diff --git a/projects/assets/relics-mod/1.21/relics/lang/en_us.json b/projects/assets/relics-mod/1.21/relics/lang/en_us.json new file mode 100644 index 000000000000..dc36916b09bc --- /dev/null +++ b/projects/assets/relics-mod/1.21/relics/lang/en_us.json @@ -0,0 +1,607 @@ +{ + "itemGroup.relics": "Relics", + + "curios.identifier.feet": "Feet", + + "relics.description.researching.info": "Hold [%1$s] to research...", + + "relics.description.researching.bookmarks.relic_description": "Relic Description", + "relics.description.researching.bookmarks.relic_statistic": "Relic Statistics", + "relics.description.researching.bookmarks.relic_options": "Relic Options", + + "relics.description.researching.bookmarks.ability_description": "Ability Description", + "relics.description.researching.bookmarks.ability_experience": "Ability Experience Sources", + "relics.description.researching.bookmarks.ability_statistic": "Ability Statistics", + "relics.description.researching.bookmarks.ability_targeting": "Ability Targeting", + "relics.description.researching.bookmarks.synergy_description": "Synergy Description", + "relics.description.researching.bookmarks.synergy_targeting": "Synergy Targeting", + + "relics.description.researching.ability.targeting.self": "Affects yourself", + "relics.description.researching.ability.targeting.hostile_mobs": "Affects hostile mobs", + "relics.description.researching.ability.targeting.neutral_mobs": "Affects neutral mobs", + "relics.description.researching.ability.targeting.peaceful_mobs": "Affects peaceful mobs", + "relics.description.researching.ability.targeting.tamed_creatures": "Affects tamed creatures", + "relics.description.researching.ability.targeting.own_tamed_creatures": "Affects your own tamed creatures", + "relics.description.researching.ability.targeting.allied_tamed_creatures": "Affects allied tamed creatures", + "relics.description.researching.ability.targeting.team_players": "Affects players on your own team", + "relics.description.researching.ability.targeting.other_team_players": "Affects players on other teams", + + "relics.description.researching.ability.targeting.mode.harmful": "Harmful", + "relics.description.researching.ability.targeting.mode.beneficial": "Beneficial", + + "relics.description.researching.bookmarks.relic": "Relic", + "relics.description.researching.bookmarks.ability": "Abilities", + "relics.description.researching.bookmarks.synergy": "Synergies", + + "relics.description.relic.tooltip.abilities": "Abilities:", + + "relics.description.relic.intro.title": "Welcome to Relics!", + "relics.description.relic.intro.customization": "Here you can customize the relic to your liking! The interface may seem complicated, but it’s actually easy to understand:", + "relics.description.relic.intro.top_scroll.title": "Top Scroll", + "relics.description.relic.intro.top_scroll.description": "Responsible for the description of what you’re currently viewing. It has tabs attached to it for switching the description category: the description itself, statistics, settings, and more. The list of tabs also changes depending on which tab of the bottom scroll you’re currently viewing.", + "relics.description.relic.intro.bottom_scroll.title": "Bottom Scroll", + "relics.description.relic.intro.bottom_scroll.description": "Responsible for the content of the entire interface you’re currently viewing. It determines both what is shown in the top scroll and what is shown in the bottom scroll. However, in its case, the list of tabs is fixed.", + "relics.description.relic.intro.buttons": "Each tab has a large number of buttons. Almost all of them are labeled, so just hover over them and read the description if you don’t know what they do.", + "relics.description.relic.intro.good_luck": "Good luck and have fun! :)", + + "relics.description.researching.research.hint.description": "Hint", + "relics.description.researching.research.hint.cost": "Cost: %1$s player experience points (%2$s relative levels) %3$s.", + "relics.description.researching.research.hint.quick": "Hold [Shift] for fully automatic ability research.", + "relics.description.researching.research.hint.locked": "The ability has already been researched!", + + "relics.description.researching.general.leveling_point.title": "Upgrade Points:", + "relics.description.researching.general.leveling_point.extra_info": "Obtained when leveling up the relic and used to upgrade abilities.", + + "relics.description.researching.general.player_experience.title_1": "Experience Points:", + "relics.description.researching.general.player_experience.title_2": "%1$s [%2$s levels]", + "relics.description.researching.general.player_experience.extra_info": "Player experience from vanilla Minecraft. Obtained by killing mobs, mining ore, smelting items, etc.", + + "relics.description.researching.general.relic_progress.title": "Relic Development Progress:", + "relics.description.researching.general.relic_progress.extra_info": "Shows how close the relic is to its maximum potential. Determined by the quality and level of the relic and abilities.", + + "relics.description.researching.general.relic_rank.title": "Relic Rank:", + "relics.description.researching.general.relic_rank.extra_info": "Obtained by manually increasing the relic's rank, which resets all upgrade progress but increases its maximum level.", + + "relics.description.researching.relic.card.low_level": "To unlock this ability, you must raise the relic level to %1$s!", + "relics.description.researching.relic.card.low_rank": "To unlock, you need to rank up the relic to %1$s!", + "relics.description.researching.relic.card.unresearched": "To use this ability, you must complete the research!", + "relics.description.researching.relic.card.ready_to_unlock": "Ability is ready to be unlocked! Clicks remaining: %1$s", + "relics.description.researching.relic.card.ready_to_upgrade": "Ability is ready to be upgraded!", + + "relics.description.researching.tab.relic": "Relic", + "relics.description.researching.tab.ability": "Abilities", + "relics.description.researching.tab.experience": "Experience Sources", + + "relics.description.researching.general.extra_info": "Hold [Shift] for detailed information", + "relics.description.researching.general.discord.title": "Official Discord", + "relics.description.researching.general.discord.description": "Click to join the Relics Discord server.", + "relics.description.researching.general.documentation.title": "Documentation", + "relics.description.researching.general.documentation.description": "Click to open documentation for this relic.", + + "relics.description.researching.relic.options.flawless_visual": "Show visual effects for flawless relics", + + "relics.description.researching.relic.info.level": "Relic Level:", + "relics.description.researching.relic.info.quality": "Relic Quality:", + "relics.description.researching.relic.info.extra_info": "Relic quality is the arithmetic average of the quality of all currently unlocked abilities and is measured in points from 1 to 5 in steps of 0.5. It is purely a visual metric and shows how close the item's initial random characteristics are to the ideal possible values. To increase the overall relic quality, each ability must be considered individually.", + + "relics.description.researching.relic.experience.title": "Relic Experience:", + "relics.description.researching.relic.experience.extra_info": "Gained by using relic abilities for their intended purpose (more details can be found in the experience sources section). When maximum experience is reached, the relic level and upgrade points increase by 1, allowing you to unlock previously inaccessible abilities or improve existing ones.", + + "relics.description.researching.ability.info.level": "Ability Level:", + "relics.description.researching.ability.info.quality": "Ability Quality:", + "relics.description.researching.ability.info.extra_info": "Ability quality, similar to relic quality, is the arithmetic average of the quality of all the ability's attributes and is measured in points from 1 to 5 in steps of 0.5. It is purely a visual metric and shows how close the ability's initial random characteristics are to the ideal possible values. To increase ability quality, you must reroll its random attributes until you get a better value.", + + "relics.general.hold_shift": "Hold [%1$s] to display detailed description!", + + "relics.description.ability.research.rules": "Rules", + + "relics.description.ability.research.rule_1.title": "Search", + "relics.description.ability.research.rule_1.description": "Move the cursor over the fog on the left, exploring the ability icon underneath and finding hidden stars.", + "relics.description.ability.research.rule_2.title": "Connection", + "relics.description.ability.research.rule_2.description": "Based on the ability icon, match the star pattern and connect them to form a constellation.", + "relics.description.ability.research.rule_3.title": "Attention to Detail", + "relics.description.ability.research.rule_3.description": "Pay attention to details: you can see particles at star positions even through the fog, and the number of dots flying around a star indicates the required number of connections.", + + "relics.description.general.cost.title": "Cost", + + "relics.description.relic.rankup.title": "Relic Rank Up", + "relics.description.relic.rankup.cost.entry_1": "%1$s relic levels", + "relics.description.relic.rankup.warning": "This action significantly affects the relic's state. Hold [%1$s] before using to confirm that you understand the possible consequences!", + "relics.description.relic.rankup.max_rank": "The relic has already reached its maximum rank and can no longer be increased!", + "relics.description.relic.rankup.description": "Resets all accumulated relic and ability levels, as well as any unspent ability upgrade points. In return, increases the relic's rank, which raises its maximum level and alters the behavior of certain abilities.", + + "relics.description.ability.levelup.title": "Ability Level Up", + "relics.description.ability.levelup.cost.entry_1": "%1$s experience points (%2$s relative levels)", + "relics.description.ability.levelup.cost.entry_2": "%1$s upgrade points", + "relics.description.ability.levelup.auto": "Holding [%1$s] during this action will automatically level up the ability until experience or upgrade points run out.", + "relics.description.ability.levelup.max_level": "The ability has already reached the maximum level and cannot be increased further!", + "relics.description.ability.levelup.description": "Increases the current ability level, improving its attributes.", + + "relics.description.ability.reroll.title": "Reroll Ability Attributes", + "relics.description.ability.reroll.cost.entry_1": "%1$s experience points (%2$s relative levels)", + "relics.description.ability.reroll.auto": "Holding [%1$s] during this action will automatically reroll attributes until the maximum possible rarity is achieved or experience points run out.", + "relics.description.ability.reroll.max_quality": "The ability has already reached maximum quality, and this action will definitely worsen it. Hold [%1$s] before using to confirm that you understand the possible consequences!", + "relics.description.ability.reroll.description": "Randomly rerolls the ability's attributes for better or worse values.", + + "relics.description.ability.reset.title": "Reset Ability Level", + "relics.description.ability.reset.cost.entry_1": "%1$s experience points (%2$s relative levels)", + "relics.description.ability.reset.min_level": "The ability has already reached its minimum level, so resetting is not required!", + "relics.description.ability.reset.description": "Resets the ability's level to the minimum, returning the spent upgrade points.", + + "relics.description.ability.rank_modifier.condition.rank": "Starting from rank %1$s:", + "relics.description.ability.experience_source.condition.rank": "Starting from rank %1$s:", + "relics.description.ability.statistic.condition.rank": "Starting from rank %1$s:", + + "relics.description.statistic.relic.retention_time": "Relic Ownership Time", + + "item.relics.reflective_necklace": "Reflective Necklace", + "relics.description.reflective_necklace.description": "The relic does not stop the blow from reaching the body - and that is its unpleasant honesty. It only takes part of the damage onto itself and hides it nearby, in pale spheres that linger beside the wearer. Once the wearer strikes back, the spheres obediently break away: one after another, until they shatter against an enemy, a wall, or something else.", + "relics.description.reflective_necklace.ability.reflection": "Damage Condensation", + "relics.description.reflective_necklace.ability.reflection.description": "When the relic's wearer takes damage, there is a %1$s%% chance to create an orb storing %2$s%% of the damage received. When the relic's wearer attacks, all nearby orbs within a radius of 16 blocks are sent in turn toward the attacked target. Upon colliding with any target in its path, the orb deals the stored damage to it and then disappears. The orb will also disappear if it collides with any solid block or if no target is chosen within %3$s seconds after it appears.", + "relics.description.reflective_necklace.ability.reflection.rank_modifier.piercing": "The orb no longer disappears upon hitting the first target it encounters, and instead pierces through up to %4$s targets in its path.", + "relics.description.reflective_necklace.ability.reflection.rank_modifier.stun": "When dealing damage to targets, the orb also stuns them for %5$s seconds.", + "relics.description.reflective_necklace.ability.reflection.rank_modifier.bounce": "The orb bounces up to %6$s times off solid surfaces or when moving more than 16 blocks away from the relic's wearer.", + "relics.description.reflective_necklace.ability.reflection.experience_source.construct": "+1 experience point for every 10% of the relic wearer's maximum health as damage stored in a generated orb", + "relics.description.reflective_necklace.ability.reflection.experience_source.impact": "+1 experience point for each hit dealt by an orb", + "relics.description.reflective_necklace.ability.reflection.statistic.total_orbs": "Orbs Created", + "relics.description.reflective_necklace.ability.reflection.statistic.total_damage": "Damage Dealt by Orbs", + "relics.description.reflective_necklace.ability.reflection.statistic.total_stun": "Total Stun Time from Orbs", + "relics.description.reflective_necklace.ability.reflection.statistic.total_bounces": "Orb Bounces", + + "item.relics.jellyfish_necklace": "Jellyfish Necklace", + "relics.description.jellyfish_necklace.description": "The relic comes alive only where there is water. In the rain or in liquid, it keeps the wearer steadier on their feet and closes their wounds. While electric arcs build up in its tentacles, it is better not to touch it: brush against it, and one of them breaks free, stinging everyone in its path.", + "relics.description.jellyfish_necklace.ability.regeneration": "Aquatic Regeneration", + "relics.description.jellyfish_necklace.ability.regeneration.description": "Increases the relic wearer's maximum health by %1$s% and their regeneration by %2$s%, but only while they are in liquid or in the rain.", + "relics.description.jellyfish_necklace.ability.regeneration.rank_modifier.retention": "Upon leaving the water, the bonus to additional maximum health is replaced with absorption hearts, which are consumed as damage is taken.", + "relics.description.jellyfish_necklace.ability.regeneration.experience_source.health_regeneration": "+1 experience point for every unit of health restored", + "relics.description.jellyfish_necklace.ability.regeneration.statistic.health_regenerated": "Health Restored", + "relics.description.jellyfish_necklace.ability.shock": "Electric Discharge", + "relics.description.jellyfish_necklace.ability.shock.mode.enabled": "Enabled", + "relics.description.jellyfish_necklace.ability.shock.mode.disabled": "Disabled", + "relics.description.jellyfish_necklace.ability.shock.enabled.description": "Every %1$s seconds, accumulates a charge of electric arc, with a maximum of %2$s charges. When the relic's wearer touches any living entity, 1 electric arc is consumed, and all targets within %3$s blocks are knocked back with %4$s%% force, paralyzed for %5$s seconds, and trigger a short electric chain that bounces between nearby targets within %6$s blocks up to %7$s times, dealing %8$s damage to everything in its path.", + "relics.description.jellyfish_necklace.ability.shock.disabled.description": "The ability is deactivated and provides no bonuses.", + "relics.description.jellyfish_necklace.ability.shock.rank_modifier.conductor": "The electric chain's damage to targets in liquid or rain is increased by %9$s%%.", + "relics.description.jellyfish_necklace.ability.shock.rank_modifier.charge": "When the ability triggers, the relic's wearer gains the ability for %10$s seconds to paralyze targets with their attacks for %5$s seconds. The paralysis only works on targets that have not already been paralyzed by this mechanic during the current ability trigger.", + "relics.description.jellyfish_necklace.ability.shock.experience_source.rings_accumulating": "+1 experience point for each electric arc generated", + "relics.description.jellyfish_necklace.ability.shock.experience_source.arcs_bouncing": "+1 experience point for each electric arc bounce", + "relics.description.jellyfish_necklace.ability.shock.experience_source.hit_paralysis": "+1 experience point for each second of paralysis applied to a target by an attack", + "relics.description.jellyfish_necklace.ability.shock.statistic.rings_accumulated": "Electric Arcs Accumulated", + "relics.description.jellyfish_necklace.ability.shock.statistic.rings_paralysis": "Paralysis Duration from Electric Arc Explosions", + "relics.description.jellyfish_necklace.ability.shock.statistic.arcs_spawned": "Electric Chains Created", + "relics.description.jellyfish_necklace.ability.shock.statistic.arcs_bounces": "Electric Chain Bounces", + "relics.description.jellyfish_necklace.ability.shock.statistic.arcs_damage": "Electric Chain Damage", + "relics.description.jellyfish_necklace.ability.shock.statistic.hit_paralysis": "Paralysis Duration from Attacks", + + "item.relics.kinetic_belt": "Kinetic Belt", + "relics.description.kinetic_belt.description": "The relic does not let the wearer truly fly, but it lets them stay in the air longer. The body loses altitude more slowly, preserves momentum better, and lands more softly.", + "relics.description.kinetic_belt.ability.slots": "Arsenal Expansion", + "relics.description.kinetic_belt.ability.slots.description": "Increases the maximum number of equipped charms by %1$s.", + "relics.description.kinetic_belt.ability.gliding": "Gliding", + "relics.description.kinetic_belt.ability.gliding.mode.enabled": "Enabled", + "relics.description.kinetic_belt.ability.gliding.mode.disabled": "Disabled", + "relics.description.kinetic_belt.ability.gliding.enabled.description": "While holding the jump key, reduces the relic wearer's gravity and air resistance, and increases their movement inertia by %1$s%%. Fall damage while using this ability is also reduced, but its effectiveness is inversely proportional to the vertical movement speed of the relic wearer.", + "relics.description.kinetic_belt.ability.gliding.disabled.description": "The ability is deactivated and provides no bonuses.", + "relics.description.kinetic_belt.ability.gliding.rank_modifier.momentum": "Using the ability before falling negates all potential fall damage and preserves momentum for the next jump.", + "relics.description.kinetic_belt.ability.gliding.rank_modifier.strike": "While using the ability, increases projectile damage dealt by the relic wearer by %2$s%%.", + "relics.description.kinetic_belt.ability.gliding.rank_modifier.resistance": "Reduces incoming damage to the relic wearer by %3$s%% while using the ability.", + "relics.description.kinetic_belt.synergy.electricity": "Electric Arc", + "relics.description.kinetic_belt.synergy.electricity.mode.enabled": "Enabled", + "relics.description.kinetic_belt.synergy.electricity.mode.disabled": "Disabled", + "relics.description.kinetic_belt.synergy.electricity.enabled.description": "While gliding for %2$s seconds, leaves a trail of electric chains behind the relic bearer, dealing %1$s damage to any target on contact.", + "relics.description.kinetic_belt.synergy.electricity.disabled.description": "The synergy is deactivated and provides no bonuses.", + "relics.description.kinetic_belt.ability.gliding.experience_source.gliding": "+1 experience point for each second of gliding", + "relics.description.kinetic_belt.ability.gliding.experience_source.strike": "+1 experience point for each additional point of damage from the modifier", + "relics.description.kinetic_belt.ability.gliding.experience_source.resistance": "+1 experience point for each point of blocked damage from the modifier", + "relics.description.kinetic_belt.ability.gliding.statistic.duration": "Gliding Time", + "relics.description.kinetic_belt.ability.gliding.statistic.resistance": "Damage Blocked While Gliding", + "relics.description.kinetic_belt.ability.gliding.statistic.damage": "Additional Damage Dealt While Gliding", + + "item.relics.springy_boot": "Springy Boot", + "relics.description.springy_boot.description": "With this relic, a fall rarely ends with the first touch of the ground. The surface pushes the wearer back into the air, and the movement continues from bounce to bounce until it runs out on its own.", + "relics.description.springy_boot.ability.bounce": "Spring Dash", + "relics.description.springy_boot.ability.bounce.description": "A crouch jump propels the relic wearer in the opposite direction of their gaze with %1$s%% force. Subsequent landings until coming to a full stop will bounce the relic wearer off horizontal surfaces, completely negating fall damage. To forcefully stop the ability's effect, simply hold the jump or crouch key before landing.", + "relics.description.springy_boot.ability.bounce.rank_modifier.disappearance": "Using the ability grants full invisibility until the next landing.", + "relics.description.springy_boot.ability.bounce.rank_modifier.strike": "Increases damage dealt by %2$s%% for each bounce off surfaces during a single use of the ability.", + "relics.description.springy_boot.ability.bounce.rank_modifier.shockwave": "Crouching during landing creates a shockwave with a radius of %3$s blocks, dealing %4$s damage and stunning for %5$s seconds. Each shockwave parameter depends on the relic wearer's vertical speed at the moment of landing.", + "relics.description.springy_boot.ability.bounce.experience_source.bounce": "+1 experience point for each bounce performed", + "relics.description.springy_boot.ability.bounce.experience_source.strike": "+1 experience point for each additional point of damage dealt during jumps or bounces", + "relics.description.springy_boot.ability.bounce.experience_source.create_shockwave": "+1 experience point per radius unit of each created shockwave", + "relics.description.springy_boot.ability.bounce.experience_source.shockwave_hit": "+1 experience point for each target hit by a shockwave", + "relics.description.springy_boot.ability.bounce.statistic.bounce_duration": "Time Spent in Jumps and Bounces", + "relics.description.springy_boot.ability.bounce.statistic.primary_bounces": "Jumps Performed", + "relics.description.springy_boot.ability.bounce.statistic.secondary_bounces": "Bounces Performed", + "relics.description.springy_boot.ability.bounce.statistic.additional_damage": "Additional Damage Dealt in Jumps and Bounces", + "relics.description.springy_boot.ability.bounce.statistic.shockwaves_amount": "Shockwaves Created", + "relics.description.springy_boot.ability.bounce.statistic.shockwave_targets": "Targets Hit by Shockwave", + "relics.description.springy_boot.ability.bounce.statistic.shockwave_damage": "Shockwave Damage Dealt", + "relics.description.springy_boot.ability.bounce.statistic.shockwave_stun": "Shockwave Stun Time", + + "item.relics.leafy_mantle": "Leafy Mantle", + "relics.description.leafy_mantle.description": "With this relic, foliage parts before the wearer: among the branches, they move freely, without obstacles, and gradually restore health. And when death comes too close, the forest takes the blows upon itself.", + "relics.description.leafy_mantle.ability.camouflage": "Camouflage", + "relics.description.leafy_mantle.ability.camouflage.description": "Allows free movement within tree leaves and prevents fall damage when landing on them. The relic wearer also heals for %1$s health every second while in foliage.", + "relics.description.leafy_mantle.ability.camouflage.rank_modifier.absorption": "When the ability triggers, the relic wearer gains %2$s additional absorption health.", + "relics.description.leafy_mantle.ability.camouflage.rank_modifier.disappearance": "The relic bearer gains the invisibility effect for the duration of the ability, but any interaction with the world will remove it for %3$s seconds.", + "relics.description.leafy_mantle.ability.camouflage.experience_source.hiding": "+1 experience point for each second spent in foliage", + "relics.description.leafy_mantle.ability.camouflage.experience_source.healing": "+1 experience point for each unit of health restored while camouflaged in foliage", + "relics.description.leafy_mantle.ability.camouflage.statistic.hide_duration": "Time Spent Camouflaged in Foliage", + "relics.description.leafy_mantle.ability.camouflage.statistic.heal_amount": "Health Restored While Camouflaged in Foliage", + "relics.description.leafy_mantle.ability.revival": "Gift of the Grove", + "relics.description.leafy_mantle.ability.revival.description": "When taking fatal damage, the relic wearer is protected from death by absorbing leaves within a radius of %1$s blocks. The amount of foliage absorbed depends on the fatal damage received, with 1 block blocking up to %2$s damage.", + "relics.description.leafy_mantle.ability.revival.rank_modifier.piercing": "Leaf projectiles deal %3$s damage and paralyze all targets in their path for %4$s seconds.", + "relics.description.leafy_mantle.ability.revival.experience_source.consuming_leaves": "+1 experience point for each foliage block absorbed", + "relics.description.leafy_mantle.ability.revival.experience_source.leaves_impact": "+1 experience point for each target hit by a leaf projectile", + "relics.description.leafy_mantle.ability.revival.statistic.leaves_consumed": "Foliage Blocks Absorbed", + "relics.description.leafy_mantle.ability.revival.statistic.damage_negated": "Damage Blocked by Foliage", + "relics.description.leafy_mantle.ability.revival.statistic.damage_dealt": "Damage Dealt by Leaf Projectiles", + "relics.description.leafy_mantle.ability.revival.statistic.paralysis_duration": "Paralysis Time from Leaf Projectiles", + + "item.relics.roller_skate": "Roller Skate", + "relics.description.roller_skate.description": "With this relic, ordinary running quickly stops being ordinary. The surface slides underfoot, movement becomes sharper, and on a hard drift, sparks fly from under the wheels, cutting no worse than a sword.", + "relics.description.roller_skate.ability.skating": "Acceleration", + "relics.description.roller_skate.ability.skating.description": "While running continuously, gradually increases the player's movement speed, reaching the maximum bonus of %1$s%% after 5 seconds. As movement speed increases, block slipperiness also increases.", + "relics.description.roller_skate.ability.skating.rank_modifier.step_height": "Increases step height while running by %2$s blocks.", + "relics.description.roller_skate.ability.skating.rank_modifier.resistance": "As movement speed increases, resistance to incoming damage also increases, up to %3$s%%.", + "relics.description.roller_skate.ability.skating.rank_modifier.sparkling": "While drifting, scatters sparks that deal %4$s damage and set targets on fire for %5$s seconds per unit of the relic wearer's speed at the moment they appear.", + "relics.description.roller_skate.ability.skating.experience_source.skating": "+1 experience point for each second of skating", + "relics.description.roller_skate.ability.skating.experience_source.resisting_damage": "+1 experience point for each point of damage reduced through skating", + "relics.description.roller_skate.ability.skating.experience_source.creating_sparks": "+1 experience point for every 10 sparks created", + "relics.description.roller_skate.ability.skating.experience_source.spark_hit": "+1 experience point for each target hit by a spark", + "relics.description.roller_skate.ability.skating.statistic.distance_traveled": "Distance Traveled by Skating", + "relics.description.roller_skate.ability.skating.statistic.damage_resisted": "Damage Reduced While Skating", + "relics.description.roller_skate.ability.skating.statistic.sparks_created": "Sparks Created While Drifting", + "relics.description.roller_skate.ability.skating.statistic.damage_dealt": "Damage Dealt by Sparks", + "relics.description.roller_skate.ability.skating.statistic.ignite_duration": "Ignite Duration from Sparks", + + "item.relics.midnight_mantle": "Midnight Mantle", + "relics.description.midnight_mantle.description": "The relic changes with the Moon: under a full moon, the wearer strikes faster and harder, while under a new moon, they become tougher and recover from wounds more easily. In darkness, it hides them from prying eyes until light reveals their silhouette again. And if the wearer is wounded, stars flare around them, ready to form a deadly constellation.", + "relics.description.midnight_mantle.ability.phase": "Lunar Phase", + "relics.description.midnight_mantle.ability.phase.mode.full_moon": "Full Moon", + "relics.description.midnight_mantle.ability.phase.mode.new_moon": "New Moon", + "relics.description.midnight_mantle.ability.phase.full_moon.description": "Increases damage dealt by the relic wearer by %1$s%% and their attack speed by %2$s%%. The effectiveness of the bonuses depends on how close the current Moon phase is to the full moon.", + "relics.description.midnight_mantle.ability.phase.new_moon.description": "Increases the relic wearer's maximum health by %3$s%% and their regeneration by %4$s%%. The effectiveness of the bonuses depends on how close the current Moon phase is to the new moon.", + "relics.description.midnight_mantle.ability.phase.rank_modifier.switch": "Switching the ability's mode for %5$s seconds increases its effectiveness by %6$s%%.", + "relics.description.midnight_mantle.ability.phase.experience_source.damage_dealing": "+a random amount of experience within the range of bonus damage dealt in Full Moon mode", + "relics.description.midnight_mantle.ability.phase.experience_source.health_regeneration": "+1 experience point for each additional unit of health restored in New Moon mode", + "relics.description.midnight_mantle.ability.phase.statistic.duration_new_moon": "Time Spent in Mode", + "relics.description.midnight_mantle.ability.phase.statistic.duration_full_moon": "Time Spent in Mode", + "relics.description.midnight_mantle.ability.phase.statistic.additional_damage": "Additional Damage Dealt", + "relics.description.midnight_mantle.ability.phase.statistic.health_regeneration": "Additional Health Restored", + "relics.description.midnight_mantle.ability.invisibility": "Shadow", + "relics.description.midnight_mantle.ability.invisibility.description": "When light level is below %1$s%%, cloaks the relic wearer in shadow, granting them invisibility. Upon leaving the shadows, the ability cannot trigger again for %2$s seconds, and also not until all targets within 16 blocks lose sight of the relic wearer.", + "relics.description.midnight_mantle.ability.invisibility.rank_modifier.strike": "An attack from the shadows deals %3$s%% increased damage.", + "relics.description.midnight_mantle.ability.invisibility.experience_source.being_invisible": "+1 experience point for each second spent invisible", + "relics.description.midnight_mantle.ability.invisibility.experience_source.damage_dealing": "+1 experience point for each attack made from invisibility", + "relics.description.midnight_mantle.ability.invisibility.statistic.duration": "Time Spent Invisible", + "relics.description.midnight_mantle.ability.invisibility.statistic.additional_damage": "Additional Damage Dealt from Invisibility", + "relics.description.midnight_mantle.ability.constellation": "Constellation", + "relics.description.midnight_mantle.ability.constellation.description": "Taking damage has a %1$s%% chance to release a star in a random direction, which will merge with other such stars within %2$s blocks into a constellation. Crossing a constellation line applies tremor to the target for %3$s seconds, and touching a star instantly explodes it, dealing %5$s damage to all targets within %4$s blocks. Stars also explode automatically %6$s seconds after appearing.", + "relics.description.midnight_mantle.ability.constellation.rank_modifier.stun": "A star's explosion also stuns targets for %7$s seconds.", + "relics.description.midnight_mantle.ability.constellation.experience_source.star_creation": "+1 experience point for each star created", + "relics.description.midnight_mantle.ability.constellation.experience_source.star_tremor": "+1 experience point for each second a constellation applies tremor to a target", + "relics.description.midnight_mantle.ability.constellation.experience_source.star_damage": "+1 experience point for each unit of damage dealt by a star", + "relics.description.midnight_mantle.ability.constellation.statistic.total_stars": "Stars Created", + "relics.description.midnight_mantle.ability.constellation.statistic.star_damage": "Damage Dealt by Stars", + "relics.description.midnight_mantle.ability.constellation.statistic.star_stun": "Star Stun Time", + "relics.description.midnight_mantle.ability.starfall": "Starfall", + "relics.description.midnight_mantle.ability.starfall.description": "When the relic wearer deals damage, there is a %1$s%% chance to summon a falling star from the sky, which upon landing creates a shockwave with a radius of %2$s blocks, dealing %3$s%% of the originally dealt damage and stunning the target for %4$s seconds.", + "relics.description.midnight_mantle.ability.starfall.rank_modifier.bounce": "With a %5$s%% chance, a fallen star will bounce off the surface without being destroyed. The shockwave radius decreases by 1 for each bounce. The effect can trigger multiple times.", + "relics.description.midnight_mantle.ability.starfall.statistic.total_stars": "Stars Created", + "relics.description.midnight_mantle.ability.starfall.experience_source.star_creation": "+1 experience point for each star created", + "relics.description.midnight_mantle.ability.starfall.experience_source.shockwave_hit": "+1 experience point for each target hit by a star's shockwave", + "relics.description.midnight_mantle.ability.starfall.experience_source.star_bounce": "+1 experience point for each star bounce", + "relics.description.midnight_mantle.ability.starfall.statistic.shockwave_targets": "Targets Hit by Star's Shockwave", + "relics.description.midnight_mantle.ability.starfall.statistic.shockwave_damage": "Damage Dealt by Star's Shockwave", + "relics.description.midnight_mantle.ability.starfall.statistic.shockwave_stun": "Shockwave Stun Time from Star", + "relics.description.midnight_mantle.ability.starfall.statistic.star_bounces": "Star Bounces", + + "item.relics.chorus_staff": "Chorus Staff", + "relics.description.chorus_staff.description": "The relic handles distance crudely and simply: one swing - and the wearer vanishes from the spot, appearing ahead faster than their own step.", + "relics.description.chorus_staff.ability.blink": "Teleportation", + "relics.description.chorus_staff.ability.blink.description": "When used, teleports the relic bearer forward up to %1$s blocks, consuming 1 unit from an internal buffer of %2$s units. The buffer regenerates automatically by 1 unit every %3$s seconds.", + "relics.description.chorus_staff.ability.blink.rank_modifier.safe_fall": "Landing after teleportation does not deal fall damage.", + "relics.description.chorus_staff.ability.blink.rank_modifier.ascent": "Using teleportation while looking at a block within reach teleports the player to that block instead of forward. If there are other blocks above the target, the remaining teleportation distance is used to find a safe location.", + "relics.description.chorus_staff.ability.blink.rank_modifier.flicker": "When teleporting, all nearby targets briefly lose sight of the player.", + "relics.description.chorus_staff.ability.blink.experience_source.blink": "+1 experience point for each teleport performed", + "relics.description.chorus_staff.ability.blink.experience_source.safe_fall": "+1 experience point for each safe landing after teleportation", + "relics.description.chorus_staff.ability.blink.experience_source.flicker": "+1 experience point for each target that lost sight of the relic bearer during teleportation", + "relics.description.chorus_staff.ability.blink.statistic.blinks_amount": "Total Teleports", + "relics.description.chorus_staff.ability.blink.statistic.distance_traveled": "Distance Traveled via Teleportation", + "relics.description.chorus_staff.ability.blink.statistic.targets": "Targets that lost sight of the relic bearer during teleportation", + "relics.description.chorus_staff.ability.blink.statistic.safe_falls": "Safe Landings after Teleportation", + + "item.relics.piglin_mask": "Piglin Mask", + "relics.description.piglin_mask.description": "The relic echoes the features of piglins, spawn of the Nether, and even a stranger wearing it is not immediately taken for an enemy. In trades, they take gold as always, but give back more than they should. And if it comes to a fight, they rise to defend a familiar face.", + "relics.description.piglin_mask.ability.neutrality": "Neutrality", + "relics.description.piglin_mask.ability.neutrality.description": "Piglins no longer attack the relic bearer first.", + "relics.description.piglin_mask.ability.neutrality.rank_modifier.legion": "Nearby piglins attack anyone who tries to harm the relic bearer or has been attacked by them.", + "relics.description.piglin_mask.ability.neutrality.experience_source.target": "+1 experience point each time a piglin defends the relic bearer", + "relics.description.piglin_mask.ability.neutrality.statistic.target": "Piglins who defended the relic bearer", + "relics.description.piglin_mask.ability.barter": "Barter", + "relics.description.piglin_mask.ability.barter.description": "When trading, piglins return up to %1$s trade results for a single unit of currency.", + "relics.description.piglin_mask.ability.barter.rank_modifier.pocket": "Before trading, the piglin may immediately collect up to %2$s currency units from the relic bearer.", + "relics.description.piglin_mask.ability.barter.experience_source.trade": "+1 experience point for each trade with piglins", + "relics.description.piglin_mask.ability.barter.experience_source.pickup": "+1 experience point for each extra unit of currency picked up by the piglin", + "relics.description.piglin_mask.ability.barter.statistic.currency": "Currency spent trading with piglins", + "relics.description.piglin_mask.ability.barter.statistic.items": "Items received from trading with piglins", + "relics.description.piglin_mask.ability.looting": "Looting", + "relics.description.piglin_mask.ability.looting.description": "Killing targets drops extra gold teeth. Their amount depends on the target's maximum health, and for every %2$s health points there is a %1$s%% chance to drop one tooth. Teeth can be used for piglin trading or melted into gold.", + "relics.description.piglin_mask.ability.looting.rank_modifier.frenzy": "Picking up dropped teeth for %3$s seconds increases damage by %4$s%% and attack speed by %5$s%% per collected tooth. Picking up a new tooth refreshes the effect duration. When the number of collected teeth reaches 32, further pickups no longer refresh the duration but triple all bonuses until time expires.", + "relics.description.piglin_mask.ability.looting.experience_source.drop": "+1 experience point for each gold tooth dropped", + "relics.description.piglin_mask.ability.looting.experience_source.stack": "+1 experience point for each charge gained from gold teeth", + "relics.description.piglin_mask.ability.looting.statistic.teeth_dropped": "Gold teeth dropped from targets", + "relics.description.piglin_mask.ability.looting.statistic.teeth_picked_up": "Dropped gold teeth picked up", + "relics.description.piglin_mask.ability.looting.statistic.additional_damage": "Extra damage dealt under tooth effect", + "relics.description.piglin_mask.ability.looting.statistic.effect_duration": "Time spent under tooth effect", + "relics.description.piglin_mask.ability.looting.statistic.tripled_effect_duration": "Time spent under tripled tooth effect", + + "item.relics.cut_glass_boot": "Cut Glass Boot", + "relics.description.cut_glass_boot.description": "The relic does not always consider liquid an obstacle. It stores it within itself, then recognizes it underfoot and lets the wearer walk across the surface.", + "relics.description.cut_glass_boot.ability.glass": "Glass", + "relics.description.cut_glass_boot.ability.glass.description": "When the relic is held, it functions like a regular bucket capable of storing up to %2$s liquids with a total volume of %1$s mB. To switch the currently selected liquid, hold the relic, press Shift, and scroll the mouse wheel. When the relic is equipped, it allows movement across any liquid stored in its internal buffer. Movement speed on the liquid is halved compared to normal, but for every 1000 mB of liquid of the same type, movement speed on it increases by %3$s%%.", + "relics.description.cut_glass_boot.ability.glass.experience_source.standing": "+1 experience point for each second spent moving across the liquid", + "relics.description.cut_glass_boot.ability.glass.statistic.duration": "Time spent standing on liquid", + + "item.relics.ring_of_the_seven_deadly_sins": "Ring of the Seven Deadly Sins", + "relics.description.ring_of_the_seven_deadly_sins.description": "The relic responds to the wearer's sins, but none of them serves as a gift. It eagerly empowers one who is higher, angrier, hungrier, richer, or more patient than their victim, but leaves a crack in every advantage. Once circumstances change, the same sin begins to work against the owner.", + "relics.description.ring_of_the_seven_deadly_sins.statistic.unequip_attempts": "Attempts to remove the ring", + "relics.description.ring_of_the_seven_deadly_sins.ability.pride": "Pride", + "relics.description.ring_of_the_seven_deadly_sins.ability.pride.description": "Increases damage dealt by the relic bearer by %1$s%% for each block of vertical advantage above the target, but also increases damage received for each block of vertical disadvantage below the target.", + "relics.description.ring_of_the_seven_deadly_sins.ability.pride.experience_source.height_advantage": "+1 experience per point of extra damage caused by height difference between the bearer and the target", + "relics.description.ring_of_the_seven_deadly_sins.ability.pride.statistic.additional_damage": "Additional damage dealt from height difference", + "relics.description.ring_of_the_seven_deadly_sins.ability.pride.statistic.damage_received": "Additional damage received from height difference", + "relics.description.ring_of_the_seven_deadly_sins.ability.envy": "Envy", + "relics.description.ring_of_the_seven_deadly_sins.ability.envy.description": "Increases damage dealt by %1$s%% for every 5 health points by which the target’s current health exceeds the relic bearer’s. If the target’s health is lower than the bearer’s, damage received increases by %2$s%%.", + "relics.description.ring_of_the_seven_deadly_sins.ability.envy.experience_source.health_gap": "+1 experience for each point of damage altered due to the health difference between the target and the relic bearer", + "relics.description.ring_of_the_seven_deadly_sins.ability.envy.statistic.offensive_shift": "Additional damage dealt due to health difference", + "relics.description.ring_of_the_seven_deadly_sins.ability.envy.statistic.defensive_shift": "Additional damage received due to health difference", + "relics.description.ring_of_the_seven_deadly_sins.ability.wrath": "Wrath", + "relics.description.ring_of_the_seven_deadly_sins.ability.wrath.description": "Upon striking, a %1$s-second damage window opens: at its start, damage is increased by %2$s%% and returns to its base value by the midpoint, after which it decreases down to a penalty of %3$s%% by the end. Performing a new attack resets the window.", + "relics.description.ring_of_the_seven_deadly_sins.ability.wrath.experience_source.timing": "+1 experience for each point of damage altered within the timing window", + "relics.description.ring_of_the_seven_deadly_sins.ability.wrath.statistic.windows": "Damage windows created", + "relics.description.ring_of_the_seven_deadly_sins.ability.wrath.statistic.bonus_damage": "Bonus damage dealt within timing windows", + "relics.description.ring_of_the_seven_deadly_sins.ability.wrath.statistic.reduced_damage": "Damage reduced within timing windows", + "relics.description.ring_of_the_seven_deadly_sins.ability.sloth": "Sloth", + "relics.description.ring_of_the_seven_deadly_sins.ability.sloth.description": "Standing still for %1$s seconds grants the relic bearer immortality. However, while moving, damage received increases by %2$s%% per unit of speed.", + "relics.description.ring_of_the_seven_deadly_sins.ability.sloth.experience_source.immortality": "+1 experience for each entry into the state of idle immortality", + "relics.description.ring_of_the_seven_deadly_sins.ability.sloth.statistic.immortality_duration": "Time spent in idle immortality", + "relics.description.ring_of_the_seven_deadly_sins.ability.sloth.statistic.damage_from_moving": "Additional damage received while moving", + "relics.description.ring_of_the_seven_deadly_sins.ability.greed": "Greed", + "relics.description.ring_of_the_seven_deadly_sins.ability.greed.description": "Increases luck by %1$s and loot yield by %2$s, but with a %3$s%% chance destroys loot obtained by the relic bearer.", + "relics.description.ring_of_the_seven_deadly_sins.ability.greed.experience_source.ore": "+1 experience for each mined ore block", + "relics.description.ring_of_the_seven_deadly_sins.ability.greed.experience_source.mob": "+1 experience for each mob killed", + "relics.description.ring_of_the_seven_deadly_sins.ability.greed.experience_source.nullification": "+1 experience for each fully nullified loot drop", + "relics.description.ring_of_the_seven_deadly_sins.ability.greed.statistic.nullified_tables": "Loot drops nullified", + "relics.description.ring_of_the_seven_deadly_sins.ability.gluttony": "Gluttony", + "relics.description.ring_of_the_seven_deadly_sins.ability.gluttony.description": "When the hunger level is above half, increases all stats of the relic bearer by %1$s%% per hunger point; when below half, decreases them by %2$s%%.", + "relics.description.ring_of_the_seven_deadly_sins.ability.gluttony.experience_source.food": "+1 experience for each hunger point restored by consumed food", + "relics.description.ring_of_the_seven_deadly_sins.ability.gluttony.statistic.positive_duration": "Time under positive hunger modifier", + "relics.description.ring_of_the_seven_deadly_sins.ability.gluttony.statistic.negative_duration": "Time under negative hunger modifier", + "relics.description.ring_of_the_seven_deadly_sins.ability.lust": "Lust", + "relics.description.ring_of_the_seven_deadly_sins.ability.lust.description": "Breeding animals may produce up to %1$s additional offspring, but the bred animals will die within %2$s seconds unless bred again.", + "relics.description.ring_of_the_seven_deadly_sins.ability.lust.experience_source.offspring": "+1 experience for each additional offspring", + "relics.description.ring_of_the_seven_deadly_sins.ability.lust.statistic.extra_offspring": "Additional offspring produced", + "relics.description.ring_of_the_seven_deadly_sins.ability.lust.statistic.breeding_attempts": "Breeding attempts made", + + "item.relics.sphere_of_self_sacrifice": "Sphere of Self-Sacrifice", + "relics.description.sphere_of_self_sacrifice.description": "The relic takes health away just as willingly as it later returns it. The wearer opens access to their own blood, and what was lost slowly returns with interest.", + "relics.description.sphere_of_self_sacrifice.ability.sacrifice": "Sacrifice", + "relics.description.sphere_of_self_sacrifice.ability.sacrifice.description": "On use, consumes 33% of the player's maximum health, restoring twice that amount over the next 10 seconds. Up to %1$s health restoration effects can exist simultaneously. Reusing the ability resets the duration of all active health restoration effects.", + "relics.description.sphere_of_self_sacrifice.ability.sacrifice.rank_modifier.resistance": "Reduces incoming damage by %2$s%% for each active health restoration effect.", + "relics.description.sphere_of_self_sacrifice.ability.sacrifice.rank_modifier.salvo": "While crouching, right-clicking nullifies all active health restoration effects, releasing them as homing blood projectiles at the target in front of you. Each projectile deals damage equal to the remaining amount of health its corresponding effect had yet to restore.", + "relics.description.sphere_of_self_sacrifice.ability.sacrifice.rank_modifier.salvation": "If the number of health restoration effects has not reached the maximum and incoming damage exceeds the damage dealt by the ability, the damage is reduced to the ability's damage value, and the current number of health restoration effects is increased by 1.", + "relics.description.sphere_of_self_sacrifice.ability.sacrifice.experience_source.self_inflicted": "+1 experience for each activation of the ability", + "relics.description.sphere_of_self_sacrifice.ability.sacrifice.experience_source.resisting_damage": "+1 experience for each point of damage reduced by health restoration effects", + "relics.description.sphere_of_self_sacrifice.ability.sacrifice.experience_source.salvation": "+1 experience for each point of damage nullified in exchange for triggering the ability", + "relics.description.sphere_of_self_sacrifice.ability.sacrifice.statistic.healing_done": "Health restored by health restoration effects", + "relics.description.sphere_of_self_sacrifice.ability.sacrifice.statistic.damage_resisted": "Damage mitigated by health restoration effects", + "relics.description.sphere_of_self_sacrifice.ability.sacrifice.statistic.projectiles_created": "Blood projectiles fired", + "relics.description.sphere_of_self_sacrifice.ability.sacrifice.statistic.blood_projectile_damage": "Damage dealt by blood projectiles", + "relics.description.sphere_of_self_sacrifice.ability.sacrifice.statistic.salvation_triggers": "Damage mitigation triggers in exchange for ability activation", + "relics.description.sphere_of_self_sacrifice.ability.sacrifice.statistic.salvation_damage_blocked": "Damage mitigated in exchange for ability activation", + + "item.relics.hunting_belt": "Hunting Belt", + "relics.description.hunting_belt.description": "The relic does not empower the wearer directly. Instead, it gives its anger to the tamed beasts beside them, and their strikes become noticeably heavier. The more such companions join the fight, the worse it gets for the chosen target.", + "relics.description.hunting_belt.ability.slots": "Arsenal Expansion", + "relics.description.hunting_belt.ability.slots.description": "Increases the maximum number of equipped charms by %1$s.", + "relics.description.hunting_belt.ability.pack": "Pack", + "relics.description.hunting_belt.ability.pack.description": "Increases the damage dealt by the relic bearer’s pets by %1$s%%.", + "relics.description.hunting_belt.ability.pack.rank_modifier.leader": "Pets within a radius of %2$s blocks reduce the damage taken by the relic bearer by %3$s%% for each pet, up to a maximum of 5 pets.", + "relics.description.hunting_belt.ability.pack.rank_modifier.relentless": "The relic bearer’s pets ignore target invulnerability frames.", + "relics.description.hunting_belt.ability.pack.rank_modifier.revival": "When a pet dies, a special bone drops that can be charged by killing creatures. Each killed creature charges the bone by an amount equal to its maximum health. The cost to revive a pet is %4$s%% of its maximum health.", + "relics.description.hunting_belt.ability.pack.experience_source.pet_damage": "+1 experience for each attack performed by the relic bearer’s pet", + "relics.description.hunting_belt.ability.pack.experience_source.pet_resistance": "+1 experience for each point of damage absorbed by pet-based protection of the relic bearer", + "relics.description.hunting_belt.ability.pack.experience_source.bone_drop": "+1 experience for each bone created from a fallen pet", + "relics.description.hunting_belt.ability.pack.statistic.pet_attacks": "Pet attacks", + "relics.description.hunting_belt.ability.pack.statistic.pet_damage": "Damage dealt by pets", + "relics.description.hunting_belt.ability.pack.statistic.damage_resisted": "Damage absorbed by pet-based protection", + "relics.description.hunting_belt.ability.pack.statistic.pet_bones": "Bones created from fallen pets", + + "item.relics.rider_flute": "Rider Flute", + "relics.description.rider_flute.description": "The relic keeps mount animals nearby, even when they are out of sight. The wearer can take a tamed mount inside, release it back out, and call it again the same way. This keeps the mount close at hand at any moment, even when there is neither a stable nor reins nearby.", + "relics.description.rider_flute.ability.stable": "Stable", + "relics.description.rider_flute.ability.stable.description": "Right click a tamed riding animal to place it inside the flute. Right click again to release the animal and allow it to be recalled into the flute with another right click. To completely release the animal from the flute you must right click while sneaking. The flute can store up to %1$s riding animals at the same time and you can switch between them by scrolling the mouse wheel while sneaking.", + "relics.description.rider_flute.ability.stable.rank_modifier.regeneration": "Restores %2$s health per second to all riding animals stored inside the flute.", + "relics.description.rider_flute.ability.stable.rank_modifier.recall": "If a released riding animal moves more than 16 blocks away from its owner it automatically returns into the flute.", + "relics.description.rider_flute.ability.stable.rank_modifier.resistance": "While the relic owner is riding a mount summoned from the flute both the owner and the animal gain %3$s%% resistance to incoming damage.", + "relics.description.rider_flute.ability.stable.experience_source.riding": "+1 experience for every 25 blocks traveled while riding a mount from the flute", + "relics.description.rider_flute.ability.stable.experience_source.healing": "+1 experience for every point of health healed by a riding animal inside the flute", + "relics.description.rider_flute.ability.stable.experience_source.recall": "+1 experience for every automatic return of a riding animal into the flute", + "relics.description.rider_flute.ability.stable.experience_source.resistance": "+1 experience for every point of damage blocked while riding a summoned mount", + "relics.description.rider_flute.ability.stable.statistic.distance_traveled": "Distance traveled while riding mounts from the flute", + "relics.description.rider_flute.ability.stable.statistic.captured_mounts": "Riding animals placed into the flute", + "relics.description.rider_flute.ability.stable.statistic.released_mounts": "Riding animals released from the flute", + "relics.description.rider_flute.ability.stable.statistic.healed_health": "Health restored to riding animals inside the flute", + "relics.description.rider_flute.ability.stable.statistic.damage_resisted": "Damage blocked while riding a mount from the flute", + "relics.message.rider_flute.slot": "[%1$s/%2$s]: %3$s", + "relics.message.rider_flute.deployed_suffix": " [released]", + + "item.relics.clot_of_time": "Clot of Time", + "relics.description.clot_of_time.description": "The relic pulls the wearer back along the path they recently took. The body returns to where it has already been, rewinding the last moments step by step.", + "relics.description.clot_of_time.ability.rewind": "Transgression", + "relics.description.clot_of_time.ability.rewind.description": "While holding RMB, smoothly returns the relic's bearer along the recently traveled path in time up to %1$s seconds. After the rewind ends, the ability goes on cooldown for the same amount of time the relic was used continuously without interruption.", + "relics.description.clot_of_time.ability.rewind.rank_modifier.invulnerability": "During the rewind, the relic's bearer does not take damage.", + "relics.description.clot_of_time.ability.rewind.rank_modifier.health_rewind": "During the rewind, restores health to the value it had at the corresponding point along the path, but never reduces the current health.", + "relics.description.clot_of_time.ability.rewind.rank_modifier.oblivion": "While the ability is active, all nearby entities lose sight of the relic's bearer.", + "relics.description.clot_of_time.ability.rewind.experience_source.rewind": "+1 experience point for every second spent in rewind mode", + "relics.description.clot_of_time.ability.rewind.experience_source.health_rewind": "+1 experience point for every point of health restored by the health rewind modifier", + "relics.description.clot_of_time.ability.rewind.statistic.activations": "Relic activations", + "relics.description.clot_of_time.ability.rewind.statistic.rewind_duration": "Time spent in rewind mode", + "relics.description.clot_of_time.ability.rewind.statistic.health_restored": "Health restored by health rewind", + + "item.relics.chef_hat": "Chef's Hat", + "item.relics.raw_meatball": "Raw Meatball", + "item.relics.cooked_meatball": "Cooked Meatball", + "relics.description.chef_hat.description": "The relic adds food to the spoils. After a target is killed, a meatball may be left nearby, simple and filling, like a piece of raw meat. It can be eaten right away or cooked to get more benefit.", + "relics.description.chef_hat.ability.satiety": "Meatball Harvest", + "relics.description.chef_hat.ability.satiety.description": "Killing a target has a %1$s%% chance to drop 1 meatball, identical in properties to raw beef, which can be eaten or cooked for greater nourishment.", + "relics.description.chef_hat.ability.satiety.rank_modifier.quick_meal": "Meatballs are consumed 3 times faster.", + "relics.description.chef_hat.ability.satiety.rank_modifier.meatball_healing": "Consuming meatballs restores %2$s health. Cooked meatballs restore twice as much.", + "relics.description.chef_hat.ability.satiety.rank_modifier.cooked_meatball": "Dropped meatballs are automatically cooked.", + "relics.description.chef_hat.ability.satiety.experience_source.drop": "+1 experience for each dropped meatball", + "relics.description.chef_hat.ability.satiety.experience_source.consume": "+1 experience for each consumed meatball", + "relics.description.chef_hat.ability.satiety.experience_source.healing": "+1 experience for each point of health restored by meatballs", + "relics.description.chef_hat.ability.satiety.statistic.meatballs_dropped": "Meatballs dropped from targets", + "relics.description.chef_hat.ability.satiety.statistic.raw_meatballs_eaten": "Raw meatballs consumed", + "relics.description.chef_hat.ability.satiety.statistic.cooked_meatballs_eaten": "Cooked meatballs consumed", + "relics.description.chef_hat.ability.satiety.statistic.health_restored": "Health restored by meatballs", + + "item.relics.experience_disperser": "Experience Disperser", + "relics.description.experience_disperser.description": "The relic does not like experience settling in one place. Once it receives its share, part of the experience spreads to the others. This way, it accumulates not in a single relic, but across all equipment at once.", + "relics.description.experience_disperser.ability.dispersion": "Experience Dispersion", + "relics.description.experience_disperser.ability.dispersion.description": "When any of the bearer’s relics gains experience, all equipped relics additionally receive %1$s%% of that amount.", + "relics.description.experience_disperser.ability.dispersion.rank_modifier.same_item": "Relics of the same type gain %2$s%% more experience from the dispersion effect.", + "relics.description.experience_disperser.ability.dispersion.rank_modifier.player_xp": "%3$s%% of experience gained by the player from experience orbs is distributed among all equipped relics.", + "relics.description.experience_disperser.ability.dispersion.rank_modifier.max_level": "The dispersion effect triggers even if the relic that gained experience has already reached its maximum level.", + "relics.description.experience_disperser.ability.dispersion.experience_source.trigger": "+1 experience point for each point of experience distributed by dispersion", + "relics.description.experience_disperser.ability.dispersion.statistic.distributions": "Dispersion Triggers", + "relics.description.experience_disperser.ability.dispersion.statistic.distributed_experience": "Experience Distributed", + "relics.description.experience_disperser.ability.dispersion.statistic.player_xp_conversions": "Experience Orb Conversion Triggers", + "relics.description.experience_disperser.ability.dispersion.statistic.converted_player_experience": "Experience Orb Experience Converted", + + "item.relics.glitchy_mantle": "Glitchy Mantle", + "relics.description.glitchy_mantle.description": "With this relic, the wearer seems not to fully match what others see. Strikes sometimes pass by, confusing the attacker. Torn copies remain behind, and enemies that collide with them lose themselves for a moment. Even the void beneath the wearer's feet thickens, giving them time to take the next step despite the lack of solid ground.", + "relics.description.glitchy_mantle.ability.distortion": "Perception Glitch", + "relics.description.glitchy_mantle.ability.distortion.description": "Attacks against the relic bearer have a %1$s%% chance to miss.", + "relics.description.glitchy_mantle.ability.distortion.rank_modifier.disorientation": "When an attack misses, the attacking target turns in a random direction and loses sight of the relic bearer.", + "relics.description.glitchy_mantle.ability.distortion.experience_source.miss": "+1 experience point for each attack that misses the relic bearer", + "relics.description.glitchy_mantle.ability.distortion.statistic.misses": "Misses provoked", + "relics.description.glitchy_mantle.ability.illusion": "Glitchy Copy", + "relics.description.glitchy_mantle.ability.illusion.mode.enabled": "Enabled", + "relics.description.glitchy_mantle.ability.illusion.mode.disabled": "Disabled", + "relics.description.glitchy_mantle.ability.illusion.enabled.description": "Every %1$s seconds, leaves behind a glitchy copy of the relic bearer that exists for %2$s seconds. When a target collides with the copy, all targets within a %4$s-block radius are stunned for %3$s seconds, after which the copy disappears.", + "relics.description.glitchy_mantle.ability.illusion.disabled.description": "The ability is deactivated and does not create glitchy copies.", + "relics.description.glitchy_mantle.ability.illusion.description": "Every %1$s seconds, leaves behind a glitchy copy of the relic bearer that exists for %2$s seconds. When a target collides with the copy, all targets within a %4$s-block radius are stunned for %3$s seconds, after which the copy disappears.", + "relics.description.glitchy_mantle.ability.illusion.rank_modifier.echo": "When the relic bearer attacks a target, their nearest copies within %5$s%% of maximum attack range repeat the same attack, ignoring the target's invulnerability time.", + "relics.description.glitchy_mantle.ability.illusion.experience_source.creation": "+1 experience point for each glitchy copy created", + "relics.description.glitchy_mantle.ability.illusion.experience_source.detonation": "+1 experience point for each detonated glitchy copy", + "relics.description.glitchy_mantle.ability.illusion.experience_source.echo_attack": "+1 experience point for each copy that performs an attack against a target", + "relics.description.glitchy_mantle.ability.illusion.statistic.illusions": "Glitchy copies created", + "relics.description.glitchy_mantle.ability.illusion.statistic.target_detonations": "Copies destroyed by targets", + "relics.description.glitchy_mantle.ability.illusion.statistic.owner_detonations": "Copies destroyed by the relic bearer", + "relics.description.glitchy_mantle.ability.illusion.statistic.damage_dealt": "Damage dealt by copies", + "relics.description.glitchy_mantle.ability.illusion.statistic.stun_duration": "Total stun duration from copies", + "relics.description.glitchy_mantle.ability.illusion.statistic.echo_attacks": "Additional attacks by copies", + "relics.description.glitchy_mantle.ability.glitch": "Surface Tear", + "relics.description.glitchy_mantle.ability.glitch.mode.enabled": "Enabled", + "relics.description.glitchy_mantle.ability.glitch.mode.disabled": "Disabled", + "relics.description.glitchy_mantle.ability.glitch.enabled.description": "Allows the relic bearer to move through the air as if across a solid surface. If the relic bearer stands still on air for longer than %1$s seconds, the surface beneath them loses stability, causing them to start falling and take %2$s%% increased fall damage until landing. While holding the sneak key, the relic bearer can drop down manually without taking fall damage.", + "relics.description.glitchy_mantle.ability.glitch.disabled.description": "The ability is deactivated and does not provide any bonuses.", + "relics.description.glitchy_mantle.ability.glitch.rank_modifier.phase": "Allows the relic bearer to pass through solid blocks, but for no longer than %3$s seconds. If the limit is exceeded, the relic bearer returns to the last safe point.", + "relics.description.glitchy_mantle.ability.glitch.experience_source.air_walking": "+1 experience point for each second spent moving through the air", + "relics.description.glitchy_mantle.ability.glitch.experience_source.phasing": "+1 experience point for each second spent inside blocks", + "relics.description.glitchy_mantle.ability.glitch.statistic.forced_falls": "Forced falls", + "relics.description.glitchy_mantle.ability.glitch.statistic.solid_air_duration": "Time spent on solid air", + "relics.description.glitchy_mantle.ability.glitch.statistic.phase_rollbacks": "Rollbacks to safe point", + "relics.description.glitchy_mantle.ability.glitch.statistic.phase_duration": "Time spent inside blocks", + "relics.description.glitchy_mantle.synergy.electricity": "Electric Rift", + "relics.description.glitchy_mantle.synergy.electricity.mode.enabled": "Enabled", + "relics.description.glitchy_mantle.synergy.electricity.mode.disabled": "Disabled", + "relics.description.glitchy_mantle.synergy.electricity.enabled.description": "Electric chains stretch between the relic bearer's glitchy copies, dealing %1$s damage to all targets that cross them.", + "relics.description.glitchy_mantle.synergy.electricity.disabled.description": "The synergy is deactivated and does not provide any bonuses.", + + "item.relics.ghostly_mantle": "Ghostly Mantle", + "relics.description.ghostly_mantle.description": "A grave mist trails behind the bearer of this relic. Anyone who enters it begins to suffocate, and each new breath becomes harder than the last. Once an enemy meets the bearer's gaze, their strength begins to leave them. And when death is already raising its hand, the mantle briefly makes the body spectral and lets its wearer escape a cruel fate.", + "relics.description.ghostly_mantle.ability.fog": "Grave Mist", + "relics.description.ghostly_mantle.ability.fog.mode.enabled": "Enabled", + "relics.description.ghostly_mantle.ability.fog.mode.disabled": "Disabled", + "relics.description.ghostly_mantle.ability.fog.enabled.description": "While moving, leaves mist behind the relic bearer in a radius of %2$s blocks, lasting for %1$s seconds. Targets in the mist lose %3$s air per second, and the suffocation damage they receive is increased by %4$s%%.", + "relics.description.ghostly_mantle.ability.fog.disabled.description": "The ability is deactivated and provides no bonuses.", + "relics.description.ghostly_mantle.ability.fog.rank_modifier.frostbite": "Targets in the mist additionally receive the Tremor effect for %5$s seconds.", + "relics.description.ghostly_mantle.ability.fog.experience_source.fog_creation": "+0.1 experience for each mist trail created", + "relics.description.ghostly_mantle.ability.fog.experience_source.fog_exposure": "+1 experience for each second targets are exposed to the mist", + "relics.description.ghostly_mantle.ability.fog.statistic.fog_clouds": "Mist Clouds Created", + "relics.description.ghostly_mantle.ability.fog.statistic.fog_exposure": "Mist Exposure Time", + "relics.description.ghostly_mantle.ability.gaze": "Frozen Gaze", + "relics.description.ghostly_mantle.ability.gaze.description": "For each second a target looks at the relic bearer from no more than %1$s blocks away, it gains a charge, up to a maximum of %2$s charges. Each charge reduces the damage dealt by the target to the bearer by %3$s%%. When the target is no longer looking at the relic bearer, charges gradually decay at a rate of 1 per second.", + "relics.description.ghostly_mantle.ability.gaze.rank_modifier.dread": "Each buffered charge increases the relic bearer's damage by %4$s%%.", + "relics.description.ghostly_mantle.ability.gaze.experience_source.eye_contact": "+1 experience for each charge a target gains while looking at the relic bearer", + "relics.description.ghostly_mantle.ability.gaze.statistic.charges_applied": "Charges Applied", + "relics.description.ghostly_mantle.ability.gaze.statistic.damage_reduced": "Damage Prevented", + "relics.description.ghostly_mantle.ability.gaze.statistic.damage_bonus": "Bonus Damage from Charges", + "relics.description.ghostly_mantle.ability.spectral_escape": "Spectral Escape", + "relics.description.ghostly_mantle.ability.spectral_escape.description": "Once every %1$s seconds, cancels lethal damage, sending the relic bearer into spectral flight and granting immortality for %2$s seconds.", + "relics.description.ghostly_mantle.ability.spectral_escape.rank_modifier.reprisal": "The creature that dealt lethal damage will take %3$s%% more damage from the relic bearer's next attack.", + "relics.description.ghostly_mantle.ability.spectral_escape.experience_source.spectral_form": "+1 experience for each second spent in spectral form", + "relics.description.ghostly_mantle.ability.spectral_escape.experience_source.death_prevention": "+5% experience of the current level's maximum for each death prevented", + "relics.description.ghostly_mantle.ability.spectral_escape.experience_source.reprisal_damage": "+a random amount of experience within the extra damage dealt in spectral form's vengeance mode", + "relics.description.ghostly_mantle.ability.spectral_escape.statistic.spectral_form_duration": "Time Spent in Spectral Form", + "relics.description.ghostly_mantle.ability.spectral_escape.statistic.prevented_deaths": "Deaths Prevented", + "relics.description.ghostly_mantle.ability.spectral_escape.statistic.reprisal_damage": "Bonus Damage Dealt in Spectral Form's Vengeance Mode", + + "item.relics.shield_of_retaliation": "Shield of Retaliation", + "relics.description.shield_of_retaliation.description": "The shield demands not strength, but a flawless choice of moment. A blow met at the right instant dies before the relic's bearer, leaving the enemy with nothing.", + "relics.description.shield_of_retaliation.ability.retaliation": "Retaliation", + "relics.description.shield_of_retaliation.ability.retaliation.description": "Holding RMB opens a parry window for %1$s seconds. Incoming damage is blocked if its source is in front of the player; damage without a source position is blocked regardless of view direction. If the shield parries nothing during the window, the next attack against the player within %3$s seconds deals %2$s% more damage. After RMB is released, a successful parry, or the window ends, the shield goes on cooldown for %4$s seconds.", + "relics.description.shield_of_retaliation.ability.retaliation.rank_modifier.projectile": "While the shield is active, projectiles flying into it freeze in front of the player and follow their gaze. Each caught projectile extends the parry window by %6$s seconds. When RMB is released or the window ends, all caught projectiles are fired from their current positions toward the target under the crosshair, dealing %5$s% more damage.", + "relics.description.shield_of_retaliation.ability.retaliation.rank_modifier.stun": "On successfully blocking damage, all targets within %7$s blocks in front of the player are stunned for %8$s seconds.", + "relics.description.shield_of_retaliation.ability.retaliation.rank_modifier.guard": "The shield blocks damage throughout the entire parry window, not just the first successful hit.", + "relics.description.shield_of_retaliation.ability.retaliation.experience_source.block": "+a random amount of experience up to the blocked damage", + "relics.description.shield_of_retaliation.ability.retaliation.experience_source.stun": "+1 experience for each stunned target", + "relics.description.shield_of_retaliation.ability.retaliation.statistic.blocks": "Damage Blocks", + "relics.description.shield_of_retaliation.ability.retaliation.statistic.damage_blocked": "Damage Blocked", + "relics.description.shield_of_retaliation.ability.retaliation.statistic.targets_stunned": "Targets Stunned", + "relics.description.shield_of_retaliation.ability.retaliation.statistic.projectiles_reflected": "Projectiles Reflected", + + "item.relics.relic_experience_bottle": "Relic Experience Bottle", + "item.relics.golden_tooth": "Golden Tooth", + "item.relics.pet_bone": "Pet Bone", + + "block.relics.phantom_block": "Phantom Bridge Block", + + "entity.relics.falling_star": "Falling Star", + "entity.relics.constellation_star": "Constellation Star", + "entity.relics.roller_spark": "Roller Spark", + "entity.relics.electric_spark": "Electric Spark", + "entity.relics.reflective_orb": "Reflected Damage Orb", + "entity.relics.shadow_glaive": "Shadow Glaive", + "entity.relics.shockwave_block": "Shockwave Segment", + "entity.relics.leaves_block": "Leaf Projectile", + "entity.relics.life_essence": "Life Essence", + "entity.relics.death_essence": "Death Essence", + "entity.relics.spore": "Spore", + "entity.relics.relic_experience_orb": "Relic Experience Orb", + "entity.relics.thrown_relic_experience_bottle": "Thrown Relic Experience Bottle", + "entity.relics.golden_tooth": "Golden Tooth", + "entity.relics.kinetic_electricity": "Electrical chain", + "entity.relics.ghostly_fog": "Ghostly Fog", + "entity.relics.glitchy_illusion": "Glitchy Illusion", + + "effect.relics.stun": "Stun", + "effect.relics.paralysis": "Paralysis", + "effect.relics.confusion": "Confusion", + "effect.relics.vanishing": "Vanishing", + "effect.relics.anti_heal": "Anti-Regeneration", + "effect.relics.bleeding": "Bleeding", + "effect.relics.immortality": "Immortality", + "effect.relics.flight": "Flight", + "effect.relics.tremor": "Tremor", + "effect.relics.glitch": "Glitch", + + "command.relics.base.not_relic": "The item in your hand must be a relic!", + + "info.relics.researching.wrong_container": "Working with a relic in this inventory is not possible. Move the item to the player's main inventory and try again.", + + "key.relics.research_relic": "Research Relic Under Cursor", + "key.relics.active_abilities_list": "Active Abilities Menu" +} diff --git a/projects/assets/relics-mod/1.21/relics/lang/zh_cn.json b/projects/assets/relics-mod/1.21/relics/lang/zh_cn.json new file mode 100644 index 000000000000..98b58597421a --- /dev/null +++ b/projects/assets/relics-mod/1.21/relics/lang/zh_cn.json @@ -0,0 +1,607 @@ +{ + "itemGroup.relics": "遗物", + + "curios.identifier.feet": "脚部", + + "relics.description.researching.info": "按住[%1$s]进行研究……", + + "relics.description.researching.bookmarks.relic_description": "遗物描述", + "relics.description.researching.bookmarks.relic_statistic": "遗物统计", + "relics.description.researching.bookmarks.relic_options": "遗物选项", + + "relics.description.researching.bookmarks.ability_description": "能力描述", + "relics.description.researching.bookmarks.ability_experience": "能力经验来源", + "relics.description.researching.bookmarks.ability_statistic": "能力统计", + "relics.description.researching.bookmarks.ability_targeting": "能力目标", + "relics.description.researching.bookmarks.synergy_description": "连携描述", + "relics.description.researching.bookmarks.synergy_targeting": "连携目标", + + "relics.description.researching.ability.targeting.self": "影响自身", + "relics.description.researching.ability.targeting.hostile_mobs": "影响敌对生物", + "relics.description.researching.ability.targeting.neutral_mobs": "影响中立生物", + "relics.description.researching.ability.targeting.peaceful_mobs": "影响友好生物", + "relics.description.researching.ability.targeting.tamed_creatures": "影响被驯服的生物", + "relics.description.researching.ability.targeting.own_tamed_creatures": "影响被自己驯服的生物", + "relics.description.researching.ability.targeting.allied_tamed_creatures": "影响被盟友驯服的生物", + "relics.description.researching.ability.targeting.team_players": "影响同一队伍的玩家", + "relics.description.researching.ability.targeting.other_team_players": "影响其他队伍的玩家", + + "relics.description.researching.ability.targeting.mode.harmful": "有害", + "relics.description.researching.ability.targeting.mode.beneficial": "有益", + + "relics.description.researching.bookmarks.relic": "遗物", + "relics.description.researching.bookmarks.ability": "能力", + "relics.description.researching.bookmarks.synergy": "连携", + + "relics.description.relic.tooltip.abilities": "能力!", + + "relics.description.relic.intro.title": "欢迎游玩遗物(Relics)模组!", + "relics.description.relic.intro.customization": "你可以按自定义喜欢的遗物!界面可能看上去复杂,但其实一说就懂:", + "relics.description.relic.intro.top_scroll.title": "顶部卷轴", + "relics.description.relic.intro.top_scroll.description": "显示你当前所浏览内容的描述。它的旁边附有数个标签选项,可以切换要显示的内容:有描述文本、统计数据和设置等。标签选项可能因底部卷轴中查看内容的不同而有差异。", + "relics.description.relic.intro.bottom_scroll.title": "底部卷轴", + "relics.description.relic.intro.bottom_scroll.description": "显示当前浏览的整个界面的内容。它决定顶部卷轴和底部卷轴显示哪些内容。通常情况下,底部卷轴显示的标签选项是固定的。", + "relics.description.relic.intro.buttons": "每个标签选项中可能有很多按钮。大多数按钮已有标签,如果不知道做什么的话,只要把鼠标悬停在上面就能看到说明文本。", + "relics.description.relic.intro.good_luck": "祝您玩得开心! :)", + + "relics.description.researching.research.hint.description": "提示", + "relics.description.researching.research.hint.cost": "消耗:%1$s 玩家经验点数(对应 %2$s 经验等级) %3$s.", + "relics.description.researching.research.hint.quick": "按住 [Shift] 自动完成能力研究。", + "relics.description.researching.research.hint.locked": "此能力已经完成研究。", + + "relics.description.researching.general.leveling_point.title": "升级点数:", + "relics.description.researching.general.leveling_point.extra_info": "遗物升级时可以获得升级点数,用于增强遗物能力。", + + "relics.description.researching.general.player_experience.title_1": "经验点数:", + "relics.description.researching.general.player_experience.title_2": "%1$s [%2$s 级]", + "relics.description.researching.general.player_experience.extra_info": "原版 Minecraft 的玩家经验点数。在杀死生物、挖掘矿物、熔炼物品等操作中可以获得。", + + "relics.description.researching.general.relic_progress.title": "遗物发展进度:", + "relics.description.researching.general.relic_progress.extra_info": "展示遗物接近于完美的程度。此值由遗物和能力的品质与等级决定。", + + "relics.description.researching.general.relic_rank.title": "遗物阶级:", + "relics.description.researching.general.relic_rank.extra_info": "遗物阶级只能通过手动提升。提升遗物阶级时,遗物所有升级进度将会重置,但可以提升到更高等级。", + + "relics.description.researching.relic.card.low_level": "需要将遗物的等级提升到 %1$s 才能解锁这个能力!", + "relics.description.researching.relic.card.low_rank": "需要将遗物的阶级提升到 %1$s 才能解锁这个能力!", + "relics.description.researching.relic.card.unresearched": "需要完成研究才能使用这个能力!", + "relics.description.researching.relic.card.ready_to_unlock": "能力即将解锁!剩余点击次数:%1$s", + "relics.description.researching.relic.card.ready_to_upgrade": "能力现可以升级!", + + "relics.description.researching.tab.relic": "遗物", + "relics.description.researching.tab.ability": "能力", + "relics.description.researching.tab.experience": "经验来源", + + "relics.description.researching.general.extra_info": "按住 [Shift] 显示详细信息", + "relics.description.researching.general.discord.title": "官方 Discord 服务器", + "relics.description.researching.general.discord.description": "单击加入 Relics 的 Discord 服务器。", + "relics.description.researching.general.documentation.title": "文档", + "relics.description.researching.general.documentation.description": "单击打开此遗物的文档。", + + "relics.description.researching.relic.options.flawless_visual": "在无暇遗物上显示视觉效果", + + "relics.description.researching.relic.info.level": "遗物等级:", + "relics.description.researching.relic.info.quality": "遗物品质", + "relics.description.researching.relic.info.extra_info": "遗物品质是将当前已解锁的所有能力按品质打分后求的算术平均数,从1至5划分,间隔是0.5。遗物品质分数是一个视觉指标,用于计量遗物初始的随机属性与理想值之间的差距。要提升遗物的整体品质,遗物的每个能力都需要被考虑到。", + + "relics.description.researching.relic.experience.title": "遗物经验:", + "relics.description.researching.relic.experience.extra_info": "遗物经验可以通过发挥遗物能力原本的用途来获得(详见经验来源章节)。当遗物经验达到最大值时,遗物等级提升 1 级,升级点数增加 1 点。你可以用升级点数解锁先前无法使用的遗物能力,或提升现有的遗物能力。", + + "relics.description.researching.ability.info.level": "能力等级:", + "relics.description.researching.ability.info.quality": "能力品质:", + "relics.description.researching.ability.info.extra_info": "能力品质与遗物品质类似,是将能力按各项属性打分后计算得到的算术平均数,从1至5划分,间隔是0.5。能力品质分数是一个视觉指标,用于计量遗物初始的随机属性与理想值之间的差距。要提升能力品质,你需要重掷其属性,使它变成更大值。", + + "relics.general.hold_shift": "按住 [%1$s] 展示详细介绍!", + + "relics.description.ability.research.rules": "规则", + + "relics.description.ability.research.rule_1.title": "搜索", + "relics.description.ability.research.rule_1.description": "将光标置于左侧的迷雾上,探索迷雾中覆盖的能力图标和隐藏的辉星。", + "relics.description.ability.research.rule_2.title": "连接", + "relics.description.ability.research.rule_2.description": "根据能力图标连接辉星,使它们形成一个星座图案。", + "relics.description.ability.research.rule_3.title": "留意细节", + "relics.description.ability.research.rule_3.description": "务必留意一些小细节:你其实可以透过迷雾观察到辉星所在位置传出的粒子;同时,辉星周围环绕的光点数量反映了该处需要连线的数量。", + + "relics.description.general.cost.title": "消耗", + + "relics.description.relic.rankup.title": "遗物进阶", + "relics.description.relic.rankup.cost.entry_1": "%1$s 遗物等级", + "relics.description.relic.rankup.warning": "此操作会显著影响遗物状态。进行此操作前按住 [%1$s] 键以确保你已了解可能的后果!", + "relics.description.relic.rankup.max_rank": "遗物阶级已经是最大值,无法继续提升了!", + "relics.description.relic.rankup.description": "重置遗物等级和所有能力的等级,包括尚未使用的能力升级点数,作为回报提升遗物的阶级,遗物的最大等级提升且特定能力的行为将会改变。", + + "relics.description.ability.levelup.title": "能力升级", + "relics.description.ability.levelup.cost.entry_1": "%1$s 经验点数(对应 %2$s 经验等级)", + "relics.description.ability.levelup.cost.entry_2": "%1$s 升级点数", + "relics.description.ability.levelup.auto": "进行此操作的同时按住 [%1$s] 键可以自动进行升级操作,直到达成耗尽所有经验点数或升级点数。", + "relics.description.ability.levelup.max_level": "能力等级已达到最大值,无法继续提升了!", + "relics.description.ability.levelup.description": "提升当前能力等级,以增强其属性值。", + + "relics.description.ability.reroll.title": "重掷能力属性", + "relics.description.ability.reroll.cost.entry_1": "%1$s 经验点数(对应 %2$s 经验等级)", + "relics.description.ability.reroll.auto": "进行此操作的同时按住 [%1$s] 键可以自动进行重掷操作,直到达成可能的最高品质,或耗尽所有经验点数。", + "relics.description.ability.reroll.max_quality": "能力已达成可能的最高品质,继续进行此操作只会浪费经验点数。进行此操作前按住 [%1$s] 键以确保你已了解可能的后果!", + "relics.description.ability.reroll.description": "随机重掷能力属性,可能更好也可能更差。", + + "relics.description.ability.reset.title": "重置能力等级", + "relics.description.ability.reset.cost.entry_1": "%1$s 经验点数(对应 %2$s 经验等级)", + "relics.description.ability.reset.min_level": "能力等级已经是最小值,再重置就没有必要了!", + "relics.description.ability.reset.description": "重置能力等级到最小值,退还已消耗的升级点数。", + + "relics.description.ability.rank_modifier.condition.rank": "从 %1$s 阶开始:", + "relics.description.ability.experience_source.condition.rank": "从 %1$s 阶开始:", + "relics.description.ability.statistic.condition.rank": "从 %1$s 阶开始:", + + "relics.description.statistic.relic.retention_time": "遗物持有时间", + + "item.relics.reflective_necklace": "反击项链", + "relics.description.reflective_necklace.description": "遗物并不会直接阻止穿戴者受到伤害——这有点不那么愉快。它只会吸收并容纳一部分伤害,使它们以苍白的球体形式悬浮在穿戴者周围。当穿戴者完成反击时,这些球体随即飞出:直到它们击中敌人、墙壁或其他物体而破裂。", + "relics.description.reflective_necklace.ability.reflection": "伤害凝聚", + "relics.description.reflective_necklace.ability.reflection.description": "当遗物穿戴者受到伤害时,有 %1$s%% 概率生成一个充能球,可以存储当次受到伤害的 %2$s%% 。遗物穿戴者攻击后,周围半径 16 格内的充能球朝被攻击的目标方向发射。当充能球在自身路径上击中任意目标后,它们可以对其造成等量的伤害,随后消失。充能球撞击到固体方块,或自出现起 %3$s 秒内没有目标时也会消失。", + "relics.description.reflective_necklace.ability.reflection.rank_modifier.piercing": "充能球命中第一个目标时不会立即消失,可以沿自身路径穿透至多 %4$s 个目标。", + "relics.description.reflective_necklace.ability.reflection.rank_modifier.stun": "充能球对目标造成伤害时,还会使目标晕眩 %5$s 秒。", + "relics.description.reflective_necklace.ability.reflection.rank_modifier.bounce": "充能球击中固体表面或与穿戴者的距离超过 16 格时,可以弹射至多 %6$s 次。", + "relics.description.reflective_necklace.ability.reflection.experience_source.construct": "生成的充能球所存储的总伤害每达到遗物穿戴者最大生命值的 10% ,遗物经验增加 1 点", + "relics.description.reflective_necklace.ability.reflection.experience_source.impact": "充能球每次击中目标使经验增加 1 点", + "relics.description.reflective_necklace.ability.reflection.statistic.total_orbs": "创造的充能球数量", + "relics.description.reflective_necklace.ability.reflection.statistic.total_damage": "由充能球造成的伤害总量", + "relics.description.reflective_necklace.ability.reflection.statistic.total_stun": "由充能球造成的晕眩总时间", + "relics.description.reflective_necklace.ability.reflection.statistic.total_bounces": "充能球弹射的总次数", + + "item.relics.jellyfish_necklace": "水母项链", + "relics.description.jellyfish_necklace.description": "遗物只能在接触到水时激活。水可以来源于降雨或液体,可以使穿戴者的脚步更稳健,还会疗愈创伤。当遗物的触手上积蓄了电弧时,最好不要接触穿戴者:一旦碰到便会释放出电流,这道电流会打击路径上的所有生物。", + "relics.description.jellyfish_necklace.ability.regeneration": "水中再生", + "relics.description.jellyfish_necklace.ability.regeneration.description": "使遗物穿戴者的最大生命值增加 %1$s% ,生命回复增加 %2$s% ,只有处于液体或雨中时生效。", + "relics.description.jellyfish_necklace.ability.regeneration.rank_modifier.retention": "离开水后,额外生命值增益变为等量伤害吸收效果,受到伤害时消耗。", + "relics.description.jellyfish_necklace.ability.regeneration.experience_source.health_regeneration": "每回复一点生命值,遗物经验增加 1 点", + "relics.description.jellyfish_necklace.ability.regeneration.statistic.health_regenerated": "回复的生命总量", + "relics.description.jellyfish_necklace.ability.shock": "电流释放", + "relics.description.jellyfish_necklace.ability.shock.mode.enabled": "开启", + "relics.description.jellyfish_necklace.ability.shock.mode.disabled": "关闭", + "relics.description.jellyfish_necklace.ability.shock.enabled.description": "每隔 %1$s 秒,积累一个电弧充能,最多持有 %2$s 个电弧充能。遗物穿戴者触碰任意生物时,消耗 1 个电弧充能, %3$s 格方块范围内的所有生物以 %4$s%% 点力度被击退,同时麻痹 %5$s 秒。另外还会在附近的实体上创造一道闪电链,闪电链可在 %6$s 格范围内的目标间跳跃,最多 %7$s 次,对路径上所有生物造成 %8$s 点伤害。", + "relics.description.jellyfish_necklace.ability.shock.disabled.description": "此能力已禁用,不再提供增益。", + "relics.description.jellyfish_necklace.ability.shock.rank_modifier.conductor": "闪电链对液体或雨中的目标的伤害增加 %9$s%% 。", + "relics.description.jellyfish_necklace.ability.shock.rank_modifier.charge": "能力触发后,遗物穿戴者在 %5$s 秒内的攻击可以使目标麻痹 %10$s 秒。每次能力生效期间,同一目标只能被麻痹一次。", + "relics.description.jellyfish_necklace.ability.shock.experience_source.rings_accumulating": "每生成一道电弧,遗物经验增加 1 点", + "relics.description.jellyfish_necklace.ability.shock.experience_source.arcs_bouncing": "电弧每弹跳一次,遗物经验增加 1 点", + "relics.description.jellyfish_necklace.ability.shock.experience_source.hit_paralysis": "通过攻击使目标获得麻痹效果时,每秒麻痹持续时间使遗物经验增加 1 点", + "relics.description.jellyfish_necklace.ability.shock.statistic.rings_accumulated": "积蓄的电弧总数", + "relics.description.jellyfish_necklace.ability.shock.statistic.rings_paralysis": "通过电弧爆发造成的麻痹总时长", + "relics.description.jellyfish_necklace.ability.shock.statistic.arcs_spawned": "产生闪电链的总次数", + "relics.description.jellyfish_necklace.ability.shock.statistic.arcs_bounces": "闪电链弹跳的总次数", + "relics.description.jellyfish_necklace.ability.shock.statistic.arcs_damage": "闪电链造成的总伤害", + "relics.description.jellyfish_necklace.ability.shock.statistic.hit_paralysis": "由攻击产生的麻痹时长", + + "item.relics.kinetic_belt": "动能腰带", + "relics.description.kinetic_belt.description": "遗物并不能让穿戴者真正的飞行,但能让穿戴者在空中停留更久。遗物穿戴者的下落速度减慢,动量更大,着陆时受到伤害更少。", + "relics.description.kinetic_belt.ability.slots": "扩容口袋", + "relics.description.kinetic_belt.ability.slots.description": "可穿戴饰品的最大数量增加 %1$s 个。", + "relics.description.kinetic_belt.ability.gliding": "滑翔", + "relics.description.kinetic_belt.ability.gliding.mode.enabled": "开启", + "relics.description.kinetic_belt.ability.gliding.mode.disabled": "关闭", + "relics.description.kinetic_belt.ability.gliding.enabled.description": "按住跳跃键时,令穿戴者的重力与空气阻力减少,移动惯性增加 %1$s%% 。能力生效期间摔落伤害也会减少,但这一效果与垂直移动速度成反比。", + "relics.description.kinetic_belt.ability.gliding.disabled.description": "此能力已禁用,不再提供增益。", + "relics.description.kinetic_belt.ability.gliding.rank_modifier.momentum": "摔落前使用此能力可以完全减免摔落伤害,且下次跳跃时保留动量。", + "relics.description.kinetic_belt.ability.gliding.rank_modifier.strike": "能力生效时,遗物穿戴者造成的弹射物伤害增加 %2$s%% 。", + "relics.description.kinetic_belt.ability.gliding.rank_modifier.resistance": "能力生效时,遗物穿戴者受到的伤害减少 %3$s%% 。", + "relics.description.kinetic_belt.synergy.electricity": "电弧", + "relics.description.kinetic_belt.synergy.electricity.mode.enabled": "开启", + "relics.description.kinetic_belt.synergy.electricity.mode.disabled": "关闭", + "relics.description.kinetic_belt.synergy.electricity.enabled.description": "滑翔超过 %2$s 秒后,在遗物穿戴者身后留下闪电链尾迹,对接触到的目标造成 %1$s 点伤害。", + "relics.description.kinetic_belt.synergy.electricity.disabled.description": "此连携已禁用,不再提供增益。", + "relics.description.kinetic_belt.ability.gliding.experience_source.gliding": "滑翔状态下每经过一秒,遗物经验增加 1 点", + "relics.description.kinetic_belt.ability.gliding.experience_source.strike": "每因伤害修正增加一点伤害,遗物经验增加 1 点", + "relics.description.kinetic_belt.ability.gliding.experience_source.resistance": "每因伤害修正格挡一点伤害,遗物经验增加 1 点", + "relics.description.kinetic_belt.ability.gliding.statistic.duration": "滑翔总时长", + "relics.description.kinetic_belt.ability.gliding.statistic.resistance": "滑翔时格挡的伤害总量", + "relics.description.kinetic_belt.ability.gliding.statistic.damage": "滑翔时造成的额外伤害总量", + + "item.relics.springy_boot": "弹簧靴", + "relics.description.springy_boot.description": "穿上这件遗物后,每次跳跃便很难仅凭一次落地而停止。地面会持续地将穿戴者反弹回空中,如此往返直至力竭。", + "relics.description.springy_boot.ability.bounce": "弹簧跳", + "relics.description.springy_boot.ability.bounce.description": "潜行跳跃可以使穿戴者沿视线的相反方向以 %1$s%% 点力度发射出去。直到停止前每次落地都会使穿戴者沿水平面反弹,期间抵消全部摔落伤害。要强制停止遗物能力效果,只需在落地前按住跳跃键或潜行键。", + "relics.description.springy_boot.ability.bounce.rank_modifier.disappearance": "能力生效时,直到下一次落地使穿戴者获得完全隐身效果。", + "relics.description.springy_boot.ability.bounce.rank_modifier.strike": "能力单次生效期间,每一跳跃次数使造成的伤害增加 %2$s%% 。", + "relics.description.springy_boot.ability.bounce.rank_modifier.shockwave": "落地时按住潜行键可在半径 %3$s 格方块范围内创造冲击波,使目标受到 %4$s 点伤害并晕眩 %5$s 秒。每道冲击波的数值取决于穿戴者下落瞬间的垂直运动速度。", + "relics.description.springy_boot.ability.bounce.experience_source.bounce": "每次反弹使遗物经验增加 1 点", + "relics.description.springy_boot.ability.bounce.experience_source.strike": "跳跃或反弹期间每造成一点额外伤害,遗物经验增加 1 点", + "relics.description.springy_boot.ability.bounce.experience_source.create_shockwave": "所有冲击波每有一格半径,遗物经验增加 1 点", + "relics.description.springy_boot.ability.bounce.experience_source.shockwave_hit": "冲击波每命中一个目标,遗物经验增加 1 点", + "relics.description.springy_boot.ability.bounce.statistic.bounce_duration": "跳跃或反弹经历的总时长", + "relics.description.springy_boot.ability.bounce.statistic.primary_bounces": "跳跃的总次数", + "relics.description.springy_boot.ability.bounce.statistic.secondary_bounces": "反弹的总次数", + "relics.description.springy_boot.ability.bounce.statistic.additional_damage": "跳跃或反弹期间造成的额外伤害总量", + "relics.description.springy_boot.ability.bounce.statistic.shockwaves_amount": "产生的冲击波数量", + "relics.description.springy_boot.ability.bounce.statistic.shockwave_targets": "冲击波命中的目标数量", + "relics.description.springy_boot.ability.bounce.statistic.shockwave_damage": "冲击波造成的伤害总量", + "relics.description.springy_boot.ability.bounce.statistic.shockwave_stun": "由冲击波导致的晕眩总时长", + + "item.relics.leafy_mantle": "树叶斗篷", + "relics.description.leafy_mantle.description": "穿上这件遗物后,植被方块可以视若无物:穿戴者可以自由在枝叶间穿行而不受阻碍,且会逐渐回复生命值。死亡来袭时,树林还会帮忙承担攻击。", + "relics.description.leafy_mantle.ability.camouflage": "迷彩", + "relics.description.leafy_mantle.ability.camouflage.description": "可以在树叶间自由移动,落到树叶上时不再受到摔落伤害。遗物穿戴者在植被方块中停留时,每秒回复 %1$s 点生命值。", + "relics.description.leafy_mantle.ability.camouflage.rank_modifier.absorption": "能力触发时,遗物穿戴者还会获得额外 %2$s 点伤害吸收。", + "relics.description.leafy_mantle.ability.camouflage.rank_modifier.disappearance": "能力生效期间,穿戴者持续获得隐身效果。与世界的任何交互会在 %3$s 秒内移除隐身效果。", + "relics.description.leafy_mantle.ability.camouflage.experience_source.hiding": "每在植被方块中停留一秒,遗物经验增加 1 点", + "relics.description.leafy_mantle.ability.camouflage.experience_source.healing": "每在植被方块中回复一点生命值,遗物经验增加 1 点", + "relics.description.leafy_mantle.ability.camouflage.statistic.hide_duration": "在植被方块中触发迷彩效果的总时长", + "relics.description.leafy_mantle.ability.camouflage.statistic.heal_amount": "在植被方块中触发迷彩效果期间回复的生命值总量", + "relics.description.leafy_mantle.ability.revival": "林地赐福", + "relics.description.leafy_mantle.ability.revival.description": "受到致命伤害时,遗物穿戴者可以吸收 %1$s 格内的树叶来免除这次致命伤害。需要吸收的植被方块取决于受到的致命伤害,每一格方块可以抵挡 %2$s 点伤害。", + "relics.description.leafy_mantle.ability.revival.rank_modifier.piercing": "树叶飞刀可以造成 %3$s 点伤害,且使路径上所有目标麻痹 %4$s 秒。", + "relics.description.leafy_mantle.ability.revival.experience_source.consuming_leaves": "每吸收一格植被方块,遗物经验增加 1 点", + "relics.description.leafy_mantle.ability.revival.experience_source.leaves_impact": "树叶飞刀每击中一个目标,遗物经验增加 1 点", + "relics.description.leafy_mantle.ability.revival.statistic.leaves_consumed": "吸收的植被方块总数量", + "relics.description.leafy_mantle.ability.revival.statistic.damage_negated": "由植被方块格挡的伤害总量", + "relics.description.leafy_mantle.ability.revival.statistic.damage_dealt": "由树叶飞刀造成的伤害总量", + "relics.description.leafy_mantle.ability.revival.statistic.paralysis_duration": "由树叶飞刀导致的麻痹总时长", + + "item.relics.roller_skate": "滑冰鞋", + "relics.description.roller_skate.description": "有了这件遗物,寻常的奔跑也会变得不再普通。脚下的地面变得更滑,穿戴者的动作变得更加敏捷。在坚硬的冰面滑行时,鞋轮下方会迸发出火花,切割效果堪比利剑。", + "relics.description.roller_skate.ability.skating": "加速", + "relics.description.roller_skate.ability.skating.description": "持续奔跑时,逐渐增加玩家的移动速度,在 5 秒后达到最大增幅 %1$s%% 。移动速度越快,方块表面也会变得越滑。", + "relics.description.roller_skate.ability.skating.rank_modifier.step_height": "持续奔跑时,行走高度增加 %2$s 格。", + "relics.description.roller_skate.ability.skating.rank_modifier.resistance": "随着移动速度增加,对受到攻击的抗性相应提升,至多提升到 %3$s%% 。", + "relics.description.roller_skate.ability.skating.rank_modifier.sparkling": "漂移时迸射出火花,按火花射出时穿戴者的速度,每一单位速度可以让产生的火花造成 %4$s 点伤害,并让目标着火 %5$s 秒。", + "relics.description.roller_skate.ability.skating.experience_source.skating": "滑冰状态下每经过一秒,遗物经验增加 1 点", + "relics.description.roller_skate.ability.skating.experience_source.resisting_damage": "滑冰状态下伤害每减少一点,遗物经验增加 1 点", + "relics.description.roller_skate.ability.skating.experience_source.creating_sparks": "每产生 10 枚火花,遗物经验增加 1 点", + "relics.description.roller_skate.ability.skating.experience_source.spark_hit": "每有一个目标被火花击中,遗物经验增加 1 点", + "relics.description.roller_skate.ability.skating.statistic.distance_traveled": "滑冰状态下移动的总路程", + "relics.description.roller_skate.ability.skating.statistic.damage_resisted": "装备状态下减少的伤害总量", + "relics.description.roller_skate.ability.skating.statistic.sparks_created": "漂移时产生的火花总数", + "relics.description.roller_skate.ability.skating.statistic.damage_dealt": "火花造成的伤害总量", + "relics.description.roller_skate.ability.skating.statistic.ignite_duration": "火花引燃目标的总时长", + + "item.relics.midnight_mantle": "午夜斗篷", + "relics.description.midnight_mantle.description": "遗物效果随月相而改变:满月时,穿戴者的攻击更快、更强劲;新月时,穿戴者变得更坚韧,伤口也更易愈合。黑暗中,遗物能遮蔽穿戴者的身影,直到光线再次照亮他们的轮廓。穿戴者受伤时,周围的星星便会点亮,并最终形成致命的星图。", + "relics.description.midnight_mantle.ability.phase": "月相", + "relics.description.midnight_mantle.ability.phase.mode.full_moon": "满月", + "relics.description.midnight_mantle.ability.phase.mode.new_moon": "新月", + "relics.description.midnight_mantle.ability.phase.full_moon.description": "使遗物穿戴者的攻击伤害增加 %1$s%% ,攻击速度增加 %2$s%% 。效果强度取决于当前月相距离最近一次满月的时间。", + "relics.description.midnight_mantle.ability.phase.new_moon.description": "遗物穿戴者的最大生命值增加 %3$s%% ,生命回复增加 %4$s%% 。效果强度取决于当前月相距离最近一次新月的时间。", + "relics.description.midnight_mantle.ability.phase.rank_modifier.switch": "每当能力切换时, %5$s 秒内效果强度增加 %6$s%% 。", + "relics.description.midnight_mantle.ability.phase.experience_source.damage_dealing": "在满月模式下造成伤害时,增加随机点遗物经验,不超过当次伤害量", + "relics.description.midnight_mantle.ability.phase.experience_source.health_regeneration": "在新月模式下每额外回复一点生命值时,遗物经验增加 1 点", + "relics.description.midnight_mantle.ability.phase.statistic.duration_new_moon": "此模式下经过的总时长", + "relics.description.midnight_mantle.ability.phase.statistic.duration_full_moon": "此模式下经过的总时长", + "relics.description.midnight_mantle.ability.phase.statistic.additional_damage": "额外造成的伤害总量", + "relics.description.midnight_mantle.ability.phase.statistic.health_regeneration": "额外回复的生命值总量", + "relics.description.midnight_mantle.ability.invisibility": "阴影", + "relics.description.midnight_mantle.ability.invisibility.description": "亮度等级小于 %1$s%% 时,使穿戴者潜身于阴影之中,获得隐身效果。离开阴影区域后,此能力在 %2$s 秒内无法再次触发,且直到16格内没有目标观察穿戴者前无法再次触发。", + "relics.description.midnight_mantle.ability.invisibility.rank_modifier.strike": "在阴影区域内造成的伤害增加 %3$s%% 。", + "relics.description.midnight_mantle.ability.invisibility.experience_source.being_invisible": "每在隐身状态下经过一秒,遗物经验增加 1 点", + "relics.description.midnight_mantle.ability.invisibility.experience_source.damage_dealing": "每在隐身状态下完成一次攻击,遗物经验增加 1 点", + "relics.description.midnight_mantle.ability.invisibility.statistic.duration": "在隐身状态下经过的总时长", + "relics.description.midnight_mantle.ability.invisibility.statistic.additional_damage": "在隐身状态下额外造成的伤害总量", + "relics.description.midnight_mantle.ability.constellation": "星座", + "relics.description.midnight_mantle.ability.constellation.description": "受伤有 %1$s%% 概率向随机方向释放一颗星星,这些星星能与 %2$s 格内其他星星相连形成一个星座。穿过星座连线的目标会被施加 %3$s 秒战栗效果。有目标接触到星星时,星星立刻爆炸,对 %4$s 格范围内的所有目标造成 %5$s 点伤害。星星存在超过 %6$s 秒后会自动爆炸。", + "relics.description.midnight_mantle.ability.constellation.rank_modifier.stun": "星星爆炸还会使目标晕眩 %7$s 秒。", + "relics.description.midnight_mantle.ability.constellation.experience_source.star_creation": "每产生一颗星星,遗物经验增加 1 点", + "relics.description.midnight_mantle.ability.constellation.experience_source.star_tremor": "星座每对一个目标施加战栗效果,遗物经验增加 1 点", + "relics.description.midnight_mantle.ability.constellation.experience_source.star_damage": "星星每造成一点伤害,遗物经验增加 1 点", + "relics.description.midnight_mantle.ability.constellation.statistic.total_stars": "产生的星星总数", + "relics.description.midnight_mantle.ability.constellation.statistic.star_damage": "由星星造成的伤害总量", + "relics.description.midnight_mantle.ability.constellation.statistic.star_stun": "由星星导致的晕眩总次数", + "relics.description.midnight_mantle.ability.starfall": "坠星", + "relics.description.midnight_mantle.ability.starfall.description": "遗物穿戴者造成伤害时,有 %1$s%% 概率自天空中降下一颗星星,星星落地时产生范围为 %2$s 格方块的冲击波,造成原伤害量的 %3$s%% ,且使目标晕眩 %4$s 秒。", + "relics.description.midnight_mantle.ability.starfall.rank_modifier.bounce": "星星落地时有 %5$s%% 概率弹跳而不立即摧毁。每弹跳一次,产生的冲击波范围减 1 。该效果可以多次触发。", + "relics.description.midnight_mantle.ability.starfall.statistic.total_stars": "创造出的星星总数", + "relics.description.midnight_mantle.ability.starfall.experience_source.star_creation": "每产生一颗星星,遗物经验增加 1 点", + "relics.description.midnight_mantle.ability.starfall.experience_source.shockwave_hit": "星星的冲击波每命中一个目标,遗物经验增加 1 点", + "relics.description.midnight_mantle.ability.starfall.experience_source.star_bounce": "星星每弹跳一次,遗物经验增加 1 点", + "relics.description.midnight_mantle.ability.starfall.statistic.shockwave_targets": "冲击波命中的目标总数", + "relics.description.midnight_mantle.ability.starfall.statistic.shockwave_damage": "由冲击波造成的伤害总量", + "relics.description.midnight_mantle.ability.starfall.statistic.shockwave_stun": "由冲击波导致的晕眩总次数", + "relics.description.midnight_mantle.ability.starfall.statistic.star_bounces": "星星弹跳的次数", + + "item.relics.chorus_staff": "紫颂法杖", + "relics.description.chorus_staff.description": "用这件遗物长途旅行的方式可谓简单粗暴——只需轻轻挥动,穿戴者就会原地消失,以远快于移动的方式到达目标位置。", + "relics.description.chorus_staff.ability.blink": "闪现", + "relics.description.chorus_staff.ability.blink.description": "使用此能力后,遗物穿戴者消耗 1 点充能,向前传送至多 %1$s 格方块。最多持有 %2$s 点充能。每 %3$s 秒回复 1 点充能。", + "relics.description.chorus_staff.ability.blink.rank_modifier.safe_fall": "传送后下次落地不会受到摔落伤害。", + "relics.description.chorus_staff.ability.blink.rank_modifier.ascent": "若玩家使用闪现能力时注视着一个可到达的方块,则将玩家传送到该方块处而非向前移动。如果目标上方还有其他方块,则剩余的传送距离将用于寻找安全位置。", + "relics.description.chorus_staff.ability.blink.rank_modifier.flicker": "传送期间附近的所有目标无法看到玩家。", + "relics.description.chorus_staff.ability.blink.experience_source.blink": "每次闪现使遗物经验增加 1 点", + "relics.description.chorus_staff.ability.blink.experience_source.safe_fall": "每次闪现后安全落地,遗物经验增加 1 点", + "relics.description.chorus_staff.ability.blink.experience_source.flicker": "每次闪现期间,每使一个目标无法看到自己,遗物经验增加 1 点", + "relics.description.chorus_staff.ability.blink.statistic.blinks_amount": "闪现总次数", + "relics.description.chorus_staff.ability.blink.statistic.distance_traveled": "通过闪现传送的总路程", + "relics.description.chorus_staff.ability.blink.statistic.targets": "闪现期间无法看到自己的目标总数", + "relics.description.chorus_staff.ability.blink.statistic.safe_falls": "闪现后安全落地的总次数", + + "item.relics.piglin_mask": "猪灵面具", + "relics.description.piglin_mask.description": "遗物完美复现了下界中猪灵们的特性,穿戴者哪怕在这些猪灵眼中仍然是陌生人,也不再引起它们的敌意。在以物易物中猪灵仍照常收取金锭,但会给予比平常更多的回报。此外,若穿戴者卷入了战斗,附近的猪灵也会赶来帮忙。", + "relics.description.piglin_mask.ability.neutrality": "中立姿态", + "relics.description.piglin_mask.ability.neutrality.description": "猪灵不再主动攻击遗物穿戴者。", + "relics.description.piglin_mask.ability.neutrality.rank_modifier.legion": "遗物穿戴者被任何生物攻击或攻击任何生物时,附近的猪灵会攻击那个生物。", + "relics.description.piglin_mask.ability.neutrality.experience_source.target": "每有一只猪灵为遗物穿戴者战斗,遗物经验增加 1 点", + "relics.description.piglin_mask.ability.neutrality.statistic.target": "为遗物穿戴者战斗的猪灵总数", + "relics.description.piglin_mask.ability.barter": "以物易物", + "relics.description.piglin_mask.ability.barter.description": "在单次交易中,猪灵每收取一个等价物就会给予 %1$s 份交易结果。", + "relics.description.piglin_mask.ability.barter.rank_modifier.pocket": "交易前,猪灵有概率立即从遗物穿戴者处收取 %2$s 份等价物。", + "relics.description.piglin_mask.ability.barter.experience_source.trade": "每与猪灵进行一次交易,遗物经验增加 1 点", + "relics.description.piglin_mask.ability.barter.experience_source.pickup": "猪灵每额外捡起一份等价物,遗物经验增加 1 点", + "relics.description.piglin_mask.ability.barter.statistic.currency": "与猪灵交易消耗的等价物总数", + "relics.description.piglin_mask.ability.barter.statistic.items": "与猪灵交易得到的物品总数", + "relics.description.piglin_mask.ability.looting": "掠夺", + "relics.description.piglin_mask.ability.looting.description": "击杀目标有概率掉落额外金牙齿。掉落金牙齿的数量取决于目标的最大生命值,每 %2$s 点生命值有 %1$s%% 概率掉落一个金牙齿。金牙齿可以与猪灵交易,也能烧炼成黄金。", + "relics.description.piglin_mask.ability.looting.rank_modifier.frenzy": "每拾取一颗掉落的金牙齿,接下来 %3$s 秒内攻击伤害增加 %4$s%% ,攻击速度增加 %5$s%% 。继续拾取金牙齿重置效果持续时间。累计拾取 32 颗金牙齿后,继续拾取金牙齿不再刷新持续时间,而是在剩余持续时间内使增益效果翻三倍。", + "relics.description.piglin_mask.ability.looting.experience_source.drop": "每掉落一颗金牙齿,遗物经验增加 1 点", + "relics.description.piglin_mask.ability.looting.experience_source.stack": "每通过金牙齿获得一点充能,遗物经验增加 1 点", + "relics.description.piglin_mask.ability.looting.statistic.teeth_dropped": "目标累计掉落金牙齿的数量", + "relics.description.piglin_mask.ability.looting.statistic.teeth_picked_up": "累计拾取金牙齿的数量", + "relics.description.piglin_mask.ability.looting.statistic.additional_damage": "金牙齿效果下额外造成的伤害总量", + "relics.description.piglin_mask.ability.looting.statistic.effect_duration": "金牙齿效果下经过的总时长", + "relics.description.piglin_mask.ability.looting.statistic.tripled_effect_duration": "三倍金牙齿效果下经过的总时长", + + "item.relics.cut_glass_boot": "水晶鞋", + "relics.description.cut_glass_boot.description": "这件遗物并不觉得液体一直是阻碍。它储存液体,然后穿戴者在液体上方如履平地。", + "relics.description.cut_glass_boot.ability.glass": "玻璃盏", + "relics.description.cut_glass_boot.ability.glass.description": "持有该遗物时,它可以像普通铁桶一样盛装液体,最多可以盛装 %2$s 种液体,总量最多为 %1$s mB。要切换当前选择的液体,你需要手持遗物,潜行并使用鼠标滚轮。穿戴了遗物后,穿戴者便可在对应内部存储的液体上自由移动。移动速度初始是正常速度的一半,每装有 1000 mB 同种类型的液体,移动速度增加 %3$s%%。", + "relics.description.cut_glass_boot.ability.glass.experience_source.standing": "每在流体上移动一秒,遗物经验增加 1 点", + "relics.description.cut_glass_boot.ability.glass.statistic.duration": "在液体上停留的总时长", + + "item.relics.ring_of_the_seven_deadly_sins": "七罪之戒", + "relics.description.ring_of_the_seven_deadly_sins.description": "这件遗物可以回应佩戴者的原罪,但这并非恩施。它当然会热切地给予穿戴者以凌驾于目标的举世无双的、势不可挡的、风卷残云的、富可敌国的、万世不竭的力量,但也同时留下了破绽。一旦情势反转,同样的原罪便会开始反噬其主。", + "relics.description.ring_of_the_seven_deadly_sins.statistic.unequip_attempts": "尝试脱下戒指", + "relics.description.ring_of_the_seven_deadly_sins.ability.pride": "傲慢", + "relics.description.ring_of_the_seven_deadly_sins.ability.pride.description": "遗物穿戴者所处位置每高于目标一格方块,遗物穿戴者造成的伤害增加 %1$s%%;反之遗物穿戴者位置低于目标时,遗物穿戴者受到的伤害也会按同样的比例增加。", + "relics.description.ring_of_the_seven_deadly_sins.ability.pride.experience_source.height_advantage": "每因穿戴者和目标间的高度差产生一点额外伤害,遗物经验增加 1 点", + "relics.description.ring_of_the_seven_deadly_sins.ability.pride.statistic.additional_damage": "因高度差而造成的额外伤害总量", + "relics.description.ring_of_the_seven_deadly_sins.ability.pride.statistic.damage_received": "因高度差而受到的额外伤害总量", + "relics.description.ring_of_the_seven_deadly_sins.ability.envy": "嫉妒", + "relics.description.ring_of_the_seven_deadly_sins.ability.envy.description": "目标当前生命值每超过遗物穿戴者 5 点,遗物穿戴者造成的伤害增加 %1$s%% ;目标生命值低于遗物穿戴者时,遗物穿戴者受到的伤害增加 %2$s%%.", + "relics.description.ring_of_the_seven_deadly_sins.ability.envy.experience_source.health_gap": "每因穿戴者与目标间的生命差产生一点额外伤害,遗物经验增加 1 点", + "relics.description.ring_of_the_seven_deadly_sins.ability.envy.statistic.offensive_shift": "因生命差而造成的额外伤害总量", + "relics.description.ring_of_the_seven_deadly_sins.ability.envy.statistic.defensive_shift": "因生命差而受到的额外伤害总量", + "relics.description.ring_of_the_seven_deadly_sins.ability.wrath": "愤怒", + "relics.description.ring_of_the_seven_deadly_sins.ability.wrath.description": "攻击命中后,开启 %1$s 秒的伤害窗口:开始阶段,攻击伤害增加 %2$s%% ,在经过一半时间后会到初始攻击伤害,再之后逐渐下降到 -%3$s%% 。再次攻击重置伤害窗口。", + "relics.description.ring_of_the_seven_deadly_sins.ability.wrath.experience_source.timing": "每在伤害窗口期间使伤害变动一点,遗物经验增加 1 点", + "relics.description.ring_of_the_seven_deadly_sins.ability.wrath.statistic.windows": "产生的伤害窗口总数", + "relics.description.ring_of_the_seven_deadly_sins.ability.wrath.statistic.bonus_damage": "在伤害窗口期间增加的攻击伤害总量", + "relics.description.ring_of_the_seven_deadly_sins.ability.wrath.statistic.reduced_damage": "在伤害窗口期间减少的攻击伤害总量", + "relics.description.ring_of_the_seven_deadly_sins.ability.sloth": "懒惰", + "relics.description.ring_of_the_seven_deadly_sins.ability.sloth.description": "遗物穿戴者在静止 %1$s 秒后获得不朽效果;移动时,受到的伤害增加 %2$s%% 单位速度。", + "relics.description.ring_of_the_seven_deadly_sins.ability.sloth.experience_source.immortality": "每因静止不动进入过一次不朽状态,遗物经验增加 1 点", + "relics.description.ring_of_the_seven_deadly_sins.ability.sloth.statistic.immortality_duration": "在不朽状态下经过的总时长", + "relics.description.ring_of_the_seven_deadly_sins.ability.sloth.statistic.damage_from_moving": "移动状态下受到的额外伤害总量", + "relics.description.ring_of_the_seven_deadly_sins.ability.greed": "贪婪", + "relics.description.ring_of_the_seven_deadly_sins.ability.greed.description": "穿戴者幸运增加 %1$s,掉落物数量增加 %2$s;但有 %3$s%% 概率摧毁掉落物。", + "relics.description.ring_of_the_seven_deadly_sins.ability.greed.experience_source.ore": "每挖掘一个矿物方块,遗物经验增加 1 点", + "relics.description.ring_of_the_seven_deadly_sins.ability.greed.experience_source.mob": "每杀死一个生物,遗物经验增加 1 点", + "relics.description.ring_of_the_seven_deadly_sins.ability.greed.experience_source.nullification": "每次清除掉落物,遗物经验增加 1 点", + "relics.description.ring_of_the_seven_deadly_sins.ability.greed.statistic.nullified_tables": "掉落物被清除的次数", + "relics.description.ring_of_the_seven_deadly_sins.ability.gluttony": "暴食", + "relics.description.ring_of_the_seven_deadly_sins.ability.gluttony.description": "饥饿值高于一半时,每点饥饿值使遗物穿戴者全属性增加 %1$s%% ;饥饿值低于一半时,改为减少 %2$s%%.", + "relics.description.ring_of_the_seven_deadly_sins.ability.gluttony.experience_source.food": "通过进食每回复一点饥饿值,遗物经验增加 1 点", + "relics.description.ring_of_the_seven_deadly_sins.ability.gluttony.statistic.positive_duration": "饥饿修正增益影响下经过的总时长", + "relics.description.ring_of_the_seven_deadly_sins.ability.gluttony.statistic.negative_duration": "饥饿修正减益影响下经过的总时长", + "relics.description.ring_of_the_seven_deadly_sins.ability.lust": "色欲", + "relics.description.ring_of_the_seven_deadly_sins.ability.lust.description": "使动物繁殖时,有概率产出至多 %1$s 个额外的后代;参与繁殖的动物在 %2$s 秒内如果没有再次繁殖则立即死亡。", + "relics.description.ring_of_the_seven_deadly_sins.ability.lust.experience_source.offspring": "每产出一个额外后代,遗物经验增加 1 点", + "relics.description.ring_of_the_seven_deadly_sins.ability.lust.statistic.extra_offspring": "产出额外后代数量", + "relics.description.ring_of_the_seven_deadly_sins.ability.lust.statistic.breeding_attempts": "造成繁殖意愿次数", + + "item.relics.sphere_of_self_sacrifice": "自我献祭之球", + "relics.description.sphere_of_self_sacrifice.description": "这件遗物夺走健康时毫不留情,而后来归还时也同样慷慨。穿戴者为自己的血液敞开了通道,凡失去的血量都会连本带利缓缓回归。", + "relics.description.sphere_of_self_sacrifice.ability.sacrifice": "血祭", + "relics.description.sphere_of_self_sacrifice.ability.sacrifice.description": "使用时,消耗玩家最大生命值的 33% ,然后在接下来的 10 秒内回复减少生命值的两倍。最多可以同时存在 %1$s 层生命回复效果。重复使用能力可重置当前所有已激活的生命回复效果。", + "relics.description.sphere_of_self_sacrifice.ability.sacrifice.rank_modifier.resistance": "每一激活的生命回复效果同时使受到的伤害减少 %2$s%% 。", + "relics.description.sphere_of_self_sacrifice.ability.sacrifice.rank_modifier.salvo": "潜行并右击会取消当前所有生命回复效果,将它们以追踪血弹的形式发射到你前方的目标身上。每个血弹可造成的伤害等同于对应效果中还未回复的血量。", + "relics.description.sphere_of_self_sacrifice.ability.sacrifice.rank_modifier.salvation": "若生命回复的效果总数未达到上限,且受到的伤害超过该能力消耗的生命值,则将当次伤害减少至使用能力时消耗的生命值,且使当前恢复生命值的效果数量增加1。", + "relics.description.sphere_of_self_sacrifice.ability.sacrifice.experience_source.self_inflicted": "每次激活能力使遗物经验增加 1 点", + "relics.description.sphere_of_self_sacrifice.ability.sacrifice.experience_source.resisting_damage": "每因生命回复效果减少一点伤害,遗物经验增加 1 点", + "relics.description.sphere_of_self_sacrifice.ability.sacrifice.experience_source.salvation": "每因自动触发能力而减少一点伤害,遗物经验增加 1 点", + "relics.description.sphere_of_self_sacrifice.ability.sacrifice.statistic.healing_done": "通过生命回复效果回复的生命值总量", + "relics.description.sphere_of_self_sacrifice.ability.sacrifice.statistic.damage_resisted": "因生命回复效果减少的伤害总量", + "relics.description.sphere_of_self_sacrifice.ability.sacrifice.statistic.projectiles_created": "发射的血弹总数", + "relics.description.sphere_of_self_sacrifice.ability.sacrifice.statistic.blood_projectile_damage": "由血弹造成的伤害总量", + "relics.description.sphere_of_self_sacrifice.ability.sacrifice.statistic.salvation_triggers": "累计因自动激活能力而减少伤害的次数", + "relics.description.sphere_of_self_sacrifice.ability.sacrifice.statistic.salvation_damage_blocked": "因自动激活能力而减少的伤害总量", + + "item.relics.hunting_belt": "狩猎腰带", + "relics.description.hunting_belt.description": "这件遗物不直接增强穿戴者。而是让穿戴者驯服的野兽们更加愤怒,让它们的攻势更加猛烈。驯服的野兽数量越多,被它们顶上的目标就越惨烈。", + "relics.description.hunting_belt.ability.slots": "扩容口袋", + "relics.description.hunting_belt.ability.slots.description": "可穿戴饰品的最大数量增加 %1$s 个。", + "relics.description.hunting_belt.ability.pack": "集群狩猎", + "relics.description.hunting_belt.ability.pack.description": "使遗物穿戴者的宠物造成的攻击伤害增加 %1$s%%。", + "relics.description.hunting_belt.ability.pack.rank_modifier.leader": "半径 %2$s 格方块范围内每存在一只宠物,每只宠物使穿戴者受到伤害减少 %3$s%% ,最多计入 5 只宠物。", + "relics.description.hunting_belt.ability.pack.rank_modifier.relentless": "遗物穿戴者的宠物无视目标的无敌帧。", + "relics.description.hunting_belt.ability.pack.rank_modifier.revival": "宠物死亡时掉落特殊骨头掉落物,它可以随击杀的生物而充能。每一被击杀的生物基于其最大生命值为骨头充能。使宠物复活需要消耗等同于宠物最大生命值 %4$s%% 的充能。", + "relics.description.hunting_belt.ability.pack.experience_source.pet_damage": "穿戴者的宠物每造成一次伤害,遗物经验增加 1 点", + "relics.description.hunting_belt.ability.pack.experience_source.pet_resistance": "穿戴者每因为宠物减少一点伤害,遗物经验增加 1 点", + "relics.description.hunting_belt.ability.pack.experience_source.bone_drop": "每因宠物死亡产生骨头掉落物,遗物经验增加 1 点", + "relics.description.hunting_belt.ability.pack.statistic.pet_attacks": "宠物攻击的总次数", + "relics.description.hunting_belt.ability.pack.statistic.pet_damage": "宠物攻击造成的伤害总量", + "relics.description.hunting_belt.ability.pack.statistic.damage_resisted": "因宠物减少的伤害总量", + "relics.description.hunting_belt.ability.pack.statistic.pet_bones": "因宠物死亡而产生的骨头掉落物总数", + + "item.relics.rider_flute": "骑手长笛", + "relics.description.rider_flute.description": "这件遗物能让坐骑始终伴于身侧,即使它们在某个看不见的地方。遗物穿戴者可以将已驯服的坐骑装进长笛里,再将其放出,并以同样的方式再次呼唤。这样即使手头没有稳定的拴绳或牵引物,也能很好地让坐骑随叫随到。", + "relics.description.rider_flute.ability.stable": "收纳", + "relics.description.rider_flute.ability.stable.description": "右击一只已驯服的坐骑可以将它们放在长笛中。再次右击可以释放,之后可以再次右击召返坐骑。要让坐骑彻底被释放,你需要在右击的同时潜行。长笛最多可以同时容纳 %1$s 只坐骑生物,你可以在潜行时通过鼠标滚轮切换选中的坐骑。", + "relics.description.rider_flute.ability.stable.rank_modifier.regeneration": "每秒使长笛内所有坐骑生物回复 %2$s 点生命值。", + "relics.description.rider_flute.ability.stable.rank_modifier.recall": "如果释放的坐骑生物移动到拥有者 16 格方块以外的地方,它们会自动被召返到长笛里。", + "relics.description.rider_flute.ability.stable.rank_modifier.resistance": "遗物拥有者骑乘着长笛释放出的坐骑时,遗物拥有者和坐骑受到的伤害均会减少 %3$s%% 。", + "relics.description.rider_flute.ability.stable.experience_source.riding": "骑乘由长笛释放的坐骑每移动25格,遗物经验增加 1 点", + "relics.description.rider_flute.ability.stable.experience_source.healing": "长笛内坐骑生物每回复一点生命值,遗物经验增加 1 点", + "relics.description.rider_flute.ability.stable.experience_source.recall": "每有一只坐骑生物被自动召返进长笛,遗物经验增加 1 点", + "relics.description.rider_flute.ability.stable.experience_source.resistance": "骑乘由长笛释放的坐骑时每减少一点伤害,遗物经验增加 1 点", + "relics.description.rider_flute.ability.stable.statistic.distance_traveled": "骑乘由长笛释放的坐骑时行进的总路程", + "relics.description.rider_flute.ability.stable.statistic.captured_mounts": "收纳进长笛的坐骑生物总数", + "relics.description.rider_flute.ability.stable.statistic.released_mounts": "从长笛中释放的坐骑生物总数", + "relics.description.rider_flute.ability.stable.statistic.healed_health": "长笛内坐骑生物回复的生命值总量", + "relics.description.rider_flute.ability.stable.statistic.damage_resisted": "骑乘由长笛释放的坐骑时减少的伤害总量", + "relics.message.rider_flute.slot": "[%1$s/%2$s]:%3$s", + "relics.message.rider_flute.deployed_suffix": " [已释放]", + + "item.relics.clot_of_time": "时间凝团", + "relics.description.clot_of_time.description": "这件遗物能让穿戴者沿走过的路径折返。穿戴者的身体会逐渐回到过去的某一时刻。", + "relics.description.clot_of_time.ability.rewind": "违逆时间", + "relics.description.clot_of_time.ability.rewind.description": "按住右键时,逐渐将遗物穿戴者沿最多 %1$s 秒内走过的路径折返。结束回溯后,能力进入与当次回溯等长的冷却。", + "relics.description.clot_of_time.ability.rewind.rank_modifier.invulnerability": "回溯期间,遗物穿戴者不会受到伤害。", + "relics.description.clot_of_time.ability.rewind.rank_modifier.health_rewind": "回溯期间, 遗物穿戴者的生命值会按路径上当时的生命值进行回复,期间生命值不会降低。", + "relics.description.clot_of_time.ability.rewind.rank_modifier.oblivion": "能力激活期间,附近实体无法看到遗物穿戴者。", + "relics.description.clot_of_time.ability.rewind.experience_source.rewind": "回溯模式下每经过 1 秒,遗物经验增加 1 点", + "relics.description.clot_of_time.ability.rewind.experience_source.health_rewind": "每因回溯生命补正回复一点生命值,遗物经验增加 1 点", + "relics.description.clot_of_time.ability.rewind.statistic.activations": "遗物激活的次数", + "relics.description.clot_of_time.ability.rewind.statistic.rewind_duration": "回溯模式下经过的总时长", + "relics.description.clot_of_time.ability.rewind.statistic.health_restored": "回溯模式下回复的生命值总量", + + "item.relics.chef_hat": "厨师帽", + "item.relics.raw_meatball": "生肉丸", + "item.relics.cooked_meatball": "熟肉丸", + "relics.description.chef_hat.description": "遗物向战利品中增加了某种食物。目标被杀死后有概率掉落一颗肉丸,简单而果腹,就像一块生肉一样。可以直接食用,亦或烤熟后带来更好的效果。", + "relics.description.chef_hat.ability.satiety": "肉丸大丰收", + "relics.description.chef_hat.ability.satiety.description": "杀死目标有 %1$s%% 概率掉落 1 颗生肉丸,肉丸的属性与生牛肉相当,可以直接食用,或烤熟后提供更多营养。", + "relics.description.chef_hat.ability.satiety.rank_modifier.quick_meal": "食用肉丸的速度变为 3 倍。", + "relics.description.chef_hat.ability.satiety.rank_modifier.meatball_healing": "食用生肉丸额外回复 %2$s 点生命值。熟肉丸回复的生命值变为两倍。", + "relics.description.chef_hat.ability.satiety.rank_modifier.cooked_meatball": "掉落的肉丸自动烤熟。", + "relics.description.chef_hat.ability.satiety.experience_source.drop": "每掉落一颗肉丸,遗物经验增加 1 点", + "relics.description.chef_hat.ability.satiety.experience_source.consume": "每食用一颗肉丸,遗物经验增加 1 点", + "relics.description.chef_hat.ability.satiety.experience_source.healing": "每通过肉丸回复一点生命值,遗物经验增加 1 点", + "relics.description.chef_hat.ability.satiety.statistic.meatballs_dropped": "目标身上掉落的肉丸总数", + "relics.description.chef_hat.ability.satiety.statistic.raw_meatballs_eaten": "食用的生肉丸总数", + "relics.description.chef_hat.ability.satiety.statistic.cooked_meatballs_eaten": "食用的熟肉丸总数", + "relics.description.chef_hat.ability.satiety.statistic.health_restored": "通过肉丸回复的生命值总量", + + "item.relics.experience_disperser": "经验均分器", + "relics.description.experience_disperser.description": "这件遗物不爱独享经验。每当它获得经验时,它便会将其中的一部分分享给其他遗物。这样,所有遗物的经验点数便能一起提升。", + "relics.description.experience_disperser.ability.dispersion": "经验共享", + "relics.description.experience_disperser.ability.dispersion.description": "每当穿戴者任意一件遗物获得经验点数时,所有已穿戴的遗物额外获得当次获得经验点数的 %1$s%% 。", + "relics.description.experience_disperser.ability.dispersion.rank_modifier.same_item": "相同类型遗物因此效果而获得的经验点数继续增加 %2$s%% 。", + "relics.description.experience_disperser.ability.dispersion.rank_modifier.player_xp": "玩家从经验球中获得的经验点数的 %3$s%% 将被共享给所有已穿戴的遗物", + "relics.description.experience_disperser.ability.dispersion.rank_modifier.max_level": "即使遗物达到最大等级,此效果依然触发。", + "relics.description.experience_disperser.ability.dispersion.experience_source.trigger": "每通过此能力共享了一点经验点数,本遗物的经验增加 1 点", + "relics.description.experience_disperser.ability.dispersion.statistic.distributions": "经验共享能力触发的次数", + "relics.description.experience_disperser.ability.dispersion.statistic.distributed_experience": "经验共享能力分发的经验点数总量", + "relics.description.experience_disperser.ability.dispersion.statistic.player_xp_conversions": "经验球转化能力触发的次数", + "relics.description.experience_disperser.ability.dispersion.statistic.converted_player_experience": "受经验球转化能力而转化的经验点数总量", + + "item.relics.glitchy_mantle": "故障斗篷", + "relics.description.glitchy_mantle.description": "穿有这件遗物时,其他人所见的穿戴者不再真实。对穿戴者的攻击有时不仅无法生效,还反过来使攻击者混乱。穿戴者的身后时常出现撕裂的复制体,与复制体碰撞的敌人会短暂失去意识。就连穿戴者脚下的虚空也会变得浓稠,即使没有实物,他们也能够在上面停留一小段时间。", + "relics.description.glitchy_mantle.ability.distortion": "认知失调", + "relics.description.glitchy_mantle.ability.distortion.description": "遗物穿戴者受到的攻击有 %1$s%% 概率落空。", + "relics.description.glitchy_mantle.ability.distortion.rank_modifier.disorientation": "每当攻击落空时,当次攻击的目标会被强制转向随机方向,从而无法看到遗物穿戴者。", + "relics.description.glitchy_mantle.ability.distortion.experience_source.miss": "每使得一次攻击落空,遗物经验增加 1 点", + "relics.description.glitchy_mantle.ability.distortion.statistic.misses": "攻击落空的次数", + "relics.description.glitchy_mantle.ability.illusion": "故障分身", + "relics.description.glitchy_mantle.ability.illusion.mode.enabled": "开启", + "relics.description.glitchy_mantle.ability.illusion.mode.disabled": "关闭", + "relics.description.glitchy_mantle.ability.illusion.enabled.description": "每隔 %1$s 秒,在遗物穿戴者的身后留下一个故障分身,幻影持续 %2$s 秒。当有一个目标与幻影发生碰撞时,周围 %4$s 格范围内的所有目标晕眩 %3$s 秒,随后幻影消失。", + "relics.description.glitchy_mantle.ability.illusion.disabled.description": "此能力已禁用,不再创造故障分身。", + "relics.description.glitchy_mantle.ability.illusion.description": "每隔 %1$s 秒,在遗物穿戴者的身后留下一个故障分身,幻影持续 %2$s 秒。当有一个目标与幻影发生碰撞时,周围 %4$s 格范围内的所有目标晕眩 %3$s 秒,随后幻影消失。", + "relics.description.glitchy_mantle.ability.illusion.rank_modifier.echo": "遗物穿戴者攻击了一个目标时,其最大攻击范围内的 %5$s%% 的故障分身也会重复这次攻击,这些攻击无视目标的无敌帧。", + "relics.description.glitchy_mantle.ability.illusion.experience_source.creation": "每产生一个故障分身,遗物经验增加 1 点", + "relics.description.glitchy_mantle.ability.illusion.experience_source.detonation": "每引爆一个故障分身,遗物经验增加 1 点", + "relics.description.glitchy_mantle.ability.illusion.experience_source.echo_attack": "每有一个重复攻击的故障分身,遗物经验增加 1 点", + "relics.description.glitchy_mantle.ability.illusion.statistic.illusions": "产生的故障分身总数", + "relics.description.glitchy_mantle.ability.illusion.statistic.target_detonations": "被其他目标摧毁的故障分身", + "relics.description.glitchy_mantle.ability.illusion.statistic.owner_detonations": "被穿戴者自己摧毁的故障分身", + "relics.description.glitchy_mantle.ability.illusion.statistic.damage_dealt": "由故障分身造成的总伤害", + "relics.description.glitchy_mantle.ability.illusion.statistic.stun_duration": "由故障分身造成的晕眩效果总时长", + "relics.description.glitchy_mantle.ability.illusion.statistic.echo_attacks": "由故障分身造成的额外伤害总次数", + "relics.description.glitchy_mantle.ability.glitch": "表面撕裂", + "relics.description.glitchy_mantle.ability.glitch.mode.enabled": "开启", + "relics.description.glitchy_mantle.ability.glitch.mode.disabled": "关闭", + "relics.description.glitchy_mantle.ability.glitch.enabled.description": "使遗物穿戴者可以在空气中行走,就仿佛脚底有固体地面一样。穿戴者停止移动超过 %1$s 秒后,脚下的空气消散,使穿戴者开始下落,且当次摔落伤害额外增加 %2$s%% 。穿戴者可以按住潜行键手动下落,使得自己不受摔落伤害。", + "relics.description.glitchy_mantle.ability.glitch.disabled.description": "此能力已禁用,不再提供增益。", + "relics.description.glitchy_mantle.ability.glitch.rank_modifier.phase": "使遗物穿戴者可以穿过固体方块,效果最多持续 %3$s 秒。超出极限时间后,穿戴者回到上一处安全地点。", + "relics.description.glitchy_mantle.ability.glitch.experience_source.air_walking": "每在空气中移动一秒,遗物经验增加 1 点", + "relics.description.glitchy_mantle.ability.glitch.experience_source.phasing": "每在方块中停留超过一秒,遗物经验增加 1 点", + "relics.description.glitchy_mantle.ability.glitch.statistic.forced_falls": "强制下落的次数", + "relics.description.glitchy_mantle.ability.glitch.statistic.solid_air_duration": "在空气中停留的总时长", + "relics.description.glitchy_mantle.ability.glitch.statistic.phase_rollbacks": "返回安全位置的次数", + "relics.description.glitchy_mantle.ability.glitch.statistic.phase_duration": "在方块中停留的总时长", + "relics.description.glitchy_mantle.synergy.electricity": "电能裂隙", + "relics.description.glitchy_mantle.synergy.electricity.mode.enabled": "开启", + "relics.description.glitchy_mantle.synergy.electricity.mode.disabled": "关闭", + "relics.description.glitchy_mantle.synergy.electricity.enabled.description": "在遗物穿戴者的故障分身之间创造闪电链,对穿过的所有目标造成 %1$s 点伤害。", + "relics.description.glitchy_mantle.synergy.electricity.disabled.description": "此连携已禁用,不再提供增益。", + + "item.relics.ghostly_mantle": "幽灵斗篷", + "relics.description.ghostly_mantle.description": "在遗物穿戴者身后产生一道厚重的浓雾。任何闯入的生物都会开始窒息,呼吸逐渐变得艰难。有敌人看向遗物穿戴者时,其斗志立刻会被瓦解。当死亡已然伸出双手时,这件斗篷会使穿戴者进入幽灵形态,以此躲过残酷的命运。", + "relics.description.ghostly_mantle.ability.fog": "死亡迷障", + "relics.description.ghostly_mantle.ability.fog.mode.enabled": "开启", + "relics.description.ghostly_mantle.ability.fog.mode.disabled": "关闭", + "relics.description.ghostly_mantle.ability.fog.enabled.description": "穿戴者移动时,在身后以半径 %2$s 格方块创造浓雾,持续 %1$s 秒。停留在迷雾内的目标每秒损失 %3$s 点氧气值,且受到的窒息伤害增加 %4$s%% 。", + "relics.description.ghostly_mantle.ability.fog.disabled.description": "此能力已禁用,不再提供增益。", + "relics.description.ghostly_mantle.ability.fog.rank_modifier.frostbite": "停留在浓雾中的目标还会受到持续 %5$s 秒的战栗效果。", + "relics.description.ghostly_mantle.ability.fog.experience_source.fog_creation": "每创造一片浓雾尾迹,遗物经验增加 0.1 点", + "relics.description.ghostly_mantle.ability.fog.experience_source.fog_exposure": "目标每暴露在浓雾中一秒,遗物经验增加 1 点", + "relics.description.ghostly_mantle.ability.fog.statistic.fog_clouds": "创造的浓雾总数", + "relics.description.ghostly_mantle.ability.fog.statistic.fog_exposure": "目标暴露在浓雾中的总时长", + "relics.description.ghostly_mantle.ability.gaze": "冰冻呼吸", + "relics.description.ghostly_mantle.ability.gaze.description": "目标在不超过 %1$s 格方块处看向遗物穿戴者时,每秒使遗物增加一点充能,最多持有 %2$s 点充能。每一点充能使目标对穿戴者造成的伤害减少 %3$s%% 。目标不再看向穿戴者时,充能每秒减少 1 点。", + "relics.description.ghostly_mantle.ability.gaze.rank_modifier.dread": "每点充能还会使遗物穿戴者造成的伤害增加 %4$s%% 。", + "relics.description.ghostly_mantle.ability.gaze.experience_source.eye_contact": "每因目标看向穿戴者而使遗物获得充能时,遗物经验增加 1 点", + "relics.description.ghostly_mantle.ability.gaze.statistic.charges_applied": "累计获得的充能点数", + "relics.description.ghostly_mantle.ability.gaze.statistic.damage_reduced": "受到伤害降低的总量", + "relics.description.ghostly_mantle.ability.gaze.statistic.damage_bonus": "由充能提供的额外伤害总量", + "relics.description.ghostly_mantle.ability.spectral_escape": "幽灵逃脱", + "relics.description.ghostly_mantle.ability.spectral_escape.description": "每 %1$s 秒可以抵消一次致命伤害,并使遗物穿戴者获得 %2$s 秒幽灵飞行与不朽效果。", + "relics.description.ghostly_mantle.ability.spectral_escape.rank_modifier.reprisal": "造成致命伤害的生物受穿戴者下次攻击的伤害增加 %3$s%% 。", + "relics.description.ghostly_mantle.ability.spectral_escape.experience_source.spectral_form": "在幽灵形态下每经过一秒,遗物经验增加 1 点", + "relics.description.ghostly_mantle.ability.spectral_escape.experience_source.death_prevention": "每抵消一次致命伤害,遗物经验增加当前上限的 5%", + "relics.description.ghostly_mantle.ability.spectral_escape.experience_source.reprisal_damage": "在幽魂复仇形态下造成伤害时,遗物经验增加随机点数,最多不超过当次额外造成的伤害", + "relics.description.ghostly_mantle.ability.spectral_escape.statistic.spectral_form_duration": "在幽灵形态下经过的总时长", + "relics.description.ghostly_mantle.ability.spectral_escape.statistic.prevented_deaths": "抵消致命伤害的总次数", + "relics.description.ghostly_mantle.ability.spectral_escape.statistic.reprisal_damage": "在幽灵复仇形态下造成的额外伤害总量", + + "item.relics.shield_of_retaliation": "复仇之盾", + "relics.description.shield_of_retaliation.description": "使用盾牌不需要力量,只需要对时机的精准把握。对穿戴者的伤害便会消弭于无形。", + "relics.description.shield_of_retaliation.ability.retaliation": "复仇", + "relics.description.shield_of_retaliation.ability.retaliation.description": "按住鼠标右键会开启持续 %1$s 秒的招架窗口。在此期间:若受到的伤害来源于穿戴者正前方,则此次伤害会被格挡;没有来源的伤害总会被格挡,无论穿戴者看向哪里。盾牌招架期间没有格挡伤害时,穿戴者接下来 %3$s 秒内受到的伤害增加 %2$s% 。抬起鼠标右键、成功格挡、招架时间结束时,盾牌进入 %4$s 秒的冷却。", + "relics.description.shield_of_retaliation.ability.retaliation.rank_modifier.projectile": "盾牌激活时,飞向穿戴者的弹射物会在其面前冻结,随视线移动。每一个被捕获的弹射物延长 %6$s 秒招架窗口。抬起鼠标右键或招架时间结束后,所有被捕获的弹射物沿当前位置向准星处目标发射,且造成的伤害增加 %5$s% 。", + "relics.description.shield_of_retaliation.ability.retaliation.rank_modifier.stun": "成功抵挡伤害时,玩家面前 %7$s 格内所有目标还会眩晕 %8$s 秒。", + "relics.description.shield_of_retaliation.ability.retaliation.rank_modifier.guard": "盾牌现在会格挡整个招架窗口期间的所有伤害,不再只格挡第一次。", + "relics.description.shield_of_retaliation.ability.retaliation.experience_source.block": "格挡伤害时,遗物经验增加随机点数,最多不超过格挡的伤害", + "relics.description.shield_of_retaliation.ability.retaliation.experience_source.stun": "每有一个目标被晕眩,遗物经验增加 1 点", + "relics.description.shield_of_retaliation.ability.retaliation.statistic.blocks": "格挡的伤害次数", + "relics.description.shield_of_retaliation.ability.retaliation.statistic.damage_blocked": "格挡的伤害总量", + "relics.description.shield_of_retaliation.ability.retaliation.statistic.targets_stunned": "使目标晕眩的次数", + "relics.description.shield_of_retaliation.ability.retaliation.statistic.projectiles_reflected": "反射弹射物次数", + + "item.relics.relic_experience_bottle": "遗物经验瓶", + "item.relics.golden_tooth": "金牙齿", + "item.relics.pet_bone": "宠物骨头", + + "block.relics.phantom_block": "虚位方块", + + "entity.relics.falling_star": "坠星", + "entity.relics.constellation_star": "星图的星星", + "entity.relics.roller_spark": "滑冰鞋的火花", + "entity.relics.electric_spark": "电火花", + "entity.relics.reflective_orb": "弹射的伤害充能球", + "entity.relics.shadow_glaive": "暗影刺剑", + "entity.relics.shockwave_block": "冲击波片段", + "entity.relics.leaves_block": "树叶飞刀", + "entity.relics.life_essence": "生命源质", + "entity.relics.death_essence": "死亡源质", + "entity.relics.spore": "孢子", + "entity.relics.relic_experience_orb": "遗物经验球", + "entity.relics.thrown_relic_experience_bottle": "掷出的遗物经验瓶", + "entity.relics.golden_tooth": "金牙齿", + "entity.relics.kinetic_electricity": "闪电链", + "entity.relics.ghostly_fog": "死亡迷障", + "entity.relics.glitchy_illusion": "故障分身", + + "effect.relics.stun": "晕眩", + "effect.relics.paralysis": "麻痹", + "effect.relics.confusion": "混乱", + "effect.relics.vanishing": "隐匿", + "effect.relics.anti_heal": "反再生", + "effect.relics.bleeding": "流血", + "effect.relics.immortality": "不朽", + "effect.relics.flight": "飞行", + "effect.relics.tremor": "战栗", + "effect.relics.glitch": "故障", + + "command.relics.base.not_relic": "手持物品必须是一个遗物!", + + "info.relics.researching.wrong_container": "在此物品栏中操作遗物将不会有效果。请将它放置到玩家主物品栏后重试。", + + "key.relics.research_relic": "研究光标指向的遗物", + "key.relics.active_abilities_list": "打开已激活能力菜单" +}