不会完全覆盖。它会持续到你丧失行为能力或者你将其作为奖励动作忽略为止。该光环使你在魅力(恐吓)检定上具有优势,但在所有其他魅力检定上处于劣势。任何其他在光环中开始回合的生物都会受到等同于你的魅力调整值的毒素伤害。一旦您使用此调用,您就无法再次使用它,直到您完成短暂或长时间的休息。
-Invocation/&InvocationPerniciousCloakTitle=苍蝇斗篷
-Invocation/&InvocationPoisonousBlastDescription=您可以将邪术爆炸的伤害类型更改为毒药伤害,而不是强制伤害。
-Invocation/&InvocationPoisonousBlastTitle=剧毒爆炸
-Invocation/&InvocationPsychicBlastDescription=您可以将邪气爆炸的伤害类型更改为精神伤害,而不是力量伤害。
-Invocation/&InvocationPsychicBlastTitle=心灵冲击
-Invocation/&InvocationRadiantBlastDescription=您可以将恐怖爆炸的伤害类型更改为辐射伤害,而不是力量伤害。
-Invocation/&InvocationRadiantBlastTitle=辐射爆炸
-Invocation/&InvocationShroudOfShadowDescription=你可以随意施展隐身术,无需消耗法术位。
-Invocation/&InvocationShroudOfShadowTitle=阴影裹尸布
-Invocation/&InvocationSpectralShieldDescription=你可以在不使用术士法术位的情况下施放一次信仰之盾。在完成长时间休息之前,您不能再次这样做。
-Invocation/&InvocationSpectralShieldTitle=虔诚的心
-Invocation/&InvocationStasisDescription=你可以使用术士法术位施放一次减速。在完成长时间休息之前,您不能再次这样做。
-Invocation/&InvocationStasisTitle=心灵的泥潭
-Invocation/&InvocationSuperiorPactWeaponDescription=你的武器的攻击和伤害检定获得+1加值。
+Invocation/&InvocationEldritchSmiteDescription=每回合一次,当你用契约武器命中一个生物时,你可以消耗一个邪术士法术位对目标造成额外的 1d8 力场伤害,再加上每法术位环阶 1d8 点伤害,并且如果目标是或大或小。
+Invocation/&InvocationEldritchSmiteTitle=魔能斩
+Invocation/&InvocationFieryBlastDescription=你可以将魔能爆的伤害类型更改为火焰伤害,而不是力场伤害。
+Invocation/&InvocationFieryBlastTitle=炽热魔爆
+Invocation/&InvocationFulminateBlastDescription=你可以将魔能爆的伤害类型更改为闪电伤害,而不是力场伤害。
+Invocation/&InvocationFulminateBlastTitle=雷击魔爆
+Invocation/&InvocationGiftOfTheEverLivingOnesDescription=来自任何治疗的骰值锁定最大值。
+Invocation/&InvocationGiftOfTheEverLivingOnesTitle=永生馈赠
+Invocation/&InvocationGiftOfTheHunterDescription=你可以使用邪术士法术位施展 行动无踪 一次。在完成长休之前,你不能再次这样做。
+Invocation/&InvocationGiftOfTheHunterTitle=猎人馈赠
+Invocation/&InvocationGiftOfTheProtectorsDescription=当你的生命值降为 0,但是没有立刻死亡时,你可以将生命值变为 1。
+Invocation/&InvocationGiftOfTheProtectorsTitle=守护馈赠
+Invocation/&InvocationGraspingBlastDescription=当你用魔能爆命中一个生物时,你可以将该生物沿直线拉向你 10 尺。
+Invocation/&InvocationGraspingBlastTitle=哈达之攫
+Invocation/&InvocationHinderingBlastDescription=当你用魔能爆命中一个生物时,你可以将该生物的速度降低 10 尺,直到你的下一个回合结束。
+Invocation/&InvocationHinderingBlastTitle=怠惰之枪
+Invocation/&InvocationImprovedPactWeaponDescription=你的武器的攻击和伤害检定获得 +1 加值。
+Invocation/&InvocationImprovedPactWeaponTitle=进阶契约武器
+Invocation/&InvocationInexorableHexDescription=你的诅咒在你和你的目标之间建立了暂时的联结。作为一个附赠动作,你可以魔法性地传送到 30 尺外的一个未占据的空间,你可以看到距离被你的 脆弱诅咒 法術、降咒 法術、凶兆符记祈唤或灵魂巫咒特性所诅咒的目标 5 尺以内。要以这种方式传送,你必须能够看到被诅咒的目标。
+Invocation/&InvocationInexorableHexTitle=残酷巫咒
+Invocation/&InvocationKinesisDescription=你可以在不使用邪术士法术位的情况下施展 加速术 一次。在完成长休之前,你不能再次这样做。
+Invocation/&InvocationKinesisTitle=御术火花
+Invocation/&InvocationNecroticBlastDescription=你可以将魔能爆的伤害类型更改为黯蚀伤害,而不是力场伤害。
+Invocation/&InvocationNecroticBlastTitle=黯蚀魔爆
+Invocation/&InvocationPerniciousCloakDescription=作为附赠动作,你可以让自己周围充满神奇的光环,看起来就像嗡嗡作响的飞蝇。光环向各个方向延伸距离你 5 尺,但不会完全覆盖。它会持续到你失能或者你将其作为附赠动作解消为止。该光环使你在魅力(威吓)检定上具有优势,但在所有其他魅力检定上处于劣势。任何其他在光环中开始回合的生物都会受到等同于你的魅力调整值的毒素伤害。一旦你使用此特性,你就无法再次使用它,直到你完成短休或长休。
+Invocation/&InvocationPerniciousCloakTitle=飞蝇斗篷
+Invocation/&InvocationPoisonousBlastDescription=你可以将魔能爆的伤害类型更改为毒素伤害,而不是力场伤害。
+Invocation/&InvocationPoisonousBlastTitle=剧毒魔爆
+Invocation/&InvocationPsychicBlastDescription=你可以将邪气魔爆的伤害类型更改为心灵伤害,而不是力场伤害。
+Invocation/&InvocationPsychicBlastTitle=心灵魔爆
+Invocation/&InvocationRadiantBlastDescription=你可以将恐怖魔爆的伤害类型更改为光耀伤害,而不是力场伤害。
+Invocation/&InvocationRadiantBlastTitle=光耀魔爆
+Invocation/&InvocationShroudOfShadowDescription=你可以随意施展 隐形术,无需消耗法术位。
+Invocation/&InvocationShroudOfShadowTitle=阴影环绕
+Invocation/&InvocationSpectralShieldDescription=你可以在不使用邪术士法术位的情况下施展 虔诚护盾一次。在完成长休之前,你不能再次这样做。
+Invocation/&InvocationSpectralShieldTitle=虔信的心
+Invocation/&InvocationStasisDescription=你可以使用邪术士法术位施展 缓慢术 一次。在完成长休之前,你不能再次这样做。
+Invocation/&InvocationStasisTitle=心灵泥沼
+Invocation/&InvocationSuperiorPactWeaponDescription=你的武器的攻击和伤害检定获得 +1 加值。
Invocation/&InvocationSuperiorPactWeaponTitle=高级契约武器
-Invocation/&InvocationTenaciousPlagueDescription=你可以使用术士法术位施放一次虫疫。在完成长时间休息之前,您不能再次这样做。
-Invocation/&InvocationTenaciousPlagueTitle=顽强的瘟疫
-Invocation/&InvocationThunderBlastDescription=您可以将怪异爆炸的伤害类型更改为雷霆伤害,而不是力量伤害。
-Invocation/&InvocationThunderBlastTitle=雷霆冲击
-Invocation/&InvocationTombOfFrostDescription=作为受到伤害时的反应,你可以将自己埋在冰中,冰会在你的下一回合结束时融化。每术士等级你获得 10 点临时生命值,这会承受尽可能多的触发伤害。在你受到伤害后,你会立即受到火焰伤害,你的速度会降低到 0,并且你会失去行动能力。这些效果,包括任何剩余的临时生命值,都会在冰融化时结束。一旦您使用此调用,您就无法再次使用它,直到您完成短暂或长时间的休息。
-Invocation/&InvocationTombOfFrostTitle=莱维斯托斯之墓
-Invocation/&InvocationTrickstersEscapeDescription=你可以在不使用术士法术位的情况下施放一次行动自由。在完成长时间休息之前,您不能再次这样做。
-Invocation/&InvocationTrickstersEscapeTitle=骗子的逃脱
-Invocation/&InvocationUltimatePactWeaponDescription=你的武器的攻击和伤害检定获得+1加值。
+Invocation/&InvocationTenaciousPlagueDescription=你可以使用邪术士法术位施展 疫病虫群 一次。在完成长休之前,你不能再次这样做。
+Invocation/&InvocationTenaciousPlagueTitle=顽固瘟疫
+Invocation/&InvocationThunderBlastDescription=你可以将魔能爆的伤害类型更改为雷鸣伤害,而不是力场伤害。
+Invocation/&InvocationThunderBlastTitle=雷鸣魔爆
+Invocation/&InvocationTombOfFrostDescription=作为受到伤害时的反应,你可以将自己埋在冰中,冰会在你的下一回合结束时融化。每邪术士等级你获得 10 点临时生命值,这会承受尽可能多的触发伤害。在你受到伤害后,你会立即受到火焰伤害,你的速度会降低到 0,并且你会失能。这些效果,包括任何剩余的临时生命值,都会在冰融化时结束。一旦你使用此祈唤,你就无法再次使用它,直到你完成短休或长休。
+Invocation/&InvocationTombOfFrostTitle=莱维斯图斯之墓
+Invocation/&InvocationTrickstersEscapeDescription=你可以在不使用邪术士法术位的情况下施展 行动自如 一次。在完成长休之前,你不能再次这样做。
+Invocation/&InvocationTrickstersEscapeTitle=骗子逃脱
+Invocation/&InvocationUltimatePactWeaponDescription=你的武器的攻击和伤害掷骰获得 +1 加值。
Invocation/&InvocationUltimatePactWeaponTitle=终极契约武器
-Invocation/&InvocationUndyingServitudeDescription=你可以在不使用术士法术位的情况下施放召唤骷髅执行者一次。在完成长时间休息之前,您不能再次这样做。
-Invocation/&InvocationUndyingServitudeTitle=不朽的奴役
-Invocation/&InvocationVerdantArmorDescription=你可以在不使用术士法术位的情况下施放一次树皮术。在完成长时间休息之前,您不能再次这样做。
-Invocation/&InvocationVerdantArmorTitle=翠绿铠甲
-Invocation/&InvocationVexingHexDescription=作为一个奖励动作,你可以在被你的咒语咒语、赐予诅咒咒语、不祥之兆召唤或灵魂妖术功能所诅咒的目标周围造成精神干扰。当你这样做时,你会对被诅咒的目标以及它周围 5 英尺内你选择的每个生物造成精神伤害。精神伤害等于你的魅力调整值。要使用此调用,您必须能够看到被诅咒的目标,并且它必须在您的 30 英尺范围内。
-Invocation/&InvocationVexingHexTitle=疯狂的十六进制
-Reaction/&SpendSpellSlotEldritchSmiteDescription={0}可以花费法术位对目标造成 1d8 力量伤害,并且每法术位等级额外造成 1d8 点伤害。
+Invocation/&InvocationUndyingServitudeDescription=你可以在不使用邪术士法术位的情况下施展 复活骷髅 一次。在完成长休之前,你不能再次这样做。
+Invocation/&InvocationUndyingServitudeTitle=永恒奴役
+Invocation/&InvocationVerdantArmorDescription=你可以在不使用术士法术位的情况下施展 树肤术 一次。在完成长休之前,你不能再次这样做。
+Invocation/&InvocationVerdantArmorTitle=翠绿护甲
+Invocation/&InvocationVexingHexDescription=作为一个附赠动作,你可以在被你的 脆弱诅咒 法術、降咒 法術、凶兆符记祈唤或灵魂巫咒特性所诅咒的目标周围造成精神干扰。当你这样做时,你会对被诅咒的目标以及它周围 5 尺内你选择的每个生物造成心灵伤害。心灵伤害等于你的魅力调整值。要使用此祈唤,你必须能够看到被诅咒的目标,并且它必须在你的 30 尺范围内。
+Invocation/&InvocationVexingHexTitle=癫狂巫咒
+Reaction/&SpendSpellSlotEldritchSmiteDescription={0}可以花费法术位对目标造成 1d8 力场伤害,并且每法术位等级额外造成 1d8 点伤害。
Reaction/&SpendSpellSlotEldritchSmiteReactDescription=单击可消耗一个法术位并增加对目标的伤害。
-Reaction/&SpendSpellSlotEldritchSmiteReactTitle=惩击
-Reaction/&SpendSpellSlotEldritchSmiteTitle=邪恶之击
-Reaction/&SubitemSelectEldritchSmiteTitle=槽位级别
-Reaction/&UseTombOfFrostDescription=你可以把自己埋在冰里,每级术士等级获得 10 点临时生命值,但之后会变得丧失能力并且容易受到火焰伤害。
+Reaction/&SpendSpellSlotEldritchSmiteReactTitle=斩
+Reaction/&SpendSpellSlotEldritchSmiteTitle=魔能斩
+Reaction/&SubitemSelectEldritchSmiteTitle=法术位环阶
+Reaction/&UseTombOfFrostDescription=你可以把自己埋在冰里,每级邪术士等级获得 10 点临时生命值,但之后会变得失能并且火焰易伤。
Reaction/&UseTombOfFrostReactDescription=减少伤害。
-Reaction/&UseTombOfFrostReactTitle=莱维斯托斯之墓
-Reaction/&UseTombOfFrostTitle=莱维斯托斯之墓
-Tooltip/&MustHaveMaledictionCurseOrHex=必须具有咒语咒语、赐予诅咒咒语、凶兆召唤或灵魂妖术功能
+Reaction/&UseTombOfFrostReactTitle=莱维斯图斯之墓
+Reaction/&UseTombOfFrostTitle=莱维斯图斯之墓
+Tooltip/&MustHaveMaledictionCurseOrHex=必须具有 脆弱诅咒 法術、降咒 法術、凶兆符记祈唤或灵魂巫咒特性
diff --git a/SolastaUnfinishedBusiness/Translations/zh-CN/Items-zh-CN.txt b/SolastaUnfinishedBusiness/Translations/zh-CN/Items-zh-CN.txt
index f7f77aba4a..8a1093d1c6 100644
--- a/SolastaUnfinishedBusiness/Translations/zh-CN/Items-zh-CN.txt
+++ b/SolastaUnfinishedBusiness/Translations/zh-CN/Items-zh-CN.txt
@@ -1,62 +1,62 @@
-Feature/&PerceptionAffinityHelmOfAwarenessDescription=不能惊讶。
+Feature/&PerceptionAffinityHelmOfAwarenessDescription=不能被突袭。
Feature/&PowerHandwrapsOfPullingDescription=作为一个附赠动作,你可以将 15 尺内的一个生物拉近你。
Feature/&PowerHandwrapsOfPullingTitle=卷入
-Feedback/&ExtraDamageDescription=闪电矛的额外伤害。
+Feedback/&ExtraDamageDescription=来自闪电矛的额外伤害。
Feedback/&ExtraDamageTitle=闪电矛额外伤害
-Item/&Armor_Noble_ClothesTitle_Cherry=樱桃红贵族衣服
-Item/&Armor_Noble_ClothesTitle_Green=绿色贵族衣服
-Item/&Armor_Noble_ClothesTitle_Orange=橙色贵族衣服
-Item/&Armor_Noble_ClothesTitle_Pink=粉红色贵族衣服
-Item/&Armor_Noble_ClothesTitle_Purple=紫色贵族衣服
-Item/&Armor_Noble_ClothesTitle_Red=红色贵族衣服
-Item/&Armor_Noble_ClothesTitle_Silver=银色贵族衣服
-Item/&Armor_Noble_ClothesTitle_Valley=山谷贵族衣服
-Item/&BarbarianClothes_Deflection_Description=这件附魔护甲是用马纳卡隆的军械大师的古老知识制成。伊杜瑞尔·强手为皇帝的贴身卫队打造了第一件盔甲。
-Item/&BarbarianClothes_Deflection_Title=偏转野蛮人衣服
-Item/&BarbarianClothes_FlameDancing_Description=这件附魔护甲是用马纳卡隆的军械大师的古老知识制成。伊杜瑞尔·强手为皇帝的贴身卫队打造了第一件盔甲。
-Item/&BarbarianClothes_FlameDancing_Title=焰舞野蛮人衣服
-Item/&BarbarianClothes_FrostWalking_Description=这件附魔护甲是用马纳卡隆的军械大师的古老知识制成。伊杜瑞尔·强手为皇帝的贴身卫队打造了第一件盔甲。
-Item/&BarbarianClothes_FrostWalking_Title=霜行野蛮人衣服
-Item/&BarbarianClothes_Robustness_Description=这件附魔护甲由马纳卡隆的军械大师的古老知识制成。伊杜瑞尔·强手为皇帝的贴身卫队打造了第一件盔甲。
-Item/&BarbarianClothes_Robustness_Title=稳健野蛮人衣服
-Item/&BarbarianClothes_Sturdiness_Description=这件附魔护甲由马纳卡隆的军械大师的古老知识制成。伊杜瑞尔·强手为皇帝的贴身卫队打造了第一件盔甲。
-Item/&BarbarianClothes_Sturdiness_Title=坚固野蛮人衣服
-Item/&BarbarianClothes_Survival_Description=这件附魔护甲由马纳卡隆的军械大师的古老知识制成。伊杜瑞尔·强手为皇帝的贴身卫队打造了第一件盔甲。
-Item/&BarbarianClothes_Survival_Title=生存野蛮人衣服
+Item/&Armor_Noble_ClothesTitle_Cherry=樱桃红贵族服
+Item/&Armor_Noble_ClothesTitle_Green=绿色贵族服
+Item/&Armor_Noble_ClothesTitle_Orange=橙色贵族服
+Item/&Armor_Noble_ClothesTitle_Pink=粉红色贵族服
+Item/&Armor_Noble_ClothesTitle_Purple=紫色贵族服
+Item/&Armor_Noble_ClothesTitle_Red=红色贵族服
+Item/&Armor_Noble_ClothesTitle_Silver=银色贵族服
+Item/&Armor_Noble_ClothesTitle_Valley=山谷贵族服
+Item/&BarbarianClothes_Deflection_Description=这件附魔护甲是用马纳卡隆的军械大师的古老知识制成。伊杜瑞尔·强手为皇帝的贴身卫队打造了第一件护甲。
+Item/&BarbarianClothes_Deflection_Title=偏转野蛮人服
+Item/&BarbarianClothes_FlameDancing_Description=这件附魔护甲是用马纳卡隆的军械大师的古老知识制成。伊杜瑞尔·强手为皇帝的贴身卫队打造了第一件护甲。
+Item/&BarbarianClothes_FlameDancing_Title=焰舞野蛮人服
+Item/&BarbarianClothes_FrostWalking_Description=这件附魔护甲是用马纳卡隆的军械大师的古老知识制成。伊杜瑞尔·强手为皇帝的贴身卫队打造了第一件护甲。
+Item/&BarbarianClothes_FrostWalking_Title=霜行野蛮人服
+Item/&BarbarianClothes_Robustness_Description=这件附魔护甲由马纳卡隆的军械大师的古老知识制成。伊杜瑞尔·强手为皇帝的贴身卫队打造了第一件护甲。
+Item/&BarbarianClothes_Robustness_Title=稳健野蛮人服
+Item/&BarbarianClothes_Sturdiness_Description=这件附魔护甲由马纳卡隆的军械大师的古老知识制成。伊杜瑞尔·强手为皇帝的贴身卫队打造了第一件护甲。
+Item/&BarbarianClothes_Sturdiness_Title=坚固野蛮人服
+Item/&BarbarianClothes_Survival_Description=这件附魔护甲由马纳卡隆的军械大师的古老知识制成。伊杜瑞尔·强手为皇帝的贴身卫队打造了第一件护甲。
+Item/&BarbarianClothes_Survival_Title=生存野蛮人服
Item/&Battleaxe_Acuteness_Description=这把附魔武器由马纳卡隆的铁匠大师的古老知识铸成。它的设计是奥术师艾尔戈多·神锐的早期作品之一。
Item/&Battleaxe_Acuteness_Title=敏锐战斧
-Item/&Battleaxe_Bearclaw_Description=这把附魔武器由马纳卡隆的铁匠大师的古老知识铸成。熊爪的尖刺会撕碎盔甲,造成额外伤害。这种类型的第一件武器是由伊杜瑞尔·强手设计的。
+Item/&Battleaxe_Bearclaw_Description=这把附魔武器由马纳卡隆的铁匠大师的古老知识铸成。熊爪的尖刺会撕碎护甲,造成额外伤害。这种类型的第一件武器是由伊杜瑞尔·强手设计的。
Item/&Battleaxe_Bearclaw_Title=熊爪战斧
Item/&Battleaxe_Frostburn_Description=这把附魔武器由马纳卡隆的铁匠大师的古老知识铸成。它是由凯利安迪尔·熔心设计的,他在一次元素位面探索失败后铸造了这把武器来对抗火蜥蜴。
Item/&Battleaxe_Frostburn_Title=霜燃战斧
Item/&Battleaxe_Lightbringer_Description=这把附魔武器由科尔萨宁的铁匠大师的古老知识铸成。它是由奥术师艾尔戈多·神锐设计的,用于支持与不死生物的战斗。
-Item/&Battleaxe_Lightbringer_Title=光明使者战斧
+Item/&Battleaxe_Lightbringer_Title=携光战斧
Item/&Battleaxe_Power_Description=这把附魔武器由马纳卡隆的铁匠大师的古老知识铸成。有些生物只尊重肉体强度。马纳卡隆的奥术师们创造了这把战斧,以赋予钢铁军团冠军们的精灵身躯无法提供的力量。
Item/&Battleaxe_Power_Title=威力战斧
-Item/&Battleaxe_Punisher_Description=这把附魔武器由马纳卡隆的铁匠大师的古老知识铸成。最好的金属和奴隶魔石的结合赋予了这把斧头难以置信的穿透力。
-Item/&Battleaxe_Punisher_Title=惩罚者战斧
-Item/&Battleaxe_Souldrinker_Description=这把附魔武器由马纳卡隆的铁匠大师的古老知识铸成。这把武器是由赛洛迪尔·红刃设计的,是无声耳语特工的最爱选择。
-Item/&Battleaxe_Souldrinker_Title=饮魂者战斧
+Item/&Battleaxe_Punisher_Description=这把附魔武器由马纳卡隆的铁匠大师的古老知识铸成。最好的金属和奴隶魔石的结合赋予了这把战斧难以置信的穿透力。
+Item/&Battleaxe_Punisher_Title=惩罚战斧
+Item/&Battleaxe_Souldrinker_Description=这把附魔武器由马纳卡隆的铁匠大师的古老知识铸成。这把武器是由赛洛迪尔·红刃设计的,是无声耳语特工的最爱。
+Item/&Battleaxe_Souldrinker_Title=饮魂战斧
Item/&Battleaxe_Stormblade_Description=这把附魔武器由马纳卡隆的铁匠大师的古老知识铸成。它是由伽勒尔·风暴锻造设计的,他是第一个利用武器中的风暴之力达到毁灭性效果的矮人铁匠!
-Item/&Battleaxe_Stormblade_Title=风暴刃战斧
-Item/&Battleaxe_Whiteburn_Description=这把附魔武器由马纳卡隆的铁匠大师的古老知识铸成。怀特伯恩是由第一代达南塔尔创建的,目的是对抗来自西奥塔芬河和斯卡拉芬河之间的沼泽地的巨魔入侵。
-Item/&Battleaxe_Whiteburn_Title=怀特本战斧
-Item/&Breastplate_Deflection_Description=这件附魔护甲由马纳卡隆的军械大师的古老知识制成。伊杜瑞尔·强手为皇帝的贴身卫队打造了第一件盔甲。
+Item/&Battleaxe_Stormblade_Title=风刃战斧
+Item/&Battleaxe_Whiteburn_Description=这把附魔武器由马纳卡隆的铁匠大师的古老知识铸成。白燃是由第一代达南塔尔创造的,目的是对抗来自西奥塔芬河和斯卡拉芬河之间的沼泽地的巨魔入侵。
+Item/&Battleaxe_Whiteburn_Title=白燃战斧
+Item/&Breastplate_Deflection_Description=这件附魔护甲由马纳卡隆的军械大师的古老知识制成。伊杜瑞尔·强手为皇帝的贴身卫队打造了第一件护甲。
Item/&Breastplate_Deflection_Title=偏转胸甲
-Item/&Breastplate_FlameDancing_Description=这件附魔护甲由马纳卡隆的军械大师的古老知识制成。伊杜瑞尔·强手为皇帝的贴身卫队打造了第一件盔甲。
+Item/&Breastplate_FlameDancing_Description=这件附魔护甲由马纳卡隆的军械大师的古老知识制成。伊杜瑞尔·强手为皇帝的贴身卫队打造了第一件护甲。
Item/&Breastplate_FlameDancing_Title=焰舞胸甲
-Item/&Breastplate_FrostWalking_Description=这件附魔护甲由马纳卡隆的军械大师的古老知识制成。伊杜瑞尔·强手为皇帝的贴身卫队打造了第一件盔甲。
+Item/&Breastplate_FrostWalking_Description=这件附魔护甲由马纳卡隆的军械大师的古老知识制成。伊杜瑞尔·强手为皇帝的贴身卫队打造了第一件护甲。
Item/&Breastplate_FrostWalking_Title=霜行胸甲
-Item/&Breastplate_Robustness_Description=这件附魔护甲由马纳卡隆的军械大师的古老知识制成。伊杜瑞尔·强手为皇帝的贴身卫队打造了第一件盔甲。
+Item/&Breastplate_Robustness_Description=这件附魔护甲由马纳卡隆的军械大师的古老知识制成。伊杜瑞尔·强手为皇帝的贴身卫队打造了第一件护甲。
Item/&Breastplate_Robustness_Title=稳健胸甲
-Item/&Breastplate_Sturdiness_Description=这件附魔护甲由马纳卡隆的军械大师的古老知识制成。伊杜瑞尔·强手为皇帝的贴身卫队打造了第一件盔甲。
+Item/&Breastplate_Sturdiness_Description=这件附魔护甲由马纳卡隆的军械大师的古老知识制成。伊杜瑞尔·强手为皇帝的贴身卫队打造了第一件护甲。
Item/&Breastplate_Sturdiness_Title=坚固胸甲
-Item/&Breastplate_Survival_Description=这件附魔护甲由马纳卡隆的军械大师的古老知识制成。伊杜瑞尔·强手为皇帝的贴身卫队打造了第一件盔甲。
+Item/&Breastplate_Survival_Description=这件附魔护甲由马纳卡隆的军械大师的古老知识制成。伊杜瑞尔·强手为皇帝的贴身卫队打造了第一件护甲。
Item/&Breastplate_Survival_Title=生存胸甲
Item/&CEArcaneStaffDescription=这根法杖上刻有魔法文字,可以用作奥术施法的法器。
Item/&CEArcaneStaffTitle=奥术法杖
-Item/&CEDruidicAmuletDescription=这个图腾护身符可以用作德鲁伊法术施法的焦点。
-Item/&CEDruidicAmuletTitle=德鲁伊护身符
+Item/&CEDruidicAmuletDescription=这个图腾护符可以用作德鲁伊施法的法器。
+Item/&CEDruidicAmuletTitle=德鲁伊护符
Item/&CEHalberd+1Title=戟 +1
Item/&CEHalberd+1UnidentifiedTitle=优质戟
Item/&CEHalberd+2Title=戟 +2
@@ -65,26 +65,26 @@ Item/&CEHalberd+3Title=戟 +3
Item/&CEHalberd+3UnidentifiedTitle=极品戟
Item/&CEHalberdLightningTitle=闪电戟
Item/&CEHalberdLightningUnidentifiedTitle=华丽戟
-Item/&CEHalberdPrimedTitle=制备好的 戟
+Item/&CEHalberdPrimedTitle=制备好的戟
Item/&CEHalberdTitle=戟
Item/&CEHalberdTypeTitle=戟
Item/&CEHalberd_Acuteness_Description=这把附魔武器由马纳卡隆的铁匠大师的古老知识铸成。它的设计是奥术师艾尔戈多·神锐的早期作品之一。
Item/&CEHalberd_Acuteness_Title=敏锐戟
-Item/&CEHalberd_Bearclaw_Description=这把附魔武器由马纳卡隆的铁匠大师的古老知识铸成。熊爪的锋利尖刺会撕碎盔甲,造成额外伤害。第一个此类武器是由 Idurial Stronghand 设计的。
+Item/&CEHalberd_Bearclaw_Description=这把附魔武器由马纳卡隆的铁匠大师的古老知识铸成。熊爪的锋利尖刺会撕碎护甲,造成额外伤害。第一个此类武器是由伊杜瑞尔·强手设计的。
Item/&CEHalberd_Bearclaw_Title=熊爪戟
Item/&CEHalberd_Dragonblade_Description=这把附魔武器由马纳卡隆的铁匠大师的古老知识铸成。它由莱斯托尔斯·钢臂设计,用于在帝国寒冷的北方作战。
Item/&CEHalberd_Dragonblade_Title=龙刃戟
-Item/&CEHalberd_Frostburn_Description=这把附魔武器由马纳卡隆的铁匠大师的古老知识铸成。它是由 Keliandir Moltenheart 设计的,他在对元素位面的探索出错后锻造了这把武器来对抗火蜥蜴。
+Item/&CEHalberd_Frostburn_Description=这把附魔武器由马纳卡隆的铁匠大师的古老知识铸成。它是由凯利安迪尔·熔心设计的,他在对元素位面的探索出错后锻造了这把武器来对抗火蜥蜴。
Item/&CEHalberd_Frostburn_Title=霜燃戟
Item/&CEHalberd_Lightbringer_Description=这把附魔武器由科尔萨宁的铁匠大师的古老知识铸成。它是由奥术师艾尔戈多·神锐设计的,用于支持与不死生物的战斗。
-Item/&CEHalberd_Lightbringer_Title=光明使者戟
-Item/&CEHalberd_Souldrinker_Description=这把附魔武器由马纳卡隆的铁匠大师的古老知识铸成。这把武器是由赛洛迪尔·红刃设计的,是无声耳语特工的最爱选择。
-Item/&CEHalberd_Souldrinker_Title=饮魂者戟
+Item/&CEHalberd_Lightbringer_Title=携光戟
+Item/&CEHalberd_Souldrinker_Description=这把附魔武器由马纳卡隆的铁匠大师的古老知识铸成。这把武器是由赛洛迪尔·红刃设计的,是无声耳语特工的最爱。
+Item/&CEHalberd_Souldrinker_Title=饮魂戟
Item/&CEHalberd_Stormblade_Description=这把附魔武器由马纳卡隆的铁匠大师的古老知识铸成。它是由伽勒尔·风暴锻造设计的,他是第一个利用武器中的风暴之力达到毁灭性效果的矮人铁匠!
-Item/&CEHalberd_Stormblade_Title=风暴刃戟
-Item/&CEHalberd_Warden_Description=这把附魔武器由马纳卡隆的铁匠大师的古老知识铸成。它由著名的魔纳卡隆刀匠 Ildurial Strongarm 设计。第一个这样的刀片,魔纳卡隆Warden,被提供给 Euraidd 的指挥官。
-Item/&CEHalberd_Warden_Title=典狱长戟
-Item/&CEHalberd_Whiteburn_Description=这把附魔武器由马纳卡隆的铁匠大师的古老知识铸成。 Whiteburn 是由第一个 Danantar 创建的,以对抗来自他领地南部 Sioltafin 和 Scarafin 之间沼泽地的巨魔入侵。
+Item/&CEHalberd_Stormblade_Title=风刃戟
+Item/&CEHalberd_Warden_Description=这把附魔武器由马纳卡隆的铁匠大师的古老知识铸成。它由著名的马纳卡隆刀匠伊杜瑞尔·强臂设计。第一把这样的刀锋——马纳卡隆监督,被提供给欧瑞德的指挥官。
+Item/&CEHalberd_Warden_Title=监督戟
+Item/&CEHalberd_Whiteburn_Description=这把附魔武器由马纳卡隆的铁匠大师的古老知识铸成。白燃是由第一个达南塔尔创造的,目的是对抗来自他领地南部西奥塔芬河和斯卡拉芬河之间的沼泽地的巨魔入侵。
Item/&CEHalberd_Whiteburn_Title=白燃戟
Item/&CEHandXbow+1Title=手弩 +1
Item/&CEHandXbow+1UnidentifiedTitle=优质手弩
@@ -94,582 +94,582 @@ Item/&CEHandXbow+3Title=手弩 +3
Item/&CEHandXbow+3UnidentifiedTitle=极品手弩
Item/&CEHandXbowAcidTitle=酸性手弩
Item/&CEHandXbowAcidUnidentifiedTitle=华丽手弩
-Item/&CEHandXbowPrimedTitle=制备好的 手弩
+Item/&CEHandXbowPrimedTitle=制备好的手弩
Item/&CEHandXbowTitle=手弩
Item/&CEHandXbowTypeTitle=手弩
-Item/&CEHandXbow_Accuracy_Description=这把附魔武器由科尔萨宁的箭匠大师的古老知识铸成。它的原始设计带有著名的森林精灵魔法师 Defineth Sharpsight 的印记。
+Item/&CEHandXbow_Accuracy_Description=这把附魔武器由科尔萨宁的箭匠大师的古老知识铸成。它的原始设计带有著名的森林精灵附魔师迪芬斯·锐视的印记。
Item/&CEHandXbow_Accuracy_Title=精准手弩
-Item/&CEHandXbow_Bearclaw_Description=这把附魔武器由马纳卡隆的铁匠大师的古老知识铸成。熊爪的锋利尖刺会撕碎盔甲,造成额外伤害。第一个此类武器是由 Idurial Stronghand 设计的。
+Item/&CEHandXbow_Bearclaw_Description=这把附魔武器由马纳卡隆的铁匠大师的古老知识铸成。熊爪的锋利尖刺会撕碎护甲,造成额外伤害。第一个此类武器是由伊杜瑞尔·强手设计的。
Item/&CEHandXbow_Bearclaw_Title=熊爪手弩
-Item/&CEHandXbow_Frostburn_Description=这把附魔武器由马纳卡隆的铁匠大师的古老知识铸成。它是由凯利安迪尔·熔火之心设计的,他在一次元素位面探索失败后铸造了这把武器来对抗火蜥蜴。
-Item/&CEHandXbow_Frostburn_Title=霜烧手弩
+Item/&CEHandXbow_Frostburn_Description=这把附魔武器由马纳卡隆的铁匠大师的古老知识铸成。它是由凯利安迪尔·熔心设计的,他在一次元素位面探索失败后铸造了这把武器来对抗火蜥蜴。
+Item/&CEHandXbow_Frostburn_Title=霜燃手弩
Item/&CEHandXbow_Lightbringer_Description=这把附魔武器由科尔萨宁的箭匠大师的古老知识铸成。它是由奥术师艾尔戈多·神锐设计的,用于支持与不死生物的战斗。
-Item/&CEHandXbow_Lightbringer_Title=光明使者手弩
+Item/&CEHandXbow_Lightbringer_Title=携光手弩
Item/&CEHandXbow_Medusa_Description=这把附魔武器由科尔萨宁的箭匠大师的古老知识铸成。魔法将美杜莎珊瑚和硬木融合在一起,创造出一把致命的弓,深受岛上半身人登船者的喜爱。
Item/&CEHandXbow_Medusa_Title=美杜莎手弩
-Item/&CEHandXbow_Sharpshooting_Description=这把附魔武器由科尔萨宁的箭匠大师的古老知识铸成。 Coedymwarth 更喜欢用物理而不是魔法来对付魔纳卡隆的奥术师。它最好的弓箭手得到了十字弓,这是 Defineth Sharpsight 的发明。
+Item/&CEHandXbow_Sharpshooting_Description=这把附魔武器由科尔萨宁的箭匠大师的古老知识铸成。科迪姆沃斯更喜欢用物理而不是魔法来对付马纳卡隆的奥术师。它最好的弓箭手得到了十字弓,这是迪芬斯·锐视的发明。
Item/&CEHandXbow_Sharpshooting_Title=神射手弩
-Item/&CEHandXbow_Souldrinker_Description=这把附魔武器由马纳卡隆的铁匠大师的古老知识铸成。这把武器是由赛洛迪尔·红刃设计的,是无声耳语特工的最爱选择。
-Item/&CEHandXbow_Souldrinker_Title=饮魂者手弩
+Item/&CEHandXbow_Souldrinker_Description=这把附魔武器由马纳卡隆的铁匠大师的古老知识铸成。这把武器是由赛洛迪尔·红刃设计的,是无声耳语特工的最爱。
+Item/&CEHandXbow_Souldrinker_Title=饮魂手弩
Item/&CEHandXbow_Stormbow_Description=这把附魔武器由科尔萨宁的箭匠大师的古老知识铸成。它是由伽勒尔·风暴锻造设计的,他是第一个利用武器中的风暴之力达到毁灭性效果的矮人铁匠!
Item/&CEHandXbow_Stormbow_Title=风暴手弩
-Item/&CEHandXbow_Whiteburn_Description=这把附魔武器由马纳卡隆的铁匠大师的古老知识铸成。怀特伯恩是由第一代达南塔尔创建的,目的是对抗来自西奥塔芬河和斯卡拉芬河之间的沼泽地的巨魔入侵。
-Item/&CEHandXbow_Whiteburn_Title=怀特本手弩
-Item/&CELivewoodClubDescription=这个木棍由活木组成,上面有发芽的叶子,也许还有季节性的花朵。它可以用作德鲁伊施法的焦点。
-Item/&CELivewoodClubTitle=活木木棍
-Item/&CELivewoodStaffDescription=这根法杖由活木组成,上面有发芽的叶子,也许还有季节性的花朵。它可以用作德鲁伊施法的焦点。
+Item/&CEHandXbow_Whiteburn_Description=这把附魔武器由马纳卡隆的铁匠大师的古老知识铸成。白燃是由第一代达南塔尔创造的,目的是对抗来自西奥塔芬河和斯卡拉芬河之间的沼泽地的巨魔入侵。
+Item/&CEHandXbow_Whiteburn_Title=白燃手弩
+Item/&CELivewoodClubDescription=这根短棒由活木组成,上面有发芽的叶子,也许还有季节性的花朵。它可以用作德鲁伊施法的法器。
+Item/&CELivewoodClubTitle=活木短棒
+Item/&CELivewoodStaffDescription=这根法杖由活木组成,上面有发芽的叶子,也许还有季节性的花朵。它可以用作德鲁伊施法的法器。
Item/&CELivewoodStaffTitle=活木法杖
-Item/&CELongMace+1Title=长钉锤 +1
-Item/&CELongMace+1UnidentifiedTitle=优质长钉锤
-Item/&CELongMace+2Title=长钉锤 +2
-Item/&CELongMace+2UnidentifiedTitle=华丽长钉锤
-Item/&CELongMace+3Title=长钉锤 +3
-Item/&CELongMace+3UnidentifiedTitle=极品长钉锤
-Item/&CELongMacePrimedTitle=制备好的 长钉锤
-Item/&CELongMaceThunderTitle=雷鸣长钉锤
-Item/&CELongMaceThunderUnidentifiedTitle=华丽的长钉锤
-Item/&CELongMaceTitle=长钉锤
-Item/&CELongMaceTypeTitle=长钉锤
+Item/&CELongMace+1Title=长硬头锤 +1
+Item/&CELongMace+1UnidentifiedTitle=优质长硬头锤
+Item/&CELongMace+2Title=长硬头锤 +2
+Item/&CELongMace+2UnidentifiedTitle=华丽长硬头锤
+Item/&CELongMace+3Title=长硬头锤 +3
+Item/&CELongMace+3UnidentifiedTitle=极品长硬头锤
+Item/&CELongMacePrimedTitle=制备好的长硬头锤
+Item/&CELongMaceThunderTitle=雷鸣长硬头锤
+Item/&CELongMaceThunderUnidentifiedTitle=华丽的长硬头锤
+Item/&CELongMaceTitle=长硬头锤
+Item/&CELongMaceTypeTitle=长硬头锤
Item/&CELongMace_Acuteness_Description=这把附魔武器由马纳卡隆的铁匠大师的古老知识铸成。它的设计是奥术师艾尔戈多·神锐的早期作品之一。
-Item/&CELongMace_Acuteness_Title=敏锐长钉锤
-Item/&CELongMace_Bearclaw_Description=这把附魔武器由马纳卡隆的铁匠大师的古老知识铸成。熊爪的锋利尖刺会撕碎盔甲,造成额外伤害。第一个此类武器是由 Idurial Stronghand 设计的。
-Item/&CELongMace_Bearclaw_Title=熊爪长狼牙棒
+Item/&CELongMace_Acuteness_Title=敏锐长硬头锤
+Item/&CELongMace_Bearclaw_Description=这把附魔武器由马纳卡隆的铁匠大师的古老知识铸成。熊爪的锋利尖刺会撕碎护甲,造成额外伤害。第一个此类武器是由伊杜瑞尔·强手设计的。
+Item/&CELongMace_Bearclaw_Title=熊爪长硬头锤
Item/&CELongMace_Dragonblade_Description=这把附魔武器由马纳卡隆的铁匠大师的古老知识铸成。它由莱斯托尔斯·钢臂设计,用于在帝国寒冷的北方作战。
-Item/&CELongMace_Dragonblade_Title=龙刃长钉锤
-Item/&CELongMace_Frostburn_Description=这把附魔武器由马纳卡隆的铁匠大师的古老知识铸成。它是由 Keliandir Moltenheart 设计的,他在对元素位面的探索出错后锻造了这把武器来对抗火蜥蜴。
-Item/&CELongMace_Frostburn_Title=霜冻长钉锤
+Item/&CELongMace_Dragonblade_Title=龙刃长硬头锤
+Item/&CELongMace_Frostburn_Description=这把附魔武器由马纳卡隆的铁匠大师的古老知识铸成。它是由凯利安迪尔·熔心设计的,他在对元素位面的探索出错后锻造了这把武器来对抗火蜥蜴。
+Item/&CELongMace_Frostburn_Title=霜冻长硬头锤
Item/&CELongMace_Lightbringer_Description=这把附魔武器由科尔萨宁的铁匠大师的古老知识铸成。它是由奥术师艾尔戈多·神锐设计的,用于支持与不死生物的战斗。
-Item/&CELongMace_Lightbringer_Title=光明使者长钉锤
-Item/&CELongMace_Souldrinker_Description=这把附魔武器由马纳卡隆的铁匠大师的古老知识铸成。这把武器是由赛洛迪尔·红刃设计的,是无声耳语特工的最爱选择。
-Item/&CELongMace_Souldrinker_Title=饮魂者长钉锤
+Item/&CELongMace_Lightbringer_Title=携光长硬头锤
+Item/&CELongMace_Souldrinker_Description=这把附魔武器由马纳卡隆的铁匠大师的古老知识铸成。这把武器是由赛洛迪尔·红刃设计的,是无声耳语特工的最爱。
+Item/&CELongMace_Souldrinker_Title=饮魂长硬头锤
Item/&CELongMace_Stormblade_Description=这把附魔武器由马纳卡隆的铁匠大师的古老知识铸成。它是由伽勒尔·风暴锻造设计的,他是第一个利用武器中的风暴之力达到毁灭性效果的矮人铁匠!
-Item/&CELongMace_Stormblade_Title=风暴刃长钉锤
-Item/&CELongMace_Warden_Description=这把附魔武器是使用魔纳卡隆的铁匠大师的古老知识锻造而成。它由著名的魔纳卡隆刀匠 Ildurial Strongarm 设计。第一个这样的刀片,魔纳卡隆Warden,被提供给 Euraidd 的指挥官。
-Item/&CELongMace_Warden_Title=典狱长长钉锤
-Item/&CELongMace_Whiteburn_Description=这把附魔武器是使用魔纳卡隆的铁匠大师的古老知识制造的。 Whiteburn 是由第一个 Danantar 创建的,以对抗来自他领地南部 Sioltafin 和 Scarafin 之间沼泽地的巨魔入侵。
-Item/&CELongMace_Whiteburn_Title=白燃长钉锤
+Item/&CELongMace_Stormblade_Title=风刃长硬头锤
+Item/&CELongMace_Warden_Description=这把附魔武器是使用马纳卡隆的铁匠大师的古老知识锻造而成。它由著名的马纳卡隆刀匠伊杜瑞尔·强臂设计。第一把这样的刀锋——马纳卡隆监督,被提供给欧瑞德的指挥官。
+Item/&CELongMace_Warden_Title=监督长硬头锤
+Item/&CELongMace_Whiteburn_Description=这把附魔武器是使用马纳卡隆的铁匠大师的古老知识制造的。白燃是由第一个达南塔尔创造的,目的是对抗来自他领地南部西奥塔芬河和斯卡拉芬河之间的沼泽地的巨魔入侵。
+Item/&CELongMace_Whiteburn_Title=白燃长硬头锤
Item/&CEPike+1Title=长矛 +1
Item/&CEPike+1UnidentifiedTitle=优质长矛
Item/&CEPike+2Title=长矛 +2
Item/&CEPike+2UnidentifiedTitle=华丽长矛
Item/&CEPike+3Title=长矛 +3
Item/&CEPike+3UnidentifiedTitle=极品长矛
-Item/&CEPikePrimedTitle=制备好的 长矛
+Item/&CEPikePrimedTitle=制备好的长矛
Item/&CEPikePsychicTitle=通灵长矛
Item/&CEPikePsychicUnidentifiedTitle=华丽长矛
Item/&CEPikeTitle=长矛
Item/&CEPikeTypeTitle=长矛
Item/&CEPike_Acuteness_Description=这把附魔武器由马纳卡隆的铁匠大师的古老知识铸成。它的设计是奥术师艾尔戈多·神锐的早期作品之一。
Item/&CEPike_Acuteness_Title=敏锐长矛
-Item/&CEPike_Bearclaw_Description=这把附魔武器由马纳卡隆的铁匠大师的古老知识铸成。熊爪的锋利尖刺会撕碎盔甲,造成额外伤害。第一个此类武器是由 Idurial Stronghand 设计的。
+Item/&CEPike_Bearclaw_Description=这把附魔武器由马纳卡隆的铁匠大师的古老知识铸成。熊爪的锋利尖刺会撕碎护甲,造成额外伤害。第一个此类武器是由伊杜瑞尔·强手设计的。
Item/&CEPike_Bearclaw_Title=熊爪派克
Item/&CEPike_Dragonblade_Description=这把附魔武器由马纳卡隆的铁匠大师的古老知识铸成。它由莱斯托尔斯·钢臂设计,用于在帝国寒冷的北方作战。
Item/&CEPike_Dragonblade_Title=龙刃长矛
-Item/&CEPike_Frostburn_Description=这把附魔武器由马纳卡隆的铁匠大师的古老知识铸成。它是由 Keliandir Moltenheart 设计的,他在对元素位面的探索出错后锻造了这把武器来对抗火蜥蜴。
+Item/&CEPike_Frostburn_Description=这把附魔武器由马纳卡隆的铁匠大师的古老知识铸成。它是由凯利安迪尔·熔心设计的,他在对元素位面的探索出错后锻造了这把武器来对抗火蜥蜴。
Item/&CEPike_Frostburn_Title=霜燃长矛
Item/&CEPike_Lightbringer_Description=这把附魔武器由科尔萨宁的铁匠大师的古老知识铸成。它是由奥术师艾尔戈多·神锐设计的,用于支持与不死生物的战斗。
-Item/&CEPike_Lightbringer_Title=光明使者长矛
-Item/&CEPike_Souldrinker_Description=这把附魔武器由马纳卡隆的铁匠大师的古老知识铸成。这把武器是由赛洛迪尔·红刃设计的,是无声耳语特工的最爱选择。
-Item/&CEPike_Souldrinker_Title=饮魂者长矛
+Item/&CEPike_Lightbringer_Title=携光长矛
+Item/&CEPike_Souldrinker_Description=这把附魔武器由马纳卡隆的铁匠大师的古老知识铸成。这把武器是由赛洛迪尔·红刃设计的,是无声耳语特工的最爱。
+Item/&CEPike_Souldrinker_Title=饮魂长矛
Item/&CEPike_Stormblade_Description=这把附魔武器由马纳卡隆的铁匠大师的古老知识铸成。它是由伽勒尔·风暴锻造设计的,他是第一个利用武器中的风暴之力达到毁灭性效果的矮人铁匠!
-Item/&CEPike_Stormblade_Title=风暴刃长矛
-Item/&CEPike_Warden_Description=这把附魔武器由马纳卡隆的铁匠大师的古老知识铸成。它由著名的魔纳卡隆刀匠 Ildurial Strongarm 设计。第一个这样的刀片,魔纳卡隆Warden,被提供给 Euraidd 的指挥官。
-Item/&CEPike_Warden_Title=典狱长长矛
-Item/&CEPike_Whiteburn_Description=这把附魔武器由马纳卡隆的铁匠大师的古老知识铸成。 Whiteburn 是由第一个 Danantar 创建的,以对抗来自他领地南部 Sioltafin 和 Scarafin 之间沼泽地的巨魔入侵。
+Item/&CEPike_Stormblade_Title=风刃长矛
+Item/&CEPike_Warden_Description=这把附魔武器由马纳卡隆的铁匠大师的古老知识铸成。它由著名的马纳卡隆刀匠伊杜瑞尔·强臂设计。第一把这样的刀锋——马纳卡隆监督,被提供给欧瑞德的指挥官。
+Item/&CEPike_Warden_Title=监督长矛
+Item/&CEPike_Whiteburn_Description=这把附魔武器由马纳卡隆的铁匠大师的古老知识铸成。白燃是由第一个达南塔尔创造的,目的是对抗来自他领地南部西奥塔芬河和斯卡拉芬河之间的沼泽地的巨魔入侵。
Item/&CEPike_Whiteburn_Title=白燃长矛
Item/&CEProducedFlameDartTitle=投掷火焰
Item/&CEProducedFlameTitle=燃火术
Item/&CEUnarmedStrikeClawsTitle=赤裸的利爪
-Item/&ChainMail_Deflection_Description=这件附魔护甲由马纳卡隆的军械大师的古老知识制成。伊杜瑞尔·强手为皇帝的贴身卫队打造了第一件盔甲。
+Item/&ChainMail_Deflection_Description=这件附魔护甲由马纳卡隆的军械大师的古老知识制成。伊杜瑞尔·强手为皇帝的贴身卫队打造了第一件护甲。
Item/&ChainMail_Deflection_Title=偏斜锁子甲
-Item/&ChainMail_FlameDancing_Description=这件附魔护甲由马纳卡隆的军械大师的古老知识制成。伊杜瑞尔·强手为皇帝的贴身卫队打造了第一件盔甲。
+Item/&ChainMail_FlameDancing_Description=这件附魔护甲由马纳卡隆的军械大师的古老知识制成。伊杜瑞尔·强手为皇帝的贴身卫队打造了第一件护甲。
Item/&ChainMail_FlameDancing_Title=焰舞锁子甲
-Item/&ChainMail_FrostWalking_Description=这件附魔护甲由马纳卡隆的军械大师的古老知识制成。伊杜瑞尔·强手为皇帝的贴身卫队打造了第一件盔甲。
+Item/&ChainMail_FrostWalking_Description=这件附魔护甲由马纳卡隆的军械大师的古老知识制成。伊杜瑞尔·强手为皇帝的贴身卫队打造了第一件护甲。
Item/&ChainMail_FrostWalking_Title=霜行锁子甲
-Item/&ChainMail_Robustness_Description=这件附魔护甲由马纳卡隆的军械大师的古老知识制成。伊杜瑞尔·强手为皇帝的贴身卫队打造了第一件盔甲。
+Item/&ChainMail_Robustness_Description=这件附魔护甲由马纳卡隆的军械大师的古老知识制成。伊杜瑞尔·强手为皇帝的贴身卫队打造了第一件护甲。
Item/&ChainMail_Robustness_Title=稳健锁子甲
-Item/&ChainMail_Sturdiness_Description=这件附魔护甲由马纳卡隆的军械大师的古老知识制成。伊杜瑞尔·强手为皇帝的贴身卫队打造了第一件盔甲。
+Item/&ChainMail_Sturdiness_Description=这件附魔护甲由马纳卡隆的军械大师的古老知识制成。伊杜瑞尔·强手为皇帝的贴身卫队打造了第一件护甲。
Item/&ChainMail_Sturdiness_Title=坚固锁子甲
-Item/&ChainMail_Survival_Description=这件附魔护甲由马纳卡隆的军械大师的古老知识制成。伊杜瑞尔·强手为皇帝的贴身卫队打造了第一件盔甲。
+Item/&ChainMail_Survival_Description=这件附魔护甲由马纳卡隆的军械大师的古老知识制成。伊杜瑞尔·强手为皇帝的贴身卫队打造了第一件护甲。
Item/&ChainMail_Survival_Title=生存锁子甲
-Item/&ChainShirt_Deflection_Description=这件附魔护甲由马纳卡隆的军械大师的古老知识制成。伊杜瑞尔·强手为皇帝的贴身卫队打造了第一件盔甲。
+Item/&ChainShirt_Deflection_Description=这件附魔护甲由马纳卡隆的军械大师的古老知识制成。伊杜瑞尔·强手为皇帝的贴身卫队打造了第一件护甲。
Item/&ChainShirt_Deflection_Title=偏转锁子甲衫
-Item/&ChainShirt_FlameDancing_Description=这件附魔护甲由马纳卡隆的军械大师的古老知识制成。伊杜瑞尔·强手为皇帝的贴身卫队打造了第一件盔甲。
+Item/&ChainShirt_FlameDancing_Description=这件附魔护甲由马纳卡隆的军械大师的古老知识制成。伊杜瑞尔·强手为皇帝的贴身卫队打造了第一件护甲。
Item/&ChainShirt_FlameDancing_Title=焰舞锁子甲衫
-Item/&ChainShirt_FrostWalking_Description=这件附魔护甲由马纳卡隆的军械大师的古老知识制成。伊杜瑞尔·强手为皇帝的贴身卫队打造了第一件盔甲。
+Item/&ChainShirt_FrostWalking_Description=这件附魔护甲由马纳卡隆的军械大师的古老知识制成。伊杜瑞尔·强手为皇帝的贴身卫队打造了第一件护甲。
Item/&ChainShirt_FrostWalking_Title=霜行锁子甲衫
-Item/&ChainShirt_Robustness_Description=这件附魔护甲由马纳卡隆的军械大师的古老知识制成。伊杜瑞尔·强手为皇帝的贴身卫队打造了第一件盔甲。
+Item/&ChainShirt_Robustness_Description=这件附魔护甲由马纳卡隆的军械大师的古老知识制成。伊杜瑞尔·强手为皇帝的贴身卫队打造了第一件护甲。
Item/&ChainShirt_Robustness_Title=稳健锁子甲衫
-Item/&ChainShirt_Sturdiness_Description=这件附魔护甲由马纳卡隆的军械大师的古老知识制成。伊杜瑞尔·强手为皇帝的贴身卫队打造了第一件盔甲。
+Item/&ChainShirt_Sturdiness_Description=这件附魔护甲由马纳卡隆的军械大师的古老知识制成。伊杜瑞尔·强手为皇帝的贴身卫队打造了第一件护甲。
Item/&ChainShirt_Sturdiness_Title=坚固锁子甲衫
-Item/&ChainShirt_Survival_Description=这件附魔护甲由马纳卡隆的军械大师的古老知识制成。伊杜瑞尔·强手为皇帝的贴身卫队打造了第一件盔甲。
+Item/&ChainShirt_Survival_Description=这件附魔护甲由马纳卡隆的军械大师的古老知识制成。伊杜瑞尔·强手为皇帝的贴身卫队打造了第一件护甲。
Item/&ChainShirt_Survival_Title=生存锁子甲衫
-Item/&ClothesWizard_Deflection_Description=这件附魔护甲由马纳卡隆的军械大师的古老知识制成。伊杜瑞尔·强手为皇帝的贴身卫队打造了第一件盔甲。
+Item/&ClothesWizard_Deflection_Description=这件附魔护甲由马纳卡隆的军械大师的古老知识制成。伊杜瑞尔·强手为皇帝的贴身卫队打造了第一件护甲。
Item/&ClothesWizard_Deflection_Title=偏转法师服
-Item/&ClothesWizard_FlameDancing_Description=这件附魔护甲由马纳卡隆的军械大师的古老知识制成。伊杜瑞尔·强手为皇帝的贴身卫队打造了第一件盔甲。
+Item/&ClothesWizard_FlameDancing_Description=这件附魔护甲由马纳卡隆的军械大师的古老知识制成。伊杜瑞尔·强手为皇帝的贴身卫队打造了第一件护甲。
Item/&ClothesWizard_FlameDancing_Title=焰舞法师服
-Item/&ClothesWizard_FrostWalking_Description=这件附魔护甲由马纳卡隆的军械大师的古老知识制成。伊杜瑞尔·强手为皇帝的贴身卫队打造了第一件盔甲。
+Item/&ClothesWizard_FrostWalking_Description=这件附魔护甲由马纳卡隆的军械大师的古老知识制成。伊杜瑞尔·强手为皇帝的贴身卫队打造了第一件护甲。
Item/&ClothesWizard_FrostWalking_Title=霜行法师服
-Item/&ClothesWizard_Robustness_Description=这件附魔护甲由马纳卡隆的军械大师的古老知识制成。伊杜瑞尔·强手为皇帝的贴身卫队打造了第一件盔甲。
+Item/&ClothesWizard_Robustness_Description=这件附魔护甲由马纳卡隆的军械大师的古老知识制成。伊杜瑞尔·强手为皇帝的贴身卫队打造了第一件护甲。
Item/&ClothesWizard_Robustness_Title=稳健法师服
-Item/&ClothesWizard_Sturdiness_Description=这件附魔护甲由马纳卡隆的军械大师的古老知识制成。伊杜瑞尔·强手为皇帝的贴身卫队打造了第一件盔甲。
+Item/&ClothesWizard_Sturdiness_Description=这件附魔护甲由马纳卡隆的军械大师的古老知识制成。伊杜瑞尔·强手为皇帝的贴身卫队打造了第一件护甲。
Item/&ClothesWizard_Sturdiness_Title=坚固法师服
-Item/&ClothesWizard_Survival_Description=这件附魔护甲由马纳卡隆的军械大师的古老知识制成。伊杜瑞尔·强手为皇帝的贴身卫队打造了第一件盔甲。
+Item/&ClothesWizard_Survival_Description=这件附魔护甲由马纳卡隆的军械大师的古老知识制成。伊杜瑞尔·强手为皇帝的贴身卫队打造了第一件护甲。
Item/&ClothesWizard_Survival_Title=生存法师服
Item/&Club_Acuteness_Description=这把附魔武器由马纳卡隆的铁匠大师的古老知识铸成。它的设计是奥术师艾尔戈多·神锐的早期作品之一。
Item/&Club_Acuteness_Title=敏锐短棒
-Item/&Club_Bearclaw_Description=这把附魔武器由马纳卡隆的铁匠大师的古老知识铸成。熊爪的尖刺会撕碎盔甲,造成额外伤害。第一种此类武器是由 伊杜瑞尔·强手设计的。
+Item/&Club_Bearclaw_Description=这把附魔武器由马纳卡隆的铁匠大师的古老知识铸成。熊爪的尖刺会撕碎护甲,造成额外伤害。第一种此类武器是由伊杜瑞尔·强手设计的。
Item/&Club_Bearclaw_Title=熊掌短棒
-Item/&Club_Frostburn_Description=这把附魔武器由马纳卡隆的铁匠大师的古老知识铸成。它是由凯利安迪尔·熔火之心设计的,他在一次元素位面探索失败后铸造了这把武器来对抗火蜥蜴。
+Item/&Club_Frostburn_Description=这把附魔武器由马纳卡隆的铁匠大师的古老知识铸成。它是由凯利安迪尔·熔心设计的,他在一次元素位面探索失败后铸造了这把武器来对抗火蜥蜴。
Item/&Club_Frostburn_Title=霜燃短棒
Item/&Club_Lightbringer_Description=这把附魔武器由科尔萨宁的铁匠大师的古老知识铸成。它是由奥术师艾尔戈多·神锐设计的,用于支持与不死生物的战斗。
-Item/&Club_Lightbringer_Title=光明使者 木棍
-Item/&Club_Power_Description=这把附魔武器由马纳卡隆的铁匠大师的古老知识铸成。有些生物只尊重体力。魔纳卡隆奥术师创建了这个木棍,以赋予钢铁军团的冠军他们的精灵身体无法提供的力量。
+Item/&Club_Lightbringer_Title=携光短棒
+Item/&Club_Power_Description=这把附魔武器由马纳卡隆的铁匠大师的古老知识铸成。有些生物只尊重肉体强度。马纳卡隆奥术师创造了这个短棒,以赋予钢铁军团冠军们的精灵身躯无法提供的力量。
Item/&Club_Power_Title=威力短棒
-Item/&Club_Punisher_Description=这把附魔武器是使用魔纳卡隆的铁匠大师的古老知识制造的。最好的金属和奴隶石的结合赋予了这把斧头难以置信的穿透力。
-Item/&Club_Punisher_Title=惩罚者短棒
-Item/&Club_Souldrinker_Description=这把附魔武器由马纳卡隆的铁匠大师的古老知识铸成。这把武器是由赛洛迪尔·红刃设计的,是无声耳语特工的最爱选择。
-Item/&Club_Souldrinker_Title=饮魂者短棒
+Item/&Club_Punisher_Description=这把附魔武器是使用马纳卡隆的铁匠大师的古老知识制造的。最好的金属和奴隶魔石的结合赋予了这把短棒难以置信的穿透力。
+Item/&Club_Punisher_Title=惩罚短棒
+Item/&Club_Souldrinker_Description=这把附魔武器由马纳卡隆的铁匠大师的古老知识铸成。这把武器是由赛洛迪尔·红刃设计的,是无声耳语特工的最爱。
+Item/&Club_Souldrinker_Title=饮魂短棒
Item/&Club_Stormblade_Description=这把附魔武器由马纳卡隆的铁匠大师的古老知识铸成。它是由伽勒尔·风暴锻造设计的,他是第一个利用武器中的风暴之力达到毁灭性效果的矮人铁匠!
-Item/&Club_Stormblade_Title=风暴刃短棒
-Item/&Club_Whiteburn_Description=这把附魔武器由马纳卡隆的铁匠大师的古老知识铸成。怀特伯恩是由第一代达南塔尔创建的,目的是对抗来自西奥塔芬河和斯卡拉芬河之间的沼泽地的巨魔入侵。
-Item/&Club_Whiteburn_Title=怀特本短棒
+Item/&Club_Stormblade_Title=风刃短棒
+Item/&Club_Whiteburn_Description=这把附魔武器由马纳卡隆的铁匠大师的古老知识铸成。白燃是由第一代达南塔尔创造的,目的是对抗来自西奥塔芬河和斯卡拉芬河之间的沼泽地的巨魔入侵。
+Item/&Club_Whiteburn_Title=白燃短棒
Item/&ConjuredWeaponTypeTitle=魔法武器
Item/&Dart_Acuteness_Description=这把附魔武器由马纳卡隆的铁匠大师的古老知识铸成。它的设计是奥术师艾尔戈多·神锐的早期作品之一。
Item/&Dart_Acuteness_Title=敏锐之镖
-Item/&Dart_Bearclaw_Description=这把附魔武器由马纳卡隆的铁匠大师的古老知识铸成。熊爪的锋利尖刺会撕碎盔甲,造成额外伤害。第一个此类武器是由 Idurial Stronghand 设计的。
+Item/&Dart_Bearclaw_Description=这把附魔武器由马纳卡隆的铁匠大师的古老知识铸成。熊爪的锋利尖刺会撕碎护甲,造成额外伤害。第一个此类武器是由伊杜瑞尔·强手设计的。
Item/&Dart_Bearclaw_Title=熊爪飞镖
-Item/&Dart_Frostburn_Description=这把附魔武器由马纳卡隆的铁匠大师的古老知识铸成。它是由 Keliandir Moltenheart 设计的,他在对元素位面的探索出错后锻造了这把武器来对抗火蜥蜴。
+Item/&Dart_Frostburn_Description=这把附魔武器由马纳卡隆的铁匠大师的古老知识铸成。它是由凯利安迪尔·熔心设计的,他在对元素位面的探索出错后锻造了这把武器来对抗火蜥蜴。
Item/&Dart_Frostburn_Title=霜冻镖
Item/&Dart_Sharpness_Description=这把附魔武器由马纳卡隆的铁匠大师的古老知识铸成。它的设计是奥术师艾尔戈多·神锐的早期作品之一。
Item/&Dart_Sharpness_Title=锋利之镖
-Item/&Dart_Souldrinker_Description=这把附魔武器由马纳卡隆的铁匠大师的古老知识铸成。这把武器是由赛洛迪尔·红刃设计的,是无声耳语特工的最爱选择。
+Item/&Dart_Souldrinker_Description=这把附魔武器由马纳卡隆的铁匠大师的古老知识铸成。这把武器是由赛洛迪尔·红刃设计的,是无声耳语特工的最爱。
Item/&Dart_Souldrinker_Title=饮魂镖
-Item/&Dart_Whiteburn_Description=这把附魔武器由马纳卡隆的铁匠大师的古老知识铸成。怀特伯恩是由第一代达南塔尔创建的,目的是对抗来自西奥塔芬河和斯卡拉芬河之间的沼泽地的巨魔入侵。
-Item/&Dart_Whiteburn_Title=怀特本达特
+Item/&Dart_Whiteburn_Description=这把附魔武器由马纳卡隆的铁匠大师的古老知识铸成。白燃是由第一代达南塔尔创造的,目的是对抗来自西奥塔芬河和斯卡拉芬河之间的沼泽地的巨魔入侵。
+Item/&Dart_Whiteburn_Title=白燃达特
Item/&EnchantTitle=附魔{0}
Item/&GlovesOfThieveryDescription=戴上这些手套是看不见的。佩戴它们时,你的敏捷(手上功夫)检定和用于开锁的敏捷检定获得 +5 加值。
Item/&GlovesOfThieveryTitle=盗贼手套
Item/&Greataxe_Acuteness_Description=这把附魔武器由马纳卡隆的铁匠大师的古老知识铸成。它的设计是奥术师艾尔戈多·神锐的早期作品之一。
Item/&Greataxe_Acuteness_Title=敏锐巨斧
-Item/&Greataxe_Bearclaw_Description=这把附魔武器由马纳卡隆的铁匠大师的古老知识铸成。熊爪的尖刺会撕碎盔甲,造成额外伤害。第一种此类武器是由 伊杜瑞尔·强手设计的。
+Item/&Greataxe_Bearclaw_Description=这把附魔武器由马纳卡隆的铁匠大师的古老知识铸成。熊爪的尖刺会撕碎护甲,造成额外伤害。第一种此类武器是由伊杜瑞尔·强手设计的。
Item/&Greataxe_Bearclaw_Title=熊爪巨斧
-Item/&Greataxe_Frostburn_Description=这把附魔武器由马纳卡隆的铁匠大师的古老知识铸成。它是由凯利安迪尔·熔火之心设计的,他在一次元素位面探索失败后铸造了这把武器来对抗火蜥蜴。
-Item/&Greataxe_Frostburn_Title=霜烧巨斧
+Item/&Greataxe_Frostburn_Description=这把附魔武器由马纳卡隆的铁匠大师的古老知识铸成。它是由凯利安迪尔·熔心设计的,他在一次元素位面探索失败后铸造了这把武器来对抗火蜥蜴。
+Item/&Greataxe_Frostburn_Title=霜燃巨斧
Item/&Greataxe_Lightbringer_Description=这把附魔武器由科尔萨宁的铁匠大师的古老知识铸成。它是由奥术师艾尔戈多·神锐设计的,用于支持与不死生物的战斗。
-Item/&Greataxe_Lightbringer_Title=光明使者巨斧
-Item/&Greataxe_Power_Description=这把附魔武器由马纳卡隆的铁匠大师的古老知识铸成。有些生物只尊重体力。魔纳卡隆奥术师创造了这把巨斧,以赋予钢铁军团的冠军他们的精灵身体无法提供的力量。
+Item/&Greataxe_Lightbringer_Title=携光巨斧
+Item/&Greataxe_Power_Description=这把附魔武器由马纳卡隆的铁匠大师的古老知识铸成。有些生物只尊重肉体强度。马纳卡隆奥术师创造了这把巨斧,以赋予钢铁军团冠军们的精灵身躯无法提供的力量。
Item/&Greataxe_Power_Title=威力巨斧
-Item/&Greataxe_Punisher_Description=这把附魔武器由马纳卡隆的铁匠大师的古老知识铸成。最好的金属和奴隶石的结合赋予了这把斧头难以置信的穿透力。
-Item/&Greataxe_Punisher_Title=惩罚者巨斧
-Item/&Greataxe_Souldrinker_Description=这把附魔武器由马纳卡隆的铁匠大师的古老知识铸成。这把武器是由赛洛迪尔·红刃设计的,是无声耳语特工的最爱选择。
+Item/&Greataxe_Punisher_Description=这把附魔武器由马纳卡隆的铁匠大师的古老知识铸成。最好的金属和奴隶魔石的结合赋予了这把巨斧难以置信的穿透力。
+Item/&Greataxe_Punisher_Title=惩罚巨斧
+Item/&Greataxe_Souldrinker_Description=这把附魔武器由马纳卡隆的铁匠大师的古老知识铸成。这把武器是由赛洛迪尔·红刃设计的,是无声耳语特工的最爱。
Item/&Greataxe_Souldrinker_Title=饮魂巨斧
-Item/&Greataxe_Whiteburn_Description=这把附魔武器由马纳卡隆的铁匠大师的古老知识铸成。怀特伯恩是由第一代达南塔尔创建的,目的是对抗来自西奥塔芬河和斯卡拉芬河之间的沼泽地的巨魔入侵。
-Item/&Greataxe_Whiteburn_Title=怀特本巨斧
-Item/&Greatsword_Bearclaw_Description=这把附魔武器由马纳卡隆的铁匠大师的古老知识铸成。熊爪的锋利尖刺会撕碎盔甲,造成额外伤害。第一个此类武器是由 Idurial Stronghand 设计的。
+Item/&Greataxe_Whiteburn_Description=这把附魔武器由马纳卡隆的铁匠大师的古老知识铸成。白燃是由第一代达南塔尔创造的,目的是对抗来自西奥塔芬河和斯卡拉芬河之间的沼泽地的巨魔入侵。
+Item/&Greataxe_Whiteburn_Title=白燃巨斧
+Item/&Greatsword_Bearclaw_Description=这把附魔武器由马纳卡隆的铁匠大师的古老知识铸成。熊爪的锋利尖刺会撕碎护甲,造成额外伤害。第一个此类武器是由伊杜瑞尔·强手设计的。
Item/&Greatsword_Bearclaw_Title=熊爪巨剑
-Item/&Greatsword_Frostburn_Description=这把附魔武器由马纳卡隆的铁匠大师的古老知识铸成。它是由凯利安迪尔·熔火之心设计的,他在一次元素位面探索失败后铸造了这把武器来对抗火蜥蜴。
-Item/&Greatsword_Frostburn_Title=霜烧巨剑
-Item/&Greatsword_Punisher_Description=这把附魔武器由马纳卡隆的铁匠大师的古老知识铸成。最好的金属和奴隶石的结合赋予了这把斧头难以置信的穿透力。
-Item/&Greatsword_Punisher_Title=惩罚者巨剑
-Item/&Greatsword_Souldrinker_Description=这把附魔武器由马纳卡隆的铁匠大师的古老知识铸成。这把武器是由赛洛迪尔·红刃设计的,是无声耳语特工的最爱选择。
-Item/&Greatsword_Souldrinker_Title=饮魂者巨剑
-Item/&Greatsword_Whiteburn_Description=这把附魔武器由马纳卡隆的铁匠大师的古老知识铸成。怀特伯恩是由第一代达南塔尔创建的,目的是对抗来自西奥塔芬河和斯卡拉芬河之间的沼泽地的巨魔入侵。
-Item/&Greatsword_Whiteburn_Title=怀特本巨剑
-Item/&HalfPlate_Deflection_Description=这件附魔护甲由马纳卡隆的军械大师的古老知识制成。伊杜瑞尔·强手为皇帝的贴身卫队打造了第一件盔甲。
+Item/&Greatsword_Frostburn_Description=这把附魔武器由马纳卡隆的铁匠大师的古老知识铸成。它是由凯利安迪尔·熔心设计的,他在一次元素位面探索失败后铸造了这把武器来对抗火蜥蜴。
+Item/&Greatsword_Frostburn_Title=霜燃巨剑
+Item/&Greatsword_Punisher_Description=这把附魔武器由马纳卡隆的铁匠大师的古老知识铸成。最好的金属和奴隶魔石的结合赋予了这把巨剑难以置信的穿透力。
+Item/&Greatsword_Punisher_Title=惩罚巨剑
+Item/&Greatsword_Souldrinker_Description=这把附魔武器由马纳卡隆的铁匠大师的古老知识铸成。这把武器是由赛洛迪尔·红刃设计的,是无声耳语特工的最爱。
+Item/&Greatsword_Souldrinker_Title=饮魂巨剑
+Item/&Greatsword_Whiteburn_Description=这把附魔武器由马纳卡隆的铁匠大师的古老知识铸成。白燃是由第一代达南塔尔创造的,目的是对抗来自西奥塔芬河和斯卡拉芬河之间的沼泽地的巨魔入侵。
+Item/&Greatsword_Whiteburn_Title=白燃巨剑
+Item/&HalfPlate_Deflection_Description=这件附魔护甲由马纳卡隆的军械大师的古老知识制成。伊杜瑞尔·强手为皇帝的贴身卫队打造了第一件护甲。
Item/&HalfPlate_Deflection_Title=偏转半身板甲
-Item/&HalfPlate_FlameDancing_Description=这件附魔护甲由马纳卡隆的军械大师的古老知识制成。伊杜瑞尔·强手为皇帝的贴身卫队打造了第一件盔甲。
+Item/&HalfPlate_FlameDancing_Description=这件附魔护甲由马纳卡隆的军械大师的古老知识制成。伊杜瑞尔·强手为皇帝的贴身卫队打造了第一件护甲。
Item/&HalfPlate_FlameDancing_Title=焰舞半身板甲
-Item/&HalfPlate_FrostWalking_Description=这件附魔护甲由马纳卡隆的军械大师的古老知识制成。伊杜瑞尔·强手为皇帝的贴身卫队打造了第一件盔甲。
+Item/&HalfPlate_FrostWalking_Description=这件附魔护甲由马纳卡隆的军械大师的古老知识制成。伊杜瑞尔·强手为皇帝的贴身卫队打造了第一件护甲。
Item/&HalfPlate_FrostWalking_Title=霜行半身板甲
-Item/&HalfPlate_Robustness_Description=这件附魔护甲由马纳卡隆的军械大师的古老知识制成。伊杜瑞尔·强手为皇帝的贴身卫队打造了第一件盔甲。
+Item/&HalfPlate_Robustness_Description=这件附魔护甲由马纳卡隆的军械大师的古老知识制成。伊杜瑞尔·强手为皇帝的贴身卫队打造了第一件护甲。
Item/&HalfPlate_Robustness_Title=稳健半身板甲
-Item/&HalfPlate_Sturdiness_Description=这件附魔护甲由马纳卡隆的军械大师的古老知识制成。伊杜瑞尔·强手为皇帝的贴身卫队打造了第一件盔甲。
+Item/&HalfPlate_Sturdiness_Description=这件附魔护甲由马纳卡隆的军械大师的古老知识制成。伊杜瑞尔·强手为皇帝的贴身卫队打造了第一件护甲。
Item/&HalfPlate_Sturdiness_Title=坚固半身板甲
-Item/&HalfPlate_Survival_Description=这件附魔护甲由马纳卡隆的军械大师的古老知识制成。伊杜瑞尔·强手为皇帝的贴身卫队打造了第一件盔甲。
+Item/&HalfPlate_Survival_Description=这件附魔护甲由马纳卡隆的军械大师的古老知识制成。伊杜瑞尔·强手为皇帝的贴身卫队打造了第一件护甲。
Item/&HalfPlate_Survival_Title=生存半身板甲
Item/&Handaxe_Acuteness_Description=这把附魔武器由马纳卡隆的铁匠大师的古老知识铸成。它的设计是奥术师艾尔戈多·神锐的早期作品之一。
Item/&Handaxe_Acuteness_Title=敏锐手斧
-Item/&Handaxe_Bearclaw_Description=这把附魔武器由马纳卡隆的铁匠大师的古老知识铸成。熊爪的锋利尖刺会撕碎盔甲,造成额外伤害。第一个此类武器是由 Idurial Stronghand 设计的。
+Item/&Handaxe_Bearclaw_Description=这把附魔武器由马纳卡隆的铁匠大师的古老知识铸成。熊爪的锋利尖刺会撕碎护甲,造成额外伤害。第一个此类武器是由伊杜瑞尔·强手设计的。
Item/&Handaxe_Bearclaw_Title=熊爪手斧
-Item/&Handaxe_Frostburn_Description=这把附魔武器由马纳卡隆的铁匠大师的古老知识铸成。它是由 Keliandir Moltenheart 设计的,他在对元素位面的探索出错后锻造了这把武器来对抗火蜥蜴。
+Item/&Handaxe_Frostburn_Description=这把附魔武器由马纳卡隆的铁匠大师的古老知识铸成。它是由凯利安迪尔·熔心设计的,他在对元素位面的探索出错后锻造了这把武器来对抗火蜥蜴。
Item/&Handaxe_Frostburn_Title=霜冻手斧
Item/&Handaxe_Sharpness_Description=这把附魔武器由马纳卡隆的铁匠大师的古老知识铸成。它的设计是奥术师艾尔戈多·神锐的早期作品之一。
Item/&Handaxe_Sharpness_Title=锋利手斧
-Item/&Handaxe_Souldrinker_Description=这把附魔武器由马纳卡隆的铁匠大师的古老知识铸成。这把武器是由赛洛迪尔·红刃设计的,是无声耳语特工的最爱选择。
-Item/&Handaxe_Souldrinker_Title=饮魂者手斧
-Item/&Handaxe_Whiteburn_Description=这把附魔武器由马纳卡隆的铁匠大师的古老知识铸成。怀特伯恩是由第一代达南塔尔创建的,目的是对抗来自西奥塔芬河和斯卡拉芬河之间的沼泽地的巨魔入侵。
-Item/&Handaxe_Whiteburn_Title=怀特本手斧
+Item/&Handaxe_Souldrinker_Description=这把附魔武器由马纳卡隆的铁匠大师的古老知识铸成。这把武器是由赛洛迪尔·红刃设计的,是无声耳语特工的最爱。
+Item/&Handaxe_Souldrinker_Title=饮魂手斧
+Item/&Handaxe_Whiteburn_Description=这把附魔武器由马纳卡隆的铁匠大师的古老知识铸成。白燃是由第一代达南塔尔创造的,目的是对抗来自西奥塔芬河和斯卡拉芬河之间的沼泽地的巨魔入侵。
+Item/&Handaxe_Whiteburn_Title=白燃手斧
Item/&HandwrapsOfForceTitle=强力护手
Item/&HandwrapsOfForceUnidentifiedTitle=华丽护手
Item/&HandwrapsOfPullingTitle=牵引护手
Item/&HandwrapsOfPullingUnidentifiedTitle=华丽护手
-Item/&HeavyCrossbow_Accuracy_Description=这把附魔武器由科尔萨宁的箭匠大师的古老知识铸成。它的原始设计带有著名的森林精灵魔法师 Defineth Sharpsight 的印记。
+Item/&HeavyCrossbow_Accuracy_Description=这把附魔武器由科尔萨宁的箭匠大师的古老知识铸成。它的原始设计带有著名的森林精灵附魔师迪芬斯·锐视的印记。
Item/&HeavyCrossbow_Accuracy_Title=精准重弩
-Item/&HeavyCrossbow_Bearclaw_Description=这把附魔武器由马纳卡隆的铁匠大师的古老知识铸成。熊爪的锋利尖刺会撕碎盔甲,造成额外伤害。第一个此类武器是由 Idurial Stronghand 设计的。
+Item/&HeavyCrossbow_Bearclaw_Description=这把附魔武器由马纳卡隆的铁匠大师的古老知识铸成。熊爪的锋利尖刺会撕碎护甲,造成额外伤害。第一个此类武器是由伊杜瑞尔·强手设计的。
Item/&HeavyCrossbow_Bearclaw_Title=熊爪重弩
-Item/&HeavyCrossbow_Frostburn_Description=这把附魔武器由马纳卡隆的铁匠大师的古老知识铸成。它是由凯利安迪尔·熔火之心设计的,他在一次元素位面探索失败后铸造了这把武器来对抗火蜥蜴。
+Item/&HeavyCrossbow_Frostburn_Description=这把附魔武器由马纳卡隆的铁匠大师的古老知识铸成。它是由凯利安迪尔·熔心设计的,他在一次元素位面探索失败后铸造了这把武器来对抗火蜥蜴。
Item/&HeavyCrossbow_Frostburn_Title=霜燃重弩
Item/&HeavyCrossbow_Lightbringer_Description=这把附魔武器由科尔萨宁的箭匠大师的古老知识铸成。它是由奥术师艾尔戈多·神锐设计的,用于支持与不死生物的战斗。
-Item/&HeavyCrossbow_Lightbringer_Title=光明使者重弩
+Item/&HeavyCrossbow_Lightbringer_Title=携光重弩
Item/&HeavyCrossbow_Medusa_Description=这把附魔武器由科尔萨宁的箭匠大师的古老知识铸成。魔法将美杜莎珊瑚和硬木融合在一起,创造出一把致命的弓,深受岛上半身人登船者的喜爱。
Item/&HeavyCrossbow_Medusa_Title=美杜莎重弩
-Item/&HeavyCrossbow_Sharpshooting_Description=这把附魔武器由科尔萨宁的箭匠大师的古老知识铸成。 Coedymwarth 更喜欢用物理而非魔法对付魔纳卡隆的奥术师。它最好的弓箭手得到了十字弓,这是 Defineth Sharpsight 的发明。
+Item/&HeavyCrossbow_Sharpshooting_Description=这把附魔武器由科尔萨宁的箭匠大师的古老知识铸成。科迪姆沃斯更喜欢用物理而非魔法对付马纳卡隆的奥术师。它最好的弓箭手得到了十字弓,这是迪芬斯·锐视的发明。
Item/&HeavyCrossbow_Sharpshooting_Title=神射重弩
Item/&HeavyCrossbow_Stormbow_Description=这把附魔武器由科尔萨宁的箭匠大师的古老知识铸成。它是由伽勒尔·风暴锻造设计的,他是第一个利用武器中的风暴之力达到毁灭性效果的矮人铁匠!
Item/&HeavyCrossbow_Stormbow_Title=风暴重弩
-Item/&HeavyCrossbow_Whiteburn_Description=这把附魔武器由马纳卡隆的铁匠大师的古老知识铸成。怀特伯恩是由第一代达南塔尔创建的,目的是对抗来自西奥塔芬河和斯卡拉芬河之间的沼泽地的巨魔入侵。
-Item/&HeavyCrossbow_Whiteburn_Title=怀特本重弩
-Item/&HelmOfAwarenessDescription=佩戴此头盔并与它同调的生物在先攻检定上具有优势并且不会被惊吓,前提是它没有失能。
-Item/&HelmOfAwarenessTitle=意识头盔
-Item/&HideArmor_Deflection_Description=这件附魔护甲由马纳卡隆的军械大师的古老知识制成。伊杜瑞尔·强手为皇帝的贴身卫队打造了第一件盔甲。
+Item/&HeavyCrossbow_Whiteburn_Description=这把附魔武器由马纳卡隆的铁匠大师的古老知识铸成。白燃是由第一代达南塔尔创造的,目的是对抗来自西奥塔芬河和斯卡拉芬河之间的沼泽地的巨魔入侵。
+Item/&HeavyCrossbow_Whiteburn_Title=白燃重弩
+Item/&HelmOfAwarenessDescription=佩戴此头盔并与它同调的生物在先攻检定上具有优势并且不会被突袭,前提是它没有失能。
+Item/&HelmOfAwarenessTitle=警觉之盔
+Item/&HideArmor_Deflection_Description=这件附魔护甲由马纳卡隆的军械大师的古老知识制成。伊杜瑞尔·强手为皇帝的贴身卫队打造了第一件护甲。
Item/&HideArmor_Deflection_Title=偏斜兽皮甲
-Item/&HideArmor_FlameDancing_Description=这件附魔护甲由马纳卡隆的军械大师的古老知识制成。伊杜瑞尔·强手为皇帝的贴身卫队打造了第一件盔甲。
+Item/&HideArmor_FlameDancing_Description=这件附魔护甲由马纳卡隆的军械大师的古老知识制成。伊杜瑞尔·强手为皇帝的贴身卫队打造了第一件护甲。
Item/&HideArmor_FlameDancing_Title=焰舞兽皮甲
-Item/&HideArmor_FrostWalking_Description=这件附魔护甲由马纳卡隆的军械大师的古老知识制成。伊杜瑞尔·强手为皇帝的贴身卫队打造了第一件盔甲。
+Item/&HideArmor_FrostWalking_Description=这件附魔护甲由马纳卡隆的军械大师的古老知识制成。伊杜瑞尔·强手为皇帝的贴身卫队打造了第一件护甲。
Item/&HideArmor_FrostWalking_Title=霜行兽皮甲
-Item/&HideArmor_Robustness_Description=这件附魔护甲由马纳卡隆的军械大师的古老知识制成。伊杜瑞尔·强手为皇帝的贴身卫队打造了第一件盔甲。
+Item/&HideArmor_Robustness_Description=这件附魔护甲由马纳卡隆的军械大师的古老知识制成。伊杜瑞尔·强手为皇帝的贴身卫队打造了第一件护甲。
Item/&HideArmor_Robustness_Title=稳健兽皮甲
-Item/&HideArmor_Sturdiness_Description=这件附魔护甲由马纳卡隆的军械大师的古老知识制成。伊杜瑞尔·强手为皇帝的贴身卫队打造了第一件盔甲。
+Item/&HideArmor_Sturdiness_Description=这件附魔护甲由马纳卡隆的军械大师的古老知识制成。伊杜瑞尔·强手为皇帝的贴身卫队打造了第一件护甲。
Item/&HideArmor_Sturdiness_Title=坚固兽皮甲
-Item/&HideArmor_Survival_Description=这件附魔护甲由马纳卡隆的军械大师的古老知识制成。伊杜瑞尔·强手为皇帝的贴身卫队打造了第一件盔甲。
+Item/&HideArmor_Survival_Description=这件附魔护甲由马纳卡隆的军械大师的古老知识制成。伊杜瑞尔·强手为皇帝的贴身卫队打造了第一件护甲。
Item/&HideArmor_Survival_Title=生存兽皮甲
Item/&Javelin_Acuteness_Description=这把附魔武器由马纳卡隆的铁匠大师的古老知识铸成。它的设计是奥术师艾尔戈多·神锐的早期作品之一。
Item/&Javelin_Acuteness_Title=敏锐标枪
-Item/&Javelin_Bearclaw_Description=这把附魔武器由马纳卡隆的铁匠大师的古老知识铸成。熊爪的锋利尖刺会撕碎盔甲,造成额外伤害。第一个此类武器是由 Idurial Stronghand 设计的。
+Item/&Javelin_Bearclaw_Description=这把附魔武器由马纳卡隆的铁匠大师的古老知识铸成。熊爪的锋利尖刺会撕碎护甲,造成额外伤害。第一个此类武器是由伊杜瑞尔·强手设计的。
Item/&Javelin_Bearclaw_Title=熊爪标枪
-Item/&Javelin_Frostburn_Description=这把附魔武器由马纳卡隆的铁匠大师的古老知识铸成。它是由 Keliandir Moltenheart 设计的,他在对元素位面的探索出错后锻造了这把武器来对抗火蜥蜴。
+Item/&Javelin_Frostburn_Description=这把附魔武器由马纳卡隆的铁匠大师的古老知识铸成。它是由凯利安迪尔·熔心设计的,他在对元素位面的探索出错后锻造了这把武器来对抗火蜥蜴。
Item/&Javelin_Frostburn_Title=霜冻标枪
Item/&Javelin_Sharpness_Description=这把附魔武器由马纳卡隆的铁匠大师的古老知识铸成。它的设计是奥术师艾尔戈多·神锐的早期作品之一。
Item/&Javelin_Sharpness_Title=锋利标枪
-Item/&Javelin_Souldrinker_Description=这把附魔武器由马纳卡隆的铁匠大师的古老知识铸成。这把武器是由赛洛迪尔·红刃设计的,是无声耳语特工的最爱选择。
-Item/&Javelin_Souldrinker_Title=饮魂者标枪
-Item/&Javelin_Whiteburn_Description=这把附魔武器由马纳卡隆的铁匠大师的古老知识铸成。怀特伯恩是由第一代达南塔尔创建的,目的是对抗来自西奥塔芬河和斯卡拉芬河之间的沼泽地的巨魔入侵。
-Item/&Javelin_Whiteburn_Title=怀特本标枪
-Item/&LeatherDruid_Deflection_Description=这件附魔护甲由马纳卡隆的军械大师的古老知识制成。伊杜瑞尔·强手为皇帝的贴身卫队打造了第一件盔甲。
+Item/&Javelin_Souldrinker_Description=这把附魔武器由马纳卡隆的铁匠大师的古老知识铸成。这把武器是由赛洛迪尔·红刃设计的,是无声耳语特工的最爱。
+Item/&Javelin_Souldrinker_Title=饮魂标枪
+Item/&Javelin_Whiteburn_Description=这把附魔武器由马纳卡隆的铁匠大师的古老知识铸成。白燃是由第一代达南塔尔创造的,目的是对抗来自西奥塔芬河和斯卡拉芬河之间的沼泽地的巨魔入侵。
+Item/&Javelin_Whiteburn_Title=白燃标枪
+Item/&LeatherDruid_Deflection_Description=这件附魔护甲由马纳卡隆的军械大师的古老知识制成。伊杜瑞尔·强手为皇帝的贴身卫队打造了第一件护甲。
Item/&LeatherDruid_Deflection_Title=偏斜德鲁伊皮甲
-Item/&LeatherDruid_FlameDancing_Description=这件附魔护甲由马纳卡隆的军械大师的古老知识制成。伊杜瑞尔·强手为皇帝的贴身卫队打造了第一件盔甲。
+Item/&LeatherDruid_FlameDancing_Description=这件附魔护甲由马纳卡隆的军械大师的古老知识制成。伊杜瑞尔·强手为皇帝的贴身卫队打造了第一件护甲。
Item/&LeatherDruid_FlameDancing_Title=焰舞德鲁伊皮甲
-Item/&LeatherDruid_FrostWalking_Description=这件附魔护甲由马纳卡隆的军械大师的古老知识制成。伊杜瑞尔·强手为皇帝的贴身卫队打造了第一件盔甲。
+Item/&LeatherDruid_FrostWalking_Description=这件附魔护甲由马纳卡隆的军械大师的古老知识制成。伊杜瑞尔·强手为皇帝的贴身卫队打造了第一件护甲。
Item/&LeatherDruid_FrostWalking_Title=霜行德鲁伊皮甲
-Item/&LeatherDruid_Robustness_Description=这件附魔护甲由马纳卡隆的军械大师的古老知识制成。伊杜瑞尔·强手为皇帝的贴身卫队打造了第一件盔甲。
+Item/&LeatherDruid_Robustness_Description=这件附魔护甲由马纳卡隆的军械大师的古老知识制成。伊杜瑞尔·强手为皇帝的贴身卫队打造了第一件护甲。
Item/&LeatherDruid_Robustness_Title=稳健德鲁伊皮甲
-Item/&LeatherDruid_Sturdiness_Description=这件附魔护甲由马纳卡隆的军械大师的古老知识制成。伊杜瑞尔·强手为皇帝的贴身卫队打造了第一件盔甲。
+Item/&LeatherDruid_Sturdiness_Description=这件附魔护甲由马纳卡隆的军械大师的古老知识制成。伊杜瑞尔·强手为皇帝的贴身卫队打造了第一件护甲。
Item/&LeatherDruid_Sturdiness_Title=坚固德鲁伊皮甲
-Item/&LeatherDruid_Survival_Description=这件附魔护甲由马纳卡隆的军械大师的古老知识制成。伊杜瑞尔·强手为皇帝的贴身卫队打造了第一件盔甲。
+Item/&LeatherDruid_Survival_Description=这件附魔护甲由马纳卡隆的军械大师的古老知识制成。伊杜瑞尔·强手为皇帝的贴身卫队打造了第一件护甲。
Item/&LeatherDruid_Survival_Title=生存德鲁伊皮甲
-Item/&Leather_Deflection_Description=这件附魔护甲由马纳卡隆的军械大师的古老知识制成。伊杜瑞尔·强手为皇帝的贴身卫队打造了第一件盔甲。
+Item/&Leather_Deflection_Description=这件附魔护甲由马纳卡隆的军械大师的古老知识制成。伊杜瑞尔·强手为皇帝的贴身卫队打造了第一件护甲。
Item/&Leather_Deflection_Title=偏斜皮甲
-Item/&Leather_FlameDancing_Description=这件附魔护甲由马纳卡隆的军械大师的古老知识制成。伊杜瑞尔·强手为皇帝的贴身卫队打造了第一件盔甲。
+Item/&Leather_FlameDancing_Description=这件附魔护甲由马纳卡隆的军械大师的古老知识制成。伊杜瑞尔·强手为皇帝的贴身卫队打造了第一件护甲。
Item/&Leather_FlameDancing_Title=焰舞皮甲
-Item/&Leather_FrostWalking_Description=这件附魔护甲由马纳卡隆的军械大师的古老知识制成。伊杜瑞尔·强手为皇帝的贴身卫队打造了第一件盔甲。
+Item/&Leather_FrostWalking_Description=这件附魔护甲由马纳卡隆的军械大师的古老知识制成。伊杜瑞尔·强手为皇帝的贴身卫队打造了第一件护甲。
Item/&Leather_FrostWalking_Title=霜行皮甲
-Item/&Leather_Robustness_Description=这件附魔护甲由马纳卡隆的军械大师的古老知识制成。伊杜瑞尔·强手为皇帝的贴身卫队打造了第一件盔甲。
+Item/&Leather_Robustness_Description=这件附魔护甲由马纳卡隆的军械大师的古老知识制成。伊杜瑞尔·强手为皇帝的贴身卫队打造了第一件护甲。
Item/&Leather_Robustness_Title=稳健皮甲
-Item/&Leather_Sturdiness_Description=这件附魔护甲由马纳卡隆的军械大师的古老知识制成。伊杜瑞尔·强手为皇帝的贴身卫队打造了第一件盔甲。
+Item/&Leather_Sturdiness_Description=这件附魔护甲由马纳卡隆的军械大师的古老知识制成。伊杜瑞尔·强手为皇帝的贴身卫队打造了第一件护甲。
Item/&Leather_Sturdiness_Title=坚固皮甲
-Item/&Leather_Survival_Description=这件附魔护甲由马纳卡隆的军械大师的古老知识制成。伊杜瑞尔·强手为皇帝的贴身卫队打造了第一件盔甲。
+Item/&Leather_Survival_Description=这件附魔护甲由马纳卡隆的军械大师的古老知识制成。伊杜瑞尔·强手为皇帝的贴身卫队打造了第一件护甲。
Item/&Leather_Survival_Title=生存皮甲
-Item/&LightCrossbow_Accuracy_Description=这把附魔武器由科尔萨宁的箭匠大师的古老知识铸成。它的原始设计带有著名的森林精灵魔法师 Defineth Sharpsight 的印记。
+Item/&LightCrossbow_Accuracy_Description=这把附魔武器由科尔萨宁的箭匠大师的古老知识铸成。它的原始设计带有著名的森林精灵附魔师迪芬斯·锐视的印记。
Item/&LightCrossbow_Accuracy_Title=精准轻弩
-Item/&LightCrossbow_Bearclaw_Description=这把附魔武器由马纳卡隆的铁匠大师的古老知识铸成。熊爪的锋利尖刺会撕碎盔甲,造成额外伤害。第一个此类武器是由 Idurial Stronghand 设计的。
-Item/&LightCrossbow_Bearclaw_Title=轻型熊爪弩
-Item/&LightCrossbow_Frostburn_Description=这把附魔武器由马纳卡隆的铁匠大师的古老知识铸成。它是由凯利安迪尔·熔火之心设计的,他在一次元素位面探索失败后铸造了这把武器来对抗火蜥蜴。
-Item/&LightCrossbow_Frostburn_Title=轻霜烧十字弓
+Item/&LightCrossbow_Bearclaw_Description=这把附魔武器由马纳卡隆的铁匠大师的古老知识铸成。熊爪的锋利尖刺会撕碎护甲,造成额外伤害。第一个此类武器是由伊杜瑞尔·强手设计的。
+Item/&LightCrossbow_Bearclaw_Title=熊爪轻弩
+Item/&LightCrossbow_Frostburn_Description=这把附魔武器由马纳卡隆的铁匠大师的古老知识铸成。它是由凯利安迪尔·熔心设计的,他在一次元素位面探索失败后铸造了这把武器来对抗火蜥蜴。
+Item/&LightCrossbow_Frostburn_Title=霜燃轻弩
Item/&LightCrossbow_Lightbringer_Description=这把附魔武器由科尔萨宁的箭匠大师的古老知识铸成。它是由奥术师艾尔戈多·神锐设计的,用于支持与不死生物的战斗。
-Item/&LightCrossbow_Lightbringer_Title=光明使者光弩
+Item/&LightCrossbow_Lightbringer_Title=携光轻弩
Item/&LightCrossbow_Medusa_Description=这把附魔武器由科尔萨宁的箭匠大师的古老知识铸成。魔法将美杜莎珊瑚和硬木融合在一起,创造出一把致命的弓,深受岛上半身人登船者的喜爱。
Item/&LightCrossbow_Medusa_Title=美杜莎轻弩
-Item/&LightCrossbow_Sharpshooting_Description=这把附魔武器由科尔萨宁的箭匠大师的古老知识铸成。 Coedymwarth 更喜欢用物理而非魔法对付魔纳卡隆的奥术师。它最好的弓箭手得到了十字弓,这是 Defineth Sharpsight 的发明。
+Item/&LightCrossbow_Sharpshooting_Description=这把附魔武器由科尔萨宁的箭匠大师的古老知识铸成。科迪姆沃斯更喜欢用物理而非魔法对付马纳卡隆的奥术师。它最好的弓箭手得到了十字弓,这是迪芬斯·锐视的发明。
Item/&LightCrossbow_Sharpshooting_Title=神射轻弩
Item/&LightCrossbow_Stormbow_Description=这把附魔武器由科尔萨宁的箭匠大师的古老知识铸成。它是由伽勒尔·风暴锻造设计的,他是第一个利用武器中的风暴之力达到毁灭性效果的矮人铁匠!
Item/&LightCrossbow_Stormbow_Title=轻型风暴弩
-Item/&LightCrossbow_Whiteburn_Description=这把附魔武器由马纳卡隆的铁匠大师的古老知识铸成。怀特伯恩是由第一代达南塔尔创建的,目的是对抗来自西奥塔芬河和斯卡拉芬河之间的沼泽地的巨魔入侵。
-Item/&LightCrossbow_Whiteburn_Title=怀特本轻弩
-Item/&Longbow_Bearclaw_Description=这把附魔武器由马纳卡隆的铁匠大师的古老知识铸成。熊爪的锋利尖刺会撕碎盔甲,造成额外伤害。第一个此类武器是由 Idurial Stronghand 设计的。
+Item/&LightCrossbow_Whiteburn_Description=这把附魔武器由马纳卡隆的铁匠大师的古老知识铸成。白燃是由第一代达南塔尔创造的,目的是对抗来自西奥塔芬河和斯卡拉芬河之间的沼泽地的巨魔入侵。
+Item/&LightCrossbow_Whiteburn_Title=白燃轻弩
+Item/&Longbow_Bearclaw_Description=这把附魔武器由马纳卡隆的铁匠大师的古老知识铸成。熊爪的锋利尖刺会撕碎护甲,造成额外伤害。第一个此类武器是由伊杜瑞尔·强手设计的。
Item/&Longbow_Bearclaw_Title=熊爪长弓
-Item/&Longbow_Frostburn_Description=这把附魔武器由马纳卡隆的铁匠大师的古老知识铸成。它是由凯利安迪尔·熔火之心设计的,他在一次元素位面探索失败后铸造了这把武器来对抗火蜥蜴。
-Item/&Longbow_Frostburn_Title=霜烧长弓
+Item/&Longbow_Frostburn_Description=这把附魔武器由马纳卡隆的铁匠大师的古老知识铸成。它是由凯利安迪尔·熔心设计的,他在一次元素位面探索失败后铸造了这把武器来对抗火蜥蜴。
+Item/&Longbow_Frostburn_Title=霜燃长弓
Item/&Longbow_Medusa_Description=这把附魔武器由科尔萨宁的箭匠大师的古老知识铸成。魔法将美杜莎珊瑚和硬木融合在一起,创造出了一把致命的弓,深受岛上半身人登船队的青睐。
Item/&Longbow_Medusa_Title=美杜莎长弓
-Item/&Longbow_Souldrinker_Description=这把附魔武器由马纳卡隆的铁匠大师的古老知识铸成。这把武器是由赛洛迪尔·红刃设计的,是无声耳语特工的最爱选择。
+Item/&Longbow_Souldrinker_Description=这把附魔武器由马纳卡隆的铁匠大师的古老知识铸成。这把武器是由赛洛迪尔·红刃设计的,是无声耳语特工的最爱。
Item/&Longbow_Souldrinker_Title=饮魂长弓
-Item/&Longbow_Whiteburn_Description=这把附魔武器由马纳卡隆的铁匠大师的古老知识铸成。怀特伯恩是由第一代达南塔尔创建的,目的是对抗来自西奥塔芬河和斯卡拉芬河之间的沼泽地的巨魔入侵。
-Item/&Longbow_Whiteburn_Title=怀特伯恩长弓
-Item/&Longsword_Bearclaw_Description=这把附魔武器由马纳卡隆的铁匠大师的古老知识铸成。熊爪的锋利尖刺会撕碎盔甲,造成额外伤害。第一个此类武器是由 Idurial Stronghand 设计的。
+Item/&Longbow_Whiteburn_Description=这把附魔武器由马纳卡隆的铁匠大师的古老知识铸成。白燃是由第一代达南塔尔创造的,目的是对抗来自西奥塔芬河和斯卡拉芬河之间的沼泽地的巨魔入侵。
+Item/&Longbow_Whiteburn_Title=白燃长弓
+Item/&Longsword_Bearclaw_Description=这把附魔武器由马纳卡隆的铁匠大师的古老知识铸成。熊爪的锋利尖刺会撕碎护甲,造成额外伤害。第一个此类武器是由伊杜瑞尔·强手设计的。
Item/&Longsword_Bearclaw_Title=熊爪长剑
-Item/&Longsword_Lightbringer_Description=这把附魔武器由马纳卡隆的铁匠大师的古老知识铸成。它是由奥秘法师埃尔加多·基恩斯皮特 (Elgador Keenspirit) 设计的,旨在支持与不死生物的战斗。
-Item/&Longsword_Lightbringer_Title=光明使者长剑
-Item/&Longsword_Souldrinker_Description=这把附魔武器由科尔萨宁的铁匠大师的古老知识铸成。这把武器是由赛洛迪尔·红刃设计的,是无声耳语特工的最爱选择。
-Item/&Longsword_Souldrinker_Title=饮魂者长剑
-Item/&Longsword_Whiteburn_Description=这把附魔武器由马纳卡隆的铁匠大师的古老知识铸成。怀特伯恩是由第一代达南塔尔创建的,目的是对抗来自西奥塔芬河和斯卡拉芬河之间的沼泽地的巨魔入侵。
-Item/&Longsword_Whiteburn_Title=怀特本长剑
-Item/&Mace_Bearclaw_Description=这把附魔武器由马纳卡隆的铁匠大师的古老知识铸成。熊爪的锋利尖刺会撕碎盔甲,造成额外伤害。第一个此类武器是由 Idurial Stronghand 设计的。
-Item/&Mace_Bearclaw_Title=熊爪狼牙棒
-Item/&Mace_Dragonblade_Description=这把附魔武器由马纳卡隆的铁匠大师的古老知识铸成。它是由 Lestoreth Steelarm 设计的,用于在帝国寒冷的北部作战。
-Item/&Mace_Dragonblade_Title=龙刃狼牙棒
-Item/&Mace_Frostburn_Description=这把附魔武器由马纳卡隆的铁匠大师的古老知识铸成。它是由凯利安迪尔·熔火之心设计的,他在一次元素位面探索失败后铸造了这把武器来对抗火蜥蜴。
-Item/&Mace_Frostburn_Title=霜烧狼牙棒
-Item/&Mace_Lightbringer_Description=这把附魔武器由科尔萨宁的铁匠大师的古老知识铸成。它是由奥秘法师埃尔加多·基恩斯皮特 (Elgador Keenspirit) 设计的,旨在支持与不死生物的战斗。
-Item/&Mace_Lightbringer_Title=光明使者狼牙棒
-Item/&Mace_Souldrinker_Description=这把附魔武器由马纳卡隆的铁匠大师的古老知识铸成。这把武器是由赛洛迪尔·红刃设计的,是无声耳语特工的最爱选择。
-Item/&Mace_Souldrinker_Title=饮魂者狼牙棒
+Item/&Longsword_Lightbringer_Description=这把附魔武器由马纳卡隆的铁匠大师的古老知识铸成。它是由奥秘法师艾尔戈多·神锐设计的,旨在支持与不死生物的战斗。
+Item/&Longsword_Lightbringer_Title=携光长剑
+Item/&Longsword_Souldrinker_Description=这把附魔武器由科尔萨宁的铁匠大师的古老知识铸成。这把武器是由赛洛迪尔·红刃设计的,是无声耳语特工的最爱。
+Item/&Longsword_Souldrinker_Title=饮魂长剑
+Item/&Longsword_Whiteburn_Description=这把附魔武器由马纳卡隆的铁匠大师的古老知识铸成。白燃是由第一代达南塔尔创造的,目的是对抗来自西奥塔芬河和斯卡拉芬河之间的沼泽地的巨魔入侵。
+Item/&Longsword_Whiteburn_Title=白燃长剑
+Item/&Mace_Bearclaw_Description=这把附魔武器由马纳卡隆的铁匠大师的古老知识铸成。熊爪的锋利尖刺会撕碎护甲,造成额外伤害。第一个此类武器是由伊杜瑞尔·强手设计的。
+Item/&Mace_Bearclaw_Title=熊爪硬头锤
+Item/&Mace_Dragonblade_Description=这把附魔武器由马纳卡隆的铁匠大师的古老知识铸成。它是由莱斯托尔斯·钢臂设计的,用于在帝国寒冷的北部作战。
+Item/&Mace_Dragonblade_Title=龙刃硬头锤
+Item/&Mace_Frostburn_Description=这把附魔武器由马纳卡隆的铁匠大师的古老知识铸成。它是由凯利安迪尔·熔心设计的,他在一次元素位面探索失败后铸造了这把武器来对抗火蜥蜴。
+Item/&Mace_Frostburn_Title=霜燃硬头锤
+Item/&Mace_Lightbringer_Description=这把附魔武器由科尔萨宁的铁匠大师的古老知识铸成。它是由奥秘法师艾尔戈多·神锐设计的,旨在支持与不死生物的战斗。
+Item/&Mace_Lightbringer_Title=携光硬头锤
+Item/&Mace_Souldrinker_Description=这把附魔武器由马纳卡隆的铁匠大师的古老知识铸成。这把武器是由赛洛迪尔·红刃设计的,是无声耳语特工的最爱。
+Item/&Mace_Souldrinker_Title=饮魂硬头锤
Item/&Mace_Stormblade_Description=这把附魔武器由马纳卡隆的铁匠大师的古老知识铸成。它是由伽勒尔·风暴锻造设计的,他是第一个利用武器中的风暴之力达到毁灭性效果的矮人铁匠!
-Item/&Mace_Stormblade_Title=风暴之刃狼牙棒
-Item/&Mace_Warden_Description=这把附魔武器由马纳卡隆的铁匠大师的古老知识铸成。它是由著名的马纳卡隆刀匠伊尔杜瑞尔·斯特朗阿姆 (Ildurial Strongarm) 设计的。第一把这样的剑,马纳卡隆守望者,被提供给了欧瑞德的指挥官。
-Item/&Mace_Warden_Title=典狱长梅斯
-Item/&Mace_Whiteburn_Description=这把附魔武器由马纳卡隆的铁匠大师的古老知识铸成。怀特伯恩是由第一代达南塔尔创建的,目的是对抗来自西奥塔芬河和斯卡拉芬河之间的沼泽地的巨魔入侵。
-Item/&Mace_Whiteburn_Title=怀特本狼牙棒
+Item/&Mace_Stormblade_Title=风刃硬头锤
+Item/&Mace_Warden_Description=这把附魔武器由马纳卡隆的铁匠大师的古老知识铸成。它是由著名的马纳卡隆刀匠伊杜瑞尔·强臂设计的。第一把这样的剑,马纳卡隆监督,被提供给了欧瑞德的指挥官。
+Item/&Mace_Warden_Title=监督硬头锤
+Item/&Mace_Whiteburn_Description=这把附魔武器由马纳卡隆的铁匠大师的古老知识铸成。白燃是由第一代达南塔尔创造的,目的是对抗来自西奥塔芬河和斯卡拉芬河之间的沼泽地的巨魔入侵。
+Item/&Mace_Whiteburn_Title=白燃硬头锤
Item/&Maul_Acuteness_Description=这把附魔武器由马纳卡隆的铁匠大师的古老知识铸成。它的设计是奥术师艾尔戈多·神锐的早期作品之一。
Item/&Maul_Acuteness_Title=敏锐巨锤
-Item/&Maul_Bearclaw_Description=这把附魔武器由马纳卡隆的铁匠大师的古老知识铸成。熊爪的尖刺会撕碎盔甲,造成额外伤害。第一种此类武器是由 伊杜瑞尔·强手设计的。
+Item/&Maul_Bearclaw_Description=这把附魔武器由马纳卡隆的铁匠大师的古老知识铸成。熊爪的尖刺会撕碎护甲,造成额外伤害。第一种此类武器是由伊杜瑞尔·强手设计的。
Item/&Maul_Bearclaw_Title=熊爪巨锤
-Item/&Maul_Frostburn_Description=这把附魔武器由马纳卡隆的铁匠大师的古老知识铸成。它是由凯利安迪尔·熔火之心设计的,他在一次元素位面探索失败后铸造了这把武器来对抗火蜥蜴。
+Item/&Maul_Frostburn_Description=这把附魔武器由马纳卡隆的铁匠大师的古老知识铸成。它是由凯利安迪尔·熔心设计的,他在一次元素位面探索失败后铸造了这把武器来对抗火蜥蜴。
Item/&Maul_Frostburn_Title=霜燃巨锤
Item/&Maul_Lightbringer_Description=这把附魔武器由科尔萨宁的铁匠大师的古老知识铸成。它是由奥术师艾尔戈多·神锐设计的,用于支持与不死生物的战斗。
-Item/&Maul_Lightbringer_Title=光明使者巨锤
-Item/&Maul_Power_Description=这把附魔武器由马纳卡隆的铁匠大师的古老知识铸成。有些生物只尊重体力。魔纳卡隆的奥术师们创造了这个 Maul 来为 Iron Legions 的冠军提供他们的精灵身体无法提供的力量。
+Item/&Maul_Lightbringer_Title=携光巨锤
+Item/&Maul_Power_Description=这把附魔武器由马纳卡隆的铁匠大师的古老知识铸成。有些生物只尊重肉体强度。马纳卡隆的奥术师们创造了这个巨锤以赋予钢铁军团冠军们的精灵身躯无法提供的力量。
Item/&Maul_Power_Title=威力巨锤
-Item/&Maul_Punisher_Description=这把附魔武器由马纳卡隆的铁匠大师的古老知识铸成。最好的金属和奴隶石的结合赋予了这把斧头难以置信的穿透力。
-Item/&Maul_Punisher_Title=惩罚者巨锤
-Item/&Maul_Souldrinker_Description=这把附魔武器由马纳卡隆的铁匠大师的古老知识铸成。这把武器是由赛洛迪尔·红刃设计的,是无声耳语特工的最爱选择。
+Item/&Maul_Punisher_Description=这把附魔武器由马纳卡隆的铁匠大师的古老知识铸成。最好的金属和奴隶魔石的结合赋予了这把巨锤难以置信的穿透力。
+Item/&Maul_Punisher_Title=惩罚巨锤
+Item/&Maul_Souldrinker_Description=这把附魔武器由马纳卡隆的铁匠大师的古老知识铸成。这把武器是由赛洛迪尔·红刃设计的,是无声耳语特工的最爱。
Item/&Maul_Souldrinker_Title=饮魂巨锤
Item/&Maul_Stormblade_Description=这把附魔武器由马纳卡隆的铁匠大师的古老知识铸成。它是由伽勒尔·风暴锻造设计的,他是第一个利用武器中的风暴之力达到毁灭性效果的矮人铁匠!
-Item/&Maul_Stormblade_Title=风暴刃巨锤
-Item/&Maul_Whiteburn_Description=这把附魔武器由马纳卡隆的铁匠大师的古老知识铸成。怀特伯恩是由第一代达南塔尔创建的,目的是对抗来自西奥塔芬河和斯卡拉芬河之间的沼泽地的巨魔入侵。
-Item/&Maul_Whiteburn_Title=怀特本巨锤
-Item/&MonkArmor_Deflection_Description=这件附魔护甲由马纳卡隆的军械大师的古老知识制成。伊杜瑞尔·强手为皇帝的贴身卫队打造了第一件盔甲。
+Item/&Maul_Stormblade_Title=风刃巨锤
+Item/&Maul_Whiteburn_Description=这把附魔武器由马纳卡隆的铁匠大师的古老知识铸成。白燃是由第一代达南塔尔创造的,目的是对抗来自西奥塔芬河和斯卡拉芬河之间的沼泽地的巨魔入侵。
+Item/&Maul_Whiteburn_Title=白燃巨锤
+Item/&MonkArmor_Deflection_Description=这件附魔护甲由马纳卡隆的军械大师的古老知识制成。伊杜瑞尔·强手为皇帝的贴身卫队打造了第一件护甲。
Item/&MonkArmor_Deflection_Title=偏转武僧服
-Item/&MonkArmor_FlameDancing_Description=这件附魔护甲由马纳卡隆的军械大师的古老知识制成。伊杜瑞尔·强手为皇帝的贴身卫队打造了第一件盔甲。
+Item/&MonkArmor_FlameDancing_Description=这件附魔护甲由马纳卡隆的军械大师的古老知识制成。伊杜瑞尔·强手为皇帝的贴身卫队打造了第一件护甲。
Item/&MonkArmor_FlameDancing_Title=焰舞武僧服
-Item/&MonkArmor_FrostWalking_Description=这件附魔护甲由马纳卡隆的军械大师的古老知识制成。伊杜瑞尔·强手为皇帝的贴身卫队打造了第一件盔甲。
+Item/&MonkArmor_FrostWalking_Description=这件附魔护甲由马纳卡隆的军械大师的古老知识制成。伊杜瑞尔·强手为皇帝的贴身卫队打造了第一件护甲。
Item/&MonkArmor_FrostWalking_Title=霜行武僧服
-Item/&MonkArmor_Robustness_Description=这件附魔护甲由马纳卡隆的军械大师的古老知识制成。伊杜瑞尔·强手为皇帝的贴身卫队打造了第一件盔甲。
+Item/&MonkArmor_Robustness_Description=这件附魔护甲由马纳卡隆的军械大师的古老知识制成。伊杜瑞尔·强手为皇帝的贴身卫队打造了第一件护甲。
Item/&MonkArmor_Robustness_Title=稳健武僧服
-Item/&MonkArmor_Sturdiness_Description=这件附魔护甲由马纳卡隆的军械大师的古老知识制成。伊杜瑞尔·强手为皇帝的贴身卫队打造了第一件盔甲。
+Item/&MonkArmor_Sturdiness_Description=这件附魔护甲由马纳卡隆的军械大师的古老知识制成。伊杜瑞尔·强手为皇帝的贴身卫队打造了第一件护甲。
Item/&MonkArmor_Sturdiness_Title=坚固武僧服
-Item/&MonkArmor_Survival_Description=这件附魔护甲由马纳卡隆的军械大师的古老知识制成。伊杜瑞尔·强手为皇帝的贴身卫队打造了第一件盔甲。
+Item/&MonkArmor_Survival_Description=这件附魔护甲由马纳卡隆的军械大师的古老知识制成。伊杜瑞尔·强手为皇帝的贴身卫队打造了第一件护甲。
Item/&MonkArmor_Survival_Title=生存武僧服
Item/&Morningstar_Acuteness_Description=这把附魔武器由马纳卡隆的铁匠大师的古老知识铸成。它的设计是奥秘法师埃尔加多·基恩斯皮里特的早期作品之一。
Item/&Morningstar_Acuteness_Title=敏锐钉头锤
-Item/&Morningstar_Dragonblade_Description=这把附魔武器由马纳卡隆的铁匠大师的古老知识铸成。它是由 Lestoreth Steelarm 设计的,用于在帝国寒冷的北部作战。
+Item/&Morningstar_Dragonblade_Description=这把附魔武器由马纳卡隆的铁匠大师的古老知识铸成。它是由莱斯托尔斯·钢臂设计的,用于在帝国寒冷的北部作战。
Item/&Morningstar_Dragonblade_Title=龙刃钉头锤
-Item/&Morningstar_Frostburn_Description=这把附魔武器由马纳卡隆的铁匠大师的古老知识铸成。它是由凯利安迪尔·熔火之心设计的,他在一次元素位面探索失败后铸造了这把武器来对抗火蜥蜴。
+Item/&Morningstar_Frostburn_Description=这把附魔武器由马纳卡隆的铁匠大师的古老知识铸成。它是由凯利安迪尔·熔心设计的,他在一次元素位面探索失败后铸造了这把武器来对抗火蜥蜴。
Item/&Morningstar_Frostburn_Title=霜燃钉头锤
-Item/&Morningstar_Lightbringer_Description=这把附魔武器由科尔萨宁的铁匠大师的古老知识铸成。它是由奥秘法师埃尔加多·基恩斯皮特 (Elgador Keenspirit) 设计的,旨在支持与不死生物的战斗。
-Item/&Morningstar_Lightbringer_Title=光明使者钉头锤
-Item/&Morningstar_Souldrinker_Description=这把附魔武器由马纳卡隆的铁匠大师的古老知识铸成。这把武器是由赛洛迪尔·红刃设计的,是无声耳语特工的最爱选择。
-Item/&Morningstar_Souldrinker_Title=饮魂者钉头锤
+Item/&Morningstar_Lightbringer_Description=这把附魔武器由科尔萨宁的铁匠大师的古老知识铸成。它是由奥秘法师艾尔戈多·神锐设计的,旨在支持与不死生物的战斗。
+Item/&Morningstar_Lightbringer_Title=携光钉头锤
+Item/&Morningstar_Souldrinker_Description=这把附魔武器由马纳卡隆的铁匠大师的古老知识铸成。这把武器是由赛洛迪尔·红刃设计的,是无声耳语特工的最爱。
+Item/&Morningstar_Souldrinker_Title=饮魂钉头锤
Item/&Morningstar_Stormblade_Description=这把附魔武器由马纳卡隆的铁匠大师的古老知识铸成。它是由伽勒尔·风暴锻造设计的,他是第一个利用武器中的风暴之力达到毁灭性效果的矮人铁匠!
-Item/&Morningstar_Stormblade_Title=风暴刃钉头锤
-Item/&Morningstar_Warden_Description=这把附魔武器由马纳卡隆的铁匠大师的古老知识铸成。它是由著名的马纳卡隆刀匠伊尔杜瑞尔·斯特朗阿姆 (Ildurial Strongarm) 设计的。第一把这样的剑,马纳卡隆守望者,被提供给了欧瑞德的指挥官。
-Item/&Morningstar_Warden_Title=典狱长钉头锤
-Item/&Morningstar_Whiteburn_Description=这把附魔武器由马纳卡隆的铁匠大师的古老知识铸成。怀特伯恩是由第一代达南塔尔创建的,目的是对抗来自西奥塔芬河和斯卡拉芬河之间的沼泽地的巨魔入侵。
-Item/&Morningstar_Whiteburn_Title=怀特本钉头锤
-Item/&PaddedLeather_Deflection_Description=这件附魔护甲由马纳卡隆的军械大师的古老知识制成。伊杜瑞尔·强手为皇帝的贴身卫队打造了第一件盔甲。
+Item/&Morningstar_Stormblade_Title=风刃钉头锤
+Item/&Morningstar_Warden_Description=这把附魔武器由马纳卡隆的铁匠大师的古老知识铸成。它是由著名的马纳卡隆刀匠伊杜瑞尔·强臂设计的。第一把这样的剑,马纳卡隆监督,被提供给了欧瑞德的指挥官。
+Item/&Morningstar_Warden_Title=监督钉头锤
+Item/&Morningstar_Whiteburn_Description=这把附魔武器由马纳卡隆的铁匠大师的古老知识铸成。白燃是由第一代达南塔尔创造的,目的是对抗来自西奥塔芬河和斯卡拉芬河之间的沼泽地的巨魔入侵。
+Item/&Morningstar_Whiteburn_Title=白燃钉头锤
+Item/&PaddedLeather_Deflection_Description=这件附魔护甲由马纳卡隆的军械大师的古老知识制成。伊杜瑞尔·强手为皇帝的贴身卫队打造了第一件护甲。
Item/&PaddedLeather_Deflection_Title=偏斜加垫皮甲
-Item/&PaddedLeather_FlameDancing_Description=这件附魔护甲由马纳卡隆的军械大师的古老知识制成。伊杜瑞尔·强手为皇帝的贴身卫队打造了第一件盔甲。
+Item/&PaddedLeather_FlameDancing_Description=这件附魔护甲由马纳卡隆的军械大师的古老知识制成。伊杜瑞尔·强手为皇帝的贴身卫队打造了第一件护甲。
Item/&PaddedLeather_FlameDancing_Title=焰舞加垫皮甲
-Item/&PaddedLeather_FrostWalking_Description=这件附魔护甲由马纳卡隆的军械大师的古老知识制成。伊杜瑞尔·强手为皇帝的贴身卫队打造了第一件盔甲。
+Item/&PaddedLeather_FrostWalking_Description=这件附魔护甲由马纳卡隆的军械大师的古老知识制成。伊杜瑞尔·强手为皇帝的贴身卫队打造了第一件护甲。
Item/&PaddedLeather_FrostWalking_Title=霜行加垫皮甲
-Item/&PaddedLeather_Robustness_Description=这件附魔护甲由马纳卡隆的军械大师的古老知识制成。伊杜瑞尔·强手为皇帝的贴身卫队打造了第一件盔甲。
+Item/&PaddedLeather_Robustness_Description=这件附魔护甲由马纳卡隆的军械大师的古老知识制成。伊杜瑞尔·强手为皇帝的贴身卫队打造了第一件护甲。
Item/&PaddedLeather_Robustness_Title=稳健加垫皮甲
-Item/&PaddedLeather_Sturdiness_Description=这件附魔护甲由马纳卡隆的军械大师的古老知识制成。伊杜瑞尔·强手为皇帝的贴身卫队打造了第一件盔甲。
+Item/&PaddedLeather_Sturdiness_Description=这件附魔护甲由马纳卡隆的军械大师的古老知识制成。伊杜瑞尔·强手为皇帝的贴身卫队打造了第一件护甲。
Item/&PaddedLeather_Sturdiness_Title=坚固加垫皮甲
-Item/&PaddedLeather_Survival_Description=这件附魔护甲由马纳卡隆的军械大师的古老知识制成。伊杜瑞尔·强手为皇帝的贴身卫队打造了第一件盔甲。
+Item/&PaddedLeather_Survival_Description=这件附魔护甲由马纳卡隆的军械大师的古老知识制成。伊杜瑞尔·强手为皇帝的贴身卫队打造了第一件护甲。
Item/&PaddedLeather_Survival_Title=生存加垫皮甲
-Item/&Plate_Deflection_Description=这件附魔护甲由马纳卡隆的军械大师的古老知识制成。伊杜瑞尔·强手为皇帝的贴身卫队打造了第一件盔甲。
+Item/&Plate_Deflection_Description=这件附魔护甲由马纳卡隆的军械大师的古老知识制成。伊杜瑞尔·强手为皇帝的贴身卫队打造了第一件护甲。
Item/&Plate_Deflection_Title=偏转板甲
-Item/&Plate_FlameDancing_Description=这件附魔护甲由马纳卡隆的军械大师的古老知识制成。伊杜瑞尔·强手为皇帝的贴身卫队打造了第一件盔甲。
+Item/&Plate_FlameDancing_Description=这件附魔护甲由马纳卡隆的军械大师的古老知识制成。伊杜瑞尔·强手为皇帝的贴身卫队打造了第一件护甲。
Item/&Plate_FlameDancing_Title=焰舞板甲
-Item/&Plate_FrostWalking_Description=这件附魔护甲由马纳卡隆的军械大师的古老知识制成。伊杜瑞尔·强手为皇帝的贴身卫队打造了第一件盔甲。
+Item/&Plate_FrostWalking_Description=这件附魔护甲由马纳卡隆的军械大师的古老知识制成。伊杜瑞尔·强手为皇帝的贴身卫队打造了第一件护甲。
Item/&Plate_FrostWalking_Title=霜行板甲
-Item/&Plate_Robustness_Description=这件附魔护甲由马纳卡隆的军械大师的古老知识制成。伊杜瑞尔·强手为皇帝的贴身卫队打造了第一件盔甲。
+Item/&Plate_Robustness_Description=这件附魔护甲由马纳卡隆的军械大师的古老知识制成。伊杜瑞尔·强手为皇帝的贴身卫队打造了第一件护甲。
Item/&Plate_Robustness_Title=稳健板甲
-Item/&Plate_Sturdiness_Description=这件附魔护甲由马纳卡隆的军械大师的古老知识制成。伊杜瑞尔·强手为皇帝的贴身卫队打造了第一件盔甲。
+Item/&Plate_Sturdiness_Description=这件附魔护甲由马纳卡隆的军械大师的古老知识制成。伊杜瑞尔·强手为皇帝的贴身卫队打造了第一件护甲。
Item/&Plate_Sturdiness_Title=坚固板甲
-Item/&Plate_Survival_Description=这件附魔护甲由马纳卡隆的军械大师的古老知识制成。伊杜瑞尔·强手为皇帝的贴身卫队打造了第一件盔甲。
+Item/&Plate_Survival_Description=这件附魔护甲由马纳卡隆的军械大师的古老知识制成。伊杜瑞尔·强手为皇帝的贴身卫队打造了第一件护甲。
Item/&Plate_Survival_Title=生存板甲
Item/&PrimeTitle=优先{0}
Item/&Quarterstaff_Acuteness_Description=这把附魔武器由马纳卡隆的铁匠大师的古老知识铸成。它的设计是奥术师艾尔戈多·神锐的早期作品之一。
-Item/&Quarterstaff_Acuteness_Title=敏锐木杖
-Item/&Quarterstaff_Bearclaw_Description=这把附魔武器由马纳卡隆的铁匠大师的古老知识铸成。熊爪的锋利尖刺会撕碎盔甲,造成额外伤害。第一个此类武器是由 Idurial Stronghand 设计的。
-Item/&Quarterstaff_Bearclaw_Title=熊爪短杖
+Item/&Quarterstaff_Acuteness_Title=敏锐长棍
+Item/&Quarterstaff_Bearclaw_Description=这把附魔武器由马纳卡隆的铁匠大师的古老知识铸成。熊爪的锋利尖刺会撕碎护甲,造成额外伤害。第一个此类武器是由伊杜瑞尔·强手设计的。
+Item/&Quarterstaff_Bearclaw_Title=熊爪长棍
Item/&Quarterstaff_Dragonblade_Description=这把附魔武器由马纳卡隆的铁匠大师的古老知识铸成。它由莱斯托尔斯·钢臂设计,用于在帝国寒冷的北方作战。
-Item/&Quarterstaff_Dragonblade_Title=龙刃短杖
-Item/&Quarterstaff_Frostburn_Description=这把附魔武器由马纳卡隆的铁匠大师的古老知识铸成。它是由 Keliandir Moltenheart 设计的,他在对元素位面的探索出错后锻造了这把武器来对抗火蜥蜴。
-Item/&Quarterstaff_Frostburn_Title=霜燃短杖
+Item/&Quarterstaff_Dragonblade_Title=龙刃长棍
+Item/&Quarterstaff_Frostburn_Description=这把附魔武器由马纳卡隆的铁匠大师的古老知识铸成。它是由凯利安迪尔·熔心设计的,他在对元素位面的探索出错后锻造了这把武器来对抗火蜥蜴。
+Item/&Quarterstaff_Frostburn_Title=霜燃长棍
Item/&Quarterstaff_Lightbringer_Description=这把附魔武器由科尔萨宁的铁匠大师的古老知识铸成。它是由奥术师艾尔戈多·神锐设计的,用于支持与不死生物的战斗。
-Item/&Quarterstaff_Lightbringer_Title=光明使者短杖
-Item/&Quarterstaff_Souldrinker_Description=这把附魔武器由马纳卡隆的铁匠大师的古老知识铸成。这把武器是由赛洛迪尔·红刃设计的,是无声耳语特工的最爱选择。
-Item/&Quarterstaff_Souldrinker_Title=饮魂者短杖
+Item/&Quarterstaff_Lightbringer_Title=携光长棍
+Item/&Quarterstaff_Souldrinker_Description=这把附魔武器由马纳卡隆的铁匠大师的古老知识铸成。这把武器是由赛洛迪尔·红刃设计的,是无声耳语特工的最爱。
+Item/&Quarterstaff_Souldrinker_Title=饮魂长棍
Item/&Quarterstaff_Stormblade_Description=这把附魔武器由马纳卡隆的铁匠大师的古老知识铸成。它是由伽勒尔·风暴锻造设计的,他是第一个利用武器中的风暴之力达到毁灭性效果的矮人铁匠!
-Item/&Quarterstaff_Stormblade_Title=风暴之刃短杖
-Item/&Quarterstaff_Warden_Description=这把附魔武器由马纳卡隆的铁匠大师的古老知识铸成。它由著名的魔纳卡隆刀匠 Ildurial Strongarm 设计。第一把这样的剑,魔纳卡隆Warden,被提供给了 Euraidd 的指挥官。
-Item/&Quarterstaff_Warden_Title=典狱长军需官
-Item/&Quarterstaff_Whiteburn_Description=这把附魔武器由马纳卡隆的铁匠大师的古老知识铸成。 Whiteburn 是由第一个 Danantar 创建的,以对抗来自他领地南部 Sioltafin 和 Scarafin 之间沼泽地的巨魔入侵。
-Item/&Quarterstaff_Whiteburn_Title=怀特本军需官
-Item/&Rapier_Bearclaw_Description=这把附魔武器由马纳卡隆的铁匠大师的古老知识铸成。熊爪的锋利尖刺会撕碎盔甲,造成额外伤害。第一个此类武器是由 Idurial Stronghand 设计的。
+Item/&Quarterstaff_Stormblade_Title=风刃长棍
+Item/&Quarterstaff_Warden_Description=这把附魔武器由马纳卡隆的铁匠大师的古老知识铸成。它由著名的马纳卡隆刀匠伊杜瑞尔·强臂设计。第一把这样的剑,马纳卡隆监督,被提供给了欧瑞德的指挥官。
+Item/&Quarterstaff_Warden_Title=监督长棍
+Item/&Quarterstaff_Whiteburn_Description=这把附魔武器由马纳卡隆的铁匠大师的古老知识铸成。白燃是由第一个达南塔尔创造的,目的是对抗来自他领地南部西奥塔芬河和斯卡拉芬河之间的沼泽地的巨魔入侵。
+Item/&Quarterstaff_Whiteburn_Title=白燃长棍
+Item/&Rapier_Bearclaw_Description=这把附魔武器由马纳卡隆的铁匠大师的古老知识铸成。熊爪的锋利尖刺会撕碎护甲,造成额外伤害。第一个此类武器是由伊杜瑞尔·强手设计的。
Item/&Rapier_Bearclaw_Title=熊爪刺剑
Item/&Rapier_Dragonblade_Description=这把附魔武器由马纳卡隆的铁匠大师的古老知识铸成。它由莱斯托尔斯·钢臂设计,用于在帝国寒冷的北方作战。
Item/&Rapier_Dragonblade_Title=龙刃刺剑
-Item/&Rapier_Frostburn_Description=这把附魔武器由马纳卡隆的铁匠大师的古老知识铸成。它是由 Keliandir Moltenheart 设计的,他在对元素位面的探索出错后锻造了这把武器来对抗火蜥蜴。
+Item/&Rapier_Frostburn_Description=这把附魔武器由马纳卡隆的铁匠大师的古老知识铸成。它是由凯利安迪尔·熔心设计的,他在对元素位面的探索出错后锻造了这把武器来对抗火蜥蜴。
Item/&Rapier_Frostburn_Title=霜燃刺剑
Item/&Rapier_Lightbringer_Description=这把附魔武器由科尔萨宁的铁匠大师的古老知识铸成。它是由奥术师艾尔戈多·神锐设计的,用于支持与不死生物的战斗。
-Item/&Rapier_Lightbringer_Title=光明使者刺剑
-Item/&Rapier_Power_Description=这把附魔武器由马纳卡隆的铁匠大师的古老知识铸成。有些生物只尊重体力。魔纳卡隆的奥术师们创造了这把 Rapier 以赋予 Iron Legions 的冠军他们的精灵身体无法提供的力量。
+Item/&Rapier_Lightbringer_Title=携光刺剑
+Item/&Rapier_Power_Description=这把附魔武器由马纳卡隆的铁匠大师的古老知识铸成。有些生物只尊重肉体强度。马纳卡隆的奥术师们创造了这把刺剑以赋予钢铁军团冠军们的精灵身躯无法提供的力量。
Item/&Rapier_Power_Title=威力刺剑
-Item/&Rapier_Souldrinker_Description=这把附魔武器由马纳卡隆的铁匠大师的古老知识铸成。这把武器是由赛洛迪尔·红刃设计的,是无声耳语特工的最爱选择。
-Item/&Rapier_Souldrinker_Title=饮魂者刺剑
+Item/&Rapier_Souldrinker_Description=这把附魔武器由马纳卡隆的铁匠大师的古老知识铸成。这把武器是由赛洛迪尔·红刃设计的,是无声耳语特工的最爱。
+Item/&Rapier_Souldrinker_Title=饮魂刺剑
Item/&Rapier_Stormblade_Description=这把附魔武器由马纳卡隆的铁匠大师的古老知识铸成。它是由伽勒尔·风暴锻造设计的,他是第一个利用武器中的风暴之力达到毁灭性效果的矮人铁匠!
-Item/&Rapier_Stormblade_Title=风暴刃刺剑
-Item/&Rapier_Warden_Description=这把附魔武器由马纳卡隆的铁匠大师的古老知识铸成。它由著名的魔纳卡隆刀匠 Ildurial Strongarm 设计。第一把这样的剑,魔纳卡隆Warden,被提供给了 Euraidd 的指挥官。
-Item/&Rapier_Warden_Title=典狱长刺剑
-Item/&Rapier_Whiteburn_Description=这把附魔武器由马纳卡隆的铁匠大师的古老知识铸成。 Whiteburn 是由第一个 Danantar 创建的,以对抗来自他领地南部 Sioltafin 和 Scarafin 之间沼泽地的巨魔入侵。
-Item/&Rapier_Whiteburn_Title=怀特伯恩刺剑
-Item/&ScaleMail_Deflection_Description=这件附魔护甲由马纳卡隆的军械大师的古老知识制成。伊杜瑞尔·强手为皇帝的贴身卫队打造了第一件盔甲。
+Item/&Rapier_Stormblade_Title=风刃刺剑
+Item/&Rapier_Warden_Description=这把附魔武器由马纳卡隆的铁匠大师的古老知识铸成。它由著名的马纳卡隆刀匠伊杜瑞尔·强臂设计。第一把这样的剑,马纳卡隆监督,被提供给了欧瑞德的指挥官。
+Item/&Rapier_Warden_Title=监督刺剑
+Item/&Rapier_Whiteburn_Description=这把附魔武器由马纳卡隆的铁匠大师的古老知识铸成。白燃是由第一个达南塔尔创造的,目的是对抗来自他领地南部西奥塔芬河和斯卡拉芬河之间的沼泽地的巨魔入侵。
+Item/&Rapier_Whiteburn_Title=白燃刺剑
+Item/&ScaleMail_Deflection_Description=这件附魔护甲由马纳卡隆的军械大师的古老知识制成。伊杜瑞尔·强手为皇帝的贴身卫队打造了第一件护甲。
Item/&ScaleMail_Deflection_Title=偏转鳞甲
-Item/&ScaleMail_FlameDancing_Description=这件附魔护甲由马纳卡隆的军械大师的古老知识制成。伊杜瑞尔·强手为皇帝的贴身卫队打造了第一件盔甲。
+Item/&ScaleMail_FlameDancing_Description=这件附魔护甲由马纳卡隆的军械大师的古老知识制成。伊杜瑞尔·强手为皇帝的贴身卫队打造了第一件护甲。
Item/&ScaleMail_FlameDancing_Title=焰舞鳞甲
-Item/&ScaleMail_FrostWalking_Description=这件附魔护甲由马纳卡隆的军械大师的古老知识制成。伊杜瑞尔·强手为皇帝的贴身卫队打造了第一件盔甲。
+Item/&ScaleMail_FrostWalking_Description=这件附魔护甲由马纳卡隆的军械大师的古老知识制成。伊杜瑞尔·强手为皇帝的贴身卫队打造了第一件护甲。
Item/&ScaleMail_FrostWalking_Title=霜行鳞甲
-Item/&ScaleMail_Robustness_Description=这件附魔护甲由马纳卡隆的军械大师的古老知识制成。伊杜瑞尔·强手为皇帝的贴身卫队打造了第一件盔甲。
+Item/&ScaleMail_Robustness_Description=这件附魔护甲由马纳卡隆的军械大师的古老知识制成。伊杜瑞尔·强手为皇帝的贴身卫队打造了第一件护甲。
Item/&ScaleMail_Robustness_Title=稳健鳞甲
-Item/&ScaleMail_Sturdiness_Description=这件附魔护甲由马纳卡隆的军械大师的古老知识制成。伊杜瑞尔·强手为皇帝的贴身卫队打造了第一件盔甲。
+Item/&ScaleMail_Sturdiness_Description=这件附魔护甲由马纳卡隆的军械大师的古老知识制成。伊杜瑞尔·强手为皇帝的贴身卫队打造了第一件护甲。
Item/&ScaleMail_Sturdiness_Title=坚固鳞甲
-Item/&ScaleMail_Survival_Description=这件附魔护甲由马纳卡隆的军械大师的古老知识制成。伊杜瑞尔·强手为皇帝的贴身卫队打造了第一件盔甲。
+Item/&ScaleMail_Survival_Description=这件附魔护甲由马纳卡隆的军械大师的古老知识制成。伊杜瑞尔·强手为皇帝的贴身卫队打造了第一件护甲。
Item/&ScaleMail_Survival_Title=生存鳞甲
-Item/&Scimitar_Bearclaw_Description=这把附魔武器由马纳卡隆的铁匠大师的古老知识铸成。熊爪的锋利尖刺会撕碎盔甲,造成额外伤害。第一个此类武器是由 Idurial Stronghand 设计的。
+Item/&Scimitar_Bearclaw_Description=这把附魔武器由马纳卡隆的铁匠大师的古老知识铸成。熊爪的锋利尖刺会撕碎护甲,造成额外伤害。第一个此类武器是由伊杜瑞尔·强手设计的。
Item/&Scimitar_Bearclaw_Title=熊爪弯刀
Item/&Scimitar_Dragonblade_Description=这把附魔武器由马纳卡隆的铁匠大师的古老知识铸成。它由莱斯托尔斯·钢臂设计,用于在帝国寒冷的北方作战。
Item/&Scimitar_Dragonblade_Title=龙刃弯刀
-Item/&Scimitar_Frostburn_Description=这把附魔武器由科尔萨宁的铁匠大师的古老知识铸成它是由 Keliandir Moltenheart 设计的,他在对元素位面的探索出错后锻造了这把武器来对抗火蜥蜴。
+Item/&Scimitar_Frostburn_Description=这把附魔武器由科尔萨宁的铁匠大师的古老知识铸成它是由凯利安迪尔·熔心设计的,他在对元素位面的探索出错后锻造了这把武器来对抗火蜥蜴。
Item/&Scimitar_Frostburn_Title=霜冻弯刀
Item/&Scimitar_Lightbringer_Description=这把附魔武器由科尔萨宁的铁匠大师的古老知识铸成。它是由奥术师艾尔戈多·神锐设计的,用于支持与不死生物的战斗。
-Item/&Scimitar_Lightbringer_Title=光明使者弯刀
-Item/&Scimitar_Souldrinker_Description=这把附魔武器由马纳卡隆的铁匠大师的古老知识铸成。这把武器是由赛洛迪尔·红刃设计的,是无声耳语特工的最爱选择。
-Item/&Scimitar_Souldrinker_Title=饮魂者弯刀
+Item/&Scimitar_Lightbringer_Title=携光弯刀
+Item/&Scimitar_Souldrinker_Description=这把附魔武器由马纳卡隆的铁匠大师的古老知识铸成。这把武器是由赛洛迪尔·红刃设计的,是无声耳语特工的最爱。
+Item/&Scimitar_Souldrinker_Title=饮魂弯刀
Item/&Scimitar_Stormblade_Description=这把附魔武器由马纳卡隆的铁匠大师的古老知识铸成。它是由伽勒尔·风暴锻造设计的,他是第一个利用武器中的风暴之力达到毁灭性效果的矮人铁匠!
-Item/&Scimitar_Stormblade_Title=风暴之刃弯刀
-Item/&Scimitar_Warden_Description=这把附魔武器由马纳卡隆的铁匠大师的古老知识铸成。它由著名的魔纳卡隆刀匠 Ildurial Strongarm 设计。第一把这样的剑,魔纳卡隆Warden,被提供给了 Euraidd 的指挥官。
-Item/&Scimitar_Warden_Title=典狱长弯刀
-Item/&Scimitar_Whiteburn_Description=这把附魔武器由马纳卡隆的铁匠大师的古老知识铸成。 Whiteburn 是由第一个 Danantar 创建的,以对抗来自他领地南部 Sioltafin 和 Scarafin 之间沼泽地的巨魔入侵。
-Item/&Scimitar_Whiteburn_Title=怀特本弯刀
-Item/&Shield_Deflection_Description=这件附魔护甲由马纳卡隆的军械大师的古老知识制成。伊杜瑞尔·强手为皇帝的贴身卫队打造了第一件盔甲。
+Item/&Scimitar_Stormblade_Title=风刃弯刀
+Item/&Scimitar_Warden_Description=这把附魔武器由马纳卡隆的铁匠大师的古老知识铸成。它由著名的马纳卡隆刀匠伊杜瑞尔·强臂设计。第一把这样的剑,马纳卡隆监督,被提供给了欧瑞德的指挥官。
+Item/&Scimitar_Warden_Title=监督弯刀
+Item/&Scimitar_Whiteburn_Description=这把附魔武器由马纳卡隆的铁匠大师的古老知识铸成。白燃是由第一个达南塔尔创造的,目的是对抗来自他领地南部西奥塔芬河和斯卡拉芬河之间的沼泽地的巨魔入侵。
+Item/&Scimitar_Whiteburn_Title=白燃弯刀
+Item/&Shield_Deflection_Description=这件附魔护甲由马纳卡隆的军械大师的古老知识制成。伊杜瑞尔·强手为皇帝的贴身卫队打造了第一件护甲。
Item/&Shield_Deflection_Title=偏斜盾牌
-Item/&Shield_FlameDancing_Description=这件附魔护甲由马纳卡隆的军械大师的古老知识制成。伊杜瑞尔·强手为皇帝的贴身卫队打造了第一件盔甲。
+Item/&Shield_FlameDancing_Description=这件附魔护甲由马纳卡隆的军械大师的古老知识制成。伊杜瑞尔·强手为皇帝的贴身卫队打造了第一件护甲。
Item/&Shield_FlameDancing_Title=焰舞盾牌
-Item/&Shield_FrostWalking_Description=这件附魔护甲由马纳卡隆的军械大师的古老知识制成。伊杜瑞尔·强手为皇帝的贴身卫队打造了第一件盔甲。
+Item/&Shield_FrostWalking_Description=这件附魔护甲由马纳卡隆的军械大师的古老知识制成。伊杜瑞尔·强手为皇帝的贴身卫队打造了第一件护甲。
Item/&Shield_FrostWalking_Title=霜行盾牌
-Item/&Shield_Robustness_Description=这件附魔护甲由马纳卡隆的军械大师的古老知识制成。伊杜瑞尔·强手为皇帝的贴身卫队打造了第一件盔甲。
+Item/&Shield_Robustness_Description=这件附魔护甲由马纳卡隆的军械大师的古老知识制成。伊杜瑞尔·强手为皇帝的贴身卫队打造了第一件护甲。
Item/&Shield_Robustness_Title=稳健盾牌
-Item/&Shield_Sturdiness_Description=这件附魔护甲由马纳卡隆的军械大师的古老知识制成。伊杜瑞尔·强手为皇帝的贴身卫队打造了第一件盔甲。
+Item/&Shield_Sturdiness_Description=这件附魔护甲由马纳卡隆的军械大师的古老知识制成。伊杜瑞尔·强手为皇帝的贴身卫队打造了第一件护甲。
Item/&Shield_Sturdiness_Title=坚固盾牌
-Item/&Shield_Survival_Description=这件附魔护甲由马纳卡隆的军械大师的古老知识制成。伊杜瑞尔·强手为皇帝的贴身卫队打造了第一件盔甲。
+Item/&Shield_Survival_Description=这件附魔护甲由马纳卡隆的军械大师的古老知识制成。伊杜瑞尔·强手为皇帝的贴身卫队打造了第一件护甲。
Item/&Shield_Survival_Title=生存盾牌
-Item/&Shield_Wooden_Deflection_Description=这件附魔护甲由马纳卡隆的军械大师的古老知识制成。伊杜瑞尔·强手为皇帝的贴身卫队打造了第一件盔甲。
+Item/&Shield_Wooden_Deflection_Description=这件附魔护甲由马纳卡隆的军械大师的古老知识制成。伊杜瑞尔·强手为皇帝的贴身卫队打造了第一件护甲。
Item/&Shield_Wooden_Deflection_Title=偏转木盾
-Item/&Shield_Wooden_FlameDancing_Description=这件附魔护甲由马纳卡隆的军械大师的古老知识制成。伊杜瑞尔·强手为皇帝的贴身卫队打造了第一件盔甲。
+Item/&Shield_Wooden_FlameDancing_Description=这件附魔护甲由马纳卡隆的军械大师的古老知识制成。伊杜瑞尔·强手为皇帝的贴身卫队打造了第一件护甲。
Item/&Shield_Wooden_FlameDancing_Title=焰舞木盾
-Item/&Shield_Wooden_FrostWalking_Description=这件附魔护甲由马纳卡隆的军械大师的古老知识制成。伊杜瑞尔·强手为皇帝的贴身卫队打造了第一件盔甲。
+Item/&Shield_Wooden_FrostWalking_Description=这件附魔护甲由马纳卡隆的军械大师的古老知识制成。伊杜瑞尔·强手为皇帝的贴身卫队打造了第一件护甲。
Item/&Shield_Wooden_FrostWalking_Title=霜行木盾
-Item/&Shield_Wooden_Robustness_Description=这件附魔护甲由马纳卡隆的军械大师的古老知识制成。伊杜瑞尔·强手为皇帝的贴身卫队打造了第一件盔甲。
+Item/&Shield_Wooden_Robustness_Description=这件附魔护甲由马纳卡隆的军械大师的古老知识制成。伊杜瑞尔·强手为皇帝的贴身卫队打造了第一件护甲。
Item/&Shield_Wooden_Robustness_Title=稳健木盾
-Item/&Shield_Wooden_Sturdiness_Description=这件附魔护甲由马纳卡隆的军械大师的古老知识制成。伊杜瑞尔·强手为皇帝的贴身卫队打造了第一件盔甲。
+Item/&Shield_Wooden_Sturdiness_Description=这件附魔护甲由马纳卡隆的军械大师的古老知识制成。伊杜瑞尔·强手为皇帝的贴身卫队打造了第一件护甲。
Item/&Shield_Wooden_Sturdiness_Title=坚固木盾
-Item/&Shield_Wooden_Survival_Description=这件附魔护甲由马纳卡隆的军械大师的古老知识制成。伊杜瑞尔·强手为皇帝的贴身卫队打造了第一件盔甲。
+Item/&Shield_Wooden_Survival_Description=这件附魔护甲由马纳卡隆的军械大师的古老知识制成。伊杜瑞尔·强手为皇帝的贴身卫队打造了第一件护甲。
Item/&Shield_Wooden_Survival_Title=生存木盾
-Item/&Shortbow_Bearclaw_Description=这把附魔武器由马纳卡隆的铁匠大师的古老知识铸成。熊爪的锋利尖刺会撕碎盔甲,造成额外伤害。第一个此类武器是由 Idurial Stronghand 设计的。
+Item/&Shortbow_Bearclaw_Description=这把附魔武器由马纳卡隆的铁匠大师的古老知识铸成。熊爪的锋利尖刺会撕碎护甲,造成额外伤害。第一个此类武器是由伊杜瑞尔·强手设计的。
Item/&Shortbow_Bearclaw_Title=熊爪短弓
-Item/&Shortbow_Frostburn_Description=这把附魔武器由马纳卡隆的铁匠大师的古老知识铸成。它是由凯利安迪尔·熔火之心设计的,他在一次元素位面探索失败后铸造了这把武器来对抗火蜥蜴。
-Item/&Shortbow_Frostburn_Title=霜烧短弓
-Item/&Shortbow_Lightbringer_Description=这把附魔武器由科尔萨宁的铁匠大师的古老知识铸成。它是由奥秘法师埃尔加多·基恩斯皮特 (Elgador Keenspirit) 设计的,旨在支持与不死生物的战斗。
-Item/&Shortbow_Lightbringer_Title=光明使者短弓
+Item/&Shortbow_Frostburn_Description=这把附魔武器由马纳卡隆的铁匠大师的古老知识铸成。它是由凯利安迪尔·熔心设计的,他在一次元素位面探索失败后铸造了这把武器来对抗火蜥蜴。
+Item/&Shortbow_Frostburn_Title=霜燃短弓
+Item/&Shortbow_Lightbringer_Description=这把附魔武器由科尔萨宁的铁匠大师的古老知识铸成。它是由奥秘法师艾尔戈多·神锐设计的,旨在支持与不死生物的战斗。
+Item/&Shortbow_Lightbringer_Title=携光短弓
Item/&Shortbow_Stormbow_Description=这把附魔武器由马纳卡隆的铁匠大师的古老知识铸成。它是由伽勒尔·风暴锻造设计的,他是第一个利用武器中的风暴之力达到毁灭性效果的矮人铁匠!
Item/&Shortbow_Stormbow_Title=风暴短弓
-Item/&Shortsword_Bearclaw_Description=这把附魔武器由马纳卡隆的铁匠大师的古老知识铸成。熊爪的锋利尖刺会撕碎盔甲,造成额外伤害。第一个此类武器是由 Idurial Stronghand 设计的。
+Item/&Shortsword_Bearclaw_Description=这把附魔武器由马纳卡隆的铁匠大师的古老知识铸成。熊爪的锋利尖刺会撕碎护甲,造成额外伤害。第一个此类武器是由伊杜瑞尔·强手设计的。
Item/&Shortsword_Bearclaw_Title=熊爪短剑
-Item/&Shortsword_Dragonblade_Description=这把附魔武器由马纳卡隆的铁匠大师的古老知识铸成。它是由 Lestoreth Steelarm 设计的,用于在帝国寒冷的北部作战。
+Item/&Shortsword_Dragonblade_Description=这把附魔武器由马纳卡隆的铁匠大师的古老知识铸成。它是由莱斯托尔斯·钢臂设计的,用于在帝国寒冷的北部作战。
Item/&Shortsword_Dragonblade_Title=龙刃短剑
-Item/&Shortsword_Frostburn_Description=这把附魔武器由马纳卡隆的铁匠大师的古老知识铸成。它是由凯利安迪尔·熔火之心设计的,他在一次元素位面探索失败后铸造了这把武器来对抗火蜥蜴。
-Item/&Shortsword_Frostburn_Title=霜烧短剑
-Item/&Shortsword_Lightbringer_Description=这把附魔武器由科尔萨宁的铁匠大师的古老知识铸成。它是由奥秘法师埃尔加多·基恩斯皮特 (Elgador Keenspirit) 设计的,旨在支持与不死生物的战斗。
-Item/&Shortsword_Lightbringer_Title=光明使者短剑
-Item/&Shortsword_Souldrinker_Description=这把附魔武器由马纳卡隆的铁匠大师的古老知识铸成。这把武器是由赛洛迪尔·红刃设计的,是无声耳语特工的最爱选择。
+Item/&Shortsword_Frostburn_Description=这把附魔武器由马纳卡隆的铁匠大师的古老知识铸成。它是由凯利安迪尔·熔心设计的,他在一次元素位面探索失败后铸造了这把武器来对抗火蜥蜴。
+Item/&Shortsword_Frostburn_Title=霜燃短剑
+Item/&Shortsword_Lightbringer_Description=这把附魔武器由科尔萨宁的铁匠大师的古老知识铸成。它是由奥秘法师艾尔戈多·神锐设计的,旨在支持与不死生物的战斗。
+Item/&Shortsword_Lightbringer_Title=携光短剑
+Item/&Shortsword_Souldrinker_Description=这把附魔武器由马纳卡隆的铁匠大师的古老知识铸成。这把武器是由赛洛迪尔·红刃设计的,是无声耳语特工的最爱。
Item/&Shortsword_Souldrinker_Title=饮魂短剑
Item/&Shortsword_Stormblade_Description=这把附魔武器由马纳卡隆的铁匠大师的古老知识铸成。它是由伽勒尔·风暴锻造设计的,他是第一个利用武器中的风暴之力达到毁灭性效果的矮人铁匠!
-Item/&Shortsword_Stormblade_Title=风暴之刃短剑
-Item/&Shortsword_Warden_Description=这把附魔武器由马纳卡隆的铁匠大师的古老知识铸成。它是由著名的马纳卡隆刀匠伊尔杜瑞尔·斯特朗阿姆 (Ildurial Strongarm) 设计的。第一把这样的剑,马纳卡隆守望者,被提供给了欧瑞德的指挥官。
-Item/&Shortsword_Warden_Title=典狱长短剑
-Item/&SorcererArmor_Deflection_Description=这件附魔护甲由马纳卡隆的军械大师的古老知识制成。伊杜瑞尔·强手为皇帝的贴身卫队打造了第一件盔甲。
+Item/&Shortsword_Stormblade_Title=风刃短剑
+Item/&Shortsword_Warden_Description=这把附魔武器由马纳卡隆的铁匠大师的古老知识铸成。它是由著名的马纳卡隆刀匠伊杜瑞尔·强臂设计的。第一把这样的剑,马纳卡隆监督,被提供给了欧瑞德的指挥官。
+Item/&Shortsword_Warden_Title=监督短剑
+Item/&SorcererArmor_Deflection_Description=这件附魔护甲由马纳卡隆的军械大师的古老知识制成。伊杜瑞尔·强手为皇帝的贴身卫队打造了第一件护甲。
Item/&SorcererArmor_Deflection_Title=偏斜术士护甲
-Item/&SorcererArmor_FlameDancing_Description=这件附魔护甲由马纳卡隆的军械大师的古老知识制成。伊杜瑞尔·强手为皇帝的贴身卫队打造了第一件盔甲。
+Item/&SorcererArmor_FlameDancing_Description=这件附魔护甲由马纳卡隆的军械大师的古老知识制成。伊杜瑞尔·强手为皇帝的贴身卫队打造了第一件护甲。
Item/&SorcererArmor_FlameDancing_Title=焰舞术士护甲
-Item/&SorcererArmor_FrostWalking_Description=这件附魔护甲由马纳卡隆的军械大师的古老知识制成。伊杜瑞尔·强手为皇帝的贴身卫队打造了第一件盔甲。
+Item/&SorcererArmor_FrostWalking_Description=这件附魔护甲由马纳卡隆的军械大师的古老知识制成。伊杜瑞尔·强手为皇帝的贴身卫队打造了第一件护甲。
Item/&SorcererArmor_FrostWalking_Title=霜行术士护甲
-Item/&SorcererArmor_Robustness_Description=这件附魔护甲由马纳卡隆的军械大师的古老知识制成。伊杜瑞尔·强手为皇帝的贴身卫队打造了第一件盔甲。
+Item/&SorcererArmor_Robustness_Description=这件附魔护甲由马纳卡隆的军械大师的古老知识制成。伊杜瑞尔·强手为皇帝的贴身卫队打造了第一件护甲。
Item/&SorcererArmor_Robustness_Title=稳健术士护甲
-Item/&SorcererArmor_Sturdiness_Description=这件附魔护甲由马纳卡隆的军械大师的古老知识制成。伊杜瑞尔·强手为皇帝的贴身卫队打造了第一件盔甲。
+Item/&SorcererArmor_Sturdiness_Description=这件附魔护甲由马纳卡隆的军械大师的古老知识制成。伊杜瑞尔·强手为皇帝的贴身卫队打造了第一件护甲。
Item/&SorcererArmor_Sturdiness_Title=坚固术士护甲
-Item/&SorcererArmor_Survival_Description=这件附魔护甲由马纳卡隆的军械大师的古老知识制成。伊杜瑞尔·强手为皇帝的贴身卫队打造了第一件盔甲。
+Item/&SorcererArmor_Survival_Description=这件附魔护甲由马纳卡隆的军械大师的古老知识制成。伊杜瑞尔·强手为皇帝的贴身卫队打造了第一件护甲。
Item/&SorcererArmor_Survival_Title=生存术士护甲
Item/&Spear_Acuteness_Description=这把附魔武器由马纳卡隆的铁匠大师的古老知识铸成。它的设计是奥术师艾尔戈多·神锐的早期作品之一。
-Item/&Spear_Acuteness_Title=敏锐之矛
-Item/&Spear_Bearclaw_Description=这把附魔武器由马纳卡隆的铁匠大师的古老知识铸成。熊爪的锋利尖刺会撕碎盔甲,造成额外伤害。第一个此类武器是由 Idurial Stronghand 设计的。
+Item/&Spear_Acuteness_Title=敏锐矛
+Item/&Spear_Bearclaw_Description=这把附魔武器由马纳卡隆的铁匠大师的古老知识铸成。熊爪的锋利尖刺会撕碎护甲,造成额外伤害。第一个此类武器是由伊杜瑞尔·强手设计的。
Item/&Spear_Bearclaw_Title=熊爪矛
-Item/&Spear_BlackViper_Description=这把附魔武器使用马纳卡隆的铁匠大师的古老知识,使用长矛和来自 Solasta 深处的传奇蜘蛛的毒液锻造而成。这把刀刃的设计师是格里格·黑心,一位臭名昭著的沼泽半身人铁匠,他在阿尔埃莱的锻造厂工作。
-Item/&Spear_BlackViper_Title=黑毒蛇长矛
-Item/&Spear_Doomblade_Description=这把附魔武器由马纳卡隆的铁匠大师的古老知识铸成。 Kenaloth Darkmind 设计了毁灭之刃作为惩罚那些抵抗帝国魔法的人的工具。
-Item/&Spear_Doomblade_Title=末日之矛
+Item/&Spear_BlackViper_Description=这把附魔武器使用马纳卡隆的铁匠大师的古老知识,使用长矛和来自索拉斯塔深处的传奇蜘蛛的毒液锻造而成。这把刀刃的设计师是格里格·黑心,一位臭名昭著的沼泽半身人铁匠,他在阿尔埃莱的锻造厂工作。
+Item/&Spear_BlackViper_Title=黑毒蛇矛
+Item/&Spear_Doomblade_Description=这把附魔武器由马纳卡隆的铁匠大师的古老知识铸成。肯纳洛斯·暗灵设计了毁灭之刃作为惩罚那些抵抗帝国魔法的人的工具。
+Item/&Spear_Doomblade_Title=末日矛
Item/&Spear_Lightbringer_Description=这把附魔武器由科尔萨宁的铁匠大师的古老知识铸成。它是由奥术师艾尔戈多·神锐设计的,用于支持与不死生物的战斗。
-Item/&Spear_Lightbringer_Title=光明使者之矛
+Item/&Spear_Lightbringer_Title=携光矛
Item/&Spear_Sharpness_Description=这把附魔武器由马纳卡隆的铁匠大师的古老知识铸成。它的设计是奥术师艾尔戈多·神锐的早期作品之一。
-Item/&Spear_Sharpness_Title=锐利之矛
-Item/&Spear_Souldrinker_Description=这把附魔武器由马纳卡隆的铁匠大师的古老知识铸成。这把武器是由赛洛迪尔·红刃设计的,是无声耳语特工的最爱选择。
+Item/&Spear_Sharpness_Title=锋利矛
+Item/&Spear_Souldrinker_Description=这把附魔武器由马纳卡隆的铁匠大师的古老知识铸成。这把武器是由赛洛迪尔·红刃设计的,是无声耳语特工的最爱。
Item/&Spear_Souldrinker_Title=饮魂矛
-Item/&Spear_Whiteburn_Description=这把附魔武器由马纳卡隆的铁匠大师的古老知识铸成。 Whiteburn 是由第一个 Danantar 创建的,以对抗来自他领地南部 Sioltafin 和 Scarafin 之间沼泽地的巨魔入侵。
-Item/&Spear_Whiteburn_Title=怀特本之矛
-Item/&StuddedLeather_Deflection_Description=这件附魔护甲由马纳卡隆的军械大师的古老知识制成。伊杜瑞尔·强手为皇帝的贴身卫队打造了第一件盔甲。
+Item/&Spear_Whiteburn_Description=这把附魔武器由马纳卡隆的铁匠大师的古老知识铸成。白燃是由第一个达南塔尔创造的,目的是对抗来自他领地南部西奥塔芬河和斯卡拉芬河之间的沼泽地的巨魔入侵。
+Item/&Spear_Whiteburn_Title=白燃矛
+Item/&StuddedLeather_Deflection_Description=这件附魔护甲由马纳卡隆的军械大师的古老知识制成。伊杜瑞尔·强手为皇帝的贴身卫队打造了第一件护甲。
Item/&StuddedLeather_Deflection_Title=偏转镶钉皮甲
-Item/&StuddedLeather_FlameDancing_Description=这件附魔护甲由马纳卡隆的军械大师的古老知识制成。伊杜瑞尔·强手为皇帝的贴身卫队打造了第一件盔甲。
+Item/&StuddedLeather_FlameDancing_Description=这件附魔护甲由马纳卡隆的军械大师的古老知识制成。伊杜瑞尔·强手为皇帝的贴身卫队打造了第一件护甲。
Item/&StuddedLeather_FlameDancing_Title=烈舞镶钉皮甲
-Item/&StuddedLeather_FrostWalking_Description=这件附魔护甲由马纳卡隆的军械大师的古老知识制成。伊杜瑞尔·强手为皇帝的贴身卫队打造了第一件盔甲。
+Item/&StuddedLeather_FrostWalking_Description=这件附魔护甲由马纳卡隆的军械大师的古老知识制成。伊杜瑞尔·强手为皇帝的贴身卫队打造了第一件护甲。
Item/&StuddedLeather_FrostWalking_Title=霜行镶钉皮甲
-Item/&StuddedLeather_Robustness_Description=这件附魔护甲由马纳卡隆的军械大师的古老知识制成。伊杜瑞尔·强手为皇帝的贴身卫队打造了第一件盔甲。
+Item/&StuddedLeather_Robustness_Description=这件附魔护甲由马纳卡隆的军械大师的古老知识制成。伊杜瑞尔·强手为皇帝的贴身卫队打造了第一件护甲。
Item/&StuddedLeather_Robustness_Title=稳健镶钉皮甲
-Item/&StuddedLeather_Sturdiness_Description=这件附魔护甲由马纳卡隆的军械大师的古老知识制成。伊杜瑞尔·强手为皇帝的贴身卫队打造了第一件盔甲。
+Item/&StuddedLeather_Sturdiness_Description=这件附魔护甲由马纳卡隆的军械大师的古老知识制成。伊杜瑞尔·强手为皇帝的贴身卫队打造了第一件护甲。
Item/&StuddedLeather_Sturdiness_Title=坚固镶钉皮甲
-Item/&StuddedLeather_Survival_Description=这件附魔护甲由马纳卡隆的军械大师的古老知识制成。伊杜瑞尔·强手为皇帝的贴身卫队打造了第一件盔甲。
+Item/&StuddedLeather_Survival_Description=这件附魔护甲由马纳卡隆的军械大师的古老知识制成。伊杜瑞尔·强手为皇帝的贴身卫队打造了第一件护甲。
Item/&StuddedLeather_Survival_Title=生存镶钉皮甲
Item/&Warhammer_Acuteness_Description=这把附魔武器由马纳卡隆的铁匠大师的古老知识铸成。它的设计是奥术师艾尔戈多·神锐的早期作品之一。
Item/&Warhammer_Acuteness_Title=敏锐战锤
-Item/&Warhammer_Bearclaw_Description=这把附魔武器由马纳卡隆的铁匠大师的古老知识铸成。熊爪的尖刺会撕碎盔甲,造成额外伤害。第一种此类武器是由 伊杜瑞尔·强手设计的。
+Item/&Warhammer_Bearclaw_Description=这把附魔武器由马纳卡隆的铁匠大师的古老知识铸成。熊爪的尖刺会撕碎护甲,造成额外伤害。第一种此类武器是由伊杜瑞尔·强手设计的。
Item/&Warhammer_Bearclaw_Title=熊爪战锤
-Item/&Warhammer_Frostburn_Description=这把附魔武器由马纳卡隆的铁匠大师的古老知识铸成。它是由凯利安迪尔·熔火之心设计的,他在一次元素位面探索失败后铸造了这把武器来对抗火蜥蜴。
+Item/&Warhammer_Frostburn_Description=这把附魔武器由马纳卡隆的铁匠大师的古老知识铸成。它是由凯利安迪尔·熔心设计的,他在一次元素位面探索失败后铸造了这把武器来对抗火蜥蜴。
Item/&Warhammer_Frostburn_Title=霜燃战锤
Item/&Warhammer_Lightbringer_Description=这把附魔武器由科尔萨宁的铁匠大师的古老知识铸成。它是由奥术师艾尔戈多·神锐设计的,用于支持与不死生物的战斗。
-Item/&Warhammer_Lightbringer_Title=光明使者战锤
-Item/&Warhammer_Power_Description=这把附魔武器由马纳卡隆的铁匠大师的古老知识铸成。有些生物只尊重体力。魔纳卡隆的奥术师们创造了这把战锤, 给钢铁军团的胜利者们提供了精灵族身体所没有的力量。
+Item/&Warhammer_Lightbringer_Title=携光战锤
+Item/&Warhammer_Power_Description=这把附魔武器由马纳卡隆的铁匠大师的古老知识铸成。有些生物只尊重肉体强度。马纳卡隆的奥术师们创造了这把战锤, 给钢铁军团的胜利者们提供了精灵族身体所没有的力量。
Item/&Warhammer_Power_Title=威力战锤
-Item/&Warhammer_Punisher_Description=这把附魔武器由马纳卡隆的铁匠大师的古老知识铸成。最好的金属和奴隶石的结合赋予了这把斧头难以置信的穿透力。
-Item/&Warhammer_Punisher_Title=惩罚者战锤
-Item/&Warhammer_Souldrinker_Description=这把附魔武器由马纳卡隆的铁匠大师的古老知识铸成。这把武器是由赛洛迪尔·红刃设计的,是无声耳语特工的最爱选择。
-Item/&Warhammer_Souldrinker_Title=饮魂者战锤
+Item/&Warhammer_Punisher_Description=这把附魔武器由马纳卡隆的铁匠大师的古老知识铸成。最好的金属和奴隶魔石的结合赋予了这把战锤难以置信的穿透力。
+Item/&Warhammer_Punisher_Title=惩罚战锤
+Item/&Warhammer_Souldrinker_Description=这把附魔武器由马纳卡隆的铁匠大师的古老知识铸成。这把武器是由赛洛迪尔·红刃设计的,是无声耳语特工的最爱。
+Item/&Warhammer_Souldrinker_Title=饮魂战锤
Item/&Warhammer_Stormblade_Description=这把附魔武器由马纳卡隆的铁匠大师的古老知识铸成。它是由伽勒尔·风暴锻造设计的,他是第一个利用武器中的风暴之力达到毁灭性效果的矮人铁匠!
-Item/&Warhammer_Stormblade_Title=风暴刃战锤
-Item/&Warhammer_Whiteburn_Description=这把附魔武器由马纳卡隆的铁匠大师的古老知识铸成。怀特伯恩是由第一代达南塔尔创建的,目的是对抗来自西奥塔芬河和斯卡拉芬河之间的沼泽地的巨魔入侵。
-Item/&Warhammer_Whiteburn_Title=怀特本战锤
-Item/&Warlock_Armor_Deflection_Description=这件附魔护甲由马纳卡隆的军械大师的古老知识制成。伊杜瑞尔·强手为皇帝的贴身卫队打造了第一件盔甲。
+Item/&Warhammer_Stormblade_Title=风刃战锤
+Item/&Warhammer_Whiteburn_Description=这把附魔武器由马纳卡隆的铁匠大师的古老知识铸成。白燃是由第一代达南塔尔创造的,目的是对抗来自他领地南部西奥塔芬河和斯卡拉芬河之间的沼泽地的巨魔入侵。
+Item/&Warhammer_Whiteburn_Title=白燃战锤
+Item/&Warlock_Armor_Deflection_Description=这件附魔护甲由马纳卡隆的军械大师的古老知识制成。伊杜瑞尔·强手为皇帝的贴身卫队打造了第一件护甲。
Item/&Warlock_Armor_Deflection_Title=偏转邪术士护甲
-Item/&Warlock_Armor_FlameDancing_Description=这件附魔护甲由马纳卡隆的军械大师的古老知识制成。伊杜瑞尔·强手为皇帝的贴身卫队打造了第一件盔甲。
+Item/&Warlock_Armor_FlameDancing_Description=这件附魔护甲由马纳卡隆的军械大师的古老知识制成。伊杜瑞尔·强手为皇帝的贴身卫队打造了第一件护甲。
Item/&Warlock_Armor_FlameDancing_Title=焰舞邪术士铠甲
-Item/&Warlock_Armor_FrostWalking_Description=这件附魔护甲由马纳卡隆的军械大师的古老知识制成。伊杜瑞尔·强手为皇帝的贴身卫队打造了第一件盔甲。
+Item/&Warlock_Armor_FrostWalking_Description=这件附魔护甲由马纳卡隆的军械大师的古老知识制成。伊杜瑞尔·强手为皇帝的贴身卫队打造了第一件护甲。
Item/&Warlock_Armor_FrostWalking_Title=霜行邪术士护甲
-Item/&Warlock_Armor_Robustness_Description=这件附魔护甲由马纳卡隆的军械大师的古老知识制成。伊杜瑞尔·强手为皇帝的贴身卫队打造了第一件盔甲。
+Item/&Warlock_Armor_Robustness_Description=这件附魔护甲由马纳卡隆的军械大师的古老知识制成。伊杜瑞尔·强手为皇帝的贴身卫队打造了第一件护甲。
Item/&Warlock_Armor_Robustness_Title=稳健邪术士护甲
-Item/&Warlock_Armor_Sturdiness_Description=这件附魔护甲由马纳卡隆的军械大师的古老知识制成。伊杜瑞尔·强手为皇帝的贴身卫队打造了第一件盔甲。
+Item/&Warlock_Armor_Sturdiness_Description=这件附魔护甲由马纳卡隆的军械大师的古老知识制成。伊杜瑞尔·强手为皇帝的贴身卫队打造了第一件护甲。
Item/&Warlock_Armor_Sturdiness_Title=坚固邪术士护甲
-Item/&Warlock_Armor_Survival_Description=这件附魔护甲由马纳卡隆的军械大师的古老知识制成。伊杜瑞尔·强手为皇帝的贴身卫队打造了第一件盔甲。
+Item/&Warlock_Armor_Survival_Description=这件附魔护甲由马纳卡隆的军械大师的古老知识制成。伊杜瑞尔·强手为皇帝的贴身卫队打造了第一件护甲。
Item/&Warlock_Armor_Survival_Title=生存邪术士护甲
Tooltip/&NoFreeHandToLoadAmmoDescription=没有空闲的手来填装弹药!
Tooltip/&TagPolearmWeaponTitle=长柄
diff --git a/SolastaUnfinishedBusiness/Translations/zh-CN/Level20-zh-CN.txt b/SolastaUnfinishedBusiness/Translations/zh-CN/Level20-zh-CN.txt
index d8f614a7cc..e5ee95bcf4 100644
--- a/SolastaUnfinishedBusiness/Translations/zh-CN/Level20-zh-CN.txt
+++ b/SolastaUnfinishedBusiness/Translations/zh-CN/Level20-zh-CN.txt
@@ -27,7 +27,7 @@ Condition/&ConditionTraditionOpenHandQuiveringPalmTitle=渗透劲
Condition/&ConditionTraditionSurvivalPhysicalPerfectionDescription=当你的生命值未达到你最大生命值的一半时,你的金刚之躯的治疗效果会翻倍。
Condition/&ConditionTraditionSurvivalPhysicalPerfectionTitle=金刚之躯(强化再生)
Feature/&AttributeModifierTraditionFreedomFluidStrikesDescription=每轮当你进行攻击动作时,你可以攻击三次,而不是两次。
-Feature/&AttributeModifierTraditionFreedomFluidStrikesTitle=纯净之光
+Feature/&AttributeModifierTraditionFreedomFluidStrikesTitle=流体打击
Feature/&BattleStartedListenerMonkPerfectSelfDescription=当你开始战斗并且没有剩余气时,你将恢复 4 点气。
Feature/&BattleStartedListenerMonkPerfectSelfTitle=完化身心
Feature/&ChangeAbilityCheckBarbarianIndomitableMightDescription=如果你的力量检定总值低于你的力量值,你可以用该值代替总值。
diff --git a/SolastaUnfinishedBusiness/Translations/zh-CN/Others-zh-CN.txt b/SolastaUnfinishedBusiness/Translations/zh-CN/Others-zh-CN.txt
index 646bcf80b9..b19a6d5cea 100644
--- a/SolastaUnfinishedBusiness/Translations/zh-CN/Others-zh-CN.txt
+++ b/SolastaUnfinishedBusiness/Translations/zh-CN/Others-zh-CN.txt
@@ -30,6 +30,8 @@ Action/&HailOfBladesToggleDescription=激活/停用剑刃冰雹
Action/&HailOfBladesToggleTitle=剑刃冰雹
Action/&InventorInfusionDescription=注能物品或复制造物
Action/&InventorInfusionTitle=注能
+Action/&OrcishFuryToggleDescription=激活/停用兽人之怒
+Action/&OrcishFuryToggleTitle=兽人之怒
Action/&PaladinSmiteToggleDescription=对任何攻击启用打击,否则仅对暴击启用
Action/&PaladinSmiteToggleTitle=暴击
Action/&PressTheAdvantageToggleDescription=激活/停用 按优势
@@ -61,6 +63,7 @@ Condition/&FlightSuspendDescription=正在进行的飞行效果已暂停
Condition/&FlightSuspendTitle=航班暂停
ContentPack/&9999Description=未竟之业包增加了多职业、种族、子职、专长、战斗风格和法术。有更高的等级上限、快捷功能、修复等。这是名副其实的丰饶号角 (TM)......
ContentPack/&9999Title=未竟之业包
+Equipment/&BeltOfRegeneration_Function_Description=每轮恢复 5 点生命值,持续 1 分钟。
Equipment/&DLC3_DwarvenWeapon_Dagger+3_CriticalThreshold=当你使用该武器并对其进行调和时,你的攻击检定会在 18, 19 或 20 点上获得致命一击。
Failure/&FailureFlagTargetMeleeWeaponError=无法使用当前武器对该目标进行近战攻击
Feature/&AlwaysBeardDescription={0}% 的机会长出漂亮的胡子!
@@ -225,9 +228,7 @@ Rules/&SituationalContext9000Format=手持剑刃精通武器:
Rules/&SituationalContext9001Format=手持巨剑:
Rules/&SituationalContext9002Format=手持长剑:
Rules/&SituationalContext9003Format=主手有近战武器,副手有空闲武器:
-Rules/&SituationalContext9004Format=手中有盾:
Rules/&SituationalContext9005Format=手上有简单或军用武器:
-Rules/&SituationalContext9006Format=手持专精武器:
Rules/&SituationalContext9007Format=不处于明亮光照下:
Rules/&SituationalContext9008Format=处于狂暴与双持状态:
Rules/&SituationalContext9009Format=主要武器为近战或徒手武器或手持长弓的自卫军:
diff --git a/SolastaUnfinishedBusiness/Translations/zh-CN/Races/Battleborn-zh-CN.txt b/SolastaUnfinishedBusiness/Translations/zh-CN/Races/Battleborn-zh-CN.txt
index bde0be1a86..4774c04557 100644
--- a/SolastaUnfinishedBusiness/Translations/zh-CN/Races/Battleborn-zh-CN.txt
+++ b/SolastaUnfinishedBusiness/Translations/zh-CN/Races/Battleborn-zh-CN.txt
@@ -1,9 +1,9 @@
Feature/&AttributeModifierBattlebornBonusACTitle=奥术韧性
Feature/&FeatureSetBattlebornAbilityScoreIncreaseDescription=体质 +2,其他 1 项属性 +1。
Feature/&FeatureSetBattlebornAbilityScoreIncreaseTitle=属性值提升
-Feature/&FeatureSetBattlebornArcaneResilienceDescription=你生来就具有非凡的毅力,体现在以下优势:\n\n• 你的防御等级获得 +1 加值。\n• 你在中毒豁免检定上有优势,并且对中毒有抵抗力毒伤害。\n• 你对疾病免疫。\n• 你不需要睡觉,魔法也不能让你入睡。
+Feature/&FeatureSetBattlebornArcaneResilienceDescription=你生来就具有非凡的毅力,体现在以下优势:\n\n• 你的护甲等级获得 +1 加值。\n• 你在中毒豁免检定上有优势,并且对毒素伤害有抗性。\n• 你对疾病免疫。\n• 你不需要睡眠,也不会因为魔法效果而陷入睡眠。
Feature/&FeatureSetBattlebornArcaneResilienceTitle=奥术韧性
Feature/&FeatureSetBattlebornSpecializedInfusionDescription=你将获得你选择的一种技能熟练项和一种工具熟练项。
-Feature/&FeatureSetBattlebornSpecializedInfusionTitle=专业输液
-Race/&RaceBattlebornDescription=战裔是奥术实验的结果,融合肉体、炼金术和魔法,创造出完美的战场士兵。他们原本是作为武器而诞生的,现在必须找到战争之外的用途。战裔可以是忠诚的盟友,冷酷无情的杀戮机器,或者是寻找目的和意义的流浪灵魂。
-Race/&RaceBattlebornTitle=战裔
+Feature/&FeatureSetBattlebornSpecializedInfusionTitle=专业注能
+Race/&RaceBattlebornDescription=战俑是奥术实验的结果,融合肉体、炼金术和魔法,创造出完美的战场士兵。他们原本是作为武器而诞生的,现在必须找到战争之外的用途。战俑可以是忠诚的盟友,冷酷无情的杀戮机器,或者是寻找目的和意义的流浪灵魂。
+Race/&RaceBattlebornTitle=战俑
diff --git a/SolastaUnfinishedBusiness/Translations/zh-CN/Races/Bolgrif-zh-CN.txt b/SolastaUnfinishedBusiness/Translations/zh-CN/Races/Bolgrif-zh-CN.txt
index 04a63bade6..54d1c14e05 100644
--- a/SolastaUnfinishedBusiness/Translations/zh-CN/Races/Bolgrif-zh-CN.txt
+++ b/SolastaUnfinishedBusiness/Translations/zh-CN/Races/Bolgrif-zh-CN.txt
@@ -5,10 +5,10 @@ Feature/&AttributeModifierBolgrifWisdomAbilityScoreIncreaseTitle=属性值提升
Feature/&CastSpellBolgrifMagicDescription=你习得从德鲁伊法术列表中选择的一个戏法。用感知施法。
Feature/&CastSpellBolgrifMagicTitle=德鲁伊魔法
Feature/&EquipmentAffinityBolgrifPowerfulBuildDescription=在确定你的承载能力时,你将你的尺寸算作大型。
-Feature/&EquipmentAffinityBolgrifPowerfulBuildTitle=有力体型
-Feature/&PowerBolgrifInvisibilityDescription=以一个附赠动作,你可以神奇地隐形 1 轮。如果你采取任何进攻行动,这种隐身状态就会消失。一旦你使用了这个能力,在你完成一次短休或长休之前你不能再次使用它。
+Feature/&EquipmentAffinityBolgrifPowerfulBuildTitle=强健体格
+Feature/&PowerBolgrifInvisibilityDescription=以一个附赠动作,你可以魔法性地隐形 1 轮。如果你采取任何进攻行动,这种隐形状态就会消失。一旦你使用了这个能力,在你完成一次短休或长休之前你不能再次使用它。
Feature/&PowerBolgrifInvisibilityTitle=渐隐
Feature/&ProficiencyBolgrifLanguagesDescription=通用语,精灵语和巨人语。
Feature/&ProficiencyBolgrifLanguagesTitle=语言
-Race/&RaceBolgrifDescription=博格里夫是生活在索拉斯塔冰冻高地的半巨人。他们狡猾、谨慎、隐居,不信任除精灵以外的大多数类人生物,并且更喜欢生活在远离文明的紧密联系的氏族中。如果被迫投入战斗,博格里夫会展示出强大的武器和自然魔法技能。
-Race/&RaceBolgrifTitle=博格里夫
+Race/&RaceBolgrifDescription=费尔伯格人是生活在索拉斯塔冰冻高地的半巨人。他们狡猾、谨慎、隐居,不信任除精灵以外的大多数类人生物,并且更喜欢生活在远离文明的紧密联系的氏族中。如果被迫投入战斗,费尔伯格人会展示出强大的武器和自然魔法技能。
+Race/&RaceBolgrifTitle=费尔伯格人
diff --git a/SolastaUnfinishedBusiness/Translations/zh-CN/Races/Malakh-zh-CN.txt b/SolastaUnfinishedBusiness/Translations/zh-CN/Races/Malakh-zh-CN.txt
index 5e1f28f6ee..f3327aff83 100644
--- a/SolastaUnfinishedBusiness/Translations/zh-CN/Races/Malakh-zh-CN.txt
+++ b/SolastaUnfinishedBusiness/Translations/zh-CN/Races/Malakh-zh-CN.txt
@@ -4,15 +4,15 @@ Condition/&ConditionMalakhAngelicRadianceDescription=每回合一次,当你命
Condition/&ConditionMalakhAngelicRadianceTitle=天使光辉
Condition/&ConditionMalakhAngelicVisageDescription=每回合一次,当你命中敌人时,你会造成额外的光耀伤害,伤害值等于你的熟练加值。
Condition/&ConditionMalakhAngelicVisageTitle=天使之貌
-Feature/&CastSpellMalakhMagicDescription=你熟知 光亮术 戏法。
-Feature/&CastSpellMalakhMagicTitle=天裔魔法
-Feature/&CustomInvocationPoolMalakhAngelicFormDescription=你可以选择天裔的天使形态之一。
+Feature/&CastSpellMalakhMagicDescription=你习得 光亮术 戏法。
+Feature/&CastSpellMalakhMagicTitle=阿斯莫魔法
+Feature/&CustomInvocationPoolMalakhAngelicFormDescription=你可以选择阿斯莫的天使形态之一。
Feature/&CustomInvocationPoolMalakhAngelicFormTitle=天使形态
Feature/&FeatureMalakhAngelicFormDescription=当你达到第 3 级时,你可以选择天使形态。所有天使形态都使用你的附赠行动。一旦你使用了该能力,你就无法再次使用它,直到你完成一次长休:\n• 天使之翼:每回合一次,持续一分钟,当你命中敌人时,你会造成相当于你熟练加值的额外光耀伤害。你还获得等于你的移动速度的飞行速度。\n• 天使光辉:每回合一次,持续一分钟,当你命中敌人时,你会造成相当于你熟练加值的额外光耀伤害。在你的每个回合结束时,你对你周围 10 尺内的敌人造成 1d4 光耀伤害。此伤害每四级成长一次,可成长至 1d6、1d8、1d10 和 1d12。\n• 天使之貌:每回合一次,持续一分钟,当你命中敌人时,你会造成相当于你熟练加值的额外光耀伤害。激活时,每个敌人都需要进行DC为 8 + 你的熟练加值 + 魅力调整值 的魅力豁免检定,否则就会受到惊吓,直到下回合结束。
Feature/&FeatureMalakhAngelicFormTitle=天使形态
Feature/&FeatureSetMalakhAbilityScoreIncreaseDescription=魅力 +2,其他 1 项属性 +1。
Feature/&FeatureSetMalakhAbilityScoreIncreaseTitle=属性值提升
-Feature/&FeatureSetMalakhDivineResistanceDescription=你对光耀伤害和黯蚀伤害有抵抗力。
+Feature/&FeatureSetMalakhDivineResistanceDescription=你对光耀伤害和黯蚀伤害有抗性。
Feature/&FeatureSetMalakhDivineResistanceTitle=神圣抗性
Feature/&FeatureSetMalakhLanguagesDescription=通用语和你选择的一种语言。
Feature/&FeatureSetMalakhLanguagesTitle=语言
@@ -22,9 +22,9 @@ Feature/&PowerMalakhAngelicRadianceDescription=当你达到第 3 级时,你可
Feature/&PowerMalakhAngelicRadianceTitle=天使光辉
Feature/&PowerMalakhAngelicVisageDescription=当你达到第 3 级时,你可以使用附赠动作来激活天使之貌。每回合一次,持续一分钟,当你命中敌人时,你会造成相当于你熟练加值的额外光耀伤害。激活时,每个敌人都需要进行DC为 8 + 你的熟练加值 + 魅力调整值 的魅力豁免检定,否则就会受到惊吓,直到下回合结束。一旦你使用了该能力,你就无法再次使用它,直到你完成一次长休。
Feature/&PowerMalakhAngelicVisageTitle=天使之貌
-Feature/&PowerMalakhHealingTouchDescription=你可以使用你的行动来治愈你可以触及的盟友。目标将恢复等于你角色等级的生命值。一旦你使用了该能力,你就不能再次使用它,直到你完成长休。
+Feature/&PowerMalakhHealingTouchDescription=你可以使用你的动作来治愈你可以触及的盟友。目标将恢复等于你角色等级的生命值。一旦你使用了该能力,你就不能再次使用它,直到你完成长休。
Feature/&PowerMalakhHealingTouchTitle=治愈之触
Feedback/&AdditionalDamageAngelicFormFormat=天使光辉
Feedback/&AdditionalDamageAngelicFormLine=天使光辉造成额外 +{2} 伤害!
-Race/&RaceMalakhDescription=天裔是人形的神圣造物,为执行其神的意志而生。当他们成年后,他们能够根据自己的本性获得对应的天使形态。
-Race/&RaceMalakhTitle=天裔
+Race/&RaceMalakhDescription=阿斯莫是人形的神圣造物,为执行其神的意志而生。当他们成年后,他们能够根据自己的本性获得对应的天使形态。
+Race/&RaceMalakhTitle=阿斯莫
diff --git a/SolastaUnfinishedBusiness/Translations/zh-CN/Races/Oligath-zh-CN.txt b/SolastaUnfinishedBusiness/Translations/zh-CN/Races/Oligath-zh-CN.txt
index 5fd407695c..6a052584c0 100644
--- a/SolastaUnfinishedBusiness/Translations/zh-CN/Races/Oligath-zh-CN.txt
+++ b/SolastaUnfinishedBusiness/Translations/zh-CN/Races/Oligath-zh-CN.txt
@@ -2,18 +2,18 @@ Feature/&AttributeModifierOligathConstitutionAbilityScoreIncreaseDescription=体
Feature/&AttributeModifierOligathConstitutionAbilityScoreIncreaseTitle=属性值提升
Feature/&AttributeModifierOligathStrengthAbilityScoreIncreaseDescription=力量 +2
Feature/&AttributeModifierOligathStrengthAbilityScoreIncreaseTitle=属性值提升
-Feature/&DamageAffinityOligathHotBloodedDescription=你对寒冷伤害有抵抗力。您不会受到中等寒冷天气的影响。在寒冷的天气里,你也会感到寒冷而不是冰冻。
+Feature/&DamageAffinityOligathHotBloodedDescription=你对冷冻伤害有抗性。你不会受到中等寒冷天气的影响。在极寒的天气里,你也会感到冻寒而不是冻结。
Feature/&DamageAffinityOligathHotBloodedTitle=灼热血脉
Feature/&EquipmentAffinityOligathPowerfulBuildDescription=在确定你的承载能力时,你将你的体型视为大型。
Feature/&EquipmentAffinityOligathPowerfulBuildTitle=强健体格
-Feature/&PowerOligathStoneEnduranceDescription=当你受到攻击时,你可以利用你的反应来掷出 d12。将你的体质调整值添加到滚动的数字中,并减少相应数量的传入伤害。你可以使用相当于你的熟练加值的这个特质,并在长时间休息后重新获得消耗的使用量。
+Feature/&PowerOligathStoneEnduranceDescription=当你受到攻击时,你可以利用你的反应来掷出 d12。将你的体质调整值添加到投掷的结果中,并减少相应数量的总和伤害。你可以使用此特质的次数相当于你的熟练加值,并在长休后重获所有消耗的使用次数。
Feature/&PowerOligathStoneEnduranceTitle=石之坚韧
Feature/&ProficiencyOligathLanguagesDescription=通用语和巨人语。
Feature/&ProficiencyOligathLanguagesTitle=语言
-Feature/&ProficiencyOligathNaturalAthleteDescription=你熟练掌握运动技能。
+Feature/&ProficiencyOligathNaturalAthleteDescription=你获得运动技能熟练项。
Feature/&ProficiencyOligathNaturalAthleteTitle=运动健将
-Race/&RaceOligathDescription=奥利格斯与生活在索拉斯塔北部地区的巨人有着共同的祖先。
-Race/&RaceOligathTitle=奥利格斯
+Race/&RaceOligathDescription=歌利亚与生活在索拉斯塔北部地区的巨人有着共同的祖先。
+Race/&RaceOligathTitle=歌利亚
Reaction/&UseStoneEnduranceDescription=减少来袭伤害
Reaction/&UseStoneEnduranceReactDescription=减少来袭伤害
Reaction/&UseStoneEnduranceReactTitle=启用
diff --git a/SolastaUnfinishedBusiness/Translations/zh-CN/Settings-zh-CN.txt b/SolastaUnfinishedBusiness/Translations/zh-CN/Settings-zh-CN.txt
index 2109d1f658..14de759868 100644
--- a/SolastaUnfinishedBusiness/Translations/zh-CN/Settings-zh-CN.txt
+++ b/SolastaUnfinishedBusiness/Translations/zh-CN/Settings-zh-CN.txt
@@ -1,11 +1,12 @@
ModUi/&AccountForAllDiceOnSavageAttack=将所有添加武器伤害骰的特性以添加武器基础伤害骰取代只有 1 个骰[半兽人的凶蛮攻击特性、双手武器等等]
ModUi/&AddAllToStore=全部添加到商店
-ModUi/&AddBleedingToLesserRestoration=将流血状态添加到高等复原术和次级复原术的移除列表里
+ModUi/&AddBleedingToLesserRestoration=将流血状态添加到高等复原术和次级复原术的移除列表里
ModUi/&AddCustomIconsToOfficialItems=为官方游戏物品添加自定义图标[弹药、配方、工具包等][需要重启]
ModUi/&AddDarknessPerceptiveToDarkRaces=对黑暗精灵、黑暗狗头人和灰矮人启用黑暗感知\n[在未照明或在魔法黑暗下时察觉检定具有优势]
-ModUi/&AddFighterLevelToIndomitableSavingReroll=将战士等级添加到Indomitable豁免重投中
+ModUi/&AddDexModifierToEnemiesInitiativeRoll=为敌人添加敏捷调整剂主动翻滚
+ModUi/&AddFighterLevelToIndomitableSavingReroll=将战士等级添加到不屈豁免重投中
ModUi/&AddHelpActionToAllRaces=为所有可玩种族添加帮助动作[你可以帮助友方生物攻击距离你5尺以内的生物]
-ModUi/&AddHumanoidFavoredEnemyToRanger=启用Rangers类人生物宿敌
+ModUi/&AddHumanoidFavoredEnemyToRanger=启用游侠类人生物宿敌
ModUi/&AddNewBrightEyeColors=添加新的亮色眼睛颜色
ModUi/&AddNewWeaponsAndRecipesToShops=向商店添加新的武器和配方[护腕、戟、长矛、长狼牙棒、手弩] [需要重启]
ModUi/&AddPaladinSmiteToggle=添加一个开关以允许圣武士仅在暴击时启用至圣斩[有助于减少反应动作提示]
@@ -18,12 +19,12 @@ ModUi/&AllRecipesInDm=冒险中的所有配方
ModUi/&AllowAllPlayersOnNarrativeSequences=+允许所有玩家进行叙述序列
ModUi/&AllowAnyClassToWearSylvanArmor=允许任何职业穿森林之甲或光明使者之衣
ModUi/&AllowBeardlessDwarves=允许无须矮人
-ModUi/&AllowClubsToBeThrown=允许木棒像匕首或手斧一样投掷
+ModUi/&AllowClubsToBeThrown=允许 短棒 像 匕首 或 手斧 一样投掷
ModUi/&AllowDisplayingNonSuggestedSpells=允许在每个列表上使用 mod 非建议的法术
ModUi/&AllowDisplayingOfficialSpells=允许每个列表中使用游戏官方法术
ModUi/&AllowDruidToWearMetalArmor=允许德鲁伊穿上金属盔甲
ModUi/&AllowDungeonsMaxLevel20=允许最高等级为 20 的地城
-ModUi/&AllowFlightSuspend=允许暂时中止物品和法术的飞行[不影响wildshape或飞行种族]
+ModUi/&AllowFlightSuspend=允许暂时中止物品和法术的飞行[不影响荒野形态或飞行种族]
ModUi/&AllowGadgetsAndPropsToBePlacedAnywhere=在放置小工具或道具时启用CTRL点击绕过任何检定
ModUi/&AllowHasteCasting=允许使用加速术赋予的额外动作施法(你仍然每轮只能释放一个标准动作法术)
ModUi/&AllowHornsOnAllRaces=允许所有种族长角[根据种族、头和角的不同,结果可能看起来很怪]
@@ -32,7 +33,7 @@ ModUi/&AllowStackedMaterialComponent=允许堆叠材料组件[
ModUi/&AllowTargetingSelectionWhenCastingChainLightningSpell=允许在施展闪电链法术时选择目标
ModUi/&AllowUnmarkedSorcerers=允许术士没有起源标记和纹身
ModUi/&AltOnlyHighlightItemsInPartyFieldOfView=按ALT键只高亮队伍视野中的可用物品[仅限自定义地下城]
-ModUi/&ArcaneShieldstaffOptions=允许奥术盾杖被任何职业调和
+ModUi/&ArcaneShieldstaffOptions=允许奥术盾杖被任何职业同调
ModUi/&Backgrounds=背景
ModUi/&BackgroundsAndRaces=背景与种族
ModUi/&Basic=基本:
@@ -49,7 +50,7 @@ ModUi/&Changelog=更改日志
ModUi/&Character=特点
ModUi/&CharactersPool=角色池
ModUi/&Classes=职业
-ModUi/&ColdImmunityAlsoGrantsImmunityToChilledAndFrozenCondition=冷冻免疫还赋予对寒冷和冰冻条件的免疫力
+ModUi/&ColdImmunityAlsoGrantsImmunityToChilledAndFrozenCondition=冷冻免疫还赋予对冻寒和冻结条件的免疫
ModUi/&ColdResistanceAlsoGrantsImmunityToChilledCondition=冷冻抗性还可以增强对冻寒状态的免疫,并将冻结状态降低为冻寒状态
ModUi/&Combat=战斗:
ModUi/&Crafting=制作:
@@ -89,7 +90,7 @@ ModUi/&EnableAlternateVotingSystem=启用替代投票系统[
ModUi/&EnableBarbarianBrutalStrike=在职业等级 9、13 和 17 启用野蛮人凶蛮打击和精通凶蛮打击
ModUi/&EnableBarbarianFightingStyle=在 2 级启用野蛮人战斗风格
ModUi/&EnableBarbarianRecklessSameBuffDebuffDuration=启用野蛮人鲁莽攻击增益和减益以在下一回合开始时完成
-ModUi/&EnableBarbarianRegainOneRageAtShortRest=在等级 7 时启用野蛮人在短暂休息后恢复一次狂暴使用
+ModUi/&EnableBarbarianRegainOneRageAtShortRest=在等级 7 时启用野蛮人在短休后恢复一次狂暴次数
ModUi/&EnableBetaContent=启用测试版内容[需要重启]
ModUi/&EnableCancelEditOnRightMouseClick=启用鼠标右键取消动作
ModUi/&EnableCantripsTriggeringOnWarMagic=启用戏法触发战争魔法,可以用附赠动作发动一次武器攻击
@@ -107,6 +108,7 @@ ModUi/&EnableFeatsAtEvenLevelsMiddle=在 6 级和 14 级启用专长选择
ModUi/&EnableFighterWeaponSpecialization=在 8 级和 16 级启用战士武器专攻[获得+1命中和伤害,但是使用其他武器时将获得劣势]
ModUi/&EnableFlexibleBackgrounds=启用灵活的背景[自由选择背景提供的技能和工具熟练项]
ModUi/&EnableFlexibleRaces=启用灵活的种族[自由分配种族属性加值]
+ModUi/&EnableHeroWithBestProficiencyToRollChoice=让最熟练的英雄滚动对话选择
ModUi/&EnableHigherGroundRules=启用夹击规则[从高处射击时 +1 命中,前后夹击敌人时 +1 命中,如果敌人被四个盟友包围则获得优势]
ModUi/&EnableHotkeyDebugOverlay=启用CTRL-SHIFT-(D)以显示调试覆盖
ModUi/&EnableHotkeyToggleHud=启用CTRL-SHIFT-(H)切换HUD显示
@@ -130,10 +132,10 @@ ModUi/&EnableRangerNatureShroudAt10=在第 10 级启用游侠CTRL-SHIFT-(R)重新加入所选英雄或领导者周围的队伍(如果未选择)[适用于5人或6人的队伍]
ModUi/&EnableRelearnSpells=+可以选择其他职业已经学过的咒语或法术
ModUi/&EnableRespec=在休息操作后启用洗点
-ModUi/&EnableRogueCunningStrike=在第 5 级和 14 级时启用盗贼诡诈打击和凶狡打击[你放弃1个偷袭骰子可获得额外的命中效果]
-ModUi/&EnableRogueFightingStyle=在第 2 级启用Rogue战斗风格选择
+ModUi/&EnableRogueCunningStrike=在第 5 级和 14 级时启用游荡者诡诈打击和凶狡打击[你放弃1个偷袭骰子可获得额外的命中效果]
+ModUi/&EnableRogueFightingStyle=在第 2 级启用游荡者战斗风格选择
ModUi/&EnableRogueSteadyAim=在第 3 级时启用游荡者手稳就准[作为附赠动作,在当前回合中为你的下一次攻击检定带来优势,如果你还没移动]
-ModUi/&EnableRogueStrSaving=启用游荡者在诡诈/凶狡打击、虚弱/强化打击和剑刃冰雹上使用敏捷或力量调整值
+ModUi/&EnableRogueStrSaving=启用游荡者在诡诈/凶狡打击、虚弱/精通打击和剑刃冰雹上使用敏捷或力量调整值
ModUi/&EnableSaveByLocation=启用按活动/位置保存
ModUi/&EnableSortingDungeonMakerAssets=在地城编辑器上启用素材排序
ModUi/&EnableStatsOnHeroTooltip=在英雄的工具提示上显示统计数据[即:暴击次数、暴击失败次数等]
@@ -146,6 +148,7 @@ ModUi/&EnableVttCamera=启用 CTRL-SHIFT-(V) 切换 VTT
ModUi/&EnablesAsiAndFeat=启用属性分数增加和专长选择[而不是独占选择]
ModUi/&EncounterPercentageChance=设置随机遭遇百分比几率
ModUi/&Encounters=遭遇
+ModUi/&EnemiesAlwaysRollInitiative=+敌人总是投出主动权而不是强制值[即:索拉克刺客]
ModUi/&ExpandAll=展开全部
ModUi/&FactionHelp=加载官方战役游戏以修改派系关系...
ModUi/&FactionRelations=派系:
@@ -156,7 +159,7 @@ ModUi/&Feats=专长
ModUi/&FightingStyles=战斗风格
ModUi/&FixAsianLanguagesTextWrap=修复亚洲语言的游戏 UI 文本换行[需要重启]
ModUi/&FixEldritchBlastRange=将魔能爆范围更改为24[而不是16]
-ModUi/&FixRingOfRegenerationHealRate=将再生之环治疗率设置为每3分钟1hp
+ModUi/&FixRingOfRegenerationHealRate=将再生戒指医疗率设置为每 3 分钟 1 点生命值
ModUi/&FlightSuspendWingedBoots=+使用飞翼之靴官方规则[暂停飞行时不计算剩余时间]
ModUi/&Formation=队形:
ModUi/&FormationError=你不能在多人游戏中改变你的阵型...
@@ -182,7 +185,7 @@ ModUi/&House=房规:
ModUi/&IdentifyAfterRest=通过短休或长休增加识别魔法物品的能力
ModUi/&IgnoreHandXbowFreeHandRequirements=不需要空闲的手来使用手弩
ModUi/&IllusionSpellsAutomaticallyFailAgainstTrueSightInRange=幻术法术对范围内 真实视觉 的目标自动失败
-ModUi/&ImproveLevelUpFeaturesSelection=改进升级功能选择[需要重启]\n[影响游侠宿敌和偏好地形,德鲁伊血缘野兽,野蛮人元素道途和龙族子职选择]
+ModUi/&ImproveLevelUpFeaturesSelection=改进升级特性选择[需要重启]\n[影响游侠宿敌和偏好地形,德鲁伊血缘野兽,野蛮人元素道途和龙族子职选择]
ModUi/&IncreaseGameTimeBy=增加游戏时间
ModUi/&IncreaseMaxAttunedItems=在第 10 级将最大同调物品增加到 4 个,在第 18 级增加到 5 个
ModUi/&InitialChoices=创作:
@@ -210,8 +213,8 @@ ModUi/&MultiplyTheExperienceGainedBy=乘以获得的经验<
ModUi/&NoExperienceOnLevelUp=升级不需要经验
ModUi/&OfferAdditionalLoreFriendlyNames=在角色创建时提供额外的知识友好名称
ModUi/&OfficialObscurementRulesCancelAdvDisPairs=+ 取消优势/劣势盲法和感知对[与官方优势/劣势规则结合使用]
-ModUi/&OfficialObscurementRulesHeavilyObscuredAsProjectileBlocker=+ 将严重遮挡区域更改为射弹阻挡器[云杀、雾云、燃烧云、花瓣风暴、雨夹雪风暴、臭云]
-ModUi/&OfficialObscurementRulesMagicalDarknessAsProjectileBlocker=+ 将魔法遮蔽区域更改为射弹阻挡器[黑暗法术效果的任何来源]
+ModUi/&OfficialObscurementRulesHeavilyObscuredAsProjectileBlocker=+ 将重度遮蔽区域更改为射弹阻挡器[死云术、云雾术、焚云术、花瓣风暴、雪雨暴、臭云术]
+ModUi/&OfficialObscurementRulesMagicalDarknessAsProjectileBlocker=+ 将魔法遮蔽区域更改为射弹阻挡器[黑暗术法术效果的任何来源]
ModUi/&OfficialObscurementRulesTweakMonsters=+ 在适当的时候向怪物和 NPC 添加 黑暗视觉、盲视 和 真实视觉\n [设置集合MonstersThatShouldHaveDarkvision、MonstersThatShouldHaveTrueSight、MonstersThatShouldHaveBlindSight]
ModUi/&OnlyShowMostPowerfulUpcastConjuredElementalOrFey=+只显示魔法列表中最强大的生物
ModUi/&OutlineGridWidthModifier=将轮廓网格宽度乘以 [%]
@@ -222,7 +225,7 @@ ModUi/&Patches=补丁:
ModUi/&PortraitsOpenFolder=打开肖像文件夹
ModUi/&PrimedItems=制备好的物品
ModUi/&Progression=进度:
-ModUi/&RaceLightSensitivityApplyOutdoorsOnly=对Darkelf、Dark Kobold和Gray Dwarf启用光照敏感仅在室外触发\n[无需加载屏幕即可访问的室外位置的室内区域被游戏引擎视为室外]
+ModUi/&RaceLightSensitivityApplyOutdoorsOnly=对黑暗精灵、黑暗狗头人和灰矮人启用光照敏感仅在室外触发\n[无需加载屏幕即可访问的室外位置的室内区域被游戏引擎视为室外]
ModUi/&Races=种族
ModUi/&RecipeCost=配方成本
ModUi/&RecipesInDm=地城中的配方
@@ -231,8 +234,8 @@ ModUi/&RemoveAttunementRequirements=删除同调要求[
ModUi/&RemoveBugVisualModels=用游戏中的替代视觉效果替换蜘蛛类模型[需要重启]
ModUi/&RemoveHumanoidFilterOnHideousLaughter=移除狂笑术的类人敌人限制
ModUi/&RemoveRecurringEffectOnEntangle=仅在施法时应用缠绕效果,并强制进行力量检定以挣脱藤蔓
-ModUi/&RemoveSchoolRestrictionsFromShadowCaster=移除Shadowcaster的学派限制
-ModUi/&RemoveSchoolRestrictionsFromSpellBlade=移除Spellblade的学派限制
+ModUi/&RemoveSchoolRestrictionsFromShadowCaster=移除暗影法师的学派限制
+ModUi/&RemoveSchoolRestrictionsFromSpellBlade=移除法刃的学派限制
ModUi/&RestockAntiquarians=补货古文物协会[Halman Summer]
ModUi/&RestockArcaneum=补货奥术协会[Heddlon Surespell]
ModUi/&RestockCircleOfDanantar=补货丹塔尔之环[Joriel Foxeye]
@@ -255,7 +258,7 @@ ModUi/&SettingsLoad=•加载导出的设置
ModUi/&SettingsOpenFolder=打开导出的设置文件夹
ModUi/&SettingsRefresh=刷新
ModUi/&SettingsRemove=移除
-ModUi/&ShowButtonWithControlledMonsterInfo=[测试]显示按钮,打开有关受控怪物的信息[野性德鲁伊、召唤物、NPC追随者等。]
+ModUi/&ShowButtonWithControlledMonsterInfo=[测试]显示按钮,打开有关受控怪物的信息[荒野形态德鲁伊、召唤物、NPC追随者等。]
ModUi/&ShowChannelDivinityOnPortrait=在英雄头像上显示引导神力次数,类似于法术位
ModUi/&ShowCraftedItemOnRecipeIcon=在商店和库存中的配方项目附近显示制作的项目图标 [将鼠标悬停在它上面将显示制作物品的工具提示]
ModUi/&ShowCraftingRecipeInDetailedTooltips=在详细的工具提示中显示制作配方
@@ -270,8 +273,9 @@ ModUi/&StealthBreaksWhenCastingVerbose=施放言语成分法术时启用隐匿
ModUi/&StealthDoesNotBreakWithSubtle=如果 精妙超魔 并且没有材料成分,则启用隐匿不会破坏
ModUi/&StockGorimStoreWithAllNonMagicalClothing=格罗姆的商店出售所有非魔法服装[需要重启]
ModUi/&StockGorimStoreWithAllNonMagicalInstruments=格罗姆的商店出售所有非魔法乐器[需要重启]
-ModUi/&StockHugoStoreWithAdditionalFoci=在雨果的商店将奥术法杖、德鲁伊项链、法杖和棍棒设置为焦点项目
+ModUi/&StockHugoStoreWithAdditionalFoci=在雨果的商店将奥术法杖、德鲁伊项链、法杖和短棒设置为法器项目
ModUi/&Subclasses=子职
+ModUi/&Subraces=亚种
ModUi/&SwapCraftedItemAndRecipeIcons=+在商店中交换配方和制作的物品图标
ModUi/&TargetLanguage=目标语言
ModUi/&Tools=工具
@@ -290,14 +294,14 @@ ModUi/&UnlockMarkAndTattoosForAllCharacters=解锁所有角色的
ModUi/&UnlockSkinColors=解锁肤色
ModUi/&Update=更新
ModUi/&UseElfFaceModelsOnTieflings=在提夫林上使用精灵的面部模型
-ModUi/&UseHeightOneCylinderEffect=施放黑色触手、纠缠、油脂[方形]或尖峰生长[圆形]时使用高度为1的立体效果
+ModUi/&UseHeightOneCylinderEffect=施放黑色触手、纠缠、油腻[方形]或荆棘丛生[圆形]时使用高度为1的立体效果
ModUi/&UseMathFlankingRules=+ 使用精确的数学来确定侧翼 [可能会对慢速机器产生性能影响]
ModUi/&UseOfficialAdvantageDisadvantageRules=使用官方 DnD 优势/劣势规则[如果同时具有优势和劣势,则视为既没有优势也没有劣势]
ModUi/&UseOfficialFlankingRules=使用官方 DnD 夹击规则[如果与盟友前后夹击,攻击具有优势]
ModUi/&UseOfficialFlankingRulesAlsoForRanged=+ 还可以进行远程攻击[禁用精确数学]
ModUi/&UseOfficialFlankingRulesAlsoForReach=+ 还启用触及攻击[禁用精确数学]
ModUi/&UseOfficialFlankingRulesButAddAttackModifier=+ 将优势改为 +1 攻击掷骰
-ModUi/&UseOfficialFoodRationsWeight=将食物配给的重量减少到2磅
-ModUi/&UseOfficialObscurementRules=使用官方的光照、掩蔽和视野战斗规则\n[察觉到防御者的攻击者获得 优势,没有察觉到的攻击者获得 劣势\n 严重掩蔽的区域造成失明状态,其中针对该生物的攻击骰具有 优势,并且该生物的攻击骰具有 劣势\n 如果攻击者没有视野,则无法施放针对个人的所有距离法术,除了那些明确没有说明需要视野的]
+ModUi/&UseOfficialFoodRationsWeight=将食物配给的重量减少到 2 磅
+ModUi/&UseOfficialObscurementRules=使用官方的光照、掩蔽和视野战斗规则\n[察觉到防御者的攻击者获得优势,没有察觉到的攻击者获得劣势\n 严重掩蔽的区域造成失明状态,其中针对该生物的攻击骰具有优势,并且该生物的攻击骰具有劣势\n 如果攻击者没有视野,则无法施放针对个人的所有距离法术,除了那些明确没有说明需要视野的]
ModUi/&UseOfficialSmallRacesDisWithHeavyWeapons=使用重型武器时请使用官方小型体型种族规则[你的攻击处于劣势]
ModUi/&Visuals=视觉效果:[需要重启]
diff --git a/SolastaUnfinishedBusiness/Translations/zh-CN/Spells/Cantrips-zh-CN.txt b/SolastaUnfinishedBusiness/Translations/zh-CN/Spells/Cantrips-zh-CN.txt
index 82d3fa3b65..d2638d06d9 100644
--- a/SolastaUnfinishedBusiness/Translations/zh-CN/Spells/Cantrips-zh-CN.txt
+++ b/SolastaUnfinishedBusiness/Translations/zh-CN/Spells/Cantrips-zh-CN.txt
@@ -1,11 +1,11 @@
-Condition/&ConditionAcidClawsDescription=护甲等级(AC)降低1。
+Condition/&ConditionAcidClawsDescription=护甲等级降低 1。
Condition/&ConditionAcidClawsTitle=酸灼之爪
Condition/&ConditionBoomingBladeDescription=5 级时,此戏法触发的攻击会造成额外 1d8 雷鸣伤害。在第 11 级和第 17 级时,伤害进一步增加 1d8。
Condition/&ConditionBoomingBladeSheathedDescription=你被雷鸣能量所笼罩。如果你移动 5 尺或更多的距离,你就会受到雷鸣伤害。
Condition/&ConditionBoomingBladeSheathedTitle=被笼罩
Condition/&ConditionBoomingBladeTitle=轰雷剑笼罩
-Condition/&ConditionMindSpikeDescription=从下一次豁免中减去 1d4。
-Condition/&ConditionMindSpikeTitle=心灵尖峰
+Condition/&ConditionMindSpikeDescription=从下一次豁免检定中减去 1d4。
+Condition/&ConditionMindSpikeTitle=心灵之楔
Condition/&ConditionResonatingStrikeTitle=谐振
Condition/&ConditionSunlightBladeDescription=在 5 级时,此戏法触发的攻击造成额外的 1d8 光耀伤害。伤害在 11 级和 17 级进一步增加 1d8。
Condition/&ConditionSunlightBladeTitle=耀阳剑
@@ -17,35 +17,35 @@ Feedback/&AdditionalDamageResonatingStrikeFormat=灼焰剑!
Feedback/&AdditionalDamageResonatingStrikeLine={0} 灼伤 {1}! (+{2})
Feedback/&AdditionalDamageSunlightBladeFormat=耀阳剑!
Feedback/&AdditionalDamageSunlightBladeLine={0} 用耀阳剑照亮 {1}! (+{2})
-Spell/&AcidClawsDescription=你的指甲变尖了,准备好进行腐蚀性攻击。对距离你 5 尺以内的一个生物进行一次近战法术攻击。命中时,目标会受到 1d8 强酸伤害,并且防御等级降低 1 级,持续 1 轮(不叠加)。
+Spell/&AcidClawsDescription=你的指甲变尖了,准备好进行腐蚀性攻击。对距离你 5 尺以内的一个生物进行一次近战法术攻击。命中时,目标会受到 1d8 强酸伤害,并且护甲等级降低 1,持续 1 轮(不叠加)。
Spell/&AcidClawsTitle=酸爪
Spell/&AirBlastDescription=向你的目标发射一股聚焦空气。
-Spell/&AirBlastTitle=鼓风
+Spell/&AirBlastTitle=舞风术
Spell/&BladeWardDescription=你伸出手,在空中划出一个守护印记。在你的下一个回合结束之前,你对武器攻击造成的钝击、穿刺和挥砍伤害具有抗性。
-Spell/&BladeWardTitle=利刃守卫
+Spell/&BladeWardTitle=剑刃防护
Spell/&BoomingBladeDescription=使用武器进行近战攻击。一旦命中,目标就会受到攻击的正常效果,然后被汹涌的能量包围,直到你的下一个回合开始。如果目标在此之前自愿移动 5 尺或以上,则目标会受到 1d8 雷鸣伤害,并且法术结束。\n在 5 级时,近战攻击和目标因移动而受到的伤害会造成额外 1d8 雷鸣伤害。在第 11 级和第 17 级时,两种伤害检定都会增加 1d8。
Spell/&BoomingBladeTitle=轰雷剑
Spell/&BurstOfRadianceDescription=制造一道耀眼的闪光,对你周围的所有敌人造成伤害。
-Spell/&BurstOfRadianceTitle=光辉爆发
-Spell/&EnduringStingDescription=你削弱了范围内你能看到的一个生物的生命力。目标必须通过一次体质豁免,否则将受到 1d4 暗蚀伤害并倒地。
-Spell/&EnduringStingTitle=持久之刺
+Spell/&BurstOfRadianceTitle=光耀祷词
+Spell/&EnduringStingDescription=你削弱了范围内你能看到的一个生物的生命力。目标必须通过一次体质豁免检定,否则将受到 1d4 黯蚀伤害并倒地。
+Spell/&EnduringStingTitle=削弱芒刺
Spell/&IlluminatingSphereDescription=使效果区域内的火把和法力灯等光源点亮。
-Spell/&IlluminatingSphereTitle=发光球体
-Spell/&MindSpikeDescription=你将一股令人迷惑的精神能量刺入施法距离内一个你能看到的生物的脑海中。目标必须成功通过一次智力豁免,否则将受到 1d6 心灵伤害,并在你的下一轮结束前从它进行的下一次豁免中减去 1d4。
-Spell/&MindSpikeTitle=心灵尖峰
-Spell/&MinorLifestealDescription=你从附近的敌方生物身上吸取生命能量。对你周围 5 英尺内的生物进行近战法术攻击。击中时,该生物会受到 1d6 点坏死伤害,并且你会治疗所造成伤害的一半(向下舍入)。该法术对不死生物和构装体没有效果。该法术的伤害在第 5、11 和 17 级时会增加一个额外的骰子。
+Spell/&IlluminatingSphereTitle=照明法球
+Spell/&MindSpikeDescription=你将一股令人迷惑的精神能量刺入施法距离内一个你能看到的生物的脑海中。目标必须成功通过一次智力豁免检定,否则将受到 1d6 心灵伤害,并在你的下一轮结束前从它进行的下一次豁免检定中减去 1d4。
+Spell/&MindSpikeTitle=心灵之楔
+Spell/&MinorLifestealDescription=你从附近的敌方生物身上吸取生命能量。对你周围 5 尺内的生物进行近战法术攻击。击中时,该生物会受到 1d6 点黯蚀伤害,并且你会治疗所造成伤害的一半(向下舍入)。该法术对不死生物和构装体没有效果。该法术的伤害在第 5、11 和 17 级时会增加一个额外的骰子。
Spell/&MinorLifestealTitle=次级吸血
-Spell/&ResonatingStrikeDescription=选择您近战范围内的一个生物以及您在主要目标 5 尺内可以看到的另一个生物。你用当前武器对第一个生物进行近战攻击。击中时,目标会受到武器攻击的正常效果,火焰会跳跃到第二个目标,造成等同于你的施法能力调整值的火焰伤害。\n在 5 级时,近战攻击会对目标造成额外 1d8 火焰伤害击中,对第二个生物的火焰伤害增加至 1d8 + 你的施法能力调整值。在第 11 级和第 17 级时,两种伤害检定都会增加 1d8。
+Spell/&ResonatingStrikeDescription=选择你近战范围内的一个生物以及你在主要目标 5 尺内可以看到的另一个生物。你用当前武器对第一个生物进行近战攻击。击中时,目标会受到武器攻击的正常效果,火焰会跳跃到第二个目标,造成等同于你的施法能力调整值的火焰伤害。\n在 5 级时,近战攻击会对目标造成额外 1d8 火焰伤害击中,对第二个生物的火焰伤害增加至 1d8 + 你的施法能力调整值。在第 11 级和第 17 级时,两种伤害检定都会增加 1d8。
Spell/&ResonatingStrikeTitle=灼焰剑
Spell/&SunlightBladeDescription=使用武器进行近战攻击。一旦命中,目标将受到攻击的正常效果,并被炽热的光耀能量所包围,在本回合中散发出昏暗的光芒。当此生物被突出显示时,下一次对该生物的攻击具有优势。\n在 5 级时,近战攻击会对目标造成额外的 1d8 光耀伤害。伤害在 11 级和 17 级时再增加 1d8。
Spell/&SunlightBladeTitle=耀阳剑
-Spell/&SwordStormDescription=你创造了一个瞬间环绕着你的光谱刀片圆圈。距离你 5 尺以内的所有其他生物都必须成功通过一次敏捷豁免,否则将受到 1d6 力场伤害。
-Spell/&SwordStormTitle=剑刃风暴
+Spell/&SwordStormDescription=你创造了一个临时的半透明利刃迅速横扫你的周围。距离你 5 尺以内的所有其他生物都必须成功通过一次敏捷豁免检定,否则将受到 1d6 力场伤害。
+Spell/&SwordStormTitle=剑刃爆发
Spell/&ThornyVinesDescription=你创造出一根长长的、鞭子般的藤蔓,上面长满了荆棘,它会按照你的命令向范围内的一个生物猛击。对目标进行远程法术攻击。如果攻击命中,该生物将受到 1d6 穿刺伤害,并且你将该生物拉近 10 尺。
-Spell/&ThornyVinesTitle=棘手藤蔓
-Spell/&ThunderStrikeDescription=发出一阵雷鸣般的声音,迫使与你相邻的生物进行体质豁免,否则将受到 1d6 雷鸣伤害。\n当你达到第 5 级 (2d6)、第 11 级 (3d6) 和第 17 级(4d6)时,该法术的伤害再增加 1d6。
-Spell/&ThunderStrikeTitle=雷鸣打击
+Spell/&ThornyVinesTitle=荆棘之鞭
+Spell/&ThunderStrikeDescription=发出一阵雷鸣般的声音,迫使与你相邻的生物进行体质豁免检定,否则将受到 1d6 雷鸣伤害。\n当你达到第 5 级 (2d6)、第 11 级 (3d6) 和第 17 级(4d6)时,该法术的伤害再增加 1d6。
+Spell/&ThunderStrikeTitle=鸣雷破
Spell/&TollTheDeadDescription=你指向一个处于距离内、你能看见的生物,一阵哀痛的铃声在空中鸣响。目标必须通过一次感知豁免检定,否则受到 1d8 点黯蚀伤害。若目标失去了任何量的生命值,它改为受到 1d12 点黯蚀伤害。
Spell/&TollTheDeadTitle=亡者丧钟
-Spell/&WrackDescription=对范围内的一个生物释放一波极度痛苦。目标必须进行一次体质豁免,否则将受到 1d8 暗蚀伤害,并阻止他们疾走或逃离。
-Spell/&WrackTitle=折磨
+Spell/&WrackDescription=对范围内的一个生物释放一波极度痛苦。目标必须进行一次体质豁免检定,否则将受到 1d8 黯蚀伤害,并阻止他们疾走或撤离。
+Spell/&WrackTitle=折磨术
diff --git a/SolastaUnfinishedBusiness/Translations/zh-CN/Spells/Spells01-zh-CN.txt b/SolastaUnfinishedBusiness/Translations/zh-CN/Spells/Spells01-zh-CN.txt
index c26bd522c6..34444e593a 100644
--- a/SolastaUnfinishedBusiness/Translations/zh-CN/Spells/Spells01-zh-CN.txt
+++ b/SolastaUnfinishedBusiness/Translations/zh-CN/Spells/Spells01-zh-CN.txt
@@ -1,100 +1,100 @@
-Condition/&AdditionalConditionEnsnaringStrikeDescription=你被藤蔓缠绕而无法移动,在敏捷豁免检定上处于劣势,并且每回合都会受到穿刺伤害。在你的回合结束时,进行一次力量投掷豁免以逃离藤蔓。
-Condition/&AdditionalConditionEnsnaringStrikeTitle=被诱捕
-Condition/&ConditionElementalInfusionDamageDescription=你的下一次近战攻击每花费一个槽位就会额外造成 1d6 {0}。
-Condition/&ConditionElementalInfusionResistanceDescription=你对{0}有抵抗力,并且你的下一次近战攻击每花费一个槽位等级就会额外造成1d6 {0}。
+Condition/&AdditionalConditionEnsnaringStrikeDescription=你被藤蔓缠绕而无法移动,在敏捷豁免检定上处于劣势,并且每回合都会受到穿刺伤害。在你的回合结束时,进行一次力量豁免检定以逃离藤蔓。
+Condition/&AdditionalConditionEnsnaringStrikeTitle=被捕获
+Condition/&ConditionElementalInfusionDamageDescription=你的下一次近战攻击每花费一个法术位就会额外造成 1d6 {0}。
+Condition/&ConditionElementalInfusionResistanceDescription=你对{0}有抗性,并且你的下一次近战攻击每花费一个法术位环阶就会额外造成 1d6 {0}。
Condition/&ConditionElementalInfusionTitle={0}注能
Condition/&ConditionGiftOfAlacrityDescription=该生物在先攻骰上获得 1d8 加值。
Condition/&ConditionGiftOfAlacrityTitle=灵敏之赐
Condition/&ConditionGrappledRestrainedEnsnaredDescription=你必须进行力量属性检定才能摆脱这种情况。
-Condition/&ConditionGrappledRestrainedEnsnaredTitle=被诱捕
+Condition/&ConditionGrappledRestrainedEnsnaredTitle=被捕获
Condition/&ConditionGravityDescription=重力负荷
Condition/&ConditionGravityTitle=一轮中速度减半。
Condition/&ConditionMuleDescription=你的速度不会因为阻碍物或重甲而降低。你可以额外携带 20 磅。
Condition/&ConditionMuleTitle=骡运术
Condition/&ConditionSanctuaryDescription=对你的攻击必须针对庇护术法术豁免 DC 进行一次感知豁免检定。豁免失败后,所有伤害都会被吸收。
Condition/&ConditionSanctuaryTitle=受庇护术守护
-Condition/&ConditionSkinOfRetributionDescription=如果一个生物在你拥有这些临时生命值时用近战攻击击中你,则该生物每法术等级受到 5 点冰冷伤害。
-Condition/&ConditionSkinOfRetributionTitle=惩戒之皮
-Condition/&ConditionSpikeBarrageDescription=下次你用远程武器攻击击中生物时,攻击目标及其 5 英尺内的每个生物都必须进行敏捷豁免。豁免失败时,生物会受到 1d10 穿刺伤害;豁免成功时,生物会受到一半的伤害。
-Condition/&ConditionSpikeBarrageTitle=尖刺弹幕
+Condition/&ConditionSkinOfRetributionDescription=如果一个生物在你拥有这些临时生命值时用近战攻击击中你,则该生物每法术环阶受到 5 点冷冻伤害。
+Condition/&ConditionSkinOfRetributionTitle=艾嘉西斯之铠
+Condition/&ConditionSpikeBarrageDescription=下次你用远程武器攻击击中生物时,攻击目标及其 5 尺内的每个生物都必须进行敏捷豁免检定。豁免失败时,生物会受到 1d10 穿刺伤害;豁免成功时,生物会受到一半的伤害。
+Condition/&ConditionSpikeBarrageTitle=棘雹术
Condition/&ConditionStrikeWithTheWindAttackDescription=你在下一次武器攻击检定中具有优势,并且这次攻击在击中时会造成额外的 1d8 力场伤害。
Condition/&ConditionStrikeWithTheWindAttackTitle=乘风而击
-Condition/&ConditionStrikeWithTheWindDescription=你的移动不会引发借机攻击。在结束前一次,你可以在回合中的一次武器攻击检定中为自己带来优势,并且该攻击在击中时造成额外的 1d8 力量伤害。
-Condition/&ConditionStrikeWithTheWindMovementDescription=你的移动速度增加 30 英尺。
+Condition/&ConditionStrikeWithTheWindDescription=你的移动不会引发借机攻击。在结束前一次,你可以在回合中的一次武器攻击检定中为自己带来优势,并且该攻击在击中时造成额外的 1d8 力场伤害。
+Condition/&ConditionStrikeWithTheWindMovementDescription=你的移动速度增加 30 尺。
Condition/&ConditionStrikeWithTheWindMovementTitle=随风而动
-Condition/&ConditionStrikeWithTheWindTitle=迅捷打击
-Condition/&ConditionVileBrewDescription=您浑身都是酸,可以用自己的行动刮掉或洗掉自己的酸。你在每个回合开始时都会受到酸性伤害。
+Condition/&ConditionStrikeWithTheWindTitle=西风打击
+Condition/&ConditionVileBrewDescription=你浑身都是酸,可以用自己的行动刮掉或洗掉自己的酸。你在每个回合开始时都会受到强酸伤害。
Condition/&ConditionVileBrewTitle=酸液附着
Feature/&FeatureGiftOfAlacrityDescription=你可以将 1d8 添加到你的先攻掷骰中。
Feature/&FeatureGiftOfAlacrityTitle=灵敏之赐
-Feature/&PowerStrikeWithTheWindDescription=为你的下一次攻击提供优势,并在命中时造成额外 1d8 伤害。无论您击中还是未击中,您的步行速度都会增加 30 英尺,直到该回合结束。
+Feature/&PowerStrikeWithTheWindDescription=为你的下一次攻击提供优势,并在命中时造成额外 1d8 伤害。无论你击中还是未击中,你的步行速度都会增加 30 尺,直到该回合结束。
Feature/&PowerStrikeWithTheWindTitle=乘风而击
-Feedback/&AdditionalDamageElementalInfusionAcidFormat=元素灌注!
-Feedback/&AdditionalDamageElementalInfusionAcidLine={0} 通过酸注入对 {1} 造成更多伤害 (+{2})
-Feedback/&AdditionalDamageElementalInfusionColdFormat=元素灌注!
-Feedback/&AdditionalDamageElementalInfusionColdLine={0} 通过冷注入对 {1} 造成更多伤害 (+{2})
-Feedback/&AdditionalDamageElementalInfusionFireFormat=元素灌注!
-Feedback/&AdditionalDamageElementalInfusionFireLine={0} 通过火焰注入对 {1} 造成更多伤害 (+{2})
-Feedback/&AdditionalDamageElementalInfusionLightningFormat=元素灌注!
-Feedback/&AdditionalDamageElementalInfusionLightningLine={0} 通过闪电注入对 {1} 造成更多伤害 (+{2})
-Feedback/&AdditionalDamageElementalInfusionThunderFormat=元素灌注!
-Feedback/&AdditionalDamageElementalInfusionThunderLine={0} 通过雷霆注入对 {1} 造成更多伤害 (+{2})
+Feedback/&AdditionalDamageElementalInfusionAcidFormat=元素注能!
+Feedback/&AdditionalDamageElementalInfusionAcidLine={0} 通过强酸注能对 {1} 造成更多伤害 (+{2})
+Feedback/&AdditionalDamageElementalInfusionColdFormat=元素注能!
+Feedback/&AdditionalDamageElementalInfusionColdLine={0} 通过冷冻注能对 {1} 造成更多伤害 (+{2})
+Feedback/&AdditionalDamageElementalInfusionFireFormat=元素注能!
+Feedback/&AdditionalDamageElementalInfusionFireLine={0} 通过火焰注能对 {1} 造成更多伤害 (+{2})
+Feedback/&AdditionalDamageElementalInfusionLightningFormat=元素注能!
+Feedback/&AdditionalDamageElementalInfusionLightningLine={0} 通过闪电注能对 {1} 造成更多伤害 (+{2})
+Feedback/&AdditionalDamageElementalInfusionThunderFormat=元素注能!
+Feedback/&AdditionalDamageElementalInfusionThunderLine={0} 通过雷鸣注能对 {1} 造成更多伤害 (+{2})
Feedback/&AdditionalDamageEnsnaringStrikeFormat=捕获!
-Feedback/&AdditionalDamageEnsnaringStrikeLine={0} 通过诱捕攻击诱捕 {1} (+{2})
-Feedback/&AdditionalDamageSearingSmiteFormat=灼热斩!
-Feedback/&AdditionalDamageSearingSmiteLine={0} 通过灼热斩对 {1} 造成更多伤害 (+{2})
-Feedback/&AdditionalDamageStrikeWithTheWindFormat=迅捷打击!
+Feedback/&AdditionalDamageEnsnaringStrikeLine={0} 通过诱捕攻击捕获 {1} (+{2})
+Feedback/&AdditionalDamageSearingSmiteFormat=炽焰斩!
+Feedback/&AdditionalDamageSearingSmiteLine={0} 通过炽焰斩对 {1} 造成更多伤害 (+{2})
+Feedback/&AdditionalDamageStrikeWithTheWindFormat=西风打击!
Feedback/&AdditionalDamageStrikeWithTheWindLine={0} 迅捷打击 {1} (+{2})
-Feedback/&AdditionalDamageThunderousSmiteFormat=雷霆斩!
-Feedback/&AdditionalDamageThunderousSmiteLine={0} 通过雷霆斩对 {1} 造成更多伤害 (+{2})
-Feedback/&AdditionalDamageWrathfulSmiteFormat=怒心斩!
-Feedback/&AdditionalDamageWrathfulSmiteLine={0} 通过怒心斩对 {1} 造成更多伤害 (+{2})
+Feedback/&AdditionalDamageThunderousSmiteFormat=雷鸣斩!
+Feedback/&AdditionalDamageThunderousSmiteLine={0} 通过雷鸣斩对 {1} 造成更多伤害 (+{2})
+Feedback/&AdditionalDamageWrathfulSmiteFormat=激愤斩!
+Feedback/&AdditionalDamageWrathfulSmiteLine={0} 通过激愤斩对 {1} 造成更多伤害 (+{2})
Feedback/&FeatureGiftOfAlacrityLine={0} 触发 {1} 并为先攻增加额外的 {2}
Monster/&OwlFamiliarDescription=猫头鹰魔宠。
Monster/&OwlFamiliarTitle=猫头鹰魔宠
-Reaction/&SpendSpellSlotElementalInfusionDescription=你可以抵抗来袭的元素伤害,并在下次攻击时每法术位等级造成额外 1d6 元素伤害。
+Reaction/&SpendSpellSlotElementalInfusionDescription=你可以抵抗来袭的元素伤害,并在下次攻击时每法术位环阶造成额外 1d6 元素伤害。
Reaction/&SpendSpellSlotElementalInfusionReactDescription=吸收来袭的伤害元素
Reaction/&SpendSpellSlotElementalInfusionReactTitle=吸收元素
Reaction/&SpendSpellSlotElementalInfusionTitle=元素攻击袭来!
Reaction/&SubitemSelectElementalInfusionTitle=选择一个法术位。
-Spell/&CausticZapDescription=你向目标发射一股绿色能量,使他们暂时迷失方向,同时法术会烧毁他们的一些护甲。该法术以单个敌人为目标进行法术攻击,造成1d4强酸和1d6闪电伤害,并施加眩晕状态。
+Spell/&CausticZapDescription=你向目标发射一股绿色能量,使他们暂时迷失方向,同时法术会烧毁他们的一些护甲。该法术以单个敌人为目标进行法术攻击,造成 1d4 强酸和 1d6 闪电伤害,并施加眩晕状态。
Spell/&CausticZapTitle=酸蚀震击
-Spell/&ChromaticOrbDescription=你向范围内你能看到的一个生物投掷一个直径 4 英寸的能量球。你选择强酸、寒冷、火焰、闪电、毒药或雷鸣作为你创造的球体类型,然后对目标进行远程法术攻击。如果攻击命中,该生物将受到你选择类型的 3d8 点伤害。
-Spell/&ChromaticOrbTitle=彩色宝珠
+Spell/&ChromaticOrbDescription=你向范围内你能看到的一个生物投掷一个直径 4 寸的能量球。你选择强酸、冷冻、火焰、闪电、毒素或雷鸣作为你创造的球体类型,然后对目标进行远程法术攻击。如果攻击命中,该生物将受到你选择类型的 3d8 点伤害。
+Spell/&ChromaticOrbTitle=繁彩球
Spell/&EarthTremorDescription=你撞击地面并释放出地震力的颤抖,将泥土、岩石和沙子掀起。
-Spell/&EarthTremorTitle=地震波
-Spell/&ElementalInfusionDescription=该法术会捕获一些传入的能量,减轻其对你的影响,并将其储存起来以供你的下一次近战攻击。在你的下一个回合开始之前,你对触发伤害类型有抵抗力。此外,当你在下个回合第一次进行近战攻击时,目标会受到触发类型的额外 1d6 点伤害,并且该法术结束。当你使用2级或更高等级的法术位施放此法术时,每高于1级的法术位等级,额外伤害就会增加1d6。
-Spell/&ElementalInfusionTitle=元素灌注
+Spell/&EarthTremorTitle=地颤
+Spell/&ElementalInfusionDescription=该法术会捕获一些传入的能量,减轻其对你的影响,并将其储存起来以供你的下一次近战攻击。在你的下一个回合开始之前,你对触发伤害类型有抵抗力。此外,当你在下个回合第一次进行近战攻击时,目标会受到触发类型的额外 1d6 点伤害,并且该法术结束。当你使用 2 环或更高环阶的法术位施放此法术时,每高于 1 环阶的法术位环阶,额外伤害就会增加 1d6。
+Spell/&ElementalInfusionTitle=元素注能
Spell/&EnsnaringStrikeDescription=下次你在该法术结束前用武器攻击击中生物时,撞击点会出现一团扭动的带刺藤蔓,目标必须成功通过一次力量豁免检定,否则就会被魔法藤蔓束缚直到法术结束当被该法术限制时,目标在每回合开始时受到 1d6 穿刺伤害。被藤蔓束缚的生物可以用它的动作对你的法术豁免 DC 进行一次力量检定。
Spell/&EnsnaringStrikeTitle=诱捕打击
Spell/&FindFamiliarDescription=你获得一只为你服务的魔宠。魔宠可以使用帮助动作,你可以通过魔宠施放任何接触或近战命中法术。
Spell/&FindFamiliarTitle=获得魔宠
-Spell/&GiftOfAlacrityDescription=你触碰一个自愿生物。在持续时间内,他的先攻掷骰中可以加入一个额外的1D8。
+Spell/&GiftOfAlacrityDescription=你触碰一个自愿生物。在持续时间内,他的先攻掷骰中可以加入一个额外的 1d8。
Spell/&GiftOfAlacrityTitle=灵敏之赐
-Spell/&IceBladeDescription=你创造出一块冰碎片并将其扔向范围内的一个生物。对目标进行远程法术攻击。命中时,目标会受到 1d10 穿刺伤害。无论命中还是失手,碎片都会爆炸。目标和冰爆炸点 5 英尺内的每个生物必须成功通过敏捷豁免,否则将受到 2d6 的寒冷伤害。当你使用2级或更高等级的法术位施放此法术时,每高于1级的法术位等级,冰冷伤害就会增加1d6。
+Spell/&IceBladeDescription=你创造出一块冰碎片并将其扔向范围内的一个生物。对目标进行远程法术攻击。命中时,目标会受到 1d10 穿刺伤害。无论命中还是失手,碎片都会爆炸。目标和冰爆炸点 5 尺内的每个生物必须成功通过敏捷豁免检定,否则将受到 2d6 的冷冻伤害。当你使用 2 环或更高环阶的法术位施放此法术时,每高于 1 环的法术位环阶,冷冻伤害就会增加1d6。
Spell/&IceBladeTitle=冰刃
Spell/&MagnifyGravityDescription=在 10 尺半径的球体中急剧增加重力,以压垮敌人并使其减速。
Spell/&MagnifyGravityTitle=扩大重力
-Spell/&MuleDescription=该法术的接受者能够忽略重物或盔甲对移动速度的影响。它们还可以承载稍重的重量。
-Spell/&MuleTitle=骡子
-Spell/&RadiantMotesDescription=释放出由 4 个光辉射弹组成的集群,每个光辉射弹造成 1d4 光辉伤害。\n当你使用 2 级或更高法术位施放此法术时,该法术会为高于 1 级的每个法术位多制造 1 个射弹。
+Spell/&MuleDescription=该法术的接受者能够忽略重物或护甲对移动速度的影响。它们还可以承载稍重的重量。
+Spell/&MuleTitle=骡运术
+Spell/&RadiantMotesDescription=释放出由 4 个光耀射弹组成的集群,每个光耀射弹造成 1d4 光耀伤害。\n当你使用 2 环或更高法术位施放此法术时,该法术会为高于 1 环的每个法术位多制造 1 个射弹。
Spell/&RadiantMotesTitle=光耀射弹
-Spell/&SanctuaryDescription=你保护范围内的生物免受攻击。在法术结束之前,任何攻击或有害法术以受保护生物为目标时,必须首先进行感知豁免。如果豁免失败,该生物就会失去攻击或法术。该法术不能保护受保护的生物免受区域效应。如果受保护的生物进行攻击或施展法术,则该法术结束。
-Spell/&SearingSmiteDescription=在你的下一次击中时,你的武器会发出白热强度的信号弹,攻击会对目标造成额外的 1d6 火焰伤害,并使目标着火。\n在每个回合开始时,目标必须进行一次成功通过体质豁免来停止燃烧,否则将受到 1d6 火焰伤害。\n更高等级:每超过 1 级槽位等级,攻击造成的初始额外伤害增加 1d6。
-Spell/&SearingSmiteTitle=灼热斩
-Spell/&SkinOfRetributionDescription=保护性元素皮肤包裹着你,覆盖着你和你的装备。在持续时间内,每个法术等级你获得 5 点临时生命值。此外,如果一个生物在你拥有这些临时生命值时用近战攻击击中你,则该生物每法术等级受到 5 点冰冷伤害。
-Spell/&SkinOfRetributionTitle=惩戒之皮
-Spell/&SpikeBarrageDescription=下次你在法术结束前用远程武器攻击击中生物时,该法术会制造一场荆棘雨,从你的远程武器或弹药中长出。除了攻击的正常效果外,攻击目标及其 5 英尺内的每个生物都必须进行敏捷豁免检定。豁免失败时,生物会受到 1d10 穿刺伤害;豁免成功时,生物会受到一半的伤害。
-Spell/&SpikeBarrageTitle=尖刺弹幕
-Spell/&StrikeWithTheWindDescription=你像风一样移动。在此期间,你的移动不会引发借机攻击。在法术结束之前,你可以在回合中的一次武器攻击检定中为自己带来优势。该攻击击中时会造成额外 1d8 力力伤害。无论您击中还是未击中,您的步行速度都会增加 30 英尺,直到该回合结束。
-Spell/&StrikeWithTheWindTitle=迅捷打击
+Spell/&SanctuaryDescription=你保护范围内的生物免受攻击。在法术结束之前,任何攻击或有害法术以受保护生物为目标时,必须首先进行感知豁免检定。如果豁免检定失败,该生物就会失去攻击或法术。该法术不能保护受保护的生物免受区域效应。如果受保护的生物进行攻击或施展法术,则该法术结束。
+Spell/&SearingSmiteDescription=在你的下一次击中时,你的武器会发出白热强度的信号弹,攻击会对目标造成额外的 1d6 火焰伤害,并使目标着火。\n在每个回合开始时,目标必须进行一次成功通过体质豁免检定来停止燃烧,否则将受到 1d6 火焰伤害。\n更高环阶:每超过 1 环法术位环阶,攻击造成的初始额外伤害增加 1d6。
+Spell/&SearingSmiteTitle=炽焰斩
+Spell/&SkinOfRetributionDescription=保护性元素皮肤包裹着你,覆盖着你和你的装备。在持续时间内,每个法术环阶你获得 5 点临时生命值。此外,如果一个生物在你拥有这些临时生命值时用近战攻击击中你,则该生物每法术环阶受到 5 点冷冻伤害。
+Spell/&SkinOfRetributionTitle=艾嘉西斯之铠
+Spell/&SpikeBarrageDescription=下次你在法术结束前用远程武器攻击击中生物时,该法术会制造一场荆棘雨,从你的远程武器或弹药中长出。除了攻击的正常效果外,攻击目标及其 5 尺内的每个生物都必须进行敏捷豁免检定。豁免失败时,生物会受到 1d10 穿刺伤害;豁免成功时,生物会受到一半的伤害。
+Spell/&SpikeBarrageTitle=棘雹术
+Spell/&StrikeWithTheWindDescription=你像风一样移动。在此期间,你的移动不会引发借机攻击。在法术结束之前,你可以在回合中的一次武器攻击检定中为自己带来优势。该攻击击中时会造成额外 1d8 力场伤害。无论你击中还是未击中,你的步行速度都会增加 30 尺,直到该回合结束。
+Spell/&StrikeWithTheWindTitle=西风打击
Spell/&SubSpellChromaticOrbDescription=该生物受到 3d8 {0} 点伤害。
-Spell/&SubSpellSkinOfRetributionDescription=该生物每法术等级需要 5 {0}。
+Spell/&SubSpellSkinOfRetributionDescription=该生物每法术环阶需要 5 {0}。
Spell/&ThunderousSmiteDescription=在你的下一次击中时,你的武器会响起雷声,并且攻击会对目标造成额外的 2d6 雷鸣伤害。此外,如果目标是生物,则它必须通过一次力量豁免检定,否则就会被推离你 10 尺并被击倒。
-Spell/&ThunderousSmiteTitle=雷霆斩
-Spell/&VileBrewDescription=一股酸流从您身上喷出,沿您选择的方向排成一条 30 英尺长、5 英尺宽的线。队伍中的每个生物都必须成功通过敏捷豁免,或者在法术持续时间内被酸液覆盖,或者直到一个生物使用其动作刮掉或洗掉自己或另一个生物上的酸液。被酸液覆盖的生物在每个回合开始时都会受到 2d4 点酸液伤害。当你使用 2 级或更高等级的法术位施放此法术时,每高于 1 级的法术位等级,伤害就会增加 2d4。
-Spell/&VileBrewTitle=邪恶啤酒
-Spell/&VoidGraspDescription=你调用了邪恶势力的力量。黑暗能量的卷须从你身上爆发出来,攻击你周围 10 英尺内的所有生物。该区域中的每个生物都必须进行一次力量豁免。如果豁免失败,目标会受到 2d6 点坏死伤害,并且在你的下一回合开始之前无法做出反应。豁免成功后,该生物会受到一半伤害,但不会受到其他影响。当你使用2级或更高等级的法术位施展此法术时,每高于1级的法术位等级,伤害都会增加1d6。
-Spell/&VoidGraspTitle=虚空之握
-Spell/&WrathfulSmiteDescription=你的下一次攻击造成额外的 1d6 心灵伤害。如果目标在感知豁免中失败,它的思想会因痛苦而爆炸,并且会变得害怕。
-Spell/&WrathfulSmiteTitle=怒心斩
+Spell/&ThunderousSmiteTitle=雷鸣斩
+Spell/&VileBrewDescription=一股酸流从你身上喷出,沿你选择的方向排成一条 30 尺长、5 尺宽的线。队伍中的每个生物都必须成功通过敏捷豁免检定,或者在法术持续时间内被酸液覆盖,或者直到一个生物使用其动作刮掉或洗掉自己或另一个生物上的酸液。被酸液覆盖的生物在每个回合开始时都会受到 2d4 点强酸伤害。当你使用 2 环或更高环阶的法术位施放此法术时,每高于 1 环的法术位环阶,伤害就会增加 2d4。
+Spell/&VileBrewTitle=塔莎酸蚀酿
+Spell/&VoidGraspDescription=你调用了邪恶势力的力量。黑暗能量的卷须从你身上爆发出来,攻击你周围 10 尺内的所有生物。该区域中的每个生物都必须进行一次力量豁免检定。如果豁免失败,目标会受到 2d6 点黯蚀伤害,并且在你的下一回合开始之前无法做出反应。豁免成功后,该生物会受到一半伤害,但不会受到其他影响。当你使用 2 环或更高环阶的法术位施展此法术时,每高于 1 环的法术位环阶,伤害都会增加1d6。
+Spell/&VoidGraspTitle=哈达之臂
+Spell/&WrathfulSmiteDescription=你的下一次攻击造成额外的 1d6 心灵伤害。如果目标在感知豁免检定中失败,它的思想会因痛苦而爆炸,并且会变得害怕。
+Spell/&WrathfulSmiteTitle=激愤斩
diff --git a/SolastaUnfinishedBusiness/Translations/zh-CN/Spells/Spells02-zh-CN.txt b/SolastaUnfinishedBusiness/Translations/zh-CN/Spells/Spells02-zh-CN.txt
index 8eff7830b2..ee079fdacc 100644
--- a/SolastaUnfinishedBusiness/Translations/zh-CN/Spells/Spells02-zh-CN.txt
+++ b/SolastaUnfinishedBusiness/Translations/zh-CN/Spells/Spells02-zh-CN.txt
@@ -1,38 +1,38 @@
Condition/&ConditionGrappledRestrainedIceBoundDescription=原地冻结一轮。
Condition/&ConditionGrappledRestrainedIceBoundTitle=冰封
-Condition/&ConditionGrappledRestrainedSpellWebDescription=你必须进行一次力量豁免,以摆脱蛛网。
+Condition/&ConditionGrappledRestrainedSpellWebDescription=你必须进行一次力量检定,以摆脱蛛网。
Condition/&ConditionGrappledRestrainedSpellWebTitle=被蛛网捕获
-Condition/&ConditionMirrorImageDescription=敌人可能会意外地瞄准这个副本而不是你。如果重复被击中,它就会消失。
+Condition/&ConditionMirrorImageDescription=敌人可能会意外地瞄准这个分身而不是你。如果重复被击中,它就会消失。
Condition/&ConditionMirrorImageTitle=镜像复制
Condition/&ConditionNoxiousSprayDescription=该生物无法移动或采取主要行动。
-Condition/&ConditionNoxiousSprayTitle=恶心
-Condition/&ConditionPsychicWhipNoReactionDescription=在下一回合结束之前你无法做出反应。此外,在你的下一个回合中,你必须选择是否进行移动、动作或奖励动作。
-Condition/&ConditionPsychicWhipNoReactionTitle=心灵鞭笞
+Condition/&ConditionNoxiousSprayTitle=反胃
+Condition/&ConditionPsychicWhipNoReactionDescription=在下一回合结束之前你无法做出反应。此外,在你的下一个回合中,你必须选择是否进行移动、动作或附赠动作。
+Condition/&ConditionPsychicWhipNoReactionTitle=塔莎心灵鞭
Feature/&AttackModifierShadowBlade0Description=魔法攻击。
-Feature/&AttackModifierShadowBladeNDescription=魔法攻击,造成额外的 {0}d8 精神伤害。
+Feature/&AttackModifierShadowBladeNDescription=魔法攻击,造成额外的 {0}d8 心灵伤害。
Feedback/&MirrorImageAttackerHasSense={0} 有 {1} 并忽略 {2}
Feedback/&MirrorImageAttackerIsBlind={0} 是 {1} 并忽略 {2}
Feedback/&MirrorImageRetargetResult={0} 将定位到 {1}
Feedback/&MirrorImageRetargetRoll={0} 掷 {2} 个诱饵骰子 {1}
-Item/&ItemShadowBladeDescription=它在一次击中造成 2d8 精神伤害,并具有灵巧、轻盈和投掷属性。
-Item/&ItemShadowBladeTitle=暗影之刃
-Spell/&BindingIceDescription=在30尺锥形范围内释放一阵寒潮,将敌人冻结在原地。
-Spell/&BindingIceTitle=束缚之冰
-Spell/&CloudOfDaggersDescription=你在每边 5 英尺的立方体中布满旋转的匕首,以你在范围内选择的点为中心。当一个生物在一个回合中第一次进入该法术的区域或在那里开始其回合时,它会受到 4d4 的挥砍伤害。当你使用 3 级或更高等级的法术位施展此法术时,每高于 2 级法术位,伤害就会增加 2d4。
-Spell/&CloudOfDaggersTitle=刀锋云
+Item/&ItemShadowBladeDescription=它在一次击中造成 2d8 心灵伤害,并具有灵巧、轻型和投掷属性。
+Item/&ItemShadowBladeTitle=幽影刃
+Spell/&BindingIceDescription=你向 30 尺锥形范围内放出一股冰冷的能量。范围内的每个生物都必须成功通过体质豁免,否则将受到 3d8 冷冻伤害并且被冰霜包裹,持续一分钟或直至一个生物用动作为自己或触及范围内的其他生物破冰。被冰霜包裹的生物其速度降至 0。豁免成功则伤害减半,并且不会受到冰层阻碍。
+Spell/&BindingIceTitle=雾凇霜缚
+Spell/&CloudOfDaggersDescription=你在每边 5 尺的立方体中布满旋转的匕首,以你在范围内选择的点为中心。当一个生物在一个回合中第一次进入该法术的区域或在那里开始其回合时,它会受到 4d4 的挥砍伤害。当你使用 3 环或更高环阶的法术位施展此法术时,每高于 2 环法术位,伤害就会增加 2d4。
+Spell/&CloudOfDaggersTitle=匕首之云
Spell/&ColorBurstDescription=爆破一个发光立方体,使 10 尺内的任何人短暂失明。8d10 是该法术可以影响的生物的生命值。
Spell/&ColorBurstTitle=炫彩爆
-Spell/&MirrorImageDescription=三个自己的虚幻复制体出现在你的空间中。在法术结束之前,每次有生物以你为目标进行攻击时,掷一次 d20 以确定该攻击是否改为以你的一个复制品为目标。\n如果你有 3 个复制品,则必须掷出 6 或更高的值才能改变攻击的目标以重复为目标。对于 2 个重复,你必须掷出 8 或更高。对于 1 个复制品,你必须掷出 11 或更高的值。\n复制品的护甲等级(AC)等于 10 + 你的敏捷调整值。如果攻击击中复制品,复制品将被摧毁。复制品只能被击中它的攻击摧毁。它忽略所有其他伤害和效果。当所有三个复制品都被摧毁时,法术结束。\n如果一个生物处于失明状态,或者具有盲视、真视或震感(如果你不接触地面则不适用),则该生物不受此法术影响。
+Spell/&MirrorImageDescription=三个自己的幻象分身出现在你的空间中。在法术结束之前,每次有生物以你为目标进行攻击时,掷一次 d20 以确定该攻击是否改为以你的一个分身为目标。\n如果你有 3 个分身,则必须掷出 6 或更高的值才能改变攻击的目标以重复为目标。对于 2 个重复,你必须掷出 8 或更高。对于 1 个分身,你必须掷出 11 或更高的值。\n分身的护甲等级等于 10 + 你的敏捷调整值。如果攻击击中分身,分身将被摧毁。分身只能被击中它的攻击摧毁。它忽略所有其他伤害和效果。当所有三个分身都被摧毁时,法术结束。\n如果一个生物处于失明状态,或者具有盲视、真视或颤动感知(如果你不接触地面则不适用),则该生物不受此法术影响。
Spell/&MirrorImageTitle=镜影术
-Spell/&NoxiousSprayDescription=你向范围内的目标释放有毒气体,以进行远程法术攻击。命中时,目标会受到 4d6 毒素伤害,并且必须成功通过体质豁免检定,否则下一回合就会一直干呕和起伏,无法移动或采取行动。构装体、元素生物和不死生物不受此法术影响。当你使用 3 级或更高等级的法术位施放此法术时,你可以为每高于 2 级的法术位等级指定一个额外的生物。
+Spell/&NoxiousSprayDescription=你向范围内的目标释放有毒气体,以进行远程法术攻击。命中时,目标会受到 4d6 毒素伤害,并且必须成功通过体质豁免检定,否则下一回合就会一直干呕和起伏,无法移动或采取行动。构装体、元素生物和不死生物不受此法术影响。当你使用 3 环或更高环阶的法术位施放此法术时,你可以为每高于 2 环的法术位环阶指定一个额外的生物。
Spell/&NoxiousSprayTitle=剧毒喷射
Spell/&PetalStormDescription=选择范围内你能看到的一个未被占用的 15 尺立方体空气。旋风的元素力量出现在立方体中,并持续法术的持续时间。云层严重遮蔽了它的区域。任何在一个回合中第一次进入风暴或在风暴中开始回合的生物都必须进行一次力量豁免。豁免失败时,该生物将受到 3d4 挥砍伤害。作为附赠动作,你可以将风暴向任何方向移动最多 30 尺。
-Spell/&PetalStormTitle=花刃风暴
+Spell/&PetalStormTitle=花瓣风暴
Spell/&ProtectThresholdDescription=你可以选择一个门、窗或其他入口,沿着门的边界布下奥术标记。在此期间,一个隐形的可怕生物会潜伏在被守护的门前。任何试图穿过门的生物都必须进行一次感知豁免,失败将受到 4d6 心灵伤害,豁免成功则减半。
Spell/&ProtectThresholdTitle=守卫之门
-Spell/&PsychicWhipDescription=你对范围内可以看到的一个生物进行精神猛烈攻击。目标必须进行一次智力豁免。如果豁免失败,目标会受到 3d6 点精神伤害,并且直到下一回合结束时才能做出反应。此外,在下一个回合中,它必须选择是否进行移动、动作或奖励动作;它只得到三者之一。豁免成功后,目标将受到一半的伤害,并且不会受到该法术的任何其他效果。当你使用3级或更高等级的法术位施放此法术时,你可以为每2级以上的法术位指定一个额外的生物。
-Spell/&PsychicWhipTitle=心灵鞭笞
+Spell/&PsychicWhipDescription=你对范围内可以看到的一个生物进行精神猛烈攻击。目标必须进行一次智力豁免。如果豁免失败,目标会受到 3d6 点心灵伤害,并且直到下一回合结束时才能做出反应。此外,在下一个回合中,它必须选择是否进行移动、动作或附赠动作;它只得到三者之一。豁免成功后,目标将受到一半的伤害,并且不会受到该法术的任何其他效果。当你使用 3 环或更高环阶的法术位施放此法术时,你可以为每 2 环以上的法术位指定一个额外的生物。
+Spell/&PsychicWhipTitle=塔莎心灵鞭
Spell/&ShadowBladeDescription=你将阴影的丝线编织在一起,在你的手中创造出一把凝固的暗影之刃。
-Spell/&ShadowBladeTitle=暗影之刃
+Spell/&ShadowBladeTitle=幽影刃
Spell/&SpellWebDescription=你在施法距离内你选择的位置召唤出一团厚而粘稠的织带。在持续时间内,蜘蛛网会从该点开始填满一个 20 尺的立方体。蛛网是困难的地形并且稍微遮蔽了它们的区域。每个在其回合内进入它们的生物都必须进行一次敏捷豁免。如果豁免失败,该生物将一直被束缚在网中或直到挣脱。被蛛网束缚的生物可以用它的动作对你的法术豁免 DC 进行一次力量检定。若是成功,便不再被束缚。
Spell/&SpellWebTitle=蛛网术
diff --git a/SolastaUnfinishedBusiness/Translations/zh-CN/Spells/Spells03-zh-CN.txt b/SolastaUnfinishedBusiness/Translations/zh-CN/Spells/Spells03-zh-CN.txt
index ae2fac2e08..3740ce7f81 100644
--- a/SolastaUnfinishedBusiness/Translations/zh-CN/Spells/Spells03-zh-CN.txt
+++ b/SolastaUnfinishedBusiness/Translations/zh-CN/Spells/Spells03-zh-CN.txt
@@ -1,74 +1,74 @@
-Condition/&ConditionBlindedByBlindingSmiteTitle=被致盲重击致盲
-Condition/&ConditionBlindedByHungerOfTheVoidTitle=被虚空的饥饿所蒙蔽
-Condition/&ConditionCorruptingBoltDescription=该生物很容易受到下一次受到的伤害。
-Condition/&ConditionCorruptingBoltTitle=已损坏
+Condition/&ConditionBlindedByBlindingSmiteTitle=受致盲斩影响陷入目盲
+Condition/&ConditionBlindedByHungerOfTheVoidTitle=受哈达之欲影响陷入目盲
+Condition/&ConditionCorruptingBoltDescription=该生物下一次受到的伤害陷入易伤。
+Condition/&ConditionCorruptingBoltTitle=腐化
Condition/&ConditionCrusadersMantleDescription=在你的攻击中获得额外的 1d4 光耀伤害。
-Condition/&ConditionCrusadersMantleTitle=十字军衬肩
-Condition/&ConditionFlameArrowsDescription=你用箭或箭攻击造成额外 1d6 火焰伤害。
-Condition/&ConditionFlameArrowsTitle=火焰箭
-Condition/&ConditionLightningArrowDescription=下次你进行远程武器攻击时,目标击中时受到 3d8 闪电伤害,击中时受到一半伤害,无论击中还是未击中,目标 10 英尺内的每个生物都必须进行一次敏捷豁免。这些生物中的每一个在豁免失败时都会受到 2d8 闪电伤害,或者在成功豁免时受到一半的伤害。当你使用4级或更高等级的法术位施放此法术时,每高于3级法术位,该法术的两种效果的伤害都会增加1d8。
-Condition/&ConditionLightningArrowTitle=闪电箭
+Condition/&ConditionCrusadersMantleTitle=十字军披风
+Condition/&ConditionFlameArrowsDescription=你用箭或矢攻击造成额外 1d6 火焰伤害。
+Condition/&ConditionFlameArrowsTitle=烈焰箭矢
+Condition/&ConditionLightningArrowDescription=下次你进行远程武器攻击时,目标击中时受到 3d8 闪电伤害,击中时受到一半伤害,无论击中还是未击中,目标 10 尺内的每个生物都必须进行一次敏捷豁免。这些生物中的每一个在豁免失败时都会受到 2d8 闪电伤害,或者在成功豁免时受到一半的伤害。当你使用 4 环或更高环阶的法术位施放此法术时,每高于 3 环法术位,该法术的两种效果的伤害都会增加 1d8。
+Condition/&ConditionLightningArrowTitle=闪电箭矢
Condition/&ConditionSpiritShroudNoHealDescription=无法获得生命值。如果是不死生物,则在攻击施法者时处于劣势。
-Condition/&ConditionSpiritShroudNoHealTitle=灵魂法衣
-Feature/&AdditionalDamageElementalWeapon1Description=这把武器充满了 2d4 {0}。
+Condition/&ConditionSpiritShroudNoHealTitle=环绕之触
+Feature/&AdditionalDamageElementalWeapon1Description=这把武器注入了 2d4 {0}。
Feature/&AdditionalDamageElementalWeapon1Title=元素武器
-Feature/&AdditionalDamageElementalWeapon2Description=这把武器充满了 3d4 {0}。
+Feature/&AdditionalDamageElementalWeapon2Description=这把武器注入了 3d4 {0}。
Feature/&AdditionalDamageElementalWeapon2Title=元素武器
-Feature/&AdditionalDamageElementalWeaponDescription=这把武器充满了 1d4 {0}。
+Feature/&AdditionalDamageElementalWeaponDescription=这把武器注入了 1d4 {0}。
Feature/&AdditionalDamageElementalWeaponTitle=元素武器
-Feature/&AttackModifierElementalWeaponDescription=这把武器充满了 +{0} 的攻击和伤害检定。
+Feature/&AttackModifierElementalWeaponDescription=这把武器注入了 +{0} 的攻击和伤害检定。
Feature/&AttackModifierElementalWeaponTitle=元素武器
-Feedback/&AdditionalDamageBlindingSmiteFormat=致盲打击!
-Feedback/&AdditionalDamageBlindingSmiteLine={0} 通过致盲打击对 {1} 造成更多伤害 (+{2})
+Feedback/&AdditionalDamageBlindingSmiteFormat=致盲斩!
+Feedback/&AdditionalDamageBlindingSmiteLine={0} 通过致盲斩对 {1} 造成更多伤害 (+{2})
Feedback/&AdditionalDamageElementalWeaponFormat=元素武器!
Feedback/&AdditionalDamageElementalWeaponLine={0} 对 {1} (+{2}) 进行元素武器攻击
-Feedback/&AdditionalDamageFlameArrowsFormat=火焰箭!
-Feedback/&AdditionalDamageFlameArrowsLine={0} 用火焰箭对 {1} 造成 {2} 火焰伤害!
-Feedback/&AdditionalDamageSpiritShroudDamageColdFormat=灵魂法衣!
-Feedback/&AdditionalDamageSpiritShroudDamageColdLine={0} 通过灵魂法衣对 {1} 造成 {2} 寒冷伤害!
-Feedback/&AdditionalDamageSpiritShroudDamageNecroticFormat=灵魂法衣!
-Feedback/&AdditionalDamageSpiritShroudDamageNecroticLine={0} 通过灵魂法衣对 {1} 造成 {2} 暗蚀伤害!
-Feedback/&AdditionalDamageSpiritShroudDamageRadiantFormat=灵魂法衣!
-Feedback/&AdditionalDamageSpiritShroudDamageRadiantLine={0} 通过灵魂法衣对 {1} 造成 {2} 光辉伤害!
-Spell/&AdderFangsDescription=你创造出一条巨大的绿色蛇的面容,它在向你的敌人袭来之前出现了片刻。选择范围内的一个生物。目标必须进行一次体质豁免检定,失败时受到 4d10 毒药伤害,成功时受到一半伤害。豁免失败的生物也会中毒,并且在受到该法术中毒时其速度减半。在每个回合结束时,目标可以进行一次体质豁免检定,成功则结束中毒。否则,中毒持续1分钟。当你使用4级或更高等级的法术位施放此法术时,你可以在每个高于3级的法术位范围内瞄准一个额外的生物。
-Spell/&AdderFangsTitle=阿德尔的獠牙
+Feedback/&AdditionalDamageFlameArrowsFormat=烈焰箭矢!
+Feedback/&AdditionalDamageFlameArrowsLine={0} 用烈焰箭矢对 {1} 造成 {2} 火焰伤害!
+Feedback/&AdditionalDamageSpiritShroudDamageColdFormat=魂灵环绕!
+Feedback/&AdditionalDamageSpiritShroudDamageColdLine={0} 通过魂灵环绕对 {1} 造成 {2} 冷冻伤害!
+Feedback/&AdditionalDamageSpiritShroudDamageNecroticFormat=魂灵环绕!
+Feedback/&AdditionalDamageSpiritShroudDamageNecroticLine={0} 通过魂灵环绕对 {1} 造成 {2} 黯蚀伤害!
+Feedback/&AdditionalDamageSpiritShroudDamageRadiantFormat=魂灵环绕!
+Feedback/&AdditionalDamageSpiritShroudDamageRadiantLine={0} 通过魂灵环绕对 {1} 造成 {2} 光耀伤害!
+Spell/&AdderFangsDescription=你创造出一条巨大的绿色蛇的面容,它在向你的敌人袭来之前出现了片刻。选择范围内的一个生物。目标必须进行一次体质豁免检定,失败时受到 4d10 毒素伤害,成功时受到一半伤害。豁免失败的生物也会中毒,并且在受到该法术中毒时其速度减半。在每个回合结束时,目标可以进行一次体质豁免检定,成功则结束中毒。否则,中毒持续 1 分钟。当你使用 4 环或更高环阶的法术位施放此法术时,你可以在每个高于 3 环的法术位范围内瞄准一个额外的生物。
+Spell/&AdderFangsTitle=蝰蛇毒牙
Spell/&BlindingSmiteDescription=在你的下一次攻击中,你的武器会发出耀眼的光芒,并且这次攻击会对目标造成额外的 3d8 光耀伤害。此外,目标必须成功通过体质豁免,否则将被目盲,直到法术结束。\n被此法术目盲的生物在其每个回合结束时进行另一次体质豁免。豁免成功后,它不再目盲。
-Spell/&BlindingSmiteTitle=致盲打击
-Spell/&BoomingStepDescription=你将自己传送到范围内可以看到的一个未被占用的空间。在你消失后,一声雷鸣般的轰鸣声响起,你离开的空间 10 英尺内的每个生物都必须进行一次体质豁免检定,豁免失败会受到 3d10 雷霆伤害,豁免成功则受到一半伤害。您还可以传送一位愿意的盟友。当你使用4级或更高等级的法术位施放此法术时,每高于3级法术位,伤害就会增加1d10。
-Spell/&BoomingStepTitle=蓬勃发展的脚步
-Spell/&CorruptingBoltDescription=你可以发射一束坏死能量脉冲,使生物的身体开始枯萎和腐烂。对生物进行远程攻击。命中后,目标会受到 4d8 点坏死伤害,并且必须通过一次体质豁免。如果豁免检定失败,下次你或你的盟友在你的下回合结束之前用攻击击中腐化生物时,该生物就容易受到该攻击的所有伤害,然后腐化就会结束。当你使用4级或更高等级的法术位施放此法术时,每高于3级法术位,伤害就会增加1d8。
-Spell/&CorruptingBoltTitle=腐蚀螺栓
-Spell/&CrusadersMantleDescription=用神奇的光环包围自己。光环内的盟友在攻击时获得额外的 1d4 光辉伤害。
-Spell/&CrusadersMantleTitle=十字军衬肩
+Spell/&BlindingSmiteTitle=致盲斩
+Spell/&BoomingStepDescription=你将自己传送到范围内可以看到的一个未被占用的空间。在你消失后,一声雷鸣般的轰鸣声响起,你离开的空间 10 尺内的每个生物都必须进行一次体质豁免检定,豁免失败会受到 3d10 雷鸣伤害,豁免成功则受到一半伤害。你还可以传送一位愿意的盟友。当你使用 4 环或更高环阶的法术位施放此法术时,每高于 3 环法术位,伤害就会增加 1d10。
+Spell/&BoomingStepTitle=雷霆步
+Spell/&CorruptingBoltDescription=你可以发射一束黯蚀能量脉冲,使生物的身体开始枯萎和腐烂。对生物进行远程攻击。命中后,目标会受到 4d8 点黯蚀伤害,并且必须通过一次体质豁免检定。如果豁免失败,下次你或你的盟友在你的下回合结束之前用攻击击中腐化生物时,该生物就容易受到该攻击的所有伤害,然后腐化就会结束。当你使用 4 环或更高环阶的法术位施放此法术时,每高于 3 环法术位,伤害就会增加 1d8。
+Spell/&CorruptingBoltTitle=腐蚀箭
+Spell/&CrusadersMantleDescription=用魔法性的灵光包围自己。灵光内的盟友在攻击时获得额外的 1d4 光耀伤害。
+Spell/&CrusadersMantleTitle=十字军披风
Spell/&ElementalWeaponDamageAcidDescription=为一件非魔法武器注入强酸伤害。
Spell/&ElementalWeaponDamageAcidTitle=强酸元素武器
-Spell/&ElementalWeaponDamageColdDescription=为一件非魔法武器注入寒冷伤害。
-Spell/&ElementalWeaponDamageColdTitle=寒冷元素武器
+Spell/&ElementalWeaponDamageColdDescription=为一件非魔法武器注入冷冻伤害。
+Spell/&ElementalWeaponDamageColdTitle=冷冻元素武器
Spell/&ElementalWeaponDamageFireDescription=为一把非魔法武器注入火焰伤害。
-Spell/&ElementalWeaponDamageFireTitle=炽焰元素武器
+Spell/&ElementalWeaponDamageFireTitle=火焰元素武器
Spell/&ElementalWeaponDamageLightningDescription=为一件非魔法武器注入闪电伤害。
Spell/&ElementalWeaponDamageLightningTitle=闪电元素武器
Spell/&ElementalWeaponDamageThunderDescription=为一件非魔法武器注入雷鸣伤害。
Spell/&ElementalWeaponDamageThunderTitle=雷鸣元素武器
-Spell/&ElementalWeaponDescription=为一件非魔法武器注入元素魔法。它在攻击和伤害检定上获得 +1,并获得 1d4 相应元素的伤害。当使用5环或6环法术位施法时,效果增加 1 个骰子,使用7环或更高法术位时,效果增加 2 个骰子。
+Spell/&ElementalWeaponDescription=为一件非魔法武器注入元素魔法。它在攻击和伤害检定上获得 +1,并获得 1d4 相应元素的伤害。当使用 5 环或 6 环法术位施法时,效果增加 1 个骰子,使用 7 环或更高法术位时,效果增加 2 个骰子。
Spell/&ElementalWeaponTitle=元素武器
-Spell/&FlameArrowsDescription=你一定使用的是远程武器。当目标被它击中时,目标会受到额外 1d6 点火焰伤害。当从箭袋中取出十二枚弹药时,法术结束。当你使用4级或更高等级的法术位施放此法术时,每高于3级法术位,你可以用此法术影响的弹药数量就会增加两件。
-Spell/&FlameArrowsTitle=火焰箭
-Spell/&HungerOfTheVoidDescription=你打开了通往群星之间黑暗的大门,这是一个充满未知恐怖的区域。一个半径 20 英尺的黑色和严寒球体出现,以一个有范围的点为中心展开并持续一段时间。该区域地形复杂,区域内的生物会失明。任何在该区域开始回合的生物都会受到 2d6 点寒冷伤害。任何在该区域结束回合的生物都必须成功通过敏捷豁免检定,否则会因受到乳白色超凡脱俗的触手摩擦而受到 2d6 强酸伤害。当你使用 4 级或更高等级的法术位施放此法术时,每 2 个高于 3 级的法术位,伤害增加 1d6。
-Spell/&HungerOfTheVoidTitle=虚空之饥
-Spell/&LightningArrowDescription=下次你在法术持续时间内进行远程武器攻击时,武器的弹药或武器本身(如果是投掷武器)会转变成一道闪电。正常进行攻击检定。命中时目标会受到 3d8 闪电伤害,未击中时会受到一半伤害。无论你击中还是未击中,距离目标 10 英尺内的每个生物都必须进行一次敏捷豁免。这些生物中的每一个在豁免失败时都会受到 2d8 闪电伤害,或者在成功豁免时受到一半的伤害。当你使用4级或更高等级的法术位施放此法术时,每高于3级法术位,该法术的两种效果的伤害都会增加1d8。
-Spell/&LightningArrowTitle=闪电箭
+Spell/&FlameArrowsDescription=你必须装备远程武器。当目标被它击中时,目标会受到额外 1d6 点火焰伤害。当从箭袋中取出十二发弹药时,法术结束。当你使用 4 环或更高环阶的法术位施放此法术时,每高于 3 环法术位,你可以用此法术影响的弹药数量就会增加两发。
+Spell/&FlameArrowsTitle=烈焰箭矢
+Spell/&HungerOfTheVoidDescription=你打开了通往群星之间黑暗的大门,这是一个充满未知恐怖的区域。一个半径 20 尺的漆黑而寒冷球体出现,以一个有范围的点为中心展开并持续一段时间。该区域地形复杂,区域内的生物会失明。任何在该区域开始回合的生物都会受到 2d6 点冷冻伤害。任何在该区域结束回合的生物都必须成功通过敏捷豁免检定,豁免失败者将因异界软体触手的触碰而受到 2d6 点强酸伤害。当你使用 4 环或更高环阶的法术位施放此法术时,每 2 个高于 3 环的法术位,伤害增加 1d6。
+Spell/&HungerOfTheVoidTitle=哈达之欲
+Spell/&LightningArrowDescription=下次你在法术持续时间内进行远程武器攻击时,武器的弹药或武器本身(如果是投掷武器)会转变成一道闪电。正常进行攻击检定。命中时目标会受到 3d8 闪电伤害,未击中时会受到一半伤害。无论你击中还是未击中,距离目标 10 尺内的每个生物都必须进行一次敏捷豁免。这些生物中的每一个在豁免失败时都会受到 2d8 闪电伤害,或者在成功豁免时受到一半的伤害。当你使用 4 环或更高环阶的法术位施放此法术时,每高于 3 环法术位,该法术的两种效果的伤害都会增加 1d8。
+Spell/&LightningArrowTitle=闪电箭矢
Spell/&PulseWaveDescription=使用强烈的冲压将敌人推开。
-Spell/&PulseWaveTitle=脉冲波
-Spell/&SpiritShroudDamageColdDescription=造成额外的寒冷伤害。
-Spell/&SpiritShroudDamageColdTitle=灵魂法衣(寒冷)
-Spell/&SpiritShroudDamageNecroticDescription=造成额外暗蚀伤害。
-Spell/&SpiritShroudDamageNecroticTitle=灵魂法衣(暗蚀)
+Spell/&PulseWaveTitle=脉冲波动
+Spell/&SpiritShroudDamageColdDescription=造成额外的冷冻伤害。
+Spell/&SpiritShroudDamageColdTitle=魂灵环绕(冷冻)
+Spell/&SpiritShroudDamageNecroticDescription=造成额外黯蚀伤害。
+Spell/&SpiritShroudDamageNecroticTitle=魂灵环绕(黯蚀)
Spell/&SpiritShroudDamageRadiantDescription=造成额外的光耀伤害。
-Spell/&SpiritShroudDamageRadiantTitle=灵魂法衣(光耀)
-Spell/&SpiritShroudDescription=你召唤死者的灵魂,在法术的持续时间内它们会在你周身环绕。灵魂无影无形,不受伤害。\n在法术结束之前,当你击中距离你 10 尺以内的生物时,你进行的任何攻击都会造成 1d8 的额外伤害。这种伤害是光辉、暗蚀或寒冷伤害(你在施法时选择)。任何受到此伤害的生物在你的下一个回合开始之前都无法恢复生命值。\n此外,施法时距离你 10 尺以内、进入范围或在范围内开始回合的任何敌方生物都会降低 10 尺移动速度,直到下一轮开始。\n当你使用 4 级或更高法术位施展此法术时,每高于 3 级每两个法术位等级,伤害增加 1d8。
-Spell/&SpiritShroudTitle=灵魂法衣
-Spell/&VitalityTransferDescription=你牺牲了一些生命值来治愈另一个生物的伤势。你受到 4d8 点暗蚀伤害,并且你选择的一个在范围内可以看到的生物会恢复等于你所受到的暗蚀伤害两倍的生命值。当你使用 4 级或更高等级的法术施展此法术时,每高于 3 级法术位一个等级,伤害增加 1d8。
-Spell/&VitalityTransferTitle=活力传递
-Spell/&WinterBreathDescription=制造一阵冷风来冷却你的敌人并将他们击倒。
-Spell/&WinterBreathTitle=寒冬之息
+Spell/&SpiritShroudDamageRadiantTitle=魂灵环绕(光耀)
+Spell/&SpiritShroudDescription=你召唤死者的灵魂,在法术的持续时间内它们会在你周身环绕。灵魂无影无形,不受伤害。\n在法术结束之前,当你击中距离你 10 尺以内的生物时,你进行的任何攻击都会造成 1d8 的额外伤害。这种伤害是光耀、黯蚀或冷冻伤害(你在施法时选择)。任何受到此伤害的生物在你的下一个回合开始之前都无法恢复生命值。\n此外,施法时距离你 10 尺以内、进入范围或在范围内开始回合的任何敌方生物都会降低 10 尺移动速度,直到下一轮开始。\n当你使用 4 环或更高法术位施展此法术时,每高于 3 环每两个法术位环阶,伤害增加 1d8。
+Spell/&SpiritShroudTitle=魂灵环绕
+Spell/&VitalityTransferDescription=你牺牲了一些生命值来治愈另一个生物的伤势。你受到 4d8 点黯蚀伤害,并且你选择的一个在范围内可以看到的生物会恢复等于你所受到的黯蚀伤害两倍的生命值。当你使用 4 环或更高环阶的法术施展此法术时,每高于 3 环法术位一个环阶,伤害增加 1d8。
+Spell/&VitalityTransferTitle=生命转换
+Spell/&WinterBreathDescription=制造一阵冷风来冻寒你的敌人并将他们击倒。
+Spell/&WinterBreathTitle=冬息术
diff --git a/SolastaUnfinishedBusiness/Translations/zh-CN/Spells/Spells04-zh-CN.txt b/SolastaUnfinishedBusiness/Translations/zh-CN/Spells/Spells04-zh-CN.txt
index 44d3a93374..b4085a3be8 100644
--- a/SolastaUnfinishedBusiness/Translations/zh-CN/Spells/Spells04-zh-CN.txt
+++ b/SolastaUnfinishedBusiness/Translations/zh-CN/Spells/Spells04-zh-CN.txt
@@ -1,42 +1,42 @@
-Condition/&ConditionAuraOfPerseveranceDescription=你不会生病,对毒药伤害有抵抗力,并且在对抗导致以下任何情况的效果时具有优势:失明、被魅惑、耳聋、恐惧、麻痹、中毒和昏迷。
-Condition/&ConditionAuraOfPerseveranceTitle=毅力光环
-Condition/&ConditionAuraOfVitalityDescription=你对暗蚀伤害有抵抗力,你的最大生命值不会减少。此外,当非敌对生物在生命值为 0 的光环中开始回合时,它会恢复 1 点生命值。
-Condition/&ConditionAuraOfVitalityTitle=活力光环
+Condition/&ConditionAuraOfPerseveranceDescription=你不会生病,对毒素伤害有抗性,并且在对抗导致以下任何情况的效果时具有优势:目盲、魅惑、耳聋、恐慌、麻痹、中毒和昏迷。
+Condition/&ConditionAuraOfPerseveranceTitle=净化灵光
+Condition/&ConditionAuraOfVitalityDescription=你对黯蚀伤害有抗性,你的最大生命值不会减少。此外,当生命值为 0 的非敌对生物在灵光中开始回合时,它会恢复 1 点生命值。
+Condition/&ConditionAuraOfVitalityTitle=生命灵光
Condition/&ConditionBeastForestGuardianDescription=你的移动速度增加 10 尺,你获得范围为 120 尺的黑暗视觉,你可以进行基于力量的攻击检定,并且你的近战武器攻击会在击中时造成额外的 1d6 力场伤害。
Condition/&ConditionBeastForestGuardianTitle=兽林守护者
Condition/&ConditionBlessingOfRimeDescription=如果你有任何临时生命值,你在体质豁免上有优势。
Condition/&ConditionBlessingOfRimeTitle=雾凇祝福
-Condition/&ConditionBrainBulwarkDescription=你对精神伤害有抵抗力,并且免疫魅惑、害怕、恐惧、心智支配和精神控制。
+Condition/&ConditionBrainBulwarkDescription=你对心灵伤害有抗性,并且免疫魅惑、恐慌、害怕、心智支配和精神控制。
Condition/&ConditionBrainBulwarkTitle=心智屏障
Condition/&ConditionIrresistiblePerformanceDescription=你无法执行任何需要用手或嘴但可以正常行动的动作。
Condition/&ConditionIrresistiblePerformanceTitle=动人演出
-Condition/&ConditionStaggeringSmiteEnemyDescription=你受到精神伤害。
-Condition/&ConditionStaggeringSmiteEnemyTitle=惊震斩
-Condition/&ConditionTreeForestGuardianDescription=你获得 10 点临时生命值,你可以优势地进行体质豁免检定,并且你可以优势地进行基于敏捷和感知的攻击检定。
+Condition/&ConditionStaggeringSmiteEnemyDescription=你受到心灵伤害。
+Condition/&ConditionStaggeringSmiteEnemyTitle=惊惧斩
+Condition/&ConditionTreeForestGuardianDescription=你获得 10 点临时生命值,你可以优势地进行体质豁免检定,并且你可以优势进行基于敏捷和感知的攻击检定。
Condition/&ConditionTreeForestGuardianTitle=森林守护者
-Feedback/&AdditionalDamageBeastForestGuardianFormat=森林守护者!
-Feedback/&AdditionalDamageBeastForestGuardianLine=由于森林守护者 (+{2}),{0} 对 {1} 造成更多伤害
-Feedback/&AdditionalDamageStaggeringSmiteFormat=惊震斩!
-Feedback/&AdditionalDamageStaggeringSmiteLine={0} 通过惊震斩对 {1} 造成更多伤害 (+{2})
-Spell/&AuraOfPerseveranceDescription=你身上散发出半径 30 尺的光环,具有净化能量。直到法术结束前,光环会随着你移动,以你为中心。光环中的每个非敌对生物(包括你)都不会患病,对毒药伤害具有抵抗力,并且在对抗导致以下任何情况的效果时具有优势:失明、迷惑、耳聋、恐惧、失能、中毒,昏迷。
-Spell/&AuraOfPerseveranceTitle=毅力光环
-Spell/&AuraOfVitalityDescription=你身上散发出半径 30 尺的光环,具有维持生命的能量。直到法术结束前,光环会随着你移动,以你为中心。光环中的每个非敌对生物(包括你)都具有对暗蚀伤害的抗性,并且其最大生命值不会减少。此外,当非敌对生物在生命值为 0 的光环中开始回合时,它会恢复 1 点生命值。
-Spell/&AuraOfVitalityTitle=活力光环
+Feedback/&AdditionalDamageBeastForestGuardianFormat=自然守护者!
+Feedback/&AdditionalDamageBeastForestGuardianLine=由于自然守护者 (+{2}),{0} 对 {1} 造成更多伤害
+Feedback/&AdditionalDamageStaggeringSmiteFormat=惊惧斩!
+Feedback/&AdditionalDamageStaggeringSmiteLine={0} 通过惊惧斩对 {1} 造成更多伤害 (+{2})
+Spell/&AuraOfPerseveranceDescription=你身上散发出半径 30 尺的灵光,具有净化能量。直到法术结束前,灵光会随着你移动,以你为中心。灵光中的每个非敌对生物(包括你)都不会患病,对毒素伤害有抗性,并且在对抗导致以下任何情况的效果时具有优势:目盲、魅惑、耳聋、恐慌、失能、中毒,昏迷。
+Spell/&AuraOfPerseveranceTitle=净化灵光
+Spell/&AuraOfVitalityDescription=你身上散发出半径 30 尺的灵光,具有维持生命的能量。直到法术结束前,灵光会随着你移动,以你为中心。灵光中的每个非敌对生物(包括你)都具有对黯蚀伤害的抗性,并且其最大生命值不会减少。此外,当生命值为 0 的非敌对生物在灵光中开始回合时,它会恢复 1 点生命值。
+Spell/&AuraOfVitalityTitle=生命灵光
Spell/&BeastForestGuardianDescription=野兽的毛皮覆盖了你的身体,你的面部特征变得野性,并且你获得了以下好处:\n• 你的移动速度增加 10 尺。\n• 你获得黑暗视觉,范围为 120 尺。\n• 你进行基于力量的攻击检定具有优势。\n• 你的近战武器攻击击中时会造成额外 1d6 力场伤害。
Spell/&BeastForestGuardianTitle=兽林守护者
-Spell/&BlessingOfRimeDescription=你召唤一股寒风,麻痹你盟友的痛苦。选择范围内最多三个生物。每个生物在持续时间内获得 3d8 临时生命值。当一个生物具有这些生命值时,如果它进行体质豁免检定,它就会在检定中获得优势。当你使用5级或更高等级的法术位施放此法术时,每高于4级的法术位等级,临时生命值就会增加1d8。
+Spell/&BlessingOfRimeDescription=你召唤一股寒风,麻痹你盟友的痛苦。选择范围内最多三个生物。每个生物在持续时间内获得 3d8 临时生命值。当一个生物具有这些生命值时,如果它进行体质豁免检定,它就会在检定中获得优势。当你使用 5 环或更高环阶的法术位施放此法术时,每高于 4 环的法术位环阶,临时生命值就会增加 1d8。
Spell/&BlessingOfRimeTitle=雾凇祝福
-Spell/&BrainBulwarkDescription=在此期间,你或范围内你能看到的一个自愿生物对精神伤害具有抵抗力,并且免疫魅惑、恐惧、恐惧、心智支配和精神控制的状态。
+Spell/&BrainBulwarkDescription=在此期间,你或范围内你能看到的一个自愿生物对心灵伤害有抗性,并且免疫魅惑、恐慌、害怕、心智支配和精神控制的状态。
Spell/&BrainBulwarkTitle=心智屏障
-Spell/&ForestGuardianDescription=自然之灵会响应你的召唤,将你转变为强大的守护者。转变会持续到法术结束为止。你可以选择野兽或树形态。
-Spell/&ForestGuardianTitle=森林守护者
-Spell/&GravitySinkholeDescription=一个半径为 20 尺的破碎球体会在你可以看到的范围内的某个点形成,并拖拽那里的生物。球体中的每个生物都必须进行一次体质豁免。如果豁免失败,该生物会受到 5d10 力场伤害,并被沿直线拉向球体中心,最后到达一个尽可能靠近中心的未占据空间。如果豁免成功,该生物会受到一半的伤害并且不会被拉走。当你使用 5 级或更高等级的法术位施放此法术时,每高于 4 级的法术位等级,伤害增加1d10。
+Spell/&ForestGuardianDescription=自然之灵会响应你的召唤,将你转变为强大的守护者。转变会持续到法术结束为止。你可以选择兽林守护者或森林守护者形态。
+Spell/&ForestGuardianTitle=自然守护者
+Spell/&GravitySinkholeDescription=一个半径为 20 尺的破碎球体会在你可以看到的范围内的某个点形成,并拖拽那里的生物。球体中的每个生物都必须进行一次体质豁免。如果豁免失败,该生物会受到 5d10 力场伤害,并被沿直线拉向球体中心,最后到达一个尽可能靠近中心的未占据空间。如果豁免成功,该生物会受到一半的伤害并且不会被拉走。当你使用 5 环或更高环阶的法术位施放此法术时,每高于 4 环的法术位环阶,伤害增加1d10。
Spell/&GravitySinkholeTitle=引力裂沟
Spell/&IrresistiblePerformanceDescription=你将一首歌曲编织到空中,让听到它的人为它的壮丽而鼓掌。30 尺立方体范围内你选择的所有生物都必须进行魅力豁免检定,否则将被迫拍手喊叫,直到你的下回合开始。被你魅惑的生物总是无法通过豁免检定。拍手的生物不能执行任何需要用手或嘴的动作,但可以正常行动。该法术对免疫魅惑的生物没有效果。
Spell/&IrresistiblePerformanceTitle=动人演出
-Spell/&PsychicLanceDescription=你从前额向范围内你能看到的生物释放出一道闪烁着灵能之力的长矛。它必须在智力豁免检定中成功,否则会受到 7d6 精神伤害并丧失行动能力,直到你的下一回合结束。豁免成功后,该生物会受到一半伤害并且不会丧失行动能力。在更高的层次上。当你使用 4 级或更高等级的法术位施放此法术时,每高于 4 级的法术位等级,伤害就会增加 1d6。
-Spell/&PsychicLanceTitle=心灵之枪
+Spell/&PsychicLanceDescription=你从前额向范围内你能看到的生物释放出一道闪烁着灵能之力的长矛。它必须在智力豁免检定中成功,否则会受到 7d6 心灵伤害并失能,直到你的下一回合结束。豁免成功后,该生物会受到一半伤害并且不会失能。在更高的层次上。当你使用 4 环或更高环阶的法术位施放此法术时,每高于 4 环的法术位环阶,伤害就会增加 1d6。
+Spell/&PsychicLanceTitle=劳洛希姆心灵长枪
Spell/&StaggeringSmiteDescription=在此法术的持续时间内,下次你用武器攻击命中一个生物时,你的武器会刺穿身体和心灵,并且攻击会对目标造成额外的 4d6 心灵伤害。目标必须进行一次感知豁免。豁免失败时,它在攻击检定和能力检定上具有劣势,并且不能做出反应,直到它的下一轮结束。
-Spell/&StaggeringSmiteTitle=惊震斩
-Spell/&TreeForestGuardianDescription=你的皮肤看起来像树皮,头发上长出新芽,你将获得以下好处:\n• 你获得 10 点临时生命值。\n• 你在体质豁免检定中具有优势。\n• 你获得敏捷和智慧基于攻击检定的优势。\n• 距离你 30 尺内的生物必须进行一次力量豁免检定,否则会在法术持续时间内受到阻碍。他们可以在每个回合开始时重试保存。
-Spell/&TreeForestGuardianTitle=野生树
+Spell/&StaggeringSmiteTitle=惊惧斩
+Spell/&TreeForestGuardianDescription=你的皮肤看起来像树皮,头发上长出新芽,你将获得以下好处:\n• 你获得 10 点临时生命值。\n• 你在体质豁免检定中具有优势。\n• 你获得基于敏捷和感知的攻击检定优势。\n• 距离你 30 尺内的生物必须进行一次力量豁免检定,否则会在法术持续时间内受到阻碍。他们可以在每个回合开始时重投豁免检定。
+Spell/&TreeForestGuardianTitle=森林守护者
diff --git a/SolastaUnfinishedBusiness/Translations/zh-CN/Spells/Spells05-zh-CN.txt b/SolastaUnfinishedBusiness/Translations/zh-CN/Spells/Spells05-zh-CN.txt
index 533fcd7619..74ecced723 100644
--- a/SolastaUnfinishedBusiness/Translations/zh-CN/Spells/Spells05-zh-CN.txt
+++ b/SolastaUnfinishedBusiness/Translations/zh-CN/Spells/Spells05-zh-CN.txt
@@ -1,30 +1,30 @@
Condition/&ConditionFarStepDescription=你可以使用一个附赠动作将最远 60 尺传送到一个你能看到的未被占据的空间。
Condition/&ConditionFarStepTitle=渺远步
-Condition/&ConditionTelekinesisDescription=你可以用你的动作尝试通过重复比赛来保持对生物的心灵控制,或者瞄准一个新生物,结束对先前受影响的生物的束缚效果。
-Condition/&ConditionTelekinesisTitle=心灵传动
+Condition/&ConditionTelekinesisDescription=你可以用你的动作尝试通过重复对抗来维持对生物的心灵控制,或者瞄准一个新生物,结束对先前受影响的生物的束缚效果。
+Condition/&ConditionTelekinesisTitle=心灵遥控
Feature/&PowerSteelWhirlwindTeleportDescription=你可以传送到一个未占据的空间,你可以传送到一个未被占据的、你可以看到的、你命中活失手目标之一的 5 尺内的一处空间。
-Feature/&PowerSteelWhirlwindTeleportTitle=传送
+Feature/&PowerSteelWhirlwindTeleportTitle=传送术
Feedback/&AdditionalDamageBanishingSmiteFormat=放逐斩!
Feedback/&AdditionalDamageBanishingSmiteLine={0} 通过放逐斩对 {1} 造成更多伤害 (+{2})
Spell/&BanishingSmiteDescription=你的下一次攻击用你的武器造成额外的 5d10 力场伤害。此外,如果这次攻击将目标的生命值降低到 50 以下,你将其放逐 1 分钟。
Spell/&BanishingSmiteTitle=放逐斩
Spell/&CircleOfMagicalNegationDescription=神圣能量从你身上散发出来,扭曲并扩散你周围 30 尺范围内的魔法能量。直到法术结束之前,球体都会以你为中心与你一起移动。在此期间,该区域中的每个友方生物(包括你)在对抗法术和其他魔法效应的豁免检定上都具有优势。此外,当受影响的生物在对抗法术或魔法效应的豁免检定中成功时,如果它本来要受到一半伤害,则改为不会受到伤害。
-Spell/&CircleOfMagicalNegationTitle=法术否定之域
-Spell/&DivineWrathDescription=你轰击地面,产生一股神圣能量从你身上向外扩散。你在 30 尺范围内选择的每个生物都必须成功通过体质豁免检定,否则会受到 5d6 点雷霆伤害,以及 5d6 点光耀或暗蚀伤害,并被击倒。豁免检定成功的生物只会受到一半的伤害,并且不会被击倒。
-Spell/&DivineWrathNecroticDescription=你轰击地面,产生一股神圣能量从你身上向外扩散。你在 30 尺范围内选择的每个生物都必须成功通过体质豁免检定,否则会受到 5d6 点雷霆伤害,以及 5d6 点暗蚀伤害,并被击倒。豁免检定成功的生物只会受到一半的伤害,并且不会被击倒。
-Spell/&DivineWrathNecroticTitle=神圣之怒 [暗蚀]
-Spell/&DivineWrathRadiantDescription=你轰击地面,产生一股神圣能量从你身上向外扩散。你在 30 尺范围内选择的每个生物都必须成功通过体质豁免检定,否则会受到 5d6 点雷霆伤害,以及 5d6 点光耀伤害,并被击倒。豁免检定成功的生物只会受到一半的伤害,并且不会被击倒。
-Spell/&DivineWrathRadiantTitle=神圣之怒 [光耀]
+Spell/&CircleOfMagicalNegationTitle=原力法阵
+Spell/&DivineWrathDescription=你轰击地面,产生一股神圣能量从你身上向外扩散。你在 30 尺范围内选择的每个生物都必须成功通过体质豁免检定,否则会受到 5d6 点雷鸣伤害,以及 5d6 点光耀或黯蚀伤害,并被击倒。豁免检定成功的生物只会受到一半的伤害,并且不会被击倒。
+Spell/&DivineWrathNecroticDescription=你轰击地面,产生一股神圣能量从你身上向外扩散。你在 30 尺范围内选择的每个生物都必须成功通过体质豁免检定,否则会受到 5d6 点雷鸣伤害,以及 5d6 点黯蚀伤害,并被击倒。豁免检定成功的生物只会受到一半的伤害,并且不会被击倒。
+Spell/&DivineWrathNecroticTitle=神圣之怒(黯蚀)
+Spell/&DivineWrathRadiantDescription=你轰击地面,产生一股神圣能量从你身上向外扩散。你在 30 尺范围内选择的每个生物都必须成功通过体质豁免检定,否则会受到 5d6 点雷鸣伤害,以及 5d6 点光耀伤害,并被击倒。豁免检定成功的生物只会受到一半的伤害,并且不会被击倒。
+Spell/&DivineWrathRadiantTitle=神圣之怒(光耀)
Spell/&DivineWrathTitle=神圣之怒
Spell/&FarStepDescription=你传送到最远 60 尺的一个你能看到的未被占据的空间。在法术结束前的每个回合中,你都可以使用附赠动作再次以这种方式传送。
Spell/&FarStepTitle=渺远步
-Spell/&IncinerationDescription=火焰包围着范围内你能看到的一种生物。目标必须进行敏捷豁免检定。豁免失败会造成 8d6 火焰伤害,成功豁免则受到一半伤害。如果豁免失败,目标也会在法术持续时间内燃烧。燃烧的目标会在 30 英尺半径内发出明亮的光芒,并在额外 30 英尺的范围内发出昏暗的光芒,并在每个回合开始时受到 8d6 火焰伤害。
-Spell/&IncinerationTitle=焚灭术
-Spell/&MantleOfThornsDescription=用荆棘的光环包围自己。那些开始或穿过的人会受到 2d8 穿刺伤害。这种伤害在更高的等级上按每格 1d8 的比例增加。
+Spell/&IncinerationDescription=火焰包围着范围内你能看到的一种生物。目标必须进行敏捷豁免检定。豁免失败会造成 8d6 火焰伤害,成功豁免则受到一半伤害。如果豁免失败,目标也会在法术持续时间内燃烧。燃烧的目标会在 30 尺半径内发出明亮的光芒,并在额外 30 尺的范围内发出昏暗的光芒,并在每个回合开始时受到 8d6 火焰伤害。
+Spell/&IncinerationTitle=焚烧术
+Spell/&MantleOfThornsDescription=用荆棘的灵光包围自己。那些开始或穿过的人会受到 2d8 穿刺伤害。这种伤害在更高的环阶上按每环 1d8 的比例增加。
Spell/&MantleOfThornsTitle=荆棘披风
-Spell/&SonicBoomDescription=一个与气球颜色相近的小球体出现在你选择的范围内,随着一声砰然巨响,小球爆炸并释放出巨大的能量。半径30尺内的每个生物都必须进行一次力量豁免检定。豁免检定失败的目标被推到离中心30尺远的地方,并受到6d8的雷鸣伤害
+Spell/&SonicBoomDescription=一个与气球颜色相近的小球体出现在你选择的范围内,随着一声砰然巨响,小球爆炸并释放出巨大的能量。半径 30 尺内的每个生物都必须进行一次力量豁免检定。豁免检定失败的目标被推到离中心 30 尺远的地方,并受到 6d8 的雷鸣伤害
Spell/&SonicBoomTitle=鸣音爆
-Spell/&SteelWhirlwindDescription=你挥动施法时使用的武器,然后消失,像风一样攻击。选择范围内最多五个你可以看到的生物。对每个目标进行近战法术攻击。命中后,目标会受到 6d10 点力场伤害。然后,你可以传送到一个未被占据的、你可以看到的、你命中活失手目标之一的 5 尺内的一处空间。
+Spell/&SteelWhirlwindDescription=你挥动施法时使用的武器,然后消失,像风一样攻击。选择范围内最多五个你可以看到的生物。对每个目标进行近战法术攻击。命中后,目标会受到 6d10 点力场伤害。然后,你可以传送到一个未被占据的、你可以看到的、你命中或失手目标之一的 5 尺内的一处空间。
Spell/&SteelWhirlwindTitle=钢风斩
-Spell/&TelekinesisDescription=您可以尝试移动大型或更小的生物。用你的施法能力进行一次能力检定,并与该生物的力量检定进行对抗。如果你赢得了比赛,你可以将生物向任意方向移动30英尺,但不能超出该法术的范围。直到你的下一个回合结束之前,该生物都会被你的心灵遥感控制住。在随后的回合中,你可以使用你的动作来尝试通过重复比赛来保持对生物的心灵控制,或者瞄准一个新生物,结束对先前受影响的生物的束缚效果。
-Spell/&TelekinesisTitle=心灵传动
+Spell/&TelekinesisDescription=你可以尝试移动巨型或更小的生物。用你的施法属性进行一次属性检定,并与该生物的力量检定进行对抗。如果你赢得对抗,你可以将生物向任意方向移动 30 尺,但不能超出该法术的范围。直到你的下一个回合结束之前,该生物都会被你的心灵遥控抓握束缚。在随后的回合中,你可以使用你的动作来尝试通过重复对抗来维持对生物的心灵控制,或者瞄准一个新生物,结束对先前受影响的生物的束缚效果。
+Spell/&TelekinesisTitle=心灵遥控
diff --git a/SolastaUnfinishedBusiness/Translations/zh-CN/Spells/Spells06-zh-CN.txt b/SolastaUnfinishedBusiness/Translations/zh-CN/Spells/Spells06-zh-CN.txt
index 71984d90d2..54b098ca3d 100644
--- a/SolastaUnfinishedBusiness/Translations/zh-CN/Spells/Spells06-zh-CN.txt
+++ b/SolastaUnfinishedBusiness/Translations/zh-CN/Spells/Spells06-zh-CN.txt
@@ -1,21 +1,21 @@
-Condition/&ConditionHeroicInfusionDescription=你在魔法的推动下赋予自己耐力和军事实力。
-Condition/&ConditionHeroicInfusionTitle=张瑟变换
-Feature/&PowerRingOfBladesDescription=作为奖励动作,你可以使用你的一把刀锋环剑对距离你 60 英尺内的生物进行远程法术攻击。
-Feature/&PowerRingOfBladesTitle=刀锋之环
-Feedback/&AdditionalDamageHeroicInfusionFormat=坦瑟变身!
+Condition/&ConditionHeroicInfusionDescription=你以魔法为燃料赋予自己耐久和武艺。
+Condition/&ConditionHeroicInfusionTitle=谭森变形术
+Feature/&PowerRingOfBladesDescription=作为附赠动作,你可以使用你的一把剑刃之环塑造的剑对距离你 60 尺内的生物进行远程法术攻击。
+Feature/&PowerRingOfBladesTitle=剑刃之环
+Feedback/&AdditionalDamageHeroicInfusionFormat=谭森变形术!
Feedback/&AdditionalDamageHeroicInfusionLine={0}英勇地击中了{1}! (+{2})
-Spell/&FlashFreezeDescription=你试图将一个你能在范围内看到的生物关进坚固的冰牢里。目标必须进行敏捷豁免检定。如果豁免失败,目标会受到 10d6 的寒冷伤害,并被困在厚厚的冰层中。成功豁免后,目标将受到一半伤害并且不受限制。该法术只能对体型较大的生物使用。为了逃脱,被束缚的目标可以进行一次力量检定,作为对抗你的法术豁免 DC 的动作。成功后,目标将逃脱并不再受到限制。当你使用 7 环或更高等级的法术位施放此法术时,每高于 6 环的法术位等级,冰冷伤害就会增加2d6。
+Spell/&FlashFreezeDescription=你试图将一个你能在范围内看到的生物关进坚固的冰牢里。目标必须进行敏捷豁免检定。如果豁免失败,目标会受到 10d6 的冷冻伤害,并被束缚在厚厚的冰层中。成功豁免后,目标将受到一半伤害并且不受束缚。该法术只能对上限为大型体型的生物使用。为了逃脱,被束缚的目标可以一个动作进行一次力量检定,对抗你的法术豁免 DC。成功后,目标将逃脱并不再受到束缚。当你使用 7 环或更高环阶的法术位施放此法术时,每高于 6 环的法术位环阶,冷冻伤害就会增加 2d6。
Spell/&FlashFreezeTitle=急冻术
-Spell/&HeroicInfusionDescription=你赋予自己以魔法为燃料的耐力与武艺。在法术结束之前,你无法施展法术,并且你会获得以下好处:\n• 你获得 50 点临时生命值。如果法术结束时有未消耗的部分,则全部消失。\n• 你在使用简单武器和军用武器进行的攻击检定中具有优势。\n• 当你使用武器攻击击中目标时,该目标将受到额外的 2d12 力场伤害。\n• 你获得战士的护甲、武器和豁免熟练。\n• 当你在自己的回合中采取攻击动作时,你可以攻击两次,而不是一次。\n法术结束后,你必须立即通过 DC 15 的体质豁免检定,否则会遭受一级力竭。
-Spell/&HeroicInfusionTitle=张瑟变换
+Spell/&HeroicInfusionDescription=你赋予自己以魔法为燃料的耐力与武艺。在法术结束之前,你无法施展法术,并且你会获得以下好处:\n• 你获得 50 点临时生命值。如果法术结束时有未消耗的部分,则全部消失。\n• 你在使用简单武器和军用武器进行的攻击检定中具有优势。\n• 当你使用武器攻击击中目标时,该目标将受到额外的 2d12 力场伤害。\n• 你获得战士的护甲、武器和豁免熟练项。\n• 当你在自己的回合中采取攻击动作时,你可以攻击两次,而不是一次。\n法术结束后,你必须立即通过 DC 15 的体质豁免检定,否则会承受一级力竭。
+Spell/&HeroicInfusionTitle=谭森变形术
Spell/&MysticalCloakDescription=念出咒语,你可以利用下层位面或上层位面(你的选择)的魔法来改变自己。
-Spell/&MysticalCloakHigherPlaneDescription=你免疫辐射伤害和坏死伤害,免疫迷惑状态。你的AC获得+2加值,飞行速度为40英尺,额外攻击一次,所有攻击都是魔法的,并且当你在回合中采取攻击行动时,你可以使用你的法术能力属性而不是STR或DEX。
-Spell/&MysticalCloakHigherPlaneTitle=神秘斗篷:更高位面
-Spell/&MysticalCloakLowerPlaneDescription=你免疫火焰和毒药伤害,免疫中毒状态。你的AC获得+2加值,飞行速度为40英尺,额外攻击一次,所有攻击都是魔法的,并且当你在回合中采取攻击行动时,你可以使用你的法术能力属性而不是STR或DEX。
-Spell/&MysticalCloakLowerPlaneTitle=神秘斗篷:下位面
-Spell/&MysticalCloakTitle=神秘斗篷
-Spell/&PoisonWaveDescription=一股毒液浪潮从你身上爆发出来,吞噬附近的生物。法术半径内的每个生物都必须进行一次体质豁免检定,失败时受到 6d10 的毒素伤害,成功则只受到一半的伤害。豁免失败的生物也会中毒 1 分钟,并且可以在每个回合结束时重复豁免检定。当你使用 7 环或更高等级的法术位施放该法术时,每高于 6 级的法术位等级,伤害就会增加 1d10。
-Spell/&PoisonWaveTitle=毒液波
-Spell/&RingOfBladesDescription=作为奖励动作,你举起双手,召唤出周围的六把透明刀片。当你施放此法术时,并且作为后续每个回合的奖励动作,你可以向距离你 60 英尺内的生物投掷这些刀片中的一把。进行远程法术攻击。击中时,目标会受到 4d8 点力量伤害。当你使用7级或更高等级的法术位施放此法术时,每6级以上的法术位每增加1d8,每把剑的伤害都会增加1d8。
-Spell/&RingOfBladesTitle=回旋剑刃
-Tooltip/&MustBeLargeOrSmaller=必须是大尺寸或更小尺寸才能瞄准
+Spell/&MysticalCloakHigherPlaneDescription=你免疫光耀伤害和黯蚀伤害,免疫魅惑状态。你的护甲等级获得 +2 加值,飞行速度为 40 尺,额外攻击一次,所有攻击都带有魔法,并且当你在回合中进行一次武器攻击时,你可以使用你的施法属性代替力量或敏捷。
+Spell/&MysticalCloakHigherPlaneTitle=塔莎超凡形态:上层位面
+Spell/&MysticalCloakLowerPlaneDescription=你免疫火焰和毒素伤害,免疫中毒状态。你的护甲等级获得 +2 加值,飞行速度为 40 尺,额外攻击一次,所有攻击都带有魔法,并且当你在回合中进行一次武器攻击时,你可以使用你的施法属性代替力量或敏捷。
+Spell/&MysticalCloakLowerPlaneTitle=塔莎超凡形态:下层位面
+Spell/&MysticalCloakTitle=塔莎超凡形态
+Spell/&PoisonWaveDescription=一股毒液浪潮从你身上爆发出来,吞噬附近的生物。法术半径内的每个生物都必须进行一次体质豁免检定,失败时受到 6d10 的毒素伤害,成功则只受到一半的伤害。豁免失败的生物也会中毒 1 分钟,并且可以在每个回合结束时重投豁免检定。当你使用 7 环或更高环阶的法术位施放该法术时,每高于 6 环的法术位环阶,伤害就会增加 1d10。
+Spell/&PoisonWaveTitle=毒素波
+Spell/&RingOfBladesDescription=作为附赠动作,你举起双手,召唤出周围的六把透明剑刃。当你施放此法术时,并且作为后续每个回合的附赠动作,你可以向距离你 60 尺内的生物投掷这些剑刃中的一把。进行远程法术攻击。击中时,目标会受到 4d8 点力场伤害。当你使用 7 环或更高环阶的法术位施放此法术时,每 6 环以上的法术位每增加 1d8,每把剑的伤害都会增加 1d8。
+Spell/&RingOfBladesTitle=剑刃之环
+Tooltip/&MustBeLargeOrSmaller=必须是大型体型或更小体型才能瞄准
diff --git a/SolastaUnfinishedBusiness/Translations/zh-CN/Spells/Spells07-zh-CN.txt b/SolastaUnfinishedBusiness/Translations/zh-CN/Spells/Spells07-zh-CN.txt
index e154e62f10..d8d80c2532 100644
--- a/SolastaUnfinishedBusiness/Translations/zh-CN/Spells/Spells07-zh-CN.txt
+++ b/SolastaUnfinishedBusiness/Translations/zh-CN/Spells/Spells07-zh-CN.txt
@@ -1,4 +1,4 @@
-Condition/&ConditionReverseGravityDescription=被重力反转捕获。
-Condition/&ConditionReverseGravityTitle=重力反转
-Spell/&ReverseGravityDescription=该法术以范围内的一点为中心,在半径 50 尺、高 100 尺的圆柱体中反转重力。
-Spell/&ReverseGravityTitle=重力反转
+Condition/&ConditionReverseGravityDescription=被反转重力捕获。
+Condition/&ConditionReverseGravityTitle=反转重力
+Spell/&ReverseGravityDescription=该法术以施法距离内一点为中心,创造一个半径 50 尺、高 100 尺柱状的重力反转区域。
+Spell/&ReverseGravityTitle=反转重力
diff --git a/SolastaUnfinishedBusiness/Translations/zh-CN/Spells/Spells08-zh-CN.txt b/SolastaUnfinishedBusiness/Translations/zh-CN/Spells/Spells08-zh-CN.txt
index c68c64a6d2..9ab5b27284 100644
--- a/SolastaUnfinishedBusiness/Translations/zh-CN/Spells/Spells08-zh-CN.txt
+++ b/SolastaUnfinishedBusiness/Translations/zh-CN/Spells/Spells08-zh-CN.txt
@@ -1,4 +1,4 @@
-Condition/&ConditionMindBlankDescription=免疫精神伤害和魅惑状态。
-Condition/&ConditionMindBlankTitle=心灵壁障
-Spell/&MindBlankDescription=在法术结束之前,你接触的一个自愿生物免疫心灵伤害、任何能感知其情绪或阅读其思想的效果、占卜法术和魅惑状态。
-Spell/&MindBlankTitle=心灵壁障
+Condition/&ConditionMindBlankDescription=免疫心灵伤害和魅惑状态。
+Condition/&ConditionMindBlankTitle=心灵屏障
+Spell/&MindBlankDescription=在法术结束之前,你接触的一个自愿生物免疫心灵伤害、任何能感知其情绪或阅读其思想的效果、预言法术和魅惑状态。
+Spell/&MindBlankTitle=心灵屏障
diff --git a/SolastaUnfinishedBusiness/Translations/zh-CN/Spells/Spells09-zh-CN.txt b/SolastaUnfinishedBusiness/Translations/zh-CN/Spells/Spells09-zh-CN.txt
index c4bc65a602..b9a883899b 100644
--- a/SolastaUnfinishedBusiness/Translations/zh-CN/Spells/Spells09-zh-CN.txt
+++ b/SolastaUnfinishedBusiness/Translations/zh-CN/Spells/Spells09-zh-CN.txt
@@ -1,22 +1,22 @@
Condition/&ConditionForesightDescription=在所有攻击检定、能力检定和豁免检定上具有优势。其他生物在攻击检定上有劣势。
Condition/&ConditionForesightTitle=预警术
Condition/&ConditionTimeStopDescription=受影响生物的时间被冻结。
-Condition/&ConditionTimeStopTitle=时间停止
-Condition/&ConditionWeirdDescription=受惊。在每个回合结束时,进行一次感知豁免。失败时,受到 4d10 精神伤害。成功时,此条件结束。
+Condition/&ConditionTimeStopTitle=时间被停止
+Condition/&ConditionWeirdDescription=受惊。在每个回合结束时,进行一次感知豁免。失败时,受到 4d10 心灵伤害。成功时,此条件结束。
Condition/&ConditionWeirdTitle=怪影杀手
Spell/&ForesightDescription=你接触一个自愿的生物并赋予其有限的能力来预见不久的将来。在此期间,目标不会被突袭并且在攻击检定、能力检定和豁免检定上具有优势。此外,其他生物在持续时间内对目标的攻击检定具有劣势。
Spell/&ForesightTitle=预警术
-Spell/&MassHealDescription=一股治疗能量的洪流从你身上流向你周围受伤的生物。你为范围内你能看到的 6 个生物各恢复 120 点生命值。被此法术治愈的生物也可以治愈所有疾病和任何使他们失明或失聪的效果。该法术对不死生物或构装生物没有影响。
-Spell/&MassHealTitle=群体治疗
+Spell/&MassHealDescription=一股治疗能量的洪流从你身上流向你周围受伤的生物。你为范围内你能看到的 6 个生物各恢复 120 点生命值。被此法术治愈的生物也可以治愈所有疾病和任何使他们目盲或耳聋的效果。该法术对不死生物或构装生物没有影响。
+Spell/&MassHealTitle=群体医疗术
Spell/&MeteorSwarmSingleTargetDescription=炽热的火球在射程内你能看到的一个点坠落到地面。以你选择的点为中心的 40 尺半径球体中的每个生物都必须进行一次敏捷豁免。球体围绕角落展开。一个生物在豁免失败时受到 20d6 火焰伤害和 20d6 钝击伤害,或者在豁免成功时受到一半的伤害。处于多个火球范围内的生物只会受到一次影响。
Spell/&MeteorSwarmSingleTargetTitle=流星爆
-Spell/&PowerWordHealDescription=一股治疗能量的波浪冲刷着你接触的生物。目标恢复所有生命值。如果该生物被魅惑、恐惧、麻痹或震慑,则该状态结束。如果该生物是俯卧的,它可以使用它的反应站起来。该法术对不死生物或构装生物没有影响。
-Spell/&PowerWordHealTitle=律令:疗愈
-Spell/&PowerWordKillDescription=你说出一个能迫使范围内你能看到的生物立即死亡的力量话语。如果你选择的生物的生命值不超过 100,它就会死去。否则,该法术无效。
-Spell/&PowerWordKillTitle=律令:死亡
+Spell/&PowerWordHealDescription=一股治疗能量的波浪冲刷着你接触的生物。目标恢复所有生命值。如果该生物被魅惑、恐慌、麻痹或震慑,则该状态结束。如果该生物是倒地的,它可以使用它的反应站起来。该法术对不死生物或构装生物没有影响。
+Spell/&PowerWordHealTitle=律令医疗
+Spell/&PowerWordKillDescription=你说出一个能迫使范围内你能看到的生物立即死亡的威力满溢的单词。如果你选择的生物的生命值不超过 100,它就会死去。否则,该法术无效。
+Spell/&PowerWordKillTitle=律令死亡
Spell/&ShapechangeDescription=你在持续时间内呈现出不同生物的形态。新形态可以是挑战等级等于或低于你等级的任何生物。
-Spell/&ShapechangeTitle=变形
-Spell/&TimeStopDescription=你为除了你自己之外的所有人短暂地停止了时间的流动。其他生物没有时间流逝,而你连续进行 1d4 + 1 轮,在此期间你可以正常使用动作和移动。
-Spell/&TimeStopTitle=等待时间
-Spell/&WeirdDescription=利用一群生物最深的恐惧,你在他们的脑海中创造出只有他们才能看到的虚幻生物。以射程内你选择的一点为中心的 30 尺半径球体中的每个生物都必须进行一次感知豁免。豁免失败的生物会在持续时间内变得恐惧。幻象唤起该生物最深的恐惧,将其最糟糕的噩梦表现为无情的威胁。在受惊生物的每个回合结束时,它必须成功进行一次感知豁免,否则将受到 4d10 心灵伤害。豁免成功后,该生物的法术结束。
+Spell/&ShapechangeTitle=形体变化
+Spell/&TimeStopDescription=你为除了你自己之外的所有人短暂地停止了时间的流动。其他生物没有时间流逝,而你连续进行 1d4 + 1 个回合,在此期间你可以正常使用动作和移动。
+Spell/&TimeStopTitle=时间停止
+Spell/&WeirdDescription=利用一群生物最深的恐惧,你在他们的脑海中创造出只有他们才能看到的虚幻生物。以射程内你选择的一点为中心的 30 尺半径球体中的每个生物都必须进行一次感知豁免。豁免失败的生物会在持续时间内变得恐慌。幻象唤起该生物最深的恐惧,将其最糟糕的噩梦表现为无情的威胁。在受惊生物的每个回合结束时,它必须成功进行一次感知豁免,否则将受到 4d10 心灵伤害。豁免成功后,该生物的法术结束。
Spell/&WeirdTitle=怪影杀手
diff --git a/SolastaUnfinishedBusiness/Translations/zh-CN/SubClasses/CircleOfTheCosmos-zh-CN.txt b/SolastaUnfinishedBusiness/Translations/zh-CN/SubClasses/CircleOfTheCosmos-zh-CN.txt
index 6c5c640c68..f076ed4993 100644
--- a/SolastaUnfinishedBusiness/Translations/zh-CN/SubClasses/CircleOfTheCosmos-zh-CN.txt
+++ b/SolastaUnfinishedBusiness/Translations/zh-CN/SubClasses/CircleOfTheCosmos-zh-CN.txt
@@ -18,6 +18,8 @@ Feature/&PowerCircleOfTheCosmosChaliceDescription=你或你周围 30 尺内的
Feature/&PowerCircleOfTheCosmosChaliceTitle=巨爵座
Feature/&PowerCircleOfTheCosmosCosmosOmenDescription=你学习使用你的星图来占卜宇宙的意志。每当你完成长休时,你都可以自由使用能力,并且在完成下一次长休之前,你可以根据你在骰子上掷出的数字是偶数还是奇数来获得特殊反应能力:\n。吉兆:每当你在 30 尺内看到的一个生物即将进行攻击检定或豁免检定时,你可以使用你的反应来投掷 d6,并将结果加入到检定结果中。\n。凶兆:每当你在 30 尺内看到的一个生物即将进行攻击检定或豁免检定时,你可以使用你的反应来投掷 d6,并将结果从检定结果中减去。
Feature/&PowerCircleOfTheCosmosCosmosOmenTitle=宇宙预兆
+Feature/&PowerCircleOfTheCosmosDisableConstellationFormDescription=以一个自由动作,你可以恢复你的星空形态。
+Feature/&PowerCircleOfTheCosmosDisableConstellationFormTitle=恢复星空形态
Feature/&PowerCircleOfTheCosmosDragonConstellationFormDescription=一个智慧巨龙的星座于你身上浮现。当你进行一次智力或感知检定,或是进行一次体质豁免来维持法术专注时,你可以将 d20 中 9 或以下的骰值视为10。
Feature/&PowerCircleOfTheCosmosDragonConstellationFormTitle=天龙座
Feature/&PowerCircleOfTheCosmosSwitchConstellationFormDescription=如果您尚未移动或使用任何附赠或主要动作,你可以切换星耀形态。
@@ -45,5 +47,5 @@ Reaction/&SpendPowerWoeCosmosOmenSavingDescription={0} 成功对抗 {1} 的豁
Reaction/&SpendPowerWoeCosmosOmenSavingReactDescription=投掷 D6 来通过豁免检定来分散敌人的注意力。
Reaction/&SpendPowerWoeCosmosOmenSavingReactTitle=凶兆
Reaction/&SpendPowerWoeCosmosOmenSavingTitle=宇宙预兆:凶兆
-Subclass/&CircleOfTheCosmosDescription=宇宙结社让德鲁伊能够利用星光的力量。这些德鲁伊自远古以来就一直在追寻星空的奥妙,发现隐藏在星座中的秘密。通过揭示和理解这些秘密,宇宙结社试图利用恒星的力量。
-Subclass/&CircleOfTheCosmosTitle=宇宙结社
+Subclass/&CircleOfTheCosmosDescription=星辰结社让德鲁伊能够利用星光的力量。这些德鲁伊自远古以来就一直在追寻星空的奥妙,发现隐藏在星座中的秘密。通过揭示和理解这些秘密,星辰结社试图利用恒星的力量。
+Subclass/&CircleOfTheCosmosTitle=星辰结社
diff --git a/SolastaUnfinishedBusiness/Translations/zh-CN/SubClasses/CircleOfTheNight-zh-CN.txt b/SolastaUnfinishedBusiness/Translations/zh-CN/SubClasses/CircleOfTheNight-zh-CN.txt
index 2845f9882d..8364d251c6 100644
--- a/SolastaUnfinishedBusiness/Translations/zh-CN/SubClasses/CircleOfTheNight-zh-CN.txt
+++ b/SolastaUnfinishedBusiness/Translations/zh-CN/SubClasses/CircleOfTheNight-zh-CN.txt
@@ -2,7 +2,7 @@ Feature/&FeatureSetCircleOfTheNightElementalFormsDescription=在第 10 级时,
Feature/&FeatureSetCircleOfTheNightElementalFormsTitle=元素形态
Feature/&FeatureSetCircleOfTheNightMonstrousFormsDescription=在第 14 级,你可以花费 1 次荒野形态的使用次数以变成猩红蜘蛛或牛头怪精英。
Feature/&FeatureSetCircleOfTheNightMonstrousFormsTitle=怪物形态
-Feature/&PowerCircleOfTheNightPrimalStrikeDescription=从第 6 级开始,为了克服对非魔法攻击和伤害的抵抗力和免疫力,你在野兽形态下的攻击算作魔法攻击。你也可以变身为野兽,挑战等级等于你的德鲁伊等级除以 3,向下取整。
+Feature/&PowerCircleOfTheNightPrimalStrikeDescription=从第 6 级开始,为了克服对非魔法攻击和伤害的抗性和免疫,你在野兽形态下的攻击算作魔法攻击。你也可以变身为野兽,挑战等级等于你的德鲁伊等级除以 3,向下取整。
Feature/&PowerCircleOfTheNightPrimalStrikeTitle=原初打击
Feature/&PowerCircleOfTheNightWildShapeCombatDescription=你结社的仪式使你能够更快地转变为更危险的动物形态。你使用附赠动作而非主要动作使用荒野形态,并且可选的野兽种类更加丰富。
Feature/&PowerCircleOfTheNightWildShapeCombatTitle=战斗荒野形态
@@ -18,7 +18,7 @@ Monster/&WildShapeDireBearDescription=杂食性凶暴熊通常不会打扰试图
Monster/&WildShapeDireBearTitle=凶暴熊
Monster/&WildShapeMinotaurEliteDescription=灰鬃牛头人作为优秀的战士出现并接受额外的训练,足以掌握致命的技能,甚至比他们的兄弟更有力量和力量。
Monster/&WildShapeMinotaurEliteTitle=灰鬃牛头人
-Monster/&WildShapeWaterElementalDescription=水元素是由3000加仑的水组成的不断旋转、令人窒息的水流。
+Monster/&WildShapeWaterElementalDescription=水元素是由 3000 加仑的水组成的不断旋转、令人窒息的水流。
Monster/&WildShapeWaterElementalTitle=水元素
-Subclass/&CircleOfTheNightDescription=暗夜结社的德鲁伊是荒野的凶猛守卫。他们命令派系成员在满月下聚集,分享消息和警示。他们出没在荒野的最深处,在那里他们可能会连续几周都无法与另一个类人生物相遇,更不用说另一个德鲁伊了。
-Subclass/&CircleOfTheNightTitle=暗夜结社
+Subclass/&CircleOfTheNightDescription=月亮结社的德鲁伊是荒野的凶猛守卫。他们命令派系成员在满月下聚集,分享消息和警示。他们出没在荒野的最深处,在那里他们可能会连续几周都无法与另一个类人生物相遇,更不用说另一个德鲁伊了。
+Subclass/&CircleOfTheNightTitle=月亮结社
diff --git a/SolastaUnfinishedBusiness/Translations/zh-CN/SubClasses/CollegeOfAudacity-zh-CN.txt b/SolastaUnfinishedBusiness/Translations/zh-CN/SubClasses/CollegeOfAudacity-zh-CN.txt
index 742076158c..0881b4edc7 100644
--- a/SolastaUnfinishedBusiness/Translations/zh-CN/SubClasses/CollegeOfAudacity-zh-CN.txt
+++ b/SolastaUnfinishedBusiness/Translations/zh-CN/SubClasses/CollegeOfAudacity-zh-CN.txt
@@ -1,14 +1,14 @@
-Action/&AudaciousWhirlToggleDescription=激活/停用无畏旋舞
-Action/&AudaciousWhirlToggleTitle=无畏旋舞
+Action/&AudaciousWhirlToggleDescription=激活/停用剑舞旋舞
+Action/&AudaciousWhirlToggleTitle=剑舞旋舞
Action/&MasterfulWhirlToggleDescription=激活/停用旋舞大师
Action/&MasterfulWhirlToggleTitle=旋舞大师
Feature/&AttributeModifierCollegeOfAudacityDefensiveWhirlDescription=旋舞骰值添加到护甲等级。
Feature/&AttributeModifierCollegeOfAudacityDefensiveWhirlTitle=守御旋舞
Feature/&FeatureSetCollegeOfAudacityAudaciousWhirlDescription=每当你在回合中采取攻击动作时,你的步行速度都会增加 10 尺,直到回合结束,如果你在此动作中进行的武器攻击击中了生物,你可以花费一次诗人激励。伤害等于你在诗人激励骰上掷出的数值。你还可以选择特定的策略:\n• 守御旋舞:你可以将诗人激励骰子添加到你的 AC 中,直到下一回合开始。\n• 乱击旋舞:你对你周围 5 尺内的所有其他敌方生物造成额外伤害。\n• 推击旋舞:你获得撤离的好处,直到你的回合结束。
-Feature/&FeatureSetCollegeOfAudacityAudaciousWhirlTitle=无畏旋舞
+Feature/&FeatureSetCollegeOfAudacityAudaciousWhirlTitle=剑舞旋舞
Feature/&FeatureSetCollegeOfAudacityBonusProficienciesDescription=你获得中甲和弯刀熟练项。你还可以使用武器作为吟游诗人法术的法器。
Feature/&FeatureSetCollegeOfAudacityBonusProficienciesTitle=附赠熟练项
-Feature/&FeatureSetCollegeOfAudacityMasterfulWhirlDescription=每当你使用“无畏旋舞”能力时,你都可以掷出 D6 并使用它,而不是花费诗人激励骰。
+Feature/&FeatureSetCollegeOfAudacityMasterfulWhirlDescription=每当你使用“剑舞旋舞”能力时,你都可以掷出 D6 并使用它,而不是花费诗人激励骰。
Feature/&FeatureSetCollegeOfAudacityMasterfulWhirlTitle=旋舞大师
Feature/&FightingStyleChoiceCollegeOfAudacityDescription=你采用一种特定的战斗风格作为你的专精。选择对决或双武器战斗。
Feature/&FightingStyleChoiceCollegeOfAudacityTitle=战斗风格
@@ -22,5 +22,5 @@ Reaction/&ReactionSpendPowerBundlePowerCollegeOfAudacityAudaciousWhirlDescriptio
Reaction/&ReactionSpendPowerBundlePowerCollegeOfAudacityAudaciousWhirlReactDescription=旋舞
Reaction/&ReactionSpendPowerBundlePowerCollegeOfAudacityAudaciousWhirlReactTitle=旋舞
Reaction/&ReactionSpendPowerBundlePowerCollegeOfAudacityAudaciousWhirlTitle=旋舞
-Subclass/&CollegeOfAudacityDescription=无畏学院的吟游诗人通过大胆的武器技巧来娱乐。他们表演吞剑、扔刀、杂耍、模拟格斗等特技。尽管他们使用武器来娱乐,但他们本身也是训练有素、技术精湛的战士。
-Subclass/&CollegeOfAudacityTitle=无畏学院
+Subclass/&CollegeOfAudacityDescription=剑舞学院的吟游诗人通过大胆的武器技巧来娱乐。他们表演吞剑、扔刀、杂耍、模拟格斗等特技。尽管他们使用武器来娱乐,但他们本身也是训练有素、技术精湛的战士。
+Subclass/&CollegeOfAudacityTitle=剑舞学院
diff --git a/SolastaUnfinishedBusiness/Translations/zh-CN/SubClasses/DomainDefiler-zh-CN.txt b/SolastaUnfinishedBusiness/Translations/zh-CN/SubClasses/DomainDefiler-zh-CN.txt
index 384e786437..3368b360bd 100644
--- a/SolastaUnfinishedBusiness/Translations/zh-CN/SubClasses/DomainDefiler-zh-CN.txt
+++ b/SolastaUnfinishedBusiness/Translations/zh-CN/SubClasses/DomainDefiler-zh-CN.txt
@@ -4,7 +4,7 @@ Feature/&AdditionalDamageDomainDefilerDivineStrikeDescription=每回合一次,
Feature/&AdditionalDamageDomainDefilerDivineStrikeTitle=神圣打击
Feature/&AutoPreparedSpellsDomainDefilerDyingLightDescription=你学习了 死亡法阵 和 死亡一指 法术,并将其添加到已知法术列表中。它们总是做好准备的,不计入你准备的法术限制,并且被视为你的牧师法术。每当你造成黯蚀伤害时,你都可以造成最大伤害而无需掷骰。每次长时间休息可以使用此特性一次。
Feature/&AutoPreparedSpellsDomainDefilerDyingLightTitle=垂死光芒
-Feature/&BonusCantripDomainDefilerDescription=获得奖励戏法 Wrack。
+Feature/&BonusCantripDomainDefilerDescription=获得奖励戏法 折磨术。
Feature/&BonusCantripDomainDefilerTitle=戏法奖励
Feature/&DamageAffinityDomainDefilerBeaconOfCorruptionDescription=你获得对黯蚀伤害的抗性,并且你的法术和特性造成的黯蚀伤害会忽略对黯蚀伤害的抗性。
Feature/&DamageAffinityDomainDefilerBeaconOfCorruptionTitle=腐败信标
@@ -12,7 +12,7 @@ Feature/&DamageAffinityDomainDefilerDivineImmunityDescription=你免疫黯蚀伤
Feature/&DamageAffinityDomainDefilerDivineImmunityTitle=神圣免疫
Feature/&FeatureDomainDefilerInsidiousDeathMagicDescription=你通过法术、能力或武器对其造成黯蚀伤害的生物在等于你牧师等级一半(向上取整)的轮数内无法治愈,如果是神圣打击,则在 6 轮内无法治愈。
Feature/&FeatureDomainDefilerInsidiousDeathMagicTitle=阴险死亡魔法
-Feature/&PowerDomainDefilerDefileLifeDescription=在你周围释放一股黯蚀能量。 30英尺半径内的每个非不死敌对生物都必须进行一次体质豁免。受影响的生物在豁免检定失败时会受到 2d10 + 牧师等级的黯蚀伤害,而在豁免检定成功时则受到一半的伤害。
+Feature/&PowerDomainDefilerDefileLifeDescription=在你周围释放一股黯蚀能量。 30 尺半径内的每个非不死敌对生物都必须进行一次体质豁免。受影响的生物在豁免检定失败时会受到 2d10 + 牧师等级的黯蚀伤害,而在豁免检定成功时则受到一半的伤害。
Feature/&PowerDomainDefilerDefileLifeTitle=玷污生命
Feature/&PowerDomainDefilerDyingLightDescription=每当你造成黯蚀伤害时,你都可以造成最大伤害而无需掷骰。每次长时间休息可以使用此特性一次。
Feature/&PowerDomainDefilerDyingLightTitle=垂死光芒
diff --git a/SolastaUnfinishedBusiness/Translations/zh-CN/SubClasses/DomainSmith-zh-CN.txt b/SolastaUnfinishedBusiness/Translations/zh-CN/SubClasses/DomainSmith-zh-CN.txt
index 357f76e949..6a3df46af8 100644
--- a/SolastaUnfinishedBusiness/Translations/zh-CN/SubClasses/DomainSmith-zh-CN.txt
+++ b/SolastaUnfinishedBusiness/Translations/zh-CN/SubClasses/DomainSmith-zh-CN.txt
@@ -1,20 +1,20 @@
-Condition/&ConditionDomainSmithAdamantBenedictionDescription=你的盔甲强化为精金,暴击伤害减半。
-Condition/&ConditionDomainSmithAdamantBenedictionTitle=精金盔甲
+Condition/&ConditionDomainSmithAdamantBenedictionDescription=你的护甲强化为精金,暴击伤害减半。
+Condition/&ConditionDomainSmithAdamantBenedictionTitle=精金护甲
Feature/&AdditionalDamageDomainSmithDivineStrikeDescription=每回合一次,武器攻击造成 +1d8 火焰伤害。该伤害在 14 级时增加至 2d8。
Feature/&AdditionalDamageDomainSmithDivineStrikeTitle=神圣打击
-Feature/&AttributeModifierDomainSmithForgeMasteryDescription=获得火焰抗性并在穿着盔甲时获得 +1 护甲等级。
+Feature/&AttributeModifierDomainSmithForgeMasteryDescription=获得火焰抗性并在穿着护甲时获得 +1 护甲等级。
Feature/&AttributeModifierDomainSmithForgeMasteryTitle=精通锻造
-Feature/&AttributeModifierDomainSmithReinforceArmorDescription=这件盔甲已经过强化,提供额外的 +{0} 护甲等级。
-Feature/&AttributeModifierDomainSmithReinforceArmorTitle=强化
+Feature/&AttributeModifierDomainSmithReinforceArmorDescription=这件护甲已经过加固,提供额外的 +{0} 护甲等级。
+Feature/&AttributeModifierDomainSmithReinforceArmorTitle=加固
Feature/&BonusProficiencyDomainSmithArtisanToolTypeDescription=你获得铁匠工具熟练项。
Feature/&BonusProficiencyDomainSmithArtisanToolTypeTitle=铁匠工具熟练
Feature/&BonusProficiencyDomainSmithDescription=你获得重甲熟练项。
Feature/&BonusProficiencyDomainSmithTitle=重甲熟练
-Feature/&FeatureDomainSmithBlessedMetalDescription=你和金属与火焰的联系加深。穿着盔甲时,你获得以下增益:\n• 你免疫火焰伤害。\n• 你对非魔法攻击的钝击、穿刺和挥砍伤害具有抗性。
+Feature/&FeatureDomainSmithBlessedMetalDescription=你和金属与火焰的联系加深。穿着护甲时,你获得以下增益:\n• 你免疫火焰伤害。\n• 你对非魔法攻击的钝击、穿刺和挥砍伤害具有抗性。
Feature/&FeatureDomainSmithBlessedMetalTitle=祝福金属
-Feature/&PowerDomainSmithAdamantBenedictionDescription=使用一个动作,增强 30 尺半径内盟友的护甲。他们的盔甲获得精金盔甲的力量,在 1 分钟内免疫重击。
+Feature/&PowerDomainSmithAdamantBenedictionDescription=使用一个动作,增强 30 尺半径内盟友的护甲。他们的护甲获得精金护甲的力量,在 1 分钟内免疫重击。
Feature/&PowerDomainSmithAdamantBenedictionTitle=坚定的祝福
-Feature/&PowerDomainSmithReinforceArmorDescription=每次短休一次,你可以强化一件非魔法盔甲或盾牌。被强化的物体获得额外的 +{0} 护甲等级。
-Feature/&PowerDomainSmithReinforceArmorTitle=强化护甲
+Feature/&PowerDomainSmithReinforceArmorDescription=每次短休一次,你可以加固一件非魔法护甲或盾牌。被加固的物体获得额外的 +{0} 护甲等级。
+Feature/&PowerDomainSmithReinforceArmorTitle=加固护甲
Subclass/&DomainSmithDescription=通过钢铁和锻造来引导他们的信仰的神圣铁匠。加强盟友装甲并重装自己。
-Subclass/&DomainSmithTitle=工匠领域
+Subclass/&DomainSmithTitle=锻造领域
diff --git a/SolastaUnfinishedBusiness/Translations/zh-CN/SubClasses/MartialRoyalKnight-zh-CN.txt b/SolastaUnfinishedBusiness/Translations/zh-CN/SubClasses/MartialRoyalKnight-zh-CN.txt
index e00019b115..8b5facc867 100644
--- a/SolastaUnfinishedBusiness/Translations/zh-CN/SubClasses/MartialRoyalKnight-zh-CN.txt
+++ b/SolastaUnfinishedBusiness/Translations/zh-CN/SubClasses/MartialRoyalKnight-zh-CN.txt
@@ -1,17 +1,17 @@
Feature/&FeatureSetRoyalKnightRoyalEnvoyDescription=从第 3 级开始,将你熟练加值的一半加到你进行的任何没有使用你熟练加值的魅力检定上。此外,你获得魅力豁免熟练项。
Feature/&FeatureSetRoyalKnightRoyalEnvoyTitle=皇家特使
-Feature/&PowerRoyalKnightInspiringProtectionDescription=从第 15 级开始,你的行动会激励其他人继续战斗。当你在 60 尺范围内看到你的一个盟友豁免失败时,你可以用你的反应让他重新进行豁免。每次长休可以使用该特性 3 次。
-Feature/&PowerRoyalKnightInspiringProtectionTitle=激励守护
+Feature/&PowerRoyalKnightInspiringProtectionDescription=从第 15 级开始,你的行动会振奋其他人继续战斗。当你在 60 尺范围内看到你的一个盟友豁免失败时,你可以用你的反应让他重新进行豁免。每次长休可以使用该特性 3 次。
+Feature/&PowerRoyalKnightInspiringProtectionTitle=振奋守护
Feature/&PowerRoyalKnightInspiringSurgeDescription=从第 10 级开始,你可以使用一个附赠动作为盟友增加一个主要动作,持续 1 回合,每次短休后可以使用 1 次。
-Feature/&PowerRoyalKnightInspiringSurgeTitle=激励如潮
+Feature/&PowerRoyalKnightInspiringSurgeTitle=振奋之潮
Feature/&PowerRoyalKnightRallyingCryDescription=从第 3 级开始,你可以将你的“回气”替换为更强大的特性,能回复相当于你战士等级 4 倍的生命值,并将其平均分配给 30 尺内的一个或多个盟友。
-Feature/&PowerRoyalKnightRallyingCryTitle=集结呐喊
-Feature/&PowerRoyalKnightSpiritedSurgeDescription=从 18 级开始,你的激励如潮也会在 1 回合内给予盟友攻击,豁免和属性检定优势。
-Feature/&PowerRoyalKnightSpiritedSurgeTitle=精神如潮
+Feature/&PowerRoyalKnightRallyingCryTitle=重整姿态
+Feature/&PowerRoyalKnightSpiritedSurgeDescription=从 18 级开始,你的振奋之潮也会在 1 回合内给予盟友攻击,豁免和属性检定优势。
+Feature/&PowerRoyalKnightSpiritedSurgeTitle=奋力之潮
Reaction/&SpendPowerRoyalKnightInspiringProtectionDescriptionAlly={0} 豁免检定对抗 {1}的{2}失败。你可以使用你的反应即兴帮助他,重新进行豁免掷骰。
Reaction/&SpendPowerRoyalKnightInspiringProtectionDescriptionSelf={0} 豁免检定对抗 {1}的{2}失败。你可以使用你的反应即兴帮助他,重新进行豁免掷骰。
Reaction/&SpendPowerRoyalKnightInspiringProtectionReactDescription=使用这个能力帮助盟友重新掷骰。
-Reaction/&SpendPowerRoyalKnightInspiringProtectionReactTitle=激励守护
-Reaction/&SpendPowerRoyalKnightInspiringProtectionTitle=激励守护
-Subclass/&MartialRoyalKnightDescription=一个通过在战斗中做出勇敢的事迹来激发他人的伟大骑士。皇家骑士是一名技术娴熟的战士,但领导一队盟友甚至可以将装备最差的民兵变成一支凶猛的战队。
-Subclass/&MartialRoyalKnightTitle=皇家骑士
+Reaction/&SpendPowerRoyalKnightInspiringProtectionReactTitle=振奋守护
+Reaction/&SpendPowerRoyalKnightInspiringProtectionTitle=振奋守护
+Subclass/&MartialRoyalKnightDescription=一名通过在战斗中做出勇敢的事迹来激发他人的伟大骑士。旗将是一名技艺娴熟的战士,但领导一队盟友甚至可以将装备最差的民兵变成一支激昂的战斗团队。
+Subclass/&MartialRoyalKnightTitle=旗将
diff --git a/SolastaUnfinishedBusiness/Translations/zh-CN/SubClasses/MartialSpellShield-zh-CN.txt b/SolastaUnfinishedBusiness/Translations/zh-CN/SubClasses/MartialSpellShield-zh-CN.txt
index 506e1689d8..374b2cc7b4 100644
--- a/SolastaUnfinishedBusiness/Translations/zh-CN/SubClasses/MartialSpellShield-zh-CN.txt
+++ b/SolastaUnfinishedBusiness/Translations/zh-CN/SubClasses/MartialSpellShield-zh-CN.txt
@@ -10,5 +10,5 @@ Feature/&PowerSpellShieldArcaneDeflectionDescription=作为反应,你可以使
Feature/&PowerSpellShieldArcaneDeflectionTitle=奥术偏转
Feature/&PowerSpellShieldRangedDeflectionDescription=你可以用你的动作来瞄准最多 4 个友方生物。当护壁持续时,每个受影响的生物都会获得 +2 护甲等级。每次长休可以使用此特性一次。
Feature/&PowerSpellShieldRangedDeflectionTitle=防护护壁
-Subclass/&MartialSpellShieldDescription=法术之盾是专门从事防御和保护的战士。他们使用魔法来帮助他们的天生能力。
-Subclass/&MartialSpellShieldTitle=法术之盾
+Subclass/&MartialSpellShieldDescription=奥法骑士是专门从事防御和保护的战士。他们使用魔法来帮助他们的天生能力。
+Subclass/&MartialSpellShieldTitle=奥法骑士
diff --git a/SolastaUnfinishedBusiness/Translations/zh-CN/SubClasses/MartialTactician-zh-CN.txt b/SolastaUnfinishedBusiness/Translations/zh-CN/SubClasses/MartialTactician-zh-CN.txt
index c68bf49fb3..ab16e5a5e2 100644
--- a/SolastaUnfinishedBusiness/Translations/zh-CN/SubClasses/MartialTactician-zh-CN.txt
+++ b/SolastaUnfinishedBusiness/Translations/zh-CN/SubClasses/MartialTactician-zh-CN.txt
@@ -1,10 +1,10 @@
-Feature/&FeatureAdaptiveStrategyDescription=每当你在一次攻击中投出严重失误或致命一击时,就会获得一个策略骰。这种增益每回合只能发生一次,并且不会使你超过最大策略骰限制。
-Feature/&FeatureAdaptiveStrategyTitle=策略:适应
-Feature/&FeatureImproviseStrategyDescription=将你的策略骰最大值增加 2。
-Feature/&FeatureImproviseStrategyTitle=策略:即兴发挥
-Feature/&FeatureOvercomingStrategyDescription=每当你的一次攻击杀死一个生物,或者每当一个被你的有害策略骰特性伤害的生物在你的下一回合开始之前死亡时,就会重新获得一个策略骰。这种增益每轮只能发生一次,并且不会使你超过最大策略骰限制。
-Feature/&FeatureOvercomingStrategyTitle=策略:克服
-Feature/&FeatureSefTacticianStrategicPlanDescription=你可以选择一种策略来应对长时间的遭遇——这种能力可以让你在某些情况下获得策略骰。
+Feature/&FeatureAdaptiveStrategyDescription=每当你在一次攻击骰中掷出严重失误或重击时,就会获得一个卓越骰。每回合至多以此法获得一个卓越骰,并且不会使你超过最大卓越骰限制。
+Feature/&FeatureAdaptiveStrategyTitle=战技:适应
+Feature/&FeatureImproviseStrategyDescription=将你的卓越骰数限制增加 2。
+Feature/&FeatureImproviseStrategyTitle=战技:即兴发挥
+Feature/&FeatureOvercomingStrategyDescription=每当你的一次攻击杀死一个生物,或者每当一个被你的有害卓越骰特性伤害的生物在你的下一回合开始之前死亡时,就会重新获得一个卓越骰。这种增益每轮只能发生一次,并且不会使你超过最大卓越骰限制。
+Feature/&FeatureOvercomingStrategyTitle=战技:克服
+Feature/&FeatureSefTacticianStrategicPlanDescription=你可以选择一种战技来应对长时间的遭遇——这种能力可以让你在某些情况下获得卓越骰。
Feature/&FeatureSefTacticianStrategicPlanTitle=战略计划
Feature/&FeatureSetTacticianBattleClarityDescription=获得你选择的豁免熟练项。
Feature/&FeatureSetTacticianBattleClarityTitle=明晰战斗
@@ -12,33 +12,33 @@ Feature/&FeatureSetTacticianHonedCraftDescription=获得你选择的技能或工
Feature/&FeatureSetTacticianHonedCraftTitle=砥砺技能
Feature/&FeatureSetTacticianSharpMindDescription=获得你选择的技能熟练项。
Feature/&FeatureSetTacticianSharpMindTitle=欺骗思想
-Feature/&FeatureSetTacticianTacticalAwarenessDescription=当你没有失能时,你将获得以下好处:\n• 每回合一次,你的武器攻击会造成相当于你熟练加值的额外伤害。\n• 你进行的借机攻击具有优势。\n• 对你的借机攻击是在劣势的情况下进行的。
+Feature/&FeatureSetTacticianTacticalAwarenessDescription=当你没有失能时,你将获得以下好处:\n• 每回合一次,你的武器攻击会造成相当于你熟练加值的额外伤害。\n• 你进行的借机攻击具有优势。\n• 对你的借机攻击具有劣势。
Feature/&FeatureSetTacticianTacticalAwarenessTitle=战术意识
-Feature/&FeatureTacticianGambitDieSizeD10Description=你的策略骰升级为 D10。
-Feature/&FeatureTacticianGambitDieSizeD10Title=开局骰子尺寸 (d10)
-Feature/&FeatureTacticianGambitDieSizeD12Description=你的策略骰升级为 D12。
-Feature/&FeatureTacticianGambitDieSizeD12Title=开局骰子尺寸 (d12)
-Feature/&InvocationPoolGambitLearn1Description=学习 1 个策略。
-Feature/&InvocationPoolGambitLearn1Title=策略
-Feature/&InvocationPoolGambitLearn2Description=学习 2 个策略。
-Feature/&InvocationPoolGambitLearn2Title=策略
-Feature/&InvocationPoolGambitLearn4Description=你学习三种称为策略的特殊技术。使用一种策略会消耗一个策略骰。大多数策略都会在某种程度上增强你的攻击,并将策略骰的掷骰添加到攻击的伤害中。你一次只能激活一种策略。你的一些策略要求你的目标进行豁免检定以避免其有害影响。这些策略的策略 DC 为 8 + 熟练加值 + 力量或敏捷调整值,以较高者为准。
-Feature/&InvocationPoolGambitLearn4Title=策略
-Feature/&InvocationPoolGambitLearnDescription=选择要学习的策略。
-Feature/&InvocationPoolGambitLearnTitle=学习策略
-Feature/&InvocationPoolGambitUnlearnDescription=你可以用一种新的策略来替换你所知道的一种策略。
-Feature/&InvocationPoolGambitUnlearnTitle=替换策略
-Feature/&PowerPoolTacticianGambitDescription=你将获得四个 D8 骰子(称为策略骰),你可以使用它们来使用各种策略。每当你短休或长休时,都会恢复使用次数。到了更高等级,这些骰子的大小会增加。
-Feature/&PowerPoolTacticianGambitTitle=开局骰
-Feature/&PowerUseModifierTacticianGambitPoolDescription=你获得额外的策略骰。
-Feature/&PowerUseModifierTacticianGambitPoolTitle=附加开局骰
-Feedback/&AdditionalDamageGambitDieFormat=开局!
-Feedback/&AdditionalDamageGambitDieLine={0} 投掷一个策略骰并造成 +{2} 额外伤害!
+Feature/&FeatureTacticianGambitDieSizeD10Description=你的卓越骰升级为 d10。
+Feature/&FeatureTacticianGambitDieSizeD10Title=卓越骰大小 (d10)
+Feature/&FeatureTacticianGambitDieSizeD12Description=你的卓越骰升级为 d12。
+Feature/&FeatureTacticianGambitDieSizeD12Title=卓越骰大小 (d12)
+Feature/&InvocationPoolGambitLearn1Description=学习 1 个战技。
+Feature/&InvocationPoolGambitLearn1Title=战技
+Feature/&InvocationPoolGambitLearn2Description=学习 2 个战技。
+Feature/&InvocationPoolGambitLearn2Title=战技
+Feature/&InvocationPoolGambitLearn4Description=你学习三种称为战技的特殊技术。使用一种战技会消耗一个卓越骰。大多数战技都会在某种程度上增强你的攻击,并将卓越骰的掷骰添加到攻击的伤害中。你一次只能激活一种战技。你的一些战技要求你的目标进行豁免检定以避免其有害影响。这些战技的战技 DC 为 8 + 熟练加值 + 力量或敏捷调整值,以较高者为准。
+Feature/&InvocationPoolGambitLearn4Title=战技
+Feature/&InvocationPoolGambitLearnDescription=选择要学习的战技。
+Feature/&InvocationPoolGambitLearnTitle=学习战技
+Feature/&InvocationPoolGambitUnlearnDescription=你可以用一种新的战技来替换你所知道的一种战技。
+Feature/&InvocationPoolGambitUnlearnTitle=替换战技
+Feature/&PowerPoolTacticianGambitDescription=你将获得四个 d8 骰子(称为卓越骰),你可以使用它们来使用各种战技。每当你短休或长休时,都会恢复使用次数。到了更高等级,这些骰子的大小会增加。
+Feature/&PowerPoolTacticianGambitTitle=卓越骰
+Feature/&PowerUseModifierTacticianGambitPoolDescription=你获得额外的卓越骰。
+Feature/&PowerUseModifierTacticianGambitPoolTitle=额外卓越骰
+Feedback/&AdditionalDamageGambitDieFormat=战技!
+Feedback/&AdditionalDamageGambitDieLine={0} 投掷一个卓越骰并造成 +{2} 额外伤害!
Feedback/&AdditionalDamageTacticalAwarenessFormat=战术意识!
Feedback/&AdditionalDamageTacticalAwarenessLine={0} 对 {1} (+{2}) 进行战术攻击
-Screen/&GambitDieDescription=你的策略骰是 {0},你还可以使用 {1}。
-Screen/&InvocationPoolGambitHeader=策略
-Subclass/&MartialTacticianDescription=对于战术家来说,战斗既是对力量的考验,也是对智慧的考验。他们运用凯旋的军事领导人传承下来的各种武术技巧,旨在使用任何必要的战术来智胜并击败对手,以取得胜利。
-Subclass/&MartialTacticianTitle=战术家
-Tooltip/&CustomPortraitPoolPowerPoolTacticianGambit=开局骰
-UI/&CustomFeatureSelectionTooltipTypeGambit=策略
+Screen/&GambitDieDescription=你的卓越骰是 {0},你还可以使用 {1} 个。
+Screen/&InvocationPoolGambitHeader=战技
+Subclass/&MartialTacticianDescription=对于战斗大师来说,战斗既是对力量的考验,也是对智慧的考验。他们运用凯旋的军事领导人传承下来的各种武术技巧,旨在使用任何必要的战术来智胜并击败对手,以取得胜利。
+Subclass/&MartialTacticianTitle=战斗大师
+Tooltip/&CustomPortraitPoolPowerPoolTacticianGambit=卓越骰
+UI/&CustomFeatureSelectionTooltipTypeGambit=战技
diff --git a/SolastaUnfinishedBusiness/Translations/zh-CN/SubClasses/MartialWarlord-zh-CN.txt b/SolastaUnfinishedBusiness/Translations/zh-CN/SubClasses/MartialWarlord-zh-CN.txt
index d09419b0d6..6ba1c131ea 100644
--- a/SolastaUnfinishedBusiness/Translations/zh-CN/SubClasses/MartialWarlord-zh-CN.txt
+++ b/SolastaUnfinishedBusiness/Translations/zh-CN/SubClasses/MartialWarlord-zh-CN.txt
@@ -1,37 +1,37 @@
-Condition/&ConditionMartialWarlordCoveringStrikeDescription=除了来源之外的所有盟友都不会引发你的借机攻击。
-Condition/&ConditionMartialWarlordCoveringStrikeTitle=重定向
-Condition/&ConditionMartialWarlordExploitOpeningDescription=攻击者以外的攻击者对你进行的下一次攻击检定是有优势的。
-Condition/&ConditionMartialWarlordExploitOpeningTitle=被压榨
-Condition/&ConditionMartialWarlordPredictAttackDescription=你在下一次攻击检定中处于劣势。
-Condition/&ConditionMartialWarlordPredictAttackTitle=可预测
+Condition/&ConditionMartialWarlordCoveringStrikeDescription=除来源外的生物都不会引发你的借机攻击。
+Condition/&ConditionMartialWarlordCoveringStrikeTitle=被迫转向
+Condition/&ConditionMartialWarlordExploitOpeningDescription=除来源外的生物对你进行的下一次攻击检定具有优势。
+Condition/&ConditionMartialWarlordExploitOpeningTitle=受到利用
+Condition/&ConditionMartialWarlordPredictAttackDescription=你在下一次攻击检定中具有劣势。
+Condition/&ConditionMartialWarlordPredictAttackTitle=可以预判
Feature/&FeatureMartialWarlordBattlePlanDescription=你的战场经验现在扩展到你周围 30 尺内的所有盟友生物。
Feature/&FeatureMartialWarlordBattlePlanTitle=作战计划
-Feature/&FeatureMartialWarlordBattlefieldExperienceDescription=从第 3 级开始,你在主动掷骰上获得的加值等于你的感知调整值(至少 +1)。
+Feature/&FeatureMartialWarlordBattlefieldExperienceDescription=从第 3 级开始,你在先攻掷骰上获得等于你的 感知调整值(至少 +1) 的加值。
Feature/&FeatureMartialWarlordBattlefieldExperienceTitle=战场经验
-Feature/&FeatureSetMartialWarlordControlTheFieldDescription=每当你投先攻时,你都会重新获得一次协同突击的次数,并且每当你使用控制战场特性时,你都可以在回合结束前以自由动作重复使用该特性。
-Feature/&FeatureSetMartialWarlordControlTheFieldTitle=控制战场
-Feature/&FeatureSetMartialWarlordCoordinatedAssaultDescription=在你的回合中,当你用近战武器攻击击中一个生物时,你可以发出攻击该生物的命令,允许所有盟友利用他们的反应对其进行借机攻击。每次长休可以使用此特性 3 次。
+Feature/&FeatureSetMartialWarlordControlTheFieldDescription=每当你投先攻时,你都会重新获得一次协同突击的次数,并且每当你使用战略换位时,你都可以在回合结束前以自由动作再次使用该特性。
+Feature/&FeatureSetMartialWarlordControlTheFieldTitle=战场掌控
+Feature/&FeatureSetMartialWarlordCoordinatedAssaultDescription=在你的回合中,当你用近战武器攻击击中一个生物时,你可以发出突击该生物的命令,允许所有盟友利用他们的反应对其进行借机攻击。每次长休可以使用此特性 3 次。
Feature/&FeatureSetMartialWarlordCoordinatedAssaultTitle=协同突击
-Feature/&FeatureSetMartialWarlordPressTheAdvantageDescription=当你发动攻击时,你可以向盟友发出激烈的命令,鞭策他们采取行动,并让他们在开局获得优势。一旦在你的回合中,当你用近战武器攻击击中一个生物时,你可以立即启动以下操作之一:\n• 压榨开局 - 除你之外的攻击者对该生物进行的下一次攻击检定具有优势。攻击必须在你的下回合开始之前进行。\n• 预测攻击 - 该生物在你的下回合开始之前进行的下一次攻击检定中处于劣势。\n• 掩护打击 - 除你之外的盟友不要引发该生物的借机攻击。该效果持续到你的下一个回合开始。
-Feature/&FeatureSetMartialWarlordPressTheAdvantageTitle=按优势
-Feature/&PowerMartialWarlordControlTheFieldDescription=你可以使用自由行动来命令除自己之外的、你能看到的、距离你 30 尺以内的盟友改变他们的位置。目标盟友可以将移动速度提高到其移动速度的一半(向上取整),而不会引发借机攻击。
-Feature/&PowerMartialWarlordControlTheFieldTitle=控制战场
-Feature/&PowerMartialWarlordCoveringStrikeDescription=除了自己之外的所有盟友都不会引发该生物的借机攻击。该效果持续到你的下一个回合开始。
+Feature/&FeatureSetMartialWarlordPressTheAdvantageDescription=当你发动攻击时,你可以向盟友发出激烈的命令,鞭策他们采取行动将此次良机转化为优势。在你的回合中一次,当你用近战武器攻击命中一个生物时,你可以立即发动以下战技:\n直到你下回合开始前:\n• 利用良机 - 除你之外的攻击者对该生物进行的下一次攻击检定具有优势。\n• 预判攻击 - 该生物的下一次攻击检定中处于劣势。\n• 掩护打击 - 除你之外的盟友不会引发该生物的借机攻击。
+Feature/&FeatureSetMartialWarlordPressTheAdvantageTitle=直取优势
+Feature/&PowerMartialWarlordControlTheFieldDescription=你可以使用自由动作来命令除自己之外距离你 30 尺以内视线中的盟友调整位置。目标盟友可以移动其速度的一半(向上取整),且不会引发借机攻击。
+Feature/&PowerMartialWarlordControlTheFieldTitle=战场掌控
+Feature/&PowerMartialWarlordCoveringStrikeDescription=直到你下回合开始前,除你之外的所有盟友都不会引发该生物的借机攻击。
Feature/&PowerMartialWarlordCoveringStrikeTitle=掩护打击
-Feature/&PowerMartialWarlordExploitOpeningDescription=除你之外的攻击者对该生物进行的下一次攻击检定具有优势。攻击必须在你的下一回合开始之前进行。
-Feature/&PowerMartialWarlordExploitOpeningTitle=压榨开局
+Feature/&PowerMartialWarlordExploitOpeningDescription=直到你下回合开始前,除你之外的攻击者对该生物进行的下一次攻击检定具有优势。
+Feature/&PowerMartialWarlordExploitOpeningTitle=利用良机
Feature/&PowerMartialWarlordPredictAttackDescription=该生物在你的下一回合开始之前进行的下一次攻击检定处于劣势。
-Feature/&PowerMartialWarlordPredictAttackTitle=预测攻击
-Feature/&PowerMartialWarlordStrategicRepositionDescription=你可以使用你的附赠奖励动作来命令除你自己之外的你可以看到且距离你 30 尺以内的盟友改变他们的位置。目标盟友可以将移动速度提高到其移动速度的一半(向上取整),而不会引发借机攻击。
-Feature/&PowerMartialWarlordStrategicRepositionTitle=控制战场
-Reaction/&CoordinatedAssaultDescription={0}受到协同突击的攻击,部分角色可以利用反应来加入这次攻击。
+Feature/&PowerMartialWarlordPredictAttackTitle=预判攻击
+Feature/&PowerMartialWarlordStrategicRepositionDescription=你可以使用附赠动作来命令除自己之外距离你 30 尺以内视线中的盟友调整位置。目标盟友可以移动其速度的一半(向上取整),且不会引发借机攻击。
+Feature/&PowerMartialWarlordStrategicRepositionTitle=战略换位
+Reaction/&CoordinatedAssaultDescription={0}受到协同突击的攻击,盟友可以利用反应来加入这次攻击。
Reaction/&CoordinatedAssaultReactDescription=利用反应来攻击目标。
Reaction/&CoordinatedAssaultReactTitle=攻击
Reaction/&CoordinatedAssaultTitle=协同突击
-Reaction/&ReactionSpendPowerBundlePowerMartialWarlordPressTheAdvantageDescription=你可以向你的盟友发出激烈的命令。
-Reaction/&ReactionSpendPowerBundlePowerMartialWarlordPressTheAdvantageReactDescription=你可以向你的盟友发出激烈的命令。
-Reaction/&ReactionSpendPowerBundlePowerMartialWarlordPressTheAdvantageReactTitle=按优势
-Reaction/&ReactionSpendPowerBundlePowerMartialWarlordPressTheAdvantageTitle=按优势
+Reaction/&ReactionSpendPowerBundlePowerMartialWarlordPressTheAdvantageDescription=你可以发动以下战技。
+Reaction/&ReactionSpendPowerBundlePowerMartialWarlordPressTheAdvantageReactDescription=你可以发动以下战技。
+Reaction/&ReactionSpendPowerBundlePowerMartialWarlordPressTheAdvantageReactTitle=直取优势
+Reaction/&ReactionSpendPowerBundlePowerMartialWarlordPressTheAdvantageTitle=直取优势
Reaction/&SubitemSelectCoordinatedAssaultTitle=选择动作
Subclass/&MartialWarlordDescription=无论他们受到爱戴、尊重还是恐惧,督军主要以一件事而闻名——他们领导的士兵与众不同。督军与盟友并肩作战,可以扭转任何战斗的局势,无论需要利剑还是锋利的舌头。这些天生的领导者的存在足以让士兵自信地执行他们的命令并成为最好的自己。
Subclass/&MartialWarlordTitle=督军
diff --git a/SolastaUnfinishedBusiness/Translations/zh-CN/SubClasses/PathOfTheRavager-zh-CN.txt b/SolastaUnfinishedBusiness/Translations/zh-CN/SubClasses/PathOfTheRavager-zh-CN.txt
new file mode 100644
index 0000000000..8d88969fcc
--- /dev/null
+++ b/SolastaUnfinishedBusiness/Translations/zh-CN/SubClasses/PathOfTheRavager-zh-CN.txt
@@ -0,0 +1,14 @@
+Feature/&AdditionalDamagePathOfTheRavagerFrenzyDescription=你的回合一次,如果你在狂暴时使用鲁莽攻击,那么你第一次命中敌人的力量武器攻击会造成 2d6 点与你的武器相同类型的额外伤害。该伤害在 9 级时增加至 3d6,在 16 级时增加至 4d6。
+Feature/&AdditionalDamagePathOfTheRavagerFrenzyTitle=狂乱
+Feature/&FeatureSetPathOfTheRavagerIntimidatingPresenceDescription=在你开始狂暴的回合以一个自由动作,或在狂暴持续中的回合以一个附赠动作,你可以展现自己可怖的存在令敌人瑟瑟发抖。距离你 30 英尺内的每个敌方生物都必须进行一次感知豁免检定(DC 等于 8 + 你的熟练加值 + 你的力量调整值)。豁免失败的生物会陷入恐惧状态 1 分钟。这些生物在自己每个回合结束时会重复豁免检定,成功后恐惧结束。一旦您使用此特性,直到完成长休不能再次使用,但你可以消耗一次狂暴来再次使用它。
+Feature/&FeatureSetPathOfTheRavagerIntimidatingPresenceTitle=可怖存在
+Feature/&PowerPathOfTheRavagerIntimidatingPresenceDescription=在你开始狂暴的回合以一个自由动作,或在狂暴持续中的回合以一个附赠动作,你可以展现自己可怖的存在令敌人瑟瑟发抖。距离你 30 英尺内的每个敌方生物都必须进行一次感知豁免检定(DC 等于 8 + 你的熟练加值 + 你的力量调整值)。豁免失败的生物会陷入恐惧状态 1 分钟。这些生物在自己每个回合结束时会重复豁免检定,成功后恐惧结束。一旦您使用此特性,直到完成长休不能再次使用,但你可以消耗一次狂暴来再次使用它。
+Feature/&PowerPathOfTheRavagerIntimidatingPresenceTitle=可怖存在
+Feedback/&AdditionalDamageFrenzyFormat=狂乱
+Feedback/&AdditionalDamageFrenzyLine=狂乱造成额外 +{2} 伤害!
+Reaction/&UseIntimidatingPresenceDescription=你可以没有消耗地使用可怖存在特性。
+Reaction/&UseIntimidatingPresenceReactDescription=你可以没有消耗地使用可怖存在特性。
+Reaction/&UseIntimidatingPresenceReactTitle=可怖存在
+Reaction/&UseIntimidatingPresenceTitle=可怖存在
+Subclass/&PathOfTheRavagerDescription=破坏者是一条不受约束的愤怒之路,充满鲜血。当你进入破坏者的狂怒时,你会在战斗的混乱中感到兴奋,不顾自己的健康与周全。
+Subclass/&PathOfTheRavagerTitle=破坏者道途
diff --git a/SolastaUnfinishedBusiness/Translations/zh-CN/SubClasses/PathOfTheSpirits-zh-CN.txt b/SolastaUnfinishedBusiness/Translations/zh-CN/SubClasses/PathOfTheSpirits-zh-CN.txt
index 6d5f2b95b7..069f1ec5f0 100644
--- a/SolastaUnfinishedBusiness/Translations/zh-CN/SubClasses/PathOfTheSpirits-zh-CN.txt
+++ b/SolastaUnfinishedBusiness/Translations/zh-CN/SubClasses/PathOfTheSpirits-zh-CN.txt
@@ -4,33 +4,33 @@ Condition/&ConditionPathOfTheSpiritsHonedAnimalAspectsEagleDescription=获得飞
Condition/&ConditionPathOfTheSpiritsHonedAnimalAspectsEagleTitle=强化鹰之激斗
Condition/&ConditionPathOfTheSpiritsHonedAnimalAspectsWolfDescription=获得可以使用附赠动作进行推撞的能力。
Condition/&ConditionPathOfTheSpiritsHonedAnimalAspectsWolfTitle=强化狼之狂怒
-Condition/&ConditionPathOfTheSpiritsWolfLeadershipPackDescription=狼之精魂使你在近战攻击检定上具有优势。
-Condition/&ConditionPathOfTheSpiritsWolfLeadershipPackTitle=狼之精魂
-Feature/&ActionAffinityPathOfTheSpiritsCunningActionDescription=鹰之精魂使你成为一个敏捷的猎手,可以轻松地穿越战场。你可以用附赠动作进行疾走、撤离或躲藏。
-Feature/&ActionAffinityPathOfTheSpiritsCunningActionTitle=鹰之精魂
-Feature/&FeatureSetPathOfTheSpiritsAnimalAspectChoiceBearDescription=熊之精魂使你每提升一级,你的生命值额外提高 2 点,并使你在力量检定中获得优势。
-Feature/&FeatureSetPathOfTheSpiritsAnimalAspectChoiceBearTitle=熊之相
+Condition/&ConditionPathOfTheSpiritsWolfLeadershipPackDescription=狼之精魄使你在近战攻击检定上具有优势。
+Condition/&ConditionPathOfTheSpiritsWolfLeadershipPackTitle=狼之精魄
+Feature/&ActionAffinityPathOfTheSpiritsCunningActionDescription=鹰之精魄使你成为一个敏捷的猎手,可以轻松地穿越战场。你可以用附赠动作进行疾走、撤离或躲藏。
+Feature/&ActionAffinityPathOfTheSpiritsCunningActionTitle=鹰之精魄
+Feature/&FeatureSetPathOfTheSpiritsAnimalAspectChoiceBearDescription=熊之精魄使你每提升一级,你的生命值额外提高 2 点,并使你在力量检定中获得优势。
+Feature/&FeatureSetPathOfTheSpiritsAnimalAspectChoiceBearTitle=熊之形
Feature/&FeatureSetPathOfTheSpiritsAnimalAspectChoiceEagleDescription=你获得了鹰的视力。你将获得卓越的黑暗视觉、感知(智慧)技能或专业知识(如果你已经精通)的熟练程度,以及感知(智慧)技能检定的优势。
-Feature/&FeatureSetPathOfTheSpiritsAnimalAspectChoiceEagleTitle=鹰之相
+Feature/&FeatureSetPathOfTheSpiritsAnimalAspectChoiceEagleTitle=鹰之形
Feature/&FeatureSetPathOfTheSpiritsAnimalAspectChoiceHonedBearDescription=狂暴时,距离你 5 尺的敌人在攻击你以外的敌人时处于劣势。
-Feature/&FeatureSetPathOfTheSpiritsAnimalAspectChoiceHonedBearTitle=强化熊之相
+Feature/&FeatureSetPathOfTheSpiritsAnimalAspectChoiceHonedBearTitle=强化熊之形
Feature/&FeatureSetPathOfTheSpiritsAnimalAspectChoiceHonedEagleDescription=狂暴时,获得无需额外移动即可飞行的能力。
-Feature/&FeatureSetPathOfTheSpiritsAnimalAspectChoiceHonedEagleTitle=强化鹰之相
+Feature/&FeatureSetPathOfTheSpiritsAnimalAspectChoiceHonedEagleTitle=强化鹰之形
Feature/&FeatureSetPathOfTheSpiritsAnimalAspectChoiceHonedWolfDescription=狂暴时,可以使用附赠动作进行推撞。
-Feature/&FeatureSetPathOfTheSpiritsAnimalAspectChoiceHonedWolfTitle=强化狼之相
+Feature/&FeatureSetPathOfTheSpiritsAnimalAspectChoiceHonedWolfTitle=强化狼之形
Feature/&FeatureSetPathOfTheSpiritsAnimalAspectChoiceWolfDescription=你获得了狼的狩猎敏感性。你获得求生(感知)技能熟练项,如果你已经获得熟练项,则在求生(感知)技能检定中获得优势。你还可以每天附赠动作施放一次不带任何法术成分的 识别生物 法术。
-Feature/&FeatureSetPathOfTheSpiritsAnimalAspectChoiceWolfTitle=狼之相
-Feature/&FeatureSetPathOfTheSpiritsAnimalAspectChoicesDescription=从第 6 级开始,你获得你选择精魂的魔法能力。你可以选择与你在第 3 级时选择的动物相同的动物,也可以选择不同的动物。
-Feature/&FeatureSetPathOfTheSpiritsAnimalAspectChoicesTitle=动物之相
-Feature/&FeatureSetPathOfTheSpiritsAnimalSpiritChoicesDescription=从第 3 级开始,当你选择这条道路时,你选择一个动物精魂作为向导并获得它的特性。
-Feature/&FeatureSetPathOfTheSpiritsAnimalSpiritChoicesTitle=动物精魂
-Feature/&FeatureSetPathOfTheSpiritsHonedAnimalAspectChoicesDescription=从第 14 级开始,选择一种动物来强化你与精魂联系,获得更多的精魂特性。
-Feature/&FeatureSetPathOfTheSpiritsHonedAnimalAspectChoicesTitle=强化动物之相
+Feature/&FeatureSetPathOfTheSpiritsAnimalAspectChoiceWolfTitle=狼之形
+Feature/&FeatureSetPathOfTheSpiritsAnimalAspectChoicesDescription=从第 6 级开始,你获得你选择精魄的魔法能力。你可以选择与你在第 3 级时选择的动物相同的动物,也可以选择不同的动物。
+Feature/&FeatureSetPathOfTheSpiritsAnimalAspectChoicesTitle=动物之形
+Feature/&FeatureSetPathOfTheSpiritsAnimalSpiritChoicesDescription=从第 3 级开始,当你选择这条道路时,你选择一个动物精魄作为向导并获得它的特性。
+Feature/&FeatureSetPathOfTheSpiritsAnimalSpiritChoicesTitle=动物精魄
+Feature/&FeatureSetPathOfTheSpiritsHonedAnimalAspectChoicesDescription=从第 14 级开始,选择一种动物来强化你与精魄联系,获得更多的精魄特性。
+Feature/&FeatureSetPathOfTheSpiritsHonedAnimalAspectChoicesTitle=强化动物之形
Feature/&FeatureSetPathOfTheSpiritsSpiritSeekerDescription=当你采用这条道路时,你将获得在每次短休时施放一次 化兽为友 和 寻找陷阱 的能力,作为附赠动作。你使用你的感知作为施法属性施展这些法术。
Feature/&FeatureSetPathOfTheSpiritsSpiritSeekerTitle=寻灵者
Feature/&FeatureSetPathOfTheSpiritsSpiritWalkerDescription=每当你开始狂暴时,你还可以施放 灵体卫士 法术作为狂暴特性的一部分,该法术持续一分钟,无需任何法术成分,也不需要保持专注。每次长休可以使用此特性一次。如果你开始狂暴并且无法使用此特性,你可以花费一次狂暴次数来再次使用它。
-Feature/&FeatureSetPathOfTheSpiritsSpiritWalkerTitle=精魂行者
-Feature/&PowerPathOfTheSpiritsBearResistanceDescription=熊之精魂使你足够坚强,可以承受任何伤害。狂暴时,你对除精神伤害外的所有伤害都有抵抗力。
+Feature/&FeatureSetPathOfTheSpiritsSpiritWalkerTitle=精魄行者
+Feature/&PowerPathOfTheSpiritsBearResistanceDescription=熊之精魄使你足够坚强,可以承受任何伤害。狂暴时,你对除精神伤害外的所有伤害都有抵抗力。
Feature/&PowerPathOfTheSpiritsBearResistanceTitle=熊之耐力
Feature/&PowerPathOfTheSpiritsHonedAnimalAspectsBearDescription=狂暴时,距离你 5 尺的敌人在攻击你以外的敌人时处于劣势。
Feature/&PowerPathOfTheSpiritsHonedAnimalAspectsBearTitle=强化熊之威慑
@@ -44,5 +44,5 @@ Reaction/&UseSpiritWalkerDescription=你可以施放持续一分钟的 灵体
Reaction/&UseSpiritWalkerReactDescription=你可以施放持续一分钟的 灵体卫士 法术。
Reaction/&UseSpiritWalkerReactTitle=灵魂行者
Reaction/&UseSpiritWalkerTitle=灵魂行者
-Subclass/&PathOfTheSpiritsDescription=追随精魂道途的野蛮人容纳动物精魂作为指引、护佑与启示,这使得他们充满了超自然的力量,为野蛮人的愤怒增添了魔法燃料。
-Subclass/&PathOfTheSpiritsTitle=精魂道途
+Subclass/&PathOfTheSpiritsDescription=追随图腾武者道途的野蛮人容纳动物精魄作为指引、护佑与启示,这使得他们充满了超自然的力量,为野蛮人的愤怒增添了魔法燃料。
+Subclass/&PathOfTheSpiritsTitle=图腾武者道途
diff --git a/SolastaUnfinishedBusiness/Translations/zh-CN/SubClasses/PatronEldritchSurge-zh-CN.txt b/SolastaUnfinishedBusiness/Translations/zh-CN/SubClasses/PatronEldritchSurge-zh-CN.txt
index bcbc175c62..68cecc64c1 100644
--- a/SolastaUnfinishedBusiness/Translations/zh-CN/SubClasses/PatronEldritchSurge-zh-CN.txt
+++ b/SolastaUnfinishedBusiness/Translations/zh-CN/SubClasses/PatronEldritchSurge-zh-CN.txt
@@ -13,11 +13,11 @@ Feature/&PowerPatronEldritchSurgeVersatilitySwitchIntDescription=在使用才能
Feature/&PowerPatronEldritchSurgeVersatilitySwitchIntTitle=智力
Feature/&PowerPatronEldritchSurgeVersatilitySwitchNoneDescription=你的力量/智力/感知获得你所掌握才能数量的加值。
Feature/&PowerPatronEldritchSurgeVersatilitySwitchNoneTitle=通才
-Feature/&PowerPatronEldritchSurgeVersatilitySwitchPoolDescription=每回合一次,你可以在力量/智力/感知/通才中切换状态。在使用才能时,你所选择的属性值视为提升至 10+2*熟练加值;若你选择通才,则你的力量/智力/感知获得你所掌握才能数量的加值。
+Feature/&PowerPatronEldritchSurgeVersatilitySwitchPoolDescription=每回合一次,你可以在力量/智力/感知/通才中切换状态。若你选择一种属性,则在使用才能时,你所选择的属性值视为提升至 10+2*熟练加值;若你选择通才,则你的力量、智力、感知获得你所掌握才能数量的加值。
Feature/&PowerPatronEldritchSurgeVersatilitySwitchPoolTitle=多才切换
Feature/&PowerPatronEldritchSurgeVersatilitySwitchStrDescription=在使用才能时,你的力量视为 10 +2*熟练加值。
Feature/&PowerPatronEldritchSurgeVersatilitySwitchStrTitle=力量
Feature/&PowerPatronEldritchSurgeVersatilitySwitchWisDescription=在使用才能时,你的感知视为 10 +2*熟练加值。
Feature/&PowerPatronEldritchSurgeVersatilitySwitchWisTitle=感知
Subclass/&PatronEldritchSurgeDescription=你与一神秘存在缔结契约。该存在或许是精妙交织的魔网所涌现的意识,其坚信纯粹的奥能可以产生任何现象,而你将证明这一点。
-Subclass/&PatronEldritchSurgeTitle=魔能潮涌
+Subclass/&PatronEldritchSurgeTitle=魔能浪涌
diff --git a/SolastaUnfinishedBusiness/Translations/zh-CN/SubClasses/PatronMoonlitScion-zh-CN.txt b/SolastaUnfinishedBusiness/Translations/zh-CN/SubClasses/PatronMoonlitScion-zh-CN.txt
index b2e6ab4b1c..bdcc244ef5 100644
--- a/SolastaUnfinishedBusiness/Translations/zh-CN/SubClasses/PatronMoonlitScion-zh-CN.txt
+++ b/SolastaUnfinishedBusiness/Translations/zh-CN/SubClasses/PatronMoonlitScion-zh-CN.txt
@@ -25,4 +25,4 @@ Reaction/&UseMoonlightGuiseReactDescription=变得隐形。
Reaction/&UseMoonlightGuiseReactTitle=月光伪装
Reaction/&UseMoonlightGuiseTitle=月光伪装
Subclass/&PatronMoonlitScionDescription=你的守护神是月亮之灵,一个体现光明与黑暗循环本质的实体。这些神灵寻求维持夜空中月亮的力量,同时阻止那些追踪黑暗的亵渎力量,并赋予他们的邪术师同样的任务,让他们能够指挥月亮的力量及其影响。
-Subclass/&PatronMoonlitScionTitle=月夜
+Subclass/&PatronMoonlitScionTitle=月耀
diff --git a/SolastaUnfinishedBusiness/Translations/zh-CN/SubClasses/PatronSoulBlade-zh-CN.txt b/SolastaUnfinishedBusiness/Translations/zh-CN/SubClasses/PatronSoulBlade-zh-CN.txt
index 32f15d7fcb..63b42cce48 100644
--- a/SolastaUnfinishedBusiness/Translations/zh-CN/SubClasses/PatronSoulBlade-zh-CN.txt
+++ b/SolastaUnfinishedBusiness/Translations/zh-CN/SubClasses/PatronSoulBlade-zh-CN.txt
@@ -17,4 +17,4 @@ Feedback/&AdditionalDamageHexLine={0} 个灵魂巫咒 {1} (+{2})
Proxy/&ProxyPactWeaponDescription=精神契约武器,击中时造成 1d8 + 魅力调整值 点力场伤害。该伤害在 10 级时提升至 2d8,在 14 级时提升至 3d8。
Proxy/&ProxyPactWeaponTitle=精神契约武器
Subclass/&PatronSoulBladeDescription=你与一件智能武器达成了交易,你用灵魂来喂养它以换取力量。
-Subclass/&PatronSoulBladeTitle=魂刃
+Subclass/&PatronSoulBladeTitle=咒剑
diff --git a/SolastaUnfinishedBusiness/Translations/zh-CN/SubClasses/RoguishBladeCaller-zh-CN.txt b/SolastaUnfinishedBusiness/Translations/zh-CN/SubClasses/RoguishBladeCaller-zh-CN.txt
index 81c1bb9141..1db4fcdf2b 100644
--- a/SolastaUnfinishedBusiness/Translations/zh-CN/SubClasses/RoguishBladeCaller-zh-CN.txt
+++ b/SolastaUnfinishedBusiness/Translations/zh-CN/SubClasses/RoguishBladeCaller-zh-CN.txt
@@ -1,13 +1,13 @@
Condition/&ConditionRoguishBladeCallerBladeMarkDescription=攻击被标记者具有优势,并造成相当于其等级一半的额外伤害(向上取整)。
Condition/&ConditionRoguishBladeCallerBladeMarkTitle=剑刃印记
Condition/&ConditionRoguishBladeCallerBladeSurgeDescription=你获得额外的武器攻击动作和额外 10 尺的移动速度。
-Condition/&ConditionRoguishBladeCallerBladeSurgeTitle=剑刃潮涌
+Condition/&ConditionRoguishBladeCallerBladeSurgeTitle=剑刃浪涌
Feature/&FeatureRoguishBladeCallerBladeBondDescription=从第 3 级开始,你需要调整自己以适应你所使用的剑刃。你用匕首进行的攻击视为魔法攻击,可以克服对非魔法武器的抗性和免疫,它们的短距离和长距离投掷范围增加 20 尺,如果你投掷它们,它们会立即返回你的手中。
Feature/&FeatureRoguishBladeCallerBladeBondTitle=剑刃联系
Feature/&FeatureRoguishBladeCallerBladeStormDescription=从第 17 级开始,每当你将生物的生命值减少到 0 时,你就会重新使用剑刃冰雹特性。
Feature/&FeatureRoguishBladeCallerBladeStormTitle=剑刃风暴
Feature/&FeatureRoguishBladeCallerBladeSurgeDescription=从第 13 级开始,每回合一次,当你用匕首攻击击中受剑刃印记影响的生物时,你将获得一次额外的武器攻击作为你动作的一部分,并获得额外 10 尺的移动速度,直到你的回合结束。
-Feature/&FeatureRoguishBladeCallerBladeSurgeTitle=剑刃潮涌
+Feature/&FeatureRoguishBladeCallerBladeSurgeTitle=剑刃浪涌
Feature/&FeatureSetRoguishBladeCallerBladeMarkDescription=在你的回合中,你用匕首攻击击中的第一个生物会受到剑刃印记状态,直到你的下一个回合结束,除非该生物已经受到该状态的影响。当你攻击受剑刃印记影响的生物时,你会消耗该印记并以优势进行该攻击。如果你用匕首攻击击中,该生物会受到相当于你的游荡者等级一半的额外伤害(向上取整)。
Feature/&FeatureSetRoguishBladeCallerBladeMarkTitle=剑刃印记
Feature/&FeatureSetRoguishBladeCallerHailOfBladesDescription=从第 9 级开始,当你用匕首攻击击中受剑刃印记影响的生物时,你可以利用你的反应召唤出一片以太剑刃漩涡,并将它投向你的敌人。你能看到的目标 10 尺范围内的每个生物(包括目标)都必须通过敏捷豁免检定,或者受到等于你的偷袭伤害的力场伤害,并受到剑刃标记状态的影响,无论它们是否通过豁免检定。每次短休时你可以使用此特性一次。
diff --git a/SolastaUnfinishedBusiness/Translations/zh-CN/SubClasses/SorcerousDivineHeart-zh-CN.txt b/SolastaUnfinishedBusiness/Translations/zh-CN/SubClasses/SorcerousDivineHeart-zh-CN.txt
index 98e4e3e6e8..382b09ca3b 100644
--- a/SolastaUnfinishedBusiness/Translations/zh-CN/SubClasses/SorcerousDivineHeart-zh-CN.txt
+++ b/SolastaUnfinishedBusiness/Translations/zh-CN/SubClasses/SorcerousDivineHeart-zh-CN.txt
@@ -26,4 +26,4 @@ Feature/&PowerDivineHeartEmpoweredHealingTitle=强效治疗
Feature/&PowerDivineHeartPlanarPortalDescription=打开一个传送门,可以将一个友好的生物和你自己带到指定的目的地。
Feature/&PowerDivineHeartPlanarPortalTitle=位面传送门
Subclass/&SorcerousDivineHeartDescription=你与生俱来的魔力是由你可能理解也可能不理解其目的的神灵所赋予。
-Subclass/&SorcerousDivineHeartTitle=神圣之心
+Subclass/&SorcerousDivineHeartTitle=神圣之魂
diff --git a/SolastaUnfinishedBusiness/Translations/zh-CN/SubClasses/_CommonBuilders-zh-CN.txt b/SolastaUnfinishedBusiness/Translations/zh-CN/SubClasses/_CommonBuilders-zh-CN.txt
index 092998b0ae..bdebe87577 100644
--- a/SolastaUnfinishedBusiness/Translations/zh-CN/SubClasses/_CommonBuilders-zh-CN.txt
+++ b/SolastaUnfinishedBusiness/Translations/zh-CN/SubClasses/_CommonBuilders-zh-CN.txt
@@ -10,8 +10,8 @@ Feature/&FeatureSetCasterFightingProficiencyDescription=你获得轻甲、中甲
Feature/&FeatureSetCasterFightingProficiencyTitle=护甲和武器
Feature/&MagicAffinityCasterFightingCombatMagicDescription=在专注检定上有优势,你的武器视作法器,并且可以在持有物品时施展需要姿势成分的法术。
Feature/&MagicAffinityCasterFightingCombatMagicImprovedDescription=在专注检定上有优势,你的武器视作法器,可以在持有物品时施展需要姿势成分的法术,并且当敌人在近战范围内时没有劣势。
-Feature/&MagicAffinityCasterFightingCombatMagicImprovedTitle=精通战争施法
-Feature/&MagicAffinityCasterFightingCombatMagicTitle=战争施法
+Feature/&MagicAffinityCasterFightingCombatMagicImprovedTitle=精通战地施法
+Feature/&MagicAffinityCasterFightingCombatMagicTitle=战地施法
Feature/&PowerCasterCommandUndeadDescription=你每天可以使用你的动作多次,次数等于你的熟练加值,以将不死生物置于你的控制之下。不死生物必须进行魅力豁免(DC 8 + 你的熟练加值 + 你的施法属性调整值),否则将被控制 1 分钟。
Feature/&PowerCasterCommandUndeadTitle=命令亡灵
Feature/&PowerCasterFightingWarMagicDescription=在施展法术(或戏法,如果在 mod ui 规则上启用)后,你可以使用附赠动作使用主手中的武器进行攻击。
diff --git a/SolastaUnfinishedBusiness/Validators/ValidatorsCharacter.cs b/SolastaUnfinishedBusiness/Validators/ValidatorsCharacter.cs
index 0c0eca05ee..3bcdaaad9f 100644
--- a/SolastaUnfinishedBusiness/Validators/ValidatorsCharacter.cs
+++ b/SolastaUnfinishedBusiness/Validators/ValidatorsCharacter.cs
@@ -99,6 +99,9 @@ internal static class ValidatorsCharacter
internal static readonly IsCharacterValidHandler HasLongbow = character =>
ValidatorsWeapon.IsWeaponType(character.GetMainWeapon(), LongbowType);
+ internal static readonly IsCharacterValidHandler HasMeleeWeaponOrUnarmedInMainHand = character =>
+ IsUnarmedInMainHand(character) || HasMeleeWeaponInMainHand(character);
+
internal static readonly IsCharacterValidHandler HasMeleeWeaponInMainHand = character =>
{
var weapon = character.GetMainWeapon();
@@ -138,7 +141,7 @@ internal static class ValidatorsCharacter
internal static readonly IsCharacterValidHandler HasMeleeWeaponInMainAndOffhand = character =>
HasMeleeWeaponInMainHand(character) && HasMeleeWeaponInOffHand(character);
- internal static readonly IsCharacterValidHandler IsUnarmedInMainHand = character =>
+ private static readonly IsCharacterValidHandler IsUnarmedInMainHand = character =>
ValidatorsWeapon.IsUnarmed(character.GetMainWeapon()?.ItemDefinition, null);
internal static readonly IsCharacterValidHandler IsNotInBrightLight = character =>
diff --git a/SolastaUnfinishedBusiness/Validators/ValidatorsFeat.cs b/SolastaUnfinishedBusiness/Validators/ValidatorsFeat.cs
index 501929ec95..3f0972fa46 100644
--- a/SolastaUnfinishedBusiness/Validators/ValidatorsFeat.cs
+++ b/SolastaUnfinishedBusiness/Validators/ValidatorsFeat.cs
@@ -13,7 +13,7 @@ namespace SolastaUnfinishedBusiness.Validators;
internal static class ValidatorsFeat
{
//
- // validation routines for FeatDefinitionWithPrerequisites
+ // Levels
//
internal static readonly Func IsLevel2 =
@@ -25,6 +25,10 @@ internal static class ValidatorsFeat
internal static readonly Func IsLevel16 =
ValidateIsClass(string.Empty, 16);
+ //
+ // Classes
+ //
+
internal static readonly Func
IsBarbarianLevel4 = ValidateIsClass(Barbarian.FormatTitle(), 4, Barbarian);
@@ -61,71 +65,54 @@ internal static class ValidatorsFeat
internal static readonly Func IsRogueLevel5 =
ValidateIsClass(Rogue.FormatTitle(), 5, Rogue);
- internal static readonly Func
- IsClericOrPaladinLevel4 =
- ValidateIsClass($"{Cleric.FormatTitle()} | {Paladin.FormatTitle()}", 4, Cleric, Paladin);
-
internal static readonly Func IsSorcererLevel4 =
ValidateIsClass(Sorcerer.FormatTitle(), 4, Sorcerer);
internal static readonly Func IsWizardLevel4 =
ValidateIsClass(Wizard.FormatTitle(), 4, Wizard);
+ internal static readonly Func
+ IsClericOrPaladinLevel4 =
+ ValidateIsClass($"{Cleric.FormatTitle()} | {Paladin.FormatTitle()}", 4, Cleric, Paladin);
+
+ //
+ // Races
+ //
+
internal static readonly Func IsDragonborn =
ValidateIsRace(Dragonborn.FormatTitle(), Dragonborn);
+ internal static readonly Func IsDwarf =
+ ValidateIsRace(Dwarf.FormatTitle(), Dwarf);
+
internal static readonly Func IsHalfling =
- ValidateIsRace(Halfling.FormatTitle(), Halfling, Halfling, HalflingMarsh);
+ ValidateIsRace(Halfling.FormatTitle(), Halfling);
internal static readonly Func IsElfOfHalfElf =
ValidateIsRace(
$"{Elf.FormatTitle()}, {HalfElf.FormatTitle()}",
- Elf, ElfHigh, ElfSylvan, HalfElf,
- SubraceDarkelfBuilder.SubraceDarkelf,
- RaceHalfElfBuilder.RaceHalfElfVariant,
- RaceHalfElfBuilder.RaceHalfElfDarkVariant,
- RaceHalfElfBuilder.RaceHalfElfHighVariant,
- RaceHalfElfBuilder.RaceHalfElfSylvanVariant);
+ Elf, HalfElf, RaceHalfElfBuilder.RaceHalfElfVariant);
internal static readonly Func IsGnome =
ValidateIsRace(Gnome.FormatTitle(), Gnome);
+ internal static readonly Func IsHalfOrc =
+ ValidateIsRace(HalfOrc.FormatTitle(), HalfOrc);
+
internal static readonly Func IsTiefling =
- ValidateIsRace(RaceTieflingBuilder.RaceTiefling.FormatTitle(), Tiefling, RaceTieflingBuilder.RaceTiefling);
+ ValidateIsRace(Tiefling.FormatTitle(), Tiefling, RaceTieflingBuilder.RaceTiefling);
internal static readonly Func IsSmallRace =
ValidateIsRace(
- $"{Dwarf.FormatTitle()}, {Gnome.FormatTitle()}, {Halfling.FormatTitle()}, {RaceKoboldBuilder.RaceKobold.FormatTitle()}",
- Dwarf, DwarfHill, DwarfSnow,
- SubraceGrayDwarfBuilder.SubraceGrayDwarf,
- RaceKoboldBuilder.RaceKobold,
- Gnome, Halfling, HalflingIsland, HalflingMarsh);
-
-#if false
- internal static Func HasCantrips()
- {
- return (_, hero) =>
- {
- var hasCantrips = false;
- var selectedClass = LevelUpContext.GetSelectedClass(hero);
- var selectedSubClass = LevelUpContext.GetSelectedSubclass(hero);
-
- if (selectedClass != null)
- {
- hasCantrips = hero.SpellRepertoires.Exists(x =>
- (x.SpellCastingFeature.SpellCastingOrigin == FeatureDefinitionCastSpell.CastingOrigin.Class &&
- x.SpellCastingClass == selectedClass && x.SpellCastingFeature.SpellListDefinition.HasCantrips) ||
- (x.SpellCastingFeature.SpellCastingOrigin == FeatureDefinitionCastSpell.CastingOrigin.Subclass &&
- x.SpellCastingSubclass == selectedSubClass &&
- x.SpellCastingFeature.SpellListDefinition.HasCantrips));
- }
-
- var guiLocalize = Gui.Localize("Tooltip/&PreReqHasCantrips");
+ $"{Dwarf.FormatTitle()}, {Gnome.FormatTitle()}, {Halfling.FormatTitle()}, {RaceFairyBuilder.RaceFairy.FormatTitle()}, {RaceImpBuilder.RaceImp.FormatTitle()}, {RaceKoboldBuilder.RaceKobold.FormatTitle()}",
+ Dwarf, Gnome, Halfling,
+ RaceFairyBuilder.RaceFairy,
+ RaceImpBuilder.RaceImp,
+ RaceKoboldBuilder.RaceKobold);
- return hasCantrips ? (true, guiLocalize) : (false, Gui.Colorize(guiLocalize, Gui.ColorFailure));
- };
- }
-#endif
+ //
+ // Validators
+ //
[NotNull]
[MethodImpl(MethodImplOptions.AggressiveInlining)]
@@ -141,22 +128,6 @@ internal static class ValidatorsFeat
};
}
-#if false
- [NotNull]
- [MethodImpl(MethodImplOptions.AggressiveInlining)]
- internal static Func ValidateNotFeature(
- [NotNull] FeatureDefinition featureDefinition)
- {
- return (_, hero) =>
- {
- var hasFeature = hero.HasAnyFeature(featureDefinition);
- var guiFormat = Gui.Format("Tooltip/&PreReqDoesNotKnow", featureDefinition.FormatTitle());
-
- return hasFeature ? (false, Gui.Colorize(guiFormat, Gui.ColorFailure)) : (true, guiFormat);
- };
- }
-#endif
-
[NotNull]
[MethodImpl(MethodImplOptions.AggressiveInlining)]
internal static Func ValidateHasFeature(
@@ -243,21 +214,4 @@ internal static class ValidatorsFeat
: (false, Gui.Colorize(guiFormat, Gui.ColorFailure));
};
}
-
-#if false
- [NotNull]
- internal static Func ValidateMinCharLevel(
- int minCharLevel)
- {
- return (_, hero) =>
- {
- var isLevelValid = hero.ClassesHistory.Count >= minCharLevel;
- var guiFormat = Gui.Format("Tooltip/&PreReqLevelFormat", minCharLevel.ToString());
-
- return isLevelValid
- ? (true, guiFormat)
- : (false, Gui.Colorize(guiFormat, Gui.ColorFailure));
- };
- }
-#endif
}
diff --git a/SolastaUnfinishedBusiness/Validators/ValidatorsValidatePowerUse.cs b/SolastaUnfinishedBusiness/Validators/ValidatorsValidatePowerUse.cs
index bf2eeefbea..e567d6fba7 100644
--- a/SolastaUnfinishedBusiness/Validators/ValidatorsValidatePowerUse.cs
+++ b/SolastaUnfinishedBusiness/Validators/ValidatorsValidatePowerUse.cs
@@ -47,7 +47,7 @@ internal sealed class ValidatorsValidatePowerUse : IValidatePowerUse
.Where(attackMode => attackMode.ActionType == ACTION_TYPE)
.Max(attackMode => attackMode.AttacksNumber);
- return maxAttacksNumber - character.UsedMainAttacks > 0;
+ return maxAttacksNumber - character.ExecutedAttacks > 0;
});
private readonly IsPowerUseValidHandler[] _validators;