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lang.json - Better Descriptions [+Survivor Stats]
{
"META_THOUSANDS_SEPARATOR" : ",",
"META_KMH_CONVERSION" : 1.0,
"META_DATE_FMT" : "{month}/{day}/{year}",
"META_TIME_FMT" : "{hour}:{minute}{ampm}",
"META_USE_24H_TIME" : false,
"META_DATETIME_FMT" : "{date} {time}",
"META_TIME_AM" : "am",
"META_TIME_PM" : "pm",
"hud" : {
"immuneText" : {
"immune" : "IMMUNE",
"invincible" : "INVINCIBLE",
"dodged" : "DODGED",
"evaded" : "EVADED",
"blocked" : "BLOCKED",
"deflected" : "DEFLECTED",
"absorbed" : "ABSORBED"
},
"objective" : {
"default" : "Find the teleporter.",
"survive" : "Stay alive!",
"killRemaining" : "Kill remaining enemies.",
"killBoss" : "Defeat the boss!",
"leave" : "Go to the teleporter to advance to the next level!",
"leaveTutorial" : "Go to the teleporter to complete the tutorial!",
"timer" : "%s/%s seconds",
"remaining" : "Remaining enemies: %s",
"trialsDefault" : "Complete the objective!",
"defeatColossus" : "Defeat the Colossus!",
"breakTargets" : "Break the Targets!",
"breakTargets2" : "Break the targets and stay alive!",
"breakTargetsReachGoal" : "Break the targets and reach the goal!",
"completeLaps" : "Complete 3 laps around the stage!",
"goldTeleExit" : "Collect gold and exit through the teleporter!",
"childTeleExit" : "Exit through the teleporter when ready.",
"cookEnemies" : "Cook enemies!",
"recycleTeeth" : "Recycle Monster Teeth from enemies!",
"recycleTeeth2" : "Activate the Teleporter.",
"recycleTeeth3" : "Defeat the Ancient Wisp!",
"recycleTeeth4" : "Escape via the Teleporter.",
"guideGups" : "Guide the Gups to the end!",
"defeatBeast" : "Defeat the Toxic Beast!",
"pushEnemies" : "Push enemies off the bridge!",
"shootTargets" : "Break the Targets!",
"defeatElder" : "Defeat the Elder Lemurian!",
"raceEnd" : "Race to the Finish!",
"raceTower" : "Race to the top of the tower!",
"protectDrones" : "Protect your drones!",
"defeatShadows" : "Defeat your shadows!",
"defeatLemurians" : "Defeat the Lemurians!",
"defeatScavenger" : "Defeat the Scavenger!",
"defeatScavenger2" : "Gather drones and defeat the Scavenger below!",
"climbTeleporter" : "Climb to the Teleporter!",
"useImpShrine" : "Activate the Imp Shrine!",
"defeatTinyImps" : "Defeat the Tiny Imps!",
"defeatEnemies" : "Defeat the enemies!",
"activateStandoff" : "Defeat an enemy using Standoff.",
"maintainStandoff" : "Maintain the Standoff!",
"findBoss" : "Traverse the ancient castle.",
"defeatVagrant" : "Defeat the Wandering Vagrant!",
"getFeather" : "Collect the Hopoo Feather?",
"getHoof" : "Collect Paul's Goat Hoof.",
"reachHealth" : "Reach 500 health!",
"maintainHealth" : "Stay above 500 health!",
"defeatEnemiesEngi" : "Defeat the enemies and protect your turrets!",
"defeatEnemiesBottom" : "Defeat the enemies before they touch ground!",
"climbUp" : "Climb up!",
"collectOre" : "Collect Score Tokens!",
"pilotFallTip" : "Reach the bottom without landing!",
"findDefeatSpiders" : "Find and defeat the Mechanical Spiders!",
"defeatBosses" : "Defeat the Teleporter Bosses!",
"defeatClone" : "Defeat your Clone!",
"deflectAttacks" : "Use Focused Strike to deflect attacks!",
"guideChildren" : "Guide Children to the Parent!",
"pierceGolems" : "Use Pulse Spear to pierce Golems!",
"splatEnemies" : "Leap down and crush the enemies below!",
"collectGold" : "Collect 100 gold.",
"reachBottom" : "Reach the bottom!",
"collectGoldBandit" : "Collect 700 gold.",
"collectItems" : "Collect items!",
"repeater" : "Collect the Bonus Stock to spawn more Golems!",
"maintainCrab" : "Keep the Sand Crab floating!",
"sortGups" : "Sort the Gups!",
"heatUp" : "Heat up!",
"maintainScorch" : "Maintain your Scorching!",
"engiInvaders2" : "Select an item.",
"final1" : "Select your loadout.",
"final2" : "Defeat the wave of enemies.",
"final3" : "Face Judgement."
},
"notif" : {
"checkpoint" : "Checkpoint reached!",
"gupcount_reset" : "The puzzle has become incompletable. Resetting...",
"wave" : "Wave %s",
"lap" : "Lap %s"
},
"tutorial" : {
"use_primary" : "Hold %s to use your primary attack.",
"use_skills" : "Activate skills using %s, %s, and %s.",
"msg_cooldown" : "Keep an eye on skill cooldowns.",
"msg_chest" : "Enemies drop valuable gold, used to open chests.",
"msg_equipment" : "Equipment Barrels always contain Equipment.",
"use_equipment" : "Press %s to activate Equipment.",
"msg_difficulty" : "Remember that difficulty increases with time!",
"msg_teleporter" : "Find and activate the Teleporter to complete each stage.",
"msg_boss" : "Defeat the boss and survive the timer!",
"msg_exit" : "Use the teleporter to exit the stage."
},
"difficulty" : [
"Very Easy",
"Easy",
"Medium",
"Hard",
"Very Hard",
"Insane",
"Impossible",
"I SEE YOU",
"IM COMING FOR YOU",
"HAHAHAHA"
],
"spectating" : "You have died. Following '%s'\nPress %s to toggle players",
"equipmentSwap" : "Press %s to switch equipment",
"equipmentHoldSwap" : "Hold %s to switch equipment",
"difficultyLabel" : "DIFFICULTY:"
},
"chat" : {
"message" : "%s: %s",
"join" : "'%s' has joined the game!",
"left" : "'%s' has left the game.",
"died" : "'%s' has died.",
"pickup" : "%s has picked up <%s>%s</c>.",
"pickupN" : "%s has picked up <%s>%s (%s)</c>.",
"pickupTimed" : "%s has picked up <%s>%s <spr ChatIconTimedItem></c>.",
"pickupNTimed" : "%s has picked up <%s>%s <spr ChatIconTimedItem> (%s)</c>.",
"pickupTimedR" : "%s has picked up <%s>%s <spr ChatIconTimedItemR></c>.",
"pickupNTimedR" : "%s has picked up <%s>%s <spr ChatIconTimedItemR> (%s)</c>.",
"teleporter" : "%s activated the <c_teleporter>Teleporter</c> <spr ChatIconTeleporter>.",
"shrineSuccess" : "%s offered to the shrine and was rewarded!",
"shrineFail" : "%s offered to the shrine, but gained nothing.",
"shrineMountain" : "%s has invited the challenge of the mountain.",
"shrineInfuse" : "%s has been temporarily infused with the power of <%s>%s</c>.",
"bossKiller" : "%s has armed the <g>Atlas Cannon</c>. Target acquired."
},
"levelUp" : "LEVEL UP",
"revived" : "REVIVED!",
"player" : "Player",
"mpPlayer" : "Player %s",
"lobbyNameDefault" : "%s's Lobby",
"hostDisconnectionWarning" : "This will disconnect all other players.",
"control" : {
"left" : "Left",
"right" : "Right",
"up" : "Up",
"down" : "Down",
"jump" : "Jump",
"skill1" : "Primary Skill",
"skill2" : "Secondary Skill",
"skill3" : "Utility Skill",
"skill4" : "Special Skill",
"equipment" : "Activate Equipment",
"interact" : "Interact",
"swap" : "Swap Equipment",
"tab" : "Info Screen",
"pause" : "Pause",
"quick_zoom" : "Quick Zoom Toggle",
"confirm" : "Confirm",
"alt_confirm" : "Alt Confirm",
"cancel" : "Back/Cancel",
"tab_left" : "Previous Tab",
"tab_right" : "Next Tab",
"ui_swap" : "Sub Menu",
"ui_playerlist" : "Toggle Lobby Player List",
"profile.keyboard_and_mouse" : "Keyboard and Mouse (Default)",
"profile.gamepad" : "Controller (Default)",
"profile.platform_default" : "Default",
"profile.single_joycon" : "Single Joy-con (Default)",
"profile.default" : "Default",
"style.modern" : "Modern",
"style.modern.desc" : "An updated keyboard-based control scheme.\n\nExclusively uses the keyboard. Uses WASD for movement.",
"style.classic" : "Classic",
"style.classic.desc" : "Recommended for players who are used to the default keyboard controls from the original Risk of Rain.\n\nExclusively uses the keyboard. Uses the arrow keys for movement.",
"style.ror2" : "Risk of Rain 2",
"style.ror2.desc" : "Recommended for players most who are familiar with the default controls of Risk of Rain 2.\n\nUses a combination of keyboard and mouse. Uses WASD for movement."
},
"stats" : {
"stages_completed" : "Stages Completed:",
"level" : "Level:",
"time_alive" : "Time Alive:",
"deaths" : "Deaths:",
"kills" : "Kills:",
"boss_kills" : "Boss Kills:",
"total_damage" : "Damage Dealt:",
"total_damage_modified" : "Damage Dealt<ud>(x%s)</c>:",
"max_damage" : "Most Damage Dealt:",
"damage_taken" : "Damage Taken:",
"damage_taken_modified" : "Damage Taken<ud>(x%s)</c>:",
"items" : "Items Collected:",
"total_purchases" : "Total Purchases:",
"total_gold" : "Gold Collected:",
"total_score" : "Total:",
"total_time_played" : "Total Time Played:",
"record_time_played" : "Longest Game Played:",
"record_time_untouched" : "Longest Time Spent Untouched:",
"total_deaths" : "Total Deaths:",
"total_kills" : "Total Monster Kills:",
"total_boss_kills" : "Total Boss Kills:",
"fastest_boss_kill" : "Fastest Boss Kill:",
"record_max_damage" : "Highest Damage Dealt:",
"record_max_multikill" : "Largest Multi-kill:",
"total_close_calls" : "Close Calls:",
"record_level" : "Highest Level:",
"total_total_gold" : "Total Gold Collected:",
"record_items" : "Most Items Collected:",
"record_max_item_stack" : "Highest Item Stack:",
"record_max_drone_count" : "Highest Drone Count:",
"total_distance_ran" : "Total Distance Ran:",
"record_stages_completed" : "Most Stages Beaten in a Row:",
"record_shrine_win_max" : "Longest Win Streak on Shrines:",
"record_shrine_loss_max" : "Longest Loss Streak on Shrines:",
"online_plays" : "Games Played:",
"online_wins" : "Games Won:",
"fmtMoney" : "$%s",
"fmtDistance" : ["%s meter(s)", "%s kilometer(s)", "%s marathon(s)"],
"fmtTime" : "%s:%s",
"fmtDamage" : "%s damage",
"fmtPts" : "<y>%s</c> pts.",
"highscoreStages" : "%s Stages Completed",
"highscoreItems" : "%s Items Collected",
"highscoreFmtPts" : "%s pts."
},
"style" : {
"modern" : "Modern",
"modern.nameUpper" : "MODERN",
"modern.desc" : "The way <y>Risk of Rain Returns</c> was designed to be played. Updated mechanics and all new content will be present.",
"classic" : "Classic",
"classic.nameUpper" : "CLASSIC",
"classic.desc" : "This mode most closely matches how the <b>original <y>Risk of Rain</c> played. Original mechanics and only familiar content will be present.",
"custom" : "Custom",
"custom.nameUpper" : "CUSTOM",
"custom.desc" : "Customize the game using options from both <y>Classic</c> and <y>Modern</c> to best match your desired style of play.",
"new_tp_mechanics" : "New Teleporter Mechanics",
"new_tp_mechanics.descOn" : "Only the boss must be defeated to complete the teleporter event.",
"new_tp_mechanics.descOff" : "Defeating all enemies is necessary to complete the teleporter event.",
"new_interactables" : "New Interactables",
"new_interactables.descOn" : "All interactables may appear.",
"new_interactables.descOff" : "Only interactables from the original Risk of Rain will appear.",
"new_enemies" : "New Enemies",
"new_enemies.descOn" : "All enemies may appear.",
"new_enemies.descOff" : "Only enemies from the original Risk of Rain will appear.",
"new_stages" : "New Stages",
"new_stages.descOn" : "All stages variants may appear.",
"new_stages.descOff" : "Only stage variants from the original Risk of Rain will appear.",
"new_items" : "New Items",
"new_items.descOn" : "All unlocked items may appear.",
"new_items.descOff" : "Only items from the original Risk of Rain will appear."
},
"trialInfo" : {
"skills_locked_1" : "Your <y>%s</c> skill is locked.",
"skills_locked_2" : "Your <y>%s</c> and <y>%s</c> skills are locked.",
"skills_locked_3" : "Your <y>%s</c>, <y>%s</c>, and <y>%s</c> skills are locked.",
"skills_locked_4" : "All of your skills are locked.",
"no_jumping" : "You <b>cannot jump</c>.",
"lethal_fall" : "<r>Falling out of bounds is lethal.</c>",
"starting_items" : "You start with the following items: %s",
"starting_equipment" : "You start with the following equipment: %s",
"starting_level" : "You start at <y>level %s</c>.",
"starting_maxhp" : "You start with <g>%s max HP</c>.",
"starting_maxhp_level" : "You start with <g>%s max HP</c> (<g>+%s</c> per level).",
"no_hp_regen" : "<r>Your health does not naturally regenerate.</c>",
"intensity_taken" : "You <r>take %s% damage</c>.",
"intensity_dealt" : "You <y>deal %s% damage</c>.",
"checkpoint" : "Checkpoint Shrines <g>revive you on death.</c>",
"description" : "Description",
"commandoknife_hint1": "Fleeing a certain distance from the <y>Elder Lemurian</c> <r>spawns reinforcements</c>.",
"commandoknife_hint2": "The <y>Elder Lemurian</c> moves faster. Other enemies move slowly.",
"shield_tackle_hint": "<b>Shield Tackle</c> provides <y>limited invulnerability</c> for the duration of the skill.",
"standoff_lemurian_hint": "<y>Lemurians</c> respawn shortly after death.",
"combat_slide_hint": "You can jump while using <b>Tactical Slide</c>.",
"score_gives_events_hint": "Different item and enemy spawns occur depending on your score.",
"experience_gain_altered": "Enemies drop more experience based on how dangerous they are.",
"hitstun_hint" : "Enemy attacks incur hitstun.",
"scavenger_hunt_hint" : "Chests hold Drones.",
"scavenger_hunt_hint2" : "The Scavenger lies beneath the starting arena.",
"loaderspider_hint" : "<y>Mechanical Spiders</c> are hidden in fixed locations and appear when you get close.",
"loadercolossus_hint" : "<y>Colossi</c> drop <y>Friendly Constructs</c> on death.",
"mercclone_hint" : "Reinforcements will continue to spawn until the initial wave is cleared.",
"mercclone_hint2" : "Your doppleganger won't return to battle until you clear his initial reinforcements.",
"merctower_hint" : "Bosses spawn near teleporters spread across the stage.",
"acridbubble_hint" : "<b>Toxic Bubbles</c> can be bounced on to extend your jump and be struck to reposition them.",
"huntressropes_hint" : "Every 5 points an item will randomly spawn.",
"children_hint" : "<y>Golems</c> hold <y>keycards</c>.",
"handsurvivors_hint1" : "<y>Keycard barrels</c> spawn at certain score thresholds.",
"handsurvivors_hint2" : "Enemies move slowly.",
"handmainteinance_hint" : "New enemies spawn at different score thresholds.",
"snipertowers_hint1" : "<r>Enemies increase in speed</c> based on your score.",
"snipertowers_hint2" : "Items spawn at different score thresholds.",
"snipertowers_hint3" : "<r>You are trapped</c> in the central tower.",
"drifterblock_hint1" : "Aiming for high corners will allow you to drop <b>Scrap Cubes</c> in precise locations.",
"drifterblock_hint2" : "Striking a <b>Scrap Cube</c> will reposition it. You can strike cubes even while atop them.",
"drifterknife_hint1" : "Some enemies hold a <y>Monster Tooth</c>.",
"drifterknife_hint2" : "<y>Monster Tooth</c> recycles into <y>Rusty Knife</c>.",
"drifterknife_hint3" : "Stronger Wisps spawn regularly over time.",
"banditwhip_hint" : "Items are <y>hidden within the walls</c> of the castle.",
"gupcount_hint1" : "Gup has a very small attention radius.",
"gupcount_hint2" : "Enemies will reset if you've entered an irrecoverable trial state.",
"meteor_hint" : "Enemies drop more gold based on how dangerous they are.",
"cheflem_hint" : "<y>Bonus Time pickups</c> spawn at regular intervals and <r>despawn after 7 seconds</c>.",
"chefcook_hint" : "Items spawn at regular intervals.",
"artitower_hint" : "<r>You are trapped</c> in the central tower.",
"artirace_hint" : "<b>Tectonic Surge</c> lowers your gravity <y>until you land</c>.",
"acridrace_hint1" : "Lynx Totems spawn regularly across the stage.",
"pilotjuggle_hint" : "The trial ends when an enemy touches the ground.",
"enforcer3_hint" : "Certain enemies types have a chance to drop items.",
"commandoDK_hint1": "Defeating enemies spawns <y>Score Pickups</c>. <r>Enemies that fall off the stage will not.</c>",
"commandoDK_hint2": "Magma Worms drop <y>Keycards</c>.",
"playerDrone_hint1": "<r>Enemy speeds increase</c> with score.",
"playerDrone_hint2": "Every 20 kills <g>spawns a health pickup</c>.",
"playerDrone_hint3": "Killing Vagrants spawns a group of extra targets.",
"final_hint1": "<g>Health pickups</c> do not respawn between stages.",
"final_hint2": "Shops have <y>fixed selections</c> that <b>rotate between stages.</c>"
},
"trials.main" : {
"title" : "TRIALS",
"commando1.name" : "A Colossal Feat",
"commando1.desc" : "Defeat a horde of enemies guarding the final <y>Colossus</c>.",
"commando2.name" : "Brave Heart, Steady Hand",
"commando2.desc" : "Stay close and <y>defeat the Elder Lemurian</c> utilizing your <b>Combat Knife</c>. Retreating results in more reinforcements.",
"commando3.name" : "Slide to the Finish!",
"commando3.desc" : "Utilizing your <b>Tactical Slide</c>, <y>race to the final statue</c> to reach your goal.",
"commando4.name" : "A Rung Above",
"commando4.desc" : "Defeat enemies to spawn score pickups. Survive and <y>collect at least 40 points</c>.",
"commando5.name" : "S.O.S.",
"commando5.desc" : "Fly around the cavern and <y>shatter at least 50 targets</c> as a Drone. Enemy aggression escalates with score.",
"huntress1.name" : "Piercing Space and Time",
"huntress1.desc" : "<y>Climb to the teleporter</c> using <b>Warp Darts</c> in order to reach the teleporter.",
"huntress2.name" : "A Small Army",
"huntress2.desc" : "An overloading shrine holds 100 Tiny Imps. <y>Defeat 60 Imps</c> utilizing your chargeable <b>Piercing Arrows</c> to secure victory.",
"huntress3.name" : "Hot-Rope Hop",
"huntress3.desc" : "<y>Destroy at least 10 targets</c> in the rope-filled magma cavern.",
"huntress4.name" : "Blades in the Wind",
"huntress4.desc" : "<y>Defeat at least 1 Toxic Beast</c>, utilizing your <b>Laser Cyclone</c> to deal consistent damage. Avoiding the returning glaive results in extended up-time.",
"enforcer1.name" : "Specimen Sampling",
"enforcer1.desc" : "Utilizing your <b>Shield Tackle</c>, lead the Gups to the scrapped together device. <y>You'll need at least 4 Gips worth</c> of material to secure the sample.",
"enforcer2.name" : "Inner Demons",
"enforcer2.desc" : "<y>Defeat your own shadows</c> as soon as possible.",
"enforcer3.name" : "Go On Without Me",
"enforcer3.desc" : "<y>Defeat at least 85 Lemurians</c> on the treacherous mountain.",
"enforcer4.name" : "Scavenger Hunt",
"enforcer4.desc" : "Collect items and drones to assist in <y>defeating the deadly Scavenger</c>. Your foe is frenzied and well equipped.",
"bandit1.name" : "Endless Stand-Off",
"bandit1.desc" : "<y>Defeat at least 30 opponents<y> in the desert <b>while affected by Standoff</c>. This trial ends when your <b>Standoff</c> buff wears off.",
"bandit2.name" : "Highway Robbery",
"bandit2.desc" : "Drop a <b>Flashbang</c> to evade detection as you scavenge as much gold as possible. Escape via the teleporter <y>with at least 700 gold</c>.",
"bandit3.name" : "Castle of Memories",
"bandit3.desc" : "Fight your way through the ancient temple to <y>defeat the boss</c> guarding the exit.",
"acrid1.name" : "Caustic Climb",
"acrid1.desc" : "Use your <b>Toxic Bubbles</c> to launch yourself out of the drowning pit. <y>Climb at least 70 meters</c> before time runs out.",
"acrid2.name" : "A Toxic Path",
"acrid2.desc" : "Race past hordes of enemies in the fungal cavern. <y>Finish 3 laps</c> to complete the trial.",
"acrid3.name" : "Uncontrolled Experiment",
"acrid3.desc" : "<y>Shatter all the targets</c> within the winding halls. <b>Dissolving Ambush</c> allows you to create puddles to warp across large gaps in the interior.",
"loader1.name" : "Crash Landing",
"loader1.desc" : "<y>Collect at least 40 points</c> before time runs out. Your aerial <b>Short Circuit</c> can be used to traverse the cavern quickly.",
"loader2.name" : "Colossal Lift",
"loader2.desc" : "In the ruins of an ancient forest <y>defeat 10 Colossi</c> as fast as you can. Revived drones can be amplified by utilizing your <b>S260 Conduit</c> skill.",
"loader3.name" : "Ruins of the Future",
"loader3.desc" : "<y>Crush at least 25 hiding Mechanical Spiders</c> before they can escape.",
"mercenary1.name" : "Shadows of the Past",
"mercenary1.desc" : "<y>Defeat your unbound shadow-clone</c> as soon as possible.",
"mercenary2.name" : "Assassination Contract",
"mercenary2.desc" : "<y>Defeat the 6 bosses</c> lurking near the scattered teleporters as soon as possible. Utilize <b>Skyward Assault</c> to better navigate the corridors.",
"mercenary3.name" : "Don't Think, Feel",
"mercenary3.desc" : "<y>Deflect at least 10 attacks</c> using <b>Focused Strike</c>. Well timed parries provide temporary invulnerability.",
"hand1.name" : "Think of the Children",
"hand1.desc" : "<y>Guide at least 5 Children</c> to the distant Parent. The wandering Golems contain trapped keycards.",
"hand2.name" : "Routine Maintenance",
"hand2.desc" : "Clean up the top of the massive bridge! Clear at least 25 invaders to fulfill programmed orders.",
"hand3.name" : "Main Systems Offline",
"hand3.desc" : "Fire your <b>Speed Drones</c> at the attacking invaders and <y>score at least 200 points</c>. Scoring points awards keycards and tougher enemies are worth more points.",
"chef1.name" : "A Fresh Harvest",
"chef1.desc" : "Defeat <y>at least 20 Lemurians</c> before time runs out. Bonus Time pickups spawn temporarily to extend the timer.",
"chef2.name" : "Kited Blades",
"chef2.desc" : "<y>Shatter at least 75 targets</c> before you reach the end of the underwater chasm.",
"chef3.name" : "The Right Ingredients",
"chef3.desc" : "<b>Cook</c> <y>at least 15 enemies</c> before time runs out. Deaths result in scoring penalties.",
"artificer1.name" : "Lightning Strikes Twice",
"artificer1.desc" : "<y>Pierce at least 7 Golems</c> in a row. You can repeat the input once per strike to flex the <b>Pulse Spear</c>, granting it a temporary piercing effect.",
"artificer2.name" : "Danger Orbits",
"artificer2.desc" : "<y>Burn at least 50 enemies</c> utilizing your <b>Localized Sun</c>. Your body movements manipulate the attack's position.",
"artificer3.name" : "In the Clouds",
"artificer3.desc" : "Utilizing <b>Tectonic Surge</c>, <y>race to the top of the tower</c> to reach your goal.",
"sniper1.name" : "Bullseyes Only",
"sniper1.desc" : "<y>Shatter 15 targets</c> in the lava filled cavern. <b>Quickscope</c> can be used to fire through walls.",
"sniper2.name" : "Meteor Showers",
"sniper2.desc" : "Utilize the Glowing Meteorite terminals to <y>score at least 40 points</c>. Triggering the teleporter <b>doubles your score</c>.",
"sniper3.name" : "Lone Wolf",
"sniper3.desc" : "<y>Defeat at least 35 foes</c> from within the outpost. Enemy speeds increase with score.",
"drifter1.name" : "Equivalent Exchange",
"drifter1.desc" : "<b>Recycle</c> Monster Teeth to acquire Rusty Knives. You need <y>at least 8 knives</c> before activating the teleporter.",
"drifter2.name" : "Perilous Descent",
"drifter2.desc" : "<y>Collect at least 100 gold</c> and <y>reach the bottom of the cave</c>. Your <b>Scrap Cubes</c> slide when struck, even while atop them. <b>Try aiming for corners</c>.",
"drifter3.name" : "A Duplicator?!",
"drifter3.desc" : "<y>Collect at least 100 items</c> before time expires. <b>Salvage</c> frequently summons Substandard Duplicators, which will multiplicatively improve your score.",
"engineer1.name" : "Get Off My Lawn!",
"engineer1.desc" : "Defend yourself from the violent plants to acquire healing items. <y>Have at least 750 health</c> when the timer runs out.",
"engineer2.name" : "From All Angles",
"engineer2.desc" : "Use your turrets and <b>Shockwave Mines</c> to defeat at least 50 of the encroaching enemies. If either of your turrets break down its all over.",
"engineer3.name" : "Drowning in Research",
"engineer3.desc" : "Defeat <y>at least 50 of the sinking enemies</c> using your <b>Mortar Barrage</c>. You will incur damage if enemies reach the bottom of the tank.",
"miner1.name" : "Scorching Heart",
"miner1.desc" : "Using <b>Crush</c>, charge your Heat Meter to <y>maintain</c> <b>Scorching</c> <y>for at least 40 seconds</c> in the hot volcano.",
"miner2.name" : "Gup Sorting?",
"miner2.desc" : "Gups, Geeps and Gips each belong in different pens. It's up to you to <y>decipher where they belong</c>. Your <y>Prison Shackles</c> can assist in splitting the pack.",
"miner3.name" : "Break the Targets!",
"miner3.desc" : "<y>Shatter every target</c>, utilizing well placed <b>Throwing Axes</c>. Pickaxes may pass through objects while rising, and they inherit your speed when thrown.",
"pilot1.name" : "Emergency Ejection",
"pilot1.desc" : "<y>Glide to the bottom of the chasm</c> in your parachute, <y>collecting at least 55 points</c> on the way down.",
"pilot2.name" : "Juggling Priorities",
"pilot2.desc" : "Using <b>Airstrikes</c>, keep the Crab afloat for at least 25 seconds. Additionally, <c>Target Acquired</c> can be used in addition to slow its descent.",
"pilot3.name" : "Race to the Finish!",
"pilot3.desc" : "<y>Race to the finish</c> before time runs out. The <b>Aerobatic</c> dash clings to walls, allowing you to scale them for a time.",
"final.name" : "Judgement",
"final.desc" : "<y>Defeat all that stand before you</c> to reach the <b>final throne.</c>"
},
"ui" : {
"yes" : "Yes",
"no" : "No",
"on" : "On",
"off" : "Off",
"confirm" : "Confirm",
"next" : "Next",
"done" : "Done",
"cancel" : "Cancel",
"back" : "Back",
"return" : "Return",
"close" : "Close",
"low" : "Low",
"medium" : "Medium",
"high" : "High",
"never" : "Never",
"always" : "Always",
"coopOnly" : "Local Co-op Only",
"passwordHide" : "Hide password",
"passwordShow" : "Show password",
"displayName" : "Display %s (%sx%s)",
"displayAuto" : "Auto-Detect (Default)",
"displayAutoExclusive" : "Auto-Detect (Exclusive)",
"title" : {
"startSingle" : "Start Single Player",
"startLocal" : "Start Local Co-op",
"startOnline" : "Start Online Co-op",
"startTrials" : "Providence Trials",
"logs" : "Logs and Unlockables",
"scores" : "Stats and Highscores",
"options" : "Settings",
"quit" : "Quit",
"mods" : "Mods"
},
"tutorialPrompt" : "Play Tutorial?<ud>\n<fntNormal>\n<fntLarge>Estimated Completion Time:\n2 minutes.",
"tutorialOptionsNotice" : "The tutorial may be accessed from the controls section of the settings menu.",
"gameVersion" : "Version: %s",
"numLoadedMods" : "%s mod(s) loaded",
"numIncompatibleMods" : "%s incompatible mod(s)",
"languageChoiceDefault" : "%s (System)",
"cutsceneSkip" : "Press any button to skip.",
"popupControllerDisconnected" : "The controller in use has disconnected.",
"popupControllerDisconnectedCoop" : "",
"controllerRejoinCancel" : "Select a different input device: %s",
"new" : "NEW",
"highscore" : "NEW RECORD",
"shareItem" : "SHARE",
"results" : {
"killedBy" : "Killed By:",
"class" : "Class:",
"items" : "Items:",
"difficulty" : "Difficulty:",
"artifacts" : "Artifacts:",
"score" : "Score:",
"buttonRetry" : "Try Again?",
"buttonExit" : "Back to Menu?",
"buttonExitWon" : "Back to menu",
"buttonContinue" : "Continue?",
"waiting" : "Waiting.."
},
"unlocked" : {
"claim" : "CLAIM",
"next" : "NEXT"
},
"pause" : {
"title" : "PAUSED",
"mpTitle" : "P%s PAUSED",
"resume" : "Resume",
"options" : "Settings",
"quit" : "Return to Title",
"trialsRetry" : "Retry",
"trialsQuit" : "Return to Menu",
"trialsPrevBest" : "Prev. Best",
"exitWarning" : "<y>End run?</c>\nAre you sure you want to end this run?",
"exitWarningOnline" : "Are you sure you want to disconnect and return to title?"
},
"options" : {
"popupConfirm" : "Confirm changes?\n<ud>Changes will be reset in %s.",
"headerGeneral" : "GENERAL",
"groupDisplay" : "DISPLAY",
"fullscreen" : "Fullscreen",
"fullscreen.desc" : "Whether or not the game is running in fullscreen rather than windowed-mode.",
"resolution" : "Windowed Resolution",
"resolution.desc" : "The size of the game window when not running in fullscreen mode.",
"vsync" : "V-Sync",
"vsync.desc" : "Eliminates screen tearing by synchronizing the game's framerate to the monitor's refresh rate. Only enable this setting if you see screen tearing.",
"scale" : "Zoom Scale",
"scale.desc" : "Determines how zoomed in the in-game camera is.",
"scale.lockTooltip" : "The current game resolution does not allow modifying the Zoom Scale or HUD Scale while Force Pixel-Perfect is enabled.",
"scale.lockTooltip2" : "The current game resolution is too low for Zoom Scale or HUD Scale to be modified.",
"pixelPerfect" : "Force Pixel-Perfect",
"pixelPerfect.desc" : "(Recommended) Forces the zoom scale to be an integer value.\nDisabling grants greater control over the zoom scale but may result in fuzzy pixels.",
"hudScale" : "HUD Scale",
"hudScale.desc" : "The scale of the in-game HUD.",
"hudScale.lockTooltip" : "HUD Scale cannot be modified while Lock HUD Scale is enabled.",
"lockHudScale" : "Lock HUD Scale",
"lockHudScale.desc" : "Forces the in-game HUD Scale to match the Zoom Scale.",
"fullscreenDisplay" : "Fullscreen Display",
"fullscreenDisplay.desc" : "The display device the window will appear on when running in fullscreen mode.\nSelecting \"Auto-Detect (Exclusive)\" will disable borderless mode but may provide increased compatibility.",
"groupGraphics" : "GRAPHICS",
"graphics" : "Quality",
"graphics.desc" : "Decrease to disable certain visual effects and lower particle count.\nMay help with performance on lower-end machines.",
"playerOutlines" : "Player Outlines",
"playerOutlines.desc" : "Whether outlines should be displayed around players always, only in local co-op, or never.",
"altFont" : "Use Alternate UI Font",
"altFont.desc" : "Enable a larger alternate font for the UI, provides increased text visibility and readability.",
"groupAudio" : "AUDIO",
"masterVolume" : "Master Volume",
"masterVolume.desc" : "The volume of the overall game.",
"soundVolume" : "SFX Volume",
"soundVolume.desc" : "The volume of all sound effects.",
"musicVolume" : "Music Volume",
"musicVolume.desc" : "The volume of the music.",
"automute" : "Mute When Unfocused",
"automute.desc" : "Whether or not the game audio will be muted when the game window is not in focus.",
"groupGameplay" : "GAMEPLAY",
"screenshake" : "Screenshake Intensity",
"screenshake.desc" : "The intensity of screen shake effects.",
"itemMessage" : "Online Co-op Item Message",
"itemMessage.desc" : "Whether or not a chat message will appear when a player picks up an item in online co-op.",
"damageNumbers" : "Damage Numbers",
"damageNumbers.desc" : "Enables floating damage numbers.",
"autopause" : "Pause When Unfocused",
"autopause.desc" : "Whether or not the game will pause when the game window is not in focus.",
"headerControls" : "CONTROLS",
"controlsMenu" : "MENU NAVIGATION",
"profile" : "Profile",
"profile.desc" : "The currently selected player profile. Your player profile contains all of the control and accessibility settings that are defined per-player.",
"gamepad" : "Selected Controller",
"gamepad.auto" : "Auto-Detect (Default)",
"gamepad.disabled" : "Disabled",
"gamepad.disconnected" : "(Disconnected)",
"gamepad.index" : "%s (%s)",
"resetDefault" : "Reset Controls to Default",
"resetDefault.desc" : "Reset all of your controls to their original default bindings.",
"resetControlsWarning" : "This will reset all of your control bindings to their defaults.\n<fntNormal>\n<fntLarge>Are you sure?",
"toggleButtonFormat" : "Press %s to toggle.",
"headerFirstTimeSetup" : "First-Time Setup",
"headerDefaultControls" : "Default Keyboard Control Scheme",
"controlCustomizeNote" : "Controls may be customized from the options menu at any time.",
"headerResetKeyboardControls" : "Reset Keyboard Control Scheme",
"replayTutorial" : "Play Tutorial",
"replayTutorial.desc" : "Select this option to play through the in-game tutorial.",
"replayTutorial.lockTooltip" : "This option may only be selected from the main menu.",
"viewAccessibility" : "Accessibility Options",
"viewAccessibility.desc" : "View additional control and accessibility options.",
"headerAccessibility" : "%s's Accesssibility Options",
"headerAccessibilityDefault" : "Default Accessibility Options",
"rapidFire" : "Rapid Fire",
"rapidFire.desc" : "Skills that required repeated inputs may be executed by holding the button down.",
"autoJump" : "Auto Jump",
"autoJump.desc" : "Allows holding the jump button to jump again when landing.",
"tapJump" : "Up to Jump",
"tapJump.desc" : "Replaces the 'Jump' button input with the up button. Jumping from ropes now requires pressing left or right.",
"holdSwap" : "Hold Swap",
"holdSwap.desc" : "Replaces the 'Swap Equipment' button input with holding the 'Interact' button.",
"hudControls" : "Controls on HUD",
"hudControls.desc" : "Displays the inputs to activate skills and equipment on the HUD.",
"miniHudHealth" : "Mini Health HUD",
"miniHudHealth.desc" : "Displays your health above your character in-game.",
"miniHudSkills" : "Mini Skill HUD",
"miniHudSkills.desc" : "Displays your skill cooldowns above your character in-game.",
"joyconLockTooltip" : "This option is required when using a single Joy-Con.",
"viewDeadzone" : "Configure Control Stick Deadzones",
"viewDeadzone.desc" : "View and configure the deadzones of the control sticks.",
"headerDeadzone" : "%s's Deadzone Settings",
"headerDeadzoneDefault" : "Default Deadzone Settings",
"resetDeadzones" : "Reset Deadzones to Default",
"resetDeadzones.desc" : "Reset all of your deadzone settings to their original default values.",
"resetDeadzonesWarning" : "<y>Warning!\n<fntNormal></c>\n<fntLarge>This will reset all of your deadzones to their defaults.\n<fntNormal>\n<fntLarge>Are you sure?",
"mainDeadzone" : "Inner Deadzone",
"mainDeadzone.desc" : "The inner deadzone alters how soon your stick will send directional input. Increase this if your stick is sending random inputs without touching it.",
"horzDeadzone" : "Horizontal Deadzone",
"horzDeadzone.desc" : "The horizontal deadzones alter the range at which a horizontal input is sent. Widen these if you find it difficult to input straight left or right.",
"vertDeadzone" : "Vertical Deadzone",
"vertDeadzone.desc" : "The vertical deadzones alter the range at which a vertical input is sent. Widen these if you find it difficult to input straight up or down",
"testDeadzones" : "Preview Deadzones",
"testDeadzones.desc" : "Temporarily disable menu input so you can test out your chosen deadzone settings.",
"testDeadzonesPrompt" : "Currently previewing deadzones.\n<y>Press any button to stop...",
"rebindKeyPrompt" : "Press new button for:",
"rebindKeyCancel" : "<y>Press %s to cancel."
},
"error" : {
"error" : "ERROR",
"alert" : "An error has occurred. Saved to the logs folder.",
"alert.modError" : "A mod script error has occurred. Saved to the logs folder.",
"alert.gameError" : "A game code error has occurred. Saved to the logs folder.",
"alert.corruptSave" : "An error occurred while loading the save file. Saving has been disabled to prevent data loss.",
"alert.corruptPrefs" : "An error occurred while loading the prefs file.",
"connectionFailed.default" : "Failed to connect.",
"connectionFailed.versionMismatch" : "Version or build mismatch. Host version: %s",
"connectionFailed.badMod" : "Error with mod \"%s\": %s\nMake sure mods are the same and try again.",
"connectionFailed.assetMismatch" : "Asset list does not match. Ensure identical mods are loaded.",
"connectionFailed.incorrectPassword" : "Incorrect password.",
"connectionFailed.localModVersionMismatch" : "Version mismatch for mod \"%s\". Host version: %s.",
"connectionFailed.localModMissing" : "Missing non-Workshop mod \"%s\".",
"connectionFailed.lobbyFull" : "Lobby is full.",
"connectionFailed.gameStarted" : "Game is in progress",
"connectionFailed.lobbyClosed" : "Lobby closed while connecting.",
"connectionFailed.timedOut" : "Connection timed out.",
"disconnected" : "Disconnected from host.",
"timeout" : "The connection timed out.",
"lobbyClosed" : "Server closed by host."
},
"modStatus" : {
"should_install.name" : "Will be downloaded",
"should_install.text" : "This mod will be downloaded automatically.",
"missing.name" : "Missing",
"missing.text" : "This mod could not be found.",
"version_mismatch.name" : "Version mismatch",
"version_mismatch.text" : "This mod is an incorrect version.",
"host_missing.name" : "Host missing mod",
"host_missing.text" : "The host is missing this mod and it should be removed."
},
"select" : {
"headerSingleplayer" : "SINGLEPLAYER",
"headerLocalCoop" : "LOCAL CO-OP",
"headerOnlineCoop" : "ONLINE CO-OP",
"headerMode" : "RULES",
"choosingPlayer" : "CHOOSING PLAYER",
"play" : "PLAY",
"ready" : "READY?",
"readyLocked" : "READY.",
"difficulty" : "DIFFICULTY",
"artifacts" : "ARTIFACTS",
"skills" : "SKILLS",
"survivor" : "SURVIVOR",
"skins" : "SKINS",
"style" : "GAME STYLE",
"intensity" : "INTENSITY",
"next" : "NEXT",
"artifactVotes" : "%s votes",
"vote" : "[VOTED FOR]",
"voteNeg" : "[VOTED AGAINST]",
"assign" : "ASSIGN PLAYERS",
"dropOutPrompt" : "Drop-Out %s",
"readyPrompt" : "<y>Ready</c> %s",
"joinPrompt" : "Press Any Button",
"goBackWarning" : "Return to main menu?",
"noteHostLocked" : "[!] Only the lobby host may modify this section.",
"noteQuickplayLocked" : "[!] This section is not available in Quickplay."
},
"online" : {
"set_lobby_visibility" : "Lobby Visibility",
"set_lobby_visibility.desc" : "Whether the game is Public, Private, or Friends Only.\n\nMust be set to Public to be displayed for other users.",
"set_lobby_voting" : "Allow Rule Voting",
"set_lobby_voting.desc" : "Whether or not players are allowed to vote for Difficulty, Artifacts, and more while in character selection.",
"set_lobby_sharing" : "Force Item Sharing",
"set_lobby_sharing.desc" : "Whether to enable force item sharing.\n\nWhen active, this prevents players from picking up items if they have much more than other players.",
"set_lobby_sharing.desc2" : "Players with excessive amounts of items must share them with others.",
"set_lobby_name" : "Game Name",
"set_lobby_name.desc" : "The name of your game.",
"set_lobby_password" : "Password",
"set_lobby_password.desc" : "An optional password for your game. Players without the password won't be able to join your game.",
"set_lobby_tags" : "Custom Tags",
"set_lobby_tags.desc" : "Optional tags for your game. Players can filter your lobby with tags.",
"set_lobby_per_player_intensity" : "Per-Player Intensity Settings",
"set_lobby_per_player_intensity.desc" : "Whether or not players are allowed to set their own Damage Taken or Damage Dealt settings while in character selection.",
"set_lobby_per_player_intensity.desc2" : "Players may assign their own damage intensity.",
"con_require_password" : "Require Password",
"con_require_password.desc" : "Enable this option and players will be required to enter the password to join.\nThe password is set after continuing.",
"con_friends_only" : "Friends Only",
"con_friends_only.desc" : "Enable this option and only friends can join.",
"prompt_name" : "Enter the lobby name.",
"prompt_pass" : "Enter the lobby password.",
"con_quickplay" : "Start Quickplay",
"con_join" : "Join Lobby",
"con_create" : "Create Lobby",
"con_join_friends" : "Friends' Lobbies",
"con_join_global" : "Public Lobbies",
"quickplay_cd_label" : "Starting in:",
"quickplay_waiting" : "Waiting for players...",
"quickplay_dc_notice" : "The quickplay session was closed.\nPlease try again.",
"search_quickplay_in_progress" : "Looking for a quickplay session...",
"search_in_progress" : "Loading lobbies...",
"game_filter_diff_drizzle" : "Difficulty: Drizzle",
"game_filter_diff_rainstorm" : "Difficulty: Rainstorm",
"game_filter_diff_monsoon" : "Difficulty: Monsoon",
"game_filter_voting_on" : "Rule Voting On",
"game_filter_voting_off" : "Rule Voting Off",
"game_filter_password" : "Password-Protected",
"game_filter_required_tags" : "Required Tags",
"game_filter_banned_tags" : "Forbidden Tags",
"game_filter_modded" : "Show Modded Games",
"game_filter_required_mods" : "Required Mods",
"game_filter_banned_mods" : "Forbidden Mods",
"lobbySortMode" : [
"Ping",
"Alphabetical",
"Player Count",
"Free Slots"
],
"lobbyView.connect" : "Connect",
"lobbyView.connecting" : "Connecting...",
"lobbyView.labelPlayers" : "Players:",
"lobbyView.labelTags" : "Tags:",
"lobbyView.labelVoting" : "Rule voting:",
"lobbyView.labelSharing" : "Force sharing:",
"lobbyView.labelPassword" : "Password:",
"fromMissingMod" : "This is from a mod which is not currently enabled.",
"username" : "Logged in as %s",
"headerHost" : "CREATE LOBBY",
"headerJoin" : "JOIN LOBBY",
"playersIngame" : "%s/%s players",
"playersList" : "%s/%s",
"votingOn" : "Rule voting: %s",
"sharingOn" : "Force item sharing: %s",
"gameRequiresPassword" : "Password required to join.",
"lobbyPublic" : "Public",
"lobbyPrivate" : "Private",
"lobbyFriendsOnly" : "Friends Only",
"headerLabelName" : "Name",
"headerLabelPing" : "Ping",
"headerLabelPlayers" : "Players",
"headerLabelTags" : "Tags",
"headerLabelFilters" : "Filters",
"reloadGameList" : "Refresh",
"joinFailed" : "Failed to join lobby.",
"playerListTitle" : "Lobby",
"listCopyID" : "Copy Lobby ID",
"listJoinClipboard" : "Join Clipboard Lobby",
"listLeave" : "Leave Lobby",
"listCreateLobby" : "Create Lobby",
"headerLabelHost" : "Game Settings",
"headerLabelPassword" : "Enter Game Password",
"startGame" : "Start Game",
"submitPassword" : "Submit",
"mods" : "Mods:",
"modDownloading" : "Downloading mod \"%s\", %s% complete. (%s/%s)",
"reloading" : "Reloading game... (This may take a while)",
"waitingForHost" : "Waiting for host player.",
"connecting" : "Connecting to host...",
"sorting" : "Sorting",
"gameInfo" : "Game Info",
"rules" : "Rules:",
"invalidPing" : "N/A",
"installModPrompt" : "Are you sure you want to download the following mods and connect?\n<y>Always be careful when downloading mods from an unknown source.",
"installModConfirm" : "Yes, download and connect",
"installModCancel" : "No, cancel",
"noLobbies" : "No lobbies found.",
"openInfo" : "View Info",
"userInfoTitle" : "Multiplayer Profile"
},
"logMenu" : {
"headerItems" : "ITEMS",
"headerMonsters" : "MONSTERS",
"headerSurvivors" : "SURVIVORS",
"headerEnvironments" : "ENVIRONMENTS",
"headerChallenges" : "CHALLENGES",
"achGroupChallenge" : "Challenge",
"achGroupCharacter" : "Characters",
"achGroupArtifact" : "Artifacts"
},
"itemLog" : {
"content" : {
"title" : "Shipping Details:",
"note" : "<dk>For questions and complaints, please contact our <b>customer service.</c>",
"name" : "Order:",
"description" : "Description:",
"priority" : "Shipping Method:",
"story" : "Order Details:",
"date" : "Estimated Delivery:",
"destination" : "Sent to:",
"trackingNumber" : "Tracking Number: %s***********",
"totalCollected" : "Found: <y>%s</c>",
"highestStack" : "Highest Stack Count: <y>%s</c>",
"timeHeld" : "Total Time Held: <y>%s</c>",
"activations" : "Total Activations: <y>%s</c>"
}
},
"monsterLog" : {
"content" : {
"health" : "Health: <g>%s points</c>",
"damage" : "Damage: <y>%s points</c>",
"speed" : "Top Speed: <b>%s km/h</c>",
"kills" : "Killed: <y>%s</c>",
"eliteKills" : "Elites Killed: <y>%s</c>",
"deaths" : "Killed by: <y>%s</c>",
"story" : "Field Notes:",
"note" : "Monster Logs contain information, lore, and custom art of enemies found on the planet.\n\nMonster Log entries have a small chance of dropping whenever you kill an enemy.\n\n\nGood hunting!"
}
},
"survivorLog" : {
"content" : {
"health" : "Max Health: <g>%s <c_stack>(+%s per level)",
"regen" : "Health Regen: <g>%s <c_stack>(+%s per level)</c> hp/s",
"damage" : "Damage: <y>%s <c_stack>(+%s per level)",
"armor" : "Armor: <b>%s <c_stack>(+%s per level)",
"longestRun" : "Longest Run: <y>%s",
"picks" : "Times Picked: <y>%s",
"pickPercent" : "Pick Percentage: <y>%s",
"deaths" : "Deaths: <y>%s",
"victories" : "Victories: <y>%s"
}
},
"environmentLog" : {
"expand" : "Expand",
"content.total" : "Variants Found: <y>%s/%s"
},
"trials" : {
"highscore" : "Record",
"unlock" : "Unlock",
"survivor" : "Survivor",
"fmtHighscoreTime" : "%s:%s.%s",
"highscoreTimeDefault" : "--:--",
"highscorePointsDefault" : "---",
"lockedTitle" : "???",
"lockedDesc" : "This Trial is unavailable because you have not yet unlocked the required survivor.",
"resultScore" : "Score:",
"resultHighscore" : "Previous Best:",
"resultIncomplete" : "Incomplete",
"resultFailMinTime" : "Time Limit:",
"resultFailMaxTime" : "Minimum Time:",
"resultFailMinPoints" : "Score Limit:",
"resultFailMaxPoints" : "Target Score:",
"success" : "SUCCESS",
"failure" : "FAILURE"
},
"tutorial" : {
"success" : "TUTORIAL\nCOMPLETE",
"failure" : "TUTORIAL\nFAILED"
},
"profile" : {
"profile" : "Profile",
"controls" : "Control Settings",
"controlsReset" : "Restore Defaults",
"profileCreate" : "Create New",
"profileDelete" : "Delete a Profile",
"damageTaken" : "Damage Taken",
"damageDealt" : "Damage Dealt",
"damageTakenUpper" : "DAMAGE TAKEN",
"damageDealtUpper" : "DAMAGE DEALT",
"damageTaken.desc" : "Adjust overall damage taken by the player(s).",
"damageDealt.desc" : "Adjust overall damage dealt by the player(s).",
"damageTaken.descP1" : "Adjust overall damage taken by <r>you.",
"damageDealt.descP1" : "Adjust overall damage dealt by <r>you.",
"damageTaken.descP2" : "Adjust overall damage taken by %s.",
"damageDealt.descP2" : "Adjust overall damage dealt by %s.",
"damageTaken.desc2" : "Players <y>take %s</c> damage.",
"damageDealt.desc2" : "Players <y>deal %s</c> damage.",
"newPrompt" : "Enter new profile name.",
"resetControlsWarning" : "This will reset all your controls to default.\n<lt>Are you sure?",
"deleteProfileWarning" : "Delete this profile?",
"errorMaxProfiles" : "Profile limit reached.",
"errorDuplicateName" : "Profile name already in use.",
"errorBlankName" : "Profile name cannot be blank."
},
"stats" : {
"headerStats" : "STATS",
"headerHistory" : "RUN HISTORY",
"headerHighscore" : "HIGHSCORES",
"completion" : "Game Completed:",
"gamesPlayed" : "Games Played:",
"nemesis" : "Nemesis",
"favEquipment" : "Favorite Equipment"
},
"modMenu" : {
"header" : "Mods",
"enable" : "Enable",
"disable" : "Disable",
"modAuthor" : "By: %s",
"modVersion" : "Version: %s",
"modDependencyHeader" : "Required Dependencies:",
"requiredDependencyVersion" : "(%s+)",
"modNameDisabled" : "<lt>%s <w>(Disabled)</c>",
"modNameErrored" : "<r>%s <w>(Broken)</c>",
"modLoadError" : "This mod contains errors and cannot be loaded.",
"modDependencyError" : "This mod has missing dependencies and cannot be loaded.",
"dependencyMissing" : "This dependency is missing.",
"dependencyOutdated" : "This dependency is outdated.",
"modIsDependency" : "This mod cannot be disabled because it is a dependency of the following mod(s):"
}
},
"item" : {
"defaults.priority" : [
"Standard",
"<g>Priority</c>",
"<r>High Priority/Fragile</c>",
"<or>Volatile</c>",
"<y>Field-Found</c>"
],
"meatNugget" : {
"name" : "Meat Nugget",
"pickup" : "<y>8%</c> chance on hit to <b>drop 2 meat nuggets</c> that <g>heal</c> for <g>2x8 <c_stack>(+6 per stack) <g>health</c>.",
"description" : "<y>8%</c> chance on hit to <b>drop 2 meat nuggets</c> that <g>heal</c> for <g>2x8 <c_stack>(+6 per stack) <g>health</c>.",
"destination" : "1400,\nGrahs Farm,\nEarth",
"date" : "11/14/2056",
"story" : "MM. Delicious.\n\nJust kidding, it's awful. I didn't know it was for petmunk, so I thought I would have a sample. BIG. MISTAKE. If its cubic shape wasn't enough to throw you off, it is grey, smelly, and cold. I have no idea why I ate it. Maybe I'm protein deficient. "
},
"fireShield" : {
"name" : "Fire Shield",
"pickup" : "After taking more than <r>10% of your health</c> as damage, explode for <y>400% <c_stack>(+200% per stack) <y>damage</c>, <b>knocking enemies away <c_stack>(+20% force per stack)</c>.",
"description" : "After taking more than <r>10% of your health</c> as damage, explode for <y>400% <c_stack>(+200% per stack) <y>damage</c>, <b>knocking enemies away <c_stack>(+20% force per stack)</c>.",
"destination" : "Soloman\n-\nBackwaters\nMars",
"date" : "6/06/2056",
"story" : "The thing is only half-done, but it will do the job. The flux-chains are very unstable, resulting in a large explosion when struck. PLEASE handle with care!"
},
"bustlingFungus" : {
"name" : "Bustling Fungus",
"pickup" : "After standing still for 2 seconds, <g>heal</c> for <g>4.5% <c_stack>(+4.5% per stack)</c> of your <g>health</c> every second to yourself and nearby allies.",
"description" : "After standing still for 2 seconds, <g>heal</c> for <g>4.5% <c_stack>(+4.5% per stack)</c> of your <g>health</c> every second to yourself and nearby allies.",
"destination" : "5243 22nd,\nRolling Fields,\nEarth",
"date" : "11/9/1753",
"story" : "The strongest biological healing agent.. is a mushroom. Found in an abandoned house. I find some humor in that.\nThis fungus has developed an amazing defense mechanism of hiding underground when bothered, allowing it to live long enough to distribute spores. \n\nCan be either ground into a paste or.. planted directly into the wound. A small warning; you'll feel it enter you, and it is every bit as unpleasant as it sounds."
},
"lensMakersGlasses" : {
"name" : "Lens Maker's Glasses",
"pickup" : "Your attacks have a <y>10% <c_stack>(+7% per stack)</c> chance to <y>'Critically Strike'</c>, dealing <y>double damage</c>.",
"description" : "Your attacks have a <y>10% <c_stack>(+7% per stack)</c> chance to <y>'Critically Strike'</c>, dealing <y>double damage</c>.",
"destination" : "Greivenkamp\n5th Houston St.\nPrism Tower\nEarth",
"date" : "4/29/2056",
"story" : "Calibrated for high focal alignment. Should allow for the precision you were asking for. I must ask.. for what reasons do you need such glasses? Surely the Department of Science would provide them for you?\n\nI can't think of a single.. scientific reason why you would want this. Have you been hired by [REDACTED]? If you're in trouble, you can always ask me for help."
},
"sproutingEgg" : {
"name" : "Sprouting Egg",
"pickup" : "After not being hit for 7 seconds, increase <g>health regeneration</c> by <g>2.4 <c_stack>(+2.4 per stack) <g>hp</c> per second.",
"description" : "After not being hit for 7 seconds, increase <g>health regeneration</c> by <g>2.4 <c_stack>(+2.4 per stack) <g>hp</c> per second.",
"destination" : "Battle Creek\n49017 Mars",
"date" : "09/17/2056",
"story" : "This egg seems to be somewhere between hatching and dying. Leaving it undisturbed usually causes it to wiggle around a bit, maybe sticking a tendril out. Trying to remove it from its shell is greeted by the most horrible screetching!\n\nI can't bring it to myself to cook it alive. I don't know what to do with it, so here you go; maybe it will hatch in a warmer climate like yours. As useless as he is, I have grown a bit fond of him. Please take care!"
},
"headstompers" : {
"name" : "Headstompers",
"pickup" : "Hurt enemies by falling for up to <y>600% <c_stack>(+300% per stack) <y>damage</c>.",
"description" : "Hurt enemies by falling for up to <y>600% <c_stack>(+300% per stack) <y>damage</c>.",
"destination" : "200,\nMaple Lane,\nMars",
"date" : "5/11/2005",
"story" : "Have you found the kill-count of your shoes to be 0? Do you find that disturbing? So do we. Combat Ready Spikeshoes, lovingly nicknamed 'Headstompers,' allow you to get the drop on foes. Literally. Vertically.\n\nTitanium-tipped spikes, along with steel soles, guarantee that landing on foes will result in the messiest recreation of old school video games that you have ever seen. NOTE: Spikes deploy only after reaching a certain vertical velocity."
},
"lifeSavings" : {
"name" : "Life Savings",
"pickup" : "Generate <y>$1 <c_stack>(+$1 per stack)</c> every 3 seconds. Scales with time.",
"description" : "Generate <y>$1 <c_stack>(+$1 per stack)</c> every 3 seconds. Scales with time.",
"destination" : "moms house",
"date" : "02/22/2056",
"story" : "hi im billy and heer is money for mom thanks"
},
"barbedWire" : {
"name" : "Barbed Wire",
"pickup" : "Hurt <y>1</c> enemy within <y>1m <c_stack>(+0.2m per stack)</c> for <y>50% <c_stack>(+10% per stack) <y>damage</c> every <y>0.5</c> seconds.",
"description" : "Hurt <y>1</c> enemy within <y>1m <c_stack>(+0.2m per stack)</c> for <y>50% <c_stack>(+10% per stack) <y>damage</c> every <y>0.5</c> seconds.",
"destination" : "D. Sherman\nNLTS Way",
"date" : "04/29/2056",
"story" : "Great big bundle of barbed wire! Should help you.. 'catch fish?' Not sure what use barbed wire is for catching fish, but all the power to ya!\nShould have about 500 ft included. The safety layer dissolves in water, so simply drop it on your tub and its ready to roll.\n\nDisclaimer: I, or my company, am not responsible for any bodily harm delivered to.."
},
"rustyKnife" : {
"name" : "Rusty Knife",
"pickup" : "<y>15% <c_stack>(+15% per stack) <r>chance to bleed</c> an enemy for <y>4x35% TOTAL damage</c>.",
"description" : "<y>15% <c_stack>(+15% per stack) <r>chance to bleed</c> an enemy for <y>4x35% TOTAL damage</c>.",
"destination" : "NYPD\n5351 and 4th\nEARTH",
"date" : "2/28/2056",
"story" : "Murder weapon, case name ELIAS. Probably a lover's spat? Make sure to box it; I've heard some men in suits were asking around.\nThere is still dried blood on the knife, so mark it as biological.",
"priority" : "<y>Standard/Biological</c>"
},
"mysteriousVial" : {
"name" : "Mysterious Vial",
"pickup" : "Increase <g>health regeneration</c> by <g>0.84 <c_stack>(+0.84 per stack) <g>hp</c> per second.",
"description" : "Increase <g>health regeneration</c> by <g>0.84 <c_stack>(+0.84 per stack) <g>hp</c> per second.",
"destination" : "Sheridan S.\n4000 15th Ave\nUNITED STATES\nEarth",
"date" : "03/06/2056",
"story" : "Apply to skin for a rapidly acting gel that contains both antiseptics and an agent to encourage protein synthesis!\n\nSmall wounds applied with our gel should heal within a maximum of 5 hours, while broken bones and torn ligaments may take a few weeks.\n\nNOTE: Side effects may include itching, rashes, bleeding, sensitivity of skin, dry patches, permanent scarring, misaligned bone regrowth, rotting of the..",
"priority" : "Standard/Fragile"
},
"mortarTube" : {
"name" : "Mortar Tube",
"pickup" : "<y>9%</c> chance on hit to fire a mortar for <y>170% <c_stack>(+170% per stack) <y>TOTAL damage</c>.",
"description" : "<y>9%</c> chance on hit to fire a mortar for <y>170% <c_stack>(+170% per stack) <y>TOTAL damage</c>.",
"destination" : "437 West,\nOld Bunker,\nEarth",
"date" : "5/19/1946",
"story" : "Well, uh.. it's a little outdated. You stick explosives down the end, then you fire the explosive. With more explosives. If you're trying to reduce your injury rate, don't use these. \n\nOther than its archaic design, the mortar tube is actually pretty decent if you get a lot of them in a battery. Can blanket a big area, like [REDACTED]. I suppose you can beat them with the tube afterwards."
},
"warbanner" : {
"name" : "Warbanner",
"pickup" : "On <b>level up</c> or <b>activating the Teleporter</c>, drop a banner that strengthens all allies within <y>4.6m <c_stack>(+1.4m per stack)</c>. Raise <y>attack</c> and <b>movement</c> speed by <y>30%</c> and damage by <y>4</c>. Also <g>heals</c> for <g>1%</c> of your <g>health</c> every second.",
"description" : "On <b>level up</c> or <b>activating the Teleporter</c>, drop a banner that strengthens all allies within <y>4.6m <c_stack>(+1.4m per stack)</c>. Raise <y>attack</c> and <b>movement</c> speed by <y>30%</c> and damage by <y>4</c>. Also <g>heals</c> for <g>1%</c> of your <g>health</c> every second.",
"destination" : "Jungle VII,\nMuseum of 2019,\nEarth",
"date" : "11/5/1843",
"story" : "Very very valuable. Don't drop it; it's worth more than you.\n\nWhat is it? Well, are you blind? It's obviously a warbanner from the War of 2019 from one of the rebel groups. Yes, maybe a little overdramatic, but inspiring nonetheless. They say - they say that warbanners won the war for them. Gave them.. magical strength. "
},
"monsterTooth" : {
"name" : "Monster Tooth",
"pickup" : "Killing an enemy heals you for <g>10 <c_stack>(+5 per stack) <g>health</c>.",
"description" : "Killing an enemy heals you for <g>10 <c_stack>(+5 per stack) <g>health</c>.",
"destination" : "421 Lane,\nLab [21],\nMars",
"date" : "10/28/2056",
"story" : "Ripped it RIGHT out of 'is mouth! A big fight that one gave me, I tell ya! Wrestled me right down, jaws wrapped around my head! Good thing Bishop here got him with that vaporiser, eh? Hahaha!\n\nIt's been my good luck charm for a while, but hey, with the money you're payin' for it I'll give 'er up. Sometimes I feel like it helped me on hunts though, ya know? Like.. instincts."
},
"crowbar" : {
"name" : "Crowbar",
"pickup" : "Deal <y>+50% <c_stack>(+30% per stack) <y>damage</c> to enemies above <y>80% health</c>.",
"description" : "Deal <y>+50% <c_stack>(+30% per stack) <y>damage</c> to enemies above <y>80% health</c>.",
"destination" : "Life Tower,\nSouth Wing,\nVenus",
"date" : "9/1/2056",
"story" : "Crowbar/prybar/wrecking bar allows for both prying and smashing! Carbon steel, so it should last for a very long time, at least until the 3rd edition arrives."
},
"medkit" : {
"name" : "Medkit",
"pickup" : "<g>Heal</c> for <g>10 <c_stack>(+10 per stack) <g>health</c> <b>1.5 seconds</c> after getting hurt.",
"description" : "<g>Heal</c> for <g>10 <c_stack>(+10 per stack) <g>health</c> <b>1.5 seconds</c> after getting hurt.",
"destination" : "9119,\nBit Hospital,\nMars",
"date" : "11/2/2056",
"story" : "Alright, big shipment coming in. Each Medkit should contain bandages, sterile dressings, soap, antiseptics, saline, gloves, scissors, aspirin, codeine, and an epinephrine auto-injector. Should be a huge step up from what you had before, and should.. uh, prevent any future problems like last week. \n\nThanks."
},
"bundleOfFireworks" : {
"name" : "Bundle of Fireworks",
"pickup" : "Activating an interactable <y>launches 6 <c_stack>(+3 per stack) <y>fireworks</c> that deal <y>300% base damage</c>.",
"description" : "Activating an interactable <y>launches 6 <c_stack>(+3 per stack) <y>fireworks</c> that deal <y>300% base damage</c>.",
"destination" : "PNO Fireworks\nQuarter 1\nEarth",
"date" : "07/04/2056",
"story" : "Yeah, celebration! Bought these from a friend, forgot where he said he got them. I'm glad that we finally re-legalized residential use of fireworks in 2054 after the... well, the terrorist attacks. Disguising homing missiles as fireworks? Don't ever quote me on it, but it was pretty smart. Anyways, these are for your kids to use. Have fun!"
},
"taser" : {
"name" : "Taser",
"pickup" : "<y>7%</c> chance on hit to <y>snare</c> enemies for <y>1.5 <c_stack>(+0.5 per stack) <y>seconds</c>.",
"description" : "<y>7%</c> chance on hit to <y>snare</c> enemies for <y>1.5 <c_stack>(+0.5 per stack) <y>seconds</c>.",
"destination" : "94123 Bldg. 201,\nFort Mason",
"date" : "11/14/2056",
"story" : "You say you can fix 'em? These tasers are very very faulty; got a few of my officers hurt they did. They fire, but they don't do nothin' like, 99% of the time! My department is running low on money, so I expect a good deal for these!"
},
"paulsGoatHoof" : {
"name" : "Paul's Goat Hoof",
"pickup" : "Increases <y>movement speed</c> by <b>15% <c_stack>(+15% per stack)</c>.",
"description" : "Increases <y>movement speed</c> by <b>15% <c_stack>(+15% per stack)</c>.",
"destination" : "2663rd\nFields,Redmound\nVenus",
"date" : "03/27/2056",
"story" : "A hoof from one of my goats; I noticed one day that one of my goats had an abnormaly large foot. Thinking it was cancerous, I went to the doctors and lo-and-behold; it was. My goat died shortly after."
},
"bitterRoot" : {
"name" : "Bitter Root",
"pickup" : "Increases <g>maximum health</c> by <g>8% <c_stack>(+8% per stack)</c>.",
"description" : "Increases <g>maximum health</c> by <g>8% <c_stack>(+8% per stack)</c>.",
"destination" : "103 110th,\nNorthlake,\nMars",
"date" : "6/4/2056",
"story" : "Biggest. Ginseng. Root. Ever.\n\nNot really, but it's pretty freakin' huge. You can boil it or sun dry it, whatever you want. I'll be curious to see if your cancer research actually pans out; sounds like voodoo magic to me, herbal medicine, but if the natives say it works, it works. "
},
"stickyBomb" : {
"name" : "Sticky Bomb",
"pickup" : "<y>9%</c> chance on hit to attach a <y>bomb</c> to an enemy, detonating for <y>140% <c_stack>(+140% per stack) <y>TOTAL damage</c>.",
"description" : "<y>9%</c> chance on hit to attach a <y>bomb</c> to an enemy, detonating for <y>140% <c_stack>(+140% per stack) <y>TOTAL damage</c>.",
"destination" : "Painted-Rock,\nB.Water,\nNeptune",
"date" : "3/8/2056",
"story" : "Jesus, okay. The only reason I'm sending you guys another shipment is because of what you did for Shelby. Consider that debt paid.\n\nSince you APPARENTLY didn't get my message the first time, I'll tell you again. See the orange end? Don't touch it. Once you take the wrapping off, the adhesive is ACTIVE. DON'T TOUCH IT. YOU STICK THAT END ON BAD THINGS, NOT YOURSELF. \n\nThe cadets? Those lives are on you, not me."
},
"soldiersSyringe" : {
"name" : "Soldier's Syringe",
"pickup" : "Increases <y>attack speed</c> by <y>12% <c_stack>(+12% per stack)</c>.",
"description" : "Increases <y>attack speed</c> by <y>12% <c_stack>(+12% per stack)</c>.",
"destination" : "1803\nCombat Zone\nVenus",
"date" : "08/1/2056",
"story" : "Should help with multi-purpose requirements needed of soldiers. Contains vaccinations, antibiotics, pain killers, steroids, heroin, gasoline.. and something that feels like burning. \nUse standard procedures for injections.. clean the area, sterilize, no air, give them a candy, etc.\n\nWorks for my boys, so no reason it shouldn't work for yours! The more shots the better; very few of my men have actually died from overdosing on it. Most just get sick."
},
"snakeEyes" : {
"name" : "Snake Eyes",
"pickup" : "<b>Failing a shrine</c> increases <y>critical chance</c> by <y>7% <c_stack>(+7% per stack)</c>, up to <y>6 times</c>. Resets at the start of each stage.",
"description" : "<b>Failing a shrine</c> increases <y>critical chance</c> by <y>7% <c_stack>(+7% per stack)</c>, up to <y>6 times</c>. Resets at the start of each stage.",
"destination" : "1843,\nGMG Services,\nVenus",
"date" : "1/1/2056",
"story" : "You dirty ---------er. You KNEW I had to win to pay off my debts. Are you in with the casinos? Of course you are; a snake like you would. A dice that's loaded for SNAKE EYES. CUTE MOVE, --------er.\n\nI'm comin' for you, ----."
},
"hermitsScarf" : {
"name" : "Hermit's Scarf",
"pickup" : "<g>10% <c_stack>(+10% per stack)</c> chance to <g>evade</c> incoming damage.",
"description" : "<g>10% <c_stack>(+10% per stack)</c> chance to <g>evade</c> incoming damage.",
"destination" : "1782-Left,\nM. Rover,\nSun Orbital",
"date" : "7/17/2056",
"story" : "So you know the solar flare, from a few days ago? Well it destroyed the lower district, and I was on clean-up crew. \n\nFound this scarf in the rubble, essentially untouched. All these dead bodies and strewn pieces, and this scarf is peeking out like some ----in flag. I know I shouldn't have taken it home, but I did. I.. feel safer with it. This thing survived that horrible day, it must be able to survive whatever I have to endure, right? Haha.."
},
"gasoline" : {
"name" : "Gasoline",
"pickup" : "Killing enemies burns the ground for <y>60% <c_stack>(+40% per stack) <y>damage</c>.",
"description" : "Killing enemies burns the ground for <y>60% <c_stack>(+40% per stack) <y>damage</c>.",
"destination" : "Gas Station\nMars\nOld Lincoln",
"date" : "02/25/2056",
"story" : "Gasoline, eh? Surprising to find a gas station these days, with everyone drivin' around them electro cars.\nGot yourself quite a few gallons, so for the few cars and planes left runnin on gas.. this should do it!\nVery flammable, even the fumes, so be careful now!"
},
"spikestrip" : {
"name" : "Spikestrip",
"pickup" : "When hit, drop spikestrips that <y>snare</c> enemies for <y>1 <c_stack>(+0.5 per stack) <y>second</c>.",
"description" : "When hit, drop spikestrips that <y>snare</c> enemies for <y>1 <c_stack>(+0.5 per stack) <y>second</c>.",
"destination" : "300,\nEnf. Station,\nJupiter",
"date" : "1/18/2056",
"story" : "Hey bud! Do you remember... summer of 2032, was it? The night with Alicia? Well, um, remember when we got waay too drunk and broke into the police station? Well, I still have those spikestrips from then. Haha, good times right? \n\nThe doctors say I don't have much time left. Since you're in the force now and all, I felt obligated to return it to you! Haha. So.. yeah. Hope you're doing well. It's been lonely here without you."
},
"timeKeepersSecret" : {
"name" : "Time Keeper's Secret",
"pickup" : "Falling below <r>25% health</c> stops time for <y>3 <c_stack>(+1 per stack) <y>seconds</c>. Recharges after <b>7 minutes</c>.",
"description" : "Falling below <r>25% health</c> stops time for <y>3 <c_stack>(+1 per stack) <y>seconds</c>. Recharges after <b>7 minutes</c>.",
"destination" : "5th Ave,\nLimbo Road,\nMars",
"date" : "7/13/2056",
"story" : "My old grandfather's hourglass. As the Time Keeper in the Hall of The Revered, he valued this hourglass a lot. He claimed that it would keep him safe in times of danger. For some reason, the sand never seems to run out! That's all an illusion, however. There must be some mechanism at the bottom of the hourglass that replenishes the top well. Very cute.\n\nMy old grandfather's hourglass. As the Time Keeper in the.."
},
"smartShopper" : {
"name" : "Smart Shopper",
"pickup" : "Killed enemies drop <y>25% <c_stack>(+25% per stack) <y>more gold</c>.",
"description" : "Killed enemies drop <y>25% <c_stack>(+25% per stack) <y>more gold</c>.",
"destination" : "200 West Street,\nCity of Gold,\nEarth",
"date" : "12/24/1962",
"story" : "Honey! HONEY! Look! I /told/ you I still had enough left over! Yeah, weird huh? I swear the last $5 I used was the last one I had in my purse, but then when I looked again, I still had a bit left over. Strange, huh? \n\nMaybe it's black magic, haha! Honey?"
},
"infusion" : {
"name" : "Infusion",
"pickup" : "Killing an enemy increases your <g>health permanently</c> by <g>1 <c_stack>(+0.5 per stack)</c>.",
"description" : "Killing an enemy increases your <g>health permanently</c> by <g>1 <c_stack>(+0.5 per stack)</c>.",
"destination" : "Rage Valley,\nFleet Hanger,\nMars",
"date" : "02/8/2056",
"story" : "Contains samples from bears, leeches, tigers, elephants, elephant sharks, sharks, bull sharks, ants, and anteaters. Simply hook up to a dialysis machine along with the necessary equipment and swap out your blood for genetically superior ones!\n\nYou can add whatever blood sample you want, as far as I know. Just make sure you take the pills that allow the body to accept the new blood, or your body will reject the cross-species infusion. Remember that sampling from other animals is a great basis for experimentation!",
"priority" : "<g>Priority/Biological</c>"
},
"willOTheWisp" : {
"name" : "Will-o'-the-wisp",
"pickup" : "<y>33%</c> chance on killing an enemy to create a <y>lava pillar</c> for <y>300% <c_stack>(+200% per stack) <y>damage</c>, <b>knocking enemies upwards</c>.",
"description" : "<y>33%</c> chance on killing an enemy to create a <y>lava pillar</c> for <y>300% <c_stack>(+200% per stack) <y>damage</c>, <b>knocking enemies upwards</c>.",
"destination" : "Hidden Cubby,\nMt. Creation,\nVenus",
"date" : "9/28/2056",
"story" : "Found the little thing on my last hike up. Tiny guy; must be a baby. He (she?) doesn't seem to eat anything at all, so I'm hoping you guys can help the fella out. I don't think he can get out of the jar; it hasn't made any attempt to."
},
"atgMissileMk1" : {
"name" : "AtG Missile Mk. 1",
"pickup" : "<y>10% <c_stack>(+10% per stack)</c> chance on hit to fire a missile that deals <y>300% TOTAL damage</c>.",
"description" : "<y>10% <c_stack>(+10% per stack)</c> chance on hit to fire a missile that deals <y>300% TOTAL damage</c>.",
"destination" : "Fort Joseph\nBelt Num.1053\n[REDACTED]\nBoron System",
"date" : "[REDACTED]",
"story" : "Shipment of [REDACTED] AtG Viper Missiles for Fort Joseph. \n\nLightweight and attachable to torso for free use of both hands. Can store up to 120 heat-seeking missiles, which is just what your men need to fight off the [REDACTED]",
"priority" : "<g>MILITARY</c>"
},
"toughTimes" : {
"name" : "Tough Times",
"pickup" : "<g>Increase armor</c> by <g>14 <c_stack>(+14 per stack)</c>.",
"description" : "<g>Increase armor</c> by <g>14 <c_stack>(+14 per stack)</c>.",
"destination" : "18601,\nFrozen Valley,\nJupiter",
"date" : "9/29/2056",
"story" : "\"Bears are just about the only toy that can lose just about everything and still maintain their dignity and worth.\" - Samantha Armstrong.\n\nDon't forget, hon. I'm coming home soon. Stay strong."
},
"energyCell" : {
"name" : "Energy Cell",
"pickup" : "Increases <y>attack speed</c> by up to <y>40% <c_stack>(+30% per stack)</c> at <r>low health</c>.",
"description" : "Increases <y>attack speed</c> by up to <y>40% <c_stack>(+30% per stack)</c> at <r>low health</c>.",
"destination" : "6511,\nCronTech Labs,\nMars",
"date" : "11/9/2056",
"story" : "FOR: ----- - J. \nCC#: ---- ---- - ---\nACCT#: 200158\nUse ONLY in fusion - based vehicles and machinery. Do NOT upload to mainframe."
},
"rustyJetpack" : {
"name" : "Rusty Jetpack",
"pickup" : "Decrease <b>gravity</c> while holding the jump button by <b>10% <c_stack>(-10% per stack)</c> and increase <b>jump height <c_stack>(increases per stack)</c>.",
"description" : "Decrease <b>gravity</c> while holding the jump button by <b>10% <c_stack>(-10% per stack)</c> and increase <b>jump height <c_stack>(increases per stack)</c>.",
"destination" : "Fun Center\n2105\nNE Taurus",
"date" : "01/01/2056",
"story" : "Sorry, it seems to be broken. It only works for a split second; maybe I'll send you a fully working jetpack in a few months? Should work well enough for the carnival! \nMake sure to keep the kiddos away from the bottom; it shoots out quite a jet. Can make for fun obstacle challenges."
},
"leechingSeed" : {
"name" : "Leeching Seed",
"pickup" : "Attacking enemies heals you for <g>2 <c_stack>(+1 per stack) <g>health</c>.",
"description" : "Attacking enemies heals you for <g>2 <c_stack>(+1 per stack) <g>health</c>.",
"destination" : "3030 Matlock,\nProd. Facility\nMars",
"date" : "08/4/2056",
"story" : "These seeds are recently germinating, so be quick! These flesh-infesting pods seem to burrow, balloon, and then pop in a few months. Most test patients have.. died. However, before they die, they feel increased health and state of mind! \nIn fact, the pods themselves seem to develop spores, which if collected can be turned into a pain reliever.. \n\nFind a way to stop its growth cycle at that state, and you have yourself a great healing agent.",
"priority" : "<g>Priority/Biological</c>"
},
"ukulele" : {
"name" : "Ukulele",
"pickup" : "<y>20% chance</c> on hit to fire <y>chain lightning</c> for <y>66% <c_stack>(+66% per stack) <y>TOTAL damage</c> on up to <y>3</c> targets.",
"description" : "<y>20% chance</c> on hit to fire <y>chain lightning</c> for <y>66% <c_stack>(+66% per stack) <y>TOTAL damage</c> on up to <y>3</c> targets.",
"destination" : "Whaley Station,\nBox.364\nMars",
"date" : "06/6/2056",
"story" : "Very rare artifact! An ancient ukulele, from the legendary artist born on Mars. It was said that he was a son of a god, gifted with the power of lightning himself. \nPeople say that he was the most humble man.. and that his music was simply.. electric!\n\nNOTE: No tests have managed to make the ukulele actually generate electricity. Use with care."
},
"boxingGloves" : {
"name" : "Boxing Gloves",
"pickup" : "<y>6% <c_stack>(+6% per stack)</c> chance on hitting enemies to <b>knock them back</c> for <y>100% TOTAL damage</c>.",
"description" : "<y>6% <c_stack>(+6% per stack)</c> chance on hitting enemies to <b>knock them back</c> for <y>100% TOTAL damage</c>.",
"destination" : "O.B.-GYM,\nSlam Station,\nVenus",
"date" : "7/7/2056",
"story" : "These should work fine for the kids you're training. A bit musty, though. It'll make your trainees hit like a pro, ha!"
},
"prisonShackles" : {
"name" : "Prison Shackles",
"pickup" : "<b>Slow</c> enemies on hit for <b>-50% movement speed</c> for <y>1.5 <c_stack>(+0.5 per stack) <y>seconds</c>.",
"description" : "<b>Slow</c> enemies on hit for <b>-50% movement speed</c> for <y>1.5 <c_stack>(+0.5 per stack) <y>seconds</c>.",
"destination" : "94123 Bldg. 201,\nFort Mason",
"date" : "02/6/2056",
"story" : "An artifact from the old ages, before we used holo-cuffs. The advantage is that EMP blasts and remote-hacking can't disable good-old steel and chains. Fitting this on larger prisoners may be harder.\nI know you guys have been having a serious break-out problem in the last few months, and this is sure to throw those prison breakers for a loop. Just don't lose the key.\n\nWe are shipping about.. 500, because we have nothing better to do with them than smelt them for steel, which is barely worth more than dirt this day and age. Would probably cost more than getting rid of them."
},
"guardiansHeart" : {
"name" : "Guardian's Heart",
"pickup" : "Gain a <b>60 <c_stack>(+60 per stack) <b>health shield</c>. Recharges when outside of danger for <b>7</c> seconds.",
"description" : "Gain a <b>60 <c_stack>(+60 per stack) <b>health shield</c>. Recharges when outside of danger for <b>7</c> seconds.",
"destination" : "1100 Fairview,\nResearch Center\nMars",
"date" : "09/16/2056",
"story" : "Test subject 150053 results. While living, the subject had advanced muscle growth, cell regeneration, higher agility, and increased intelligence, along with a blue hue to his skin. \nOn 08/23/2056, the subject broke free of his restraints and freed all other test subjects. All test subjects, including 150053, were terminated.\n\nHis heart seems to still beat independent of the rest of his body. Perhaps a transplant into another subject can continue research.",
"priority" : "<g>Priority/Biological</c>"
},
"hopooFeather" : {
"name" : "Hopoo Feather",
"pickup" : "Gain <b>+1 <c_stack>(+1 per stack)</c> maximum <b>jump count</c>.",
"description" : "Gain <b>+1 <c_stack>(+1 per stack)</c> maximum <b>jump count</c>.",
"destination" : "2341\nRKR Center\nIo",
"date" : "07/03/2056",
"story" : "A feather from the hopoo, found only natively in Europa. Ever since its extreme light-weight vs tensile strength was discovered, the hopoo was almost driven to extinction from poaching. There are only 3 left; I hope you can keep their location safe.",
"priority" : "<g>Priority/Biological</c>"
},
"frostRelic" : {
"name" : "Frost Relic",
"pickup" : "Killing an enemy surrounds you with <y>3 <c_stack>(+1 per stack) <y>icicles</c> that deal <y>33% damage each</c> every <y>0.33</c> seconds.",
"description" : "Killing an enemy surrounds you with <y>3 <c_stack>(+1 per stack) <y>icicles</c> that deal <y>33% damage each</c> every <y>0.33</c> seconds.",
"destination" : "10681\nFrozen Valley,\nPluto",
"date" : "03/14/2056",
"story" : "Biggest snowflake, to date. Technically, it isn't a snowflake, it's just a chunk of ice, but STILL. That's hard to sell as a museum piece. Anyways, the thing is hard as rock; I got drunk one day and dropped it on the floor, and it went right through, so don't worry about transportation."
},
"redWhip" : {
"name" : "Red Whip",
"pickup" : "Leaving combat for <y>2</c> seconds boosts your <b>movement speed</c> by <b>60% <c_stack>(+60% per stack)</c>.",
"description" : "Leaving combat for <y>2</c> seconds boosts your <b>movement speed</c> by <b>60% <c_stack>(+60% per stack)</c>.",
"destination" : "Violet Heights\nElderly Home\nVenus",
"date" : "01/01/2057",
"story" : "I know exactly why you want these and I want you to never tell me."
},
"chargefieldGenerator" : {
"name" : "Chargefield Generator",
"pickup" : "Killing an enemy creates a <y>ring of lightning</c> that deals <y>50% <c_stack>(+20% per stack) <y>damage</c> every <y>0.5</c> seconds to <b>50%</c> of enemies within. The ring starts with a radius of <y>4.7m</c> and <y>grows by 1.3m each kill</c> up to <y>40m</c>. Lasts for <y>6</c> seconds without killing enemies.",
"description" : "Killing an enemy creates a <y>ring of lightning</c> that deals <y>50% <c_stack>(+20% per stack) <y>damage</c> every <y>0.5</c> seconds to <b>50%</c> of enemies within. The ring starts with a radius of <y>4.7m</c> and <y>grows by 1.3m each kill</c> up to <y>40m</c>. Lasts for <y>6</c> seconds without killing enemies.",
"destination" : "Research Center,\nPolarity Zone,\nNeptune",
"date" : "11/30/2056",
"story" : "You know those anti-theft devices you can stick on your car? Yeah, it's like that, but for an individual. How it is used is up to you guys; first thought is military or self-protection.\n\nYou need to charge it generally after every use. It can /actually/ be charged off of bio-electrical signals, which sounds strange because of how weak they are, but in times of desperation we've found that effective as well. Up to you."
},
"armsRace" : {
"name" : "Arms Race",
"pickup" : "Drones gain a <y>5% <c_stack>(+5% per stack)</c> chance on hit to fire a missile for <y>300% TOTAL damage</c>, and a <y>9%</c> chance on hit to fire a mortar for <y>85% <c_stack>(+85% per stack) <y>TOTAL damage</c>. <b>Summons a unique drone</c> which regenerates each stage.",
"description" : "Drones gain a <y>5% <c_stack>(+5% per stack)</c> chance on hit to fire a missile for <y>300% TOTAL damage</c>, and a <y>9%</c> chance on hit to fire a mortar for <y>85% <c_stack>(+85% per stack) <y>TOTAL damage</c>. <b>Summons a unique drone</c> which regenerates each stage.",
"destination" : "9834,\nCortical Fund,\nMars",
"date" : "8/3/2056",
"story" : "Psst. Hey. Yeah, I'm whispering over text.\n\nSo the upgrades for your drones are in. It's compatible with all KS-I slotted drones, even the non-combat oriented ones, so you can refurbish some of your cleaning units to help in the fight. Strap it onto the back, and the drone AI should sort itself out. Contains both a missile and mortar launcher. Let's continue this arms race, eh?"
},
"goldenGun" : {
"name" : "Golden Gun",
"pickup" : "Deal <y>bonus damage</c> based on <y>current gold</c>, up to <y>40% damage</c>. Caps at <y>700 <c_stack>(-50% per stack) <y>gold</c>. Scales with time.",
"description" : "Deal <y>bonus damage</c> based on <y>current gold</c>, up to <y>40% damage</c>. Caps at <y>700 <c_stack>(-50% per stack) <y>gold</c>. Scales with time.",
"destination" : "James. B\n??",
"date" : "12/19/1974",
"story" : "Was this supposed to.. intimidate me? I do like its look, however; perhaps I'll set it above my fireplace."
},
"56LeafClover" : {
"name" : "56 Leaf Clover",
"pickup" : "Elite mobs have a <b>4% <c_stack>(+1.5% per stack) <b>chance</c> to <b>drop items</c>.",
"description" : "Elite mobs have a <b>4% <c_stack>(+1.5% per stack) <b>chance</c> to <b>drop items</c>.",
"destination" : "777,\nLucky Drop,\nEarth",
"date" : "12/24/2056",
"story" : "A FIFTY-FREAKIN-SIX leaf clover! It was sent to me from a fan, picked from the top of Mount Drummond. It lived through the mountain fire; imagine that! I'm keeping it in observation to make sure it doesn't wilt; this is a once in a lifetime specimen! Think of all the elixirs we could make.. I may use a few of them myself and go hit the lottery!"
},
"concussionGrenade" : {
"name" : "Concussion Grenade",
"pickup" : "<y>6% <c_stack>(+6% per stack)</c> chance on hitting enemies to <y>stun</c> them for <y>2</c> seconds.",
"description" : "<y>6% <c_stack>(+6% per stack)</c> chance on hitting enemies to <y>stun</c> them for <y>2</c> seconds.",
"destination" : "20016 Bay,\nLongbranch,\nMars",
"date" : "07/14/2056",
"story" : "Designed to detonate directly on impact and disorient targets. Fires pellets intended for stunning, not for killing! SWAT teams will love these, but any men you have on the field should use fragmentation grenades instead.\n\nPull the pin and throw in the general direction of the bad guys. If you can't figure it out, you deserve to get hurt."
},
"filialImprinting" : {
"name" : "Filial Imprinting",
"pickup" : "Hatch <b>1 <c_stack>(+1 per stack)</c> strange creature who drops <b>buffs</c> every <y>20</c> seconds. Buffs temporarily boost either <b>movement speed</c>, <y>attack speed</c>, or <g>health regen</c>.",
"description" : "Hatch <b>1 <c_stack>(+1 per stack)</c> strange creature who drops <b>buffs</c> every <y>20</c> seconds. Buffs temporarily boost either <b>movement speed</c>, <y>attack speed</c>, or <g>health regen</c>.",
"destination" : "Row E,\nMutation Hold,\nEarth",
"date" : "4/14/2056",
"story" : "You didn't tell me the roe was FERTILIZED. Good lord! Anyways, one of the suckers actually hatched, and has been nothing but friendly to me. Filial imprinting, perhaps.\n\nI quite like the little guy. He's almost dog-like in how affectionate he is to me. I.. have begun to care a lot about the thing. I've been feeding him nutapples and he seems to enjoy it, but I doubt that's very nutritious. Suggestions?"
},
"deadMansFoot" : {
"name" : "Dead Man's Foot",
"pickup" : "Chance when damaged to drop a <y>poison mine</c> that deals <y>150% damage</c> and poisons for <y>x600% <c_stack>(+450% per stack) <y>damage</c> over time. Chance to drop starts at <y>15%</c> and increases with <r>low health</c>.",
"description" : "Chance when damaged to drop a <y>poison mine</c> that deals <y>150% damage</c> and poisons for <y>x600% <c_stack>(+450% per stack) <y>damage</c> over time. Chance to drop starts at <y>15%</c> and increases with <r>low health</c>.",
"destination" : "Planet IV,\nR.Night,\nUnknown",
"date" : "3/17/2056",
"story" : "Poor guy. It looked like he was infested by some bug-like creatures, and exploded when I got close. I hope his death wasn't too painful; his family will know how he died. Rest in peace.",
"priority" : "<g>Field-found</c>"
},
"toxicCentipede" : {
"name" : "Toxic Centipede",
"pickup" : "<r>Infect</c> a nearby enemy on contact for <y>6 <c_stack>(+2 per stack) <y>seconds</c>, dealing <y>50% damage</c> every <y>0.5</c> seconds. Bounces to other enemies if the target dies. Recharges every <b>6 <c_stack>(-33% per stack) <b>seconds</c>.",
"description" : "<r>Infect</c> a nearby enemy on contact for <y>6 <c_stack>(+2 per stack) <y>seconds</c>, dealing <y>50% damage</c> every <y>0.5</c> seconds. Bounces to other enemies if the target dies. Recharges every <b>6 <c_stack>(-33% per stack) <b>seconds</c>.",
"destination" : "Carolyn Williams\nRare/Extinct\nStudy Center\nVenus",
"date" : "07/03/2056",
"story" : "Extremely interesting species found on OMEGA-19. Resembles a worm, snake, or limbless lizard. Seems to exude poison from its glands, so much that the 'worm' can't even contain it in its mouth.\n\nMay be a strain of stomach parasites found on other planets, but obviously much larger and deadlier. I hope you find some interesting knowledge from this species; it killed 16 of our workers alone. \nIt also seemed to give offspring every time, but we have only found 13. Please respond quickly.",
"priority" : "<g>Biological/Live Animal</c>"
},
"harvestersScythe" : {
"name" : "Harvester's Scythe",
"pickup" : "Gain <y>5% critical chance</c>. <y>Critical strikes <g>heal</c> for <g>8 <c_stack>(+2 per stack) <g>health</c>.",
"description" : "Gain <y>5% critical chance</c>. <y>Critical strikes <g>heal</c> for <g>8 <c_stack>(+2 per stack) <g>health</c>.",
"destination" : "Goodland Fields,\nSouth lot,\nEarth",
"date" : "6/12/2009",
"story" : "It takes a brave man to look death in the eye and claim they don't need help."
},
"panicMines" : {
"name" : "Panic Mines",
"pickup" : "Chance when damaged to drop <y>1 <c_stack>(+1 per stack) <y>mine</c> that deals <y>400% damage</c>. Chance to drop starts at <y>15%</c> and increases with <r>low health</c>.",
"description" : "Chance when damaged to drop <y>1 <c_stack>(+1 per stack) <y>mine</c> that deals <y>400% damage</c>. Chance to drop starts at <y>15%</c> and increases with <r>low health</c>.",
"destination" : "107.22.188.221,\nCrater Lake,\nNeptune",
"date" : "05/17/2056",
"story" : "Must be strapped onto vehicles, NOT personnel! After taking heavy fire, the automatic dispenser should drop and arm a mine to make a hasty retreat (or blow enemies sky-high who are dumb enough to follow.)\nIncludes smart-fire, but leave the blast radius regardless. The laws of physics don't pick sides. Very high yield for how small it is.\n\nIf you want to use it offensively.. then.. well just get shot. A lot. Preferably by small arms fire, or you'll die trying to have the mines drop."
},
"predatoryInstincts" : {
"name" : "Predatory Instincts",
"pickup" : "Gain <y>5% critical chance</c>. <y>Critical strikes</c> increase <y>attack speed</c> by <y>10% <c_stack>(+7% per stack)</c>. Maximum cap of <y>30% <c_stack>(+21% per stack) <y>attack speed</c>.",
"description" : "Gain <y>5% critical chance</c>. <y>Critical strikes</c> increase <y>attack speed</c> by <y>10% <c_stack>(+7% per stack)</c>. Maximum cap of <y>30% <c_stack>(+21% per stack) <y>attack speed</c>.",
"destination" : "19453,\nPlot 12,\nEarth",
"date" : "2/19/2016",
"story" : "Wolves. Nasty creatures. Was tendin' my crops, then a pack of 'em come out. I thought the mine field finished them all off, but the big guy, the alpha dog, was still around. Came RIGHT after me. Gut the thing right then and there. The hunter is now the hunted, eh? You ain't sayin much anymore, are ya?"
},
"thallium" : {
"name" : "Thallium",
"pickup" : "<y>10% <c_stack>(+10% per stack)</c> chance on hit to damage by up to <y>2x500% enemy damage per second</c> and slow for up to <b>-150% movement speed</c> over the course of <y>3 seconds</c>.",
"description" : "<y>10% <c_stack>(+10% per stack)</c> chance on hit to damage by up to <y>2x500% enemy damage per second</c> and slow for up to <b>-150% movement speed</c> over the course of <y>3 seconds</c>.",
"destination" : "0909,\nK&K Union,\nEarth",
"date" : "5/14/2056",
"story" : "She shouldn't notice."
},
"teslaCoil" : {
"name" : "Tesla Coil",
"pickup" : "Passively <y>shock</c> nearby enemies for <y>120% <c_stack>(+60% per stack) <y>damage</c>.",
"description" : "Passively <y>shock</c> nearby enemies for <y>120% <c_stack>(+60% per stack) <y>damage</c>.",
"destination" : "2013,\nEon Drive,\nEarth",
"date" : "6/28/2056",
"story" : "A memorial perfect for your Tesla museum. Fit enough for Mr. Tesla himself! Make sure you keep the thing in the glass vacuum as we talked about. Even then, keep the safety lines at least 5 feet AWAY from the glass. You don't want your centerpiece killing your guests, huh?"
},
"oldBox" : {
"name" : "Old Box",
"pickup" : "Chance when damaged to drop a <y>jack-in-the-box</c>, <r>fearing enemies</c> for <y>2 <c_stack>(+1 per stack) <y>seconds</c>. Chance to drop starts at <y>10%</c> and increases with <r>low health</c>.",
"description" : "Chance when damaged to drop a <y>jack-in-the-box</c>, <r>fearing enemies</c> for <y>2 <c_stack>(+1 per stack) <y>seconds</c>. Chance to drop starts at <y>10%</c> and increases with <r>low health</c>.",
"destination" : "Breezy Drive,\nMiddle-land,\nMars",
"date" : "5/4/2056",
"story" : "Musty, saggy, loose box. You can see it was used a lot already. Its bad shape honestly makes it scarier; you never know when the stupid thing pops out again. Sometimes it sits in there for days!"
},
"beatingEmbryo" : {
"name" : "Beating Embryo",
"pickup" : "Equipment has a <y>30% <c_stack>(+30% per stack) <y>chance</c> to deal <y>double</c> the effect.",
"description" : "Equipment has a <y>30% <c_stack>(+30% per stack) <y>chance</c> to deal <y>double</c> the effect.",
"destination" : "Carolyn Williams\nRare/Extinct\nStudy Center\nVenus",
"date" : "07/04/2056",
"story" : "Ah. We seem to have found a.. hive of sorts. Without its caretaker, however, most of the eggs seemed to have died off. Must have been caused by our previous specimen.\nKEEP IT REFRIGERATED. You do not want this.. beating embryo.. hatching in your care. God knows what will happen.",
"priority" : "<r>Biological/Extremely Fragile</c>"
},
"permafrost" : {
"name" : "Permafrost",
"pickup" : "<y>13%</c> chance on hit to <y>freeze enemies for 1.5 seconds</c> while slowing by <b>-80% movement speed</c> for <b>3 <c_stack>(+1.5 per stack) <b>seconds</c>.",
"description" : "<y>13%</c> chance on hit to <y>freeze enemies for 1.5 seconds</c> while slowing by <b>-80% movement speed</c> for <b>3 <c_stack>(+1.5 per stack) <b>seconds</c>.",
"destination" : "10681,\nFrozen Valley,\nPluto",
"date" : "4/17/2056",
"story" : "The core of this ice cube is VERY VERY close to absolute zero, much closer than anything we made in the lab before. Test it! TEST! This will lead to HUGE breakthroughs in superconductor technology."
},
"atgMissileMk2" : {
"name" : "AtG Missile Mk. 2",
"pickup" : "<y>7% <c_stack>(+7% per stack)</c> chance on hit to fire three missiles that deal <y>3x300% TOTAL damage</c>.",
"description" : "<y>7% <c_stack>(+7% per stack)</c> chance on hit to fire three missiles that deal <y>3x300% TOTAL damage</c>.",
"destination" : "Fort Joseph\nBelt Num.1053\n[REDACTED]\nBoron System",
"date" : "[REDACTED]",
"story" : "Test System for Viper Missiles. Should now [REDACTED] on use instead of just one. Do not use on the field; it is UNSTABLE. I am only sending [REDACTED] shipments, so be smart.",
"priority" : "<r>MILITARY</c>"
},
"happiestMask" : {
"name" : "Happiest Mask",
"pickup" : "Killed enemies spawn <b>ghosts</c> that last <b>15 seconds</c> with <b>100% <c_stack>(+20% per stack) <b>health</c> and <b>70% <c_stack>(+30% per stack) <b>damage</c>.",
"description" : "Killed enemies spawn <b>ghosts</c> that last <b>15 seconds</c> with <b>100% <c_stack>(+20% per stack) <b>health</c> and <b>70% <c_stack>(+30% per stack) <b>damage</c>.",
"destination" : "Crux Fairgrounds,\nTent 7,\nEarth",
"date" : "5/11/2056",
"story" : "This is GREAT! The circus is just as GOOD as I hoped it to be; it is a dream come true! I'm so GLAD that I followed my dream. I love you; tell mom too. Tell her..\n\nI'm happy! I'M HAPPY! SEE! I SAID I'M HAPPY PLEASE DON'T"
},
"plasmaChain" : {
"name" : "Plasma Chain",
"pickup" : "Chance on hit to <y>tether</c> onto up to <b>1 <c_stack>(+1 per stack)</c> enemy dealing <y>60% damage per 0.5 seconds</c> to any enemies in the path.",
"description" : "Chance on hit to <y>tether</c> onto up to <b>1 <c_stack>(+1 per stack)</c> enemy dealing <y>60% damage per 0.5 seconds</c> to any enemies in the path.",
"destination" : "799,\nMg.Sys INC\nJupiter",
"date" : "5/15/2056",
"story" : "Hey there, my wife and I am returning a lost plasma chain. It is still fully operational and can haul my spaceship easily, so we expect the full reward! \n\nWe found it in an unmarked cave with a very large claw wrapped around it. The serial number should tell you the previous owner; the finder's fee can be sent to the same account that I'm sending this message from. Thank you."
},
"heavenCracker" : {
"name" : "Heaven Cracker",
"pickup" : "Every <b>4 <c_stack>(-1 per stack) <b>basic attacks</c> <y>pierce through enemies</c>.",
"description" : "Every <b>4 <c_stack>(-1 per stack) <b>basic attacks</c> <y>pierce through enemies</c>.",
"destination" : "East Hanndor,\nWeapon Facility,\nMars",
"date" : "5/24/2056",
"story" : "Contains about 500 horse power of torque. Diamond tipped and coated, along with composite steel. Strong enough to pierce the most heavenly of materials.\nCan be used for manual drilling, or swap to laser-mode to fire a mining laser instead. The former will wear it out much quicker, but will also have better results.\n\nWhy I bother telling you all this is beyond me. You people aren't planning on using it for mining anyways."
},
"rapidMitosis" : {
"name" : "Rapid Mitosis",
"pickup" : "Reduce the <b>cooldown of equipment</c> by <b>25% <c_stack>(+25% per stack)</c>.",
"description" : "Reduce the <b>cooldown of equipment</c> by <b>25% <c_stack>(+25% per stack)</c>.",
"destination" : "Saury Cosmo,\nBeacon Post,\nSpace",
"date" : "12/14/2056",
"story" : "Very interesting sample. Found in the egg of an indigenous species in Sector 13. It undergoes mitosis that we all know, but at a much faster rate; about 2140x faster. Obviously can be useful for medicinal purposes. \n\nMake sure to follow the instructions included to keep the sample alive. We have sent it frozen to stop the rapid duplications; since it increases in cell count exponentially, it could very well spiral out of control otherwise."
},
"ceremonialDagger" : {
"name" : "Ceremonial Dagger",
"pickup" : "Killing an enemy fires out <b>4 <c_stack>(+2 per stack) <b>heat seaking bolts</c> that deal <y>100% damage</c>.",
"description" : "Killing an enemy fires out <b>4 <c_stack>(+2 per stack) <b>heat seaking bolts</c> that deal <y>100% damage</c>.",
"destination" : "Tomb 1661,\nBurial Site,\nVenus",
"date" : "7/18/2056",
"story" : "Finally found the heretic. Foolish boy, thinking he could save his sister. With the knife returned, we can continue our rituals. Ah.. that should please Her."
},
"repulsionArmor" : {
"name" : "Repulsion Armor",
"pickup" : "After <y>6</c> hits <b>reflect incoming attacks</c> for <y>400% damage</c> and <g>increase armor</c> by <g>100</c> for <y>4 <c_stack>(+1 per stack) <y>seconds</c>.",
"description" : "After <y>6</c> hits <b>reflect incoming attacks</c> for <y>400% damage</c> and <g>increase armor</c> by <g>100</c> for <y>4 <c_stack>(+1 per stack) <y>seconds</c>.",
"destination" : "Chad Hills,\nLock-Box 3,\nJupiter",
"date" : "6/1/2056",
"story" : "Prototype Repulsion Armor; it doesn't quite work as advertised. The protective shielding will activate, but only after... repeated triggers. You'll have to get hit a lot of times before it activates. We have tried increasing the sensitivity, but it lead to the armor triggering from simple movements. We will send an improved prototype next month."
},
"brilliantBehemoth" : {
"name" : "Brilliant Behemoth",
"pickup" : "All your <y>attacks explode</c> for a bonus <y>20% <c_stack>(+20% per stack) <y>TOTAL damage</c> to nearby enemies.",
"description" : "All your <y>attacks explode</c> for a bonus <y>20% <c_stack>(+20% per stack) <y>TOTAL damage</c> to nearby enemies.",
"destination" : "Francis M\n29th Ave\n'Powderkeg Bar'\nOld York\nMercury",
"date" : "11/1/2056",
"story" : "Pristine condition from the War of Slopes, 2019. All genuine and a real good collector's item! \n\nShe still works, but I would -not- try to fire it. Requires blackpowder which is expensive enough as is, but she makes a loud bang!\nSelling for $200,000 starting. Send it back or I'll have my boys over."
},
"interstellarDeskPlant" : {
"name" : "Interstellar Desk Plant",
"pickup" : "Upon killing an enemy, spawn an <b>alien plant</c> that heals you for <g>3% of your maximum health</c> and <b>recharges</c> after <y>4 seconds</c>. Plant lasts <y>15 <c_stsack>(+5 per stack) <y>seconds</c>.",
"description" : "Upon killing an enemy, spawn an <b>alien plant</c> that heals you for <g>3% of your maximum health</c> and <b>recharges</c> after <y>4 seconds</c>. Plant lasts <y>15 <c_stsack>(+5 per stack) <y>seconds</c>.",
"destination" : "7887\nDextro Way\nEarth",
"date" : "1/19/2056",
"story" : "FORGET ALOE VERA. THIS IS THE NEXT THING.\n\nYou know how people always have those on their desks? Well this isn't just for the cuts and burns; this makes you feel good EVERYWHERE. Vitamins, proteins, you name it, this plant got it. Takes very little time for it to bear another fruit as well, but it does require some strange potting soil... as in carcasses. Small carcasses.\n\nANYWAYS, shoot me an email if you are interested!"
},
"laserTurbine" : {
"name" : "Laser Turbine",
"pickup" : "Using <b>skills</c> charges the generator by <y>7.8% <c_stack>(+7.8% per stack) <y>per second</c>. At full power, fire a laser for <y>2000% damage</c>.",
"description" : "Using <b>skills</c> charges the generator by <y>7.8% <c_stack>(+7.8% per stack) <y>per second</c>. At full power, fire a laser for <y>2000% damage</c>.",
"destination" : "73421\nCalorum St.\nSaturn",
"date" : "08/17/2056",
"story" : "Replacement laser turbine for the photon power plant. The thing is deceptively small, but it holds immense power. Keep it away from all electromagnetic sources; it will charge from the field, and if the capacitor becomes overloaded, it WILL discharge."
},
"wickedRing" : {
"name" : "Wicked Ring",
"pickup" : "Gain <y>5% <c_stack>(+10% per stack) <y>critical chance</c>. <y>Critical strikes</c> <b>reduce cooldowns</c> by <b>1 second</c>.",
"description" : "Gain <y>5% <c_stack>(+10% per stack) <y>critical chance</c>. <y>Critical strikes</c> <b>reduce cooldowns</c> by <b>1 second</c>.",
"destination" : "1414 East,\nFillmore,\nVenus",
"date" : "2/22/2056",
"story" : "With how many rings he had, you would think more would have been found, eh? Nope, just this one. The King used to sacrifice one of his own sons to embue the ring with dark spirits. He claimed that the spirits warded away any ill omen. The King lived until he was 104, so hey, maybe he was right.\n\nAs the last remaining Wicked Ring, I expect a hefty sum."
},
"alienHead" : {
"name" : "Alien Head",
"pickup" : "Decrease your <b>skill cooldowns</c> by <b>30% <c_stack>(+30% per stack)</c>.",
"description" : "Decrease your <b>skill cooldowns</c> by <b>30% <c_stack>(+30% per stack)</c>.",
"destination" : "Soloman\n-\nBackwaters\nMars",
"date" : "07/13/2056",
"story" : "Important sign from the spirits. Passed down for many generations. Must be used for high noon ritual to ward off sickness and fatigue. Must be kept cool or will rot.\nHelps energize the kinfolk and can be used for extra human strength and agility. Important.",
"priority" : "<r>High Priority/Biological</c>"
},
"theOlLopper" : {
"name" : "The Ol' Lopper",
"pickup" : "Deal <y>bonus damage</c> to enemies with lower health, up to <y>+60% <c_stack>(+60% per stack) <y>damage</c>.",
"description" : "Deal <y>bonus damage</c> to enemies with lower health, up to <y>+60% <c_stack>(+60% per stack) <y>damage</c>.",
"destination" : "Box 11,\nSues Drive,\nJupiter",
"date" : "3/2/2056",
"story" : "Chop! CHOP! I need SHARPER! The lopper don't lop no more! \n\nI go to lop and.. and the head STAYS ON! No good! Only works on weak! Neck OFF! New lopper NEEDED!"
},
"theHitList" : {
"name" : "The Hit List",
"pickup" : "Randomly <b>marks up to 1 <c_stack>(+1 per stack) <b>enemy</c>. Killing a <b>marked enemy</c> <y>permanently increases damage by 0.5</c>, up to <y>20 damage</c>.",
"description" : "Randomly <b>marks up to 1 <c_stack>(+1 per stack) <b>enemy</c>. Killing a <b>marked enemy</c> <y>permanently increases damage by 0.5</c>, up to <y>20 damage</c>.",
"destination" : "St Johns\nCluster 6\nVenus\n",
"date" : "11/14/2057",
"story" : "Don't forget.. don't forget what they did..\n-A.Bn\n-Fr.Ntn\n-[CLEARED]\n-[CLEARED]\n-Random wildlife\n-[CLEARED]\n-Grvnkmp\n-[CLEARED]"
},
"photonJetpack" : {
"name" : "Photon Jetpack",
"pickup" : "Hold the jump button to <b>fly</c> for up to <y>1.6 <c_stack>(+0.8 per stack) <y>seconds</c>. Recharges over <y>1.6 seconds</c>.",
"description" : "Hold the jump button to <b>fly</c> for up to <y>1.6 <c_stack>(+0.8 per stack) <y>seconds</c>. Recharges over <y>1.6 seconds</c>.",
"destination" : "Floor 77,\nCorp INC,\nJupiter",
"date" : "12/29/2056",
"story" : "Here it is, sir. Please just be careful; I'm not quite sure what you are planning, but I don't think the jetpack lasts long enough to fly over to the other office. 77 floors is a long way to fall, sir."
},
"shatteringJustice" : {
"name" : "Shattering Justice",
"pickup" : "Attacks <y>reduce enemy armor</c> by <y>6</c> for <y>2 <c_stack>(+2 per stack) <y>seconds</c>. Reduction stacks up to <y>-30 armor</c>.",
"description" : "Attacks <y>reduce enemy armor</c> by <y>6</c> for <y>2 <c_stack>(+2 per stack) <y>seconds</c>. Reduction stacks up to <y>-30 armor</c>.",
"destination" : "Lockbox 8,\nHero's Barracks,\nMars",
"date" : "2/23/2056",
"story" : "I'm glad people still use hammers in combat; I find it much more intimate than guns. This thing weighs 5 TONS (yes, TONS), so only your Combat Equipped soldiers can use it. Five tons in a few square feet means that the hammer can crush enemy tanks, EASILY. ",
"priority" : "<r>High Priority</c>"
},
"telescopicSight" : {
"name" : "Telescopic Sight",
"pickup" : "<y>1% <c_stack>(+0.5% per stack) <y>chance</c> on hit to <y>instantly kill enemies</c>. <r>Does not work</c> against bosses.",
"description" : "<y>1% <c_stack>(+0.5% per stack) <y>chance</c> on hit to <y>instantly kill enemies</c>. <r>Does not work</c> against bosses.",
"destination" : "Royal Drive,\nBubble Station,\nMars",
"date" : "4/20/2056",
"story" : "Can be used for both night and day shooting, and comes with infared attachments and built-in distance finder.\n\n...And please, actually use the scope. We are all impressed you can hit a target without it, but I'm tired of watching your videos. Spinning while firing is also a great way to lose your license."
},
"firemansBoots" : {
"name" : "Fireman's Boots",
"pickup" : "Walking leaves behind a <r>fire trail<y> that burns for <y>35% <c_stack>(+20% per stack) <y>damage</c>.",
"description" : "Walking leaves behind a <r>fire trail<y> that burns for <y>35% <c_stack>(+20% per stack) <y>damage</c>.",
"destination" : "U. Cave,\nOrbit Station,\nSun",
"date" : "8/8/2056",
"story" : "With the insane temperatures of your condition, it has come to our attention that you would probably want the strongest flame-retardent equipment. Well here it is; it works by literally 'fighting fire with fire.'\n\nIt dispenses fluids that burn at low-temperature, which consumes large amounts of oxygen. This should starve any high-burning flames nearby, but obviously will leave a flaming trail behind you. Don't use this outside of the correct conditions, or you will burn your house down.\nCan be refilled with gasoline, kerosene, or really anything that burns decently."
},
"hyperThreader" : {
"name" : "Hyper-Threader",
"pickup" : "Hitting enemies <y>fires a laser</c> that deals <y>40% damage</c> and <y>bounces</c> to <y>2 <c_stack>(+1 per stack) <y>enemies</c>.",
"description" : "Hitting enemies <y>fires a laser</c> that deals <y>40% damage</c> and <y>bounces</c> to <y>2 <c_stack>(+1 per stack) <y>enemies</c>.",
"destination" : "6900 West,\nAdvanced Warfare Center,\nMars",
"date" : "12/8/2056",
"story" : "Despite its appearance, the FNA 200 'Hyper-Threader' Energy Subrifle is anything but fragile.\n\nUsing direct energy technology, the FNA 200 can fire superheated gases at a high fire rate. The FNA 200 also requires little to no charging, instead generating energy from the air around it.",
"priority" : "<r>High Priority</c>"
},
"diosFriend" : {
"name" : "Dio's Best Friend",
"pickup" : "Taking <r>fatal damage</c> <b>consumes this item</c> and revives you with <g>40% health</c> and <g>2 seconds of invulnerability</c>.",
"description" : "Taking <r>fatal damage</c> <b>consumes this item</c> and revives you with <g>40% health</c> and <g>2 seconds of invulnerability</c>.",
"destination" : "6101 251st,\nBlue Mound,\nEarth",
"date" : "7/3/1993",
"story" : "Here you go; you can remember Dio forever with this. A cheers, to the best kitten ever born. We all love you, despite your flaws. Please stick around for a long time!"
},
"ancientScepter" : {
"name" : "Ancient Scepter",
"pickup" : "Upgrade your <b>special skill</c>. <b>Unique to each character</c>. <c_stack>Reduces special skill cooldown by 30% per stack.</c>",
"description" : "Upgrade your <b>special skill</c>. <b>Unique to each character</c>. <c_stack>Reduces special skill cooldown by 30% per stack.</c>",
"destination" : "99th Floor,\nCrumbling Tower,\nVenus",
"date" : "1/30/1142",
"story" : "A glowing scepter, with a name engraved in the handle. I can't read what it says; I was hoping you could decipher it. It must have some magical powers; look how impressive it is! It's much better than your Lance of Legends, that's for sure.\n\nAnd before you ask, yes, the handle is designed to be hard to hold. Culls the weak.",
"priority" : "<r>High Priority</c>"
},
"rottenBrain" : {
"name" : "Rotten Brain",
"pickup" : "Throw a brain that bounces in place, damaging/slowing enemies for <y>6x200%.</c>",
"description" : "Throw a brain that bounces in place, damaging/slowing enemies for <y>6x200%.</c>",
"destination" : "4120,\nFrazux Colony,\nMars",
"date" : "2/14/2056",
"story" : "You really messed that up, didn't you? Dammit. The ****ing thing is bouncing, Harold. How the hell are we supposed to do ANYTHING with this? Now we will never know the truth. How - how did you even MANAGE to mess up this badly? Consider this useless hunk of grey matter your letter of termination. Keep the damn thing."
},
"safeguardLantern" : {
"name" : "Safeguard Lantern",
"pickup" : "Drop a lantern for 10 seconds. <r>Fears</c> and damages enemies for <y>20% damage.</c>",
"description" : "Drop a lantern for 10 seconds. <r>Fears</c> and damages enemies for <y>20% damage.</c>",
"destination" : "The Watch\nCamp 1\nMars",
"date" : "5/20/2056",
"story" : "Protects you on the darkest nights. Don't stand too close; some claim to see terrors in the flame. Me? I just see hope."
},
"snowglobe" : {
"name" : "Snowglobe",
"pickup" : "Summon a <b>snowstorm</c> that <b>freezes</c> monsters at a <y>50% chance/sec over 7 seconds</c>.",
"description" : "Summon a <b>snowstorm</c> that <b>freezes</c> monsters at a <y>50% chance/sec over 7 seconds</c>.",
"destination" : "3rd Igloo,\nTundra Zone,\nNeptune",
"date" : "11/25/2056",
"story" : "Here you go honey, I got you a snowglobe! Do you see what's in it? Yeah, it's based off of your favorite video game! I hope you'll love it, I put a lot of effort into it. Cheers!"
},
"explorersKey" : {
"name" : "Explorer's Key",
"pickup" : "<b>Open all chests</c> within <y>20 meters</c>.",
"description" : "<b>Open all chests</c> within <y>20 meters</c>.",
"destination" : "Merchants Guild\nMercury",
"date" : "12/01/2056",
"story" : "Strange artifact. Seems to be made of nano-technology, allowing it to solidify and liquify at will. I have yet to find a lock this key cannot open. Highly illegal I imagine..\n\nHas opened traditional lock and bolt, card readers, eye scanners, dead bolts, chains, zippers, and my phone password. \nI expect a hefty sum for this, because otherwise.. well.. your guild will simply become obsolete because of one key."
},
"foreignFruit" : {
"name" : "Foreign Fruit",
"pickup" : "Heal yourself for <g>50% of your health</c>.",
"description" : "Heal yourself for <g>50% of your health</c>.",
"destination" : "Fabien H\n32nd and Pike\nNew Africa\nMars",
"date" : "5/19/2056",
"story" : "Ya feelin down? Then eat Fabien's Nutapple! No preservatives. No chemicals. All fruit. Tastes like an apple and a cashew; together!\nGuaranteed to make you feel 50% healthier or your money back!"
},
"instantMinefield" : {
"name" : "Instant Minefield",
"pickup" : "Drop <y>6 mines</c> at your feet, each dealing <y>400% damage</c>.",
"description" : "Drop <y>6 mines</c> at your feet, each dealing <y>400% damage</c>.",
"destination" : "HERCULES 29-5\nCombat Zone 15\nSgt. Snd",
"date" : "03/09/2056",
"story" : "Should help in holding choke positions without losing so many men. I know that hercules is simply held because of pride; we've blown any resources we could've mined into the stratosphere by now. \n\nJust simply lay it down and its smart-fire should prevent it from blowing your own legs off. Spits out about six. Realize that it takes about.. 45 seconds to reload the minelayer and about a second to arm.",
"priority" : "<y>Volatile/Military</c>"
},
"jarOfSouls" : {
"name" : "Jar of Souls",
"pickup" : "<b>Duplicate every enemy</c> as a <b>ghost</c> to <y>fight on your side</c>. Ghosts last <b>15 seconds</c> and have <y>70% damage</c>.",
"description" : "<b>Duplicate every enemy</c> as a <b>ghost</c> to <y>fight on your side</c>. Ghosts last <b>15 seconds</c> and have <y>70% damage</c>.",
"destination" : "O.Crypt 74,\nW. Path,\n??",
"date" : "6/6/2056",
"story" : "[The recording only contains wailing and screaming. Would you like to contact authorities? Y/N]"
},
"carraraMarble" : {
"name" : "Carrara Marble",
"pickup" : "Place a <b>marble gate</c>. <b>Teleport back</c> to the gate by activating again.",
"description" : "Place a <b>marble gate</c>. <b>Teleport back</c> to the gate by activating again.",
"destination" : "King Street,\nTrans. Ctr,\nUnknown",
"date" : "11/28/2056",
"story" : "Carrara marble is very hard to find these days. It's been very popular since Ancient Rome; however, most deposits ran out, so a chunck of Carrara marble marks up a pretty price. I'm thinking $800,000 for the amount I'm offering. \n\nYou can make those sculptures you've always dreamed of."
},
"sawmerang" : {
"name" : "Sawmerang",
"pickup" : "<b>Throw</c> out a <y>sawmerang</c>, slicing enemies for <y>500% damage</c> and making them <r>bleed for 4x100% damage</c>. Boomerangs back.",
"description" : "<b>Throw</c> out a <y>sawmerang</c>, slicing enemies for <y>500% damage</c> and making them <r>bleed for 4x100% damage</c>. Boomerangs back.",
"destination" : "North Speck,\nWarehouse lot-88,\nJupiter",
"date" : "11/13/2056",
"story" : "This is one of many sawblades that I will be sending for analysis. We still haven't ID'd all the bodies from the factory accident, so its up to you to run dna tests on all the.. blood and flesh. Word of caution: it smells like rotten meat."
},
"shatteredMirror" : {
"name" : "Shattered Mirror",
"pickup" : "For 15 seconds, <b>double all your abilities' damage and effects</c>.",
"description" : "For 15 seconds, <b>double all your abilities' damage and effects</c>.",
"destination" : "Fox Plaza,\n1711 Box,\nNeptune",
"date" : "11/17/2056",
"story" : "I know you; you avoid looking at yourself. You feel disgust at your own reflection; you wish every mirror to be shattered. It is time to change. You are not alone."
},
"disposableMissileLauncher" : {
"name" : "Disposable Missile Launcher",
"pickup" : "Fire a swarm of <y>12 missiles</c>, dealing <y>300% damage</c> each.",
"description" : "Fire a swarm of <y>12 missiles</c>, dealing <y>300% damage</c> each.",
"destination" : "Steve Ruxx,\nQuadrant 001,\nMars",
"date" : "11/3/2056",
"story" : "So here is a prototype of the disposable missile launcher you requested. The box itself is made of cardboard, which raises some safety issues but also lowers the production costs immensely. The missiles are also the dumb ones that didn't pass inspection the first time around, allowing us to fit sixteen into this!\n\nThe entire thing costs about.. $40. Make sure that you don't store them together; some of the rounds have been observed to explode by themselves.",
"priority" : "<y>MILITARY</c>"
},
"goldPlatedBomb" : {
"name" : "Gold-plated Bomb",
"pickup" : "Use <y>50% of your gold</c> to create a bomb, dealing <y>1 damage per gold spent</c>. <y>Refund 20% of spent gold</c> on kill.",
"description" : "Use <y>50% of your gold</c> to create a bomb, dealing <y>1 damage per gold spent</c>. <y>Refund 20% of spent gold</c> on kill.",
"destination" : "Warpship,\nXeron TC,\nNeptune",
"date" : "5/28/2056",
"story" : "Yeah, so? Of course I made a bomb powered by how rich you are. Dude, what? You can't afford a bomb out of money? What are you... poor? It's JUST money."
},
"droneRepairKit" : {
"name" : "Drone Repair Kit",
"pickup" : "All <b>drones</c> are repaired to <g>full health</c> and <b>empowered</c> for 8 seconds. <b>Summons a unique drone.</c>",
"description" : "All <b>drones</c> are repaired to <g>full health</c> and <b>empowered</c> for 8 seconds. <b>Summons a unique drone.</c>",
"destination" : "1803-A,\nSouthern Pub,\nMars",
"date" : "3/17/2056",
"story" : "We have learned from nature that the best relationships are the symbiotic ones; the nanodrones go and fix up all the scratches and broken pieces of the attack drones, and in return they get scrap metal to replicate. Win-win for both."
},
"thqwib" : {
"name" : "Thqwib",
"pickup" : "Release a bloom of <y>30 thqwibs</c>, detonating on impact for <y>200% damage</c>.",
"description" : "Release a bloom of <y>30 thqwibs</c>, detonating on impact for <y>200% damage</c>.",
"destination" : "1803-A,\nSouthern Pub,\nMars",
"date" : "11/23/2056",
"story" : "Thqwibs naturally live in very low atmosphere, so the pressurized container is for their own safety. If released into the room, they'll die immediately, so don't.\n\n\nI included approximately 30 thqwibs; despite their similar appearance to other creatures, they are naturally social, and will become depressed if left alone."
},
"dynamitePlunger" : {
"name" : "Dynamite Plunger",
"pickup" : "Hitting an enemy drops <y>dynamite</c>. Use to detonate for <y>200% damage</c>.",
"description" : "Hitting an enemy drops <y>dynamite</c>. Use to detonate for <y>200% damage</c>.",
"destination" : "East Hanndor,\nWeapon Facility,\nMars",
"date" : "9/03/2056",
"story" : "Another one for you folks. You liked the previous shipment so much, I thought I would send you more outdated tech. When I say outdated, I MEAN outdated. This thing triggers from plunging; while it still uses microwave signals to connect between sticks of dynamite, it is otherwise the same as the classics.\n\n\nLike last time, I assume you'll keep this confidential between us?"
},
"giganticAmethyst" : {
"name" : "Gigantic Amethyst",
"pickup" : "<b>Reset all your cooldowns</c>.",
"description" : "<b>Reset all your cooldowns</c>.",
"destination" : "Greivenkamp\n5th Houston St\nPrism Tower\nEarth",
"date" : "5/12/2056",
"story" : "Use for focus lasers, I assume. Anyways, this is the biggest one I could find ANYWHERE. Outside of the Crown Amethyst of Venus, which I obviously can't get you, this is the best for your purposes. You'll be able to reach AMAZING quality with this; good luck!"
},
"crudelyDrawnBuddy" : {
"name" : "Crudely Drawn Buddy",
"pickup" : "Blow up a decoy, attracting and <b>confusing</c> enemies for <y>8 seconds</c>. Looks just like you.",
"description" : "Blow up a decoy, attracting and <b>confusing</c> enemies for <y>8 seconds</c>. Looks just like you.",
"destination" : "1111,\nMiddle-Ground,\nMars",
"date" : "11/9/2056",
"story" : "W-what do you mean? No, no, n-no! It's SUPPOSED to look like that. Yes, with the smudge, and the.. yes. It's my /style/. If you have nothing nice to say, don't say anything at all.\nIt looks life-like to me. Essentially a caricature of you. Could fool anyone."
},
"prescriptions" : {
"name" : "Prescriptions",
"pickup" : "Increase <y>damage by 30%</c> and <y>attack speed by 40%</c> for <y>8 seconds</c>.",
"description" : "Increase <y>damage by 30%</c> and <y>attack speed by 40%</c> for <y>8 seconds</c>.",
"destination" : "JusticeCenter,\nScience Dept.\nVenus",
"date" : "1/18/2056",
"story" : "Are these pills legal? No. Are these pills helpful? Yes. Do pigs fly? No.\n\nVan-Ex increases strength and muscle mass in only 24 hours! Proven by science!\n\nMake sure to take only 2 every 8 hours, max! Otherwise you may find yourself dead!"
},
"shieldGenerator" : {
"name" : "Shield Generator",
"pickup" : "Become <b>invincible</c> for <b>8 seconds</c>.",
"description" : "Become <b>invincible</c> for <b>8 seconds</c>.",
"destination" : "Geshka Tower\n33rd Fl\nMars",
"date" : "9/24/2056",
"story" : "While intended for anti-artillery use, the ONI-CV117 has become wildly popular in the private sector as both a personal and automobile defense device. By protecting the user in 'hard light' that closely wraps around, shock is absorbed throughout the light, rather than by the user. However, the shield generator requires time to charge, meaning it has a short up-time. Time it wisely."
},
"unstableWatch" : {
"name" : "Unstable Watch",
"pickup" : "<b>Stop time</c> for <y>7 seconds</c>.",
"description" : "<b>Stop time</c> for <y>7 seconds</c>.",
"destination" : "Loodi Tower,\nFloor 19,\nMars",
"date" : "11/09/2056",
"story" : "Doesn't work at all..! Sometimes it keeps time fine, and sometimes it sends me for a tizzy! \nI can be watchin' (haha) it and I'll see it jump 10 seconds, sometimes 15. No matter what I do it keeps doin' it, and I have no idea why. Luck for ya!\nI gotta go sit down.. feelin a bit tired.."
},
"lostDoll" : {
"name" : "Lost Doll",
"pickup" : "Sacrifice <r>25% health</c> to <y>damage</c> an enemy for <r>500% of your maximum health</c>.",
"description" : "Sacrifice <r>25% health</c> to <y>damage</c> an enemy for <r>500% of your maximum health</c>.",
"destination" : "Tibb Station,\nBox Unknown,\nVenus",
"date" : "2/12/2056",
"story" : "Get this out of my house. Please. Just take it. \n\nSince I've received this god-forsaken thing, my husband has fallen down the stairs and broke his neck, my son got hit by a bus, and my daughter has drowned in the bathtub.\nAnd.. oh god.. I swear it moves around the house. I've tried leaving it locked in a safe, and it will be out the next day. It wont burn. Cutting it has resulted in the amputation of both my arms.\n\nPlease..",
"priority" : "<y>Volatile/Military</c>"
},
"pillagedGold" : {
"name" : "Pillaged Gold",
"pickup" : "For <y>14 seconds</c>, every hit <y>drops gold</c>.",
"description" : "For <y>14 seconds</c>, every hit <y>drops gold</c>.",
"destination" : "Crisis Street,\n2008,\nMars",
"date" : "08/8/2056",
"story" : "Yar! All yer enemies be a source of swag for ye, hear me true. Open the bag, facing o'er direction cutthroats, and all the gold will beck out of their britches, and into ye hand. \n\nI sent this across the galactic seas fer your offer; ye'll better look in yar deepest depths for a wise trade."
},
"captainsBrooch" : {
"name" : "Captain's Brooch",
"pickup" : "Call down a <b>chest</c> nearby. Chest cost is <y>doubled</c>.",
"description" : "Call down a <b>chest</c> nearby. Chest cost is <y>doubled</c>.",
"destination" : "Box 1,\nThe Lusty Lad,\nVenus",
"date" : "9/12/2056",
"story" : "The brooch has been passed down for many generations in my family, signifying the new captain of Contact Light. I'll actually be personally delivering this back to my home, so mark it as high priority.\n\n..hmm? There is a very small button on the back. Pressing it seems to do nothing..."
},
"theBackup" : {
"name" : "The Back-up",
"pickup" : "Create <y>4 drones</c> to fight for you for <b>10 seconds</c>.",
"description" : "Create <y>4 drones</c> to fight for you for <b>10 seconds</c>.",
"destination" : "1511,\nSixth Ave,\nEarth",
"date" : "11/15/1967",
"story" : "The radio is hooked up to my personal line; call, and I'll have a whole squadron of Hellfire Drones at your position before the second ring. Just remember that once you call, your cover is blown. Emergencies only."
},
"massiveLeech" : {
"name" : "Super Massive Leech",
"pickup" : "For <y>10 seconds</c>, every hit heals you for <g>10 health</c>.",
"description" : "For <y>10 seconds</c>, every hit heals you for <g>10 health</c>.",
"destination" : "Carolyn Williams\nRare/Extinct\nStudy Center\nVenus",
"date" : "6/19/2056",
"story" : "Giant leeches found in the pools of HYPERION-5. Very similar to its counterpart on Earth, but it seems to have developed teeth as well, allowing it to eat meat as well as siphon blood. \n\nA few have been spotted to ballon to enormous proportions,up to the size of a small dog. Like the common leech, this has obvious medical implications. You will just have to be extra careful, or you may come back to no patient and a giant bloody leech."
},
"glowingMeteorite" : {
"name" : "Glowing Meteorite",
"pickup" : "<b>Meteors fall from the sky</c>, damaging <r>enemies and friends</c> for <y>220% damage</c>. Lasts <y>8 seconds</c>.",
"description" : "<b>Meteors fall from the sky</c>, damaging <r>enemies and friends</c> for <y>220% damage</c>. Lasts <y>8 seconds</c>.",
"destination" : "8912,\n6th Planet,\nSaturn",
"date" : "6/18/2056",
"story" : "This hunk of space metal came shooting down and almost hit our town! Thankfully it just fell in the nearby mountains, but man did it make a loud bang. Scientists say it's a 'vanguard meteorite'; one of the first meteors from a series of many, many more. Cool!"
},
"legendarySpark" : {
"name" : "Legendary Spark",
"pickup" : "<y>8%</c> chance on hit to create <y>2 <c_stack>(+1 per stack) <y>sparks</c> that <b>smite</c> enemies for <y>200% TOTAL damage</c>.",
"description" : "<y>8%</c> chance on hit to create <y>2 <c_stack>(+1 per stack) <y>sparks</c> that <b>smite</c> enemies for <y>200% TOTAL damage</c>.",
"destination" : "Lost Planet,\nUnknown",
"date" : "1/28/2056",
"story" : "After slaying the flaming abomination, it crumpled and fell apart, like an empty suit of armor. Its pauldron especially caught my eye; I could tell it was a source of great power. More armor can't possibly hurt in this hellhole."
},
"impOverlordsTentacle" : {
"name" : "Imp Overlord's Tentacle",
"pickup" : "<b>Summon an imp</c> bodyguard. <g>Revives</c> after <y>60 <c_stack>(-10 per stack) <y>seconds</c>. <c_stack>Increase imp health and damage by 15% per stack.</c>",
"description" : "<b>Summon an imp</c> bodyguard. <g>Revives</c> after <y>60 <c_stack>(-10 per stack) <y>seconds</c>. <c_stack>Increase imp health and damage by 15% per stack.</c>",
"destination" : "1005,\nDaimera's Lair,\nUnknown",
"date" : "5/13/2013",
"story" : "I believe the Imp Overlord's head tentacle serves as a symbol of power; the bigger the tentacle, the more powerful you are in the social hierarchy. Losing a tentacle is a sign of failure or social outcasting.\n\nI.. have no idea how I know that. I just do."
},
"burningWitness" : {
"name" : "Burning Witness",
"pickup" : "Killing enemies grants <y>a fire trail and 30% movement speed</c> for <y>6 <c_stack>(+2 per stack) <y>seconds</c>.",
"description" : "Killing enemies grants <y>a fire trail and 30% movement speed</c> for <y>6 <c_stack>(+2 per stack) <y>seconds</c>.",
"destination" : "Central Core,\nLock Box 52,\nSun",
"date" : "--",
"story" : "Found by killing a.. giant magma worm. Yes, you read that correctly.\nAfter it died, its body lay dormant but its eyes seem to still look around, watching. Removal of the eye showed that it may be a parasite that attaches to the worm itself; the worm grants it protection, while the eye gives it the vision it needs."
},
"colossalKnurl" : {
"name" : "Colossal Knurl",
"pickup" : "Increase <g>maximum health</c> by <g>40</c>, <g>health regeneration</c> by <g>1.2/second</c>, and <g>armor</c> by <g>6</c>.",
"description" : "Increase <g>maximum health</c> by <g>40</c>, <g>health regeneration</c> by <g>1.2/second</c>, and <g>armor</c> by <g>6</c>.",
"destination" : "6542,\nFractured Rock,\nUnknown",
"date" : "7/22/2056",
"story" : "There is obviously some essence left in this hunk; the Knurl is still attracting nearby earth and dirt, trying to reconstruct itself. Perhaps I can use this to my advantage; a self-repairing chunk of earth could serve as a good shield."
},
"ifritsHorn" : {
"name" : "Ifrit's Horn",
"pickup" : "<y>8%</c> chance on hit to fire a <y>flaming wave</c> that <b>incinerates</c> enemies for <y>300% <c_stack>(+300% per stack) <y>TOTAL damage</c>.",
"description" : "<y>8%</c> chance on hit to fire a <y>flaming wave</c> that <b>incinerates</c> enemies for <y>300% <c_stack>(+300% per stack) <y>TOTAL damage</c>.",
"destination" : "Lot Z,\nAuction House,\nUnknown",
"date" : "4/10/2056",
"story" : "When I finally took the beast down, I carved off his horn, hoping for it to help on this journey. I've felt a strange power since obtaining it... while I feel stronger, I feel like I am no longer alone."
},
"nematocystNozzle" : {
"name" : "Nematocyst Nozzle",
"pickup" : "Shoot out <y>6 nematocysts</c> that deal <y>400% damage</c>.",
"description" : "Shoot out <y>6 nematocysts</c> that deal <y>400% damage</c>.",
"destination" : "8800,\nGentle Valley,\nUnknown",
"date" : "8/18/2056",
"story" : "I scavenged the corpse of the Vagrant to better understand its biology, and I discovered this tube, or nozzle. The Vagrant must use a chemical concotion of gases and liquids in order to fire and detonate its explosive payload. I can see this being useful."
},
"whiteUndershirt" : {
"name" : "White Undershirt (M)",
"pickup" : "+2 STR S>2m or best offer @@@@@@@@"
},
"keycard" : {
"name" : "Keycard",
"pickup" : "Opens locked security doors."
},
"smallEnigma" : {
"name" : "Small Enigma",
"pickup" : "Reduce the cooldown of equipment."
},
"dummyItem" : {
"name" : "Dummy Item",
"pickup" : "Does nothing!"
},
"artifactOfEnigma" : {
"name" : "Artifact of Enigma",
"pickup" : "Random effect."
},
"carraraMarbleUsed" : {
"name" : "Carrara Marble",
"pickup" : "Teleport back to your previous location."
},
"diosFriendUsed" : {
"name" : "Dio's Best Friend",
"pickup" : "He's used up."
},
"timeKeepersSecretUsed" : {
"name" : "Time Keeper's Secret",
"pickup" : "This item is recharging."
},
"bookDrop" : {
"name" : "Monster Log: %s",
"pickup" : "Information unlocked!"
},
"bookDropEnvironment" : {
"name" : "Environment Log: %s (#%s)",
"pickup" : "Information unlocked!"
},
"backupMagazine" : {
"name" : "Backup Magazine",
"pickup" : "Add <b>+1 <c_stack>(+1 per stack)</c> charge of your <b>Secondary skill</c>.",
"description" : "Add <b>+1 <c_stack>(+1 per stack)</c> charge of your <b>Secondary skill</c>.",
"destination" : "1803\nCombat Zone\nVenus",
"priority" : "<w>High Priority</c>",
"date" : "9/12/2056",
"story" : "It's not much, but our damaged spares in the back of the warehouse should be better than nothing. I'm really putting myself in a bad spot doing this outside of regulations, but the treaties make it tough to send out the good stuff. I can't let my buddies just die out there because of some big-wigs who are afraid to get the job done.\nGive em a few smacks before loading and fire a shot or two inside before trusting the mags. Good luck out there. At least we haven't seen any restrictions on the meds.",
},
"hardlightAfterburner" : {
"name" : "Hardlight Afterburner",
"pickup" : "Add <b>+2 <c_stack>(+2 per stack)</c> charges of your <b>Utility skill</c>. Reduces <b>Utility skill cooldown</c> by <b>33%</c>.",
"description" : "Add <b>+2 <c_stack>(+2 per stack)</c> charges of your <b>Utility skill</c>. Reduces <b>Utility skill cooldown</c> by <b>33%</c>.",
"destination" : "P.O. Box 75\nCrassantett,\nMars",
"priority" : "<r>High Priority/Fragile</c>",
"date" : "7/22/2056",
"story" : "Take this somewhere PRIVATE before opening. Don't let your wife see, don't even let your kids see. I know you're 'out of the business' but this is the biggest haul we've ever done. They called this thing a 'hard lightburner' or something, and it's suppose to be infinite fuel. I don't know, I couldn't understand them from up in the vents but CAN YOU IMAGINE? Gas prices have been through the roof since the spill in 2040, imagine how much cash you could make just rigging this thing up to your neighborhood for a little somethin'-somethin'! Anyway, they said it was wicked dangerous and to rig it to something stable, so chain it down or something.\nSend back 50%\nRemember who had your back before you were a 'family man'",
},
"mocha" : {
"name" : "Mocha",
"pickup" : "Increases <y>movement speed</c> by <b>7.5% <c_stack>(+7.5% per stack)</c> and <y>attack speed</c> by <y>6% <c_stack>(+6% per stack)</c>.",
"description" : "Increases <y>movement speed</c> by <b>7.5% <c_stack>(+7.5% per stack)</c> and <y>attack speed</c> by <y>6% <c_stack>(+6% per stack)</c>.",
"destination" : "10 Sunway\nBldg. 3\nDurandal,\nHyperion",
"date" : "7/22/2056",
"priority" : "<r>High Priority/Biological</c>",
"story" : "Thank you for ordering with DropCup!\n--\nYour order should arrive in\n3 MONTHS\n--\nGet real time updates and special offers with the DropCup application!\n--\nOrder Details:\n1 Stacked Mocha (Triple-Shot)\n1 Napkins\n(Total: $19.94)",
},
"bottledChaos" : {
"name" : "Bottled Chaos",
"pickup" : "Activating an Equipment triggers a <y>random equipment</c> effect <y>1 <c_stack>(+1 per stack)</c> time(s).",
"description" : "Activating an Equipment triggers a <y>random equipment</c> effect <y>1 <c_stack>(+1 per stack)</c> time(s).",
"destination" : "<r>RETURN TO SENDER</c>",
"date" : "3/30/2056",
"priority" : "<r>High Priority/Fragile</c>",
"story" : "This horrid bottle fills me with fear. I can see reflections in the glass of things that are not there. My psychologist sees nothing in the bottle, but through the glass her face looks distorted beyond my understanding. I can't carry it anymore, I'm sorry. It's only been three days but I can't sleep with the sound of clacking and rattling occupying my dreams. Give it to someone else for safekeeping, I don't care about the job.",
},
"umbrella" : {
"name" : "Umbrella",
"pickup" : "<b>Rain</c> begins for <b>15 seconds <c_stack>(increases per stack)</c> upon activating the Teleporter. Rain <y>stuns, damages, and weakens</c> enemies. <b>You are invincible while it is raining.</c>",
"description" : "<b>Rain</c> begins for <b>15 seconds <c_stack>(increases per stack)</c> upon activating the Teleporter. Rain <y>stuns, damages, and weakens</c> enemies. <b>You are invincible while it is raining.</c>",
"destination" : "2 Grumpy Old Men Rd.\nOrofino\nIdaho,\nEARTH",
"date" : "8/3/2060",
"priority" : "<r>Standard</c>",
"story" : "Thank you for ordering the Crossplat Umbrella Infinitive! Your order should arrive in 5 to 10 business years! Look forward to a drier tomorrow! Guaranteed to protect from all weather conditions from a light drizzle up to a heavy downpour*!\nSpecial Warranty period secures this product for up to 1 year.\n\n*Umbrella quality only guaranteed for up to 8 seconds.",
},
"orbiter" : {
"name" : "Decaying Sample",
"pickup" : "<b>Gain two orbiting spheres</c> that strike for <y>100%<c> <c_stack>(+ 50% stack)</c> <y>damage</c> every <y>0.25</c> seconds.",
"description" : "<b>Gain two orbiting spheres</c> that strike for <y>100%<c> <c_stack>(+ 50% stack)</c> <y>damage</c> every <y>0.25</c> seconds.",
"destination" : "Hare Run Labs\n1 Lab Way\nCryon,\nJupiter",
"date" : "2/26/2056",
"priority" : "<r>High Priority/Fragile</c>",
"story" : "Our lab is about finished with this. We agreed that without additional funding, we'd have to ship it back out to complete the project - so here it is. The fields are a bit unstable currently without additional shielding, and the sample you provided was less than ideal, but I would say given the test results we're operating at at least 75% of the efficiency goal. I would recommend that you find a sample with less copper impurities, less than 50 ppm to reach optimal results.",
},
"aegis" : {
"name" : "Aegis",
"pickup" : "Healing past full grants you <g>barrier</c> equal to <g>50% <c_stack>(+50% per stack)</c> of the amount you <g>healed</c>. Increases <g>maximum barrier</c> by <g>20% <c_stack>(+20% per stack)</c>.",
"description" : "Healing past full grants you <g>barrier</c> equal to <g>50% <c_stack>(+50% per stack)</c> of the amount you <g>healed</c>. Increases <g>maximum barrier</c> by <g>20% <c_stack>(+20% per stack)</c>.",
"destination" : "Bldg. 1\n3 Wry Ave.\nTheworl,\nTitan",
"date" : "10/20/2056",
"story" : "Hey boss, in the crate you should find a couple of the artifacts from our last dig in that secret room. You should see 5 items, we stored them in foam. Should be an ornamental shield, some kind of shortsword or dagger, half of a crown, and two shreds of some kind of stiff fabric. Be careful handling the fabric, feels like it could crumble with just slight pressure. The shield must be hollow or something, it's unusually light. I know you are, but be extra careful with it. Don't let the students even breathe on it.",
},
"topazBrooch" : {
"name" : "Topaz Brooch",
"pickup" : "Killing an enemy grants <g>15 barrier <c_stack>(+15 per stack)</c>.",
"description" : "Killing an enemy grants <g>15 barrier <c_stack>(+15 per stack)</c>.",
"destination" : "Facility 2\n2 Sentry Way\nLightyard,\nVenus",
"date" : "8/16/2056",
"story" : "Thank you for doing business. This shipment of brooches should find your operatives well. The functionality activates with just a single press, and use may be extended through applications of iron-rich substances. In the case of dysfunction, please send them back for repair. We will be awaiting your positive review. \n\nRemember we went public a few weeks ago, I'm sure we'd all like to enjoy the benefits together.\n\n//RoMantek Technologies Ltd.",
},
"voltaicMitt" : {
"name" : "Voltaic Mitt",
"pickup" : "Climbing creates an <y>electric trail</c> that deals <y>50% damage <c_stack>(+30% per stack)</c_stack></c>.",
"description" : "Climbing creates an <y>electric trail</c> that deals <y>50% damage <c_stack>(+30% per stack)</c_stack></c>.",
"destination" : "402.10.1,\nStrongstone,\nNeptune",
"date" : "11/16/2056",
"story" : "This one is from your uncle. It's interesting that after these years, nobody else took the classic hand buzzer to the next level, it's only natural! Of course, it's way more than a prank toy, and it goes without saying you have to be careful. It could kill a whole namooth!\nHe says you'd have a lot of fun with it, so... do your thing."
},
"muConstruct" : {
"name" : "Mu Construct",
"pickup" : "Heal by <g>2.5% of your maximum health</c> every <y>5 <c_stack>(-25% per stack) <y>seconds</c> <r>after the Teleporter has been activated.</c>",
"description" : "Heal by <g>2.5% of your maximum health</c> every <y>5 <c_stack>(-25% per stack) <y>seconds</c> <r>after the Teleporter has been activated.</c>",
"destination" : "Complex 3B,\nSaturn,\n???",
"date" : "6/4/2056",
"story" : "...And I thought everything on this planet was out to kill me.\nOnce I found it, it wouldn't stop following me. It's very curious about shiny objects and has taken to spinning whenever I am trying to rest. It simply doesn't want to stand still.\nIt's pushy, but this far away from home I find the company very soothing.",
"priority" : "<w>Field-Found</c>"
},
"arcaneBlades" : {
"name" : "Arcane Blades",
"pickup" : "Increases <y>movement speed</c> by <b>30%</c> <c_stack>(+30% per stack)</c> <r>after the Teleporter has been activated.</c>",
"description" : "Increases <y>movement speed</c> by <b>30%</c> <c_stack>(+30% per stack)</c> <r>after the Teleporter has been activated.</c>",
"destination" : "5 Tiptop Rd.\nNeverrock,\nMars",
"date" : "5/8/2056",
"story" : "HEY KID!! happy birthday i found these old skates in the attic they were granddads but they look great.. you were talking about getting more exercise last time you visited these should do the trick. \nma is still obsessed with her garden you should visit next summer and see how crazy she is \ndo you still have that boyfriend?? mom wants to know when your getting married haha\nCALL ME SOMETIME!!!!\nDAD",
},
"razorPenny" : {
"name" : "Razor Penny",
"pickup" : "Gain <y>3% critical chance <c_stack>(+3% per stack)</c>. <y>Critical strikes drop $1 <c_stack>(+1$ per stack)<y> gold</c>.",
"description" : "Gain <y>3% critical chance <c_stack>(+3% per stack)</c>. <y>Critical strikes drop $1 <c_stack>(+1$ per stack)<y> gold</c>.",
"destination" : "Residential 24,\nAnlesburg,\nMars",
"date" : "1/22/2056",
"story" : "No way they allowed these on the market. I know it was ages ago but it's seriously concerning. Imagine having... I don't know, 10 of these in your pocket (you know, pocket change)? Reach in and woops! Mangled hand!\nCities didn't switch to virtual currencies for nothing..."
},
"theToxin" : {
"name" : "The Toxin",
"pickup" : "<r>Infect</c> enemies on contact for <y>3</c> seconds, causing them to receive <y>30% <c_stack>(+15% per stack) <y>extra damage</c> from all sources.",
"description" : "<r>Infect</c> enemies on contact for <y>3</c> seconds, causing them to receive <y>30% <c_stack>(+15% per stack) <y>extra damage</c> from all sources.",
"destination" : "EICO labs,\nCity of Gold,\nEarth",
"date" : "4/30/2056",
"priority" : "<c_stack>Unmarked",
"story" : "TEST SUMMARY [id.416c7068615468726565]\nSubject stabilized - Notable levels of arousal.\nIncreased disposition to disperse.\nSpecialized containment necessary if active.\nN31 applied, watch for adverse reactions.\nHandling prohibited for this phase.\nAOD: 53 75 6e 46 61 6c 6c"
},
"scorchingShellPiece" : {
"name" : "Scorching Shell Piece",
"pickup" : "Gain a <b>20 <c_stack>(+20 per stack) <b>health shield</c>. <y>Fire up to 4 <c_stack>(+2 per stack)<y> projectiles</c> at nearby enemies <y>when it breaks</c>.",
"description" : "Gain a <b>20 <c_stack>(+20 per stack) <b>health shield</c>. <y>Fire up to 4 <c_stack>(+2 per stack)<y> projectiles</c> at nearby enemies <y>when it breaks</c>.",
"destination" : "Quarter 3,\nLambda 20,\nUnknown",
"date" : "12/7/2056",
"story" : "Flames and ashes, nothing was meant to withstand the heat of the magma that surrounded me. Nothing but the immense creature I took down. A fragment, piece of its shell fell close enough to me that I was able to take it. Hot like the fire it was born in, it felt special. A reminder of what I am able to overcome."
},
"substandardDuplicator" : {
"name" : "Substandard Duplicator",
"pickup" : "<b>Picking up an item</c> gives you a <y>temporary copy</c> of itself. Temporary items last an additional <y>10</c> <c_stack>(+10 per stack)</c> <y>seconds</c>",
"description" : "<b>Picking up an item</c> gives you a <y>temporary copy</c> of itself. Temporary items last an additional <y>10</c> <c_stack>(+10 per stack)</c> <y>seconds</c>",
"destination" : "Nevenstraat 2,\nCentral Way,\nJupiter",
"date" : "12/7/2056",
"story" : "A designer's delight. Or so it would be if it worked like it should...\nOut of all my birthday presents this is what I was the happiest about, yet all its dupes are... terrible! They don't last a minute without breaking apart.\nCan you help me out please?"
},
"royalMedallion" : {
"name" : "Royal Medallion",
"pickup" : "<y>10%</c> chance on hitting a boss monster to <b>drop a buffing wisp</c> that <y>improves health regen, attack speed, move speed, and base damage</c> for <y>10 <c_stack>(+6 per stack) seconds.",
"description" : "<y>10%</c> chance on hitting a boss monster to <b>drop a buffing wisp</c> that <y>improves health regen, attack speed, move speed, and base damage</c> for <y>10 <c_stack>(+6 per stack) seconds.",
"destination" : "#4 Visitors,\nWing 4,\nAeolus 2",
"date" : "5/3/2056",
"story" : "On the outer orbits of our system lies a confederacy of people.\nWith kings and lords; knights and warriors, it's monarchical in nature.\nEach member of the major hierarchy carries a medallion, granting courage and fortitude.\nThis one belonged to a prince, his name buried under strife and accusations of treachery.\nStripped away from his belongings, his medallion remained as nothing more than a curiosity by the humble forager who found it, far from where it was worn.\nNow, I pass it on to you. Whether your destiny lies in the stars or your heart calls for home, your valor will be unrivaled. Keep fighting, son."
},
"maceReplica" : {
"name" : "Mace Replica",
"pickup" : "Swing a <y>powerful mace</c> for <y>300% damage</c>, knocking enemies away. <b>Guaranteed to activate all on-hit item effects.</c>",
"description" : "Swing a <y>powerful mace</c> for <y>300% damage</c>, knocking enemies away. <b>Guaranteed to activate all on-hit item effects.</c>",
"destination" : "Bay F5,\nLake Moore,\nMars",
"date" : "11/10/2056",
"story" : "Yet another antique. I don't get the hype around melees, they are just kind of boring.\nI think the point of this one was to hit harder but any cannon would be just much more efficient at that.\nAnyway, who am I to judge, right?"
},
"prophetsCape" : {
"name" : "Prophet's Cape",
"pickup" : "<y>Briefly blocks all incoming damage upon being struck <c_stack>(Recharging after 15 seconds)</c>. Blocking damage heals you for <g>3 <c_stack>(+1 per stack)<g> health</c>.",
"description" : "<y>Briefly blocks all incoming damage upon being struck <c_stack>(Recharging after 15 seconds)</c>. Blocking damage heals you for <g>3 <c_stack>(+1 per stack)<g> health</c>.",
"destination" : "Artes #10,\nNeo Belgica,\nEarth",
"date" : "4/16/2056",
"story" : "An exquisite piece from the War of 2019! Unlike all the fakes, it has a perfectly knit pattern that allegedly caused the prophet's followers to see their visions. I think it's just 'magic' pseudo-science nonsense but it's a truly awe-inspiring piece that belongs in your exhibition."
},
"lockedJewel" : {
"name" : "Locked Jewel",
"pickup" : "Activating an interactable heals <g>35% <c_stack>(+15% per stack)</c> of your <g>maximum barrier</c> and grants <y>$8 (scales with time)</c>.",
"description" : "Activating an interactable heals <g>35% <c_stack>(+15% per stack)</c> of your <g>maximum barrier</c> and grants <y>$8 (scales with time)</c>.",
"destination" : "Block 3 Delta Phobos,\nAmna 2,\nUnknown",
"date" : "9/15/2056",
"story" : "i hope this is arriving well i am not used to sending anything through here so hopefully i didn't mess it up...."
},
"insecticide" : {
"name" : "Insecticide",
"pickup" : "<y>10% <c_stack>(+5% per stack)</c> chance on hit to <y>spray</c> an enemy dealing <y>10% damage per second</c>. <y>Spray</c> stacks up to 10 times. Killing enemies <g>heals</c> for <g>10 <c_stack>(+5 per stack)</c> <g>health</c> per stack of <y>spray</c>.",
"description" : "<y>10% <c_stack>(+5% per stack)</c> chance on hit to <y>spray</c> an enemy dealing <y>10% damage per second</c>. <y>Spray</c> stacks up to 10 times. Killing enemies <g>heals</c> for <g>10 <c_stack>(+5 per stack)</c> <g>health</c> per stack of <y>spray</c>.",
"date" : "6/4/2056",
"destination" : "423 Burgle St.\nNeo Mexico,\nSaturn",
"story" : "I got your back!!!\nThis brand is, in my opinion, THE BEST against those pesky crawlers over there. Trust me, I tried plenty. People always say they need to be protected because blahblah 'they are endangered!!!' but I AM SO GLAD THEY ARE. It's SO ANNOYING to have to deal with their disgusting chirring at night. Every. Single. Day.\nTake care and STAY GOLDEN!!"
},
"classifiedAccessCodes" : {
"name" : "Classified Access Codes",
"pickup" : "The <y>Atlas Cannon</c> appears each stage, activating it deals <y>40% <c_stack>(+20% per stack)<y> of maximum health as damage to the teleporter boss after it spawns</c>.",
"description" : "The <y>Atlas Cannon</c> appears each stage, activating it deals <y>40% <c_stack>(+20% per stack)<y> of maximum health as damage to the teleporter boss after it spawns</c>.",
"destination" : "Piece #24,\n[REDACTED],\n[REDACTED]",
"date" : "10/2/2056",
"story" : "Item necessary for current designated tasks.\nFollow all protocols as stated on your form [REDACTED] send on [REDACTED].\nMonitoring available at [REDACTED], maintain secrecy at all costs."
},
"huntersHarpoon" : {
"name" : "Hunter's Harpoon",
"pickup" : "Killing an enemy increases <y>movement speed</c> by <y>125%</c> for <y>1 <c_stack>(+1 per stack) <y>second</c>. <b>Consecutive kills increase buff duration</c> for up to 25 seconds.",
"description" : "Killing an enemy increases <y>movement speed</c> by <y>125%</c> for <y>1 <c_stack>(+1 per stack) <y>second</c>. <b>Consecutive kills increase buff duration</c> for up to 25 seconds.",
"destination" : "19 Slart Ave.\nBreezemont,\nNeptune",
"date" : "4/16/2056",
"priority" : "<g>Priority/Fragile</c>",
"story" : "Keep this somewhere safe. The old hunters got run out a long time ago by the fishing regulations so this is a real relic. I put new rope on it myself, but I wouldn't recommend using it. Maybe you can find a museum that'll take it? Back in the day the shape was supposed to mean something. Maybe someone out there knows some Martian history?\nI can't sell it, so I figure I may as well give it to someone who might appreciate it. It's priority so hopefully this thing doesn't get lost."
},
"saturnianSteak" : {
"name" : "Big Bison Steak",
"pickup" : "Increase health regeneration and movement speed."
},
"marinatedLemurian" : {
"name" : "Marinated Lizard Loaf",
"pickup" : "Increased damage."
},
"golemBeer" : {
"name" : "Golem Essence on the Rocks",
"pickup" : "Gain barrier and increased armor."
},
"jellySalad" : {
"name" : "Jelly Brain Salad",
"pickup" : "Reduces skill cooldowns by 1 second."
},
"friedEyeball" : {
"name" : "Fried Eyeball",
"pickup" : "Slow nearby enemies."
},
"bonusClock5" : {
"name" : "Bonus Clock",
"pickup" : "+5 seconds"
},
"bonusClock15" : {
"name" : "Bonus Clock",
"pickup" : "+15 seconds"
},
"bonusScore1" : {
"name" : "Bonus Score",
"pickup" : "+1 score"
},
"bonusScore5" : {
"name" : "Bonus Score",
"pickup" : "+5 score"
},
"bonusScore50" : {
"name" : "Bonus Score",
"pickup" : "+50 score"
},
"bonusStockSecondary" : {
"name" : "Bonus Stock!",
"pickup" : "+1 stock for your secondary skill."
},
"bonusStockUtility" : {
"name" : "Bonus Stock!",
"pickup" : "+1 stock for your utility skill."
},
"bonusStockSpecial" : {
"name" : "Bonus Stock!",
"pickup" : "+1 stock for your special skill."
},
"bonusHeal" : {
"name" : "Bonus Healing",
"pickup" : "Restores some health."
},
"strangeBattery" : {
"name" : "Strange Battery",
"pickup" : "Bzzzt."
},
"artifactShard" : {
"name" : "Artifact Shard",
"pickup" : "Find %s more to unlock this artifact..."
}
},
"artifact" : {
"honor.name" : "Honor",
"honor.pickupName" : "Artifact of Honor",
"honor.description" : "Enemies always spawn as elites.",
"kin.name" : "Kin",
"kin.pickupName" : "Artifact of Kin",
"kin.description" : "Only one enemy type spawns per stage.",
"distortion.name" : "Distortion",
"distortion.pickupName" : "Artifact of Distortion",
"distortion.description" : "Lock a random skill every minute, but skills have decreased cooldowns.",
"spite.name" : "Spite",
"spite.pickupName" : "Artifact of Spite",
"spite.description" : "Enemies explode on death.",
"glass.name" : "Glass",
"glass.pickupName" : "Artifact of Glass",
"glass.description" : "Deal 500% damage, but have 10% health.",
"enigma.name" : "Enigma",
"enigma.pickupName" : "Artifact of Enigma",
"enigma.description" : "Spawn with a random equipment that changes every time it's activated.",
"sacrifice.name" : "Sacrifice",
"sacrifice.pickupName" : "Artifact of Sacrifice",
"sacrifice.description" : "Chests no longer spawn; monsters now drop items on death.",
"command.name" : "Command",
"command.pickupName" : "Artifact of Command",
"command.description" : "Items are no longer random.",
"spirit.name" : "Spirit",
"spirit.pickupName" : "Artifact of Spirit",
"spirit.description" : "Characters run faster at lower health.",
"origin.name" : "Origin",
"origin.pickupName" : "Artifact of Origin",
"origin.description" : "Imps invade the map every 10 minutes.",
"mountain.name" : "Prestige",
"mountain.pickupName" : "Artifact of Prestige",
"mountain.description" : "At least one Shrine of the Mountain spawns every stage. Shrine of the Mountain effects are permanent.",
"cognation.name" : "Cognation",
"cognation.pickupName" : "Artifact of Cognation",
"cognation.description" : "Enemies create a temporary clone on death.",
"dissonance.name" : "Dissonance",
"dissonance.pickupName" : "Artifact of Dissonance",
"dissonance.description" : "Monsters can appear outside their usual environments.",
"temporary.name" : "Tempus",
"temporary.pickupName" : "Artifact of Tempus",
"temporary.description" : "Items are worth multiple stacks. All items are temporary.",
"unlocked" : "ARTIFACT UNLOCKED. Enable in character select!",
"unlockDissonance" : "ARTIFACT OF DISSONANCE UNLOCKED. Enable in character select!"
},
"interactable" : {
"oChest1.text" : "Open chest",
"oChest1.name" : "Chest",
"oChest2.text" : "Open large chest",
"oChest2.name" : "Large Chest",
"oChestDamage1.text" : "Open Chest - Damage",
"oChestDamage1.name" : "Chest - Damage",
"oChestDamage2.text" : "Open Large Chest - Damage",
"oChestDamage2.name" : "Large Chest - Damage",
"oChestHealing1.text" : "Open Chest - Healing",
"oChestHealing1.name" : "Chest - Healing",
"oChestHealing2.text" : "Open Large Chest - Healing",
"oChestHealing2.name" : "Large Chest - Healing",
"oChestUtility1.text" : "Open Chest - Utility",
"oChestUtility1.name" : "Chest - Utility",
"oChestUtility2.text" : "Open Large Chest - Utility",
"oChestUtility2.name" : "Large Chest - Utility",
"oBarrelEquipment.text" : "Open Equipment Barrel",
"oBarrelEquipment.name" : "Equipment Barrel",
"oChest4.text" : "Start selection",
"oChest4.pick" : "<y>Choose item</c>",
"oChest4.active" : "Choose an item!",
"oChest5.text" : "Open Legendary Chest",
"oChest5.name" : "Legendary Chest",
"oActivator.text" : "Activate Equipment",
"oActivator.name" : "Equipment Activator",
"oShop1.text" : "Buy item",
"oShop2.text" : "Buy item",
"oShopEquipment.text" : "Buy equipment",
"oVendor.text" : "Buy temporary item (x5)",
"oGunchest.text" : "Open gun chest",
"oBarrel1.text" : "Open container",
"oBarrel2.text" : "Open container",
"oBarrelHealing1.text" : "Open container",
"oBarrelHealing2.text" : "Open container",
"oBarrel3.text" : "Open container",
"oMedcab.text" : "Open container",
"oShrine1.text" : "Offer for a chance of rewards...",
"oShrine2.text" : "Offer life for a chance of rewards...",
"oShrine3.text" : "Summon imps holding a reward",
"oShrine3.remaining" : "%s/%s Alive. Get them!\nTime Left: %s",
"oShrine4.text" : "Offer for a chance of rewards...",
"oShrine5.text" : "Offer life for a chance of great rewards...",
"oShrineEmpower.text" : "Offer life for a chance of great strength...",
"oShrine3S.text" : "Summon powerful imps holding great rewards...",
"oShrine3S.active" : "Kill the imps!",
"oShrine6.text" : "Gain temporary power...",
"oDrone1Item.text" : "Repair Gunner Drone",
"oDrone1Item.name" : "Broken Gunner Drone",
"oDrone2Item.text" : "Repair Attack Drone",
"oDrone2Item.name" : "Broken Attack Drone",
"oDrone3Item.text" : "Repair Missile Drone",
"oDrone3Item.name" : "Broken Missile Drone",
"oDrone4Item.text" : "Repair Healing Drone",
"oDrone4Item.name" : "Broken Healing Drone",
"oDrone5Item.text" : "Repair Laser Drone",
"oDrone5Item.name" : "Broken Laser Drone",
"oDrone6Item.text" : "Repair Flame Drone",
"oDrone6Item.name" : "Broken Flame Drone",
"oDrone7Item.text" : "Repair Medical Drone",
"oDrone7Item.name" : "Broken Medical Drone",
"oDroneGolemItem.text" : "Offer life...?",
"oDroneGolemItem.name" : "Dormant Construct",
"oDrone8Item.text" : "Repair Beam Drone",
"oDrone8Item.name" : "Broken Beam Drone",
"oDrone9Item.text" : "Repair Rocket Drone",
"oDrone9Item.name" : "Broken Rocket Drone",
"oDrone10Item.text" : "Repair Blaze Drone",
"oDrone10Item.name" : "Broken Blaze Drone",
"oDrone0Item.text" : "Reboot...?",
"oDrone2SItem.text" : "Repair Gilded Attack Drone",
"oDrone2SItem.name" : "Broken Gilded Attack Drone",
"oDrone7SItem.text" : "Repair Gilded Medical Drone",
"oDrone7SItem.name" : "Broken Gilded Medical Drone",
"oDrone8SItem.text" : "Repair Gilded Beam Drone",
"oDrone8SItem.name" : "Broken Gilded Beam Drone",
"oDrone9SItem.text" : "Repair Gilded Rocket Drone",
"oDrone9SItem.name" : "Broken Gilded Rocket Drone",
"oDrone10SItem.text" : "Repair Gilded Blaze Drone",
"oDrone10SItem.name" : "Broken Gilded Blaze Drone",
"oDoor.text" : "Open door",
"oTeleporter.text" : "Activate teleporter. Are you ready?",
"oTeleporter.textEpic" : "Activate the divine teleporter. Are you ready?",
"oTeleporter.continue" : "Teleport to the next level.",
"oTeleporter.tutorialText" : "Finish tutorial.",
"oTeleporter.trialText" : "Finish Trial.",
"oTeleporter.previous" : "Revisit previous levels.",
"oTeleporter.final" : "Teleport to the final level",
"oTeleporter.finalHoldSwap" : "<y>(Hold)</c> Teleport to the final level",
"oTeleporter.active" : "STAY ALIVE..!",
"oBlastdoorPanel.text" : "Open blast door. Are you ready?",
"oBlastdoorPanel.active" : "STAY ALIVE..!",
"oDeadman.text" : "Inspect..",
"oHiddenHand.text" : "Inspect..",
"oFeralCage.text" : "Inspect..",
"pInteractableCrate.text" : "Choose an item.",
"oUsechest.text" : "Teleport 'Nano-Chest' to the bridge.",
"oUsechestActive.text" : "Receive an equipment.",
"oGauss.text" : "Teleport 'Gauss Cannon' to the bridge.",
"oGaussActive.text" : "Fire Gauss Cannon.",
"oMedbay.text" : "Teleport 'Surgical Bed' to the bridge.",
"oMedbayActive.text" : "Heal",
"oCommand.text" : "<b>Leave the planet.</c>",
"oShrineMountain.text" : "Invite the challenge of the Mountain",
"oShrineMountain.name" : "Shrine of the Mountain",
"oDroneRecycler.text" : "Recycle drone",
"oDroneRecycler.name" : "Drone Recycler",
"oDroneUpgrader.text" : "Combine drones",
"oDroneUpgrader.name" : "Drone Upgrader",
"oBossKiller.text" : "Use Classified Access code",
"oBossKiller.incoming" : "INCOMING... (%s:%s)",
"oBossKiller.name" : "Atlas Cannon",
"oRiftChest1.text" : "Store equipment.",
"oRiftChest1.name" : "Rift Chest",
"oRiftChest2.text" : "Retrieve equipment.",
"oRiftChest2.name" : "Rift Chest"
},
"cost" : {
"gold" : "$%s",
"hp" : "%s HP",
"percentHp" : "%s% HP",
"keycard" : "%s KEYCARD",
"drone" : "%s DRONE",
"droneMulti" : "%s IDENTICAL DRONES",
"battery" : "%s BATTERY",
"equipment" : "%s EQUIPMENT",
"items" : "%s ITEMS"
},
"monster" : {
"lemurian.name" : "Lemurian",
"lemurian.story" : "The first sentient species I discovered on my unfortunate arrival. Around 7' tall, with scaly skin not different from that of a lizard. Bipedal. Aggressive on sight, minus a few exceptions. These Lemurians have an extremely powerful bite, but don't seem to employ weapons.\n\nAll species that I have encountered have armor on their shoulders and wrists, indicating a high intelligence. They seem to live in underground tunnels networked all over the planet, and can use these tunnels to ambush prey.\n\nFrom what I've briefly seen, they seem to enjoy song and dance.",
"rockGolem.name" : "Rock Golem",
"rockGolem.story" : "Now THEY are interesting. These Golems, which tower over me at 10' tall, are constructed from the soil and rock beneath my feet. After a brilliant red flash, the earth itself moves to create these constructs in 2 seconds flat. If I didn't know better, I would consider this.. magic.\n\nBecause of their material, they are extremely tough to take down. Using the same technology that constructs them, the Rock Golems are capable of creating a 'clap' which generates great amounts of energy. Damaging a golem eventually causes it to malfunction and die, returning to the ground.\n\nDespite their powerful combat abilities, the golems are gentle to everybody but me, and can be seen 'playing' with wildlife.",
"wisp.name" : "Wisp",
"wisp.story" : "Characterized by their constant flame, the Wisps are not living beings. Each Wisp has a mask in its center, where all the fire erupts from. The Wisps are able to concentrate their heat into a long range heat blast, capable of scorching anything in its path. On taking heavy damage, the fuel powering the Wisp detonates, sending the mask soaring clear through the air.\n\nHow they function is a mystery to me. While I've seen 'deactivated' masks all around this world, the only time I've spotted Wisps is around me, as if someone creates them specifically to kill me..",
"greaterWisp.name" : "Greater Wisp",
"greaterWisp.story" : "Oh lord. These.. Greater Wisps, as I have grown to call them, are absolutely terrifying to face. Tougher then the Rock Golem, faster then the Lemurian, and harder hitting then both combined. Unlike the lesser Wisps, the Greater Wisp has two arms capable of typical motion. They burn a brilliant green which pierces straight though my sun visor.\n\nTheir combat abilities are unprecedented; I can be clear 200m away, and they still manage to hit me square in the chest. I must stay hidden.. before they find me again.",
"sandCrab.name" : "Sand Crab",
"sandCrab.story" : "A few hours after my crash, I finally decided to investigate the nearby area. As I moved past a particularly large mound of sand, it began to shift and roar. From it erupted a giant crab-like beast, standing above me at 10' with claws the size of a small man. The giant crab moves surprisingly fast for its size; the foliage growing on its back indicates that they stay still for long periods of time. This crab is either extremely patient or hibernates regularly.\n\nAfter exhausting my supplies in taking it down, I salvaged what meat I could. Very chewy, but not unpleasant. Looking across the beach, I spot many similar mounds of sand. I must keep moving; daylight is coming.",
"jellyfish.name" : "Jellyfish",
"jellyfish.story" : "An airborne creature, capable of flight using a combination of gases in its clear hull. Like the Jellyfish on earth, they also use pulsation to aid in locomotion; however, rather than a series of tentacles, they have two 'branches' made of many tentacles wrapped around themselves.\n\nAlso like the Jellyfish, they have quite the sting, capable of penetrating my weather shielding. The same gases used for flight are used to create a very powerful electrostatic charge.\n\nWhen they are not busy hunting me, the Jellyfish have been seen sunbathing and absorbing the strange fumes from the ground.",
"child.name" : "Child",
"child.story" : "These small beings fill me with dread.. From a distance I can see them frolicking among the rocks- playing with the other ghostly 'children'. I don't know how else to describe them, they seem so innocent until I approach. \n\nOnce I am spotted it as if some wicked switch is flipped and I am their plaything. While I can defeat the small groups, I fear I am only sealing my doom once their small, destroyed bodies are found.\n",
"spitter.name" : "Spitter",
"spitter.story" : "Alas, another hostile creature. This one's nature certainly betrays its precocious appearance. It even seems to be vexed by my retaliation. What a petulant fellow. \n\nHis snapping maw hurls orange bile. The acidic mucus must be detonated by the gnashing teeth- conceivably similar to our picric acid. Fascinating, how could this have arisen? \n\nPost-mortem I was also able to discover the source of the creature's impressive flexibility. Aside from the skull, mandible, and teeth, the skeleton is highly cartilaginous! \n",
"tinyImp.name" : "Tiny Imp",
"tinyImp.story" : "I seem to have found the one creature on this planet that DOESN'T want to kill me. These small, leathery creatures are spawned from vases I sometimes spot in the ruins. They seem to stay in packs, and frequently carry useful treasure.\n\nImmediately after spawning, these tiny imps run in all directions. While I do feel a bit.. awful.. about killing what seems to be the equivalent of children, I need the treasure they hold if I'm to survive. I'm sorry.",
"blackImp.name" : "Black Imp",
"blackImp.story" : "Oh. Fear. The Imp causes me fear, with its razor sharp talons and its one eye, locked into mine through my helmet. The Imp uses a propellant to hover above the ground, giving it superior mobility over everything.. including me. \n\nUnlike the other fauna on this planet, the black imp is aggressive to all other species. Is the imp also stranded here?\n\nThe Black Imp can move from location to location, seemingly instantly. I refuse to believe that the Imp has teleportation; that is for fairy tales and quantum physicists. I won't accept that it can achieve something biologically that the human race couldn't achieve in its entire history.",
"mushrum.name" : "Mushrum",
"mushrum.story" : "I have arrived in an even stranger land. After recovering from my sudden.. teleportation, I noticed that my suit was flashing warnings about air filtration. All across the landscape were giant fungi, some as tall as trees.\n\nWhen approaching a large bulbous mushroom, it suddenly sprouted out the ground, jumping a few feet in the air then landing on two nubby feet. At this point my air filtration warning went from yellow to red, and I began to have difficulties breathing..\n\nWhile sentient, these mushrums were not very intelligent. It had what looked like three eyes, but it could not navigate very well, implying that those may be fake eyes to scare predators. It also had no mouth to eat, but would plant itself over corpses, slowly absorbing nutrients through its root-like feet.",
"whorl.name" : "Whorl",
"whorl.story" : "Day 8. I was awoken by an abrupt collision of something hard against my suit. A volley of sensors screamed in my ears as a hairline fracture arced across my vision. \n\nThe hard shell of a monstrous “Whorl” nearly compromised my air lock. If I hadn't had a small tube of polymer sealant from the astrotrain I would not be recording this now. \n\nThese carapaced organisms propel themselves with some form of gas-propulsion. Despite their similar appearance to the nautili of old, they do not use a bellows-like system for locomotion, but a steady streaming of gas through their curling shell. I wonder if this heavy armor prevents them from attaining higher altitudes, constrained to hover among the land creatures.",
"clayMan.name" : "Clay Man",
"clayMan.story" : "Quick with his sword and quicker with his feet; the agility of these clay 'people' is unexpected with a form so roughly shaped. \n\nWhen faced with one of the few creatures here which I feel some humanity in, my aloneness closes in. Why do they have clay pots on their heads? Could it be protection from this cruel reality, or maybe just to hide the scars from this brutal planet..",
"bighornBison.name" : "Bighorn Bison",
"bighornBison.story" : "The teleporter nearly launched me into a steaming dung heap. I could not have anticipated such an enormous beast being its source. More impressive than their rumbling bellows is the bighorn's charge. Their many tons of muscle produce a crushing slam of horn and matted hair. \n\nWhen they are not stampeding after me I have observed these monsters using their massive heads to bludgeon rocks and fight amongst themselves. How can they expend so much energy on fruitless activity? Are they merely trying to keep from freezing?",
"mechanicalSpider.name" : "Mechanical Spider",
"mechanicalSpider.story" : "The malware of our age! These mechanical parasites were probably lurking on the ship before the crash. Pirates will use these bugs to collect especially valuable cargo, redirect transmission signals, or even hijack ships. Spiders can be programmed with all kinds of malicious objectives. \n\nIn general they are quite difficult to find and eradicate on large vessels, but now that they're loose they seem to be able to operate outside their software. They have retained their defense capabilities, and are risky to engage. Though, I wonder, how long will they continue to run without access to an electrical grid?",
"gup.name" : "Gup",
"gup.story" : "It is quite rare that I smell anything through my respirator. I could not have been prepared for how bizarre no longer having a sense of smell is. However, there have been a rare few occasions when I caught some trace aroma- generally somewhat bitter on this planet, but I savor them greedily. \n\nWhen I encountered this gelatinous beast I was assailed by a sweet smell! A strangely fruity scent.. Oh, how it brings me back to a more innocent time! As I struck the congealed blimp of a creature it divided and seemed to gain energy. With each blow more of the saccharine odor escaped the monster. I must admit, I may have been overzealous in my attack..",
"parent.name" : "Parent",
"parent.story" : "A deadly force, they rush at me mad with grief and rage. Parents will slam the ground; their only aim to crush the butcher of their offspring. Their powerful blows open great lashes in the quaking ground.\n\nThough my guilt almost stays my hand, I cannot let them keep me from surviving this nightmarish planet. I know it is impossible to quell their fury; so instead I must end it.",
"evolvedLemurian.name" : "Evolved Lemurian",
"evolvedLemurian.story" : "Could this be a distant cousin of the Lemurians below? An ancient evolutionary leap? These airborne reptiles do not interact with the ground Lemurians except to harass them occasionally. Perhaps there is some kind of natural feud between the species? \n\nIt is the membranous skin that attaches their long arms to their body which enables their flight. Each wingtip culminates in vicious talons. When they come in flocks these winged Lemurians are capable of great carnage.",
"templeGuard.name" : "Temple Guard",
"templeGuard.story" : "A robot creature that assembles itself.. I have not seen them materialize other than when I unknowingly trigger their presence. I cannot believe this is indeed a machine- and yet it is made from some alloy and uses heavy artillery! Was this on the ship, or are these guards a naturally occurring 'species' here? My suit's scanners are unable to detect any manufacturers' signature.\n\nThey seem to be determined not to let me pass. They attack with unlimited focus.",
"elderLemurian.name" : "Elder Lemurian",
"elderLemurian.story" : "Seems to be very large version of the Lemurians; perhaps this great lizard is a queen? With similar armor and much thicker skin, it took much more to bring down this foe. She moves much slower and posses a powerful scorching blast.\n\nI would willingly give up some of my dwindling rations to explore the Lemurian tunnels unnoticed. My mind envisions great communal caverns and many spectacular subterranean dwellings. Do great legions of Lemurians walk under my feet?",
"archerBug.name" : "Archer Bug",
"archerBug.story" : "Such aggravating creatures! These insects come in droves- as a group their wings create a maddening whine. Even the other creatures seem disturbed by their presence. Though they are not particularly strong, the circling insects certainly frustrate me. \n\nA small amount of their projectile spit managed to penetrate one of the layers of my suit. It was extremely caustic. A festering rash has formed in the area, but doesn't seem to be spreading.",
"colossus.name" : "Colossus",
"colossus.story" : "A low groaning, lasting for a few days at least. From the relative safety of my drop pod I watched as a mountain rose to its knees, pushing itself up with arms of stone and dirt and twine. \n\nThe Colossus appears as a cousin of the Rock Golem and share many similarities, from its red gaze to its stocky stature. Around its feet many smaller golems rose, joining it. In what possible ways could conventional weapons help me?\n\nI've begun to find a dark humor in the absolute overkill that I face. This is simply ridiculous.",
"wanderingVagrant.name" : "Wandering Vagrant",
"wanderingVagrant.story" : "Day 3. While looking through some wreckage of the old ship, I felt a hot sensation on my skin and a brilliant white flash. Over the horizon maybe 5 miles north I saw it, looming over the forest tops.\n\nIt must be the size of a house, this thing. A massive variant of the jellyfish seen earlier; this behemoth hovers in the air, searching for something. The gas used to propel this beast bend the trees below it flat. When it spotted its prey, it sent out six bioluminescent orbs, all crashing towards the ground and incinerating the target. \n\nThis Vagrant, as I've come to call it, seems to wander amidst the skies, followed by many jellyfish. On the occasion the clouds part, I swear I sometimes see hundreds of vagrants up there. What are they looking for?",
"magmaWorm.name" : "Magma Worm",
"magmaWorm.story" : "I've stumbled upon an old relic, notably with two distinct stone prongs. On approaching it it whirred to life, apparently charging up. This seemed to disturb something deep and violent below the ground..\n\nThe Magma Worm exploded out of the ground, knocking me off my feet. While I struggled with shell shock, I saw it arc through the sky, then plunge back into the ground with another bang. \n\nReaching about.. 200 meters, the worm moves extremely fast for its size. Permanently burning out of pores in its skin, the Magma Worm uses this flame as both a hunting tool and a way to melt through the ground quickly. Its small, beady eyes lurch around, looking for prey. With its massive size, the Magma Worm must either eat VAST amounts of food a day or hibernate for a very, very, very long time below ground.",
"ancientWisp.name" : "Ancient Wisp",
"ancientWisp.story" : "Could this be the architect of the smaller wisps? Perhaps this Ancient Wisp is the puppeteer behind the fiery masks harassing me thus far, or is he also a devilish device of something greater..?\n\nThe heat coming off the purple flames is extreme. Ferocious columns of lightning threaten to short-out my suit, or worse, turn me into a blistered husk. What fuels these violent, burning apparitions?",
"impOverlord.name" : "Imp Overlord",
"impOverlord.story" : "Oh, why me? My heart stopped when this great Imp manifested in previously empty space. So many horrendous eyes. With a gaping scream the Imp lets out a deadly red vapor. Some type of laser also trails me. \n\nThis demon is just as baffling in its movements as the smaller one. Barely escaping the Imp's whipping grasp I landed a final blow. Its dying body split open at its meridian, displaying its innards like some ghastly flower. This monster is just as gruesome in death as it was in life.",
"ifrit.name" : "Ifrit",
"ifrit.story" : "Could this be..? Tales I never believed recounted a horrible beast, fire incarnate. Scourge of another solar system, the Ifrit nearly wiped out an entire space colony before being chained and launched into the great black void. Supposedly the flaming jets that accompanied his roars could be seen for days as he drifted outwards. \n\nGreat towers, what must have been the containment structure used to trap this monster, prevent his escape even on this forsaken plane. The only explanation I have for my surviving this legendary encounter is his many years drifting in space and having been fettered in this unforgiving, frozen wasteland.",
"toxicBeast.name" : "Toxic Beast",
"toxicBeast.story" : "This goliath's body has been carved by this world, covered in numerous scars. The squealing queen had seen many battles. Her coarse hair growing in jagged patches between each old wound only increased her fearsome appearance. \n\nHot breath from the boar's massive nose fogged up my helmet so badly that it was a marvel I was able to evade her stomping hooves overhead.",
"cremator.name" : "Cremator",
"cremator.story" : "I could not believe my eyes as this creature erupted from the lava. My suit's temperature gauges screeched in warning. How can anything subsist in such heat? The lava parts in waves as the monster swims rapidly through it. \n\nThrough craters in the Cremator's thick back armor red hot boulders explode in every direction. The amount of heat and pressure within its body must be a source of immense power. However, its head does not appear as well protected. I pray that it is a source of weakness, for if this leviathan bests me I know there will be no remains left to mark my short existence.",
"scavenger.name" : "Scavenger",
"scavenger.story" : "Who knew a pack rat could be so dangerous! This creature seems to be hoarding many of the items littered across this planet. I have seen no others of its kind. If it hadn't been so intent on slaying me I would have tried to gain this Scavenger as an ally.. \n\nWill I ever see a friendly face again, or will my last breaths be on this hostile planet?",
"providence.name" : "Providence",
"providence.story" : "I recognized him from the security footage... he was the one who blew the cargo hatches open. He was the one who killed everyone. \n\nProvidence, as I came to call him, moved faster and with more purpose than anything else I've seen on this planet. He must command great power, for he seemed to easily control two great gilded wurms of a species similar to the Magma Worm. Is he able to command everyone on this planet? I don't know his purpose, or his reasoning, but he did not give me a choice. I had to kill him... so why do I feel like I made a terrible mistake?\n\n...Why did we have a teleporter from this planet in our cargo hold?",
"bramble.name" : "Bramble",
"bramble.story" : "While walking through overgrown ruins I found myself surrounded by strange rustling that I could not place. Stepping into a massive temple, vines whipped the entryway shut and the ivy began slithering down the walls. These living Brambles spit caustic venom and I'm thankful to only have holes left in my gloves. Their hypnotic sway distills fear in me and I recognize some higher intelligence in their movements. The bark at their base facilitates some kind of locomotion, though I can't identify any apparent muscular system inside that would drive it. After the encounter, the resulting coughs and spasms left me on edge as I scaled the tower and left the echoes behind me.",
"lemurianCavalry.name" : "Lemurian Cavalry",
"lemurianCavalry.story" : "I found a group of red Lemurians resting in the dilapidated ruins with domesticated boars alongside them. I've never seen a red species outside of the flying types, though I doubt these are any more welcoming. With great spears and flamboyant helmets, they resemble cavalry of times past, and I'm not equipped to face any chariots head-on. In the distance I can see two of them sparring atop their beasts. They attack with sharp agility and acrobatic prowess that I hope to never experience.",
"macrobe.name" : "Macrobe",
"macrobe.story" : "Sinking into an endless lake, I was caught off-guard by these huge cellular beasts. Bounding towards me, I can almost identify their internal anatomy behind thick membranes - How is it possible that some sort of microbe could get this large? Can this really be a single cell? Rough, thorn-like cilia coat its surface and it's flagellum serves as a razor sharp whip. The water doesn't seem to impede it at all, though its strange bouncing behavior may be a result of its attempts to pursue me under heavy water pressure. I'm weary of the force it seems to exert even within these conditions. My oxygen supply can't afford any leaks.",
"macrobicPredator.name" : "Macrobic Predator",
"macrobicPredator.story" : "Some kind of massive insect, this creature snaps like a viper and skitters like an ant. It shouldn't be possible at such a scale to move so abruptly and yet it does. Similar to the Macrobe, this monster is some kind of predatory cell. With a massive rope of nerves at its core, I can only imagine it acts on instinct alone. I dug into a corpse to see if the spinal rope could sustain me in this toxic hive, but I found my arms stuck to the thick membrane and I had to use my knife to remove the non-newtonian gel. It'd make a great trap for prey, but I don't have time to test that theory.",
"lynxTribe.name" : "Lynx Tribe",
"lynxTribe.story" : "I glanced to one side, trying to get my bearings. By sheer luck, my eyes picked up something barely visible, so still it could be mistaken for a rock. A shiver ran down my spine as I realized it was alive. I hadn't heard anything approach; how long had it been watching me? Why hadn't it attacked me? I suppose the creature had never seen anything like me. As we exchanged gazes, I noticed there were more of them. Gripped by fear, I shot a glance at my firearm which, in my hubris, was still in its holster. A twig snapped, and I immediately looked back to them, but they were gone. I walk slowly now. There could be one of these behind every blade of grass.",
"lynxTotem.name" : "Lynx Totem",
"lynxTotem.story" : "Travelling through the fungal caverns, I kept seeing out of place rubble that trailed to nowhere. With no buildings in sight, I was shocked to see a brick wall in the distance. Little cat-like creatures with masks and weaponry danced around the structure, and I could hear them laugh with one another. They appeared to be practicing some kind of worship, though the structure looked unlike anything I've seen on this planet. More of them crawled out from the dirt nearby, but strangely I haven't seen any evidence of them resting or hiding in the soil prior to that. Luckily they were distracted - I don't know that I could take on a horde of that size, no matter how small they were.",
"swift.name" : "Swift",
"swift.story" : "These flying stones manage to stay airborne despite their shale armor. Like a thousand darts thrown from the sun, they dive so swiftly toward me that their beaks slam into the ground. I've yet to see a surface that they cannot puncture, and I'm shocked that their beaks never seem worn. Their predictive aim is troubling, and they seem to know where I'm headed before I do. I've witnessed packs of these strange birds circling like vultures in the distant sky, though I've never witnessed any of them scavenging for food. Attempts to fashion their armor into new blades have resulted in nothing but chips in my knife.",
"trokk.name" : "Trokk",
"trokk.story" : "While resting in the shade of a massive tree, I was startled at what I thought was an earthquake. The ground shifted beneath my feet and I was suddenly thrown into the air. Beneath me was the gaping maw of a Trokk, and if I weren't already gripping my pistol it would've crushed me into sheet metal. Beyond the stone exterior of this strange walking log is some kind of vulnerable flesh like the inside of an alligator's mouth. With no space for a stomach I shudder at the thought of what happens to its victims.",
"tuber.name" : "Tuber",
"tuber.story" : "The Tuber is reminiscent of the small plants I cared for back on the ship. Nestling themselves deep in the ground, they hide from prey and wait for vibrations to initiate their fanged attack. Like fighting a giant antlion, sometimes the best strategy was to lure them out by tossing spent magazines. I tried stones and other bait, but their responses to the bait seemed dependant on some unseen quality. The behavior of the beasts on the planet continue to concern me - I feel like all eyes are on me despite how natural these animals seem from a distance."
},
"stage" : {
"desolateForest.name" : "Desolate Forest",
"desolateForest.subname" : "Ground Zero",
"desolateForest.story" : "Crashing into a verdant field isn't the worst outcome. I can see lush, rolling hills and strange castles built into mountains. There are foreign species patrolling the grasslands and bizarre housing foundations erected along worn footpaths. I've seen lizards who walk like men and otherworldly stone creatures infused by blazing lights. They seem docile and intelligent, passing by one another with little interaction, but their stiffened postures leave me wary. There's so much culture here for an undocumented planet. There's so much history to these buildings, but their construction doesn't make any sense. Rebar and concrete make up juvenile fabrications, accompanied by worn bricks gathered from ancient castles just meters away. Tree stumps and dead branches litter the landscape as if a forest was felled. But decay settled on this garden long ago... How do you get to concrete before raising a single village? Red sparks dance in the distant sky. I don't know what I'm hoping for.",
"driedLake.name" : "Dried Lake",
"driedLake.subname" : "Ground Zero",
"driedLake.story" : "A massive desert filled with boardwalks and ten-foot crabs. I'm shocked that this is anywhere near the forest I was just in, but I can still see those mountains in the distance - All that greenery traded for dust and skeletons. I would think these catwalks were built to protect from the hot sand below, but these wrecked ships are buried in such shallow dunes. When was there water here? Rain hits my helmet and sizzles at my feet. The overcast sky softens the shadows of petrified barnacles cast over the distant wooden structures. They're held together like old junk in a garage. I can feel the planks bow under my weight, but I'd rather take my chances than wade through a muddy sea of claws and mandibles.",
"dampCaverns.name" : "Damp Caverns",
"dampCaverns.subname" : "Fungal Haven",
"dampCaverns.story" : "I'm launched into darkness. The bioluminescence is fighting with the pitch black of the caverns, and I can barely make out cliffs and valleys alongside these enormous mushrooms. Some younger ones toddle around and release dense gas clouds, but I've yet to see any individuals who have grown beyond my height. I'm cautious to touch the stalks of any of these towering masses should I find one, so I'm left creeping through the dark bellows towards the next pronged portal. The earth's rotten constitution leaves the ground pillowy. Distant sinkholes above me dot the ceiling like stars. It'd be nice, if it weren't for the constant excretions pouring around my boots. And the rotten stench. I can't even hold my nose.",
"skyMeadow.name" : "Sky Meadow",
"skyMeadow.subname" : "Field of Sprites",
"skyMeadow.story" : "I wonder how these landmasses stay afloat? I can't feel any gravitational abnormalities here, even when I'm beneath them. So far this planet has felt like walking on Mars, nothing would've indicated this as a possibility. After falling asleep on an isolated peninsula, I was shocked to wake up with company. Stone statues of hooded figures had surrounded me silently while I slept. No drag marks, no footsteps, no sound. Except there was a sound - a faint hum resonating between them. After a few minutes of stillness, I rose to my feet. I reached out to push them aside and the humming stopped. ",
"ancientValley.name" : "Ancient Valley",
"ancientValley.subname" : "Frozen Tundra",
"ancientValley.story" : "This bridge just goes on forever... but at least it _is_ a bridge. Between this blizzard and the mountain fog I can't see more than two meters ahead, even with my mounted lights. I know I haven't accidentally turned around because the stampede keeps rumbling in the distance behind me, though I'm starting to wonder if its just the wind against the crumbling cliffsides. There's scorched steel strewn along the road, still smoking. What kind of fire could burn in a place like this? I'll have to clamber down to the exposed access tunnels running underneath the bridge to rest, though I can't tell if the drop below is 10 meters or 10 miles.",
"sunkenTombs.name" : "Sunken Tombs",
"sunkenTombs.subname" : "Underwater Catacombs",
"sunkenTombs.story" : "It's hard to tell how deep these catacombs go. I don't have enough oxygen to explore more deeply. Murals describing some kind of war or migration are etched into the walls, though the water pressure must've torn them apart years ago. I can make out figures riding ships - it's hard to tell and I imagine any species that would build a tomb this deep underwater wouldn't require them. The sarcophagi lining the halls ring hollow and the tables and pots look untouched like some sort of nuclear shelter, frozen in time. The ceilings in here are so high and have skylights dug out from the earth above. The caustics are beautiful on the old stonework, though I don't see how they intended for the sun dial below to serve its purpose.",
"magmaBarracks.name" : "Magma Barracks",
"magmaBarracks.subname" : "The Core",
"magmaBarracks.story" : "It's hot. My suit can't regulate in temperatures like these. I can see waterfalls of lava flowing from grand battlements above me feeding into lakes of magma. The giant turtles below seem quite fond of it, though the surrounding Lemurians seem to have built great steel pens to cage them in. I've caught glimpses of the tribes ferrying back and forth atop their ashen shells almost as frequently as I've seen sacrifices made to feed them. These walkways between the watch towers are calm for now, but the amount of weapons strewn about are concerning. I can hear the clanking of workshops ahead. The only way left is up from here. A mile or so above me I can see the roots of a great tree with battlements spiraling toward it. Maybe I won't need to take a portal this time?",
"hiveCluster.name" : "Hive Cluster",
"hiveCluster.subname" : "Deep Undergrowth",
"hiveCluster.story" : "It's hard to tell whats alive and what isn't down here. The fibrous membranes that line the walls are sticky like fresh sap, and its difficult to avoid stepping on gestating pustules wherever you go. I'm stuck hanging from this flesh-rope for now. It's either waiting for these orange beasts to leave or upsetting the hive with more gunfire. At least this time I'm smelling strawberries instead of rot, but the sweet siren's call isn't doing much when I can see skeletons inside this thing. I can feel a slight crawling sensation around my hands and the heat pulses from these fibers like some kind of sick womb. I heard what sounded like crying a moment ago, but it's stopped since then. It was probably my imagination, the constant buzzing is as deafening as it is frightening. ",
"templeOfTheElders.name" : "Temple of the Elders",
"templeOfTheElders.subname" : "Holy Ground",
"templeOfTheElders.story" : "A vast hole of clouds swirls along the lip of this massive floating ridge. Towers and churches are constructed with windows and archways all standing with reverence toward the center of the miles-wide gap. A sort of vortex sucks the air downward and I can see flocks of birds dancing in the wind, like some sort of ritual. The sun touches these stones like nowhere else and a massive spire echoes into the sky, piercing the clouds only to be swallowed again before reaching the atmosphere. It has to have been a thousand steps climbed by now, with the corpses piling up in the nave below. Thunder roars down this spiral, with red lightning flashing shadows of future combatants against the walls. From this height I can finally see it: The Contact Light.",
"riskOfRain.name" : "Risk of Rain",
"riskOfRain.subname" : "UES Contact Light",
"riskOfRain.story" : "<ul>//-c o m m a n d l o g 0 1</c>\nUES Class-D Ship 'Contact Light' is capable of carrying 8 million standard-load crates in a single voyage. Freight containers of varying sizes can be magnetized to its cargo hold, with rotational drums stabilizing any disturbances that may occur during space travel. With 50 years of shipments under its wing, it's still a relatively juvenile freighter within the D Suite. Recent restructuring has caused shipment schedules to be rotated among the lesser ships. With half of Class-A ships out of commission due to [REDACTED], the 'Contact Light' has been chosen to deliver [REDACTED]'s previously scheduled cargo. A new captain has been assigned to oversee the journey, and we have placed agents on-board for security reasons. Godspeed.",
"boarBeach.name" : "Boar Beach",
"boarBeach.subname" : "Simpler Times",
"boarBeach.story" : "Through some brambles and fencing I've come across a clearing in the fog. A big bang dropped me from my perch as boars rampaged, weaving in and out of the iron rebar collected from the endless bridge. The spikes were organized into patterns, almost like farm pens, and the pigs each took turns collecting dirt and piling it between them. Beyond that was a barren circle formed from repeated stomping in the tundra. Two boars were fighting within, but one dressed in a shirt appeared to be dancing between the other's attacks, as if it had years of experience. What <ul>ki d o eco s s n? W a --</c>\n\n<r>///Data fragment error: EXCEPTION CCPLS_7479@@@@@@@@@@</c>"
},
"actor" : {
"oP.name" : "Player",
"oLizard.name" : "Lemurian",
"oLizardF.name" : "Evolved Lemurian",
"oLizardG.name" : "Elder Lemurian",
"oLizardRL.name" : "Lemurian Cavalry",
"oLizardRLG.name" : "Lemurian Lancer",
"oGolem.name" : "Rock Golem",
"oGolemS.name" : "Snow Golem",
"oGolemS2.name" : "Shining Golem",
"oGolemT.name" : "Trokk",
"oGolemB.name" : "Swift",
"oBramble.name" : "Bramble",
"oTuber.name" : "Tuber",
"oWisp.name" : "Wisp",
"oWispG.name" : "Greater Wisp",
"oWispG2.name" : "Archaic Wisp",
"oImp.name" : "Portal Imp",
"oImpM.name" : "Tiny Imp",
"oImpS.name" : "Purple Imp",
"oImpFriend.name" : "Friendly Imp",
"oBison.name" : "Bighorn Bison",
"oClay.name" : "Clay Man",
"oMush.name" : "Mushrum",
"oCrab.name" : "Sand Crab",
"oSpider.name" : "Mechanical Spider",
"oBoarM.name" : "Boarlit",
"oBoarMS.name" : "Iron Boarlit",
"oChild.name" : "Child",
"oChildG.name" : "Parent",
"oGuard.name" : "Temple Guard",
"oGuardG.name" : "Sanctuary Guard",
"oSpitter.name" : "Spitter",
"oSlime.name" : "Gup",
"oSlime2.name" : "Geep",
"oSlime3.name" : "Gip",
"oNaut.name" : "Whorl",
"oJelly.name" : "Jellyfish",
"oJellyG2.name" : "Young Vagrant",
"oBug.name" : "Archer Bug",
"oMac.name" : "Macrobe",
"oMacG.name" : "Macrobic Predator",
"oMacT.name" : "Macrobic Tardigrade",
"oGolemG.name" : "Colossus",
"oGolemG.text" : "Giant Stone Guardian",
"oJellyG.name" : "Wandering Vagrant",
"oJellyG.text" : "Gentle Protector",
"oWorm.name" : "Magma Worm",
"oWorm.text" : "Ancient Lava Swimmer",
"oWispB.name" : "Ancient Wisp",
"oWispB.text" : "Banished and Chained",
"oImpG.name" : "Imp Overlord",
"oImpG.text" : "Lord of the Red Plane",
"oBoar.name" : "Toxic Beast",
"oBoar.text" : "Mother of Many",
"oTurtle.name" : "Cremator",
"oTurtle.text" : "Shielded Artillery",
"oIfrit.name" : "Ifrit",
"oIfrit.text" : "Scion of the Infernal King",
"oScavenger.name" : "Scavenger",
"oScavenger.text" : "Tasting Your Own Medicine",
"oImpGS.name" : "Imp Vanguard",
"oImpGS.text" : "Reclaimer",
"oAcrid.name" : "Acrid",
"oAcrid.text" : "Test Subject",
"oLizardGS.name" : "Direseeker",
"oLizardGS.text" : "Track and Kill",
"oBoss1.name" : "Providence",
"oBoss1.text" : "Bulwark of the Weak",
"oBoss2Clone.name" : "Umbra of Providence",
"oBoss2Clone.text" : "Shadow Clone",
"oWurmHead.name" : "Gilded Wurm",
"bossWurm.name" : "Gilded Wurms",
"bossWurm.text" : "Hands of Providence",
"oEfDecoy.name" : "Decoy",
"oDrone1.name" : "Gunner Drone",
"oDrone2.name" : "Attack Drone",
"oDrone3.name" : "Missile Drone",
"oDrone4.name" : "Healing Drone",
"oDrone5.name" : "Laser Drone",
"oDrone6.name" : "Flame Drone",
"oDrone7.name" : "Medical Drone",
"oDroneGolem.name" : "Acquainted Construct",
"oDrone8.name" : "Beam Drone",
"oDrone9.name" : "Rocket Drone",
"oDrone10.name" : "Blaze Drone",
"oDrone2S.name" : "Guilded Attack Drone",
"oDrone7S.name" : "Guilded Medical Drone",
"oDrone8S.name" : "Gilded Beam Drone",
"oDrone9S.name" : "Gilded Rocket Drone",
"oDrone10S.name" : "Gilded Blaze Drone",
"oShamP.name" : "Lynx Scout",
"oShamB.name" : "Lynx Archer",
"oShamL.name" : "Lynx Hunter",
"oShamG.name" : "Lynx Totem",
"oShamG.text" : "N'Kuhana's Faithful",
"oEnforcerDoppleganger.name" : "Umbra of Enforcer",
"oEnforcerDoppleganger.text" : "Impenetrable Defender",
"oMercDoppleganger.name" : "Umbra of Mercenary",
"oMercDoppleganger.text" : "Lost Ronin",
"oUmbraA.name" : "Umbral Scourge",
"oUmbraB.name" : "Umbral Calculation",
"oUmbraC.name" : "Umbral Rage",
"oUmbraD.name" : "Umbral Fear",
"standoffTrial.name" : "Standoff",
"bossCrew.text" : "Horde of Many",
"emptyBossDescription.text" : "",
"genericTrialBossDescription.text" : "Worthy Opponent",
"standffTrial.text" : "Keep It Going!",
"trialOneColossus.text" : "The First Barrier",
"trialWhipVagrant.text" : "Ghostly Reminder",
"trialSoloScavenger.text" : "Spiteful Loner"
},
"elite" : {
"blazing.name" : "Blazing %s",
"frenzied.name" : "Frenzied %s",
"leeching.name" : "Leeching %s",
"overloading.name" : "Overloading %s",
"volatile.name" : "Volatile %s",
"blighted.name" : "Blighted %s",
"blighted.text" : "Phantasm",
"artifactBoss.name" : "Desecrated %s",
"cognant.name" : "Cognate %s"
},
"ending" : {
"loss.title" : "DEFEAT!",
"won.title" : "WON!"
},
"killCause" : {
"lava" : "Lava",
"acid" : "Acid",
"mystery" : "Huh?"
},
"skill" : {
"commandoZ" : {
"name" : "Double Tap",
"description" : "Shoot rapidly for <y>60% damage.</c>"
},
"commandoX" : {
"name" : "Full Metal Jacket",
"description" : "Shoot <y>through enemies</c> for <y>230% damage, knocking them back.</c>"
},
"commandoC" : {
"name" : "Tactical Dive",
"description" : "<y>Roll forward</c> a small distance.\nYou <b>cannot be hit</c> while rolling."
},
"commandoV" : {
"name" : "Suppressive Fire",
"description" : "Fire rapidly, <y>stunning</c> and hitting nearby enemies for <y>6x60% damage.</c>"
},
"commandoVBoosted" : {
"name" : "Suppressive Barrage",
"description" : "Fires rapidly, <y>stunning</c> and hitting nearby enemies for <y>10x60% damage.</c>"
},
"commandoX2" : {
"name" : "Combat Knife",
"description" : "Slash enemies for <y>150% damage</c>, <r>wounding</c> them for 4 seconds.\n<r>Wounded</c> enemies take an extra <y>50% damage</c> from <b>all sources.</c>"
},
"commandoC2" : {
"name" : "Tactical Slide",
"description" : "<y>Slide on the ground</c> a short distance.\nYou <b>can fire in either direction</c> while sliding."
},
"commandoV2" : {
"name" : "Point-Blank",
"description" : "Take out your shotgun and fire, hitting nearby enemies for <y>6x100% damage.</c>"
},
"commandoV2Boosted" : {
"name" : "Lead Shot",
"description" : "Take out your shotgun and fire, hitting nearby enemies for <y>8x100% piercing damage.</c>"
},
"enforcerZ" : {
"name" : "Riot Shotgun",
"description" : "Fire a short range blast for <y>160% damage</c>, hitting all enemies."
},
"enforcerX" : {
"name" : "Shield Slam",
"description" : "Smash <y>nearby enemies</c> for <y>210% damage, knocking them back</c>."
},
"enforcerC" : {
"name" : "Protect and Serve",
"description" : "Take a <b>defensive stance, blocking all damage from the front. <y>Increases attack speed</c>, but <b>reduces movement.</c>"
},
"enforcerV" : {
"name" : "Crowd Control",
"description" : "Launch a <y>stun grenade</c>, <y>stunning enemies</c> in a huge radius for <y>250% damage</c>. <y>Can bounce at shallow angles.</c>"
},
"enforcerVBoosted" : {
"name" : "Tear Gas",
"description" : "Launch a <y>gas grenade</c>, <b>fearing and knocking back enemies</c> in a huge radius for <y>250% damage</c>. Can bounce at shallow angles."
},
"enforcerZ2" : {
"name" : "Shrapnel Grenade",
"description" : "Fire a <b>shrapnel grenade</c>, exploding for <y>3x60% damage</c>. <b>Holds up to 4 grenades</c>, reactivate when empty to <y>reload your weapon</c>."
},
"enforcerZ2Reload" : {
"name" : "Reload",
"description" : "Reload your grenade launcher."
},
"enforcerX3" : {
"name" : "Shield Tackle",
"description" : "Dash forwards, slamming nearby enemies for up to <y>5x100% damage</c>, knocking them back and <y>stunning</c> them."
},
"enforcerV2" : {
"name" : "Disperse",
"description" : "Fire three shotgun blasts for <y>3x300% damage</c>. <r>More effective on larger enemies.</c> <b>Fires downwards when used airborne.</c>"
},
"enforcerV2Boosted" : {
"name" : "Evacuate",
"description" : "Fire three shotgun blasts, for <y>3x350% damage</c>, knocking them up and <y>stunning</c> them in a larger radius. <r>More effective on larger enemies.</c> <b>Fires downwards when used airborne.</c>"
},
"banditZ" : {
"name" : "Blast",
"description" : "Fire a powerful slug for <y>150% damage.</c>"
},
"banditX" : {
"name" : "Dynamite Toss",
"description" : "Toss an explosive <y>in an arc</c> for <y>300% damage.</c>"
},
"banditC" : {
"name" : "Smokebomb",
"description" : "<b>Turn invisible</c>. After 3 seconds or after using another ability, surprise and <y>stun enemies for 140% damage.</c> "
},
"banditV" : {
"name" : "Lights Out",
"description" : "Take aim for a headshot, dealing <y>500% damage</c>. If this ability <r>kills an enemy</c>, the Bandit's <b>cooldowns are all reset to 0.</c>"
},
"banditVBoosted" : {
"name" : "Assassinate",
"description" : "Take aim a headshot for <y>2x500% damage</c>. If this ability <r>kills an enemy</c>, the Bandit's <b>cooldowns are all reset to 0.</c>"
},
"banditZ2" : {
"name" : "Whip",
"description" : "Crack a whip forward for <y>200% damage</c>, knocking enemies back."
},
"banditC2" : {
"name" : "Flashbang",
"description" : "Toss a flash grenade, <y>stunning and blinding all enemies</c>. \nBlinded enemies <b>cannot attack, are slowed</c> and take <y>25% extra damage</c>. "
},
"banditV2" : {
"name" : "Standoff",
"description" : "Take aim for a headshot, dealing <y>500% damage</c>. If this ability <r>kills an enemy</c>, gain 1 temporary stack of <b>Standoff.</c>\n<b>Standoff</c> stacks increase <y>damage by 50%</c> each and last 15 seconds."
},
"banditV2Boosted" : {
"name" : "Quick Draw",
"description" : "Take aim a headshot for <y>2x600% damage</c>. If this ability <r>kills an enemy</c>, gain 1 temporary stack of <b>Standoff.</c><b>Standoff</c> stacks increase <y>damage by 50%</c> each and last 20 seconds."
},
"huntressZ" : {
"name" : "Strafe",
"description" : "Fire an arrow for <y>120% damage</c>. \n<b>You can shoot all skills while moving.</c>"
},
"huntressX" : {
"name" : "Laser Glaive",
"description" : "Throw a glaive that <y>bounces</c> to up to 4 enemies for <y>300% damage</c>. Increases by <y>30% per bounce.</c>"
},
"huntressC" : {
"name" : "Blink",
"description" : "Teleport <y>forward a small distance.</c>"
},
"huntressV" : {
"name" : "Cluster Bomb",
"description" : "Fire an <y>explosive arrow</c> for <y>320% damage</c>. The arrow drops bomblets that detonate for <y>6x80% damage</c>."
},
"huntressVBoosted" : {
"name" : "Mk7 Rockeye",
"description" : "Fire an explosive arrow for 320% damage. The arrow drops bomblets that detonate for 12x80%."
},
"huntressZ2" : {
"name" : "Pierce",
"description" : "Hold to charge an arrow shot, firing for up to <y>1000% damage</c>. \n<b>Move more slowly While casting.</c>"
},
"huntressX2" : {
"name" : "Laser Cyclone",
"description" : "Throw a <y>large, slow-moving</c> glaive, dealing <y>50% damage</c> over time, before returning."
},
"huntressC2" : {
"name" : "Warp Dart",
"description" : "Fire a weighted dart, <y>teleporting you to it when it lands.</c> Explodes for <y>200% damage</c> upon landing."
},
"handZ" : {
"name" : "HURT",
"description" : "APPLY FORCE TO ALL COMBATANTS FOR <y>180% DAMAGE.</c>"
},
"handX" : {
"name" : "DRONE - HEAL",
"description" : "FIRE A DRONE FOR <y>190% DAMAGE</c> WHILE ALSO <g>HEALING YOURSELF</c>. <b>GAIN DRONES BY KILLING ENEMIES.</c>"
},
"handC" : {
"name" : "OVERCLOCK",
"description" : "INCREASE <y>ATTACK SPEED AND STUN CHANCE BY 30%.\n<b>INCREASE DURATION BY ATTACKING ENEMIES.</c>"
},
"handV" : {
"name" : "FORCED_REASSEMBLY",
"description" : "APPLY GREAT FORCE TO ALL COMBATANTS FOR <y>500% DAMAGE, KNOCKING THEM IN THE AIR.</c>"
},
"handVBoosted" : {
"name" : "UNETHICAL_REASSEMBLY",
"description" : "APPLY GREAT FORCE TO ALL COMBATANTS FOR 500% DAMAGE, STUNNING, SHOCKING, AND KNOCKING THEM IN THE AIR"
},
"handX2" : {
"name" : "DRONE - SPEED",
"description" : "FIRE A DRONE FOR <y>190% DAMAGE</c> WHILE ALSO <y>TEMPORARILY GAINING ATTACK SPEED</c>. <b>GAIN DRONES BY KILLING ENEMIES.</c>"
},
"handX3" : {
"name" : "DRONE - VENT",
"description" : "FIRE A DRONE FOR <y>190% DAMAGE</c> WHILE ALSO <y>LOWERING EQUIPMENT COOLDOWNS AND EXTENDING OVERCLOCK DURATION</c>. <b>GAIN DRONES BY KILLING ENEMIES.</c>"
},
"handX4" : {
"name" : "DRONE - BLAST",
"description" : "FIRE A DRONE THAT EXPLODES ON CONTACT FOR <y>500% DAMAGE</c>, AT BLINDING SPEEDS, <y>EXTENDING OVERCLOCK DURATION</c>. <b>GAIN DRONES BY KILLING ENEMIES.</c>"
},
"handV2" : {
"name" : "DISASSEMBLE",
"description" : "TEAR COMBATANTS APART FOR <y>5x90% DAMAGE</c>, SCALING WITH <y>ATTACK SPEED.</c>\nCAN MOVE SLOWLY WHILE CASTING."
},
"handV2Boosted" : {
"name" : "DISMANTLE",
"description" : "TEAR COMBATANTS APART FOR <y>5x90% DAMAGE</c>, SCALING WITH <y>ATTACK SPEED</c>, BURNING THEM FOR <y>20% DAMAGE OVER TIME.</c>\nCAN MOVE SLOWLY WHILE CASTING."
},
"engineerZ" : {
"name" : "Tri-nade",
"description" : "Launch three grenades for <y>3x80% damage.</c>"
},
"engineerX" : {
"name" : "Bounding Mine",
"description" : "<y>Drop a trap</c> that explodes for <y>300% damage</c>.\n<b>Hold up to 10.</c>"
},
"engineerC" : {
"name" : "Thermal Harpoons",
"description" : "Launch four <y>heat-seeking harpoons</c> for <y>4x250% damage.</c>"
},
"engineerV" : {
"name" : "Auto Turret",
"description" : "<y>Drop a turret</c> that shoots for <y>3x100% damage</c>, inheriting all of your items.\n<b>Hold up to 2.</c>"
},
"engineerVBoosted" : {
"name" : "Auto Turret Mk. 2",
"description" : "Drop a turret that shoots for 3x100% damage for 30 seconds. Hold up to 3."
},
"engineerZ2" : {
"name" : "Mortar Barrage",
"description" : "Launch mortar rounds in an arc for <y>80% damage</c>. Can move while firing."
},
"engineerX2" : {
"name" : "Shockwave Mine",
"description" : "<y>Drop a defensive mine</c> that knocks enemies back a significant distance for <y>120% damage</c>. Can trigger up to 3 times.\n<b>Hold up to 3.</c>"
},
"engineerV2" : {
"name" : "V.0.2 Prototype Laser Turret",
"description" : "<y>Drop a turret</c> that <b>charges up over 8 seconds</c> and fires for <y>1200% damage </c> per hit, inheriting all of your items. \nFragile, rapidly <r>damaging itself</c> while firing."
},
"engineerV2Boosted" : {
"name" : "V.0.5 Beta Laser Turret",
"description" : "<y>Drop a turret</c> that <b>charges up over 8 seconds</c> and fires for <y>1200% damage </c> per hit, inheriting all of your items. \nFragile, rapidly <r>damaging itself</c> while firing. <b>Hold up to 2.</c>"
},
"minerZ" : {
"name" : "Crush",
"description" : "Crush nearby enemies for <y>160% damage</c>. Gain <b>heat</c> on hit. Deals an additional <y>45% damage</c> while <b>Scorching</c>."
},
"minerX" : {
"name" : "Drill Charge",
"description" : "Hold to <y>dash through</c> enemies for <y>150% damage</c>, <b>spending heat</c> while in use. You <b>cannot be hit</c> while dashing. Incurs no cooldown while <b>Scorching</c>."
},
"minerC" : {
"name" : "Backblast",
"description" : "<y>Blast backwards</c> for <y>200% damage, stunning all enemies</c>. You <b>cannot be hit</c> while dashing. Dash further and for more damage while <b>Scorching</c>."
},
"minerV" : {
"name" : "To The Stars",
"description" : "Leap into the air, hitting enemies below for <y>3x180% damage</c>. Costs <b>20% heat</c> and incurs no cooldown while <b>Scorching</c>."
},
"minerVBoosted" : {
"name" : "Starbound",
"description" : "Leap into the air, hitting enemies below for <y>5x180% damage</c>. Costs <b>15% heat</c> and incurs no cooldown while <b>Scorching</c>."
},
"minerZ2" : {
"name" : "Throwing Axe",
"description" : "Toss a pickaxe for <y>125% damage</c>. Gain <b>heat</c> on hit.\nWhile <b>Scorching</c>, pickaxes <y>pierce</c>, and get thrown more rapidly."
},
"minerX2" : {
"name" : "Drill Dash",
"description" : "Dash through the air <b>in your held direction.</c> When contacting an enemy, rapidly drill in place for <y>150% damage</c> for as long as you have <b>heat</c>."
},
"minerC2" : {
"name" : "Burnout",
"description" : "<y>Explode</c> in a large area for <y>500% damage</c>, stunning all enemies. <y>Damages you for 25% max health</c> and <b>gain 25% heat</c>. \nCannot die from self-damage."
},
"sniperZ" : {
"name" : "Snipe",
"description" : "Shoot an enemy for <y>250% damage.</c> Reactivate the ability to <y>reload your weapon</c>, granting <y>bonus damage</c> if timed correctly."
},
"sniperX" : {
"name" : "Steady Aim",
"description" : "Carefully take aim, <y>increasing damage the longer the button is held down.</c> On release, fire a bullet for <y>up to 2000% damage.</c>"
},
"sniperC" : {
"name" : "Military Training",
"description" : "<y>Backflip</c> a large distance.\nYou <b>cannot be hit</c> while rolling."
},
"sniperV" : {
"name" : "Spotter: SCAN",
"description" : "Send your Spotter out to <y>analyze the most dangerous enemy</c>, increasing <y>critical strike chance</c> against it by <y>100%.</c>"
},
"sniperVBoosted" : {
"name" : "Spotter: ISOLATE",
"description" : "Send your Spotter out to <y>analyze the most dangerous enemy</c>, <b>slowing</c> and increasing <y>critical strike chance</c> against it by <y>100%.</c>"
},
"sniperVRecall" : {
"name" : "Spotter: RECALL",
"description" : "Cancel the current Spotter operation, returning it to you."
},
"sniperZReload" : {
"name" : "Reload",
"description" : "Reload your sniper rifle, gaining <y>30-60% bonus damage</c> if timed in the colored zone."
},
"sniperZ2" : {
"name" : "Improvise",
"description" : "Swing your rifle in front of you, dealing <y>120% damage</c> and knocking enemies back."
},
"sniperX2" : {
"name" : "Quickscope",
"description" : "Rapidly take aim, <y>dealing damage within a moving reticle</c>.\nOn release, fire a bullet for <y>600% damage.</c>"
},
"sniperC2" : {
"name" : "Heavy Recoil",
"description" : "<y>Fire at the ground,</c> launching yourself up and away. Deals <y>200% damage</c>."
},
"acridZ" : {
"name" : "Festering Wounds",
"description" : "Maul an enemy for <y>120% damage</c>. The target is poisoned for <y>24% damage per second.</c>"
},
"acridX" : {
"name" : "Neurotoxin",
"description" : "Spit toxic bile for <y>220% damage</c>, <y>stunning enemies</c> in a line for 1 second."
},
"acridC" : {
"name" : "Caustic Sludge",
"description" : "Secrete <y>poisonous sludge</c> for 2 seconds. <b>Speeds up allies,</c> while <y>slowing and hurting enemies</c> for <y>90% damage.</c>"
},
"acridV" : {
"name" : "Epidemic",
"description" : "Release a <y>deadly disease</c>, poisoning enemies for <y>100% damage per second</c>. The contagion <b>spreads to two targets</c> after 1 second."
},
"acridVBoosted" : {
"name" : "Pandemic",
"description" : "Release a <y>deadly disease</c>, poisoning enemies for <y>100% damage per second</c>. The contagion <b>spreads to two targets</c> after 1 second. If an enemy is killed by Pandemic, <b>you are healed</c>."
},
"acridZ2" : {
"name" : "Corrosive Wounds",
"description" : "Maul enemies for <y>80% damage</c>. Targets are corroded, and take <y>10% extra damage</c> from all sources."
},
"acridX2" : {
"name" : "Toxic Bubble",
"description" : "Spit out a Toxic Bubble, dealing <y>60% damage over time</c>, and slowing enemies, exploding for <y>600% damage</c> after 5 seconds. \nCan be pushed by attacking."
},
"acridC2" : {
"name" : "Dissolving Ambush",
"description" : "Spit out a <y>poisonous blob</c>, forming a puddle that <y>slows and hurts enemies</c> for <y>100% damage.</c> Use a second time to dissolve into acid and <b>warp to the puddle</c>, dealing <y>400% damage.</c>"
},
"mercenaryZ" : {
"name" : "Laser Sword",
"description" : "Slash in front of you, damaging up to <y>3 enemies</c> for <y>130% damage.</c>"
},
"mercenaryX" : {
"name" : "Whirlwind",
"description" : "Quickly slice twice, dealing <y>2x80% damage</c> to all nearby enemies."
},
"mercenaryC" : {
"name" : "Blinding Assault",
"description" : "<y>Dash forwards,</c> stunning enemies for <y>120% damage</c>. If you hit an enemy, <b>you can dash again<y>, up to 3 times."
},
"mercenaryV" : {
"name" : "Eviscerate",
"description" : "Target the nearest enemy, attacking them for <y>6x110% damage</c>.\n<b>You cannot be hit for the duration.</c>"
},
"mercenaryVBoosted" : {
"name" : "Massacre",
"description" : "Target the nearest enemy, attacking them for <y>6x110% damage</c>. \n<b>You cannot be hit for the duration</c>. Refreshes duration on kills, jumping to nearby enemies."
},
"mercenaryX2" : {
"name" : "Focused Strike",
"description" : "Hold to sheathe your weapon. Release before an incoming strike to <y>parry</c> enemy attacks for <y>500%-1000% damage<c> to all nearby enemies."
},
"mercenaryC2" : {
"name" : "Skyward Assault",
"description" : "<y>Dash upwards</c> damaging enemies for <y>200% damage</c>. Press again to <y>slam down for 400% damage</c>."
},
"mercenaryV2" : {
"name" : "After-Image",
"description" : "Focus briefly, channeling energy into an after-image. <b>All attacks are doubled</c> for three seconds. \nStacks twice."
},
"mercenaryV2Boosted" : {
"name" : "Between Time",
"description" : "Focus briefly, channeling energy into multiple clones. <b>All attacks are quadrupled</c> for five seconds. \nStacks twice."
},
"loaderZ" : {
"name" : "Knuckleboom",
"description" : "Batter nearby enemies for <y>120% damage</c>. Every third hit deals <y>240% damage</c> and <y>knocks enemies upwards</c>."
},
"loaderX" : {
"name" : "Debris Shield",
"description" : "Become <g>invincible for 2 seconds</c> while also <b>increasing your movement speed.</c>"
},
"loaderC" : {
"name" : "Hydraulic Gauntlet",
"description" : "Fire your gauntlet and <y>pull yourself</c> forward, <y>stunning and hurting enemies for 210% damage.</c>\nCan be angled <b>upwards</c>."
},
"loaderV" : {
"name" : "M440 Conduit",
"description" : "Place a <y>lightning rod</c>. After placing two, lightning surges between them, dealing <y>80% damage per second</c> for 9 seconds."
},
"loaderVBoosted" : {
"name" : "M700X Discharge Conduit",
"description" : "Place a <y>lightning rod</c>. After placing two, lightning surges between them, dealing <y>80% damage per second</c> for 9 seconds and <y>stunning</c> initial enemies."
},
"loaderZ2" : {
"name" : "Bullet Punch",
"description" : "Charge up and slam enemies forward, for <y>up to 1000% damage.</c>"
},
"loaderX2" : {
"name" : "Short Circuit",
"description" : "Crash down and <y>stun</c> enemies in a large radius, for <y>350% damage</c>."
},
"loaderV2" : {
"name" : "S260 Conduit",
"description" : "Place a <y>lightning beacon.</c> Lightning surges to any nearby allies within a radius, dealing <y>80% damage per second</c>, and <y>massively increasing attack speed.</c>"
},
"loaderV2Boosted" : {
"name" : "S260 Overload Conduit",
"description" : "Place a <y>lightning beacon.</c> Lightning surges to any nearby allies within a large radius, dealing <y>80% damage per second</c>, and <y>massively increasing attack speed.</c>"
},
"chefZ" : {
"name" : "DICE",
"description" : "THROW CLEAVER TOWARDS CUSTOMERS FOR <y>100% DAMAGE.</c> BOOMERANGS BACK."
},
"chefX" : {
"name" : "SEAR",
"description" : "COOK CUSTOMERS FOR 260% DAMAGE UNTIL GOLDEN BROWN, <y>KNOCKING THEM AWAY.</c>\nSEARING GLAZED CUSTOMERS DEALS <y>+78% DAMAGE AND STUNS.</c>"
},
"chefC" : {
"name" : "GLAZE",
"description" : "RIDE A WAVE OF OIL, <b>SLOWING CUSTOMERS.</c>"
},
"chefV" : {
"name" : "SECOND HELPING",
"description" : "PREPARE A MASTER MEAL, <lt>BOOSTING THE NEXT ABILITY CAST.</c>"
},
"chefVBoosted" : {
"name" : "FULL COURSE MEAL",
"description" : "PREPARE A MASTER MEAL, BOOSTING THE NEXT TWO ABILITY CASTS."
},
"chefZEmpowered" : {
"name" : "MINCE",
"description" : "THROW 9 CLEAVERS IN A CIRCLE FOR 9x100% DAMAGE. BOOMERANGS BACK."
},
"chefXEmpowered" : {
"name" : "FLAMBE",
"description" : "COOK CUSTOMERS FOR 420% UNTIL INCINERATED, KNOCKING THEM AWAY."
},
"chefCEmpowered" : {
"name" : "MARINATE",
"description" : "RIDE A WAVE OF OIL, SLOWING CUSTOMERS. SEARING GLAZED CUSTOMERS DEALS +78% DAMAGE AND STUNS."
},
"chefZ2" : {
"name" : "SLICE",
"description" : "STRETCH YOUR ARMS AND SLASH CUSTOMERS FOR <y>120% DAMAGE.</c>"
},
"chefC2" : {
"name" : "OIL JAR",
"description" : "TOSS OUT A FRAGILE JAR OF OIL, SPREADING AND <b>SLOWING CUSTOMERS.</c> <y>SLIDE WHILE IN OIL.</c>"
},
"chefV2" : {
"name" : "COOK",
"description" : "RAPIDLY PREPARE MEAL OUT OF CUSTOMERS FOR <y>6x80% DAMAGE</c>. SLAIN CUSTOMERS BECOME <b>TASTY TEMPORARY MEAL ITEMS</c>. <r>CANNOT CRIT</c>."
},
"chefZ2Empowered" : {
"name" : "BUTCHER",
"description" : "FIERCELY TEAR CUSTOMERS APART, DEALING <y>625% DAMAGE.</c>"
},
"chefC2Empowered" : {
"name" : "MARINATE",
"description" : "TOSS OUT A LARGE FRAGILE JAR OF OIL, SPREADING AND <b>SLOWING CUSTOMERS.</c> <y>SLIDE WHILE IN OIL.</c>\nNOTE: MOP UP MASSIVE MESS DURING BREAK."
},
"chefV2Boosted" : {
"name" : "BUFFET",
"description" : "RAPIDLY PREPARE MEAL OUT OF CUSTOMERS FOR <y>12x80% DAMAGE</c>. SLAIN CUSTOMERS BECOME <b>TASTY TEMPORARY MEAL ITEMS</c>. <r>CANNOT CRIT</c>."
},
"pilotZ" : {
"name" : "Clusterfire",
"description" : "Fire weapon for <y>95% damage</c>. Every third hit <y>pierces</c> and deals <y>190% damage</c>."
},
"pilotX" : {
"name" : "Target Acquired!",
"description" : "Shoot <y>diagonally upward</c> for <y>3x115% damage.</c> <b>If airborne</c>, shoot <y>downward</c> instead. <b>Hold</c> to fire continuously."
},
"pilotC" : {
"name" : "Rapid Deployment",
"description" : "Launch into the air, <y>stunning</c> enemies and activating a parachute. <b>If airborne</c>, launch forwards instead."
},
"pilotV" : {
"name" : "Airstrike",
"description" : "Dash backwards, leaving a bomb that knocks enemies into the air for <y>%150 damage</c>. <b>Can trigger multiple Times</c>. <b>If airborne</c>, dash upwards and drops a bomb directly below instead."
},
"pilotVBoosted" : {
"name" : "Air Raid",
"description" : "<b>Dash backwards</c>, leaving a bomb that knocks enemies up in the air for <y>%185 damage and stunning</c>. <b>Can trigger multiple Times</c>. <b>If airborne</c>, dash upwards and drops a bomb directly below instead."
},
"pilotZ2" : {
"name" : "Rapid Fire",
"description" : "Rapidly fire weapon for <y>75% damage</c>."
},
"pilotC2" : {
"name" : "Aerobatics",
"description" : "Dash forwards, <y>briefly becoming invincible</c>.\nCan <y>latch onto and climb walls</c> upon dashing onto one."
},
"pilotV2" : {
"name" : "Aerial Support",
"description" : "<b>Mark</c> an enemy in front of you, launching an airstrike for <y>10x120% damage</c> over time."
},
"pilotV2Boosted" : {
"name" : "Aerial Barrage",
"description" : "<b>Mark</c> an enemy in front of you, launching airstrike for <y>20x120% damage</c> over time."
},
"artiZ" : {
"name" : "Flame Chakrams",
"description" : "Toss out a chakram for <y>45% damage</c>. Hits up to 5 times at its peak and <y>ignites</c> for a stacking <y>10% damage over time</c>, before returning."
},
"artiX" : {
"name" : "Charged Nanobomb",
"description" : "<b>Charge up</c> and launch an electric bomb for <y>180%-600% damage</c>, <b>stunning</c> enemies in range."
},
"artiC" : {
"name" : "Frost Barrier",
"description" : "Create a wall of ice that <b>blocks most enemies</c> and distracts them. When broken, <y>explodes and freezes enemies for 100% damage.</c>"
},
"artiV" : {
"name" : "Flamethrower",
"description" : "Burn enemies in front of you for <y>10x80% damage</c> and <y>ignites</c> them for <y>20% damage over time.</c>"
},
"artiVBoosted" : {
"name" : "Incinerator",
"description" :"Burn enemies in front of you for <y>12x100% damage</c> and <y>ignites</c> them for <y>30% damage over time.</c>"
},
"artiX2" : {
"name" : "Pulse Spear",
"description" : "Toss an electric spear for <y>300% damage.</c> Cast again mid-flight to <b>pulse</c> the spear, allowing it to briefly pierce through enemies. \nSuccessful pierces refresh your ability to <b>pulse</c>."
},
"artiC2" : {
"name" : "Tectonic Surge",
"description" : "Shatter the earth below you, <b>launching you into the air.</c> Cast mid-air to create a <y>temporary platform to stand on.</c>\nGravity is reduced briefly afterward."
},
"artiV2" : {
"name" : "Localized Sun",
"description" : "Summon a miniature, <b>movement tracking</c> star, dealing <y>120% damage</c> over time. Explodes for <y>1000% damage</c> after 5 seconds."
},
"artiV2Boosted" : {
"name" : "Binary Star",
"description" : "Summon two miniature, <b> movement tracking</c> stars, dealing <y>120% damage</c> over time. Both explode for <y>2x1000% damage</c> after 5 seconds."
},
"drifterZ" : {
"name" : "Blunt Force",
"description" : "3-hit Combo, hit enemies in a wide range for <y>120%-240% damage</c>. Each hit in the combo has an added chance to generate <b>scrap.</c>"
},
"drifterX" : {
"name" : "Cleanup",
"description" : "Toss out some of your spare <b>scrap</c>, spawning 4 bouncing, <y>piercing</c> projectiles for <y>55% damage</c> each. Small Chance to spawn <b>special projectiles</c>."
},
"drifterC" : {
"name" : "Suffocate",
"description" : "Slam enemies with your bag for <y>200% damage</c>, and <y>stunning</c> them. If the enemy is under 20% health, <r>Consume</c> them; converting them into <b>scrap.</c>"
},
"drifterV" : {
"name" : "Salvage",
"description" : "Consume a large amount of <b>scrap</c> to spawn <y>4</c> <b>temporary</c> <y>items</c>."
},
"drifterVBoosted" : {
"name" : "Recover",
"description" :"Consume a large amount of <b>scrap</c> to spawn <y>6</c> <b>temporary</c> <y>items</c>."
},
"drifterX2" : {
"name" : "Scrap Cube",
"description" : "Consume a <b>small amount of scrap</c> and toss out a large <y>scrap cube</c>. \nThe cube can be pushed and shattered, dealing <y>150% damage</c> while pushed. Fragile!"
},
"drifterC2" : {
"name" : "Tornado Slam",
"description" : "Spin around wildly, slamming enemies with your bag for <y>100% damage</c>.\n<y>Increases your speed</c> and <y>lowers your gravity</c>."
},
"drifterV2" : {
"name" : "Recycle",
"description" : "Consume a large amount of <b>scrap</c> to <y>re-roll a pickup</c>."
},
"drifterV2Boosted" : {
"name" : "Rebuild",
"description" : "Consume a large amount of <b>scrap</c> to <y>re-roll a pickup</c>, and an additional <b>temporary copy</c>."
},
"robomandoZ" : {
"name" : "SINGLE FIRE",
"description" : "SHOOT ONCE FOR <y>60% DAMAGE.</c>"
},
"robomandoX" : {
"name" : "DE-ESCALATE",
"description" : "FIRE A SMALL ELECTRICAL CHARGE THAT <y>PIERCES ENEMIES</c> FOR <y>180% DAMAGE, STUNNING THEM.</c>"
},
"robomandoC" : {
"name" : "EVASIVE MANEUVER",
"description" : "ATTEMPT TO <y>DIVE FORWARD</c> A SMALL DISTANCE.\nYOU <b>CANNOT BE HIT</c> EARLY IN THE MANEUVER."
},
"robomandoV" : {
"name" : "RE-WIRE",
"description" : "RE-WIRE A MECHANICAL OBJECT, <y>ACTIVATING IT FOR FREE.</c>"
},
"robomandoVBoosted" : {
"name" : "OVER-WIRE",
"description" : "RE-WIRE A <b>MECHANICAL OBJECT</c>, <y>ACTIVATING IT FOR FREE</c>, WITH A <y>20% CHANCE</c> TO <b>DOUBLE OUTPUT</c>."
},
"dummySkill" : {
"name" : "Locked",
"description" : "No skill available."
},
"playerDroneZ" : {
"name" : "Fire",
"description" : "Fire once for <y>80% damage.</c>"
},
},
"survivor" : {
"chef" : {
"endQuote" : "..and so it left, entirely forgetting its previous purpose.",
"description" : "HP: <g>115</c> <c_stack>(+35 per level)</c>\nRegen: <g>0.60</c> <c_stack>(+0.24 per level)</c>\nDamage: <y>12</c> <c_stack>(+3 per level)</c>\nArmor: <b>0</c> <c_stack>(+3 per level)</c>\nSpeed: <b>28</c> km/h",
"name" : "CHEF",
"nameUpper" : "CHEF",
"story" : "<ul>Warrantee Expiration:\n4/10/2063\n\n<ul>CHEF Included Manual:</c>\nThank you for purchasing the CHEF Model-A robotic kitchen assistant! Automated cooking has made rapid advancements in the last decade and our Model-A line of robots have been trained with the most recent in culinary AI datasets. CHEF models operate with very little oversight and adapt to the desires of your friends and family in only a day's worth of calibration! They can prepare meals efficiently with any provided ingredients and cookware or even improvise in a pinch! Perfect for your home, business or even on the road, you can utilize any of it's 8 included emotive pre-sets to align to your tastes in a hurry! Please refer to safety instructions for additional information.\n\n<b>[SAFETY INSTRUCTIONS]</c>\n<ul>[1]</c> READ THE MANUAL BEFORE ATTEMPTING TO OPERATE.\n<ul>[2]</c> Though product is water-resistant, do not immerse in water or any other liquids to avoid electric shock.\n<ul>[3]</c> Do not attempt to manually fill oil stores. Overfilling oil stores may cause a fire hazard.\n<ul>[4]</c> Keep all exhaust ports clear of any potential blockage to prevent combustion.\n<ul>[5]</c> Do not place unauthorized biological* materials inside cooking bay.\n<ul>[5a]</c> Refer to Mars humanity statutes for a complete list of unauthorized materials.",
},
"engineer" : {
"endQuote" : "..and so he left, more steel and circuit than man.",
"description" : "HP: <g>120</c> <c_stack>(+34 per level)</c>\nRegen: <g>0.90</c> <c_stack>(+0.18 per level)</c>\nDamage: <y>12</c> <c_stack>(+3 per level)</c>\nArmor: <b>0</c> <c_stack>(+2 per level)</c>\nSpeed: <b>28</c> km/h",
"name" : "Engineer",
"nameUpper" : "ENGINEER",
"story" : "<ul>Passenger Details:\n<y>[Civilian Class]\n\n<ul>Luggage & Equipment:</c>\nPassenger boarded with a modified CronTech cybernetic enhancement suit. Attached 'projectile launchers' have been welded in places and could not be removed by security personnel, so temporary electrical auto-nullifiers have been attached until landing. Individual also checked 4 large anti-ballistic crates into the loading bay, which showed heavy machinery in the preliminary security x-rays. Crates marked as containing 'de-activated security turrets', 'anti-personnel hardware', and a 'large experimental fission array'. All associated batteries were removed and stored in adjacent bays in automated lockboxes.\n\n<b>[SECURITY RECALL]</c>\n<ul>[Event G1]</c> Major blast occured in loading bay 4A, originating from the individual's largest crate, causing an automated lockdown which had to be manually resolved. Container shifted into bay 4B and placed behind all of the passenger's other loaded cargo.\n<ul>[Event G2]</c> Passenger walked too close to generator room, causing applied electrical auto-nullifiers to suddenly remagnetize. Personnel summoned to remove passenger from door.",
"id" : "Travel ID: 353494D414255434",
"departure" : "<y>Departure:</c>\nOutpost Shipping & Transit,\nAsteroid 94N,\nBelt Num. 1900,\nSargasso System",
"arrival" : "<y>Destination:</c>\nGreat Hope Station,\nGreat Hope,\nMars"
},
"sniper" : {
"endQuote" : "..and so they left, the sound still ringing in deaf ears.",
"description" : "HP: <g>119</c> <c_stack>(+33 per level)</c>\nRegen: <g>1.20</c> <c_stack>(+0.24 per level)</c>\nDamage: <y>15</c> <c_stack>(+4 per level)</c>\nArmor: <b>0</c> <c_stack>(+2 per level)</c>\nSpeed: <b>28</c> km/h",
"name" : "Sniper",
"nameUpper" : "SNIPER",
"story" : "<ul>Passenger Details:\n<y>[Military Class]\n\n<ul>Luggage & Equipment:</c>\nSoldier boarded with a standard military reconnaissance personnel uniform, a 2050-0 sniper rifle and a traditional surveillance drone. The rifle and drone were cleared by the military checkpoint ahead of boarding, though the passenger opted to keep the drone with their carry-on luggage. Passenger and military associates insisted that the rifle stay with their own personnel, but allowed the rifle to be unloaded before boarding, with rounds stored in an automated lockbox. The soldier's personal affects included energy cells, canned goods, and a package of cooling gel sheets.\n\n<b>[SECURITY RECALL]</c>\n<r>[Note S1a]</c> Contact Light personnel has been instructed by the Deimos military to not mention the conflict occuring currently in the Boron system.\n<r>[Note S1b]</c> Contact Light personnel has been instructed by the Deimos military to delete records of additional hardware loaded alongside their soldier.",
"id" : "Travel ID: 142525544524553545341445",
"departure" : "<y>Departure:</c>\nMilitary Base,\nNorthern Side,\nDeimos",
"arrival" : "<y>Destination:</c>\nFort Reason,\nBelt Num.1053,\n[REDACTED]\nBoron System"
},
"miner" : {
"endQuote" : "..and so he left, adrenaline still rushing through his veins.",
"description" : "HP: <g>118</c> <c_stack>(+36 per level)</c>\nRegen: <g>1.20</c> <c_stack>(+0.15 per level)</c>\nDamage: <y>12</c> <c_stack>(+3.20 per level)</c>\nArmor: <b>0</c> <c_stack>(+3 per level)</c>\nSpeed: <b>28</c> km/h",
"name" : "Miner",
"nameUpper" : "MINER",
"story" : "<ul>Passenger Details:\n<y>[Civilian Class]\n\n<ul>Luggage & Equipment:</c>\nPassenger boarded with a weather-emergency graded exosuit and standardized heat protection mask, modified for additional vaccuum safety. Exosuit appeared to have taken significiant heat damage, but technically passed inspection. Passenger was warned about potential risk of suffocation in the case of a vaccuum event should the suit deteriorate further. Security personnel has allowed the individual to keep their pickaxe in their carry-on, as it was deemed too awkward to pose a legitimate threat as a weapon. United States identification was long out of date, but the worker's Holdout mining records verified their identity. Additional luggage included a lighter, receipts and a small photo album.\n\n<b>[SECURITY RECALL]</c>\n<ul>[No recorded events.]</c>",
"id" : "Travel ID: E4F43444E494755425",
"departure" : "<y>Departure:</c>\nHoldout Shipping & Recieving,\nHearthholme,\nUranus",
"arrival" : "<y>Destination:</c>\nChicago Grand Terminal,\nUnited States,\nEarth"
},
"huntress" : {
"endQuote" : "..and so she left, her soul still remaining on the planet.",
"description" : "HP: <g>90</c> <c_stack>(+32 per level)</c>\nRegen: <g>0.60</c> <c_stack>(+0.12 per level)</c>\nDamage: <y>12</c> <c_stack>(+3 per level)</c>\nArmor: <b>0</c> <c_stack>(+2 per level)</c>\nSpeed: <b>28</c> km/h",
"name" : "Huntress",
"nameUpper" : "HUNTRESS",
"story" : "<ul>Passenger Details:\n<y>[Civilian Class]\n\n<ul>Luggage & Equipment:</c>\nPassenger boarded with Agile-Class Hunter armor. Warp drives were aged, but only posed a malfunctioning risk to the individual, and thus passed safety clearances. Carbon fiber components appear damaged but still within acceptible vaccuum-graded limits. Red coloration noted as in some sectors it signifies a potential mercenary for hire. Individual also boarded with a Lightbow and a Tri-Rang variant, both of which have been packed into automated lockboxes until arrival. Lightbow showed signs of modification, but due to civilians having to pack away weaponry, inspection was kept to E-Class standards. Tri-Rang variant rattles persistently inside of lockbox, but was accepted by both passenger and security personnel.\n\n<b>[SECURITY RECALL]</c>\n<ul>[Event H1]</c> Individual found scratching at lockbox seams. Automated security alerts were not triggered.\n<ul>[Event H2]</c> Individual appears to only sleep 3 hours per night and often avoids line of sight with cameras.",
"id" : "Travel ID: 54C49474142564",
"departure" : "<y>Departure:</c>\nInfinite Seaport,\nSpirestone,\nJupiter",
"arrival" : "<y>Destination:</c>\nNorth Station,\nPrism Tower,\nEarth"
},
"acrid" : {
"endQuote" : "..and so it left, with a new hunger; to be left alone.",
"description" : "HP: <g>114</c> <c_stack>(+36 per level)</c>\nRegen: <g>0.60</c> <c_stack>(+0.24 per level)</c>\nDamage: <y>12</c> <c_stack>(+3 per level)</c>\nArmor: <b>15</c> <c_stack>(+3 per level)</c>\nSpeed: <b>28</c> km/h",
"name" : "Acrid",
"nameUpper" : "ACRID",
"story" : "<y>Shipping Details:</c>\n<c_stack>SUBJECT #c25058</c>\nEarly genetic experimentation has led to the creation of larger creatures from test tubes in recent months. Entirely coded in-house, with no DNA baseline larger than 5% of any one pre-existing Adam subject, this creature that we have code-named 'ACRID' has shown more intelligence than any other baseless chimaera and almost as much intelligence as [redacted] chimaeras. Preliminary tests on the subject have been occuring for months now. It is genetically stable but displays erratic signs of violence, and is thus being shipped to your unit for further trials due to safety concerns. The crate is rated for biological weapon resistance, but is not recommended for animal use - Still, we believe Acrid should make it to you safely and we have no concerns of damage in transit due to the immense strength and resilience it has shown across multiple trial periods.\n\n<ul>P.S. Good luck.</c>",
"departure" : "<ul>Sent to:</c>\nWade Z.\nEICO labs\nCity of Gold,\nEarth",
"arrival" : "<ul>Shipping Method:</c>\n<r>High Priority/Biological</c>\n\n<ul>Estimated Delivery:</c>\n11/25/2056"
},
"mercenary" : {
"endQuote" : "..and so he left, never to become human again.",
"description" : "HP: <g>122</c> <c_stack>(+36 per level)</c>\nRegen: <g>2.40</c> <c_stack>(+0.18 per level)</c>\nDamage: <y>12</c> <c_stack>(+3 per level)</c>\nArmor: <b>0</c> <c_stack>(+3 per level)</c>\nSpeed: <b>28</c> km/h",
"name" : "Mercenary",
"nameUpper" : "MERCENARY",
"story" : "<ul>Passenger Details:\n<y>[Business Class]\n\n<ul>Luggage & Equipment:</c>\nPassenger boarded with a Tacton branded YMI armorset and a high-velocity vibroblade. Though it passed inspection, the individual's armor was equipped with an electrical auto-nullifier due to Tacton armor being known for its offensive capabilities. The passenger insisted that the vibroblade would remain sheathed for the duration of the flight but for security reasons it was stored in an energy-resistant automated lockbox. Individual also boarded with an electrical frequency refiner, a spare set of Mushin shoulderpads, and replacement carbon fiber exhaust tubing. An additional dagger was requested to be taken in the carry-on, but after being denied the passenger left it at port.\n\n<b>[SECURITY RECALL]</c>\n<ul>[Note M1a]</c> Passenger's employer instructed UES personnel before boarding to 'allow him to be solitary'.\n<ul>[Event M1]</c> Contracted commando instructs passenger to return to their quarters at gunpoint after violent outburst.\n<ul>[Event M1]</c> Minor altercation between officer and mercenary-class passenger resulting in them being separated.",
"id" : "Travel ID: 45E454D405948435E41454E4",
"departure" : "<y>Departure:</c>\nOlympus Spaceport,\nPlymouth,\nSaturn",
"arrival" : "<y>Destination:</c>\nMusashi International Port,\nJapan,\nEarth"
},
"loader" : {
"endQuote" : "..and so he left, ready to rebuild his life, brick by brick.",
"description" : "HP: <g>115</c> <c_stack>(+40 per level)</c>\nRegen: <g>2.40</c> <c_stack>(+0.30 per level)</c>\nDamage: <y>10</c> <c_stack>(+3 per level)</c>\nArmor: <b>0</c> <c_stack>(+3 per level)</c>\nSpeed: <b>28</c> km/h",
"name" : "Loader",
"nameUpper" : "LOADER",
"story" : "<ul>Passenger Details:\n<g>[Employee Class]\n\n<ul>Employee Details:</c>\nEach UES loader-class employee comes equipped with a state-of-the-art titanium exoskeleton capable of lifting up to 245 tons (Additional 90+ ton hauling capability with winch attachment). Modern advancements have made employment opportunities at UES accessible to any and all peoples regardless of size, strength, age, or species! All employees are responsible for maintenance of their patented exosuits and unauthorized use is defined and restricted as per UES Manual Guide p358-390. Employees aboard the UES Contact Light are permitted to wear Safety Yellow, Safety Blue, Safety Green, or Safety Red exosuits. Please report to bay safety personnel for more details pertaining to individual departure safety regulations.\n\n<b>[SECURITY RECALL]</c>\n<ul>[Event L1]</c> Employee requested early leave from the loading bay 50 minutes before departure. Request granted.\n<ul>[Event L2]</c> Employee instructed to remove loader-class exoskeleton after being seen wearing it after-hours.\n<ul>[Event L1a]</c> <ul>Employee observed taking additional lunch breaks.</c>\n<ul>[Event L1b]</c> <ul>Employee observed inappropriately inspecting contents of cargo bay crates and containers.</c>",
"id" : "Travel ID: 2555F464954525F464",
"departure" : "<y>Departure:</c>\nUES Shipping Dock 5,\nRedview,\nMars",
"arrival" : "<y>Destination:</c>\nUES Shipping Dock 0,\nRedview,\nMars"
},
"hand" : {
"endQuote" : "..and so it left, servos pulsing with new life.",
"description" : "HP: <g>120</c> <c_stack>(+44 per level)</c>\nRegen: <g>1.80</c> <c_stack>(+0.18 per level)</c>\nDamage: <y>13</c> <c_stack>(+3 per level)</c>\nArmor: <b>0</c> <c_stack>(+3 per level)</c>\nSpeed: <b>28</c> km/h",
"name" : "HAN-D",
"nameUpper" : "HAN-D",
"story" : "<ul>Warrantee Expiration:\n3/24/2046\n\n<ul>Inputted Note:</c>\n<ul>(ID #6E656F7246757574)</c>\nLost manual for HAN-D bot. We've had it around for a long time, I don't see any reason to update to a new model. I think most of the crew have grown attached to the big guy, the way its eye lights up and chirps almost makes you think it's friendly. Anyway, if you were referred to this note by me or someone else, all you need to know is to oil its joints once a month and don't get in its way when its in 'hallway duty' mode, because it can get aggressive with the mop. Keeps the place clean though. Also I think something in the old manual referred to replacing the solar battery, but batteries for the old model tend to be hard to find. We'll figure it out if he doesn't wake up someday.\n\n-DO NOT REMOVE HAN-D FROM SHIP. Took YEARS to calibrate!"
},
"commando" : {
"endQuote" : "..and so he left, with everything but his humanity.",
"description" : "HP: <g>110</c> <c_stack>(+32 per level)</c>\nRegen: <g>0.60</c> <c_stack>(+0.12 per level)</c>\nDamage: <y>12</c> <c_stack>(+3 per level)</c>\nArmor: <b>0</c> <c_stack>(+2 per level)</c>\nSpeed: <b>28</c> km/h",
"name" : "Commando",
"nameUpper" : "COMMANDO",
"story" : "<ul>Passenger Details:\n<g>[Boarded per UES request for additional security.]\n\n<ul>Luggage & Equipment:</c>\nContractor equipped with Standard MARCH Mk. II Commando armor. Built for light recoil, physical and energy-based projectile resistance, and minor space travel capabilities. Suit appended with intelligent biofoam dispensers and a lightweight solar battery. Notably, this unit has its AI component chip removed, with significant damage around the interface port. Individual also cleared two military grade semi-automatic pistols and one utility stagger blade. Stagger blade is to be held in carrying case at all times to prevent potential genetic damage in civilian passengers. Pistols cleared as standard, ammo provided on-board in multiple lockboxes.\n\n<b>[SECURITY RECALL]</c>\n<ul>[Event C1]</c> Individual requested cargo hold access to 'stretch their legs'. Hold access granted due to history with company.\n<ul>[Event C2]</c> Individual granted access to captain's quarters under request of captain.",
"id" : "Travel ID: 45133554F44495351454",
"departure" : "<y>Departure:</c>\nAlpha Base,\nNew Appalachian Crest,\nMars",
"arrival" : "<y>Destination:</c>\n[Round Trip]\nAlpha Base,\nNew Appalachian Crest,\nMars"
},
"enforcer" : {
"endQuote" : "..and so he left, mutated beyond recognition.",
"description" : "HP: <g>119</c> <c_stack>(+34 per level)</c>\nRegen: <g>1.20</c> <c_stack>(+0.12 per level)</c>\nDamage: <y>12</c> <c_stack>(+3 per level)</c>\nArmor: <b>0</c> <c_stack>(+2 per level)</c>\nSpeed: <b>28</c> km/h",
"name" : "Enforcer",
"nameUpper" : "ENFORCER",
"story" : "<ul>Passenger Details:\n<y>[Business Class]\n\n<ul>Luggage & Equipment:</c>\nOfficer boarded with 2055 Heavy-SWAT variant police gear, an SDN standardized auto-shotgun (with grenade launcher attachment), and a vaccuum-grade blast shield. All equipment recently granted and cleared ahead of time by Old Alcatraz's Department of Migrations and Transfers. Security clearance granted to carry firearm at all times, though spacefaring laws puts officers outside of primary jurisdictions. Officer also boarded with a satchel containing personal affects including training weights, a selection of books, and a jumprope, all cleared by security at boarding. \n\n<b>[SECURITY RECALL]</c>\n<ul>[Event E1]</c> Officer's serviceman ID lacked a name, but the numerical ID# was accepted by the identification archival system as a prior passenger.\n<ul>[Event E2]</c> Minor altercation between officer and mercenary-class passenger resulting in them being separated.",
"id" : "Travel ID: 255444C454",
"departure" : "<y>Departure:</c>\nOld Alcatraz,\nRustborough,\nMars",
"arrival" : "<y>Destination:</c>\nSubstation A1,\nCalifornian Republic,\nEarth"
},
"bandit" : {
"endQuote" : "..and so he left, with his pyrrhic plunder.",
"description" : "HP: <g>115</c> <c_stack>(+34 per level)</c>\nRegen: <g>1.20</c> <c_stack>(+0.15 per level)</c>\nDamage: <y>12</c> <c_stack>(+3.50 per level)</c>\nArmor: <b>0</c> <c_stack>(+2 per level)</c>\nSpeed: <b>28</c> km/h",
"name" : "Bandit",
"nameUpper" : "BANDIT",
"story" : "<ul>Passenger Details:\n<r>[Unregistered Occupant]\n\n<ul>Security Analysis:</c>\nOccupant appears to have hidden in cargo bay for potentially weeks since the point of detection. They appear to be wearing Stealth-Class Hunter armor alongside a leather jacket, hat and boots. Subject appears equipped with a mid-range rifle and a dated revolver. Rifle is unidentifiable from security footage but appears to be an light-energy variant. Since detection, occupant has appeared and disappeared from cargo bay without detection from passengers or personnel. Hired security has been instructed to detain the occupant but has been unsuccessful in doing so, as no contact has been made. Personnel has been instructed independently that if they see any unfamiliar armed passengers to not engage and inform the captain.\n\n<b>[SECURITY RECALL]</c>\n<ul>[Event B1]</c> Occupant detected in cargo bay, shining their rifle. Shortly after noticing the camera, the recording cuts out.\n<ul>[Event B2]</c> Silhouetted shadows begin appearing in the second cargo bay. No associated bodies appear on camera, even in open areas.\n<ul>[Event B3]</c> Contracted commando hears rapid mechanical whirring during their shift. Source undetermined.",
"departure" : "<y>Point of Detection:</c>\n32 hours Post Liftoff\nJupiterian Atmosphere",
"arrival" : ""
},
"pilot" : {
"endQuote" : "..and so he left, with his dreams of the sky below.",
"description" : "HP: <g>100</c> <c_stack>(+25 per level)</c>\nRegen: <g>0.60</c> <c_stack>(+0.12 per level)</c>\nDamage: <y>12</c> <c_stack>(+4 per level)</c>\nArmor: <b>0</c> <c_stack>(+1 per level)</c>\nSpeed: <b>28</c> km/h",
"name" : "Pilot",
"nameUpper" : "PILOT",
"story" : "<ul>Passenger Details:\n<g>[Employee Class]\n\n<ul>Employee Details:</c>\nUnited Enterprise Shipping invites pilots from across the known universe to apply to our Preferred Pilot Enhanced Commissions program! Benefits include access to cybernetic impact augmentations for easier landings, Weapons and Securities certification programs, and luxurious vacation opportunities! (Applicants expected to apply 5 years in advance of flight operations. Cybernetics not guaranteed to all program participants. Weapons and Securities certificates only valid through UES employment. All opportunities are listed as-is and no further gratuities, opportunities or benefits are to be assumed regardless of updates to space maritime law on participating planets.)\n\n<b>[SECURITY RECALL]</c>\n<ul>[Event P1]</c> Employee briefly lost consciousness while manning ship. Auto-pilot engaged and woke employee.\n<ul>[Event P2]</c> <r>[OVERRIDE]</c> SOS HULL BEING RAPIDLY APPROACHED BY UNKNOWN VIOLENT ENTITIES. LOCATION UNLISTED PLANET V. EJECT BLACK BOX, DESTINATION MARS BASE.",
"id" : "Travel ID: 54D49445F564C41484",
"departure" : "<y>Departure:</c>\nUES Shipping Dock 5,\nRedview,\nMars",
"arrival" : "<y>Destination:</c>\nUES Shipping Dock 0,\nRedview,\nMars"
},
"arti" : {
"endQuote" : "..and so she left, passions faded to an ember.",
"description" : "HP: <g>110</c> <c_stack>(+32 per level)</c>\nRegen: <g>0.60</c> <c_stack>(+0.12 per level)</c>\nDamage: <y>12</c> <c_stack>(+3 per level)</c>\nArmor: <b>0</c> <c_stack>(+2 per level)</c>\nSpeed: <b>28</c> km/h",
"name" : "Artificer",
"nameUpper" : "ARTIFICER",
"story" : "<ul>Passenger Details:\n<y>[Business Class]\n\n<ul>Luggage & Equipment:</c>\nHigh Court passenger equipped with standard ENV suit. Due to UES relations with the High Court and its donors, both the ENV suit itself and the individual's carry-on have had security checks waived. Passenger willingly attached electrical auto-nullifiers to both of their handheld generators, though lights remained active even after magnetized. Passenger requested to have various analytical devices scanned and recorded through security gates, though the exact nature of these devices was unable to be ascertained by security personnel. <ul>(See security recall for personnel notes.)</c>\n\n<b>[SECURITY RECALL]</c>\n<ul>[Note A1a]</c> Device 1 recorded as a foreign generator in the shape of a titration flask. Passed through x-rays safely, though the resulting image was warped.\n<ul>[Note A1b]</c> Device 2 unabled to be lifted by security personnel. High Court passenger assisted in placing in loading bay. Device appeared to be a solid steel cube with no discernible markings.\n<ul>[Note A1c]</c> Individual requested Device 3 not be passed through x-ray terminal. Recorded as 'additional helmet'.\n<ul>[Note A1d]</c> Device 4 recorded as a chest filled with elemental samples.",
"id" : "Travel ID: F4E41434C4F465",
"departure" : "<y>Departure:</c>\nHigh Court Outpost E1,\n[REDACTED]",
"arrival" : "<y>Destination:</c>\n[REDACTED]"
},
"drifter" : {
"endQuote" : "...and so she left, hands cold and still hungry.",
"description" : "HP: <g>120</c> <c_stack>(+32 per level)</c>\nRegen: <g>0.60</c> <c_stack>(+0.18 per level)</c>\nDamage: <y>13</c> <c_stack>(+3 per level)</c>\nArmor: <b>0</c> <c_stack>(+4 per level)</c>\nSpeed: <b>28</c> km/h",
"name" : "Drifter",
"nameUpper" : "DRIFTER",
"story" : "<ul>Passenger Details:\n<y>[Civilian Class]\n\n<ul>Luggage & Equipment:</c>\nPassenger boarded with a 2023 A-series generic spacesuit rated for civilian travel and minor vaccuum resistance. Passenger was warned about their suit reaching EOL and was allowed onboard with a red stamp on their passport. For security reasons, passenger was patted down due to their coat appearing oversized*. Passenger attempted to board with 3 backpacks and 2 duffel bags. After being informed that their carry-on limit was one container, they dropped the additional bags and quickly passed through the terminal. A manual search showed that the remaining backpack contained various pieces of scrap metal, opened food containers, and multiple small tools.\n\n<b>[SECURITY RECALL]</c>\n<ul>[Event D1]</c> Passenger's travel ticket had it's destination markers destroyed by heavy weathering. Upon questioning, the passenger indicated that 'the full trip would be fine'. Ticket destination manually marked as Contact Light's port of origin.\n<ul>[Event D2]</c> Passenger warned by ship personnel to 'stop hiding additional utensils in their pockets' during mealtimes.",
"id" : "Travel ID: 44E454F58445145444",
"departure" : "<y>Departure:</c>\nAsteroid Substation Gamma,\nSector 2,\nSaturnian Belt",
"arrival" : "<y>Destination:</c>\nUES Shipping Dock 0,\nRedview,\nMars"
},
"robomando" : {
"endQuote" : "...and so it left nothing behind.",
"description" : "HP: <g>80</c> <c_stack>(+28 per level)</c>\nRegen: <g>1.80</c> <c_stack>(+0.18 per level)</c>\nDamage: <y>15</c> <c_stack>(+4 per level)</c>\nArmor: <b>0</c> <c_stack>(+2 per level)</c>\nSpeed: <b>36</c> km/h",
"name" : "ROBOMANDO",
"nameUpper" : "ROBOMANDO",
}
},
"skillFamily" : {
"skill0.name" : "Primary",
"skill1.name" : "Secondary",
"skill2.name" : "Utility",
"skill3.name" : "Special",
"skin.name" : "Skin"
},
"unlockable" : {
"titleLocked" : "[LOCKED]",
"titleComplete" : "[DONE]",
"descFormatLocked" : "%s",
"descHidden" : "You cannot unlock this yet.",
"descArtifactLocked" : "<p>Artifacts</c> can be found in hidden locations on the planet, enabling <y>alternate game options.",
"locked" : "LOCKED",
"item" : "Item",
"equipment" : "Equipment",
"skill" : "Skill",
"skin" : "Skin",
"artifact" : "Artifact",
"cond_online_wins" : "Win %s online games.",
"cond_online_wins_1" : "Win 1 online game.",
"cond_online_plays" : "Play %s online games."
},
"difficulty" : {
"easy.name" : "Drizzle",
"easy.description" : "50% Time Scaling Rate.\n1.5x Health Regeneration Rate.\n35 Starting Gold.",
"normal.name" : "Rainstorm",
"normal.description" : "100% Time Scaling Rate.\n1x Health Regeneration Rate.\n15 Starting Gold.",
"hard.name" : "Monsoon",
"hard.description" : "150% Time Scaling Rate.\n0.6x Health Regeneration Rate.\n15 Starting Gold."
},
"achievement" : {
"unlocked" : "CHALLENGE COMPLETE",
"completed" : "'%s' Unlocked.",
"skinCompleted" : "New Skin Unlocked.",
"available" : "This content is now available.",
"unlockHeader" : "NEW UNLOCK!",
"unlockNamePlaceholder" : "???",
"available:item" : "This item will now drop.",
"available:equipment" : "This equipment will now drop.",
"available:survivor" : "This survivor is now playable.",
"available:artifact" : "This artifact may now be enabled.",
"available:skin" : "This skin may now be selected.",
"available:skill" : "This skill may now be equipped.",
"available:mode" : "This mode can now be played.",
"unlockHeader:item" : "NEW ITEM UNLOCKED!",
"unlockHeader:equipment" : "NEW EQUIPMENT UNLOCKED!",
"unlockHeader:survivor" : "NEW SURVIVOR UNLOCKED!",
"unlockHeader:artifact" : "NEW ARTIFACT UNLOCKED!",
"unlockHeader:skin" : "NEW SKIN UNLOCKED!",
"unlockHeader:skill" : "NEW SKILL UNLOCKED!",
"unlockHeader:mode" : "NEW MODE UNLOCKED!",
"trialDescTemplate" : "Complete the Providence Trial \"%s\".",
"trialFinalDescTemplate" : "Complete the final Providence Trial as %s.",
"unlock_gamemode_trials.name" : "Divine Intervention",
"unlock_gamemode_trials.description" : "Unlock a survivor.",
"unlock_drifter.name" : "Recycled",
"unlock_drifter.description" : "Recycle 6 drones in one playthrough.",
"unlock_arti.name" : "Anywhere, Everywhere",
"unlock_arti.description" : "Visit 10 unique stages.",
"unlock_mocha.name" : "The Grind",
"unlock_mocha.description" : "Level up to level 20.",
"unlock_locked_jewel.name" : "Strength of Will",
"unlock_locked_jewel.description" : "Reach max barrier.",
"unlock_construct.name" : "Pre-Alpha",
"unlock_construct.description" : "Find this item hidden somewhere in the world to unlock it.",
"unlock_gasoline.name" : "Lizard Bait",
"unlock_gasoline.description" : "Defeat 20 Lemurians in one playthrough.",
"unlock_watch.name" : "Never Look Back",
"unlock_watch.description" : "Complete the 1st stage in under 5 minutes.",
"unlock_cape.name" : "Close Calls",
"unlock_cape.description" : "Commando: Dodge 7 lethal attacks.",
"unlock_doll.name" : "Still Standing",
"unlock_doll.description" : "Survive a boss with less than 20% health.",
"unlock_backup.name" : "Mechanized Militia",
"unlock_backup.description" : "Have 4 drone helpers at once.",
"unlock_hoof.name" : "\"Is This Bugged?\"",
"unlock_hoof.description" : "Fail a shrine 3 times in a row.",
"unlock_razor_penny.name" : "A Dime A Dozen",
"unlock_razor_penny.description" : "Kill 12 enemies simultaneously using the Gold-Plated Bomb.",
"unlock_bandit.name" : "Warrior",
"unlock_bandit.description" : "Beat the 3rd stage.",
"unlock_clover.name" : "Junk Collector",
"unlock_clover.description" : "Kill the Scavenger.",
"unlock_lopper.name" : "The Lone Survivor",
"unlock_lopper.description" : "Survive 40 minutes.",
"unlock_pillaged.name" : "Desperado",
"unlock_pillaged.description" : "Bandit: Kill a boss with 'Lights Out.'",
"unlock_hitlist.name" : "Classic Man",
"unlock_hitlist.description" : "Bandit: Reset your cooldown 15 times consecutively.",
"unlock_firemans.name" : "In the Soup",
"unlock_firemans.description" : "Survive in lava for 1 minute straight.",
"unlock_toxin.name" : "Altered Genome",
"unlock_toxin.description" : "Find the illegal shipment.",
"unlock_photon_jetpack.name" : "Zero Sum",
"unlock_photon_jetpack.description" : "End a Teleporter timer with 0 enemies on the map.",
"unlock_bottled_chaos.name" : "Activated",
"unlock_bottled_chaos.description" : "Use the same Equipment Activator 5 times.",
"unlock_mace.name" : "Untouchable",
"unlock_mace.description" : "Commando: Activate the 3rd teleporter without being hurt once.",
"unlock_enforcer.name" : "Before Titans",
"unlock_enforcer.description" : "Kill the Magma Worm, Wandering Vagrant, and Colossus.",
"unlock_spikestrip.name" : "Tank",
"unlock_spikestrip.description" : "Enforcer: Block 2000 damage total with your shield.",
"unlock_prescriptions.name" : "Turtle",
"unlock_prescriptions.description" : "Enforcer: Stay in Shield Mode for 5 minutes straight (in combat).",
"unlock_hand.name" : "Handy",
"unlock_hand.description" : "Find the robot janitor.",
"unlock_armsrace.name" : "Hydraulic Press",
"unlock_armsrace.description" : "HAN-D: Kill 10 enemies simultaneously with FORCED_REASSEMBLY.",
"unlock_shield_generator.name" : "Like New",
"unlock_shield_generator.description" : "HAN-D: Beat the third stage without falling below 60% health.",
"unlock_hand_x3.name" : "Sagitta Aurum",
"unlock_hand_x3.description" : "HAN-D: Obtain a golden drone.",
"unlock_hand_v2.name" : "Deforestation",
"unlock_hand_v2.description" : "HAN-D: Kill 15 enemies at once using the Sawmerang.",
"unlock_pilot.name" : "Seasoned Wanderer",
"unlock_pilot.description" : "Collect 15 Monster Logs.",
"unlock_scarf.name" : "Rapidfire",
"unlock_scarf.description" : "Huntress: Achieve 200% attack speed.",
"unlock_instincts.name" : "Sixth Sense",
"unlock_instincts.description" : "Huntress: Defeat the Ancient Wisp without taking damage.",
"unlock_engineer.name" : "Mechanic",
"unlock_engineer.description" : "Purchase 40 drones total.",
"unlock_sticky_bomb.name" : "Controlled Demolition",
"unlock_sticky_bomb.description" : "Engineer: Detonate 15 Bounding Mines within 5 seconds.",
"unlock_concussion.name" : "Optimal",
"unlock_concussion.description" : "Engineer: Kill a boss in 15 seconds or less.",
"unlock_engi_v2.name" : "Amplified",
"unlock_engi_v2.description" : "Engineer: Acquire a Beam Drone.",
"unlock_miner.name" : "Excavation",
"unlock_miner.description" : "Clear a path for the survivor.",
"unlock_panic_mine.name" : "Blazing Victory",
"unlock_panic_mine.description" : "Miner: Survive the teleporter event without falling below 50% health.",
"unlock_justice.name" : "Hot Streak",
"unlock_justice.description" : "Miner: Reach level 10 without getting hurt more than once.",
"unlock_aegis.name" : "Massacre",
"unlock_aegis.description" : "Artificer: Multi-kill 15 enemies.",
"unlock_hunters_harpoon.name" : "Yoink",
"unlock_sniper.name" : "Washed Away",
"unlock_sniper.description" : "Beat the game.",
"unlock_buddy.name" : "High Caliber",
"unlock_buddy.description" : "Sniper: Achieve 15 consecutive perfect reloads.",
"unlock_sight.name" : "Iron Sights",
"unlock_sight.description" : "Sniper: 1-shot kill 10 enemies consecutively.",
"unlock_sniper_z2.name" : "Empty Pockets",
"unlock_sniper_z2.description" : "Sniper: Beat the third stage without any players collecting items or equipment.",
"unlock_sniper_c2.name" : "Siiick",
"unlock_sniper_c2.description" : "Sniper: Kill Providence while backflipping.",
"unlock_acrid.name" : "The Experiment",
"unlock_acrid.description" : "Free the chained creature.",
"unlock_centipede.name" : "Dissolved",
"unlock_centipede.description" : "Acrid: Spread 3,300 feet of caustic sludge.",
"unlock_leech.name" : "Catchy",
"unlock_leech.description" : "Acrid: Spread Epidemic to 25 enemies.",
"unlock_acrid_z2.name" : "Broken Continuity",
"unlock_acrid_z2.description" : "Acrid: Kill Acrid in less than 15 seconds.",
"unlock_dios.name" : "Sole Survivor",
"unlock_dios.description" : "Die 50 times.",
"unlock_foot.name" : "Last Wish",
"unlock_foot.description" : "Find the bloated survivor.",
"unlock_alien_head.name" : "Vampire",
"unlock_alien_head.description" : "Obtain 7 Monster Teeth and 1 Guardian Heart.",
"unlock_root.name" : "In Good Health",
"unlock_root.description" : "Reach 650 health.",
"unlock_chef_skin_s.name" : "Unethical Consumption",
"unlock_chef_skin_s.description" : "CHEF: Cook Acrid.",
"unlock_brooch.name" : "Special Delivery",
"unlock_brooch.description" : "Unlock a golden chest with the Explorer's Key.",
"unlock_meteorite.name" : "Macho",
"unlock_meteorite.description" : "Deal 5000 damage in one shot.",
"unlock_imprinting.name" : "Watery Grave",
"unlock_imprinting.description" : "Drown 20 Whorls.",
"unlock_golden_gun.name" : "War Bonds",
"unlock_golden_gun.description" : "Bank 20,000 gold.",
"unlock_wicked_ring.name" : "Endless Voyager",
"unlock_wicked_ring.description" : "Collect 4 Keycards.",
"unlock_scythe.name" : "Insurance Fraud",
"unlock_scythe.description" : "Use a health shrine that drops you below 5% health.",
"unlock_snake_eyes.name" : "Lucky Devil",
"unlock_snake_eyes.description" : "Pass a shrine 4 times in a row.",
"unlock_medallion.name" : "Gold Medalist",
"unlock_medallion.description" : "Get a gold rank on at least 5 Providence Trials.",
"unlock_scepter.name" : "Mastery",
"unlock_scepter.description" : "Mercenary: Beat the game on Monsoon difficulty.",
"unlock_mercenary.name" : "No Flukes",
"unlock_mercenary.description" : "Beat the game 5 times.",
"unlock_chargefield.name" : "Flash of Light",
"unlock_chargefield.description" : "Mercenary: Eviscerate 50 enemies.",
"unlock_chef.name" : "Gourmet",
"unlock_chef.description" : "Obtain Meat Nugget, Bustling Fungus, Sprouting Egg, Bitter Root and Foreign Fruit in one run.",
"unlock_interstellar.name" : "Cracking Claws",
"unlock_interstellar.description" : "CHEF: SEAR/FLAMBE 20 Sand Crabs",
"unlock_turbine.name" : "Catch and Release",
"unlock_turbine.description" : "CHEF: Have 20 cleavers out at once.",
"unlock_chef_c2.name" : "Grease Fire",
"unlock_chef_c2.description" : "CHEF: Simultaneously kill 15 oiled enemies using SEAR/FLAMBE",
"unlock_loader.name" : "Itemized",
"unlock_loader.description" : "Obtain 30 unique items in one playthrough.",
"unlock_taser.name" : "Bionic",
"unlock_taser.description" : "Loader: Travel 6,500 meters using the Hydraulic Gauntlet",
"unlock_amethyst.name" : "Snuffed Out",
"unlock_amethyst.description" : "Loader: Kill the Overloading Magma Worm.",
"unlock_pilot_z2.name" : "Big Red Button",
"unlock_pilot_z2.description" : "Pilot: Kill 30 enemies after launching them using Airstrike.",
"unlock_pilot_v2.name" : "Aerodynamic",
"unlock_pilot_v2.description" : "Pilot: Kill 10 enemies without touching the ground or geysers.",
"unlock_drifter_c2.name" : "\"...Ask Questions Later\"",
"unlock_drifter_c2.description" : "Drifter: Get 20 temporary items at once.",
"unlock_miner_x2.name" : "Hot-Blooded Vengeance",
"unlock_miner_x2.description" : "Kill 8 Elder Lemurians without losing your Scorching status.",
"unlock_artifact_honor.name" : "In the Forest",
"unlock_artifact_honor.description" : "Find the Artifact of Honor.",
"unlock_artifact_kin.name" : "Somewhere Dry",
"unlock_artifact_kin.description" : "Find the Artifact of Kin.",
"unlock_artifact_distortion.name" : "Among the Mushrooms",
"unlock_artifact_distortion.description" : "Find the Artifact of Distortion.",
"unlock_artifact_spite.name" : "In the Meadow",
"unlock_artifact_spite.description" : "Find the Artifact of Spite.",
"unlock_artifact_glass.name" : "Below the Bridge",
"unlock_artifact_glass.description" : "Find the Artifact of Glass.",
"unlock_artifact_enigma.name" : "Drowned Below",
"unlock_artifact_enigma.description" : "Find the Artifact of Enigma.",
"unlock_artifact_sacrifice.name" : "Near the Core",
"unlock_artifact_sacrifice.description" : "Find the Artifact of Sacrifice.",
"unlock_artifact_command.name" : "In the Hive",
"unlock_artifact_command.description" : "Find the Artifact of Command.",
"unlock_artifact_spirit.name" : "Beneath the Temple",
"unlock_artifact_spirit.description" : "Find the Artifact of Spirit.",
"unlock_artifact_origin.name" : "Kaleidoscope",
"unlock_artifact_origin.description" : "Find the Artifact of Origin.",
"unlock_artifact_mountain.name" : "Carrying Weight",
"unlock_artifact_mountain.description" : "Get a gold rank on at least 15 Providence Trials.",
"unlock_bandit_z2.name" : "Retrograde",
"unlock_bandit_c2.name" : "Gassed Up",
"unlock_bandit_v2.name" : "Trigger Finger",
"unlock_enforcer_z2.name" : "Natural Competition",
"unlock_enforcer_x2.name" : "A Sweet Smell",
"unlock_enforcer_v2.name" : "Higher Ground",
"unlock_enforcer_skin_a.name" : "Chasing Shadows",
"unlock_hand_x2.name" : "Commander",
"unlock_hand_skin_a.name" : "Thank You",
"unlock_classified.name" : "Paratrooper",
"unlock_pilot_c2.name" : "Steady Grip",
"unlock_pilot_skin_a.name" : "Keep It Up",
"unlock_engi_z2.name" : "Aquarium",
"unlock_engi_x2.name" : "High Magnitude",
"unlock_insecticide.name" : "Field Testing",
"unlock_miner_z2.name" : "New Record",
"unlock_miner_c2.name" : "Burning Out",
"unlock_miner_skin_a.name" : "Hivemind",
"unlock_sniper_x2.name" : "Thermal Vision",
"unlock_sniper_skin_a.name" : "Campsite",
"unlock_acrid_x2.name" : "Nucleation",
"unlock_acrid_c2.name" : "Aposematic",
"unlock_mercenary_x2.name" : "Riposte",
"unlock_mercenary_c2.name" : "Tsuchinoko",
"unlock_mercenary_v2.name" : "Infinite Potential",
"unlock_chef_z2.name" : "Free-Range",
"unlock_chef_v2.name" : "Well-Seasoned",
"unlock_loader_z2.name" : "Anti-Virus",
"unlock_loader_x2.name" : "Divebomb",
"unlock_loader_v2.name" : "Live Wire",
"unlock_commando_x2.name" : "All Purpose",
"unlock_commando_c2.name" : "First Place",
"unlock_commando_v2.name" : "Only the Beginning",
"unlock_commando_skin_a.name" : "Selfless",
"unlock_duplicator.name" : "By Design",
"unlock_drifter_x2.name" : "Trash Compactor",
"unlock_drifter_v2.name" : "Biodegradabler",
"unlock_arti_x2.name" : "Full Circuit",
"unlock_arti_c2.name" : "Terminal Velocity",
"unlock_arti_v2.name" : "Solar Power",
"unlock_huntress_z2.name" : "The Hunt",
"unlock_huntress_z2.description" : "Huntress: Defeat 3 unique hidden event bosses in one run.",
"unlock_huntress_x2.name" : "Matricide",
"unlock_huntress_c2.name" : "Where You Want To Be",
"unlock_voltaic_mitt.name" : "Rope Burn",
"unlock_arcane_blades.name" : "\"...Or Your Money Back\"",
"unlock_umbrella.name" : "Chance of Showers",
"unlock_orbiter.name" : "A Little Extra Push",
"unlock_threader.name" : "Thread the Needle",
"unlock_artifact_temporary.name" : "Entropy",
"unlock_artifact_temporary.description" : "Find the Artifact of Tempus.",
"unlock_artifact_dissonance.name" : "Sight-Seeing",
"unlock_artifact_dissonance.description" : "Find the 4 hidden Artifact Shards.",
"unlock_artifact_cognation.name" : "Seeing Ghosts",
"unlock_artifact_cognation.description" : "Find the Artifact of Cognation.",
"unlock_commando_skin_p.name" : "Commando's Bravery",
"unlock_huntress_skin_p.name" : "Huntress's Agility",
"unlock_enforcer_skin_p.name" : "Enforcer's Will",
"unlock_bandit_skin_p.name" : "Bandit's Cunning",
"unlock_hand_skin_p.name" : "HAN-D's Directive",
"unlock_engineer_skin_p.name" : "Engineer's Intellect",
"unlock_miner_skin_p.name" : "Miner's Determination",
"unlock_sniper_skin_p.name" : "Sniper's Reflex",
"unlock_acrid_skin_p.name" : "Acrid's Hunger",
"unlock_mercenary_skin_p.name" : "Mercenary's Technique",
"unlock_loader_skin_p.name" : "Loader's Strength",
"unlock_chef_skin_p.name" : "Chef's Recipe",
"unlock_pilot_skin_p.name" : "Pilot's Focus",
"unlock_arti_skin_p.name" : "Artificer's Hope",
"unlock_drifter_skin_p.name" : "Drifter's Spirit",
"unlock_commando_skin_s.name" : "Strange Prism: Pyrite",
"unlock_acrid_skin_s.name" : "Strange Prism: Calcium",
"unlock_acrid_skin_s2.name" : "Strange Prism: Obsidian",
"unlock_arti_skin_s.name" : "Strange Prism: Stasis",
"unlock_loader_skin_s.name" : "Strange Prism: Nebula",
"unlock_bandit_skin_s.name" : "Strange Prism: Snare",
"unlock_drifter_skin_s.name" : "Strange Prism: Pollen",
"unlock_huntress_skin_s.name" : "Strange Prism: Extinction",
"unlock_pilot_skin_s.name" : "Strange Prism: Napalm",
"unlock_mercenary_skin_s.name" : "Strange Prism: Malice",
"unlock_skin_prism_desc" : "Found this prism in the world.",
"alt_kills_1_desc" : "Defeat 3,000 enemies as %s.",
"alt_items_1_desc" : "Collect 300 items as %s.",
"alt_stages_1_desc" : "Complete 25 stages as %s.",
"alt_condition" : "Alternatively: "
},
"gameOver" : {
"quote" : [
"You have died. Maybe next time..",
"ur dead LOL get wrecked",
"DEAD",
"Smashed.",
"Your family will never know how you died.",
"You died painlessly.",
"Your death was extremely painful.",
"Dead from blunt trauma to the face.",
"You have passed away. Try again?",
"Your internal organs have failed.",
"This planet has killed you.",
"Crushed.",
"Remember that as time increases, so does difficulty.",
"You have broken every bone in your body.",
"rekt",
"ded",
"Sucks to suck.",
"They will surely feast on your flesh.",
"Remember to activate your equipment.",
"You are dead.",
"Get styled upon.",
"You walk towards the light.",
"You embrace the void.",
"Come back soon!",
"Your body was gone an hour later.",
"Try playing on \"Drizzle\" mode for an easier time.",
"Choose a new character?",
"Consider lowering the difficulty.",
"That was definitely not your fault.",
"That was absolutely your fault.",
"Close!",
"..the harder they fall.",
"Beep.. beep.. beeeeeeeeeeeeeeeee",
"You really messed up.",
"It wasn't your time to die...",
"You had a lot more to live for.",
"Maybe next time.",
"You die in a hilarious pose.",
"You die a slightly embarassing death."
]
},
"oImpFriend" : {
"name[0]" : "Ugorn",
"name[1]" : "Bava",
"name[2]" : "Aetu",
"name[3]" : "Chir",
"name[4]" : "Yggo",
"quote[0]" : "%s, at your service..",
"quote[1]" : "Ah, a new master..",
"quote[2]" : "For life %s will serve..",
"quote[3]" : "%s, your new hand..",
"quote[4]" : "You will soon learn to love it..",
"quote[5]" : "%s, at your command..",
"quote[0][6]" : "Strike twice..",
"quote[0][7]" : "It is lightning that does the work..",
"quote[0][8]" : "Do I.. shock you..?",
"quote[0][9]" : "Smite them..!",
"quote[0][10]" : "Can you hear it..? Ugorn's music..?",
"quote[1][6]" : "Blast them apart..",
"quote[1][7]" : "Splatter them all..",
"quote[1][8]" : "Shatter the earth..",
"quote[1][9]" : "Leave them in pieces..",
"quote[1][10]" : "H-ha! Hahaha!",
"quote[2][6]" : "All that glitters..",
"quote[2][7]" : "Aetu will pave the way in gold..",
"quote[2][8]" : "Aetu knows.. there's always a price..",
"quote[2][9]" : "Embrace wealth..",
"quote[2][10]" : "Seldom that profit loses..",
"quote[3][6]" : "In the blink of an eye..",
"quote[3][7]" : "You are slow.. much too slow..",
"quote[3][8]" : "You slow me down..",
"quote[3][9]" : "Let them cower in fear..",
"quote[3][10]" : "Ah! Thrill of the hunt..",
"quote[4][6]" : "I carry your burden..",
"quote[4][7]" : "Clear the way..",
"quote[4][8]" : "Send Yggo right over..",
"quote[4][9]" : "I will die.. to protect you..",
"quote[4][10]" : "They cannot hurt me.."
},
"oBossText" : {
"text1[0]" :"Ah.. you are stronger than you look..",
"text1[1]" :"Hmm..",
"text1[2]" : "A challenge..!",
"text2[0]" : "Die..!",
"text2[1]" :"You thought me defeated..?!",
"text3[0]" : "How...?",
"text3[1]" : "You.. monster...",
"text3[2]" : "What.. are you..?"
}
}
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