# Path of Valheiman - English text for translators
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# Mod version: 5.0.10. Lines: 10583.

# ---- Tree nodes and masteries (2947) ----
@name.1	◇ Free option 1
@name.2	◇ Free option 2
@name.2-to-all-attributes	+2 to all attributes
@name.adrenaline	Adrenaline
@name.afflicted-prey	Afflicted Prey
@name.aftershocks	Aftershocks
@name.ailment-build-up	Ailment build-up
@name.ailment-resistance	Ailment resistance
@name.ailments	Ailments
@name.airborne	Airborne
@name.area	Area
@name.armour	Armour
@name.armour-and-evasion	Armour and evasion
@name.armour-and-rune-shield	Armour and Rune Shield
@name.armour-break	Armour break
@name.arms-of-the-north	Arms of the North
@name.attack-area	Attack area
@name.attack-damage	Attack damage
@name.attribute-junction	Attribute Junction
@name.attributes	Attributes
@name.awakening	Awakening
@name.backstab-damage	Backstab Damage
@name.barbed-riposte	Barbed Riposte
@name.bared-to-the-bone	Bared to the Bone
@name.battle-medic	Battle Medic
@name.battlecraft	Battlecraft
@name.battleweaver	Battleweaver
@name.between-wound-and-rune	Between Wound and Rune
@name.binding-reach	Binding Reach
@name.bleeding	Bleeding
@name.blood	Blood
@name.blood-burst	Blood Burst
@name.blood-mead	Blood Mead
@name.blood-strength	Blood Strength
@name.bloodied-charge	Bloodied Charge
@name.borrowed-skin	Borrowed Skin
@name.braced	Braced
@name.bramble-snare	Bramble Snare
@name.brewing	Brewing
@name.broad-butt	Broad Butt
@name.buildup-barrier	Buildup Barrier
@name.careful-blood	Careful Blood
@name.carpet-bombing	Carpet Bombing
@name.cast-and-attack-speed	Cast and attack speed
@name.challenger	Challenger
@name.charged-casts	Charged Casts
@name.charged-volley	Charged Volley
@name.choking-roots	Choking Roots
@name.choose-the-spend	Choose the Spend
@name.clean-mirror	Clean Mirror
@name.clean-parry	Clean Parry
@name.combat-in-the-depths	Combat in the Depths
@name.comfort-and-rest	Comfort and Rest
@name.confluence	Confluence
@name.converging-afflictions	Converging Afflictions
@name.corridor	Corridor
@name.countermove	Countermove
@name.creeping-blight	Creeping Blight
@name.critical-chance	Critical chance
@name.critical-charge	Critical Charge
@name.critical-damage	Critical damage
@name.critical-strikes	Critical strikes
@name.crushing-blow	Crushing Blow
@name.crushing-hold	Crushing Hold
@name.dagger-throw	Dagger throw
@name.dash-punch	Dash Punch
@name.delusion	Delusion
@name.dodge-speed	Dodge speed
@name.draw-speed	Draw speed
@name.dreamer-s-veil	Dreamer's Veil
@name.echo-of-yesterday	Echo of Yesterday
@name.echoing-blows	Echoing Blows
@name.edge-of-the-block	Edge of the Block
@name.eitr	Eitr
@name.eitr-and-rune-shield	Eitr and rune shield
@name.eitr-bulwark	Eitr Bulwark
@name.eitr-flow	Eitr flow
@name.elemental-build-up	Elemental Build-up
@name.elemental-damage	Elemental damage
@name.elemental-edge	Elemental Edge
@name.elk-s-heart	Elk's Heart
@name.elusive-shade	Elusive Shade
@name.ember-of-the-maul	Ember of the Maul
@name.endless-apparition	Endless Apparition
@name.evasion	Evasion
@name.evasion-and-rune-shield	Evasion and rune shield
@name.exhilaration	Exhilaration
@name.face-of-the-past	Face of the Past
@name.face-of-what-comes	Face of What Comes
@name.false-dawn	False Dawn
@name.fault-line	Fault Line
@name.fever-vision	Fever Vision
@name.fists-for-tools	Fists for Tools
@name.flash-response	Flash Response
@name.fleeting-double	Fleeting Double
@name.flexible-mail	Flexible Mail
@name.fogbound-mind	Fogbound Mind
@name.food	Food
@name.forged-hauberk	Forged Hauberk
@name.fox-s-stride	Fox's Stride
@name.fresh-wind	Fresh Wind
@name.from-behind	From Behind
@name.frost-and-flame	Frost and Flame
@name.full-harness	Full Harness
@name.galdr-ward	Galdr Ward
@name.gathered-rumble	Gathered Rumble
@name.giant-toppler	Giant-Toppler
@name.give-the-excess	Give the Excess
@name.glamour-of-mist	Glamour of Mist
@name.ground-strike	Ground Strike
@name.grounded-recoil	Grounded Recoil
@name.guarding-pulse	Guarding Pulse
@name.hammerfall	Hammerfall
@name.hawk-s-flight	Hawk's Flight
@name.healing	Healing
@name.hearth-and-hound	Hearth and Hound
@name.heavy-grip	Heavy Grip
@name.held-fast	Held Fast
@name.hidden-wellspring	Hidden Wellspring
@name.hobble	Hobble
@name.hobbling-blows	Hobbling Blows
@name.hold-the-line	Hold the Line
@name.hollow-visage	Hollow Visage
@name.huskarl-s-mail	Huskarl's Mail
@name.immobilize-chance	Immobilize Chance
@name.iron-constitution	Iron Constitution
@name.ironblood	Ironblood
@name.jump	Jump
@name.keen-instinct	Keen Instinct
@name.keep-the-rune	Keep the Rune
@name.knockback-wave	Knockback Wave
@name.knowledge-portal	Knowledge Portal
@name.lasting-resolve	Lasting Resolve
@name.lasting-roots	Lasting Roots
@name.lasting-stride	Lasting Stride
@name.leech	Leech
@name.liar-s-crown	Liar's Crown
@name.life	Life
@name.lifesteal	Lifesteal
@name.lingering-afflictions	Lingering Afflictions
@name.lingering-rot	Lingering Rot
@name.living-pulse	Living Pulse
@name.loki-s-mask	Loki's Mask
@name.long-breath	Long breath
@name.mask-beneath-masks	Mask Beneath Masks
@name.maximum-eitr	Maximum eitr
@name.meads	Meads
@name.measured-breath	Measured Breath
@name.measured-pace	Measured Pace
@name.measured-sip	Measured Sip
@name.measured-strike	Measured Strike
@name.melee-and-projectile-damage	Melee and projectile damage
@name.melee-damage	Melee damage
@name.melee-training	Melee Training
@name.minion-vitality	Minion Vitality
@name.mirror-of-lies	Mirror of Lies
@name.mist-whispers	Mist Whispers
@name.mistborn-phantom	Mistborn Phantom
@name.mistveil	Mistveil
@name.mountain-endurance	Mountain Endurance
@name.movement	Movement
@name.moving-rampart	Moving Rampart
@name.muspell-s-wrath	Muspell's Wrath
@name.night	Night
@name.nimble-fingers	Nimble Fingers
@name.norn-s-glance	Norn's Glance
@name.norns-patience	Norns' Patience
@name.nowhere-to-run	Nowhere to Run
@name.odin-s-eye	Odin's Eye
@name.oil-on-the-move	Oil on the Move
@name.oiled-clubs	Oiled Clubs
@name.oiled-fists	Oiled Fists
@name.open-mark	Open Mark
@name.open-the-gap	Open the Gap
@name.pact-of-the-host	Pact of the Host
@name.path	Path
@name.phantom-fist	Phantom Fist
@name.phantom-kin	Phantom Kin
@name.phantom-strikes	Phantom Strikes
@name.piercing-charge	Piercing Charge
@name.pinned	Pinned
@name.pinned-prey	Pinned Prey
@name.planted-charge	Planted Charge
@name.precise-control	Precise Control
@name.preserve-rest	Preserve Rest
@name.projectile-damage	Projectile damage
@name.projectile-reflection	Projectile Reflection
@name.quick-riposte	Quick riposte
@name.quiet-breath	Quiet Breath
@name.raise-the-earth	Raise the Earth
@name.raised-guard	Raised Guard
@name.raven-s-eye	Raven's Eye
@name.reach	Reach
@name.recoil-bulwark	Recoil Bulwark
@name.recovery-rhythm	Recovery Rhythm
@name.remote-bearer	Remote Bearer
@name.rending-apparition	Rending Apparition
@name.renewing-rune	Renewing Rune
@name.residual-resistance	Residual Resistance
@name.returning-fuse	Returning fuse
@name.rolling-charge	Rolling Charge
@name.root-and-ruin	Root and Ruin
@name.rootburst	Rootburst
@name.rootwarden	Rootwarden
@name.rumbling-charge	Rumbling Charge
@name.rune-shield	Rune shield
@name.runeforged-aegis	Runeforged Aegis
@name.runereader-s-threshold	Runereader's Threshold
@name.runereader-s-way	Runereader's Way
@name.runewoven-cloak	Runewoven Cloak
@name.runic-focus	Runic Focus
@name.runic-grease	Runic Grease
@name.runic-mending	Runic Mending
@name.runic-plating	Runic Plating
@name.runic-veil	Runic Veil
@name.runic-ward	Runic Ward
@name.running-endurance	Running Endurance
@name.rusting-sweep	Rusting Sweep
@name.sealed-wall	Sealed Wall
@name.second-breath	Second Breath
@name.second-edge	Second edge
@name.second-shadow	Second Shadow
@name.seer-s-folly	Seer's Folly
@name.seidr-chant	Seidr Chant
@name.seidr-confluence	Seidr Confluence
@name.shared-cleanse	Shared Cleanse
@name.shared-eitr-regeneration	Shared Eitr Regeneration
@name.shared-fervour	Shared Fervour
@name.shared-health-regeneration	Shared Health Regeneration
@name.shared-rune-shield-regeneration	Shared Rune Shield Regeneration
@name.shared-sip	Shared Sip
@name.shared-stamina-regeneration	Shared Stamina Regeneration
@name.sharp-reply	Sharp Reply
@name.shield-guard	Shield Guard
@name.shield-mark	Shield Mark
@name.shield-wall	Shield Wall
@name.shift-the-footing	Shift the Footing
@name.shifted-aftershock	Shifted Aftershock
@name.shifted-requirements	Shifted Requirements
@name.shifting-faces	Shifting Faces
@name.short-sound-sleep	Short Sound Sleep
@name.shotgun	Shotgun
@name.skyfall-volley	Skyfall Volley
@name.slide	Slide
@name.snare-shot	Snare Shot
@name.sound-armour	Sound armour
@name.spell-damage	Spell damage
@name.spell-echo	Spell Echo
@name.spell-lethality	Spell Lethality
@name.spell-precision	Spell Precision
@name.spiked-shield	Spiked Shield
@name.spirit-damage	Spirit Damage
@name.split-the-blow	Split the Blow
@name.stagger	Stagger
@name.stagger-power	Stagger power
@name.stake-through	Stake Through
@name.stake-through-the-heart	Stake Through the Heart
@name.stamina	Stamina
@name.stamina-debt	Stamina Debt
@name.stamina-recovery	Stamina Recovery
@name.steady-aim	Steady aim
@name.steady-breath	Steady breath
@name.steel-ablaze	Steel Ablaze
@name.stone-breath	Stone Breath
@name.stunning-answer	Stunning Answer
@name.tempered-guard	Tempered Guard
@name.the-watching-face	The Watching Face
@name.threefold-gaze	Threefold Gaze
@name.toppling-blow	Toppling Blow
@name.torch-as-a-club	Torch as a Club
@name.trickster-s-grin	Trickster's Grin
@name.troll-blooded	Troll-Blooded
@name.twin-edges	Twin Edges
@name.twisted-reflection	Twisted Reflection
@name.two-shields	Two Shields
@name.ullr-s-draw	Ullr's Draw
@name.unbending-bearer	Unbending Bearer
@name.unbent-oak	Unbent Oak
@name.unbound-charge	Unbound Charge
@name.unclosing-wound	Unclosing Wound
@name.undying-meal	Undying Meal
@name.unseen-executioner	Unseen Executioner
@name.unseen-witness	Unseen Witness
@name.veiled-gaze	Veiled Gaze
@name.venom-in-the-blood	Venom in the Blood
@name.versatile-assault	Versatile Assault
@name.vigorous-heart	Vigorous Heart
@name.vital-force	Vital Force
@name.waking-dream	Waking Dream
@name.wall-rebound	Wall Rebound
@name.wanderer-s-footing	Wanderer's Footing
@name.weapon-oils	Weapon Oils
@name.weapon-return	Weapon Return
@name.weight-behind-the-shield	Weight Behind the Shield
@name.weightless-hammer	Weightless Hammer
@name.well-made-armour	Well-made armour
@name.wellspring-of-mimir	Wellspring of Mimir
@name.wind-dancer	Wind Dancer
@name.wolf-s-breath	Wolf's Breath
@opt.o1606	Share the Pace
@opt.o1607	Companion Link
@opt.o1608	Team Springboard
@opt.o1609	Allied Adrenaline
@opt.o1609.extra	Linked allies' actions that grant adrenaline also grant it to the bearer. Allies keep their own gain; chain forwarding is not possible.
@opt.o1610.extra	Weapon oils can be applied while moving.
@opt.o1611.extra	Weapon oils can be applied to clubs.
@opt.o1612.extra	Weapon oils can be applied to fists.
@opt.o1618	Second Push
@opt.o1619	Roll Leap
@opt.o1625	Ready Answer
@opt.o1626	Parry with the Body
@opt.o1631.extra	Theme reserve. No gameplay effect yet.
@opt.o1634.extra	Fist and unarmed attacks dash towards the aimed target, stopping at striking range when the hit is released. Obstacles stop the dash; area modifiers do not increase its range.
@opt.o1637	Slam Echo
@opt.o1638	Echo of the Breach
@opt.o1638.extra	An attack causes an aftershock if the target's armour is fully broken after it hits. The hit that finishes breaking the armour also counts. One attack creates at most one source aftershock, regardless of the number of targets, projectiles and hits.
@opt.o1641	Searing Thorns
@opt.o1642	Barbed Arrows
@opt.o1643	Cleaving Thorns
@opt.o1644	Thorned Shell
@opt.o1645	Jagged Breach
@opt.o1646	Armour Shards
@opt.o1648	Cleaving Breach
@opt.o1649	Wedge the Armour
@opt.o1650	Bolt Quiver
@opt.o1650.extra	Numeric combat affixes of the bow-and-arrow quiver also apply to crossbows and bolts. Projectile count, capacity and unique rules are not copied.
@opt.o1651	Heavy Fletching
@opt.o1651.extra	The quiver's projectile speed bonus instead grants the same amount of increased knockback for compatible arrows and bolts. Other speed sources are kept.
@opt.o1652	Throw the Axe
@opt.o1652.extra	The alternate attack throws the axe as a projectile. At the end of its flight it falls to the ground. Returning is available in the throwing weapons mastery.
@opt.o1654	Other Food
@opt.o1659	Plates and Runes
@opt.o1661	Rune Tempering
@opt.o1661.extra	The specified share of rune shield from the helmet and chest piece becomes armour at the inverse defence-base ratio. The transferred rune shield is lost. Incompatible with Plates and Runes.
@opt.o1662	Wound Transfer
@opt.o1663	Wound to the Ground
@opt.o1664.extra	Bleeding on an enemy does not decay while it moves, on its own or from external forces, including knockback. When the target stops, decay resumes. The effect does not apply bleeding by itself.
@opt.o1666	Blood in Motion
@opt.o1667	Second Push
@opt.o1668	Roll Leap
@opt.o1670	Searing Thorns
@opt.o1671	Barbed Arrows
@opt.o1672	Cleaving Thorns
@opt.o1673	Thorned Shell
@opt.o1674	Ember Trail
@opt.o1675	Molten Strike
@opt.o1676	Saved for Later
@opt.o1678	Searing Thorns
@opt.o1679	Barbed Arrows
@opt.o1680	Cleaving Thorns
@opt.o1681	Thorned Shell
@opt.o1682	Intercept
@opt.o1683	Light Hand
@opt.o1686	Ash to Ash
@opt.o1687	Flare
@opt.o1690	Wound Transfer
@opt.o1691	Wound to the Ground
@opt.o1692.extra	Bleeding on an enemy does not decay while it moves, on its own or from external forces, including knockback. When the target stops, decay resumes. The effect does not apply bleeding by itself.
@opt.o1694	Blood in Motion
@opt.o1697	Ready Answer
@opt.o1698	Parry with the Body
@opt.o1703.extra	Theme reserve. No gameplay effect yet.
@opt.o1704	Sparking Club
@opt.o1705	Precise Butt
@opt.o1706	Hook
@opt.o1707	Crumble the Ice
@opt.o1708	Wound Transfer
@opt.o1709	Wound to the Ground
@opt.o1710.extra	Bleeding on an enemy does not decay while it moves, on its own or from external forces, including knockback. When the target stops, decay resumes. The effect does not apply bleeding by itself.
@opt.o1712	Blood in Motion
@opt.o1713	Double on Crit
@opt.o1714	All on One Target
@opt.o1715	Shield Charge
@opt.o1716	Shield Instead of Blade
@opt.o1720	Shield Throw
@opt.o1727	Ready Answer
@opt.o1728	Parry with the Body
@opt.o1733.extra	Theme reserve. No gameplay effect yet.
@opt.o1734.extra	Weapon oils can be applied while moving.
@opt.o1735.extra	Weapon oils can be applied to clubs.
@opt.o1736.extra	Weapon oils can be applied to fists.
@opt.o1740	Recoil Impulse
@opt.o1743	Jagged Breach
@opt.o1744	Armour Shards
@opt.o1746	Cleaving Breach
@opt.o1747	Wedge the Armour
@opt.o1748	Intercept
@opt.o1749	Light Hand
@opt.o1756	Ash to Ash
@opt.o1757	Flare
@opt.o1758	Jagged Breach
@opt.o1759	Armour Shards
@opt.o1761	Cleaving Breach
@opt.o1762	Wedge the Armour
@opt.o1767	Jagged Breach
@opt.o1768	Armour Shards
@opt.o1770	Cleaving Breach
@opt.o1771	Wedge the Armour
@opt.o1777.extra	The aura is no longer constant. Instead, blocking releases it as a stronger short burst. Has a cooldown.
@opt.o1778	Shift of Focus
@opt.o1779	Alternate Leads
@opt.o1780.extra	An alternate attack hitting an enemy charges the next attack. The charge is consumed when that attack is performed, even if it misses; spells do not consume it.
@opt.o1783	Camp Hearth
@opt.o1783.extra	Holding a lit torch grants comfort and lets your comfort count outside shelter.
@opt.o1784	Comfort in the Ranks
@opt.o1785	Camp Hearth
@opt.o1785.extra	Holding a lit torch grants comfort and lets your comfort count outside shelter.
@opt.o1786	Comfort in the Ranks
@opt.o1787	Ready Answer
@opt.o1788	Parry with the Body
@opt.o1793.extra	Theme reserve. No gameplay effect yet.
@opt.o1796	Searing Thorns
@opt.o1797	Barbed Arrows
@opt.o1798	Cleaving Thorns
@opt.o1799	Thorned Shell
@opt.o1800	Heavy Grip
@opt.o1801	Free Off Hand
@opt.o1804	Slam Echo
@opt.o1805	Echo of the Breach
@opt.o1805.extra	An attack causes an aftershock if the target's armour is fully broken after it hits. The hit that finishes breaking the armour also counts. One attack creates at most one source aftershock, regardless of the number of targets, projectiles and hits.
@opt.o1808	Slam Echo
@opt.o1809	Echo of the Breach
@opt.o1809.extra	An attack causes an aftershock if the target's armour is fully broken after it hits. The hit that finishes breaking the armour also counts. One attack creates at most one source aftershock, regardless of the number of targets, projectiles and hits.
@opt.o1810	Ready Answer
@opt.o1811	Parry with the Body
@opt.o1816.extra	Theme reserve. No gameplay effect yet.
@opt.o1822	Ready Answer
@opt.o1823	Parry with the Body
@opt.o1828.extra	Theme reserve. No gameplay effect yet.
@opt.o1837	Hook
@opt.o1838	Crumble the Ice
@opt.o1845	Strikes Kindle Rage
@opt.o1846.extra	Weapon oils can be applied while moving.
@opt.o1847.extra	Weapon oils can be applied to clubs.
@opt.o1848.extra	Weapon oils can be applied to fists.
@opt.o1852	Share the Pace
@opt.o1853	Companion Link
@opt.o1854	Team Springboard
@opt.o1855	Allied Adrenaline
@opt.o1855.extra	Linked allies' actions that grant adrenaline also grant it to the bearer. Allies keep their own gain; chain forwarding is not possible.
@opt.o1856	Jagged Breach
@opt.o1857	Armour Shards
@opt.o1859	Cleaving Breach
@opt.o1860	Wedge the Armour
@opt.o1865	Wound Transfer
@opt.o1866	Wound to the Ground
@opt.o1867.extra	Bleeding on an enemy does not decay while it moves, on its own or from external forces, including knockback. When the target stops, decay resumes. The effect does not apply bleeding by itself.
@opt.o1869	Blood in Motion
@opt.o1870	Unshaken
@opt.o1871	Rune Line
@opt.o1872.extra	Performing a dodge roll charges the next attack. The charge is consumed when that attack is performed, even if it misses; spells do not consume it. Cooldown: 2 s; a perfect dodge ignores it and always charges the attack.
@opt.o1873	Claim the Space
@opt.o1875	Recoil Impulse
@opt.o1877	Bolt Quiver
@opt.o1877.extra	Numeric combat affixes of the bow-and-arrow quiver also apply to crossbows and bolts. Projectile count, capacity and unique rules are not copied.
@opt.o1878	Heavy Fletching
@opt.o1878.extra	The quiver's projectile speed bonus instead grants the same amount of increased knockback for compatible arrows and bolts. Other speed sources are kept.
@opt.o1881.extra	Weapon oils can be applied while moving.
@opt.o1882.extra	Weapon oils can be applied to clubs.
@opt.o1883.extra	Weapon oils can be applied to fists.
@opt.o1887	Slam Echo
@opt.o1888	Echo of the Breach
@opt.o1888.extra	An attack causes an aftershock if the target's armour is fully broken after it hits. The hit that finishes breaking the armour also counts. One attack creates at most one source aftershock, regardless of the number of targets, projectiles and hits.
@opt.o1889	Impact Detonation
@opt.o1890	Sticky Charge
@opt.o1894	Parting Gift
@opt.o1897	Heavy Grip
@opt.o1898	Free Off Hand
@opt.o1906	Shield Charge
@opt.o1907	Shield Instead of Blade
@opt.o1911	Shield Throw
@opt.o1915	Plates and Runes
@opt.o1917	Rune Tempering
@opt.o1918	Shift of Focus
@opt.o1919	Alternate Leads
@opt.o1920.extra	Your alternative attack hitting an enemy charges your next attack. The charge is consumed when that attack is performed, even if it misses; spells do not consume it. Cooldown: 2 s.
@opt.o1921.extra	Performing a dodge roll charges your next attack. The charge is consumed when that attack is performed, even if it misses; spells do not consume it. Cooldown: 2 s; a perfect dodge ignores it and always charges the attack.
@opt.o1922	Claim the Space
@opt.o1924	Recoil Impulse
@opt.o1926	Unshaken
@opt.o1927	Rune Line
@opt.o1929	Chain Through Targets
@opt.o1930	Return Path
@opt.o1931	Wall to Target
@opt.o1932.extra	Theme reserve. No gameplay effect yet.
@opt.o1933.extra	Theme reserve. No gameplay effect yet.
@opt.o1934	Chain Through Targets
@opt.o1935	Return Path
@opt.o1936	Wall to Target
@opt.o1937.extra	Theme reserve. No gameplay effect yet.
@opt.o1938.extra	Theme reserve. No gameplay effect yet.
@opt.o1940	Shared Rune
@opt.o1941	Last Service
@opt.o1942	Keep the Rune
@opt.o1944	Build Momentum
@opt.o1945	Gather Speed
@opt.o1946	Walk Under Load
@opt.o1947.extra	Theme reserve. No gameplay effect yet.
@opt.o1948	Ice Barrier
@opt.o1949	Shatter the Ice
@opt.o1950	Aerial Recoil
@opt.o1951	Share the Pace
@opt.o1952	Companion Link
@opt.o1953	Team Springboard
@opt.o1954	Allied Adrenaline
@opt.o1954.extra	Actions of linked allies that grant adrenaline also grant it to the link holder. Allies keep their own gain; forwarding along a chain is not possible.
@opt.o1955	Wound Transfer
@opt.o1956	Wound to the Ground
@opt.o1957.extra	Bleeding on an enemy does not decay while it moves, on its own or from external forces including knockback. Decay resumes when the target stops. This effect does not apply bleeding by itself.
@opt.o1959	Blood in Motion
@opt.o1960	Hide Your Intent
@opt.o1960.extra	Killing a target that has not noticed the attacker does not reveal stealth to nearby enemies through the sound of that blow alone. Other means of detection still apply.
@opt.o1961	Vanish in Motion
@opt.o1962	Impact Detonation
@opt.o1963	Sticky Charge
@opt.o1967	Parting Gift
@opt.o1968.extra	Your thrown weapon comes back once its flight is over: after its chains, pierces and ricochets, when it strikes something or after 1.4 s of flight - faster throws fly farther. On the way back it pierces enemies. Its slot stays reserved until it returns; extra projectiles vanish. Arrows and bolts do not return.
@opt.o1969.extra	Theme reserve. No gameplay effect yet.
@opt.o1970.extra	Your thrown weapon comes back once its flight is over: after its chains, pierces and ricochets, when it strikes something or after 1.4 s of flight - faster throws fly farther. On the way back it pierces enemies. Its slot stays reserved until it returns; extra projectiles vanish. Arrows and bolts do not return.
@opt.o1971.extra	Theme reserve. No gameplay effect yet.
@opt.o1974	Impact Detonation
@opt.o1975	Sticky Charge
@opt.o1979	Parting Gift
@opt.o1980	Impact Detonation
@opt.o1981	Sticky Charge
@opt.o1985	Parting Gift
@opt.o1986	Sow with a Strike
@opt.o1987	Chain Burst
@opt.o1988	Hide Your Intent
@opt.o1988.extra	Killing a target that has not noticed the attacker does not reveal stealth to nearby enemies through the sound of that blow alone. Other means of detection still apply.
@opt.o1989	Vanish in Motion
@opt.o1990	Ready Answer
@opt.o1991	Parry with the Body
@opt.o1996.extra	Theme reserve. No gameplay effect yet.
@opt.o1997	Double on Crit
@opt.o1998	All on One Target
@opt.o2002	Plates and Runes
@opt.o2004	Rune Tempering
@opt.o2007.extra	Activating a trinket charges your next attack. The charge is spent when the attack is performed, even if it misses. Cooldown: 2 s.
@opt.o2009	Trinket in the Free Hand
@opt.o2009.extra	The extra trinket slot occupies the left hand only while it is filled. An empty slot leaves the hand free.
@opt.o2010	Trinkets Become Auras
@opt.o2011.extra	Activating a trinket charges your next attack. The charge is spent when the attack is performed, even if it misses. Cooldown: 2 s.
@opt.o2013	Trinket in the Free Hand
@opt.o2013.extra	The extra trinket slot occupies the left hand only while it is filled. An empty slot leaves the hand free.
@opt.o2014	Trinkets Become Auras
@opt.o2015.extra	Activating a trinket charges your next attack. The charge is spent when the attack is performed, even if it misses. Cooldown: 2 s.
@opt.o2017	Trinket in the Free Hand
@opt.o2017.extra	The extra trinket slot occupies the left hand only while it is filled. An empty slot leaves the hand free.
@opt.o2018	Trinkets Become Auras
@opt.o2019	Impact Detonation
@opt.o2020	Sticky Charge
@opt.o2024	Parting Gift
@opt.o2029	Impact Detonation
@opt.o2030	Sticky Charge
@opt.o2034	Parting Gift
@opt.o2035	Shield Charge
@opt.o2036	Shield Instead of Blade
@opt.o2040	Shield Throw
@opt.o2041.extra	Activating a trinket charges your next attack. The charge is spent when the attack is performed, even if it misses. Cooldown: 2 s.
@opt.o2043	Trinket in the Free Hand
@opt.o2043.extra	The extra trinket slot occupies the left hand only while it is filled. An empty slot leaves the hand free.
@opt.o2044	Trinkets Become Auras
@opt.o2045	Rune Edge
@opt.o2046	Shield Charge
@opt.o2047	Shield Instead of Blade
@opt.o2051	Shield Throw
@opt.o2052	Spell Primes the Strike
@opt.o2053	Anchored Cast
@opt.o2055	Ember Trail
@opt.o2056	Molten Strike
@opt.o2057	Saved for Later
@opt.o2059.extra	Your critical hit charges your next attack. The charge is consumed when that attack is performed, even if it misses; spells do not consume it. Cooldown: 0.2 s.
@opt.o2060	Spell Primes the Strike
@opt.o2061	Anchored Cast
@opt.o2072	Plates and Runes
@opt.o2074	Rune Tempering
@opt.o2074.extra	The listed share of rune shield from the helmet and chest piece becomes armour at the inverse defence base ratio. The transferred rune shield is lost. Incompatible with “Plates and Runes”.
@opt.o2075	Free Pair
@opt.o2076	Chain Through Targets
@opt.o2077	Return Path
@opt.o2078	Wall to Target
@opt.o2079.extra	Theme reserve. No gameplay effect yet.
@opt.o2080.extra	Theme reserve. No gameplay effect yet.
@opt.o2081	Spell Primes the Strike
@opt.o2082	Anchored Cast
@opt.o2085	Chain Through Targets
@opt.o2086	Return Path
@opt.o2087	Wall to Target
@opt.o2088.extra	Theme reserve. No gameplay effect yet.
@opt.o2089.extra	Theme reserve. No gameplay effect yet.
@opt.o2090	Hold the Draw
@opt.o2091	Keep the Tension
@opt.o2093	Other Food
@opt.o2095.extra	Your equipped knife’s alternative attack becomes a weapon throw. The actual knife falls on the ground unless a weapon-return effect brings it back.
@opt.o2096	Share the Pace
@opt.o2097	Companion Link
@opt.o2098	Team Springboard
@opt.o2099	Allied Adrenaline
@opt.o2099.extra	Actions of linked allies that grant adrenaline also grant it to the link holder. Allies keep their own gain; forwarding along a chain is not possible.
@opt.o2105	Other Food
@opt.o2107	Second Push
@opt.o2108	Roll Leap
@opt.o2110	Ice Barrier
@opt.o2111	Shatter the Ice
@opt.o2113.extra	Fist and unarmed attacks dash towards the aimed target, stopping at striking range when the hit is released. Obstacles stop the dash; area modifiers do not increase its range.
@opt.o2114	Shared Rune
@opt.o2115	Last Service
@opt.o2116	Chain Through Targets
@opt.o2117	Return Path
@opt.o2118	Wall to Target
@opt.o2119.extra	Theme reserve. No gameplay effect yet.
@opt.o2120.extra	Theme reserve. No gameplay effect yet.
@opt.o2121	Shield Charge
@opt.o2122	Shield Instead of Blade
@opt.o2126	Shield Throw
@opt.o2127	Hold the Draw
@opt.o2128	Keep the Tension
@opt.o2129	Shift of Focus
@opt.o2130	Alternate Leads
@opt.o2131.extra	Your alternative attack hitting an enemy charges your next attack. The charge is consumed when that attack is performed, even if it misses; spells do not consume it. Cooldown: 2 s.
@opt.o2133.extra	Your aura is no longer constant. Instead, blocking releases it as a stronger short burst. Has a cooldown.
@opt.o2134	Sow with a Strike
@opt.o2135	Chain Burst
@opt.o2411	Food Potency
@opt.o2412	Mobile Armour
@opt.o2413	Sparking Club
@opt.o2414	Precise Butt
@opt.o2415	Build Momentum
@opt.o2416	Gather Speed
@opt.o2417	Walk Under Load
@opt.o2418.extra	Theme reserve. No gameplay effect yet.
@opt.o2421	Mobile Armour
@opt.o2422.extra	Crouch while running fast or right after landing a jump to slide along the ground, keeping your speed; on a slope you ride down faster than you run.
@opt.o2423	Mobile Armour
@opt.o2424	Build Momentum
@opt.o2425	Gather Speed
@opt.o2426	Walk Under Load
@opt.o2427.extra	Theme reserve. No gameplay effect yet.
@opt.o2428	Mobile Armour
@opt.o2429	Food Potency
@opt.o2430	Build Momentum
@opt.o2431	Gather Speed
@opt.o2432	Walk Under Load
@opt.o2433.extra	Theme reserve. No gameplay effect yet.
@opt.o2434	Food Potency
@opt.o2435	Hold the Draw
@opt.o2436	Keep the Tension
@opt.o2443	Rune Edge
@opt.o2446.extra	Fist and unarmed attacks dash towards the aimed target, stopping at striking range when the hit is released. Obstacles stop the dash; area modifiers do not increase its range.
@opt.o2450	Sparking Club
@opt.o2451	Precise Butt
@opt.o2453	Throw the Axe
@opt.o2453.extra	The alternate attack throws the axe as a projectile. At the end of its flight it falls to the ground. A return is available in the throwing weapon mastery.
@opt.o2458	Spell Primes the Strike
@opt.o2459	Anchored Cast
@opt.o2462.extra	Your equipped knife’s alternative attack becomes a weapon throw. The actual knife falls on the ground unless a weapon-return effect brings it back.
@opt.o2613	Other Food
@opt.o2614	Plates and Runes
@opt.o2614.extra	The listed share of armour from the helmet and body armour becomes rune shield at the defence base ratio. The converted armour is lost. Incompatible with Rune Tempering.
@opt.o2618	Plates and Runes
@opt.o2618.extra	The listed share of armour from the helmet and body armour becomes rune shield at the defence base ratio. The converted armour is lost. Incompatible with Rune Tempering.
@opt.o2622	Plates and Runes
@opt.o2622.extra	The listed share of armour from the helmet and body armour becomes rune shield at the defence base ratio. The converted armour is lost. Incompatible with Rune Tempering.
@opt.o2626	Plates and Runes
@opt.o2626.extra	The listed share of armour from the helmet and body armour becomes rune shield at the defence base ratio. The converted armour is lost. Incompatible with Rune Tempering.
@own10000	Bows
@own10001	Minion Defence
@own10004	Minions
@own10005	Blocking
@own10007	Critical Strikes
@own10008	Clubs
@own10011	Blocking
@own10013	Critical Strikes
@own10014	Clubs
@own10017	Blocking
@own10019	Critical Strikes
@own10020	Clubs
@own10023	Shield After the Blow
@own10025	On Victory's Edge
@own10026	Troll's Knuckle
@own10029	Blocking
@own10031	Critical Strikes
@own10032	Clubs
@own10035	Blocking
@own10037	Critical Strikes
@own10038	Clubs
@own10041	Blocking
@own10043	Critical Strikes
@own10044	Clubs
@own10047	Blocking
@own10049	Critical Strikes
@own10050	Clubs
@own10053	Blocking
@own10055	Critical Strikes
@own10056	Clubs
@own10059	Blocking
@own10061	Critical Strikes
@own10062	Clubs
@own10065	Pickaxes
@own10066	Fists and Unarmed
@own10067	Staves
@own10068	General Melee
@own10069	Bows
@own10070	Fire Penetration
@own10071	Pickaxes
@own10072	Fists and Unarmed
@own10073	Staves
@own10074	General Melee
@own10075	Bows
@own10076	Fire Penetration
@own10077	Pickaxes
@own10078	Fists and Unarmed
@own10079	Staves
@own10080	General Melee
@own10081	Bows
@own10082	Fire Penetration
@own10083	Vein Fissure
@own10084	Hunter's Knuckles
@own10085	Seer's Grip
@own10086	Swift Fray
@own10087	Hunter's Arrowhead
@own10088	Surtr's Heat
@own10095	Critical Strikes
@own10098	Pickaxes
@own10099	Projectile Paths
@own10100	Magic Weapons
@own10101	Critical Strikes
@own10104	Pickaxes
@own10105	Projectile Paths
@own10106	Magic Weapons
@own10107	Fatal Edge
@own10109	Runic Thread
@own10110	Point Beneath the Helm
@own10111	Through Enemy Ranks
@own10112	Shining Point
@own10115	Last Strength
@own10116	Torch in Battle
@own10117	Health and Stamina
@own10118	Lasting Wards
@own10121	Last Strength
@own10122	Torch in Battle
@own10123	Health and Stamina
@own10124	Lasting Wards
@own10125	Drengr's Shoulders
@own10127	Life on the Edge
@own10128	Firebrand in the Fist
@own10129	Traveller's Heart
@own10130	Ward's Lingering Whisper
@own10131	Fortification
@own10133	Rune Shield
@own10134	War Picks
@own10136	Eitr
@own10137	Fortification
@own10139	Rune Shield
@own10140	War Picks
@own10142	Eitr
@own10143	Fortification
@own10145	Rune Shield
@own10146	Combat pickaxes
@own10148	Eitr
@own10149	Stone Stance
@own10151	Runic Shell
@own10152	Wide fracture
@own10154	Deep Eitr
@own10155	Slam Shockwave
@own10156	Fists and Unarmed
@own10157	Fire
@own10158	Outgoing Knockback
@own10159	Bows
@own10160	Spell Area
@own10161	Slam Shockwave
@own10162	Fists and Unarmed
@own10163	Fire
@own10164	Outgoing Knockback
@own10165	Bows
@own10166	Spell Area
@own10167	Slam Shockwave
@own10168	Fists and Unarmed
@own10169	Fire
@own10170	Outgoing Knockback
@own10171	Bows
@own10172	Spell Area
@own10173	Slam Shockwave
@own10174	Fists and Unarmed
@own10175	Fire
@own10176	Outgoing Knockback
@own10177	Bows
@own10178	Spell Area
@own10179	Slam Shockwave
@own10180	Fists and Unarmed
@own10181	Fire
@own10182	Outgoing Knockback
@own10183	Bows
@own10184	Spell Area
@own10185	Old Fighter's Sweep
@own10186	Troll's Fist
@own10187	Campfire Spark
@own10188	Spreading Earth
@own10189	Arrow Above the Heather
@own10190	Seer's Circle
@own10191	Circle of Broken Earth
@own10192	Knuckle Dance
@own10193	Hungry Flame
@own10194	Clear the Way
@own10195	Bowstring Song
@own10196	Broad Inscription
@own10203	Two-Handed Melee Weapons
@own10204	Dodge Roll
@own10205	Fire
@own10206	Rage Reserve
@own10207	Onslaught
@own10208	Lightning Damage
@own10209	Two-Handed Melee Weapons
@own10210	Dodge Roll
@own10211	Fire
@own10212	Rage Reserve
@own10213	Onslaught
@own10214	Lightning Damage
@own10215	Two-Handed Melee Weapons
@own10216	Dodge Roll
@own10217	Fire
@own10218	Rage Reserve
@own10219	Onslaught
@own10220	Lightning Damage
@own10221	Giant's Grip
@own10222	Tracker's Roll
@own10223	Fiery Trail
@own10224	Berserker's Wrath
@own10225	Kindled Fray
@own10226	Thunder's Trail
@own10233	Clubs
@own10235	Burning
@own10236	Knockback Protection
@own10237	Fists and Unarmed
@own10238	Frostbite
@own10239	Clubs
@own10241	Burning
@own10242	Knockback Protection
@own10243	Fists and Unarmed
@own10244	Frostbite
@own10245	Giant's Bruise
@own10246	Skyward Press
@own10247	Scarlet Glow
@own10248	Weight of the Old Mountain
@own10249	Fist's Seal
@own10250	Rime on the Wound
@own10299	Armour
@own10300	Frostbite
@own10301	Staves
@own10302	Health and Armour
@own10303	Comfort
@own10304	Critical Strikes
@own10305	Armour
@own10306	Frostbite
@own10307	Staves
@own10308	Health and Armour
@own10309	Comfort
@own10310	Critical Strikes
@own10311	Lightened Forging
@own10312	Cold in the Joints
@own10313	Frugal Enchanter
@own10314	Blood Beneath Mail
@own10315	Familiar Walls
@own10316	Rune's Opening
@own10317	Armour
@own10318	Frostbite
@own10319	Staves
@own10320	Health and Armour
@own10322	Critical Strikes
@own10323	Iron Circlet
@own10324	Frost's Grasp
@own10325	Swift Inscription
@own10326	Forged Heart
@own10327	Coals Until Dawn
@own10328	Fatal Inscription
@own10329	Armour
@own10330	Frostbite
@own10331	Staves
@own10332	Health and Armour
@own10333	Comfort
@own10334	Critical Strikes
@own10335	Fire Damage
@own10336	Puncture
@own10337	Minion Defence
@own10338	Blunt Damage
@own10340	Staves
@own10341	Fire Damage
@own10342	Puncture
@own10343	Minion Defence
@own10344	Blunt Damage
@own10346	Staves
@own10347	Breath of Embers
@own10348	Lodged Point
@own10349	Bones Under Oath
@own10350	Poll's Song
@own10352	Runic Imprint
@own10354	Movement
@own10355	Airborne
@own10356	Stagger Protection
@own10358	Lightning Penetration
@own10360	Movement
@own10361	Airborne
@own10362	Stagger Protection
@own10364	Lightning Penetration
@own10366	Movement
@own10367	Airborne
@own10368	Stagger Protection
@own10370	Lightning Penetration
@own10371	On the Last Breath
@own10372	Step Beyond the Blow
@own10373	Fray Above the Ground
@own10374	Steady Tread
@own10376	Storm Spear
@own10404	Slams
@own10411	Puncture
@own10417	Thorn Under the Skin
@own10423	Puncture
@own10429	Tower Shields
@own10432	Knockback Protection
@own10435	Tower Shields
@own10438	Knockback Protection
@own10441	Retainer's Wall
@own10442	Tracker's Leather
@own10443	Heat of Battle
@own10444	Rooted Stone
@own10445	Falling Stone's Weight
@own10446	Shadow Behind the Shoulder
@own10447	Tower Shields
@own10450	Knockback Protection
@own10453	Tower Shields
@own10456	Knockback Protection
@own10459	Clubs
@own10461	Frost Damage
@own10465	Clubs
@own10467	Frost Damage
@own10471	Clubs
@own10473	Frost Damage
@own10477	Oakwood Swing
@own10479	Blizzard's Breath
@own10480	Rumble of the Depths
@own10483	Enemy's Temple
@own10485	Glacier's Heart
@own10486	Second Tremor
@own10489	Clubs
@own10491	Frost Damage
@own10495	Clubs
@own10497	Frost Damage
@own10501	Fortitude
@own10506	Elemental Resistances
@own10507	Fortitude
@own10512	Elemental Resistances
@own10519	Shieldbearer's Oath
@own10524	Ward of the Passes
@own10525	Fortitude
@own10530	Elemental Resistances
@own10531	Last Stronghold
@own10536	Tempering of Four Winds
@own10537	Fortitude
@own10542	Elemental Resistances
@own10543	Stone in the Chest
@own10548	Circle of Elements
@own10549	Recovery Rhythm
@own10550	Puncture
@own10551	Fire
@own10552	Hold the Rage
@own10553	Back in Line
@own10554	Minions
@own10555	Recovery Rhythm
@own10556	Puncture
@own10557	Fire
@own10558	Hold the Rage
@own10559	Back in Line
@own10560	Minions
@own10561	Living Pulse
@own10562	Deep Puncture
@own10563	Forge Flare
@own10564	Held Wrath
@own10565	Elusive Sign
@own10566	Guard by the Keeper
@own10567	Armour Break
@own10570	General Melee
@own10573	Armour Break
@own10576	General Melee
@own10579	Armour Break
@own10582	General Melee
@own10585	Armour Break
@own10588	General Melee
@own10591	Crack in the King's Carapace
@own10592	Gaze Upon the Wound
@own10593	Whisper of Stars
@own10594	Amid the Fray
@own10596	Runic Brew
@own10597	Knockback Protection
@own10600	Carry Weight
@own10601	Attribute
@own10603	Knockback Protection
@own10606	Carry Weight
@own10607	Attribute
@own10609	Knockback Protection
@own10612	Carry Weight
@own10613	Attribute
@own10615	Heels in the Earth
@own10617	Soul Vessel
@own10617.extra	Maximum health is 1. Immune to spirit damage. Rune shield remains a separate defensive layer; other damage types still threaten health.
@own10618	Giant's Burden
@own10619	Fox's Cunning
@own10620	Thread of Wisdom
@own10621	Stagger Protection
@own10624	Armour
@own10627	Stagger Protection
@own10630	Armour
@own10633	Mountain Poise
@own10636	Retainer's Cuirass
@own10637	Twilight's Breath
@own10638	Rune by the Bed
@own10639	Stagger Protection
@own10642	Armour
@own10645	Blunt Damage
@own10648	Thorns
@own10649	Movement and Stamina
@own10651	Blunt Damage
@own10654	Thorns
@own10655	Movement and Stamina
@own10657	Broken Carapace
@own10660	Thorns on the Cuirass
@own10661	Light Tread
@own10663	Blunt Damage
@own10666	Thorns
@own10667	Seize the Moment
@own10669	Blunt Damage
@own10672	Thorns
@own10673	Seize the Moment
@own10675	Blunt Damage
@own10678	Thorns
@own10679	Movement and Stamina
@own10681	Blunt Damage
@own10684	Thorns
@own10685	Movement and Stamina
@own10687	Ring of Bones
@own10690	Thorny Carapace
@own10690.extra	Thorns damage is added to arrow hits. Arrow speed and range are reduced.
@own10691	Step After the Fall
@own10693	Blunt Damage
@own10696	Thorns
@own10697	Movement and Stamina
@own10699	Blunt Damage
@own10702	Thorns
@own10703	Seize the Moment
@own10705	Bone Beneath Iron
@own10708	Iron Briar
@own10709	Moment for Pursuit
@own10711	Two-Handed Melee Weapons
@own10712	Fists and Unarmed
@own10713	Shock
@own10714	Clubs
@own10717	Weapon speed
@own10718	Fists and Unarmed
@own10719	Shock
@own10720	Clubs
@own10723	Weapon speed
@own10724	Fists and Unarmed
@own10725	Shock
@own10726	Clubs
@own10729	Two Steady Hands
@own10730	Wolf's Grasp
@own10731	Storm's Tremor
@own10732	Oak's Wrath
@own10734	Spirit of the Spell
@own10735	Two-Handed Melee Weapons
@own10736	Fists and Unarmed
@own10737	Shock
@own10738	Clubs
@own10741	Two-Hander's Weight
@own10742	Fenring's Claw
@own10743	Lightning Loop
@own10744	Heavy push
@own10746	Spirit and Spell
@own10747	Two-Handed Melee Weapons
@own10748	Fists and Unarmed
@own10749	Shock
@own10750	Clubs
@own10753	Two-Handed Melee Weapons
@own10754	Fists and Unarmed
@own10755	Shock
@own10756	Clubs
@own10759	Drengr's Answer
@own10760	Bare Bones
@own10761	Thunder in the Reeds
@own10762	True Bludgeon
@own10764	Spell Song
@own10765	Carry Weight
@own10768	Armour Break
@own10770	Spell Projectiles
@own10771	Carry Weight
@own10774	Armour Break
@own10776	Spell Projectiles
@own10777	Stout Straps
@own10780	Shattered Mail
@own10782	Rune's Zigzag
@own10783	Carry Weight
@own10786	Armour Break
@own10788	Spell Rhythm
@own10789	Traveller's Megingjord
@own10792	Unmended Breach
@own10794	Swift Word
@own10795	Carry Weight
@own10798	Armour Break
@own10800	Spell Area
@own10801	Porter's Shoulders
@own10804	Split Carapace
@own10806	Caster's Reach
@own10807	Carry Weight
@own10810	Armour Break
@own10812	Spell Projectiles
@own10813	Carry Weight
@own10816	Armour Break
@own10818	Spell Projectiles
@own10819	Carry Weight
@own10822	Armour Break
@own10824	Spell Area
@own10825	Carry Weight
@own10828	Armour Break
@own10830	Spell Rhythm
@own10832	Brawler Endurance
@own10833	Spell Leech
@own10834	Clubs
@own10835	Ranged Combat
@own10838	Brawler Endurance
@own10839	Spell Leech
@own10840	Clubs
@own10841	Ranged Combat
@own10843	Stature of Steel
@own10844	Brawler Endurance
@own10845	Hungry Incantation
@own10846	Drengr's Maul
@own10847	Marksman's Hand
@own10848	Draught of Elements
@own10849	Pickaxes
@own10850	Weapon speed
@own10851	Spells
@own10852	Slam Shockwave
@own10853	Quivers
@own10854	Shock
@own10855	Pickaxes
@own10856	Weapon speed
@own10857	Spells
@own10858	Slam Shockwave
@own10859	Quivers
@own10860	Shock
@own10861	Pickaxes
@own10862	Weapon speed
@own10863	Spells
@own10864	Slam Shockwave
@own10865	Quivers
@own10866	Shock
@own10867	Iron Beak
@own10868	Rhythm of fists
@own10869	Might of the Sign
@own10870	Jotun's Tread
@own10871	Fletcher's Hand
@own10872	Sky's Sting
@own10873	Pickaxes
@own10874	Fists and Unarmed
@own10875	Cast speed
@own10876	Slam Shockwave
@own10877	Quivers
@own10878	Shock
@own10879	Stone Tooth
@own10880	Giant's Punch
@own10881	Frugal Word
@own10882	Fractured Plains
@own10883	Tracker's Quiver
@own10884	Lingering Storm Echo
@own10885	Attack Chain
@own10890	Frost
@own10891	Attack Chain
@own10896	Frost
@own10897	Attack Chain
@own10902	Frost Damage
@own10903	Attack Chain
@own10908	Frost Damage
@own10909	Unbroken Fray
@own10912	Giant's Run-Up
@own10912.extra	Covering enough distance by sprinting or controlled flight charges the next attack. The charge works with any weapon and with charged attack effects.
@own10914	Glassy Frost
@own10915	Reflection
@own10916	Movement
@own10917	Eitr
@own10919	Pierce Damage
@own10920	Spell Leech
@own10921	Reflection
@own10922	Movement and Stamina
@own10923	Eitr
@own10925	Pierce Damage
@own10926	Spell Leech
@own10927	Reflection
@own10928	Movement
@own10929	Eitr
@own10931	Pierce Damage
@own10932	Spell Leech
@own10933	Reflection
@own10934	Movement
@own10935	Eitr
@own10937	Pierce Damage
@own10938	Spell Leech
@own10939	Reflection
@own10940	Movement and Stamina
@own10941	Eitr
@own10943	Pierce Damage
@own10944	Spell Leech
@own10945	Returned Pain
@own10946	Wanderer's Path
@own10947	Sip of Wisdom
@own10948	Blood of Giants
@own10949	Steel's Tooth
@own10950	Rune of Hunger
@own10951	Health and Stamina
@own10952	Ranged Combat
@own10954	Fortitude
@own10957	Health and Stamina
@own10958	Ranged Combat
@own10960	Fortitude
@own10963	Health and Stamina
@own10964	Ranged Combat
@own10966	Fortitude
@own10969	Blood of the Long Road
@own10970	Frugal Archer
@own10972	Cliff's Stubbornness
@own10973	Sickness of the Last Hour
@own10974	Clear Thought
@own10976	Ranged Combat
@own10978	Fortitude
@own10982	Ranged Combat
@own10984	Fortitude
@own10988	Eye Above the Plains
@own10990	Reserve of Resolve
@own10991	First Sign of Sickness
@own10992	Last Spark
@own10993	Stagger Protection
@own10994	Stagger Protection
@own10995	Stagger Protection
@own10996	Stagger Protection
@own10997	Stagger Protection
@own10998	Stagger Protection
@own10999	Return to the Ranks
@own11000	Stout Neck
@own11001	Stagger Protection
@own11002	Stagger Protection
@own11006	Rift's Peal
@own11019	Pickaxes
@own11021	Frost
@own11023	Blood Magic
@own11031	Pickaxes
@own11033	Frost Penetration
@own11035	Blood Magic
@own11043	Pickaxes
@own11045	Frost Penetration
@own11047	Blood Magic
@own11055	Pickaxes
@own11057	Frost Penetration
@own11059	Blood Magic
@own11067	Mineface Song
@own11069	Winter's Point
@own11071	Word Written in Blood
@own11079	Pickaxes
@own11081	Frost
@own11083	Blood Magic
@own11091	Skull Cleft
@own11093	Ice Floe's Fracture
@own11095	Scarlet Rune
@own11103	Pickaxes
@own11105	Frost
@own11107	Blood Magic
@own11115	Viking Blood
@own11116	Health and Recovery
@own11117	Warm Vein
@own11118	Health and Recovery
@own11119	Health and Recovery
@own11120	Health and Recovery
@own11121	Health and Recovery
@own11122	Health and Recovery
@own11123	Health and Recovery
@own11124	Hardy Root
@own11125	Health and Recovery
@own11132	Outgoing Knockback
@own11133	Shot Preparation
@own11134	Attribute
@own11135	Outgoing Knockback
@own11136	Ranged Combat
@own11137	Attribute
@own11138	Outgoing Knockback
@own11139	Shot Preparation
@own11140	Attribute
@own11141	Outgoing Knockback
@own11142	Ranged Combat
@own11143	Attribute
@own11144	Outgoing Knockback
@own11145	Shot Preparation
@own11146	Attribute
@own11147	Outgoing Knockback
@own11148	Ranged Combat
@own11149	Attribute
@own11150	Eternal Pyre
@own11150.extra	Burning damage is multiplied by 2. Permanent self-burning has a base of 4% maximum health per second. Own fire and burning modifiers also scale this burn. Defenses reduce damage taken. Water cannot extinguish it.
@own11151	Featherlight
@own11151.extra	+25% jump height; −50% fall damage; −100 carry weight.
@own11152	Allfather's Spark
@own11153	Giant's Press
@own11154	True Shot
@own11155	Raven's Thought
@own11156	Outgoing Knockback
@own11157	Shot Preparation
@own11158	Attribute
@own11159	Offensive Stagger
@own11160	Ice Crystals
@own11161	Airborne
@own11162	Offensive Stagger
@own11163	Ice Crystals
@own11164	Airborne
@own11165	Offensive Stagger
@own11166	Ice Crystals
@own11167	Airborne
@own11168	Offensive Stagger
@own11169	Ice Crystals
@own11170	Airborne
@own11171	Offensive Stagger
@own11172	Ice Crystals
@own11173	Airborne
@own11174	Faltering Ranks
@own11175	Shards of Winter
@own11175.extra	Applying frostbite creates an ice crystal next to the target. A hit from an attack or spell can shatter it and cause a cold explosion.
@own11176	Power above ground
@own11177	Offensive Stagger
@own11178	Ice Crystals
@own11179	Airborne
@own11180	Offensive Stagger
@own11181	Ice Crystals
@own11182	Airborne
@own11183	Tower Shields
@own11185	Staves
@own11186	Tower Shields
@own11188	Staves
@own11189	Tower Shields
@own11191	Staves
@own11192	Tower Shields
@own11194	Staves
@own11195	Tower Shields
@own11197	Staves
@own11198	Tower Shields
@own11200	Staves
@own11201	Oaken Bastion
@own11203	Runekeeper's Gaze
@own11204	Tower Shields
@own11206	Staves
@own11207	Guard's Burden
@own11209	Wandering Staff
@own11210	Tower Shields
@own11212	Staves
@own11213	Shield at the Breach
@own11215	Enchanter's Knothole
@own11216	Ignite
@own11217	Ignite
@own11218	Burning
@own11219	Burning
@own11220	Smouldering Trail
@own11221	Ignite
@own11223	Lightning Damage
@own11224	Burning
@own11226	Lightning
@own11227	Ignite
@own11229	Lightning Damage
@own11230	Fire in the Veins
@own11232	Storm Above Water
@own11233	Spark Beneath the Skin
@own11235	Thunderer's Hand
@own11236	Clubs
@own11238	Critical Strikes
@own11239	Clubs
@own11241	Critical Strikes
@own11242	Clubs
@own11244	Critical Strikes
@own11245	Skull Beneath the Hammer
@own11247	Wolf's Gaze
@own11248	War Picks
@own11249	War Picks
@own11250	War Picks
@own11251	War Picks
@own11253	Stubborn Miner
@own11254	Talisman's Memory
@own11255	Icy Legacy
@own11255.extra	Killing an enemy with a cold hit leaves an ice crystal. Projectile chains and area hits work on the crystal.
@own11256	Fortification
@own11257	Fortification
@own11258	Fortification
@own11259	Fortification
@own11260	Shieldbearer's Roots
@own11261	Fortification
@own11262	Frost
@own11264	Critical Strikes
@own11265	Critical Strikes
@own11266	True Notch
@own11267	Critical Strikes
@own11271	Distant Flight
@own11272	Bows
@own11273	Falcon's Eye
@own11274	Bows
@own11275	Twin Nocks
@own11276	Bows
@own11277	Passive Evasion
@own11278	Passive Evasion
@own11279	Passive Evasion
@own11280	Passive Evasion
@own11281	Projectile Paths
@own11282	Projectile Paths
@own11283	Projectile Paths
@own11284	Projectile Paths
@own11285	Projectile Paths
@own11286	Projectile Paths
@own11287	Fair Wind
@own11288	Arrowhead's Reach
@own11289	Projectile Paths
@own11290	Projectile Paths
@own11291	Fists and Unarmed
@own11292	Fists and Unarmed
@own11293	Fists and Unarmed
@own11294	Brawler's Breath
@own11311	Lasting Wards
@own11312	Lasting Wards
@own11313	Lasting Wards
@own11314	Lasting Wards
@own11315	Frost Damage
@own11316	Frost Damage
@own11317	Frost Damage
@own11318	Frost Damage
@own11319	Blue Twilight
@own11320	Jump
@own11321	Jump
@own11322	Last Leap
@own11323	Jump
@own11327	Tempering of the Summoned
@own11328	Minion Defence
@own11329	Summoner's Veil
@own11330	Minion Defence
@own11331	Bone Frame
@own11332	Minion Defence
@own11337	Rune Shield
@own11338	Rune Shield
@own11339	Rune Shield
@own11340	Rune Shield
@own11341	Rune Shield
@own11342	Rune Shield
@own11343	Runekeeper's Circlet
@own11344	Dvergr's Mantle
@own11345	Rune Shield
@own11346	Rune Shield
@own11362	Lightning Damage
@own11363	Lightning Damage
@own11364	Lightning Damage
@own11365	Lightning Damage
@own11366	White Flash
@own11367	Ice Crystals
@own11368	Ice Crystals
@own11369	Ice Crystals
@own11370	Ice Crystals
@own11398	Comfort
@own11399	Sneak Attack
@own11401	Life Leech
@own11402	Bombs
@own11403	Health and Recovery
@own11404	Comfort
@own11405	Sneak Attack
@own11407	Life Leech
@own11408	Bombs
@own11409	Health and Recovery
@own11410	Comfort
@own11411	Sneak Attack
@own11413	Life Leech
@own11414	Bombs
@own11415	Health and Recovery
@own11416	Soft Pelt
@own11417	Blade Behind the Shoulder
@own11419	Blood for Blood
@own11420	Raider's Thunder
@own11421	Sip of Life
@own11422	Adrenaline and Trinkets
@own11424	Companion
@own11425	Parry and Buckler
@own11426	Critical Strikes
@own11428	Adrenaline and Trinkets
@own11430	Companion
@own11431	Parry and Buckler
@own11432	Critical Strikes
@own11434	Adrenaline and Trinkets
@own11436	Companion
@own11437	Parry and Buckler
@own11438	Critical Strikes
@own11440	Adrenaline and Trinkets
@own11442	Companion
@own11443	Parry and Buckler
@own11444	Critical Strikes
@own11446	Held Surge
@own11447	Midnight Knife
@own11448	Faithful Companion
@own11449	Duelist's Rim
@own11450	Weight of the Verdict
@own11451	Lingering Taste of Mead
@own11452	Adrenaline and Trinkets
@own11454	Companion
@own11455	Parry and Buckler
@own11456	Critical Strikes
@own11458	Unfaded Fervour
@own11459	Watch by Moonlight
@own11460	Well-Fed Comrade
@own11461	Brief Reply
@own11462	Warrior's Eye
@own11463	Brew of Four Winds
@own11464	Adrenaline and Trinkets
@own11466	Companion
@own11467	Parry and Buckler
@own11468	Critical Strikes
@own11470	Charged Attacks
@own11473	Axes
@own11476	Charged Attacks
@own11479	Axes
@own11482	Charged Attacks
@own11485	Axes
@own11488	Stored Fury
@own11491	Raider's Axe
@own11494	Bleeding
@own11495	Movement
@own11497	Spears
@own11500	Blood Trail Hunt
@own11501	Strength on the Road
@own11503	Hunter's Tooth
@own11506	Bleeding
@own11507	Movement
@own11509	Spears
@own11512	Glancing Blow
@own11513	Throwing Weapons
@own11515	Additional Strikes
@own11516	Saturated Damp
@own11517	Armour and Rune Shield
@own11518	Shield's Turn
@own11519	Rain of Points
@own11520	Eir's Palm
@own11521	Blade's Echo
@own11522	Rain to the Bones
@own11523	Rune Beneath Steel
@own11524	Glancing Blow
@own11525	Throwing Weapons
@own11527	Additional Strikes
@own11528	Saturated Damp
@own11529	Armour and Rune Shield
@own11530	Ailment Build-up Resistance
@own11531	Spores
@own11532	Auras and Presence
@own11533	Stamina
@own11534	Poison Resistance
@own11535	Critical Strikes
@own11536	Ailment Build-up Resistance
@own11537	Spores
@own11538	Auras and Presence
@own11539	Stamina
@own11540	Poison Resistance
@own11541	Critical Strikes
@own11542	Ash Tempering
@own11543	Mire Blossom
@own11543.extra	Killing a poisoned enemy creates a spore where it died. Spores serve as targets for projectile chains and area hits.
@own11544	Banner's Circle
@own11545	Light Takeoff
@own11546	Bitterness of the Swamps
@own11547	Weakest Link
@own11548	Ailment Build-up Resistance
@own11549	Spores
@own11550	Auras and Presence
@own11551	Stamina
@own11552	Poison Resistance
@own11553	Critical Strikes
@own11554	Ailment Build-up Resistance
@own11555	Spores
@own11556	Auras and Presence
@own11557	Stamina
@own11558	Poison Resistance
@own11559	Critical Strikes
@own11561	Poisoning
@own11562	Rune Shield
@own11563	Weight of Steel
@own11565	Resistances
@own11567	Poisoning
@own11568	Rune Shield
@own11569	Weight of Steel
@own11571	Resistances
@own11573	Swamp Dweller's Feast
@own11574	Rune at the Breaking Point
@own11575	Mass of the Verdict
@own11577	Cloak of Mountain Cold
@own11579	Poisoning
@own11580	Rune Shield
@own11581	Weight of Steel
@own11583	Resistances
@own11585	Poisoning
@own11586	Rune Shield
@own11587	Weight of Steel
@own11589	Resistances
@own11591	Poisoning
@own11592	Rune Shield
@own11593	Weight of Steel
@own11595	Resistances
@own11597	Poisoning
@own11598	Rune Shield
@own11599	Weight of Steel
@own11601	Elemental Resistances
@own11603	Poisoning
@own11604	Rune Shield
@own11605	Weight of Steel
@own11607	Elemental Resistances
@own11609	Last Venom
@own11610	Sign Upon the Brow
@own11611	Forge's Weight
@own11613	Sign of the Hardy Body
@own11615	Serpent's Admixture
@own11616	Keeper's Circle
@own11617	Thorny Forging
@own11619	Skin Amid Sparks
@own11621	Poisoning
@own11622	Rune Shield
@own11623	Weight of Steel
@own11625	Resistances
@own11627	Poisoning
@own11628	Rune Shield
@own11629	Weight of Steel
@own11631	Resistances
@own11634	Swords
@own11635	Comfort
@own11636	Stealth
@own11638	Crossbows
@own11640	Rest and Vigour
@own11642	Knives
@own11643	Area of Effect
@own11644	Crossbows
@own11646	Rest and Vigour
@own11648	Knives
@own11649	Area of Effect
@own11650	Crossbows
@own11652	Rest and Vigour
@own11654	Knives
@own11655	Area of Effect
@own11656	Crossbows
@own11658	Rest and Vigour
@own11660	Knives
@own11661	Area of Effect
@own11662	Crossbows
@own11664	Rest and Vigour
@own11666	Knives
@own11667	Area of Effect
@own11668	Bolt Through the Gap
@own11670	Strength of Hearth Warmth
@own11671	Gleam After the Fray
@own11672	Fang in the Dark
@own11673	Wide Circle of Battle
@own11674	Siege Crossbow
@own11676	Lasting Rest
@own11677	Oil on the Point
@own11678	Knife Beneath the Rib
@own11679	Lasting Presence
@own11682	Swords
@own11683	Comfort
@own11684	Stealth
@own11688	Blade's Furrow
@own11689	Warmth of Home
@own11690	Silent Trail
@own11691	Thread of Life
@own11692	Satiety and Active Food
@own11693	Bombs
@own11694	Sceptres
@own11695	Crossbows
@own11696	Paired Weapons
@own11697	Polearms
@own11698	Satiety and Active Food
@own11699	Bombs
@own11700	Sceptres
@own11701	Crossbows
@own11702	Paired Weapons
@own11703	Polearms
@own11704	Satiety and Active Food
@own11705	Bombs
@own11706	Sceptres
@own11707	Crossbows
@own11708	Paired Weapons
@own11709	Polearms
@own11710	Stores for the Swamp March
@own11711	Powder Underfoot
@own11712	Priest's Judgement
@own11713	Loader's Hand
@own11714	Twin Wolf Fangs
@own11715	Long Steel
@own11716	Health from Food
@own11717	Bombs
@own11718	Sceptres
@own11719	Crossbows
@own11720	Paired Weapons
@own11721	Polearms
@own11722	Health from Food
@own11723	Bombs
@own11724	Sceptres
@own11725	Crossbows
@own11726	Paired Weapons
@own11727	Polearms
@own11728	Well-Fed Resolve
@own11729	Frugal Demolisher
@own11730	Keeper's Rod
@own11731	Splintered Shield
@own11732	Crossing Blades
@own11733	Shaft Grip
@own11734	Spears
@own11735	Knives
@own11737	Adrenaline and Trinkets
@own11738	Combat Accessories
@own11739	Sceptres
@own11740	Spears
@own11741	Knives
@own11743	Adrenaline and Trinkets
@own11744	Combat Accessories
@own11745	Sceptres
@own11746	Spears
@own11747	Knives
@own11749	Adrenaline and Trinkets
@own11750	Combat Accessories
@own11751	Sceptres
@own11752	Spears
@own11753	Knives
@own11755	Adrenaline and Trinkets
@own11756	Combat Accessories
@own11757	Sceptres
@own11758	Spears
@own11759	Knives
@own11761	Adrenaline and Trinkets
@own11762	Combat Accessories
@own11763	Sceptres
@own11764	Dawn Spear
@own11765	Trickster's Grin
@own11766	Potent Mead Horn
@own11767	Rising Ardour
@own11768	Talisman's Point
@own11769	Rune of Judgement
@own11769.extra	Scepters are magic melee weapons. The bonuses apply to scepter hits.
@own11770	Parry and Buckler
@own11771	Projectile Accuracy
@own11772	Polearms
@own11773	Ailment Build-up Resistance
@own11774	Attribute
@own11776	Parry and Buckler
@own11777	Projectile Accuracy
@own11778	Weapon speed
@own11779	Ailment Build-up Resistance
@own11780	Attribute
@own11782	Parry and Buckler
@own11783	Projectile Accuracy
@own11784	Polearms
@own11785	Ailment Build-up Resistance
@own11786	Attribute
@own11788	Sparks on the Buckler
@own11789	Beyond the Horizon
@own11790	Glaive's Thorn
@own11791	Bitter Antidote
@own11792	Deer's Trail
@own11793	Stolen Spark
@own11794	Rune of the Counterblow
@own11795	Fateful Flight
@own11796	Draugr's Tooth
@own11797	Swamp Lessons
@own11798	Steady Hand
@own11799	Thirst to Survive
@own11800	Comfort
@own11801	Comfort
@own11802	Strength Beyond the Door
@own11803	Comfort
@own11804	Comfort
@own11805	Slash Damage
@own11806	Eitr
@own11807	Armour and Rune Shield
@own11809	Evasion and Rune Shield
@own11811	Slash Damage
@own11812	Eitr
@own11813	Armour and Rune Shield
@own11815	Evasion and Rune Shield
@own11817	Slash Damage
@own11818	Eitr
@own11819	Armour and Rune Shield
@own11821	Evasion and Rune Shield
@own11823	Slash Damage
@own11824	Eitr
@own11825	Armour and Rune Shield
@own11827	Evasion and Rune Shield
@own11829	Slash Damage
@own11830	Eitr
@own11831	Armour and Rune Shield
@own11833	Evasion and Rune Shield
@own11835	Blade's Scarlet Trail
@own11836	Raven's Vessel
@own11837	Forged Inscription
@own11838	Strength on the Road
@own11839	Ghostly Vestment
@own11840	Fullness of Knowledge
@own11841	Wound Beneath the Rib
@own11844	Lot of Battle
@own11847	Spears
@own11850	Critical Strikes
@own11853	Spears
@own11856	Critical Strikes
@own11859	Axes
@own11860	Paired Weapons
@own11861	Combat Rhythm
@own11862	Crossbows
@own11864	Blocking
@own11865	Axes
@own11866	Paired Weapons
@own11867	Combat Rhythm
@own11868	Crossbows
@own11870	Blocking
@own11871	Bloodied Edge
@own11872	Twin Sentence
@own11873	Rhythm of the Fray
@own11874	Latch Click
@own11875	Back in the Gloom
@own11876	Shieldbearer's Grip
@own11877	Stamina from Food
@own11879	Sceptres
@own11882	Polearms
@own11883	Stamina from Food
@own11885	Sceptres
@own11888	Polearms
@own11889	Stamina from Food
@own11891	Sceptres
@own11894	Polearms
@own11895	Stamina from Food
@own11897	Sceptres
@own11900	Polearms
@own11901	Stamina from Food
@own11903	Sceptres
@own11906	Polearms
@own11907	Draught With the Feast
@own11909	Lawgiver's Gaze
@own11910	Oiled Steel
@own11912	Ragged Sweep
@own11913	One-Handed Weapons
@own11915	Defensive Accessories
@own11916	Additional Strikes
@own11917	Throwing Weapons
@own11918	Rune Shield
@own11919	One-Handed Weapons
@own11921	Defensive Accessories
@own11922	Additional Strikes
@own11923	Throwing Weapons
@own11924	Rune Shield
@own11925	One-Handed Weapons
@own11927	Defensive Accessories
@own11928	Additional Strikes
@own11929	Throwing Weapons
@own11930	Rune Shield
@own11931	One-Handed Weapons
@own11933	Defensive Accessories
@own11934	Additional Strikes
@own11935	Throwing Weapons
@own11936	Rune Shield
@own11937	Free Fist
@own11939	Keeper's Ward
@own11940	Many-Handed Fray
@own11941	Scattered Steel
@own11942	Caster's Weave
@own11943	One-Handed Weapons
@own11945	Defensive Accessories
@own11946	Additional Strikes
@own11947	Throwing Weapons
@own11948	Rune Shield
@own11949	One-Handed Weapons
@own11951	Defensive Accessories
@own11952	Additional Strikes
@own11953	Throwing Weapons
@own11954	Rune Shield
@own11955	Attack Chain
@own11956	Poison Penetration
@own11957	Area of Effect
@own11958	Health and Stamina
@own11959	Knives
@own11960	Endurance Reserve
@own11961	Attack Chain
@own11962	Poison Penetration
@own11963	Area of Effect
@own11964	Health and Stamina
@own11965	Knives
@own11966	Endurance Reserve
@own11967	Links of the Fray
@own11968	Green Point
@own11969	Might of the Broad Blow
@own11970	Deer's Stature
@own11971	Knife's Trace
@own11972	Weight of Survival
@own11976	Offensive Stagger
@own11979	Strike Into the Breach
@own11982	Troll's Weight
@own11988	Offensive Stagger
@own11991	Slash Damage
@own11992	Eitr
@own11993	Armour and Rune Shield
@own11994	Parry
@own11995	Evasion and Rune Shield
@own11996	Area at Full Eitr
@own11997	Slash Damage
@own11998	Eitr
@own11999	Armour and Rune Shield
@own12000	Parry
@own12001	Evasion and Rune Shield
@own12002	Area at Full Eitr
@own12003	Crossbows
@own12005	Adrenaline and Trinkets
@own12006	Axes
@own12009	Besieger's Stores
@own12011	Viking's Pulse
@own12012	Axe Bite
@own12015	Drengr's Bolt
@own12017	Battle Fervour
@own12018	Raider's Poll
@own12021	Swift Windlass
@own12023	Unfading Zeal
@own12024	Axe Dance
@own12027	Crossbows
@own12029	Adrenaline and Trinkets
@own12030	Axes
@own12033	Crossbows
@own12035	Adrenaline and Trinkets
@own12036	Axes
@own12039	Bleeding
@own12042	Alternate Attacks
@own12044	Swords
@own12045	Bleeding
@own12048	Alternate Attacks
@own12050	Swords
@own12051	Bleeding
@own12054	Alternate Attacks
@own12056	Swords
@own12057	Bleeding
@own12059	Take an Ally's Damage
@own12060	Alternate Attacks
@own12062	Swords
@own12063	Bleeding
@own12065	Take an Ally's Damage
@own12066	Alternate Attacks
@own12068	Swords
@own12069	Open Wound
@own12071	Shared Wound
@own12072	Blade's Other End
@own12074	Gap in the Mail
@own12075	Scarlet Stream
@own12077	Outstretched Thread
@own12078	Stubborn Press
@own12080	Loyalty to the Sword
@own12081	Bleeding
@own12083	Forging the Link
@own12084	Alternate Attacks
@own12086	Ailment buildup
@own12087	Bleeding
@own12089	Forging the Link
@own12090	Alternate Attacks
@own12092	Ailment buildup
@own12093	Bleeding
@own12096	Alternate Attacks
@own12098	Swords
@own12099	Bleeding
@own12102	Alternate Attacks
@own12104	Swords
@own12105	Bleeding
@own12108	Alternate Attacks
@own12110	Swords
@own12111	Crimson Thread's Trace
@own12113	Shieldbrother's Blood
@own12114	Broad Fray
@own12116	Iron Song
@own12117	Glancing Blow
@own12119	Thorns
@own12120	Armour and Passive Evasion
@own12122	Comfort
@own12123	Glancing Blow
@own12125	Thorns
@own12126	Armour and Passive Evasion
@own12128	Comfort
@own12129	Glancing Blow
@own12131	Thorns
@own12132	Armour and Passive Evasion
@own12134	Comfort
@own12135	Glancing Blow
@own12137	Thorns
@own12138	Armour and Passive Evasion
@own12140	Comfort
@own12141	Step Past the Edge
@own12143	Thorny Welcome
@own12144	Hunter's Cloak
@own12146	Living Hearth
@own12147	Glancing Steel
@own12149	Briar's Embrace
@own12150	Wanderer's Hood
@own12152	Healing Repose
@own12154	Rune Shield
@own12155	Two-Handed Melee Weapons
@own12156	Bleeding
@own12157	Experience and Skill Retention
@own12158	Auras and Presence
@own12160	Rune Shield
@own12161	Two-Handed Melee Weapons
@own12162	Bleeding
@own12163	Experience and Skill Retention
@own12164	Auras and Presence
@own12165	Lasting Infusion
@own12166	Circlet Inscription
@own12167	Strike to the Bone
@own12168	Fresh Incision
@own12169	Hugin's Memory
@own12170	Banner Above the Ranks
@own12172	Rune Shield
@own12173	Two-Handed Melee Weapons
@own12174	Bleeding
@own12175	Experience and Skill Retention
@own12176	Auras and Presence
@own12177	Oiled Edge
@own12178	Shelter of Signs
@own12179	Cleaver's Gaze
@own12180	Fugitive's Bloody Trail
@own12181	Munin's Word
@own12182	Living Presence
@own12184	Rune Shield
@own12185	Two-Handed Melee Weapons
@own12186	Bleeding
@own12187	Experience and Skill Retention
@own12188	Auras and Presence
@own12189	Bleeding
@own12190	Effect Duration
@own12191	Ailment Resistance and Cleansing
@own12192	Charged Attacks
@own12195	Bleeding
@own12196	Effect Duration
@own12197	Ailment Resistance and Cleansing
@own12198	Charged Attacks
@own12201	Bleeding
@own12202	Effect Duration
@own12203	Ailment Resistance and Cleansing
@own12204	Charged Attacks
@own12207	Bleeding
@own12208	Effect Duration
@own12209	Ailment Resistance and Cleansing
@own12210	Charged Attacks
@own12213	Last Drops
@own12214	Lingering Resonance
@own12215	Stubborn Flesh
@own12216	Decisive Swing
@own12218	Art of the Draught
@own12219	Unhealed Mark
@own12220	Lasting Blessing
@own12221	Draught Against Sickness
@own12222	Weighty Anticipation
@own12224	Bitterness in the Mead Horn
@own12231	Ailment Build-up Resistance
@own12232	Health and Rune Shield
@own12233	Ward Potency
@own12234	One-Handed Weapons
@own12235	Evasion and Rune Shield
@own12236	Swords
@own12237	Ailment Build-up Resistance
@own12238	Health and Rune Shield
@own12239	Ward Potency
@own12240	One-Handed Weapons
@own12241	Evasion and Rune Shield
@own12242	Swords
@own12243	Hide by the Fire
@own12244	Rune of Living Blood
@own12245	Knot's Strength
@own12246	Light Hilt
@own12247	Lucid Veil
@own12248	Scarlet Flourish
@own12249	Axes
@own12251	Travel Gear
@own12252	Alternate Attacks
@own12253	Movement
@own12254	Damp Feeds the Runes
@own12255	Axes
@own12257	Travel Gear
@own12258	Alternate Attacks
@own12259	Movement
@own12260	Damp Feeds the Runes
@own12261	Woodcutter's Hand
@own12263	Wanderer's Burden
@own12264	Bludgeon's Push
@own12265	Step Beneath the Rune
@own12266	Runes in the Rain
@own12267	Stamina
@own12268	Throwing Weapons
@own12269	Aura Damage
@own12270	Glancing Blow
@own12271	Projectile Accuracy
@own12272	Area of Effect
@own12273	Stamina
@own12274	Throwing Weapons
@own12275	Aura Damage
@own12276	Glancing Blow
@own12277	Projectile Accuracy
@own12278	Area of Effect
@own12279	Road to the Pass
@own12280	Handful of Iron
@own12281	Dread Presence
@own12282	Passing Blow
@own12283	Eye Behind the Fletching
@own12284	Far Circles
@own12285	Charge Fundamentals
@own12287	Pets
@own12288	Parry and Buckler
@own12289	Poisoning
@own12290	Alternate Attacks
@own12291	Charge
@own12293	Pets
@own12294	Parry and Buckler
@own12295	Poisoning
@own12296	Alternate Attacks
@own12297	Damage
@own12299	Pets
@own12300	Parry and Buckler
@own12301	Poisoning
@own12302	Alternate Attacks
@own12303	Circle of the Heavy Blow
@own12305	Faithful Beast's Hide
@own12306	Duelist's Breath
@own12307	Mire's Bite
@own12308	Signature Blow
@own12309	Fist's Release
@own12311	Faithful Beast's Blood
@own12312	Light Rim
@own12313	Slow Withering
@own12314	Fatal Swing
@own12315	Throwing Weapons
@own12317	Recovery Through Defence
@own12318	Axes
@own12319	Knives
@own12320	Eitr and Rune Shield
@own12321	Throwing Weapons
@own12323	Recovery Through Defence
@own12324	Axes
@own12325	Knives
@own12326	Eitr and Rune Shield
@own12327	Throwing Weapons
@own12329	Recovery Through Defence
@own12330	Axes
@own12331	Knives
@own12332	Eitr and Rune Shield
@own12333	Thrower's Hand
@own12335	Vein Beneath Iron
@own12336	Jarl's Axe
@own12337	Traveller's Blade
@own12338	Flow of Runes
@own12339	Throwing Weapons
@own12341	Recovery Through Defence
@own12342	Axes
@own12343	Knives
@own12344	Eitr and Rune Shield
@own12345	Throwing Weapons
@own12347	Recovery Through Defence
@own12348	Axes
@own12349	Knives
@own12350	Eitr and Rune Shield
@own12351	Alternate Attacks
@own12352	Cover of Night
@own12354	Health and Armour
@own12356	Health and Armour
@own12357	Alternate Attacks
@own12358	Cover of Night
@own12360	Health and Armour
@own12362	Health and Armour
@own12363	Alternate Attacks
@own12364	Cover of Night
@own12366	Health and Armour
@own12368	Health and Armour
@own12369	Sweeping Reply
@own12370	Black Forest's Veil
@own12371	Rune at the Feast
@own12372	Life Beneath the Helm
@own12373	Night Beast's Feast
@own12374	Flesh and Steel
@own12375	Armour and Evasion
@own12381	Armour and Evasion
@own12387	Traveller's Mail
@own12393	Armour and Evasion
@own12399	Armour and Evasion
@own12405	Armour and Evasion
@own12411	Armour and Evasion
@own12417	Armour and Evasion
@own12423	Armour and Evasion
@own12429	Armour and Evasion
@own12435	Armour and Evasion
@own12441	Weight of Steel
@own12443	Combat Rhythm
@own12444	Armour and Evasion
@own12445	Movement
@own12446	Combat Rhythm
@own12447	Weight of Steel
@own12449	Combat Rhythm
@own12450	Armour and Evasion
@own12451	Fighting in Water
@own12452	Combat Rhythm
@own12453	Weight of Steel
@own12455	Combat Rhythm
@own12456	Armour and Evasion
@own12457	Water Combat
@own12458	Combat Rhythm
@own12459	Weight of Steel
@own12461	Combat Rhythm
@own12462	Armour and Evasion
@own12463	Fighting in Water
@own12464	Combat Rhythm
@own12465	Weight of Steel
@own12467	Combat Rhythm
@own12468	Armour and Evasion
@own12469	Water Combat
@own12470	Combat Rhythm
@own12471	Heavy Steel's Push
@own12473	Hunt for the Chieftain
@own12474	Supple Forging
@own12475	Fray Amid Waves
@own12476	Chieftain's End
@own12478	Traps
@own12480	Armour
@own12481	Ailment Potency
@own12482	Auras and Presence
@own12485	Recovery Through Defence
@own12486	One-Handed Weapons
@own12488	Two-Handed Melee Weapons
@own12490	Traps
@own12492	Armour
@own12493	Ailment Potency
@own12494	Auras and Presence
@own12497	Recovery Through Defence
@own12498	One-Handed Weapons
@own12500	Two-Handed Melee Weapons
@own12503	Recovery Through Defence
@own12504	One-Handed Weapons
@own12506	Two-Handed Melee Weapons
@own12507	Oiled Palm
@own12508	Trapper's Hand
@own12509	Circle of Mercy
@own12510	Drengr's Greaves
@own12511	Seal of Affliction
@own12512	Banner's Trace
@own12515	Recovery Through Defence
@own12516	One-Handed Weapons
@own12518	Two-Handed Melee Weapons
@own12521	Recovery Through Defence
@own12522	One-Handed Weapons
@own12524	Two-Handed Melee Weapons
@own12527	Tempered by Scars
@own12528	Jarl's Right Hand
@own12530	Giant's Sweep
@own12533	Old Drengr's Armour
@own12534	One Hand's Steel
@own12536	Rumble of Heavy Steel
@own12538	Traps
@own12540	Armour
@own12541	Ailment Potency
@own12542	Auras and Presence
@own12543	Oil of the Last Blow
@own12544	Steel Snare
@own12545	Healing Draught
@own12546	Anvil's Memory
@own12547	Lingering Sickness
@own12548	Strength Beneath the Banner
@own12550	Traps
@own12552	Armour
@own12553	Ailment Potency
@own12554	Auras and Presence
@own12556	Traps
@own12558	Armour
@own12559	Ailment Potency
@own12560	Auras and Presence
@own12561	Oil of the First Blow
@own12562	Hunter's Pit
@own12563	Healer's Gift
@own12564	Iron Skin
@own12565	Grave Affliction
@own12566	Echo of Presence
@own12567	Eitr from Food
@own12568	Sneak Attack
@own12569	Rest and Vigour
@own12570	Offensive Stagger
@own12571	General Melee
@own12573	Eitr from Food
@own12574	Sneak Attack
@own12575	Rest and Vigour
@own12576	Offensive Stagger
@own12577	General Melee
@own12579	Runekeeper's Feast
@own12580	Wound From the Gloom
@own12581	Evening by the Fireplace
@own12582	Exposed Temple
@own12583	Shoulder-to-Shoulder Strike
@own12584	Warmth in the Veins
@own12585	Eitr from Food
@own12586	Sneak Attack
@own12587	Rest and Vigour
@own12588	Offensive Stagger
@own12589	General Melee
@own12591	Eitr from Food
@own12592	Sneak Attack
@own12593	Rest and Vigour
@own12594	Offensive Stagger
@own12595	General Melee
@own12597	Comfort
@own12598	Bombs
@own12599	Ailment buildup
@own12601	Bombs
@own12603	Comfort
@own12604	Bombs
@own12605	Sceptres
@own12607	Bombs
@own12609	Comfort
@own12610	Bombs
@own12611	Sceptres
@own12613	Bombs
@own12614	Forging the Link
@own12615	Comfort
@own12616	Bombs
@own12617	Ailment buildup
@own12619	Bombs
@own12621	Peace Behind the Palisade
@own12622	Fuse Spark
@own12623	Runekeeper's Grip
@own12623.extra	Scepters are magic melee weapons. The bonuses apply to scepter hits.
@own12624	Victor's Gleam
@own12625	Double Peal
@own12626	Thread of Vigour
@own12627	Comfort
@own12628	Bombs
@own12629	Sceptres
@own12631	Bombs
@own12633	Hearth's Vigour
@own12634	Demolisher's Hand
@own12635	Sceptre's Sweep
@own12635.extra	Scepters are magic melee weapons. The bonuses apply to scepter hits.
@own12636	Oil's Memory
@own12637	Shrapnel Wound
@own12638	Lasting Oath
@own12639	Comfort
@own12640	Bombs
@own12641	Sceptres
@own12643	Bombs
@own12644	Forging the Link
@own12645	Rest Beneath the Rafters
@own12646	True Fuse
@own12647	Seal of Sentence
@own12648	True Infusion
@own12649	Fateful Shard
@own12650	Shieldbrother's Strength
@own12654	Ailment Build-up Resistance
@own12656	Ailment Resistance and Cleansing
@own12657	Crossbows
@own12659	Polearms
@own12660	Weight of Steel
@own12662	Sceptres
@own12663	Crossbows
@own12665	Polearms
@own12666	Weight of Steel
@own12668	Sceptres
@own12669	Crossbows
@own12671	Polearms
@own12672	Weight of Steel
@own12674	Sceptres
@own12675	Crossbows
@own12677	Polearms
@own12678	Weight of Steel
@own12680	Sceptres
@own12681	Crossbow's Press
@own12683	Halberd Circle
@own12684	Counterblow's Weight
@own12686	Warden's Hand
@own12686.extra	Scepters are magic melee weapons. The bonuses apply to scepter hits.
@own12687	Crossbows
@own12689	Polearms
@own12690	Weight of Steel
@own12692	Sceptres
@own12693	Helm on a Skewer
@own12695	Shaft Dance
@own12696	Steel to the Bone
@own12698	Sceptre in the Dust
@own12698.extra	Scepters are magic melee weapons. The bonuses apply to scepter hits.
@own12706	Slash Damage
@own12707	Slash Damage
@own12708	Slash Damage
@own12709	Slash Damage
@own12710	Ragged Edge
@own12711	Slash Damage
@own12712	Precise Calculation
@own12712.extra	Critical strike chance is multiplied by 2. Critical strikes deal no extra damage: the crit multiplier is 1 regardless of its bonuses. The crit itself and all on-crit effects remain.
@own12716	Ailment Build-up Resistance
@own12718	Ailment Resistance and Cleansing
@own12722	Ailment Build-up Resistance
@own12724	Ailment Resistance and Cleansing
@own12728	Ailment Build-up Resistance
@own12730	Ailment Resistance and Cleansing
@own12733	Runekeeper's Brew
@own12734	Green Tempering
@own12736	Stout Blood
@own12740	Ailment Build-up Resistance
@own12742	Ailment Resistance and Cleansing
@own12746	Ailment Build-up Resistance
@own12748	Ailment Resistance and Cleansing
@own12752	Ailment Build-up Resistance
@own12754	Ailment Resistance and Cleansing
@own12757	Healing Mead
@own12758	Salt of the Swamps
@own12760	Flesh of the North
@own12764	Ailment Build-up Resistance
@own12766	Ailment Resistance and Cleansing
@own12770	Ailment Build-up Resistance
@own12772	Ailment Resistance and Cleansing
@own12776	Ailment Build-up Resistance
@own12778	Ailment Resistance and Cleansing
@own12781	Horn Before the Road
@own12782	Swamp Dweller's Skin
@own12784	Accustomed to Flame
@own12791	Adrenaline and Trinkets
@own12794	Adrenaline and Trinkets
@own12797	Adrenaline and Trinkets
@own12800	Adrenaline and Trinkets
@own12803	Adrenaline and Trinkets
@own12806	Adrenaline and Trinkets
@own12809	Adrenaline and Trinkets
@own12812	Adrenaline and Trinkets
@own12815	Adrenaline and Trinkets
@own12818	Answer on the Shield
@own12821	Adrenaline and Trinkets
@own12824	Adrenaline and Trinkets
@own12827	Adrenaline and Trinkets
@own12830	Viking Pulse
@own12833	Battle Fervour
@own12839	Glancing Blow
@own12841	Rune Shield
@own12842	Charged Attacks
@own12844	Rest and Vigour
@own12845	Glancing Blow
@own12847	Rune Shield
@own12848	Charged Attacks
@own12850	Rest and Vigour
@own12851	Spark on the Rim
@own12853	Rune's Thin Edge
@own12854	Strength Before the Storm
@own12856	Runes After Sleep
@own12857	Glancing Blow
@own12859	Rune Shield
@own12860	Charged Attacks
@own12862	Rest and Vigour
@own12863	Yielding Guard
@own12865	Runic Lining
@own12866	Held Might
@own12868	Draught Before Sleep
@own12869	Glancing Blow
@own12871	Rune Shield
@own12872	Charged Attacks
@own12874	Rest and Vigour
@own12875	Scar's Lesson
@own12877	Closed Circle
@own12878	Leap Before the Blow
@own12878.extra	Jumping charges the next attack. The charged attack keeps its weapon type and can interact with charged attack effects. Cooldown: 2 s.
@own12880	Runekeeper's Sleep
@own12881	Glancing Blow
@own12883	Rune Shield
@own12884	Weapon speed
@own12886	Rest and Vigour
@own12887	Glancing Blow
@own12889	Rune Shield
@own12890	Weapon speed
@own12892	Rest and Vigour
@own12893	Spears
@own12894	Spears
@own12895	Light Shaft
@own12896	Spears
@own12897	Wolf's Lunge
@own12898	Spears
@own12899	Spearman's Eye
@own12900	Spears
@own12901	Spears
@own12902	Armour and Passive Evasion
@own12903	Armour and Passive Evasion
@own12904	Armour and Passive Evasion
@own12905	Armour and Passive Evasion
@own12906	Step Through Grass
@own12907	Axes
@own12908	Axes
@own12909	Last Notch
@own12910	Bombs
@own12911	Health and Rune Shield
@own12912	Life Leech
@own12914	Ailment Resistance and Cleansing
@own12915	Bombs
@own12916	Health and Rune Shield
@own12917	Life Leech
@own12919	Ailment Resistance and Cleansing
@own12920	Caustic Wick
@own12921	Blood Within the Circle
@own12922	Draught of Another's Life
@own12924	Lesson of the Blow
@own12925	Bombs
@own12926	Health and Rune Shield
@own12927	Life Leech
@own12929	Ailment Resistance and Cleansing
@own12930	Bombs
@own12931	Health and Rune Shield
@own12932	Life Leech
@own12934	Ailment Resistance and Cleansing
@own12936	Companion
@own12937	Comfort
@own12941	Companion
@own12942	Comfort
@own12946	Companion
@own12947	Comfort
@own12951	Companion
@own12952	Comfort
@own12956	Shoulder-to-Shoulder Victory
@own12957	Purity of Home
@own12959	At Magic's End
@own12961	Companion
@own12962	Comfort
@own12966	One Road
@own12967	Quiet Circle of the Hearth
@own12969	Ward Bearer
@own12969.extra	An extra trinket slot. Trinket effects on the wearer are 60% weaker; auras for allies keep full strength.
@own12970	Adrenaline and Trinkets
@own12973	Knives
@own12974	Area of Effect
@own12976	Critical Strikes
@own12977	Companion
@own12978	Knives
@own12979	Area of Effect
@own12981	Critical Strikes
@own12982	Companion
@own12983	Short Edge
@own12984	Reach of Living Strength
@own12986	Horizon's Point
@own12987	Comrade's Life
@own12988	Knives
@own12989	Area of Effect
@own12991	Critical Strikes
@own12992	Companion
@own12993	Serpent's Cut
@own12994	Circle on the Plains
@own12996	Swan Song
@own12997	Comrade's Cuirass
@own12997.extra	The armour granted to your companion is based on your armour, not theirs.
@own12998	Knives
@own12999	Area of Effect
@own13000	Stamina
@own13001	Critical Strikes
@own13002	Companion
@own13003	Light Blade
@own13004	Caster's Expanse
@own13005	Second Wind
@own13006	First Scar
@own13007	Shared Fray
@own13008	Knives
@own13009	Area of Effect
@own13010	Stamina
@own13011	Critical Strikes
@own13012	Companion
@own13013	Knives
@own13014	Area of Effect
@own13015	Stamina
@own13016	Critical Strikes
@own13017	Companion
@own13018	Spores
@own13019	Armour and Rune Shield
@own13020	Spears
@own13021	Sneak Attack
@own13022	Spirit Resistance
@own13023	Spores
@own13024	Armour and Rune Shield
@own13025	Spears
@own13026	Sneak Attack
@own13027	Spirit Resistance
@own13028	Spores
@own13029	Armour and Rune Shield
@own13030	Spears
@own13031	Sneak Attack
@own13032	Spirit Resistance
@own13033	Spores
@own13034	Armour and Rune Shield
@own13035	Spears
@own13036	Sneak Attack
@own13037	Spirit Resistance
@own13038	Swamp Garden
@own13038.extra	Applying poison creates a spore next to the target. The spore lightly poisons nearby enemies and explodes when hit by an attack or spell.
@own13039	Old Guard's Helm
@own13040	Tracker's Grip
@own13041	Unseen Hunter's Fang
@own13042	Ward Against the Dead
@own13044	Pets
@own13045	Parry and Buckler
@own13046	Projectile Paths
@own13047	Wet Resistance
@own13049	Pets
@own13050	Parry and Buckler
@own13051	Projectile Paths
@own13052	Wet Resistance
@own13053	Rest Beneath the Moon
@own13054	Faithful Beast's Fang
@own13055	Recovered Stance
@own13056	Path Through Stones
@own13057	Rainwatch Cloak
@own13058	Slam Shockwave
@own13060	Bows
@own13062	Spells
@own13070	Slam Shockwave
@own13072	Bows
@own13074	Spells
@own13082	Giant's Resonance
@own13084	Bending Ash
@own13086	Enchanter's Precision
@own13094	Slam Shockwave
@own13096	Bows
@own13098	Spell Rhythm
@own13106	Stone Ripples
@own13108	Feather in the Wind
@own13110	Whisper Above the Runes
@own13118	Slams
@own13120	Bows
@own13122	Cast speed
@own13130	Earthquake Stance
@own13132	Gaze Through the Mist
@own13134	Flowing Incantation
@own13142	Slam Shockwave
@own13144	Bow Draw
@own13146	Spells
@own13154	Slam Shockwave
@own13156	Bow Draw
@own13158	Spells
@own13166	Lasting Wards
@own13168	Health and Recovery
@own13170	Skill Limit
@own13180	Paired Weapons
@own13184	Reflection
@own13186	Jump
@own13192	Paired Weapons
@own13196	Reflection
@own13198	Jump
@own13204	Two Hands of the Storm
@own13208	Blade's Mirror
@own13210	Deer's Leap
@own13216	Paired Weapons
@own13220	Reflection
@own13222	Jump
@own13228	Paired Weapons
@own13232	Reflection
@own13234	Jump
@own13238	Lasting Wards
@own13240	Health and Recovery
@own13242	Skill Limit
@own13250	Long-Resounding Sign
@own13252	Life in the Fist
@own13254	Capacity of the Sign
@own13262	Fire Damage
@own13264	Critical Strikes
@own13268	Blocking
@own13270	Bows
@own13274	Fire Damage
@own13276	Critical Strikes
@own13280	Blocking
@own13282	Bows
@own13286	Ashlands Flame
@own13288	Executioner's Wager
@own13292	Guard at the Gate
@own13294	Wanderer's Bow
@own13298	Fire Damage
@own13304	Blocking
@own13306	Bows
@own13310	Hand at the Brazier
@own13312	Hunter's Instinct
@own13316	Weary Shieldbearer
@own13318	Stout Bowstring
@own13322	Fire Damage
@own13324	Critical Strikes
@own13328	Blocking
@own13330	Bows
@own13334	Fire's Bite
@own13336	Fate's Aim
@own13340	Scar on the Shield
@own13342	Last Draw
@own13346	Sceptres First
@own13352	Sceptres First
@own13358	Sceptres First
@own13364	Trail of Retribution
@own13364.extra	Scepters are magic melee weapons. The bonuses apply to scepter hits.
@own13370	Polearms
@own13371	Long Road Rations
@own13373	Swords
@own13376	Polearms
@own13377	Strength from the Meal
@own13379	Swords
@own13382	Polearms
@own13383	Health from Food
@own13385	Swords
@own13388	Polearms
@own13389	Satiety and Active Food
@own13391	Swords
@own13394	Watchman's Point
@own13395	Roadside Feast
@own13397	Retainer's Hand
@own13400	Polearms
@own13401	Long Road Rations
@own13403	Swords
@own13406	Glaive Whirl
@own13407	Wisdom of the Feast
@own13409	Jagged Wound
@own13412	Outstretched Blade
@own13413	Hearty Feast
@own13415	Jarl's Verdict
@own13418	Polearms
@own13419	Health from Food
@own13421	Swords
@own13424	Polearms
@own13425	Health from Food
@own13427	Swords
@own13430	Passage Warden
@own13431	Food for a Long Life
@own13433	Steel in a Half Turn
@own13436	Adrenaline and Trinkets
@own13437	Crossbows
@own13438	Spores
@own13439	Forging the Link
@own13442	Adrenaline and Trinkets
@own13443	Crossbows
@own13444	Spores
@own13445	Forging the Link
@own13448	Adrenaline and Trinkets
@own13449	Crossbows
@own13450	Spores
@own13451	Forging the Link
@own13454	Adrenaline and Trinkets
@own13455	Crossbows
@own13456	Spores
@own13457	Forging the Link
@own13460	Shield Riposte
@own13461	Recoil Step
@own13461.extra	Firing a crossbow pushes the shooter in the direction opposite to the shot. Knockback bonuses increase the recoil.
@own13462	Breath of Spores
@own13462.extra	Killing a poisoned enemy creates a spore where it died. Spores serve as targets for projectile chains and area hits.
@own13463	Circle of Brotherhood
@own13466	Rising Thrill
@own13467	Marksman's Verdict
@own13468	Lasting Bloom
@own13468.extra	Killing a poisoned enemy creates a spore where it died. Spores serve as targets for projectile chains and area hits.
@own13469	Loyalty to the Bond
@own13472	Adrenaline and Trinkets
@own13473	Crossbows
@own13474	Spores
@own13475	Forging the Link
@own13478	Slam Shockwave
@own13484	Slam Shockwave
@own13490	Slam Shockwave
@own13496	Slams
@own13502	Slams
@own13508	Valley Hammer
@own13511	Mountain Roots
@own13514	Slam Shockwave
@own13520	Steadfast Bulwark
@own13521	Projectile Paths
@own13522	Staves
@own13523	Steadfast Bulwark
@own13526	Steadfast Bulwark
@own13527	Projectile Paths
@own13528	Staves
@own13529	Steadfast Bulwark
@own13532	Slam Shockwave
@own13538	Shieldbearer's Tread
@own13539	Swift Trail
@own13540	Caster's Gesture
@own13541	Walking Bastion
@own13543	Unstable Minions
@own13543.extra	When a summoned minion's health drops below 35% of maximum, it explodes, dealing fire damage equal to 33% of its maximum health to nearby enemies. The minion dies. Pets and companions are not affected. Instant death and expiry of its lifetime do not trigger the explosion by themselves.
@own13544	Burning
@own13546	Lightning
@own13550	Burning
@own13552	Lightning
@own13556	Last Firebrand
@own13558	Bolt Above the Swamp
@own13559	Unshakeable
@own13559.extra	Accumulated stagger resistance is increased by 60%. Final movement speed is multiplied by 0.6. This is increased resistance, not +60 percentage points.
@own13561	Levitation
@own13562	Burning
@own13564	Lightning
@own13568	Burning
@own13570	Lightning
@own13576	Long Echo
@own13579	Brief Moment
@own13582	Long Echo
@own13585	Brief Moment
@own13588	Long Echo
@own13591	Brief Moment
@own13592	Fallen Stance
@own13593	Deer's Manoeuvre
@own13594	Unfading Echo
@own13595	Weary Guard
@own13596	Steps Between Shadows
@own13597	Fleetingness
@own13603	Eitr and Rune Shield
@own13609	Eitr and Rune Shield
@own13615	Eitr and Rune Shield
@own13621	Eitr and Rune Shield
@own13627	Eitr and Rune Shield
@own13633	Eitr and Rune Shield
@own13639	Eitr and Rune Shield
@own13645	Keeper's Vessel
@own13646	Ward Potency
@own13647	Ward Potency
@own13652	Ward Potency
@own13653	Ward Potency
@own13658	Viking's Knot
@own13659	Sign of the Old Faith
@own13660	At Battle's Peak
@own13661	Iron Reflexes
@own13661.extra	All evasion rating is converted to armour 1 to 1. Evasion rating becomes 0. Final armour is multiplied by 0.5. Manual dodge roll is not disabled.
@own13662	Open Sky
@own13663	Last Bulwark
@own13664	On the Move
@own13707	Barbed Arrows
@own13708	Arrow Rain
@own13712	Barbed Arrows
@own9721	Resistances
@own9723	Burning
@own9725	Jump
@own9727	Staves
@own9733	Resistances
@own9735	Burning
@own9737	Jump
@own9739	Staves
@own9741	Giant's Heart
@own9745	Rain Tempering
@own9747	On Burning Coals
@own9749	Soft Landing
@own9751	Staff's Crown
@own9765	Carry Weight
@own9767	Spell Projectiles
@own9771	Carry Weight
@own9773	Spell Projectiles
@own9777	Carry Weight
@own9779	Spell Projectiles
@own9783	Giant's Belt
@own9785	Runekeeper's Arrow
@own9786	Jotun Bone
@own9787	Hunter's Wager
@own9825	Spears
@own9826	Poison
@own9827	Combat Rhythm
@own9828	Glancing Blow
@own9829	Evasion and Rune Shield
@own9830	Comfort
@own9831	Spears
@own9832	Poison
@own9833	Combat Rhythm
@own9834	Glancing Blow
@own9835	Evasion and Rune Shield
@own9836	Rested Fighter
@own9837	Spears
@own9838	Poison
@own9839	Combat Rhythm
@own9840	Glancing Blow
@own9841	Evasion and Rune Shield
@own9842	Comfort
@own9843	Boar's Point
@own9844	Thicket's Sting
@own9845	Challenge to the Mighty
@own9846	Blade's Touch
@own9847	Shadow Behind the Rune
@own9848	Strength by the Hearth
@own9855	General Melee
@own9856	Ranged Combat
@own9858	Offensive Stagger
@own9859	Elemental Resistances
@own9861	General Melee
@own9862	Ranged Combat
@own9864	Offensive Stagger
@own9865	Elemental Resistances
@own9867	General Melee
@own9868	Ranged Combat
@own9870	Offensive Stagger
@own9871	Elemental Resistances
@own9873	General Melee
@own9874	Ranged Combat
@own9876	Offensive Stagger
@own9877	Elemental Resistances
@own9879	General Melee
@own9880	Ranged Combat
@own9882	Offensive Stagger
@own9883	Elemental Resistances
@own9885	General Melee
@own9886	Ranged Combat
@own9888	Offensive Stagger
@own9889	Elemental Resistances
@own9891	General Melee
@own9892	Ranged Combat
@own9894	Offensive Stagger
@own9895	Elemental Resistances
@own9897	General Melee
@own9898	Ranged Combat
@own9900	Offensive Stagger
@own9901	Elemental Resistances
@own9903	Drengr's Swing
@own9904	Sentry's Gaze
@own9906	Ringing Skull
@own9907	Traveller's Hide
@own9909	Meeting of Blades
@own9910	Beyond the Far Line
@own9912	Bell's Blow
@own9913	Hardened Soul
@own9921	Thorns
@own9923	Eitr from Food
@own9927	Thorns
@own9929	Eitr from Food
@own9933	Forged Thorns
@own9935	Runecarver's Feast
@own9939	Thorns
@own9941	Eitr from Food
@own9945	Thorns
@own9947	Eitr from Food
@own9957	Slams
@own9958	Bows
@own9959	Minion Defence
@own9960	Onslaught
@own9963	Rumble Underfoot
@own9966	Retainer's Onslaught
@own9969	Slams
@own9972	Onslaught
@own9975	Earth Shall Tremble
@own9978	Victor's Pursuit
@own9981	Slams
@own9984	Onslaught
@own9987	Breath Before the Fracture
@own9990	Echo Beneath Stone
@own9992	Summoner's Will
@own9993	Damage
@own9994	Bows
@own9995	Minion Defence
@own9998	Minions
@own9999	Damage
@root.extra	The start of the path. Every level grants one point.

# ---- Stats, attributes, conditions, tags (2787) ----
@attr.AccuracyPct.gen	shot accuracy
@attr.AccuracyPct.name	Shot accuracy
@attr.AffixTierPct.gen	affix tier
@attr.AffixTierPct.name	Affix tier
@attr.AilmentBuildPct.gen	ailment build-up
@attr.AilmentBuildPct.name	Ailment build-up
@attr.AilmentDamagePct.gen	ailment damage
@attr.AilmentDamagePct.name	Ailment damage
@attr.AilmentDurationPct.gen	ailment duration
@attr.AilmentDurationPct.name	Ailment duration
@attr.AmmoCapacityFlat.gen	ammo capacity
@attr.AmmoCapacityFlat.name	Ammo capacity
@attr.AreaPct.gen	area of effect
@attr.AreaPct.name	Area of effect
@attr.ArmorPct.gen	armour
@attr.ArmorPct.name	Armour
@attr.ArrowRangePct.gen	arrow and bolt range
@attr.ArrowRangePct.name	Arrow and bolt range
@attr.ArrowRecoverChance.gen	arrow recovery
@attr.ArrowRecoverChance.name	Arrow recovery
@attr.AttackSpeedPct.gen	attack speed
@attr.AttackSpeedPct.name	Attack speed
@attr.AttrFinesse.gen	Dexterity
@attr.AttrFinesse.name	Dexterity
@attr.AttrMight.gen	Strength
@attr.AttrMight.name	Strength
@attr.AttrSpirit.gen	Intelligence
@attr.AttrSpirit.name	Intelligence
@attr.BackstabPct.gen	sneak attack damage
@attr.BackstabPct.name	Sneak attack damage
@attr.BarCapacityFlat.gen	bar capacity
@attr.BarCapacityFlat.name	Bar capacity
@attr.BareHandDamagePct.gen	unarmed damage
@attr.BareHandDamagePct.name	Unarmed damage
@attr.BeeComfortPct.gen	speed of nearby hives for every point of comfort
@attr.BeeComfortPct.name	Speed of nearby hives for every point of comfort
@attr.BeeQueenChance.gen	chance for extra bee
@attr.BeeQueenChance.name	Chance for extra bee
@attr.BlastRadiusPct.gen	blast radius
@attr.BlastRadiusPct.name	Blast radius
@attr.BlastResistPct.gen	blast resistance
@attr.BlastResistPct.name	Blast resistance
@attr.BlockPowerPct.gen	block power
@attr.BlockPowerPct.name	Block power
@attr.BowDrawSpeedPct.gen	bow draw speed
@attr.BowDrawSpeedPct.name	Bow draw speed
@attr.BreedChancePct.gen	offspring chance for tamed animals
@attr.BreedChancePct.name	Offspring chance for tamed animals
@attr.BuffDurationPct.gen	duration of your own buffs
@attr.BuffDurationPct.name	Duration of your own buffs
@attr.BuildCostReductionPct.gen	building cost reduction
@attr.BuildCostReductionPct.name	Building cost reduction
@attr.BuildDurabilityPct.gen	durability of structures you build
@attr.BuildDurabilityPct.name	Durability of structures you build
@attr.BuildRainReductionPct.gen	rain resistance of buildings
@attr.BuildRainReductionPct.name	Rain resistance of buildings
@attr.BuildRangeFlat.gen	build range
@attr.BuildRangeFlat.name	Build range
@attr.BuildRangeFlat.unit	m
@attr.CapacityFlat.gen	capacity
@attr.CapacityFlat.name	Capacity
@attr.CarryWeightFlat.gen	carry weight
@attr.CarryWeightFlat.name	Carry weight
@attr.CartPullPct.gen	cart handling ease
@attr.CartPullPct.name	Cart handling ease
@attr.CastSpeedPct.gen	cast speed
@attr.CastSpeedPct.name	Cast speed
@attr.CellStacks.gen	resource stack size
@attr.CellStacks.name	Resource stack size
@attr.ChargedEffectDoubleChance.gen	chance to double all charged-attack effects
@attr.ChargedEffectDoubleChance.name	chance to double all charged-attack effects
@attr.ChopAreaDamagePct.gen	chop splash
@attr.ChopAreaDamagePct.name	Chop splash
@attr.ColdResistPct.gen	cold resistance
@attr.ColdResistPct.name	Cold resistance
@attr.ComfortFlat.gen	comfort level
@attr.ComfortFlat.name	Comfort level
@attr.ComfortHarvestChance.gen	chance for an extra harvest per point of comfort
@attr.ComfortHarvestChance.name	Chance for an extra harvest per point of comfort
@attr.ComfortWoodChance.gen	chance for a log per point of comfort
@attr.ComfortWoodChance.name	Chance for a log per point of comfort
@attr.ComfortWoodcuttingSpeedPct.gen	axe swing speed per comfort level for 2 s after hitting a tree
@attr.ComfortWoodcuttingSpeedPct.name	Axe swing speed per comfort level for 2 s after hitting a tree
@attr.Conversion.gen	damage conversion
@attr.Conversion.name	Damage conversion
@attr.CookSpeedPct.gen	cooking speed
@attr.CookSpeedPct.name	Cooking speed
@attr.CooldownPct.gen	skill cooldown
@attr.CooldownPct.name	Skill cooldown
@attr.CostPct.gen	cost
@attr.CostPct.name	Cost
@attr.Cost_Axes.gen	stamina cost for axe attacks
@attr.Cost_Axes.name	Stamina cost for axe attacks
@attr.Cost_BloodMagic.gen	blood staff cost
@attr.Cost_BloodMagic.name	Blood staff cost
@attr.Cost_Bows.gen	stamina cost when shooting a bow
@attr.Cost_Bows.name	Stamina cost when shooting a bow
@attr.Cost_Clubs.gen	stamina cost for club attacks
@attr.Cost_Clubs.name	Stamina cost for club attacks
@attr.Cost_Crossbows.gen	stamina cost when shooting a crossbow
@attr.Cost_Crossbows.name	Stamina cost when shooting a crossbow
@attr.Cost_ElementalMagic.gen	elemental staff cost
@attr.Cost_ElementalMagic.name	Elemental staff cost
@attr.Cost_Knives.gen	stamina cost for knife attacks
@attr.Cost_Knives.name	Stamina cost for knife attacks
@attr.Cost_Magical.gen	magical stamina and eitr cost
@attr.Cost_Magical.name	Magical stamina and eitr cost
@attr.Cost_OneHanded.gen	one-handed stamina and eitr cost
@attr.Cost_OneHanded.name	One-handed stamina and eitr cost
@attr.Cost_Paired.gen	dual-wield stamina and eitr cost
@attr.Cost_Paired.name	Dual-wield stamina and eitr cost
@attr.Cost_Polearms.gen	stamina cost for polearm attacks
@attr.Cost_Polearms.name	Stamina cost for polearm attacks
@attr.Cost_Scepters.gen	stamina and eitr cost with scepters
@attr.Cost_Scepters.name	Stamina and eitr cost with scepters
@attr.Cost_Shooting.gen	shooting stamina and eitr cost
@attr.Cost_Shooting.name	Shooting stamina and eitr cost
@attr.Cost_Spears.gen	stamina cost for spear attacks
@attr.Cost_Spears.name	Stamina cost for spear attacks
@attr.Cost_Swords.gen	stamina cost for sword attacks
@attr.Cost_Swords.name	Stamina cost for sword attacks
@attr.Cost_Throwing.gen	throwing stamina and eitr cost
@attr.Cost_Throwing.name	Throwing stamina and eitr cost
@attr.Cost_Traps.gen	stamina and eitr cost with mines and traps
@attr.Cost_Traps.name	Stamina and eitr cost with mines and traps
@attr.Cost_TwoHanded.gen	two-handed stamina and eitr cost
@attr.Cost_TwoHanded.name	Two-handed stamina and eitr cost
@attr.CraftDurabilityPct.gen	durability of gear you made
@attr.CraftDurabilityPct.name	Durability of gear you made
@attr.CraftLevelChance.gen	chance for extra quality
@attr.CraftLevelChance.name	Chance for extra quality
@attr.CritChance.gen	critical strike chance
@attr.CritChance.name	Critical strike chance
@attr.CritChance_Axes.gen	critical strike chance with axes
@attr.CritChance_Axes.name	Critical strike chance with axes
@attr.CritChance_BareHands.gen	unarmed critical strike chance
@attr.CritChance_BareHands.name	Unarmed critical strike chance
@attr.CritChance_BloodMagic.gen	critical strike chance with blood staves
@attr.CritChance_BloodMagic.name	Critical strike chance with blood staves
@attr.CritChance_Bombs.gen	critical strike chance with bombs
@attr.CritChance_Bombs.name	Critical strike chance with bombs
@attr.CritChance_Bows.gen	critical strike chance with bows
@attr.CritChance_Bows.name	Critical strike chance with bows
@attr.CritChance_Clubs.gen	critical strike chance with clubs
@attr.CritChance_Clubs.name	Critical strike chance with clubs
@attr.CritChance_Crossbows.gen	critical strike chance with crossbows
@attr.CritChance_Crossbows.name	Critical strike chance with crossbows
@attr.CritChance_ElementalMagic.gen	crit chance (elemental staves)
@attr.CritChance_ElementalMagic.name	Crit chance (elemental staves)
@attr.CritChance_Knives.gen	critical strike chance with knives
@attr.CritChance_Knives.name	Critical strike chance with knives
@attr.CritChance_Magical.gen	magical critical strike chance
@attr.CritChance_Magical.name	Magical critical strike chance
@attr.CritChance_OneHanded.gen	one-handed critical strike chance
@attr.CritChance_OneHanded.name	One-handed critical strike chance
@attr.CritChance_Paired.gen	dual-wield critical strike chance
@attr.CritChance_Paired.name	Dual-wield critical strike chance
@attr.CritChance_Pickaxes.gen	critical strike chance with pickaxes
@attr.CritChance_Pickaxes.name	Critical strike chance with pickaxes
@attr.CritChance_Polearms.gen	critical strike chance with polearms
@attr.CritChance_Polearms.name	Critical strike chance with polearms
@attr.CritChance_Scepters.gen	critical strike chance with scepters
@attr.CritChance_Scepters.name	Critical strike chance with scepters
@attr.CritChance_Shooting.gen	shooting critical strike chance
@attr.CritChance_Shooting.name	Shooting critical strike chance
@attr.CritChance_Spears.gen	critical strike chance with spears
@attr.CritChance_Spears.name	Critical strike chance with spears
@attr.CritChance_Staves.gen	staff critical hit chance
@attr.CritChance_Staves.name	Staff critical hit chance
@attr.CritChance_Swords.gen	critical strike chance with swords
@attr.CritChance_Swords.name	Critical strike chance with swords
@attr.CritChance_Throwing.gen	throwing critical strike chance
@attr.CritChance_Throwing.name	Throwing critical strike chance
@attr.CritChance_Traps.gen	crit chance (traps)
@attr.CritChance_Traps.name	Crit chance (traps)
@attr.CritChance_TwoHanded.gen	two-handed critical strike chance
@attr.CritChance_TwoHanded.name	Two-handed critical strike chance
@attr.CritChance_Unarmed.gen	critical strike chance with fists
@attr.CritChance_Unarmed.name	Critical strike chance with fists
@attr.CritDamagePct.gen	critical strike damage
@attr.CritDamagePct.name	Critical strike damage
@attr.CritDamage_Axes.gen	critical strike damage with axes
@attr.CritDamage_Axes.name	Critical strike damage with axes
@attr.CritDamage_BareHands.gen	unarmed critical strike damage
@attr.CritDamage_BareHands.name	Unarmed critical strike damage
@attr.CritDamage_BloodMagic.gen	critical strike damage with blood staves
@attr.CritDamage_BloodMagic.name	Critical strike damage with blood staves
@attr.CritDamage_Bombs.gen	critical strike damage with bombs
@attr.CritDamage_Bombs.name	Critical strike damage with bombs
@attr.CritDamage_Bows.gen	critical strike damage with bows
@attr.CritDamage_Bows.name	Critical strike damage with bows
@attr.CritDamage_Clubs.gen	critical strike damage with clubs
@attr.CritDamage_Clubs.name	Critical strike damage with clubs
@attr.CritDamage_Crossbows.gen	critical strike damage with crossbows
@attr.CritDamage_Crossbows.name	Critical strike damage with crossbows
@attr.CritDamage_ElementalMagic.gen	crit multiplier (elemental staves)
@attr.CritDamage_ElementalMagic.name	Crit multiplier (elemental staves)
@attr.CritDamage_Knives.gen	critical strike damage with knives
@attr.CritDamage_Knives.name	Critical strike damage with knives
@attr.CritDamage_Magical.gen	magical critical strike damage
@attr.CritDamage_Magical.name	Magical critical strike damage
@attr.CritDamage_OneHanded.gen	one-handed critical strike damage
@attr.CritDamage_OneHanded.name	One-handed critical strike damage
@attr.CritDamage_Paired.gen	dual-wield critical strike damage
@attr.CritDamage_Paired.name	Dual-wield critical strike damage
@attr.CritDamage_Pickaxes.gen	critical strike damage with pickaxes
@attr.CritDamage_Pickaxes.name	Critical strike damage with pickaxes
@attr.CritDamage_Polearms.gen	critical strike damage with polearms
@attr.CritDamage_Polearms.name	Critical strike damage with polearms
@attr.CritDamage_Scepters.gen	critical strike damage with scepters
@attr.CritDamage_Scepters.name	Critical strike damage with scepters
@attr.CritDamage_Shooting.gen	shooting critical strike damage
@attr.CritDamage_Shooting.name	Shooting critical strike damage
@attr.CritDamage_Spears.gen	critical strike damage with spears
@attr.CritDamage_Spears.name	Critical strike damage with spears
@attr.CritDamage_Staves.gen	staff critical hit damage
@attr.CritDamage_Staves.name	Staff critical hit damage
@attr.CritDamage_Swords.gen	critical strike damage with swords
@attr.CritDamage_Swords.name	Critical strike damage with swords
@attr.CritDamage_Throwing.gen	throwing critical strike damage
@attr.CritDamage_Throwing.name	Throwing critical strike damage
@attr.CritDamage_Traps.gen	crit multiplier (traps)
@attr.CritDamage_Traps.name	Crit multiplier (traps)
@attr.CritDamage_TwoHanded.gen	two-handed critical strike damage
@attr.CritDamage_TwoHanded.name	Two-handed critical strike damage
@attr.CritDamage_Unarmed.gen	critical strike damage with fists
@attr.CritDamage_Unarmed.name	Critical strike damage with fists
@attr.CropYieldChance.gen	chance for extra crop
@attr.CropYieldChance.name	Chance for extra crop
@attr.CultivatorStaminaPct.gen	cultivator stamina cost
@attr.CultivatorStaminaPct.name	Cultivator stamina cost
@attr.DamagePct.gen	damage
@attr.DamagePct.name	Damage
@attr.DamageTakenPct.gen	damage taken
@attr.DamageTakenPct.name	Damage taken
@attr.DemolishRefundPct.gen	resources refunded on demolition
@attr.DemolishRefundPct.name	Resources refunded on demolition
@attr.DivineChance.gen	chance for divine
@attr.DivineChance.name	Chance for divine
@attr.Dmg_Axes.gen	axe damage
@attr.Dmg_Axes.name	Axe damage
@attr.Dmg_BloodMagic.gen	blood magic damage
@attr.Dmg_BloodMagic.name	Blood magic damage
@attr.Dmg_Bows.gen	bow damage
@attr.Dmg_Bows.name	Bow damage
@attr.Dmg_Clubs.gen	club damage
@attr.Dmg_Clubs.name	Club damage
@attr.Dmg_Crossbows.gen	crossbow damage
@attr.Dmg_Crossbows.name	Crossbow damage
@attr.Dmg_ElementalMagic.gen	elemental magic damage
@attr.Dmg_ElementalMagic.name	Elemental magic damage
@attr.Dmg_Knives.gen	knife damage
@attr.Dmg_Knives.name	Knife damage
@attr.Dmg_Magical.gen	magical damage
@attr.Dmg_Magical.name	Magical damage
@attr.Dmg_OneHanded.gen	one-handed damage
@attr.Dmg_OneHanded.name	One-handed damage
@attr.Dmg_Paired.gen	dual-wield damage
@attr.Dmg_Paired.name	Dual-wield damage
@attr.Dmg_Pickaxes.gen	pickaxe damage
@attr.Dmg_Pickaxes.name	Pickaxe damage
@attr.Dmg_Polearms.gen	polearm damage
@attr.Dmg_Polearms.name	Polearm damage
@attr.Dmg_Scepters.gen	scepter damage
@attr.Dmg_Scepters.name	Scepter damage
@attr.Dmg_Shooting.gen	shooting damage
@attr.Dmg_Shooting.name	Shooting damage
@attr.Dmg_Spears.gen	spear damage
@attr.Dmg_Spears.name	Spear damage
@attr.Dmg_Staves.gen	staff damage
@attr.Dmg_Staves.name	Staff damage
@attr.Dmg_Swords.gen	sword damage
@attr.Dmg_Swords.name	Sword damage
@attr.Dmg_Throwing.gen	throwing damage
@attr.Dmg_Throwing.name	Throwing damage
@attr.Dmg_Traps.gen	mine and trap damage
@attr.Dmg_Traps.name	Mine and trap damage
@attr.Dmg_TwoHanded.gen	two-handed damage
@attr.Dmg_TwoHanded.name	Two-handed damage
@attr.Dmg_Unarmed.gen	fist damage
@attr.Dmg_Unarmed.name	Fist damage
@attr.DodgeChance.gen	evasion rating
@attr.DodgeChance.name	Evasion rating
@attr.DodgeSpeedPct.gen	dodge speed
@attr.DodgeSpeedPct.name	Dodge speed
@attr.DoubleBlastChance.gen	double blast
@attr.DoubleBlastChance.name	Double blast
@attr.DoubleFoodChance.gen	Hearty Meal chance
@attr.DoubleFoodChance.name	Hearty Meal chance
@attr.DrawSpeedPct.gen	draw and reload speed
@attr.DrawSpeedPct.name	Draw and reload speed
@attr.DryingPct.gen	drying speed
@attr.DryingPct.name	Drying speed
@attr.DurationPct.gen	duration
@attr.DurationPct.name	Duration
@attr.EffectDurationPct.gen	effect duration
@attr.EffectDurationPct.name	Effect duration
@attr.EitrCostPct.gen	eitr cost
@attr.EitrCostPct.name	Eitr cost
@attr.EitrRegenPct.gen	eitr regeneration
@attr.EitrRegenPct.name	Eitr regeneration
@attr.ElementalResistPct.gen	elemental resistance
@attr.ElementalResistPct.name	Elemental resistance
@attr.EquipmentMovePenaltyReductionPct.gen	equipment ease
@attr.EquipmentMovePenaltyReductionPct.name	Equipment ease
@attr.EquipmentSlots.gen	equipment slots
@attr.EquipmentSlots.name	Equipment slots
@attr.EvasionRatingPct.gen	evasion rating
@attr.EvasionRatingPct.name	Evasion rating
@attr.ExploreRadiusPct.gen	map reveal radius
@attr.ExploreRadiusPct.name	Map reveal radius
@attr.ExtraArrows.gen	arrows per bow shot
@attr.ExtraArrows.name	Arrows per bow shot
@attr.ExtraArrowsKeystone.gen	arrows per bow shot
@attr.ExtraArrowsKeystone.name	Arrows per bow shot
@attr.ExtraBarChance.gen	chance for extra bar
@attr.ExtraBarChance.name	Chance for extra bar
@attr.ExtraBolts.gen	bolts fired per crossbow shot
@attr.ExtraBolts.name	Bolts fired per crossbow shot
@attr.ExtraChance.gen	chance for extra
@attr.ExtraChance.name	Chance for extra
@attr.ExtraFishChance.gen	chance for extra fish
@attr.ExtraFishChance.name	Chance for extra fish
@attr.ExtraHarvestChance.gen	chance for extra forage
@attr.ExtraHarvestChance.name	Chance for extra forage
@attr.ExtraPickupChance.gen	chance for extra pickup
@attr.ExtraPickupChance.name	Chance for extra pickup
@attr.ExtraProjectiles.gen	projectiles per shot or throw
@attr.ExtraProjectiles.name	Projectiles per shot or throw
@attr.FallDamagePct.gen	fall damage
@attr.FallDamagePct.name	Fall damage
@attr.FeedDurationPct.gen	feeding duration
@attr.FeedDurationPct.name	Feeding duration
@attr.FermentSpeedPct.gen	mead fermentation speed
@attr.FermentSpeedPct.name	Mead fermentation speed
@attr.FireComfortFlat.gen	comfort near a lit campfire
@attr.FireComfortFlat.name	Comfort near a lit campfire
@attr.FireResistPct.gen	fire resistance
@attr.FireResistPct.name	Fire resistance
@attr.FishBiteChance.gen	bite chance
@attr.FishBiteChance.name	Bite chance
@attr.FishStaminaPct.gen	fishing reel stamina cost
@attr.FishStaminaPct.name	Fishing reel stamina cost
@attr.FishTreasureChance.gen	catch treasure
@attr.FishTreasureChance.name	Catch treasure
@attr.FoodCraftDurationPct.gen	duration of your own cooking
@attr.FoodCraftDurationPct.name	Duration of your own cooking
@attr.FoodCraftPct.gen	nourishment of food you cook
@attr.FoodCraftPct.name	Nourishment of food you cook
@attr.FoodDurationPct.gen	food duration
@attr.FoodDurationPct.name	Food duration
@attr.FoodExtraChance.gen	chance for extra meal
@attr.FoodExtraChance.name	Chance for extra meal
@attr.FoodPowerPct.gen	food nourishment
@attr.FoodPowerPct.name	Food nourishment
@attr.FoodSpeedPerStamina.gen	attack speed per 30 stamina granted by all active food
@attr.FoodSpeedPerStamina.name	Attack speed per 30 stamina granted by all active food
@attr.ForageCapacityFlat.gen	forage capacity
@attr.ForageCapacityFlat.name	Forage capacity
@attr.FortPct.gen	maximum fortification
@attr.FortPct.name	Maximum fortification
@attr.FrostResistPct.gen	frost resistance
@attr.FrostResistPct.name	Frost resistance
@attr.GameCapacityFlat.gen	game capacity
@attr.GameCapacityFlat.name	Game capacity
@attr.GatheringSpeedPct.gen	tool speed
@attr.GatheringSpeedPct.name	Tool speed
@attr.GlancingChance.gen	glancing blow chance
@attr.GlancingChance.name	Glancing blow chance
@attr.GrowSpeedPct.gen	crop and sapling growth speed
@attr.GrowSpeedPct.name	Crop and sapling growth speed
@attr.GuardAttackTeleportBehind.gen	Behind the Guard
@attr.GuardAttackTeleportBehind.name	Behind the Guard
@attr.HarvestCapacityFlat.gen	harvest capacity
@attr.HarvestCapacityFlat.name	Harvest capacity
@attr.HealthRegenPct.gen	health regeneration
@attr.HealthRegenPct.name	Health regeneration
@attr.HiveSpeedPct.gen	hive filling speed
@attr.HiveSpeedPct.name	Hive filling speed
@attr.HoneyYieldPct.gen	chance for extra honey
@attr.HoneyYieldPct.name	Chance for extra honey
@attr.HunterDropChance.gen	chance for extra hide
@attr.HunterDropChance.name	Chance for extra hide
@attr.InventorySlotsFlat.gen	inventory slots
@attr.InventorySlotsFlat.name	Inventory slots
@attr.ItemQuantityPct.gen	item quantity
@attr.ItemQuantityPct.name	Item quantity
@attr.JumpPct.gen	jump height
@attr.JumpPct.name	Jump height
@attr.JumpRangePct.gen	jump distance
@attr.JumpRangePct.name	Jump distance
@attr.KillExplosionChance.gen	chance for enemies you kill to explode
@attr.KillExplosionChance.name	Kill explosion chance
@attr.KillExplosionShare.gen	kill explosion damage
@attr.KillExplosionShare.name	Kill explosion damage
@attr.KnockbackPct.gen	knockback
@attr.KnockbackPct.name	Knockback
@attr.LifestealPct.gen	life leech
@attr.LifestealPct.name	Life leech
@attr.LightningResistPct.gen	lightning resistance
@attr.LightningResistPct.name	Lightning resistance
@attr.Limit.gen	limit
@attr.Limit.name	Limit
@attr.LinkAdrenaline.gen	allied adrenaline
@attr.LinkAdrenaline.name	Allied adrenaline
@attr.LinkNearby.gen	nearby links
@attr.LinkNearby.name	Nearby links
@attr.LinkPersistence.gen	remembered links
@attr.LinkPersistence.name	Remembered links
@attr.LinkSpectralWeapon.gen	spectral response
@attr.LinkSpectralWeapon.name	Spectral response
@attr.MassPickupRadius.gen	mass gathering radius
@attr.MassPickupRadius.name	Mass gathering radius
@attr.MassPickupRadius.unit	m
@attr.MaxEitrPct.gen	maximum eitr
@attr.MaxEitrPct.name	Maximum eitr
@attr.MaxHealthHitChance.gen	chance to hit for a share of the target's maximum health
@attr.MaxHealthHitChance.name	Maximum health hit chance
@attr.MaxHealthHitShare.gen	share of the target's maximum health as extra damage
@attr.MaxHealthHitShare.name	Maximum health hit
@attr.MaxHealthPct.gen	maximum health
@attr.MaxHealthPct.name	Maximum health
@attr.MaxStaminaPct.gen	maximum stamina
@attr.MaxStaminaPct.name	Maximum stamina
@attr.MeadCapacityFlat.gen	mead capacity
@attr.MeadCapacityFlat.name	Mead capacity
@attr.MeadKeepPct.gen	duration of meads you brew
@attr.MeadKeepPct.name	Duration of meads you brew
@attr.MeadPowerPct.gen	potency of meads you brew
@attr.MeadPowerPct.name	Potency of meads you brew
@attr.MeleeAttackSpeedPct.gen	melee attack speed
@attr.MeleeAttackSpeedPct.name	Melee attack speed
@attr.MineAreaDamagePct.gen	mine splash
@attr.MineAreaDamagePct.name	Mine splash
@attr.MiningSpeedPct.gen	pickaxe swing speed for 2 s after hitting ore or stone
@attr.MiningSpeedPct.name	Pickaxe swing speed for 2 s after hitting ore or stone
@attr.MinionDamagePct.gen	minion damage
@attr.MinionDamagePct.name	Minion damage
@attr.MinionInstability.gen	minion instability
@attr.MinionInstability.name	Minion Instability
@attr.MoveSpeedPct.gen	movement speed
@attr.MoveSpeedPct.name	Movement speed
@attr.NoisePct.gen	noise
@attr.NoisePct.name	Noise
@attr.NonProjDamagePct.gen	non-projectile damage
@attr.NonProjDamagePct.name	Non-projectile damage
@attr.OilCapacityFlat.gen	oil capacity
@attr.OilCapacityFlat.name	Oil capacity
@attr.OilExtraChance.gen	chance for extra oil
@attr.OilExtraChance.name	Chance for extra oil
@attr.OilKeepPct.gen	duration of oils you brew
@attr.OilKeepPct.name	Duration of oils you brew
@attr.OilPowerPct.gen	potency of oils you brew
@attr.OilPowerPct.name	Potency of oils you brew
@attr.OneHitChance.gen	chance to finish in one hit
@attr.OneHitChance.name	Chance to finish in one hit
@attr.OnslaughtChance.gen	onslaught chance
@attr.OnslaughtChance.name	Onslaught chance
@attr.OnslaughtPowerPct.gen	Onslaught power
@attr.OnslaughtPowerPct.name	Onslaught power
@attr.OreBlockOneHitChance.gen	one-hit ore
@attr.OreBlockOneHitChance.name	One-hit ore
@attr.OreCapacityFlat.gen	ore capacity
@attr.OreCapacityFlat.name	Ore capacity
@attr.OreDropChance.gen	chance for extra ore
@attr.OreDropChance.name	Chance for extra ore
@attr.OreWeightPct.gen	ore, bar and stone weight
@attr.OreWeightPct.name	Ore, bar and stone weight
@attr.ParryBonusPct.gen	parry bonus
@attr.ParryBonusPct.name	Parry bonus
@attr.PenetrationPct.gen	resistance penetration
@attr.PenetrationPct.name	Resistance penetration
@attr.PhantomStrikeChain.gen	Phantom strikes can trigger phantom strikes
@attr.PhantomStrikeChain.name	Phantom strikes can trigger phantom strikes
@attr.PhantomStrikeChance.gen	Phantom strike chance
@attr.PhantomStrikeChance.name	Phantom strike chance
@attr.PickaxeStaminaPct.gen	pickaxe stamina cost
@attr.PickaxeStaminaPct.name	Pickaxe stamina cost
@attr.PickupRangePct.gen	item pickup radius
@attr.PickupRangePct.name	Item pickup radius
@attr.PlantWild.gen	regrowth speed
@attr.PlantWild.name	Regrowth speed
@attr.PoisonHealthPct.gen	poison from health
@attr.PoisonHealthPct.name	Poison from health
@attr.PoisonResistPct.gen	poison resistance
@attr.PoisonResistPct.name	Poison resistance
@attr.PotencyPct.gen	potency
@attr.PotencyPct.name	Potency
@attr.PotionDurationPct.gen	potion duration
@attr.PotionDurationPct.name	Potion duration
@attr.PotionPowerPct.gen	strength of potions you brew
@attr.PotionPowerPct.name	Strength of potions you brew
@attr.ProcChainChancePct.gen	trigger chance per successive proc
@attr.ProcChainChancePct.name	trigger chance per successive proc
@attr.ProjectileBounce.gen	bounce
@attr.ProjectileBounce.name	Bounce
@attr.ProjectilePierce.gen	targets pierced by crossbow bolts
@attr.ProjectilePierce.name	Targets pierced by crossbow bolts
@attr.ProjectileSpeedPct.gen	projectile speed
@attr.ProjectileSpeedPct.name	Projectile speed
@attr.QuantityPct.gen	item quantity
@attr.QuantityPct.name	Item quantity
@attr.RagePct.gen	maximum rage
@attr.RagePct.name	Maximum rage
@attr.RangePct.gen	range
@attr.RangePct.name	Range
@attr.RarityPct.gen	item rarity
@attr.RarityPct.name	Item rarity
@attr.RecipeMaterialsPct.gen	crafting cost
@attr.RecipeMaterialsPct.name	Crafting cost
@attr.ReflectPct.gen	reflect
@attr.ReflectPct.name	Reflect
@attr.RefundChance.gen	chance to spend nothing
@attr.RefundChance.name	Chance to spend nothing
@attr.ReloadSpeedPct.gen	crossbow reload speed
@attr.ReloadSpeedPct.name	Crossbow reload speed
@attr.ReloadWhileMoving.gen	mobile reload
@attr.ReloadWhileMoving.name	Mobile Reload
@attr.RepeatDelaySeconds.gen	s repeat delay
@attr.RepeatDelaySeconds.name	s repeat delay
@attr.ResistanceCap.gen	maximum resistance
@attr.ResistanceCap.name	Maximum resistance
@attr.RestedDurationPct.gen	Rested bonus duration
@attr.RestedDurationPct.name	Rested bonus duration
@attr.RestedFishPerStack.gen	chance to catch an extra fish per Rested charge
@attr.RestedFishPerStack.name	Chance to catch an extra fish per Rested charge
@attr.RestedHoneyPerStack.gen	chance for extra honey per Rested charge
@attr.RestedHoneyPerStack.name	Chance for extra honey per Rested charge
@attr.RestedPowerPct.gen	rested power
@attr.RestedPowerPct.name	Rested power
@attr.Restore.gen	restored
@attr.Restore.name	Restore
@attr.RetortField.gen	damage taken released as an aura
@attr.RetortField.name	Retort field
@attr.RunStaminaPct.gen	running stamina cost
@attr.RunStaminaPct.name	Running stamina cost
@attr.SailControlPct.gen	ship handling
@attr.SailControlPct.name	Ship handling
@attr.SailSpeedPct.gen	ship speed
@attr.SailSpeedPct.name	Ship speed
@attr.SalvageReturnChance.gen	chance to recover each lost unit
@attr.SalvageReturnChance.name	Chance to recover each lost unit
@attr.SaveChance.gen	chance to save materials
@attr.SaveChance.name	Chance to save materials
@attr.SeriesLimit.gen	Combo limit
@attr.SeriesLimit.name	Combo limit
@attr.ShieldPct.gen	rune shield
@attr.ShieldPct.name	Rune shield
@attr.ShieldRegenPct.gen	rune shield recharge
@attr.ShieldRegenPct.name	Rune shield recharge
@attr.ShipDamageTakenPct.gen	ship damage taken
@attr.ShipDamageTakenPct.name	Ship damage taken
@attr.ShockStunChance.gen	shock stagger chance
@attr.ShockStunChance.name	Shock stagger chance
@attr.SkillSpeedPct.gen	skill speed
@attr.SkillSpeedPct.name	Skill speed
@attr.SmallTailwindChance.gen	chance for a light tailwind
@attr.SmallTailwindChance.name	Chance for a light tailwind
@attr.SmeltSpeedPct.gen	smelting and charcoal kiln speed
@attr.SmeltSpeedPct.name	Smelting and charcoal kiln speed
@attr.Spd_Axes.gen	attack speed with axes
@attr.Spd_Axes.name	Attack speed with axes
@attr.Spd_Clubs.gen	attack speed with clubs
@attr.Spd_Clubs.name	Attack speed with clubs
@attr.Spd_Knives.gen	attack speed with knives
@attr.Spd_Knives.name	Attack speed with knives
@attr.Spd_Magical.gen	magical attack speed
@attr.Spd_Magical.name	Magical attack speed
@attr.Spd_OneHanded.gen	one-handed attack speed
@attr.Spd_OneHanded.name	One-handed attack speed
@attr.Spd_Paired.gen	dual-wield attack speed
@attr.Spd_Paired.name	Dual-wield attack speed
@attr.Spd_Pickaxes.gen	pickaxe swing speed
@attr.Spd_Pickaxes.name	Pickaxe swing speed
@attr.Spd_Polearms.gen	attack speed with polearms
@attr.Spd_Polearms.name	Attack speed with polearms
@attr.Spd_Scepters.gen	scepter use speed
@attr.Spd_Scepters.name	Scepter use speed
@attr.Spd_Spears.gen	attack speed with spears
@attr.Spd_Spears.name	Attack speed with spears
@attr.Spd_Swords.gen	attack speed with swords
@attr.Spd_Swords.name	Attack speed with swords
@attr.Spd_Throwing.gen	throwing attack speed
@attr.Spd_Throwing.name	Throwing attack speed
@attr.Spd_Torch.gen	torch attack speed
@attr.Spd_Torch.name	Torch attack speed
@attr.Spd_Traps.gen	mine and trap placement speed
@attr.Spd_Traps.name	Mine and trap placement speed
@attr.Spd_TwoHanded.gen	two-handed attack speed
@attr.Spd_TwoHanded.name	Two-handed attack speed
@attr.Spd_Unarmed.gen	fist attack speed
@attr.Spd_Unarmed.name	Fist attack speed
@attr.SpellLifestealPct.gen	spell life leech
@attr.SpellLifestealPct.name	Spell life leech
@attr.StaggerResistPct.gen	stagger resistance
@attr.StaggerResistPct.name	Stagger resistance
@attr.Stagger_Axes.gen	axe stagger power
@attr.Stagger_Axes.name	Axe stagger power
@attr.Stagger_BareHands.gen	unarmed stagger power
@attr.Stagger_BareHands.name	Unarmed stagger power
@attr.Stagger_BloodMagic.gen	blood staff stagger power
@attr.Stagger_BloodMagic.name	Blood staff stagger power
@attr.Stagger_Bombs.gen	bomb stagger power
@attr.Stagger_Bombs.name	Bomb stagger power
@attr.Stagger_Bows.gen	bow stagger power
@attr.Stagger_Bows.name	Bow stagger power
@attr.Stagger_Clubs.gen	club stagger power
@attr.Stagger_Clubs.name	Club stagger power
@attr.Stagger_Crossbows.gen	crossbow stagger power
@attr.Stagger_Crossbows.name	Crossbow stagger power
@attr.Stagger_ElementalMagic.gen	elemental staff stagger power
@attr.Stagger_ElementalMagic.name	Elemental staff stagger power
@attr.Stagger_Knives.gen	knife stagger power
@attr.Stagger_Knives.name	Knife stagger power
@attr.Stagger_Pickaxes.gen	pickaxe stagger power
@attr.Stagger_Pickaxes.name	Pickaxe stagger power
@attr.Stagger_Polearms.gen	polearm stagger power
@attr.Stagger_Polearms.name	Polearm stagger power
@attr.Stagger_Scepters.gen	scepter stagger power
@attr.Stagger_Scepters.name	Scepter stagger power
@attr.Stagger_Spears.gen	spear stagger power
@attr.Stagger_Spears.name	Spear stagger power
@attr.Stagger_Swords.gen	sword stagger power
@attr.Stagger_Swords.name	Sword stagger power
@attr.Stagger_Traps.gen	mine and trap stagger power
@attr.Stagger_Traps.name	Mine and trap stagger power
@attr.Stagger_Unarmed.gen	fist stagger power
@attr.Stagger_Unarmed.name	Fist stagger power
@attr.StaminaRegenPct.gen	stamina regeneration
@attr.StaminaRegenPct.name	Stamina regeneration
@attr.StationRangePct.gen	workbench range
@attr.StationRangePct.name	Workbench range
@attr.StationReachPct.gen	workbench reach
@attr.StationReachPct.name	Workbench reach
@attr.StatusDurationPct.gen	ailment and buff duration
@attr.StatusDurationPct.name	Ailment and buff duration
@attr.StealthPct.gen	stealth
@attr.StealthPct.name	Stealth
@attr.StunChance.gen	stagger chance
@attr.StunChance.name	Stagger chance
@attr.StunChance_Axes.gen	chance to stagger with axes
@attr.StunChance_Axes.name	Chance to stagger with axes
@attr.StunChance_BareHands.gen	chance to stagger while unarmed
@attr.StunChance_BareHands.name	Chance to stagger while unarmed
@attr.StunChance_BloodMagic.gen	chance to stagger with blood staves
@attr.StunChance_BloodMagic.name	Chance to stagger with blood staves
@attr.StunChance_Bombs.gen	chance to stagger with bombs
@attr.StunChance_Bombs.name	Chance to stagger with bombs
@attr.StunChance_Bows.gen	chance to stagger with bows
@attr.StunChance_Bows.name	Chance to stagger with bows
@attr.StunChance_Clubs.gen	chance to stagger with clubs
@attr.StunChance_Clubs.name	Chance to stagger with clubs
@attr.StunChance_Crossbows.gen	chance to stagger with crossbows
@attr.StunChance_Crossbows.name	Chance to stagger with crossbows
@attr.StunChance_ElementalMagic.gen	chance to stagger with elemental staves
@attr.StunChance_ElementalMagic.name	Chance to stagger with elemental staves
@attr.StunChance_Knives.gen	chance to stagger with knives
@attr.StunChance_Knives.name	Chance to stagger with knives
@attr.StunChance_Pickaxes.gen	chance to stagger with pickaxes
@attr.StunChance_Pickaxes.name	Chance to stagger with pickaxes
@attr.StunChance_Polearms.gen	chance to stagger with polearms
@attr.StunChance_Polearms.name	Chance to stagger with polearms
@attr.StunChance_Scepters.gen	chance to stagger with scepters
@attr.StunChance_Scepters.name	Chance to stagger with scepters
@attr.StunChance_Spears.gen	chance to stagger with spears
@attr.StunChance_Spears.name	Chance to stagger with spears
@attr.StunChance_Swords.gen	chance to stagger with swords
@attr.StunChance_Swords.name	Chance to stagger with swords
@attr.StunChance_Traps.gen	chance to stagger with mines and traps
@attr.StunChance_Traps.name	Chance to stagger with mines and traps
@attr.StunChance_Unarmed.gen	chance to stagger with fists
@attr.StunChance_Unarmed.name	Chance to stagger with fists
@attr.SwimSpeedPct.gen	swim speed
@attr.SwimSpeedPct.name	Swim speed
@attr.TamedDamagePct.gen	pet damage
@attr.TamedDamagePct.name	Pet damage
@attr.TamingSpeedPct.gen	taming speed
@attr.TamingSpeedPct.name	Taming speed
@attr.Thorns.gen	thorns
@attr.Thorns.name	Thorns
@attr.TorchBurnPct.gen	torch burn duration
@attr.TorchBurnPct.name	Torch burn duration
@attr.TorchComfortFlat.gen	comfort with a lit torch or lantern on you or nearby
@attr.TorchComfortFlat.name	Comfort with a lit torch or lantern on you or nearby
@attr.TorchLightPct.gen	light radius of a carried torch or lantern
@attr.TorchLightPct.name	Light radius of a carried torch or lantern
@attr.TrackRunSpeedPct.gen	movement speed along tracks
@attr.TrackRunSpeedPct.name	Movement speed along tracks
@attr.TreeFallDamagePct.gen	falling tree damage
@attr.TreeFallDamagePct.name	Falling tree damage
@attr.TreeOneHitChance.gen	one-hit tree
@attr.TreeOneHitChance.name	One-hit tree
@attr.TrinketAura.gen	trinkets become auras
@attr.TrinketAura.name	Trinkets become auras
@attr.TrinketHandSlot.gen	trinket in the free hand
@attr.TrinketHandSlot.name	Trinket in the free hand
@attr.UnarmedDamageTakenPct.gen	damage taken while using fists
@attr.UnarmedDamageTakenPct.name	Damage taken while using fists
@attr.UnarmedToolTier.gen	fist tool tier
@attr.UnarmedToolTier.name	Fist tool tier
@attr.WeightPct.gen	weight
@attr.WeightPct.name	Weight
@attr.WetResistPct.gen	wet resistance
@attr.WetResistPct.name	Wet resistance
@attr.WildSeedChance.gen	wild seed
@attr.WildSeedChance.name	Wild seed
@attr.WoodCapacityFlat.gen	wood capacity
@attr.WoodCapacityFlat.name	Wood capacity
@attr.WoodDropChance.gen	chance for extra log
@attr.WoodDropChance.name	Chance for extra log
@attr.WoodcuttingSpeedPct.gen	axe swing speed for 2 s after hitting a tree
@attr.WoodcuttingSpeedPct.name	Axe swing speed for 2 s after hitting a tree
@attr.WorkSpeedPct.gen	work speed
@attr.WorkSpeedPct.name	Work speed
@attr.XpGainPct.gen	experience gained
@attr.XpGainPct.name	Experience gained
@cond.Airborne	airborne
@cond.Attacking	while attacking
@cond.BlockedRecent	after a recent block
@cond.Blocking	on block
@cond.Building	on build
@cond.Casting	while casting
@cond.ChoppedRecent	after hitting a tree
@cond.ClearSky	in clear weather
@cond.ComboFinisher	on chain finishers
@cond.Comfort	at comfort {0} and above
@cond.Crafting	on craft
@cond.CritRecent	after a recent critical hit
@cond.Day	by day
@cond.EmptyShield	while your rune shield is empty
@cond.Encumbered	while encumbered
@cond.Fed	while fed
@cond.FullEitr	at full eitr
@cond.FullHealth	at full life
@cond.FullShield	at full rune shield
@cond.FullStamina	at full stamina
@cond.Gathered	after picking a plant or a ground resource
@cond.HitRecent	after a hit
@cond.HurtRecent	after recently taking damage
@cond.InWater	while in water
@cond.KilledRecent	after a recent kill
@cond.LowEitr	at low eitr
@cond.LowHealth	at low life
@cond.LowShield	at low rune shield
@cond.LowStamina	at low stamina
@cond.MeadEffectActive	while a mead effect is active
@cond.MinedRecent	after hitting ore
@cond.Moving	while moving
@cond.Near	nearby
@cond.NearFullAdrenaline	at nearly full adrenaline
@cond.NextHitAfterParry	on your next hit after parrying
@cond.NextHitOnBrokenTarget	on your next hit against broken armour
@cond.Night	at night
@cond.OffHandFree	while your off hand is free
@cond.OnRoad	on a road
@cond.OnShip	while aboard a ship
@cond.OnTrail	on a fresh trail
@cond.OutOfCombat	out of combat
@cond.ParriedRecent	after a parry
@cond.Parrying	on parry
@cond.Raining	in the rain
@cond.Rested	while rested
@cond.Running	while running
@cond.Sheltered	while sheltered
@cond.ShieldUp	with the shield up
@cond.Sitting	while sitting
@cond.Sneaking	while sneaking
@cond.Sprinting	while sprinting
@cond.Standing	while standing still
@cond.TorchLit	with a lit torch or lantern on you or nearby
@cond.Wet	while wet
@cond.Windy	in the wind
@stat.AccuracyPct.ability	Shot accuracy
@stat.AccuracyPct.fmt	{0} shot accuracy
@stat.AdditionalProjectileChance.fmt	{0} overflowing chance to fire an additional projectile
@stat.AdrenalineDecayDelaySeconds.fmt	{0} s adrenaline decay delay
@stat.AdrenalineGainPct.fmt	{0} adrenaline gain
@stat.AffixMaxRollChance.fmt	{0} chance that a property rolled by a rune takes the highest value of its tier
@stat.AffixTierPct.fmt	{0} affix tier
@stat.AffixTierUpChance.fmt	{0} chance that a property added by a rune rises one tier
@stat.AftershockChance.fmt	{0} chance to cause an aftershock
@stat.AgedMead.ability	Aged mead
@stat.AgedMead.fmt	Meads kept a day in an own chest gain {aged.potency} more potency
@stat.AilmentBuildPct.fmt	{0} ailment build-up
@stat.AilmentDamagePct.fmt	{0} ailment damage
@stat.AilmentDurationPct.fmt	{0} ailment duration
@stat.AilmentEffectPct.fmt	{0} ailment effect
@stat.AilmentResistPct.fmt	{0} duration of ailments on you
@stat.AilmentSource.ability	Slashing Breach
@stat.AilmentSource.fmt	Your final slashing damage can also build armour break alongside blunt damage. It keeps its bleeding build-up; damage is neither converted nor duplicated.
@stat.AirCastRecoil.ability	Air Recoil
@stat.AirCastRecoil.fmt	Casting while airborne pushes you away from where you aim. The eitr cost and the shot direction set the impulse.
@stat.AllProjectilesReturn.ability	Homeward Volley
@stat.AllProjectilesReturn.fmt	All fired projectiles return after completing their outward flight. Returning projectiles pierce every target and deal 35% of their projectile damage. Reaching the owner replays their impact effects. No arrows, bolts or bombs are refunded.
@stat.AlwaysBurning.ability	Eternal Burning
@stat.AlwaysBurning.fmt	Permanent self-burning has a base of 4% maximum health per second. Own fire and burning modifiers also scale this burn. Defenses reduce damage taken. Water cannot extinguish it.
@stat.AmmoCapacityFlat.fmt	{0} Ammo capacity
@stat.AncientGrain.ability	Ancient grain
@stat.AncientGrain.fmt	Extra wood rolls twice on ancient bark, fine wood and Yggdrasil wood
@stat.AnyBeast.ability	Any beast
@stat.AnyBeast.fmt	Any animal can be tamed, deer and hares included: drop food near it and stay close
@stat.AnySaddle.ability	Any saddle
@stat.AnySaddle.fmt	Any tamed creature can be ridden, even one the game cannot saddle: {key.crouch} + {key.use} on it to mount
@stat.AppliedOilDurationPct.fmt	{0} applied oil duration
@stat.AppliedOilEffectPct.fmt	{0} applied oil effect
@stat.AreaPct.fmt	{0} area of effect
@stat.ArmorCraftDurabilityPct.fmt	{0} durability of crafted Tanner equipment
@stat.ArmorCraftSpeedPct.fmt	{0} crafting speed of Tanner equipment
@stat.ArmorExtraLevelChance.fmt	{0} chance for extra quality when crafting or upgrading Tanner equipment
@stat.ArmorFlat.fmt	{0} armour
@stat.ArmorPct.fmt	{0} armour
@stat.ArmorSaveChance.fmt	{0} chance to Save materials when crafting or upgrading Tanner equipment
@stat.ArrowRangePct.fmt	{0} arrow and bolt range
@stat.ArrowRecoverChance.fmt	{0} chance for an arrow to stay on the ground after it hits
@stat.AttackSpeedPct.fmt	{0} attack speed
@stat.AttrFinesse.fmt	{0} Dexterity
@stat.AttrMight.fmt	{0} Strength
@stat.AttrSpirit.fmt	{0} Intelligence
@stat.AuraEffectPct.fmt	{0} aura effect
@stat.AuraLingerSeconds.fmt	{0} s aura linger duration
@stat.AutoRefuel.ability	Self-Fuelling
@stat.AutoRefuel.fmt	Lamps take fuel from nearby chests on their own
@stat.AutoRepair.ability	Auto repair
@stat.AutoRepair.fmt	Using a crafting station repairs every item that station can repair
@stat.AzuriteSight.ability	Azurite sight
@stat.AzuriteSight.fmt	Azurite veins within view radius are marked on the map and minimap - plain, corrupted and divine each with its own icon; a vein mined out by more than three quarters is no longer marked
@stat.BackstabPct.fmt	{0} sneak attack damage
@stat.Bait.ability	Bait
@stat.Bait.fmt	Dropped berries or mushrooms draw grazing animals, raw meat draws predators: up to {bait.most} of the biome within {bait.range} m, for {bait.time} s; one bait at a time
@stat.BaitSaveChance.fmt	{0} chance to Save bait on Fishing
@stat.BalancedBlade.ability	Balanced blade
@stat.BalancedBlade.fmt	Self-crafted weapons cost {balanced.save} less stamina to attack
@stat.BarCapacityFlat.fmt	{0} Bar capacity
@stat.BareHandDamageFlat.fmt	{0} unarmed damage
@stat.BareHandDamagePct.fmt	{0} unarmed damage
@stat.BatchCook.ability	Batch cook
@stat.BatchCook.fmt	Placing raw food on a cooking station fills every free spot at once from the inventory
@stat.BeastCarry.ability	Beast bearer
@stat.BeastCarry.fmt	Crouch and use a small tamed animal to carry it in your arms, through portals too: {key.crouch} + {key.use} picks it up and sets it down
@stat.BeastPortal.ability	Beast portal
@stat.BeastPortal.fmt	Tamed animals that follow you go through portals and dungeon entrances with you
@stat.BedWatch.ability	Bed watch
@stat.BedWatch.fmt	Own seedlings show how long they have left until they ripen
@stat.BeeComfortPct.fmt	{0} speed of nearby hives for every point of comfort
@stat.BeeQueenChance.fmt	{0} chance to get an extra bee from a beehive
@stat.BeltLantern.ability	Belt lantern
@stat.BeltLantern.fmt	A Dvergr lantern is worn in the belt slot instead of the hand and gives light from there
@stat.BlastRadiusPct.fmt	{0} blast radius
@stat.BlastResistPct.fmt	{0} blast resistance
@stat.BleedBurstPct.ability	Bloodburst
@stat.BleedBurstPct.fmt	A bleeding enemy explodes on death: enemies within 4 m take {0} of the remaining bleed damage as physical damage
@stat.BleedWhileMoving.ability	Lingering bleed
@stat.BleedWhileMoving.fmt	Bleeding does not fade while the target keeps moving
@stat.BlockPowerPct.fmt	{0} block power
@stat.BombBounceBurst.ability	Impact Detonation
@stat.BombBounceBurst.fmt	A bouncing bomb explodes where it touches and keeps flying. Later explosions share the power of the original bomb.
@stat.BombDrop.ability	Carpet Bombing
@stat.BombDrop.fmt	While you are in the air, a random bomb falls from your pack by itself
@stat.BombMine.ability	Mine
@stat.BombMine.fmt	A thrown bomb settles as a mine and waits for an enemy to come close
@stat.BombReturnBlast.ability	Returning fuse
@stat.BombReturnBlast.fmt	Bombs fly back after exploding and explode again; your own blasts and effects also hit you
@stat.BombSticky.ability	Sticky Charge
@stat.BombSticky.fmt	A bomb's first hit on an enemy attaches it until it explodes. An attached bomb no longer bounces.
@stat.BoundGear.ability	Grave tether
@stat.BoundGear.fmt	On death, worn gear and the weapons and tools in the hotbar stay on the body; the grave is marked on the map until it is emptied
@stat.BowDrawSpeedPct.ability	Bow Draw
@stat.BowDrawSpeedPct.fmt	{0} bow draw speed
@stat.Breadcrumbs.ability	Breadcrumbs
@stat.Breadcrumbs.fmt	In a dungeon, the minimap shows the dungeon itself: the rooms already walked and the openings out of them. Forgotten five minutes after leaving
@stat.BreedChancePct.fmt	{0} offspring chance for tamed animals
@stat.BrewSaveChance.fmt	{0} chance to Save ingredients on Brewing
@stat.BrewmastersEye.ability	Brewmaster's eye
@stat.BrewmastersEye.fmt	Time left is shown on every fermenter
@stat.BuffDurationPct.fmt	{0} duration of your own buffs
@stat.BuildCostReductionPct.fmt	{0} building cost reduction
@stat.BuildDurabilityPct.fmt	{0} durability of buildings and pure-wood equipment
@stat.BuildForbidden.ability	No bounds
@stat.BuildForbidden.fmt	Build and remove pieces where building is forbidden: dungeons, boss altars, traders' camps and other no-build places
@stat.BuildRainReductionPct.fmt	{0} reduced rain damage to your buildings
@stat.BuildRangeFlat.fmt	{0} build range
@stat.BuildSaveChance.fmt	{0} chance to Save materials when building or crafting pure-wood equipment
@stat.BuiltShipHandlingPct.fmt	{0} handling of ships you built
@stat.BuiltShipSpeedPct.fmt	{0} speed of ships you built
@stat.CapacityFlat.fmt	{0} capacity
@stat.CarryCapacityPct.fmt	{0} maximum carry capacity
@stat.CarryWeightFlat.fmt	{0} carry weight
@stat.CartPullPct.fmt	{0} cart handling ease
@stat.Cascade.ability	Cascade
@stat.Cascade.fmt	A shattered deposit has a {cascade.chance} chance to shatter a random deposit nearby; each such shatter rolls again
@stat.CastSpeedPct.fmt	{0} cast speed
@stat.CellStacks.ability	Slot capacity
@stat.CellStacks.fmt	{0} resource stack size
@stat.CellsArrows.ability	Full Quiver
@stat.CellsArrows.fmt	Arrows stack up to {cells.arrows} per slot
@stat.CellsBars.ability	Bar slots
@stat.CellsBars.fmt	Bars stack into the slot in a big pile
@stat.CellsForage.ability	Herb slots
@stat.CellsForage.fmt	Herbs, berries and mushrooms stack up to {cells.forage} per slot
@stat.CellsGame.ability	Game slots
@stat.CellsGame.fmt	Hides and trophies stack into the slot in a big pile
@stat.CellsHarvest.ability	Harvest slots
@stat.CellsHarvest.fmt	Harvest and seeds stack into the slot in a big pile
@stat.CellsStone.ability	Stone slots
@stat.CellsStone.fmt	Stone and ore stack into the slot in a big pile
@stat.CellsWood.ability	Wood slots
@stat.CellsWood.fmt	Wood stacks into the slot in a big pile
@stat.ChargeApplicability.ability	Charged Casts
@stat.ChargeApplicability.fmt	Spells can spend an attack charge and become charged casts
@stat.ChargeHit.fmt	Charging hit: the first blow after a sprint ({key.run}) lands harder, and the faster the run, the harder it lands
@stat.ChargeNextAttack.ability	Charged attack
@stat.ChargeNextAttack.fmt	Charge your next attack
@stat.ChargedEffectDoubleChance.fmt	{0} chance to double all charged-attack effects
@stat.ChestFeed.ability	Chest feed
@stat.ChestFeed.fmt	Own smelters and kilns pull ore and fuel on their own from the one nearest chest; [Shift] + mouse wheel on a smelter changes its radius
@stat.ChestQuantityPct.fmt	{0} quantity of items in chests you open
@stat.ChestRarityPct.fmt	{0} rarity of items in chests you open
@stat.ChestSight.ability	Chest sight
@stat.ChestSight.fmt	Chests with loot within view radius are marked on the map and minimap; emptied chests are not marked
@stat.ChestsAmmo.ability	Chests: supplies
@stat.ChestsAmmo.fmt	Crafting supplies (ammo, bombs, food, mead, oils, materials) draws materials from nearby chests
@stat.ChestsArmor.ability	Chests: tanner
@stat.ChestsArmor.fmt	Crafting Tanner equipment draws materials from nearby chests
@stat.ChestsBrewing.ability	Chests: brewing
@stat.ChestsBrewing.fmt	Brewing mead and oil bases draws ingredients from nearby chests
@stat.ChestsBuilding.ability	Chests: building
@stat.ChestsBuilding.fmt	Building and crafting pure-wood equipment draws materials from nearby chests
@stat.ChestsCooking.ability	Chests: cooking
@stat.ChestsCooking.fmt	Cooking draws ingredients from nearby chests
@stat.ChestsWeapons.ability	Chests: equipment
@stat.ChestsWeapons.fmt	Crafting equipment (weapons, armour, shields, tools) and forge materials such as bronze and nails draws materials from nearby chests
@stat.ChopAreaDamagePct.fmt	Trees within five metres take {0} of the blow's damage
@stat.ChopSeriesLog.ability	Steady Series
@stat.ChopSeriesLog.fmt	+2% extra log chance on chop per each successful hit in a chopping series
@stat.ChopSeriesSpeedPct.fmt	{0} attack speed for each hit of a chopping series
@stat.ChopSeriesWindowPct.fmt	{0} chopping series timing window
@stat.ChoppingWeightPct.fmt	{0} Chopping materials weight
@stat.CleanFelling.ability	Clean felling
@stat.CleanFelling.fmt	Felled trees leave no stump: the stump's wood drops together with the trunk
@stat.CleanKill.ability	Clean kill
@stat.CleanKill.fmt	A creature killed in one hit always drops its trophy
@stat.ColdResistPct.fmt	{0} cold resistance
@stat.ComfortFlat.fmt	{0} comfort level
@stat.ComfortHarvestChance.ability	Hearth Harvest
@stat.ComfortHarvestChance.fmt	{0} chance for an extra harvest per point of comfort
@stat.ComfortWoodChance.ability	Hearth Axe
@stat.ComfortWoodChance.fmt	{0} chance for a log per point of comfort
@stat.ComfortWoodcuttingSpeedPct.fmt	{0} axe swing speed per comfort level for 2 s after hitting a tree
@stat.ConcealedKill.ability	Keep the Secret
@stat.ConcealedKill.fmt	Killing a target that has not noticed you does not alert nearby enemies by the sound of that blow. Other ways of detection still work.
@stat.ConsumedBrewDurationPct.fmt	{0} consumed mead duration
@stat.ConsumedBrewEffectPct.fmt	{0} consumed mead effect
@stat.Conversion.fmt	{0} damage converted
@stat.CookSaveChance.fmt	{0} chance to Save ingredients on Cooking
@stat.CookSpeedPct.fmt	{0} cooking speed
@stat.CooldownPct.fmt	{0} skill cooldown
@stat.CooldownRecoveryPct.fmt	{0} cooldown recovery rate
@stat.CorpseRunPct.fmt	{0} effect of Corpse Run
@stat.CorrosionStun.ability	Armour break stagger
@stat.CorrosionStun.fmt	Armour broken to the bone staggers the target
@stat.CorrosionThorns.ability	Armour-breaking thorns
@stat.CorrosionThorns.fmt	Thorns break armour as well
@stat.CostPct.fmt	{0} cost
@stat.Cost_Axes.fmt	{0} stamina cost for axe attacks
@stat.Cost_BloodMagic.fmt	{0} stamina and eitr cost with blood magic staves
@stat.Cost_Bows.fmt	{0} stamina cost when shooting a bow
@stat.Cost_Clubs.fmt	{0} stamina cost for club attacks
@stat.Cost_Crossbows.fmt	{0} stamina cost when shooting a crossbow
@stat.Cost_ElementalMagic.fmt	{0} stamina and eitr cost with elemental staves
@stat.Cost_Knives.fmt	{0} stamina cost for knife attacks
@stat.Cost_Magical.fmt	{0} magical stamina and eitr cost
@stat.Cost_OneHanded.fmt	{0} one-handed stamina and eitr cost
@stat.Cost_Paired.fmt	{0} dual-wield stamina and eitr cost
@stat.Cost_Polearms.fmt	{0} stamina cost for polearm attacks
@stat.Cost_Scepters.fmt	{0} stamina and eitr cost with scepters
@stat.Cost_Shooting.fmt	{0} shooting stamina and eitr cost
@stat.Cost_Spears.fmt	{0} stamina cost for spear attacks
@stat.Cost_Swords.fmt	{0} stamina cost for sword attacks
@stat.Cost_Throwing.fmt	{0} throwing stamina and eitr cost
@stat.Cost_Traps.fmt	{0} stamina and eitr cost with mines and traps
@stat.Cost_TwoHanded.fmt	{0} two-handed stamina and eitr cost
@stat.CraftDurabilityPct.fmt	{0} durability of gear you made
@stat.CraftFromChests.ability	From Nearby Chests
@stat.CraftFromChests.fmt	Crafting and building draw from nearby chests
@stat.CraftLevelChance.fmt	{0} chance for extra quality
@stat.CraftNoRoof.ability	Bench under open sky
@stat.CraftNoRoof.fmt	The bench works under open sky
@stat.CritChance.fmt	{0} critical strike chance
@stat.CritChance_Axes.fmt	{0} critical strike chance with axes
@stat.CritChance_BareHands.fmt	{0} unarmed critical strike chance
@stat.CritChance_BloodMagic.fmt	{0} critical strike chance with blood staves
@stat.CritChance_Bombs.fmt	{0} critical strike chance with bombs
@stat.CritChance_Bows.fmt	{0} critical strike chance with bows
@stat.CritChance_Clubs.fmt	{0} critical strike chance with clubs
@stat.CritChance_Crossbows.fmt	{0} critical strike chance with crossbows
@stat.CritChance_ElementalMagic.fmt	{0} critical strike chance with elemental staves
@stat.CritChance_Knives.fmt	{0} critical strike chance with knives
@stat.CritChance_Magical.fmt	{0} magical critical strike chance
@stat.CritChance_OneHanded.fmt	{0} one-handed critical strike chance
@stat.CritChance_Paired.fmt	{0} dual-wield critical strike chance
@stat.CritChance_Pickaxes.fmt	{0} critical strike chance with pickaxes
@stat.CritChance_Polearms.fmt	{0} critical strike chance with polearms
@stat.CritChance_Scepters.fmt	{0} critical strike chance with scepters
@stat.CritChance_Shooting.fmt	{0} shooting critical strike chance
@stat.CritChance_Spears.fmt	{0} critical strike chance with spears
@stat.CritChance_Staves.fmt	{0} staff critical hit chance
@stat.CritChance_Swords.fmt	{0} critical strike chance with swords
@stat.CritChance_Throwing.fmt	{0} throwing critical strike chance
@stat.CritChance_Traps.fmt	{0} critical strike chance with mines and traps
@stat.CritChance_TwoHanded.fmt	{0} two-handed critical strike chance
@stat.CritChance_Unarmed.fmt	{0} critical strike chance with fists
@stat.CritDamagePct.fmt	{0} critical strike damage
@stat.CritDamage_Axes.fmt	{0} critical strike damage with axes
@stat.CritDamage_BareHands.fmt	{0} unarmed critical strike damage
@stat.CritDamage_BloodMagic.fmt	{0} critical strike damage with blood staves
@stat.CritDamage_Bombs.fmt	{0} critical strike damage with bombs
@stat.CritDamage_Bows.fmt	{0} critical strike damage with bows
@stat.CritDamage_Clubs.fmt	{0} critical strike damage with clubs
@stat.CritDamage_Crossbows.fmt	{0} critical strike damage with crossbows
@stat.CritDamage_ElementalMagic.fmt	{0} critical strike damage with elemental staves
@stat.CritDamage_Knives.fmt	{0} critical strike damage with knives
@stat.CritDamage_Magical.fmt	{0} magical critical strike damage
@stat.CritDamage_OneHanded.fmt	{0} one-handed critical strike damage
@stat.CritDamage_Paired.fmt	{0} dual-wield critical strike damage
@stat.CritDamage_Pickaxes.fmt	{0} critical strike damage with pickaxes
@stat.CritDamage_Polearms.fmt	{0} critical strike damage with polearms
@stat.CritDamage_Scepters.fmt	{0} critical strike damage with scepters
@stat.CritDamage_Shooting.fmt	{0} shooting critical strike damage
@stat.CritDamage_Spears.fmt	{0} critical strike damage with spears
@stat.CritDamage_Staves.fmt	{0} staff critical hit damage
@stat.CritDamage_Swords.fmt	{0} critical strike damage with swords
@stat.CritDamage_Throwing.fmt	{0} throwing critical strike damage
@stat.CritDamage_Traps.fmt	{0} critical strike damage with mines and traps
@stat.CritDamage_TwoHanded.fmt	{0} two-handed critical strike damage
@stat.CritDamage_Unarmed.fmt	{0} critical strike damage with fists
@stat.CritNoBonus.ability	Perfect Timing
@stat.CritNoBonus.fmt	Critical strikes deal no extra damage. They still count as critical strikes and trigger critical effects.
@stat.CropYieldChance.fmt	{0} chance for an extra harvest from a crop
@stat.CrossbowRecoilMovement.ability	Recoil Step
@stat.CrossbowRecoilMovement.fmt	Crossbow recoil pushes you back a short step, away from where you aim.
@stat.CrystalImpact.ability	Shatter the Ice
@stat.CrystalImpact.fmt	An ice crystal's burst also builds stagger. Blunt damage dealt to the crystal increases this build-up instead of its cold damage.
@stat.CrystalObstacle.ability	Ice Barrier
@stat.CrystalObstacle.fmt	Your ice crystals stop enemy movement. Knocking an enemy into a crystal can stagger it; hits and spells shatter the crystal.
@stat.CrystalOnColdKill.ability	Frozen Trail
@stat.CrystalOnColdKill.fmt	An enemy killed by your frost damage leaves an ice crystal where it fell.
@stat.CrystalOnFreeze.ability	Crystal Birth
@stat.CrystalOnFreeze.fmt	Freezing an enemy grows an ice crystal next to it.
@stat.CultivatorStaminaPct.fmt	{0} cultivator stamina cost
@stat.Cuttings.ability	Cuttings
@stat.Cuttings.fmt	Picking a wild plant has a {cuttings.chance} chance to give its seed; wild plants are sown only from their seeds
@stat.DamagePct.fmt	{0} damage
@stat.DamageTakenPct.fmt	{0} damage taken
@stat.DeathGrave.ability	Tombstone
@stat.DeathGrave.fmt	On death a gravestone remains with all your items, even if the world would otherwise delete them. Interacting with the gravestone takes all items at once
@stat.DeathPin.ability	Grave Marker
@stat.DeathPin.fmt	Places a grave marker on the map when you die. The marker clears itself once you recover your belongings.
@stat.DeathXpLossPct.fmt	{0} experience lost on death
@stat.DeepCast.ability	Deep cast
@stat.DeepCast.fmt	Fishing cast range is doubled
@stat.DeepHold.ability	Deep hold
@stat.DeepHold.fmt	Own ships carry one more row of cargo
@stat.DemolishRefundPct.fmt	{0} resources refunded on demolition
@stat.DivineChance.fmt	{0} chance for divine
@stat.DivineVeinChance.ability	Divine vein chance
@stat.DivineVeinChance.fmt	{0} chance that a heavenly strike turns an azurite vein you pass divine
@stat.Dmg_Axes.fmt	{0} axe damage
@stat.Dmg_BloodMagic.fmt	{0} blood magic damage
@stat.Dmg_Bows.fmt	{0} bow damage
@stat.Dmg_Clubs.fmt	{0} club damage
@stat.Dmg_Crossbows.fmt	{0} crossbow damage
@stat.Dmg_ElementalMagic.fmt	{0} elemental magic damage
@stat.Dmg_Knives.fmt	{0} knife damage
@stat.Dmg_Magical.fmt	{0} magical damage
@stat.Dmg_OneHanded.fmt	{0} one-handed damage
@stat.Dmg_Paired.fmt	{0} dual-wield damage
@stat.Dmg_Pickaxes.fmt	{0} pickaxe damage
@stat.Dmg_Polearms.fmt	{0} polearm damage
@stat.Dmg_Scepters.fmt	{0} scepter damage
@stat.Dmg_Shooting.fmt	{0} shooting damage
@stat.Dmg_Spears.fmt	{0} spear damage
@stat.Dmg_Staves.fmt	{0} staff damage
@stat.Dmg_Swords.fmt	{0} sword damage
@stat.Dmg_Throwing.fmt	{0} throwing damage
@stat.Dmg_Traps.fmt	{0} mine and trap damage
@stat.Dmg_TwoHanded.fmt	{0} two-handed damage
@stat.Dmg_Unarmed.fmt	{0} fist damage
@stat.DodgeChance.fmt	{0} evasion rating
@stat.DodgeSpeedPct.fmt	{0} dodge speed
@stat.DoubleBatch.ability	Double batch
@stat.DoubleBatch.fmt	An own fermenter takes a second batch while the first ferments; it starts as soon as the first is tapped; {key.use} on a fermenting fermenter with mead base in your bag queues it
@stat.DoubleBlastChance.fmt	{0} chance for a second explosion right after the first
@stat.DoubleFoodChance.fmt	{0} Hearty Meal chance
@stat.DoubleJump.ability	Double Jump
@stat.DoubleJump.fmt	Double Jump: press {key.jump} again in mid-air
@stat.DoublePick.ability	Double pick
@stat.DoublePick.fmt	Anything picked by hand (berries, mushrooms, branches, stones, tar, honey) has a {doublepick.chance} chance to give twice
@stat.DoublePot.ability	Double pot
@stat.DoublePot.fmt	The cauldron cooks two recipes at once: twice the result for twice the ingredients, in the same time
@stat.DoubleTreeCritChance.ability	Double tree crit
@stat.DoubleTreeCritChance.fmt	Critical hit chance against trees is doubled
@stat.DraftAnimals.ability	Draft animals
@stat.DraftAnimals.fmt	A tamed animal that follows can be harnessed to a cart: {key.crouch} + {key.use} on the cart. Heavier animals pull more easily
@stat.DrawHover.ability	Hang on the String
@stat.DrawHover.fmt	While drawing a bow in the air you hover, spending stamina. Releasing the string or a dodge roll ends the hover.
@stat.DrawSpeedPct.fmt	{0} draw and reload speed
@stat.DrawStoredAim.ability	Keep the Draw
@stat.DrawStoredAim.fmt	A dodge roll keeps the draw you reached on your bow; holding it still drains stamina.
@stat.DryDock.ability	Dry dock
@stat.DryDock.fmt	Own ships take no damage from waves and shallows
@stat.DryingPct.fmt	{0} drying speed
@stat.DualShield.ability	Two Shields
@stat.DualShield.fmt	A shield in each hand: both of them block, and their block power adds up
@stat.DualUtility.ability	Full Harness
@stat.DualUtility.fmt	A second utility slot: the belt and the wishbone at the same time
@stat.DungeonPickupExtraChance.fmt	{0} chance of extra Dungeon loot
@stat.DungeonSight.ability	Dungeon sight
@stat.DungeonSight.fmt	Dungeon entrances within view radius are marked on the map and minimap; a cleared dungeon is crossed out and greyed
@stat.DurabilityLossPct.fmt	{0} durability loss
@stat.DurabilityPct.fmt	{0} item durability
@stat.DurationPct.fmt	{0} duration
@stat.EffectDurationPct.fmt	{0} effect duration
@stat.EikthyrChainChance.fmt	{0} chance to cast Chain Lightning on hit
@stat.EikthyrWetStrike.fmt	Every 1.4 s lightning strikes a random wet enemy within {0} m
@stat.EitrCostPct.fmt	{0} eitr cost
@stat.EitrRegenPct.fmt	{0} eitr regeneration
@stat.ElementalResistPct.fmt	{0} elemental resistance
@stat.EquipmentAffixEffectPct.fmt	{0} equipment affix effect
@stat.EquipmentDefenceConversionPct.fmt	{0} equipment defence converted
@stat.EquipmentMovePenaltyReductionPct.fmt	{0} equipment movement speed penalty reduction
@stat.EquipmentQuiverBolts.ability	Bolt Quiver
@stat.EquipmentQuiverBolts.fmt	Numeric combat affixes of your quiver for bows and arrows also apply to crossbows and bolts. Projectile count, capacity and unique rules are not copied.
@stat.EquipmentQuiverImpulse.ability	Heavy Fletching
@stat.EquipmentQuiverImpulse.fmt	Projectile speed from your quiver becomes the same increase to knockback of matching arrows and bolts. Other sources of speed are kept.
@stat.EquipmentSlots.fmt	{0} equipment slots
@stat.EvasionRating.fmt	{0} evasion rating
@stat.EvasionRatingPct.fmt	{0} evasion rating
@stat.EvasionToArmour.ability	Iron Reflexes
@stat.EvasionToArmour.fmt	All evasion rating is converted to armour at one armour per point. Your evasion rating becomes zero; manual dodge rolls remain available.
@stat.EveryDoor.ability	Every door
@stat.EveryDoor.fmt	Any door, built or in a dungeon, opens as you come up to it and closes behind you
@stat.ExploreRadiusPct.fmt	{0} map reveal radius
@stat.ExtraArrows.ability	Additional arrows
@stat.ExtraArrows.fmt	{0} arrows per bow shot
@stat.ExtraArrowsKeystone.ability	Additional arrows
@stat.ExtraArrowsKeystone.fmt	{0} arrows per bow shot
@stat.ExtraBarChance.fmt	{0} chance for an extra bar from a smelter
@stat.ExtraBolts.ability	Additional bolts
@stat.ExtraBolts.fmt	{0} bolts fired per crossbow shot
@stat.ExtraChance.fmt	{0} chance of extra loot
@stat.ExtraFishChance.fmt	{0} chance to catch an extra fish
@stat.ExtraHarvestChance.fmt	{0} chance to pick an extra flower, berry or mushroom
@stat.ExtraLevelChance.fmt	{0} chance for extra quality when crafting or upgrading Smith equipment
@stat.ExtraPickupChance.fmt	{0} chance to pick up an extra resource from the ground
@stat.ExtraProjectiles.ability	Volley
@stat.ExtraProjectiles.fmt	{0} projectiles per shot or throw
@stat.ExtraStrikes.fmt	{0} additional strikes
@stat.FallDamagePct.fmt	{0} fall damage
@stat.FeedDurationPct.fmt	{0} how long an animal stays fed
@stat.FermentSpeedPct.fmt	{0} mead fermentation speed
@stat.FieldDressing.ability	Field dressing
@stat.FieldDressing.fmt	Loot from animals you kill goes straight into the inventory
@stat.FieldPortal.ability	Field portal
@stat.FieldPortal.fmt	Portals can be built and dismantled without a workbench
@stat.FireComfortFlat.fmt	{0} comfort near a lit campfire
@stat.FireResistPct.fmt	{0} fire resistance
@stat.FishBiteChance.fmt	{0} bite chance
@stat.FishReelSpeedPct.fmt	{0} reeling speed
@stat.FishStaminaPct.fmt	{0} fishing reel stamina cost
@stat.FishTreasureChance.fmt	{0} chance to catch a random biome resource instead of fish
@stat.FistDash.ability	Fist dash
@stat.FistDash.fmt	A fist attack dashes to the target under your crosshair: the dash ends at the moment of the hit
@stat.FittedSet.ability	Fitted set
@stat.FittedSet.fmt	Tanner equipment can be upgraded one level past the game maximum
@stat.FletchExtraChance.fmt	{0} chance for Extra ammo on Fletching
@stat.FletchSaveChance.fmt	{0} chance to Save materials on Fletching
@stat.FletchSpeedPct.fmt	{0} Fletching speed
@stat.FloorAsRoof.ability	Floor as roof
@stat.FloorAsRoof.fmt	Floors you build count as a roof
@stat.FoodCraftDurationPct.fmt	{0} duration of your own cooking
@stat.FoodCraftNoDecay.ability	Cellar
@stat.FoodCraftNoDecay.fmt	Your own cooking does not degrade: full bonuses until the end of its duration
@stat.FoodCraftPct.fmt	{0} nourishment of food you cook
@stat.FoodDurationPct.fmt	{0} food duration
@stat.FoodElementalPerEitr.fmt	{0} elemental damage per 15 eitr granted by all active food
@stat.FoodExtraChance.fmt	{0} chance of extra food on cook
@stat.FoodNoDecay.ability	Keeps fresh
@stat.FoodNoDecay.fmt	Food retains its full bonuses until it expires
@stat.FoodPhysicalPerHealth.fmt	{0} physical damage per 15 health granted by all active food
@stat.FoodPowerPct.fmt	{0} food nourishment
@stat.FoodSpeedPerStamina.fmt	{0} attack speed per 30 stamina granted by all active food
@stat.ForageCapacityFlat.fmt	{0} Forage capacity
@stat.ForageSense.ability	Scent
@stat.ForageSense.fmt	You smell berries, mushrooms and flowers: faint streaks drift toward you from the nearest ones
@stat.ForageWeightless.ability	Back creel
@stat.ForageWeightless.fmt	Berries, mushrooms and flowers weigh nothing
@stat.FortEffectPct.fmt	{0} fortification effect
@stat.FortFlat.fmt	{0} maximum fortification
@stat.FortPct.fmt	{0} maximum fortification
@stat.FreeDualWield.ability	Free Pair
@stat.FreeDualWield.fmt	You can hold a compatible one-handed weapon in each hand. Two staves cannot be used together.
@stat.FrostResistPct.fmt	{0} frost resistance
@stat.GainAsExtra.fmt	{0} of physical damage gained as extra damage
@stat.GameCapacityFlat.fmt	{0} Game capacity
@stat.GameWeightPct.fmt	{0} Game materials weight
@stat.GatherOnTheMove.fmt	Picking bushes, branches, stones and other resources does not stop a run
@stat.GatheringSpeedPct.fmt	{0} tool speed for 2 s after hitting a tree, ore or stone
@stat.GlancingChance.fmt	{0} glancing blow chance (less damage taken)
@stat.GlancingReductionPct.fmt	{0} glancing blow damage reduction
@stat.Glide.ability	Glide
@stat.Glide.fmt	Levitation: holding jump lifts you off the ground and keeps you airborne while your stamina lasts
@stat.GlideCloud.ability	Cloud
@stat.GlideCloud.fmt	A cloud gathers under your feet while hovering
@stat.GlideHarvest.ability	Gathering on the Wing
@stat.GlideHarvest.fmt	While you are in the air, everything below you is shaken loose: berries, mushrooms and branches fall to the ground and hives give up their honey — you still have to pick it all up yourself
@stat.GlideLow.ability	Low glide
@stat.GlideLow.fmt	Levitation hugs the ground while sprint is held: normal speed, twice the stamina
@stat.GlideRain.ability	Rain
@stat.GlideRain.fmt	The cloud breaks into rain and soaks everyone beneath it
@stat.GlideStorm.ability	Storm underfoot
@stat.GlideStorm.fmt	The cloud under your feet strikes with lightning; the higher you fly, the wider the storm
@stat.GlideWetStorm.ability	Wet storm
@stat.GlideWetStorm.fmt	Lightning strikes every wet target under the cloud at once
@stat.GoldlightGate.ability	Inscription Gate
@stat.GoldlightGate.fmt	You can build the Inscription Gate: a portal you inscribe to lead to any portal in the world
@stat.GrowSpeedPct.fmt	{0} crop and sapling growth speed
@stat.GuardAttackTeleportBehind.ability	Behind the Guard
@stat.GuardAttackTeleportBehind.fmt	Attacking from block with a charged knife teleports you behind the aimed nearby enemy
@stat.GuardBees.ability	Guard bees
@stat.GuardBees.fmt	Bees sting enemies near own hives
@stat.GuidedFall.ability	Guided fall
@stat.GuidedFall.fmt	A felled tree falls the way the camera looked at the last hit
@stat.HarborMark.ability	Harbor mark
@stat.HarborMark.fmt	Own ships are marked on the map wherever they are
@stat.HarvestCapacityFlat.fmt	{0} Harvest capacity
@stat.HarvestWeightPct.fmt	{0} Harvest materials weight
@stat.HealingEffectPct.fmt	{0} healing effect
@stat.HealthRegenFlat.fmt	{0} health regeneration
@stat.HealthRegenPct.fmt	{0} health regeneration
@stat.HealthRegenTickRatePct.fmt	{0} health regeneration tick frequency
@stat.HealthToShieldPct.ability	Life into rune shield
@stat.HealthToShieldPct.fmt	{0} of maximum health becomes rune shield
@stat.HeavyGrip.ability	Heavy Grip
@stat.HeavyGrip.fmt	You can hold a two-handed weapon in one hand, staves included; while the other hand holds something, its attacks cost more stamina.
@stat.HerdCall.ability	Herd call
@stat.HerdCall.fmt	Commanding one tamed animal commands every tamed animal within {herd.range} m; a follower left farther than that stays behind
@stat.HiddenVein.ability	Hidden vein
@stat.HiddenVein.fmt	{hiddenvein.chance} chance that a hit on stone knocks out a random ore of a biome whose boss has been defeated on the server
@stat.HiveChain.ability	Hive chain
@stat.HiveChain.fmt	Harvesting a hive collects from neighbouring hives one after another along the chain
@stat.HiveSpeedPct.fmt	{0} hive filling speed
@stat.HoneyFoodPct.fmt	{0} nourishment of honey from hives you built
@stat.HoneyStores.ability	Honey stores
@stat.HoneyStores.fmt	Own hives hold twice as much honey
@stat.HoneyYieldPct.fmt	{0} chance for extra honey
@stat.HuginsFlight.ability	Hugin's flight
@stat.HuginsFlight.fmt	{key.hugin}, with a building tool in hand, sends the sight aloft as Hugin: the body hovers in place and pieces are placed within building range of the raven, up to {hugin.range} m from the body; {key.jump} rises, {key.crouch} sinks, {key.run} flies faster, {key.hugin} again returns
@stat.HuntTracks.ability	Animal tracks
@stat.HuntTracks.fmt	You see animal tracks
@stat.HunterDropChance.fmt	{0} chance for an extra hide or cut of meat from a beast
@stat.ImmobilizeChance.fmt	{0} chance to immobilize on hit
@stat.ImmobilizeDeathBurst.ability	Rootburst
@stat.ImmobilizeDeathBurst.fmt	Immobilized enemies explode with poison when they die
@stat.InstantActionChance.fmt	{0} chance to finish the action at once
@stat.InventorySlotsFlat.fmt	{0} inventory slots
@stat.InvertWetResourcePenalties.ability	Blessing of Damp
@stat.InvertWetResourcePenalties.fmt	Wet penalties to your resource regeneration become bonuses.
@stat.Irrigation.ability	Irrigation
@stat.Irrigation.fmt	Own crops next to water grow twice as fast
@stat.ItemQualityBonus.fmt	{0} item quality
@stat.ItemQuantityPct.fmt	{0} quantity of items dropped by enemies killed
@stat.ItemRarityPct.fmt	{0} rarity of items dropped by enemies you kill
@stat.JewelReveal.fmt	Hidden until the linked socket holds the chosen jewel
@stat.JumpDodgeCarry.ability	Roll Jump
@stat.JumpDodgeCarry.fmt	Jumping at the end of a manual dodge roll keeps its horizontal momentum. Jump height and jump range still apply.
@stat.JumpFromSprint.ability	Lift the Momentum
@stat.JumpFromSprint.fmt	Jumping turns part of your sprint momentum into jump height, shortening horizontal travel.
@stat.JumpPct.fmt	{0} jump height
@stat.JumpRangePct.fmt	{0} jump distance
@stat.KillExplosionChance.fmt	{0} chance for enemies you kill to explode
@stat.KillExplosionShare.fmt	{0} explosion damage of enemies you kill
@stat.KitchenBell.ability	Kitchen bell
@stat.KitchenBell.fmt	Own food on a cooking station rings when it is done and is marked on the minimap until it is taken
@stat.KnifeAltThrow.ability	Dagger throw
@stat.KnifeAltThrow.fmt	Your alternate knife attack ({key.secondaryattack}) throws the dagger: the throw counts as a projectile and as throwing
@stat.KnockbackInvert.ability	Reverse Impulse
@stat.KnockbackInvert.fmt	Your knockbacks pull enemies towards the source of the impulse; for a slam that is the centre of its area. Knockback power strengthens the pull. Immunity to displacement is kept.
@stat.KnockbackPct.fmt	{0} knockback
@stat.KnockbackStagger.ability	Knockdown
@stat.KnockbackStagger.fmt	A strong shove knocks the target off its feet
@stat.KnockbackTakenPct.fmt	{0} knockback resistance
@stat.KnockbackWave.ability	Shove wave
@stat.KnockbackWave.fmt	The shove catches whoever stands beside the target
@stat.LedgeClimb.fmt	Grab ledges in mid-air: hold {key.jump} and push toward the wall to pull yourself up
@stat.Levitation.ability	Levitation
@stat.Levitation.fmt	Hold jump to rise and hover for stamina. Running lowers your height and lets you fly faster. Jump height sets how high you can hover.
@stat.LifestealPct.fmt	{0} life leech
@stat.LightFrame.ability	Light frame
@stat.LightFrame.fmt	Own buildings need half the support
@stat.LightFuelPct.fmt	{0} fuel consumption of light sources you built
@stat.LightningChainRadiusFlat.ability	Lightning chain radius
@stat.LightningChainRadiusFlat.fmt	{0} m lightning chain radius
@stat.LightningResistPct.fmt	{0} lightning resistance
@stat.LightningWetChainChance.ability	Wet chain lightning
@stat.LightningWetChainChance.fmt	Lightning hits have a {0} chance to chain to a random wet enemy nearby; the chained bolt is a full hit and can chain again
@stat.Limit.fmt	{0} limit
@stat.LineKeeper.ability	Line keeper
@stat.LineKeeper.fmt	The fishing line never snaps
@stat.LinkAdrenaline.ability	Allied adrenaline
@stat.LinkAdrenaline.fmt	Adrenaline-generating actions of linked allies also grant adrenaline to the bearer. Transferred gains cannot be transferred again.
@stat.LinkAimAreaPct.fmt	{0} link contact area
@stat.LinkDamageTransferPct.fmt	{0} of linked ally damage taken by you
@stat.LinkGraceSeconds.fmt	{0} s link retention
@stat.LinkNearby.ability	Nearby links
@stat.LinkNearby.fmt	Nearby allies automatically become linked, independently of the manual link limit.
@stat.LinkPersistence.ability	Remembered links
@stat.LinkPersistence.fmt	Staff links remain for five seconds after the last contact. Link retention bonuses extend this time.
@stat.LinkRangePct.fmt	{0} link range
@stat.LinkRegenTransferPct.fmt	{0} of regeneration shared with linked allies
@stat.LinkSpectralWeapon.ability	Spectral response
@stat.LinkSpectralWeapon.fmt	A linked ally's attack launches a spectral attack with the bearer's weapon against the same target.
@stat.LinkTransferPct.fmt	{0} link effect
@stat.LoomChain.ability	Loom chain
@stat.LoomChain.fmt	Own spinning wheels pull flax from nearby chests on their own; [Shift] + mouse wheel on a spinning wheel changes its radius
@stat.MagicPurse.ability	Magic purse
@stat.MagicPurse.fmt	A purse to the right of the inventory holds your coins. Coins in the purse weigh nothing and are kept on death
@stat.MapExchange.ability	Shared Map
@stat.MapExchange.fmt	Standing near another player, you exchange explored map and pins with them
@stat.MassPickupRadius.ability	Mass Gathering
@stat.MassPickupRadius.fmt	{0} mass gathering radius
@stat.MassPlant.ability	Mass Planting
@stat.MassPlant.fmt	Mass planting: hold {0} and a whole bed goes in at once. With {0} the wheel rotates the bed, with {0} and Alt it changes the spacing between plants
@stat.MassRepair.ability	Mass Repair
@stat.MassRepair.fmt	Repairs everything around a single building within a {repair.radius} m radius
@stat.MastersMark.ability	Master's mark
@stat.MastersMark.fmt	Smith equipment can be upgraded one level past the game maximum
@stat.MasteryAdrenaline1.ability	Flash Response
@stat.MasteryAdrenaline1.fmt	Activating a trinket charges your next attack, but the trinket's effect is shorter. Spells do not use the charge. Cooldown: 2 s.
@stat.MasteryAdrenaline2.ability	Shared Fervour
@stat.MasteryAdrenaline2.fmt	Part of your trinket's effect goes to your linked ally instead of you.
@stat.MasteryAftershock1.ability	Shifted Aftershock
@stat.MasteryAftershock1.fmt	Aftershocks erupt at the far end of your fault line instead of at its centre.
@stat.MasteryAilmentres1.ability	Buildup Barrier
@stat.MasteryAilmentres1.fmt	While your rune shield is full, part of incoming ailment build-up drains the shield instead. What the shield cannot cover applies normally.
@stat.MasteryAilmentres2.ability	Careful Blood
@stat.MasteryAilmentres2.fmt	Your reduced bleeding build-up shortens bleeding duration instead.
@stat.MasteryAlternative1.ability	Shift of Emphasis
@stat.MasteryAlternative1.fmt	An alternative attack right after a primary hit carries part of that hit's stagger build-up, but the primary hit builds less.
@stat.MasteryAlternative2.ability	Alternative Leads
@stat.MasteryAlternative2.fmt	An alternative attack before a primary attack moves your attack charge to the primary attack.
@stat.MasteryArea1.ability	Corridor
@stat.MasteryArea1.fmt	Your circular areas become a cone of the same size in front of you.
@stat.MasteryArea2.ability	Twin Edges
@stat.MasteryArea2.fmt	Your areas split into two smaller zones. An enemy caught in both is hit only once.
@stat.MasteryArmourattacks1.ability	Broad Butt
@stat.MasteryArmourattacks1.fmt	Part of the blunt damage your attacks gain from armour becomes knockback instead. Your armour is unchanged.
@stat.MasteryArmourbreak2.ability	Armour Shards
@stat.MasteryArmourbreak2.fmt	Breaking armour leaves a shard on the ground. Hit it with an attack or spell to set it off.
@stat.MasteryAttrs1.ability	Shifted Requirements
@stat.MasteryAttrs1.fmt	Strength covers part of the dexterity requirement of compatible two-handed weapons.
@stat.MasteryAttrs2.ability	Blood Strength
@stat.MasteryAttrs2.fmt	Part of the maximum health you gain from strength raises your endurance threshold instead.
@stat.MasteryAuras1.ability	Remote Bearer
@stat.MasteryAuras1.fmt	Your aura is centred on your linked companion instead of you.
@stat.MasteryAuras2.ability	Guarding Pulse
@stat.MasteryAuras2.fmt	Your aura is no longer constant: blocking releases it as a stronger short burst. Has a cooldown.
@stat.MasteryBleed1.ability	Wound Transfer
@stat.MasteryBleed1.fmt	A killing blow with a primary attack passes part of the target's remaining bleeding to a new enemy.
@stat.MasteryBleed2.ability	Wound to the Ground
@stat.MasteryBleed2.fmt	Bleeding cleansed from you is partly left on the ground as a bleeding area.
@stat.MasteryBlock1.ability	Shield Rush
@stat.MasteryBlock1.fmt	Sprint with your shield raised to charge forward, dealing blunt damage to each enemy in the way once. Damage scales with block power, builds extra stagger and costs stamina. Lowering the shield ends it.
@stat.MasteryBlock2.ability	Shield for a Blade
@stat.MasteryBlock2.fmt	With a one-handed weapon and a shield, your alternative attack becomes a shield bash. Damage scales with block power.
@stat.MasteryCarry1.ability	Unbending Bearer
@stat.MasteryCarry1.fmt	Trades part of your maximum carry weight for a higher endurance threshold.
@stat.MasteryCarry2.ability	Weight Behind the Shield
@stat.MasteryCarry2.fmt	Your shield rush knockback scales with maximum carry weight instead of block power.
@stat.MasteryCharged1.ability	Choose the Spend
@stat.MasteryCharged1.fmt	Charges are spent only by alternative attacks. Primary attacks keep the charge but gain nothing from it.
@stat.MasteryCleanse1.ability	Clean Parry
@stat.MasteryCleanse1.fmt	A successful parry removes one ailment from you. Has a cooldown.
@stat.MasteryCleanse2.ability	Shared Cleanse
@stat.MasteryCleanse2.fmt	Your cleanses apply to your linked ally instead of you, with the same cooldown.
@stat.MasteryClubs2.ability	Precise Butt
@stat.MasteryClubs2.fmt	Primary club hits on enemies primed for a heavy stagger trade part of their knockback for extra stagger build-up, without losing damage.
@stat.MasteryComfort1.ability	Camp Hearth
@stat.MasteryComfort1.fmt	Holding a lit torch grants comfort.
@stat.MasteryComfort2.ability	Comfort in the Ranks
@stat.MasteryComfort2.fmt	Part of your comfort goes to one linked ally instead of you.
@stat.MasteryCompanions1.ability	Shield Mark
@stat.MasteryCompanions1.fmt	Your alternative attack with a raised shield marks an enemy as your companion's target.
@stat.MasteryEvasion1.ability	Keep the Rune
@stat.MasteryEvasion1.fmt	Evading a hit keeps your rune shield's recovery from resetting for longer. A manual dodge roll is a different action.
@stat.MasteryEvasion2.ability	Countermove
@stat.MasteryEvasion2.fmt	After you evade a hit, your next primary attack also sidesteps away from the incoming blow.
@stat.MasteryFed2.ability	Other Fare
@stat.MasteryFed2.fmt	Part of the health your active food gives becomes rune shield instead.
@stat.MasteryFire1.ability	Ember Trail
@stat.MasteryFire1.fmt	While you are burning, sprinting leaves burning ground behind you, using up part of your burning.
@stat.MasteryFort1.ability	Recoil Bulwark
@stat.MasteryFort1.fmt	Alternative attack hits spend part of your fortification to knock enemies back.
@stat.MasteryFort2.ability	Moving Rampart
@stat.MasteryFort2.fmt	Fortification does not decay while you dodge roll. Hits and spending still reduce it.
@stat.MasteryGlancing1.ability	Edge of the Block
@stat.MasteryGlancing1.fmt	If your raised block fails to stop a hit, the damage left after the block can still become a glancing blow at your usual chance and strength. One check per hit.
@stat.MasteryGlancing2.ability	Sharp Reply
@stat.MasteryGlancing2.fmt	Part of the damage prevented by glancing blows is added to your next primary hit. Expires after a short time.
@stat.MasteryHealing1.ability	Give the Excess
@stat.MasteryHealing1.fmt	Overhealing you receive goes to your linked ally.
@stat.MasteryHealing2.ability	Battle Medic
@stat.MasteryHealing2.fmt	After a block, your next shield alternative attack heals allies in a cone instead of dealing damage.
@stat.MasteryHealth1.ability	Saved for Later
@stat.MasteryHealth1.fmt	Healing beyond full health becomes fortification, if you already have a source of fortification.
@stat.MasteryIgnite1.ability	Ash to Ash
@stat.MasteryIgnite1.fmt	When a burning enemy dies, part of its remaining burning spreads to a nearby enemy.
@stat.MasteryIgnite2.ability	Flare
@stat.MasteryIgnite2.fmt	Alternative attack hits consume part of the burning on the enemy and deal it at once, shortening the burn.
@stat.MasteryLink2.ability	Companion Link
@stat.MasteryLink2.fmt	Your link staff can link your designated companion instead of a player. Ordinary pets and minions cannot be linked.
@stat.MasteryLink3.ability	Team Springboard
@stat.MasteryLink3.fmt	When a linked ally hits your raised shield, they are launched where they aim instead of damaging you. Has a cooldown.
@stat.MasteryMead1.ability	Measured Sip
@stat.MasteryMead1.fmt	Instant mead restoration is spread over a short time instead.
@stat.MasteryMead2.ability	Shared Sip
@stat.MasteryMead2.fmt	Part of your mead's healing goes to your linked ally instead of you.
@stat.MasteryMelee2.ability	Take the Ground
@stat.MasteryMelee2.fmt	Part of your additional melee damage becomes knockback instead.
@stat.MasteryOils3.ability	Runic Grease
@stat.MasteryOils3.fmt	Weapon oils can empower your staff spells, costing extra eitr.
@stat.MasteryOnehand1.ability	Intercept
@stat.MasteryOnehand1.fmt	After a successful block, your next primary attack deals part of its damage with your shield.
@stat.MasteryOnehand2.ability	Light Hand
@stat.MasteryOnehand2.fmt	One-handed alternative attacks include a short step towards where you aim.
@stat.MasteryParry2.ability	Parry with the Body
@stat.MasteryParry2.fmt	You can block and parry while unarmed.
@stat.MasteryPickaxes1.ability	Hook
@stat.MasteryPickaxes1.fmt	Alternative attack hits with a pickaxe pull you towards the target.
@stat.MasteryPickaxes2.ability	Crush the Ice
@stat.MasteryPickaxes2.fmt	Pickaxes shatter created ice crystals in a single hit, though the burst deals less than usual.
@stat.MasteryPushres1.ability	Braced
@stat.MasteryPushres1.fmt	Knockback you take while your shield is raised is stored for a short time and added to your next shield push.
@stat.MasteryPushres2.ability	Grounded Recoil
@stat.MasteryPushres2.fmt	While standing still, crossbow recoil no longer pushes you back. Instead it cracks the ground in front of you.
@stat.MasteryReflect1.ability	Clean Mirror
@stat.MasteryReflect1.fmt	Reflected damage can apply ailments, but no longer triggers your on hit, on crit or on kill effects.
@stat.MasteryResists1.ability	Residual Resistance
@stat.MasteryResists1.fmt	Resistance above its cap shortens matching ailments.
@stat.MasteryRested2.ability	Preserve Rest
@stat.MasteryRested2.fmt	Your Rested timer pauses while you are heavily staggered.
@stat.MasterySlam1.ability	Ground Strike
@stat.MasterySlam1.fmt	Heavy melee weapons replace their alternative attack with a ground slam, without the leap.
@stat.MasterySlam2.ability	Fault Line
@stat.MasterySlam2.fmt	Your slams hit a narrow line ahead of you instead of a circle, covering the same area.
@stat.MasterySlam3.ability	Raise the Earth
@stat.MasterySlam3.fmt	Slamming one of your own created objects consumes it and leaves a brief impassable ridge. That slam's area is smaller. Buildings are not damaged.
@stat.MasterySlot.ability	Free Option
@stat.MasterySlot.fmt	A place for a future mastery option. It grants nothing yet and cannot be chosen.
@stat.MasteryStagger1.ability	Crushing Blow
@stat.MasteryStagger1.fmt	Your first primary hit on an enemy primed for a heavy stagger triggers the heavy stagger, but that hit deals less damage.
@stat.MasteryStagger2.ability	Precise Control
@stat.MasteryStagger2.fmt	Your heavy staggers are shorter, but afterwards the enemy's stagger build-up lingers briefly for you and your allies.
@stat.MasteryStaggerres1.ability	Hold the Line
@stat.MasteryStaggerres1.fmt	Fortification does not decay while you are heavily staggered. Hits still reduce it.
@stat.MasteryStaggerres2.ability	Shift the Footing
@stat.MasteryStaggerres2.fmt	Part of the stagger you take while blocking drains stamina instead. Without enough stamina, the rest fills your stagger bar.
@stat.MasteryStamina1.ability	Stamina Debt
@stat.MasteryStamina1.fmt	When you lack stamina to block, the missing cost is paid with health. Not used when health is too low. Has a cooldown.
@stat.MasteryStamina2.ability	Second Breath
@stat.MasteryStamina2.fmt	Stamina you would recover from parrying restores eitr instead.
@stat.MasteryTower1.ability	Open the Gap
@stat.MasteryTower1.fmt	After blocking with a tower shield, your next alternative attack pulls enemies towards the shield's edge instead of knocking them back. Does not affect bosses.
@stat.MasteryTower2.ability	Sealed Wall
@stat.MasteryTower2.fmt	Tower shields can block direct spell projectiles at a higher stamina cost. Ground effects and damage over time are not blocked.
@stat.MaxEitrFlat.fmt	{0} maximum eitr
@stat.MaxEitrPct.fmt	{0} maximum eitr
@stat.MaxHealthFlat.fmt	{0} maximum health
@stat.MaxHealthHitChance.fmt	{0} chance on hit to deal extra damage from the target's maximum health
@stat.MaxHealthHitShare.fmt	{0} of the target's maximum health as extra damage
@stat.MaxHealthPct.fmt	{0} maximum health
@stat.MaxStaminaFlat.fmt	{0} maximum stamina
@stat.MaxStaminaPct.fmt	{0} maximum stamina
@stat.MeadCapacityFlat.fmt	{0} Mead capacity
@stat.MeadKeepPct.fmt	{0} duration of meads you brew
@stat.MeadPowerPct.fmt	{0} potency of meads you brew
@stat.MeleeAttackSpeedPct.fmt	{0} melee attack speed
@stat.MineAreaDamagePct.fmt	Up to three adjacent sections take {0} of the original hit's damage
@stat.MiningSpeedPct.fmt	{0} pickaxe swing speed
@stat.MinionDamagePct.fmt	{0} minion damage
@stat.MinionInstability.ability	Minion Instability
@stat.MinionInstability.fmt	Your minions explode when their health falls below 35% of maximum, dealing 33% of their maximum health as fire damage to nearby enemies. The minion is consumed. Applies only to your summoned minions. Pets and companions are unaffected. A lethal hit or expiry without reaching low life while alive does not trigger an explosion. Minion health and applicable minion damage modifiers scale it; your own spell/fire modifiers do not transfer automatically.
@stat.MinionLastStand.ability	Last Service
@stat.MinionLastStand.fmt	A killing blow on your minion first drains your rune shield by the rest of its damage. If the shield runs out, the minion falls.
@stat.MinionSharedGuard.ability	Shared Rune
@stat.MinionSharedGuard.fmt	While you block, part of the damage your minions take goes to your rune shield. An empty shield takes nothing.
@stat.ModifierTransferPct.fmt	{0} of modifiers shared
@stat.MoveSpeedPct.fmt	{0} movement speed
@stat.MovementCharge.ability	Running Charge
@stat.MovementCharge.fmt	Sprinting far enough charges your next attack. Cooldown: 2 s.
@stat.NamedHerd.ability	Named herd
@stat.NamedHerd.fmt	Tamed animals named by the character are marked on the map with their names wherever they are
@stat.NativeBait.ability	Native bait
@stat.NativeBait.fmt	Fishing needs no bait and never spends it: every fish at the float bites as if on its own bait, ocean included
@stat.NightForager.ability	Night forager
@stat.NightForager.fmt	At night, nearby pickables glow and give twice the resources
@stat.NightWalker.ability	Night walker
@stat.NightWalker.fmt	Every at-night bonus, combat and crafting alike, also works in the evening
@stat.NoOvercook.ability	Cook's Eye
@stat.NoOvercook.fmt	Food on the hearth no longer burns
@stat.NoisePct.fmt	{0} noise
@stat.NonProjDamagePct.fmt	{0} non-projectile damage
@stat.OilApplySpeedPct.fmt	{0} oil application speed
@stat.OilCapacityFlat.fmt	{0} Oil capacity
@stat.OilExtraChance.fmt	{0} chance to produce extra butter
@stat.OilKeepPct.fmt	{0} duration of oils you brew
@stat.OilOnClubs.ability	Oil on clubs
@stat.OilOnClubs.fmt	Oil can be smeared on a club
@stat.OilOnFists.ability	Oil on fists
@stat.OilOnFists.fmt	Oil can be rubbed into claws and unarmed fists
@stat.OilOnMove.ability	Oil on the move
@stat.OilOnMove.fmt	Oil can be rubbed in on the move
@stat.OilPowerPct.fmt	{0} potency of oils you brew
@stat.OneHitChance.fmt	{0} chance to finish in one hit
@stat.OnslaughtChance.ability	Onslaught
@stat.OnslaughtChance.fmt	{0} chance to gain Onslaught
@stat.OnslaughtPowerPct.fmt	{0} Onslaught power
@stat.OpenAirCellar.ability	Open-air cellar
@stat.OpenAirCellar.fmt	Own fermenters work under open sky
@stat.OreBlockOneHitChance.fmt	{0} chance to break one ore vein chunk in a single hit
@stat.OreCapacityFlat.fmt	{0} Ore capacity
@stat.OreDropChance.fmt	{0} chance for an extra stone or ore when hitting a deposit
@stat.OreSense.ability	Iron Sense
@stat.OreSense.fmt	An ore detector, like the Wishbone: with a pickaxe in hand it pings when an ore vein is near - the closer, the more often
@stat.OreSight.ability	Ore sight
@stat.OreSight.fmt	Ore deposits within view radius are marked on the map and minimap; a deposit mined out by more than three quarters is no longer marked
@stat.OreTierOneHit.ability	Clean split
@stat.OreTierOneHit.fmt	A seam your pickaxe beats by two tiers shatters in one blow
@stat.OreWeightPct.fmt	{0} ore, bar and stone weight
@stat.PackHunter.ability	Pack hunter
@stat.PackHunter.fmt	Tamed wolves nearby bring the hides of their kills
@stat.PaddedFit.ability	Padded fit
@stat.PaddedFit.fmt	Self-crafted armor weighs {padded.save} less
@stat.ParryBonusPct.fmt	{0} parry bonus
@stat.ParryDoubleThorns.ability	Prickly Riposte
@stat.ParryDoubleThorns.fmt	On a successful parry, the attacker takes {thorns.riposte.share} of your thorns damage
@stat.ParryRecoverPct.ability	Recovery
@stat.ParryRecoverPct.fmt	A parry gives back {0} of the health you lost recently
@stat.ParryReflectProjectile.fmt	A parried enemy projectile flies back at its attacker with 100% of its damage
@stat.ParryStunArea.ability	Ring After a Parry
@stat.ParryStunArea.fmt	A parry staggers everything around you
@stat.ParryThorns.ability	Parry Thorns
@stat.ParryThorns.fmt	A parry releases your thorns damage on every enemy around you
@stat.PenetrationPct.fmt	{0} resistance penetration
@stat.PhantomStrikeChain.ability	Endless Apparition
@stat.PhantomStrikeChain.fmt	Phantom strikes can trigger phantom strikes
@stat.PhantomStrikeChance.fmt	{0} chance to cause a phantom strike
@stat.PickaxeStaminaPct.fmt	{0} pickaxe stamina cost
@stat.PickupRangePct.fmt	{0} item pickup radius
@stat.PlantAnyBiome.ability	Any soil
@stat.PlantAnyBiome.fmt	Planted growth grows in any biome. Cultivated ground and growing space are still required
@stat.PlantCrowding.ability	Tight Bed
@stat.PlantCrowding.fmt	Plants need half the usual spacing when planted
@stat.PlantWild.ability	Wild Harvest
@stat.PlantWild.fmt	{0} speed at which picked wild growth ripens again
@stat.PoisonHealthPct.fmt	{0} of the target's health pool is added to the poison
@stat.PoisonResistPct.fmt	{0} poison resistance
@stat.PortalMetal.ability	Ore through portals
@stat.PortalMetal.fmt	Ore through portals
@stat.PortalRelics.ability	Relic passage
@stat.PortalRelics.fmt	Dragon eggs, Hildir's chests and dvergr parts go through portals
@stat.PortalRemoveAnywhere.ability	Portal crate
@stat.PortalRemoveAnywhere.fmt	Portals can be dismantled with the hammer without a workbench nearby; away from one a dismantled portal is packed into a crate with its tag and inscription and set back from it
@stat.PortalWeb.ability	Portal web
@stat.PortalWeb.fmt	Entering a portal opens the map with every portal in the world: pick one and step out of it
@stat.PotencyPct.fmt	{0} potency
@stat.PotionDurationPct.fmt	{0} potion duration
@stat.PotionPowerPct.fmt	{0} strength of potions you brew
@stat.ProcChainChancePct.fmt	{0} trigger chance per successive proc
@stat.ProjectileBounce.ability	Ricochet
@stat.ProjectileBounce.fmt	{0} projectile and bomb bounces off ground and walls
@stat.ProjectileBounceChance.fmt	{0} overflowing chance to ricochet an additional time
@stat.ProjectileChain.ability	Projectile chain
@stat.ProjectileChain.fmt	{0} projectile chain
@stat.ProjectileChainChance.fmt	{0} overflowing chance to chain an additional time
@stat.ProjectileChainCreated.ability	Chain through Battle Targets
@stat.ProjectileChainCreated.fmt	Projectile chains can pick spores, ice crystals and other battle targets created by you and your allies. The hit triggers the target's usual reaction.
@stat.ProjectilePierce.ability	Pierce
@stat.ProjectilePierce.fmt	{0} targets pierced by crossbow bolts
@stat.ProjectilePierceChance.fmt	{0} overflowing chance to pierce an additional target
@stat.ProjectileReturn.ability	Return Path
@stat.ProjectileReturn.fmt	Your last ricochet sends the projectile back to you. A returning projectile does not harm its owner and no longer ricochets.
@stat.ProjectileSpeedPct.fmt	{0} projectile speed
@stat.ProjectileWallChain.ability	From Wall to Target
@stat.ProjectileWallChain.fmt	A ricochet off the ground or a wall spends one available bounce and heads for the nearest valid target instead of reflecting normally.
@stat.ProvokeOnHit.fmt	Your hits provoke the enemy for {provoke.duration} s: it attacks only you
@stat.PushDoors.ability	Shoulder the Doors
@stat.PushDoors.fmt	Doors you build open as anyone approaches and close behind them
@stat.QuantityPct.fmt	{0} item quantity
@stat.QuickHaul.ability	Quick haul
@stat.QuickHaul.fmt	A hooked fish closer than {quickhaul.range} m comes out at once, without the fight
@stat.QuickMark.fmt	{key.quickmark} marks what you are looking at on your map
@stat.QuickReplant.ability	Quick replant
@stat.QuickReplant.fmt	Picking a crop plants it again on the spot, if its seed is carried
@stat.RageEffectPct.fmt	{0} rage effect
@stat.RageFlat.fmt	{0} maximum rage
@stat.RageGain.fmt	{0} rage gained
@stat.RageLossDelaySeconds.fmt	{0} s rage loss delay
@stat.RageLossRatePct.fmt	{0} rage loss rate
@stat.RagePct.fmt	{0} maximum rage
@stat.RangePct.fmt	{0} range
@stat.RareSight.ability	Rare sight
@stat.RareSight.fmt	Rare creatures (two stars and up) and bosses within view radius are marked on the map and minimap
@stat.RarityPct.fmt	{0} item rarity
@stat.RawFoodSafe.ability	Strong stomach
@stat.RawFoodSafe.fmt	Raw meat and fish can be eaten: this food gives {food.raw.share} of the fullness and effect of its cooked version
@stat.RecipeMaterialsPct.fmt	{0} crafting cost
@stat.ReflectPct.fmt	{0} reflect of the hit you took
@stat.RefundChance.fmt	{0} chance to spend nothing
@stat.RegenToShield.ability	Runic Mending
@stat.RegenToShield.fmt	Health regeneration restores rune shield instead of health
@stat.ReloadSpeedPct.ability	Reload Speed
@stat.ReloadSpeedPct.fmt	{0} crossbow reload speed
@stat.RepairRadiusFlat.fmt	{0} m repair radius
@stat.RepeatChance.fmt	{0} chance to repeat
@stat.RepeatDelaySeconds.fmt	{0} s repeat delay
@stat.ReservationEfficiencyPct.fmt	{0} eitr reservation efficiency
@stat.ResistanceCap.fmt	{0} to maximum resistance
@stat.ResistancePct.fmt	{0} damage resistance
@stat.ResourceLeechPct.fmt	{0} of damage leeched as
@stat.RestedDurationPct.fmt	{0} Rested bonus duration
@stat.RestedFishPerStack.fmt	{0} chance to catch an extra fish per Rested charge
@stat.RestedHoneyPerStack.fmt	{0} chance for extra honey per Rested charge
@stat.RestedPowerPct.fmt	{0} rested power
@stat.Restore.fmt	{0} restoration
@stat.RetortField.fmt	{0} of damage taken released around you per second
@stat.ReturnPath.ability	Return path
@stat.ReturnPath.fmt	Once per dungeon, sitting down offers a flight to its exit for {returnpath.cost} surtling cores
@stat.RunStaminaPct.fmt	{0} running stamina cost
@stat.RuneSight.ability	Rune sight
@stat.RuneSight.fmt	You see approximate rune-monolith zones from much farther away
@stat.RuneSightRangePct.fmt	{0} distance at which rune-monolith zones are sensed
@stat.SafeFall.ability	Fall damage immunity
@stat.SafeFall.fmt	Fall damage disabled
@stat.SailControlPct.fmt	{0} ship handling while you are at the helm
@stat.SailSpeedPct.fmt	{0} ship speed while you are at the helm
@stat.Salvage.ability	Smith salvage
@stat.Salvage.fmt	Smith equipment can be salvaged at its crafting station for half its materials, upgrades included; at the station, use its salvage tab or [Alt] + right-click the item
@stat.SalvageArmor.ability	Tanner salvage
@stat.SalvageArmor.fmt	Tanner equipment can be salvaged at its crafting station for half its materials, upgrades included; at the station, use its salvage tab or [Alt] + right-click the item
@stat.SalvageReturnChance.fmt	{0} chance to recover each lost unit
@stat.SaveChance.fmt	{0} chance to save materials
@stat.Scarecrow.ability	Scarecrow
@stat.Scarecrow.fmt	Own seedlings near own buildings are not harmed by creatures
@stat.SeaLegs.ability	Sea legs
@stat.SeaLegs.fmt	Aboard a ship the fishing line never snaps, however the ship moves
@stat.SecondSweep.ability	Second sweep
@stat.SecondSweep.fmt	World chests emptied by the character refill with fresh loot after a few in-game days, again and again
@stat.SeedSaveChance.fmt	{0} chance to Save seed on Planting
@stat.SeedScatter.ability	Seed scatter
@stat.SeedScatter.fmt	An extra seed from chopping can turn out to be a random tree seed from a biome whose boss has been defeated on the server
@stat.SeriesLimit.fmt	{0} Combo limit
@stat.ShieldBlockThorns.ability	Spiked Shield
@stat.ShieldBlockThorns.fmt	On a successful shield block, the attacker takes {thorns.block.share} of your thorns damage
@stat.ShieldDelayPct.ability	Rune shield delay
@stat.ShieldDelayPct.fmt	{0} rune shield recharge delay
@stat.ShieldFlat.fmt	{0} rune shield
@stat.ShieldPct.fmt	{0} rune shield
@stat.ShieldRegenPct.fmt	{0} rune shield recharge
@stat.ShieldThrow.ability	Shield Throw
@stat.ShieldThrow.fmt	With no other weapon ready, your attack throws your shield. It deals blunt damage from block power and counts as a thrown projectile. After the flight it drops to be picked up; a return effect brings the same shield back to its slot.
@stat.ShipAnchor.ability	Anchor
@stat.ShipAnchor.fmt	Ships built by the character carry an anchor so they do not drift away: anyone at the helm drops or raises it with {key.altplace} + {key.use}
@stat.ShipDamageTakenPct.fmt	{0} damage taken by the ship while you are at the helm
@stat.ShipRemoveAnywhere.ability	Dismantle at sea
@stat.ShipRemoveAnywhere.fmt	Ships can be built and dismantled with the hammer without a workbench nearby; away from one a dismantled ship is packed into a crate and set back from it as it was; dismantle with {key.remove}, then pick the crate on the hotbar to set the ship back
@stat.ShipRepairAnywhere.ability	Repair at sea
@stat.ShipRepairAnywhere.fmt	Ships can be repaired with the hammer without a workbench nearby
@stat.ShipSalvageFloat.fmt	Nothing is lost to the sea: a ship's hold and items sunk in deep water float up in crates marked on the map
@stat.ShipSaveChance.fmt	{0} chance to Save materials on Shipbuilding
@stat.ShipSwimCostPct.fmt	{0} swimming stamina cost near your ship
@stat.ShoalSight.ability	Shoal sight
@stat.ShoalSight.fmt	Fish shoals within view radius are marked on the map and minimap
@stat.ShockStunChance.ability	Lightning Stun
@stat.ShockStunChance.fmt	{0} chance to stagger a target struck by lightning
@stat.SkillSpeedPct.fmt	{0} skill speed
@stat.SleepByFire.ability	Sleep by the Fire
@stat.SleepByFire.fmt	You can sleep sitting at a fire: no bed and no roof needed, and the night passes even if someone on the server has not lain down; sit with {key.sit} or on a chair near the fire
@stat.Slide.ability	Slide
@stat.Slide.fmt	Slide: crouched ({key.crouch}) on a slope you ride down faster than you run
@stat.SmallTailwindChance.fmt	{0} chance for a light tailwind
@stat.SmeltSpeedPct.fmt	{0} smelting and charcoal kiln speed
@stat.SmeltedLode.ability	Smelted lode
@stat.SmeltedLode.fmt	{smeltedlode.chance} chance that ore drops already smelted, as its bar
@stat.SmeltingWeightPct.fmt	{0} Smelting materials weight
@stat.Snacking.ability	Snacking
@stat.Snacking.fmt	Raw berries and mushrooms are eaten as a snack: half their effect, without taking a food slot; up to {snack.max} different snacks at once
@stat.SoulVessel.ability	Soul Vessel
@stat.SoulVessel.fmt	Maximum health is 1. Immune to spirit damage.
@stat.SowWild.ability	Wild Sowing
@stat.SowWild.fmt	Wild growth can be planted: berries, mushrooms and herbs as seedlings in the cultivator
@stat.Spd_Axes.fmt	{0} attack speed with axes
@stat.Spd_Clubs.fmt	{0} attack speed with clubs
@stat.Spd_Knives.fmt	{0} attack speed with knives
@stat.Spd_Magical.fmt	{0} magical attack speed
@stat.Spd_OneHanded.fmt	{0} one-handed attack speed
@stat.Spd_Paired.fmt	{0} dual-wield attack speed
@stat.Spd_Pickaxes.fmt	{0} pickaxe swing speed
@stat.Spd_Polearms.fmt	{0} attack speed with polearms
@stat.Spd_Scepters.fmt	{0} scepter use speed
@stat.Spd_Spears.fmt	{0} attack speed with spears
@stat.Spd_Swords.fmt	{0} attack speed with swords
@stat.Spd_Throwing.fmt	{0} throwing attack speed
@stat.Spd_Torch.fmt	{0} torch attack speed
@stat.Spd_Traps.fmt	{0} mine and trap placement speed
@stat.Spd_TwoHanded.fmt	{0} two-handed attack speed
@stat.Spd_Unarmed.fmt	{0} fist attack speed
@stat.SpellBlockAnchor.ability	Anchored Cast
@stat.SpellBlockAnchor.fmt	Starting a cast with your shield raised keeps the block until the spell is released, at a higher eitr cost. It does not block from every side.
@stat.SpellLifestealPct.fmt	{0} spell life leech
@stat.SpinSpeedPct.fmt	{0} Spinning speed
@stat.SplashDamagePct.fmt	Deal {0} of hit damage to nearby enemies
@stat.SporeOnImpact.ability	Sow by Impact
@stat.SporeOnImpact.fmt	Your attacks, shots and spells that hit the ground, walls, trees and other obstacles grow a spore there. Hitting a living target does not.
@stat.SporeRelay.ability	Burst in Chain
@stat.SporeRelay.fmt	When your spore bursts, it also bursts your other spores nearby. Each spore bursts once per chain and spreads its ailments; the chain creates no new spores.
@stat.SprintGuard.ability	Carry the Run
@stat.SprintGuard.fmt	Raising your block does not stop a sprint at once: the remaining momentum carries you briefly forward while blocking.
@stat.StableKeeper.ability	Stable keeper
@stat.StableKeeper.fmt	Tamed animals petted by the character stay fed twice as long near buildings
@stat.StaggerRecoveryPct.fmt	{0} stagger recovery
@stat.StaggerResistPct.fmt	{0} stagger resistance
@stat.Stagger_Axes.fmt	{0} axe stagger power
@stat.Stagger_BareHands.fmt	{0} unarmed stagger power
@stat.Stagger_BloodMagic.fmt	{0} blood staff stagger power
@stat.Stagger_Bombs.fmt	{0} bomb stagger power
@stat.Stagger_Bows.fmt	{0} bow stagger power
@stat.Stagger_Clubs.fmt	{0} club stagger power
@stat.Stagger_Crossbows.fmt	{0} crossbow stagger power
@stat.Stagger_ElementalMagic.fmt	{0} elemental staff stagger power
@stat.Stagger_Knives.fmt	{0} knife stagger power
@stat.Stagger_Pickaxes.fmt	{0} pickaxe stagger power
@stat.Stagger_Polearms.fmt	{0} polearm stagger power
@stat.Stagger_Scepters.fmt	{0} scepter stagger power
@stat.Stagger_Spears.fmt	{0} spear stagger power
@stat.Stagger_Swords.fmt	{0} sword stagger power
@stat.Stagger_Traps.fmt	{0} mine and trap stagger power
@stat.Stagger_Unarmed.fmt	{0} fist stagger power
@stat.StaminaRegenPct.fmt	{0} stamina regeneration
@stat.StationRangePct.fmt	{0} radius in which a workbench allows building
@stat.StationReachPct.fmt	{0} build range from your own crafting station
@stat.StatusDurationPct.fmt	{0} ailment and buff duration, both on enemies and on yourself
@stat.SteadfastReductionPct.fmt	{0} endurance
@stat.SteadfastRuneThreshold.ability	Rune Bulwark
@stat.SteadfastRuneThreshold.fmt	Endurance checks your current rune shield instead of your health, with the same threshold. Requires a rune shield; it adds no second reduction.
@stat.SteadfastStaggerGuard.ability	Unshaken
@stat.SteadfastStaggerGuard.fmt	While Endurance is active, its damage reduction also reduces the incoming stagger build-up left after your stagger resistance.
@stat.SteadfastThresholdFlat.fmt	{0} endurance threshold
@stat.StealthDodge.ability	Vanish in Motion
@stat.StealthDodge.fmt	A dodge roll after a kill briefly silences your movement. Attacking or casting ends it.
@stat.StealthPct.fmt	{0} stealth
@stat.StormKeel.ability	Storm keel
@stat.StormKeel.fmt	In a storm own ships keep full steering and do not roll
@stat.StrikeCritDouble.ability	Critical Echo
@stat.StrikeCritDouble.fmt	A critical strike hit doubles the additional strikes of that attack, once per attack. Strikes already made count towards the doubled number.
@stat.StrikeFocusFire.ability	Focused Strikes
@stat.StrikeFocusFire.fmt	All additional strikes of an attack can hit its first target, one after another, each for 50% of its damage. They stop if the target dies.
@stat.StrikeTargets.ability	Strike targets
@stat.StrikeTargets.fmt	{0} strike targets
@stat.StrongCask.ability	Strong cask
@stat.StrongCask.fmt	Meads stack twice as high in the inventory
@stat.StumpBreaker.ability	Stump breaker
@stat.StumpBreaker.fmt	An axe's alternate attack splits any stump in one blow
@stat.StunChance.fmt	{0} chance to stagger a target on hit
@stat.StunChance_Axes.fmt	{0} chance to stagger with axes
@stat.StunChance_BareHands.fmt	{0} chance to stagger while unarmed
@stat.StunChance_BloodMagic.fmt	{0} chance to stagger with blood staves
@stat.StunChance_Bombs.fmt	{0} chance to stagger with bombs
@stat.StunChance_Bows.fmt	{0} chance to stagger with bows
@stat.StunChance_Clubs.fmt	{0} chance to stagger with clubs
@stat.StunChance_Crossbows.fmt	{0} chance to stagger with crossbows
@stat.StunChance_ElementalMagic.fmt	{0} chance to stagger with elemental staves
@stat.StunChance_Knives.fmt	{0} chance to stagger with knives
@stat.StunChance_Pickaxes.fmt	{0} chance to stagger with pickaxes
@stat.StunChance_Polearms.fmt	{0} chance to stagger with polearms
@stat.StunChance_Scepters.fmt	{0} chance to stagger with scepters
@stat.StunChance_Spears.fmt	{0} chance to stagger with spears
@stat.StunChance_Swords.fmt	{0} chance to stagger with swords
@stat.StunChance_Traps.fmt	{0} chance to stagger with mines and traps
@stat.StunChance_Unarmed.fmt	{0} chance to stagger with fists
@stat.SubclassReveal.fmt	Shown only on the chosen initiation path
@stat.SwarmSplit.ability	Swarm split
@stat.SwarmSplit.fmt	Once a day an own hive that is full, its honey not yet taken, has a {swarm.chance} chance to yield a queen bee
@stat.SwimSpeedPct.fmt	{0} swim speed
@stat.TailwindPct.fmt	{0} effect of any tailwind
@stat.TamedDamagePct.fmt	{0} pet damage
@stat.TamingSpeedPct.fmt	{0} taming speed
@stat.TasteTest.ability	Taste test
@stat.TasteTest.fmt	Drinking an own mead has a {taste.keep} chance not to use it up
@stat.Thorns.fmt	{0} thorns
@stat.ThornsBurstPct.ability	Thornburst
@stat.ThornsBurstPct.fmt	Nearby enemies take {0} thorns damage when thorns finish off a target
@stat.ThornsContact.ability	Barbed Carapace
@stat.ThornsContact.fmt	Body contact deals thorns damage, at most once every 0.75 seconds per enemy.
@stat.ThornsElemental.ability	Elemental Thorns
@stat.ThornsElemental.fmt	Thorns deal 15% of their damage as extra fire, frost and lightning each
@stat.ThornsPct.fmt	{0} of Damage Taken is Reflected to the Attacker
@stat.ThornsPoison.ability	Venomous thorns
@stat.ThornsPoison.fmt	Thorns deal 40% of their damage as extra poison
@stat.ThornsToArrow.ability	Barbed Arrows
@stat.ThornsToArrow.fmt	Your thorns damage is added to arrow hits. Arrows fly slower and not as far.
@stat.ThreadExtraChance.fmt	{0} chance for Extra linen thread on Spinning
@stat.ThrowInventoryBomb.ability	Parting Gift
@stat.ThrowInventoryBomb.fmt	Throw one random carried bomb at a random nearby enemy. Cooldown: 1.8 seconds. Requires a real bomb in the inventory.
@stat.ThrownReturnOnImpact.ability	Weapon return
@stat.ThrownReturnOnImpact.fmt	What you throw flies back after reaching maximum range or colliding, piercing enemies for {throw.return.share} of the original damage
@stat.ThrownReturnOnKill.ability	Return on kill
@stat.ThrownReturnOnKill.fmt	What you throw flies back after killing the target, piercing enemies for {throw.return.share} of the original damage
@stat.TidyPack.ability	Tidy pack
@stat.TidyPack.fmt	Two buttons in the bag: stack into nearby chests and sort the bag
@stat.TimberLuck.ability	Timber luck
@stat.TimberLuck.fmt	A falling tree cannot kill: the damage lands, but 1 health is left
@stat.TorchAsClub.ability	Torch as a Club
@stat.TorchAsClub.fmt	The torch counts as a club: every club node, affix and mastery applies to it
@stat.TorchBurnPct.fmt	{0} torch burn duration
@stat.TorchComfortFlat.fmt	{0} comfort with a lit torch or lantern on you or nearby
@stat.TorchLightPct.fmt	{0} light radius of a carried torch or lantern
@stat.TrackRunSpeedPct.fmt	{0} movement speed along tracks
@stat.TrailRunner.ability	Trail runner
@stat.TrailRunner.fmt	Running on a trail or a paved road costs {trail.run.save} less stamina
@stat.TrailStride.ability	Light Step
@stat.TrailStride.fmt	+{trail.stride} movement, swim and ship speed
@stat.TreasureMap.ability	Treasure map
@stat.TreasureMap.fmt	Opening a chest has a {treasure.chance} chance to mark the nearest unopened chest on the map; the mark goes once the chest is emptied
@stat.TreeFallDamagePct.fmt	{0} falling tree damage
@stat.TreeOneHitChance.fmt	{0} chance to fell a tree in a single hit
@stat.TreeTierOneHit.ability	Clean trunk
@stat.TreeTierOneHit.fmt	A tree your axe beats by two tiers falls in one blow
@stat.TrinketAura.ability	Trinkets become auras
@stat.TrinketAura.fmt	On activation, trinket effects and activation affixes also affect nearby allies for the effect duration.
@stat.TrinketDurationPct.fmt	{0} trinket effect duration
@stat.TrinketHandSlot.ability	Trinket in the free hand
@stat.TrinketHandSlot.fmt	Adds one trinket slot. While filled, it occupies the off hand. Emptying the slot frees the hand.
@stat.UnarmedDamageTakenPct.fmt	{0} damage taken while using fists
@stat.UnarmedGather.ability	Fists for Tools
@stat.UnarmedGather.fmt	Your fists chop trees and break ore
@stat.UnarmedMightScale.ability	Fist of Might
@stat.UnarmedMightScale.fmt	Fists hit harder for every point of Might: +0.25% a point, with no ceiling
@stat.UnarmedMightSkill.ability	Hands of Stone
@stat.UnarmedMightSkill.fmt	Unarmed attacks answer to Might instead of Finesse, and swing at a third of the speed
@stat.UnarmedToolTier.ability	Fists for Tools
@stat.UnarmedToolTier.fmt	{0} fist tool tier, plus 1 more for every boss killed in the world
@stat.VacuumChest.ability	Vacuum chest
@stat.VacuumChest.fmt	You can build the Vacuum Chest: it pulls finished goods from nearby smelters, kilns, spinning wheels and windmills and feeds them from its contents
@stat.VolleyShotgun.ability	Focused volley
@stat.VolleyShotgun.fmt	A cast's projectiles may all strike the same target
@stat.WallJump.fmt	Wall rebound: press {key.jump} near a wall in mid-air; once before landing
@stat.WaterMelee.ability	Combat in the Depths
@stat.WaterMelee.fmt	You can hold and strike in melee in water and underwater
@stat.WayOut.ability	Way out
@stat.WayOut.fmt	In a dungeon, a mark at the top of the screen shows the direction and distance to the nearest exit
@stat.WeakSpotCount.fmt	{0} weak spots on a deposit at once
@stat.WeakSpotDoubleOre.ability	Precise Strike
@stat.WeakSpotDoubleOre.fmt	A hit into a weak spot yields an extra share of the deposit's ore
@stat.WeakSpotRatePct.fmt	{0} weak spot appearance rate
@stat.WeakSpotSameDeposit.fmt	Weak spots appear only on the deposit being mined
@stat.WeakSpotSizePct.fmt	{0} weak spot size
@stat.WeakSpotTimePct.fmt	{0} time before a weak spot closes
@stat.WeaponCraftDurabilityPct.fmt	{0} durability of crafted Smith equipment
@stat.WeaponCraftSpeedPct.fmt	{0} crafting speed of Smith equipment
@stat.WeaponSaveChance.fmt	{0} chance to Save materials when crafting or upgrading Smith equipment
@stat.WeaponThrow.ability	Weapon throwing
@stat.WeaponThrow.fmt	Alternate attack throws the weapon
@stat.WeatherSense.ability	Weather sense
@stat.WeatherSense.fmt	The coming weather and when it arrives are shown under the minimap
@stat.Weatherproof.ability	Weatherproof
@stat.Weatherproof.fmt	Own buildings take no damage from rain or water
@stat.WeightPct.fmt	{0} weight
@stat.WetEffectPct.fmt	{0} inflicted wet effect
@stat.WetResistPct.fmt	{0} wet resistance
@stat.Whetstones.ability	Whetstones
@stat.Whetstones.fmt	Whetstones can be crafted at the forge: a consumable that repairs the weapon or tool in hand by {whet.repair}, up to its metal tier
@stat.WildSeedChance.fmt	{0} chance for a seed of a random tree species
@stat.WildflowerMeadow.ability	Wildflower meadow
@stat.WildflowerMeadow.fmt	Own hives fill {meadow.each} faster for every flowering plant nearby (dandelion, thistle, flax, barley), up to {meadow.cap}
@stat.WinterHive.ability	Winter hive
@stat.WinterHive.fmt	Own hives work in cold biomes
@stat.WoodCapacityFlat.fmt	{0} Wood capacity
@stat.WoodDropChance.fmt	{0} chance for an extra log when hitting a tree
@stat.WoodcuttingSpeedPct.fmt	{0} axe swing speed
@stat.WorkSpeedPct.fmt	{0} work speed
@stat.XpGainPct.fmt	{0} experience gained
@tag.ailment	ailments
@tag.air	air
@tag.apiary	apiary
@tag.area	area of effect
@tag.armor	armour
@tag.attr	attributes
@tag.beds	garden beds
@tag.bee	bee
@tag.beekeeping	beekeeping
@tag.bleed	bleeding
@tag.block	blocking
@tag.bomb	bombs
@tag.buff	buffs
@tag.build	building
@tag.carry	carrying
@tag.chop	chopping
@tag.combo	combo
@tag.comfort	comfort
@tag.craft	crafting
@tag.crit	crit
@tag.crops	crops
@tag.cultivation	farming
@tag.damage	damage
@tag.defense	defence
@tag.dodge	evasion
@tag.eitr	eitr
@tag.explore	exploring
@tag.farm	farming
@tag.farming	farming
@tag.fire	fire
@tag.fish	fishing
@tag.food	food
@tag.gather	foraging
@tag.gear	gear
@tag.health	health
@tag.hive	hive
@tag.home	home
@tag.honey	honey
@tag.hunt	hunting
@tag.knockback	knockback
@tag.magic	magic
@tag.mead	meads
@tag.melee	melee
@tag.mine	ore
@tag.move	movement
@tag.night	night
@tag.oil	oils
@tag.onslaught	onslaught
@tag.parry	parry
@tag.physical	physical damage
@tag.potion	potions
@tag.proj	projectiles
@tag.qol	convenience
@tag.resources	resources
@tag.sail	sailing
@tag.salvage	salvage
@tag.secondary	alternative attacks
@tag.shield	shield
@tag.sprint	dash
@tag.sprouts	sprouts
@tag.stamina	stamina
@tag.stealth	stealth
@tag.strike	strike
@tag.stun	stun
@tag.taming	taming
@tag.tanner	tanning
@tag.thorns	thorns
@tag.unarmed	unarmed
@tag.weapon-axes	axe
@tag.weapon-barehands	unarmed
@tag.weapon-bloodmagic	blood magic
@tag.weapon-bombs	bombs
@tag.weapon-bows	bow
@tag.weapon-clubs	club
@tag.weapon-crossbows	crossbow
@tag.weapon-elementalmagic	elemental staff
@tag.weapon-knives	knife
@tag.weapon-magical	magical
@tag.weapon-onehanded	one-handed
@tag.weapon-paired	dual-wield
@tag.weapon-pickaxes	pickaxe
@tag.weapon-polearms	polearm
@tag.weapon-scepters	scepter
@tag.weapon-shooting	shooting
@tag.weapon-spears	spear
@tag.weapon-swords	sword
@tag.weapon-throwing	thrown
@tag.weapon-traps	mines and traps
@tag.weapon-twohanded	two-handed
@tag.weapon-unarmed	fists
@tag.weather	weather
@tag.xp	experience
@wiki.accuracy.text	Narrows the random spread around the reticle, including additional <link="proj">projectiles</link>. It does not aim at enemies or change a <link="proj">projectile</link>'s damage, speed or drop.
@wiki.accuracy.title	Shot accuracy
@wiki.affix-forms.text	Flat bonuses add to the base value. Increased and reduced bonuses add together; final multipliers apply separately and multiply one another.
@wiki.affix-forms.title	Line forms
@wiki.aftershock.text	A second eruption at a <link="slam">slam</link>'s point a moment later, with the slam's own damage and its own modifiers. It is rolled once per slam, not per enemy hit, and never makes another aftershock.
@wiki.aftershock.title	Aftershock
@wiki.ailment-clusters.text	Matching damage is required to build an <link="ailment">ailment</link>. <link="build-up">Build-up</link> improves application, <link="ailment-damage">ailment damage</link> improves damage <link="fighting">over time</link>, and duration changes how long the effect lasts; <link="resist">resistances</link> protect against incoming damage.
@wiki.ailment-clusters.title	Ailments and resistances
@wiki.ailment-damage.text	Increases damage <link="fighting">over time</link> from <link="bleed">bleeding</link>, <link="burn">burning</link> and <link="poison">poison</link>. It does not affect <link="frost">chill</link> or <link="shock">shock</link>, which deal no health damage.
@wiki.ailment-damage.title	Ailment damage
@wiki.ailment-gauge.text	Matching damage fills the target's ailment gauge; reaching the <link="gauge-threshold">gauge threshold</link> applies the <link="ailment">ailment</link>. Further hits sustain it, while a pause lets the gauge drain and ends the <link="ailment">ailment</link> when empty.
@wiki.ailment-gauge.title	Ailment gauge
@wiki.ailment.text	An effect applied by matching damage. Most ailments use an <link="ailment-gauge">ailment gauge</link>; <link="impale">impale</link> uses <link="stacks">stacks</link>, while <link="corrosion">armour break</link> and <link="stagger">stagger</link> have their <link="own">own</link> accumulation rules.
@wiki.ailment.title	Ailment
@wiki.airborne.text	A condition met while the character is off the ground. Its bonuses apply only when explicitly granted.
@wiki.airborne.title	Airborne strike
@wiki.ally-link.text	A link joins you to an ally. The beam of a link staff makes it while the attack is held, and it lasts while the beam touches the ally; Thread of Memory keeps it a few seconds after contact, Shared Circle links allies nearby on its own at reduced strength. Part of the damage the ally takes moves to you. Death, teleport and leaving range end it.
@wiki.ally-link.title	Link
@wiki.area-damage.text	Increases damage dealt by player-created explosions. It does not increase their size; that is controlled by <link="area">area of effect</link>.
@wiki.area-damage.title	Area damage
@wiki.area.text	Increases the size or reach of supported attacks and effects. It does not increase their damage; <link="area-damage">area damage</link> is separate.
@wiki.area.title	Area of effect
@wiki.armor.text	Reduces damage remaining after <link="shield">rune shield</link> and <link="block">block</link>. It absorbs a greater share of smaller hits; <link="armour-penetration">armour penetration</link> ignores part of this protection.
@wiki.armor.title	Armour
@wiki.armour-penetration.text	Ignores part of the target's <link="armor">armour</link> for the hit. It does not remove <link="armor">armour</link> from the target; <link="corrosion">armour break</link> is a separate effect.
@wiki.armour-penetration.title	Armour penetration
@wiki.arrows.text	Ammunition conservation can prevent consumption; recovery can leave fired ammunition where it lands. <link="proj">Projectile</link> range reduces drop and extends travel distance.
@wiki.arrows.title	Arrows and bolts
@wiki.attributes.text	<link="might">Strength</link> supports health and <link="weight">carry weight</link>; <link="finesse">Dexterity</link> supports <link="stamina">stamina</link> and its regeneration; <link="spirit">Intelligence</link> supports <link="eitr">eitr</link> and <link="shield">rune shield</link>. Governing attributes also raise weapon damage through the <link="skill-factor">skill multiplier</link>.
@wiki.attributes.title	Attributes
@wiki.aura.text	An aura works on you and on allies in its radius: players who are not your PvP opponents, pets, companions and minions. Each pulse refreshes its effect and never stacks it. Trinket auras are switched on by adrenaline for a limited time.
@wiki.aura.title	Aura
@wiki.axe-work-speed.text	Speeds up axe swings while chopping. The work rhythm remains active briefly after hitting a tree; any additional condition on the bonus must also be met.
@wiki.axe-work-speed.title	Axe swing speed
@wiki.axe.text	An axe can be a weapon or a chopping tool. Bonuses against trees apply to chopping rather than hits against creatures.
@wiki.axe.title	Axes
@wiki.azurite.text	Runecarver's stone. Azurite veins are cut with chisels, not pickaxes: plain veins give azurite, corrupted ones corrupted azurite, divine ones divine azurite. The Azurite Kiln grinds each into its own dust, which the Runecarver's Table turns into runes.
@wiki.azurite.title	Azurite
@wiki.backstab.text	Extra damage against an enemy that has not noticed the attacker yet, regardless of attack direction. Weapons carry no backstab bonus of their own: it comes only from sneak attack damage bonuses.
@wiki.backstab.title	Backstab
@wiki.biome-level.text	<link="xp">Experience</link> from a biome decreases as the character outlevels it. This depends on the biome rather than the enemy; direct passive-point rewards are unaffected.
@wiki.biome-level.title	Biome level
@wiki.blackforest.text	The Black Forest biome. Its <link="biome-level">biome level</link> controls <link="xp">experience</link> scaling there.
@wiki.blackforest.title	Black Forest
@wiki.blast-resist.text	Reduces explosion damage before damage-type <link="resist">resistances</link> apply. It has its <link="own">own</link> <link="resist">resistance</link> <link="limit">limit</link>.
@wiki.blast-resist.title	Blast resistance
@wiki.bleed.text	<link="slash">Slash damage</link> fills the bleeding gauge. When applied, bleeding deals damage <link="fighting">over time</link> that bypasses <link="armor">armour</link>; bleeding damage and duration modify the effect separately.
@wiki.bleed.title	Bleeding
@wiki.block-force.text	The <link="might">strength</link> with which a <link="block">block</link> pushes its attacker away. It is separate from <link="block">block power</link>, which absorbs damage.
@wiki.block-force.title	Knockback power
@wiki.block.text	Block power absorbs part or all of an incoming hit; remaining damage passes through. Blocking spends <link="stamina">stamina</link> according to the <link="might">strength</link> of the hit.
@wiki.block.title	Block
@wiki.blunt.text	A <link="physical">physical damage</link> type that builds <link="corrosion">armour break</link>. <link="stagger">Stagger</link> uses the hit's separate <link="stagger-power">stagger power</link>.
@wiki.blunt.title	Blunt damage
@wiki.bomb-bounce.text	Makes a bomb explode on each ground contact. Each bounce reduces the damage of subsequent explosions.
@wiki.bomb-bounce.title	Bomb bounce
@wiki.bomb-drop.text	Automatically drops carried bombs at intervals while airborne. Additional <link="proj">projectiles</link> increase the bombs per drop, and <link="reload">reload</link> speed shortens the interval.
@wiki.bomb-drop.title	Bomb drop
@wiki.bomb-echo.text	A chance for a bomb to explode again at the same location after a short delay. The echo does not repeat itself or add a <link="series">Combo</link> hit.
@wiki.bomb-echo.title	Second blast
@wiki.bomb-mine.text	Makes a bomb wait for an enemy instead of exploding on impact. The mine expires after a delay and cannot damage its owner.
@wiki.bomb-mine.title	Mine
@wiki.bomb-return.text	After exploding, a bomb returns to its thrower and explodes again. Both blasts can hit the owner; the bomb is not returned to the inventory.
@wiki.bomb-return.title	Returning fuse
@wiki.bonusloot.text	An extra-item roll can repeat after a success, with each repeated chance becoming weaker. Whole guaranteed extras are awarded first; the remaining fractional chance starts the <link="craft-cascade">cascade</link>.
@wiki.bonusloot.title	Extra-item cascade
@wiki.boss.text	A biome's summoned boss. Defeating it can unlock progression; hanging its trophy at the Sacrificial Stones unlocks the corresponding Forsaken power.
@wiki.boss.title	Boss
@wiki.bow-draw.text	The time a bow takes to reach full draw. Faster draw shortens this time without increasing the <link="might">strength</link> of a fully drawn shot.
@wiki.bow-draw.title	Bow draw
@wiki.bow.text	A bow fires arrows after drawing. Drawing improves the shot up to full draw, and holding a drawn bow spends <link="stamina">stamina</link>.
@wiki.bow.title	Bows
@wiki.brew.text	Mead potency strengthens a brewed mead; mead duration controls how long it lasts. Brewing bonuses are stored in the bottle and remain after transfer; <link="potion-strength">potion power</link> is separate.
@wiki.brew.title	Mead potency
@wiki.build-up.text	Makes matching damage apply an <link="ailment">ailment</link> more readily. It does not add a missing damage type, increase <link="ailment-damage">ailment damage</link> or extend duration; <link="impale">impale</link> uses an application chance instead of a gauge.
@wiki.build-up.title	Build-up
@wiki.burn.text	<link="fire-damage">Fire damage</link> fills the burning gauge. Burning deals <link="fire-damage">fire damage</link> <link="fighting">over time</link>; a stronger burn replaces a weaker one, <link="wet">Wet</link> shortens it, and <link="frost">chill</link> removes it.
@wiki.burn.title	Burning
@wiki.calm.text	A condition reached after a period without dealing or taking a hit. Another hit restarts the waiting period.
@wiki.calm.title	Out of combat
@wiki.capacity.text	Increases the maximum stack size for the named item group in this character's inventory. It does not change other players' <link="stacks">stack</link> sizes or add inventory slots.
@wiki.capacity.title	Capacity
@wiki.cart.text	A wheeled cargo container pulled by a character. Cart-pulling bonuses reduce its effective mass while the character is harnessed to it.
@wiki.cart.title	Cart
@wiki.chain.text	After hitting a target, a <link="proj">projectile</link> seeks a nearby enemy it has not yet hit. Each chain allows another jump, with reduced damage.
@wiki.chain.title	Chain
@wiki.charged-attack.text	A charge empowers your next released weapon attack and is consumed even on a miss. Charges do not stack or expire. A charge source can charge the attack again only after its cooldown: {charge.source-cooldown} s, a critical hit {charge.source-cooldown.crit} s, counted from the last successful charge. A perfect dodge ignores the cooldown and always charges the attack if a dodge roll charges it for you. Spending a charge does not restart cooldowns, and failed grants do not extend them. All hits and projectiles of the released attack share its charge. Spells can consume it only with Charged Casts. The charge itself grants 25% increased damage; charged-attack nodes add further bonuses.
@wiki.charged-attack.title	Charged attack
@wiki.charged-effects-double.text	Roll once for the original charged attack. On success, double its charge-granted numerical bonuses and additional-effect counts, including echo, aftershock and phantom-strike payloads. This is not a second use of the attack. Input permissions, target rules, costs and delays do not double.
@wiki.charged-effects-double.title	Unbound Charge
@wiki.chest-item-quantity.text	Increases world-chest loot on its first opening, or after a refill. Player-built containers are unaffected; fractional extra amounts are rolled.
@wiki.chest-item-quantity.title	Chest item quantity
@wiki.chest-item-rarity.text	Can replace world-chest loot with less common entries from that biome's loot table on first opening. It does not upgrade equipment rarity tiers or increase <link="item-quantity">item quantity</link>.
@wiki.chest-item-rarity.title	Chest loot rarity
@wiki.chopping-series-speed.text	Increases axe attack speed as a <link="chopping-series">chopping series</link> grows. It is separate from the timing window used to continue the series.
@wiki.chopping-series-speed.title	Chopping series speed
@wiki.chopping-series-window.text	The time available to press attack and continue a <link="chopping-series">chopping series</link>. A wider window makes the timing easier without directly increasing attack speed.
@wiki.chopping-series-window.title	Chopping series window
@wiki.chopping-series.text	A timed sequence of axe attacks against trees. Pressing attack during the timing window continues the sequence; holding attack does not. Series bonuses scale with accepted hits up to the series <link="limit">limit</link>.
@wiki.chopping-series.title	Chopping series
@wiki.club.text	Maces and hammers use club bonuses. A <link="torch">torch</link> receives these bonuses only with the <link="mastery">mastery</link> that makes it count as a club.
@wiki.club.title	Clubs
@wiki.coal.text	Fuel for smelters and the charcoal kiln. Smelting weight bonuses include it.
@wiki.coal.title	Coal
@wiki.cold.text	An environmental status that slows health and <link="stamina">stamina</link> regeneration. Freezing also damages health; warmth and suitable equipment provide protection.
@wiki.cold.title	Cold
@wiki.combo-finisher.text	The final attack of a weapon's attack chain containing at least two attacks. It does not depend on the <link="series">Combo</link>.
@wiki.combo-finisher.title	Chain finisher
@wiki.comfort.text	Nearby furnishings and shelter determine comfort. Only the strongest furnishing in each supported group counts; comfort increases <link="rested">Rested</link> duration and charges.
@wiki.comfort.title	Comfort
@wiki.companion-states.text	A companion is fed while its feeding timer is active. Near its keeper means within the keeper's proximity range; these bonuses use the keeper's passive tree.
@wiki.companion-states.title	Companion states
@wiki.companion.text	One tamed creature you name with the Leader's Horn; it is a pet and a companion at once. With the horn in hand: attack sends it at an enemy or a spot, alternative attack switches wait and follow, block + attack recalls it, block + alternative attack sets a patrol. Naming another creature releases the previous one.
@wiki.companion.title	Companion
@wiki.conditional-affix.text	A bonus applies only while its stated condition is met. The character sheet does not include situational damage bonuses in its damage estimate.
@wiki.conditional-affix.title	Conditional bonus
@wiki.consecutive-hits.text	Repeated hits on the same enemy activate a bonus after the required hit count. Changing targets or leaving the <link="recent">recently</link> window resets the count; the triggering hit does not receive the new bonus.
@wiki.consecutive-hits.title	Consecutive hits
@wiki.conversion.text	Changes part of one damage type into another before percentage bonuses apply. Converted damage uses its new type's bonuses, <link="ailment-clusters">ailments and resistances</link> and cannot be converted again; excessive conversion shares are reduced proportionally.
@wiki.conversion.title	Damage conversion
@wiki.corrosion.text	<link="blunt">Blunt</link> hits progressively reduce the target's <link="armor">armour</link>, including for the triggering hit. The reduction is shared on the target and clears after a pause without <link="blunt">blunt</link> hits.
@wiki.corrosion.title	Armour break
@wiki.corruption.text	An action that changes an item in an unpredictable way: it may make the item better, or it may make it worse. A corrupted item can no longer be changed by other runes.
@wiki.corruption.title	Corruption
@wiki.craft-aged-mead.text	Meads stored long enough in a chest built by the character gain additional potency. The improvement is stored on the bottles.
@wiki.craft-aged-mead.title	Aged Mead
@wiki.craft-anchor.text	Ships built with this <link="mastery">mastery</link> receive an anchor that anyone can toggle at the helm with {key.altplace} + {key.use}. Anchoring prevents drift while allowing the ship to rock and turn.
@wiki.craft-anchor.title	Anchor
@wiki.craft-ancient-grain.text	Ancient, fine and Yggdrasil wood receive additional independent <link="extra-yield">extra-yield</link> rolls.
@wiki.craft-ancient-grain.title	Ancient Grain
@wiki.craft-any-beast.text	Allows normally untamable creatures to be tamed. They still need <link="food">food</link> and the conditions required for <link="taming">taming</link>.
@wiki.craft-any-beast.title	Any Beast
@wiki.craft-any-saddle.text	Allows riding tamed creatures that normally have no saddle support. The creature must still be tamed. Press {key.crouch} + {key.use} on it to mount.
@wiki.craft-any-saddle.title	Any Saddle
@wiki.craft-any-soil.text	Allows plants to grow outside their usual biomes. Cultivated ground and sufficient growing space are still required where applicable.
@wiki.craft-any-soil.title	Any Soil
@wiki.craft-auto-doors.text	Doors built with this <link="mastery">mastery</link> open when someone approaches and close after them.
@wiki.craft-auto-doors.title	Auto Doors
@wiki.craft-auto-repair.text	Interacting with a crafting station automatically repairs all carried items that station supports.
@wiki.craft-auto-repair.title	Auto Repair
@wiki.craft-bait.text	<link="fighting">Throwing</link> suitable <link="food">food</link> attracts matching wild animals nearby. Only one bait is active at a time, and it expires or is consumed; attracted groups are limited in size.
@wiki.craft-bait.title	Bait
@wiki.craft-balanced-blade.text	Crafting or upgrading weapons using <link="smith-equipment">Smith materials</link> has a {craft.affix.chance} chance to add an <link="item-affixes">item affix</link> that increases their damage. Each eligible mastery rolls independently.
@wiki.craft-balanced-blade.title	Balanced Blade
@wiki.craft-balanced-grip.text	Crafting or upgrading weapons using <link="tanner-equipment">Tanner materials</link> has a {craft.affix.chance} chance to add an <link="item-affixes">item affix</link> that reduces their attack <link="stamina">stamina</link> cost. Each eligible mastery rolls independently.
@wiki.craft-balanced-grip.title	Balanced Grip
@wiki.craft-batch-cook.text	Interacting with a cooking station fills all available slots with supported raw <link="food">food</link> from the inventory.
@wiki.craft-batch-cook.title	Batch Cook
@wiki.craft-beast-bearer.text	You can carry one small tamed animal (up to wolf size: boar, wolf, chicken, young animals) in your arms, through portals too: press {key.crouch} + {key.use} on it to pick it up and again to set it down. You cannot attack while carrying. An animal you can also ride with Any Saddle is picked up by holding {key.use} instead: a plain press rides it.
@wiki.craft-beast-bearer.title	Beast Bearer
@wiki.craft-beast-portal.text	Tamed animals that follow you go with you through portals and dungeon entrances: those within the herd call range appear next to you on the other side.
@wiki.craft-beast-portal.title	Beast Portal
@wiki.craft-bed-watch.text	Shows remaining growth time when aiming at the character's <link="own">own</link> plants.
@wiki.craft-bed-watch.title	Bed Watch
@wiki.craft-belt-lantern.text	Allows equipping a <link="dvergr">Dvergr</link> lantern in a separate belt slot. It provides light without occupying a hand.
@wiki.craft-belt-lantern.title	Belt Lantern
@wiki.craft-bound-gear.text	After death, the gear you wear stays on the character, and so do weapons, shields and tools in the hotbar row. Everything else - the rest of the hotbar, gear deeper in the bag, materials, ore, food, potions, ammunition - goes into the tombstone. The grave is marked on the map, and the marker disappears once the grave is emptied.
@wiki.craft-bound-gear.title	Grave Tether
@wiki.craft-breadcrumbs.text	Records explored dungeon corridors on the minimap as the character walks through them.
@wiki.craft-breadcrumbs.title	Breadcrumbs
@wiki.craft-brewmaster-s-eye.text	Shows the remaining fermentation time when aiming at a fermenter.
@wiki.craft-brewmaster-s-eye.title	Brewmaster's Eye
@wiki.craft-broad-sowing.text	The mass-planting control places a group of plants at once. The associated controls adjust its rotation and spacing; each plant still requires materials and valid ground.
@wiki.craft-broad-sowing.title	Broad Sowing
@wiki.craft-cascade.text	Shattering a deposit can also shatter a nearby deposit. Each deposit shattered this way can continue the <link="chain">chain</link>.
@wiki.craft-cascade.title	Cascade
@wiki.craft-chest-feed.text	Smelters and kilns automatically take supported inputs from the one nearest built chest within their radius. If that chest is empty or open, they wait - they never look for another. Look at the smelter to see its radius and the chest it takes from; Shift + mouse wheel changes the radius of that smelter. Processing uses the source chest owner's applicable bonuses.
@wiki.craft-chest-feed.title	Chest Feed
@wiki.craft-chest-sight.text	Marks <link="nearby-chests">nearby chests</link> on the map and minimap. Marks disappear when the chest leaves detection range.
@wiki.craft-chest-sight.title	Chest Sight
@wiki.craft-clean-felling.text	Felled trees leave no stump. The stump's wood drops with the felled tree instead.
@wiki.craft-clean-felling.title	Clean Felling
@wiki.craft-clean-kill.text	A beast killed in a single hit is guaranteed to drop its trophy, if that beast has a trophy drop.
@wiki.craft-clean-kill.title	Clean Kill
@wiki.craft-clean-split.text	A pickaxe can shatter ore in one hit when its <link="tool-tier">tool tier</link> sufficiently exceeds the deposit's required tier.
@wiki.craft-clean-split.title	Clean Split
@wiki.craft-clean-trunk.text	An axe can fell a tree in one hit when its <link="tool-tier">tool tier</link> sufficiently exceeds the tree's required tier.
@wiki.craft-clean-trunk.title	Clean Trunk
@wiki.craft-cosy-hives.text	<link="comfort">Comfort</link> increases honey production speed through this <link="mastery">mastery</link>.
@wiki.craft-cosy-hives.title	Cosy Hives
@wiki.craft-cuttings.text	Gathering eligible wild plants can yield their seeds. <link="craft-wild-sowing">Wild sowing</link> uses these seeds to plant wild species.
@wiki.craft-cuttings.title	Cuttings
@wiki.craft-deep-cast.text	Extends the maximum fishing cast distance.
@wiki.craft-deep-cast.title	Deep Cast
@wiki.craft-deep-hold.text	Ships built with this <link="mastery">mastery</link> receive an additional cargo row.
@wiki.craft-deep-hold.title	Deep Hold
@wiki.craft-double-batch.text	Fermenters built with this <link="mastery">mastery</link> can queue a second batch. It starts <link="ferment">fermenting</link> after the finished first batch is collected. Press {key.use} on a fermenter that is already fermenting, with mead base in your inventory.
@wiki.craft-double-batch.title	Double Batch
@wiki.craft-double-jump.text	Allows one additional jump in mid-air before landing. It spends normal jump <link="stamina">stamina</link> and does not consume <link="craft-wall-rebound">wall rebound</link>.
@wiki.craft-double-jump.title	Double Jump
@wiki.craft-double-pick.text	Interacting to gather an eligible resource can yield another copy of the gathered amount. This chance is separate from <link="extra-yield">extra yield</link>.
@wiki.craft-double-pick.title	Double Pick
@wiki.craft-double-pot.text	Cooking at a cauldron creates an additional recipe batch and consumes the materials for both batches.
@wiki.craft-double-pot.title	Double Pot
@wiki.craft-draft-animals.text	Pressing {key.crouch} + {key.use} on a <link="cart">cart</link> allows harnessing a nearby tamed creature following the character. Pulling performance depends on the creature rather than the character.
@wiki.craft-draft-animals.title	Draft Animals
@wiki.craft-dungeon-sight.text	Marks nearby dungeon entrances on the map and minimap. Marks disappear when the entrance leaves detection range.
@wiki.craft-dungeon-sight.title	Dungeon Sight
@wiki.craft-every-door.text	Any door - one somebody built or one in a dungeon - opens as you come up to it and closes behind you. A door that needs a key still needs the key in your bag. Bridges stay manual.
@wiki.craft-every-door.title	Every Door
@wiki.craft-experience.text	Earned from peaceful work: the experience of every peaceful skill, hunting animals and profession actions. It fills the craft level and with it <link="craft-points">craft points</link>; it is separate from character <link="xp">experience</link>.
@wiki.craft-experience.title	Craft experience
@wiki.craft-field-dressing.text	Sends hides and meat from the character's kills directly to their inventory. Items that cannot fit still drop normally.
@wiki.craft-field-dressing.title	Field Dressing
@wiki.craft-field-portal.text	Allows building and dismantling portals without a nearby workbench. Other placement and material requirements still apply.
@wiki.craft-field-portal.title	Field Portal
@wiki.craft-fitted-plate.text	Crafting or upgrading <link="heavy-armour">heavy armour</link> has a {craft.affix.chance} chance to add an <link="item-affixes">item affix</link> that increases its armour. Each eligible mastery rolls independently.
@wiki.craft-fitted-plate.title	Fitted Plate
@wiki.craft-fitted-set.text	Allows upgrading <link="tanner-equipment">Tanner equipment</link> one quality level beyond its normal maximum. Items without upgrades remain unupgradeable. Both profession masteries on a mixed recipe extend its limit only once. Station and material requirements still apply.
@wiki.craft-fitted-set.title	Fitted Set
@wiki.craft-floor-as-roof.text	Floors built with this <link="mastery">mastery</link> provide shelter like a roof. Objects and characters beneath them receive the normal roof protection and shelter checks.
@wiki.craft-floor-as-roof.title	Floor as Roof
@wiki.craft-forager-s-nose.text	Reveals nearby wild plants with visual trails leading from them toward the character.
@wiki.craft-forager-s-nose.title	Forager's Nose
@wiki.craft-forge-comfort.text	<link="comfort">Comfort</link> increases <link="smelt">smelting</link> speed through this <link="mastery">mastery</link>. The bonus is captured when inputs are loaded.
@wiki.craft-forge-comfort.title	Forge Comfort
@wiki.craft-fresh-kitchen.text	<link="food">Food</link> cooked with this <link="mastery">mastery</link> keeps full <link="nourishment">nourishment</link> until it expires. Its normal duration remains unchanged.
@wiki.craft-fresh-kitchen.title	Fresh Kitchen
@wiki.craft-guard-bees.text	Bees damage enemies near hives built with this <link="mastery">mastery</link>.
@wiki.craft-guard-bees.title	Guard Bees
@wiki.craft-guided-fall.text	A felled tree falls in the direction the character was looking when the final hit landed.
@wiki.craft-guided-fall.title	Guided Fall
@wiki.craft-harbor-mark.text	Marks ships built by the character on the map, independently of their current location.
@wiki.craft-harbor-mark.title	Harbor Mark
@wiki.craft-hearth-comfort.text	<link="comfort">Comfort</link> increases cooking speed through this <link="mastery">mastery</link>. The bonus is captured when <link="food">food</link> is placed on a cooking station.
@wiki.craft-hearth-comfort.title	Hearth Comfort
@wiki.craft-herd-call.text	Giving a follow or stay command to one tamed creature also commands nearby tamed creatures. Followers that move beyond the herd's range stop following.
@wiki.craft-herd-call.title	Herd Call
@wiki.craft-hidden-vein.text	Mining stone can drop ore from an unlocked biome. The chance is separate from normal <link="extra-yield">extra yield</link>, and eligibility depends on defeated bosses.
@wiki.craft-hidden-vein.title	Hidden Vein
@wiki.craft-hive-chain.text	Harvesting one hive also harvests connected neighbouring hives. Collection follows the hive chain rather than a single circular <link="area">area</link>.
@wiki.craft-hive-chain.title	Hive Chain
@wiki.craft-honey-stores.text	Hives built with this <link="mastery">mastery</link> can store more honey before becoming full.
@wiki.craft-honey-stores.title	Honey Stores
@wiki.craft-hugin-s-flight.text	With a hammer or hoe equipped, {key.hugin} moves the view into a limited flying range while the body stays behind. Placement uses building range from the view and still requires materials and a suitable station. While flying, {key.jump} rises, {key.crouch} sinks and {key.run} speeds up; {key.hugin} again returns the view to the body.
@wiki.craft-hugin-s-flight.title	Hugin's Flight
@wiki.craft-irrigation.text	Crops planted with this <link="mastery">mastery</link> grow faster. The growth bonus stays on each planted crop.
@wiki.craft-irrigation.title	Irrigation
@wiki.craft-kitchen-bell.text	Stations cooking <link="food">food</link> placed by the character signal when it is ready. They remain marked on the minimap until that <link="food">food</link> is collected or <link="burn">burns</link>.
@wiki.craft-kitchen-bell.title	Kitchen Bell
@wiki.craft-light-frame.text	Pieces built with this <link="mastery">mastery</link> require less structural support. The property is stored on each piece.
@wiki.craft-light-frame.title	Light Frame
@wiki.craft-line-keeper.text	Prevents the fishing line from snapping.
@wiki.craft-line-keeper.title	Line Keeper
@wiki.craft-loom-chain.text	Spinning wheels automatically take flax from accessible <link="nearby-chests">nearby chests</link>. Production uses the source chest owner's applicable bonuses. Look at the spinning wheel and use [Shift] + mouse wheel to change its radius.
@wiki.craft-loom-chain.title	Loom Chain
@wiki.craft-master-s-mark.text	Allows upgrading <link="smith-equipment">Smith equipment</link> one quality level beyond its normal maximum. Items without upgrades remain unupgradeable. Both profession masteries on a mixed recipe extend its limit only once. Station and material requirements still apply.
@wiki.craft-master-s-mark.title	Master's Mark
@wiki.craft-mending-at-sea.text	Allows repairing ships with a hammer without a nearby workbench.
@wiki.craft-mending-at-sea.title	Mending at Sea
@wiki.craft-named-herd.text	Shows named tamed creatures on the map.
@wiki.craft-named-herd.title	Named Herd
@wiki.craft-native-bait.text	Fishing needs no bait and never spends it, even when you carry bait: every fish at the float bites as if on its own bait, in any biome including the ocean. No boss kill is required.
@wiki.craft-native-bait.title	Native Bait
@wiki.craft-nearby-chests--ammo-.text	Allows crafting ammunition with materials from accessible <link="nearby-chests">nearby chests</link>. <link="nearby-chests">Nearby chests</link> determines the search range.
@wiki.craft-nearby-chests--ammo-.title	Nearby Chests (ammo)
@wiki.craft-nearby-chests--armor-.text	Crafting <link="tanner-equipment">Tanner equipment</link> can use materials from accessible <link="nearby-chests">nearby chests</link>.
@wiki.craft-nearby-chests--armor-.title	Nearby Chests (tanner)
@wiki.craft-nearby-chests--brewing-.text	Allows making mead bases and <link="oil">oils</link> with ingredients from accessible <link="nearby-chests">nearby chests</link>. <link="nearby-chests">Nearby chests</link> determines the search range.
@wiki.craft-nearby-chests--brewing-.title	Nearby Chests (brewing)
@wiki.craft-nearby-chests--building-.text	Allows building with materials from accessible <link="nearby-chests">nearby chests</link>. <link="nearby-chests">Nearby chests</link> determines the search range.
@wiki.craft-nearby-chests--building-.title	Nearby Chests (building)
@wiki.craft-nearby-chests--cooking-.text	Allows cooking with ingredients from accessible <link="nearby-chests">nearby chests</link>. <link="nearby-chests">Nearby chests</link> determines the search range.
@wiki.craft-nearby-chests--cooking-.title	Nearby Chests (cooking)
@wiki.craft-nearby-chests--equipment-.text	Crafting and upgrading equipment - weapons, armour, shields and tools - can use materials from accessible <link="nearby-chests">nearby chests</link>, whatever the materials are.
@wiki.craft-nearby-chests--equipment-.title	Nearby Chests (equipment)
@wiki.craft-nearby-chests--supplies-.text	Crafting supplies - ammo, bombs, food, mead, oils and materials - can use materials from accessible <link="nearby-chests">nearby chests</link>.
@wiki.craft-nearby-chests--supplies-.title	Nearby Chests (supplies)
@wiki.craft-nearby-chests--weapons-.text	Crafting <link="smith-equipment">Smith equipment</link> can use materials from accessible <link="nearby-chests">nearby chests</link>.
@wiki.craft-nearby-chests--weapons-.title	Nearby Chests (smith)
@wiki.craft-night-forager.text	Nearby pickables glow at night, and gathering grants additional resources. <link="craft-night-walker">Night Walker</link> can extend the night condition into the evening.
@wiki.craft-night-forager.title	Night Forager
@wiki.craft-night-walker.text	Makes bonuses conditioned on night also apply during the evening.
@wiki.craft-night-walker.title	Night Walker
@wiki.craft-no-bounds.text	Building and removing pieces is allowed where the world forbids it: dungeons, boss altars, the starting temple, traders' camps and other no-build places. Pieces that normally cannot be placed indoors can be placed inside dungeons. Other players' wards still protect their area.
@wiki.craft-no-bounds.title	No Bounds
@wiki.craft-open-air-bench.text	Allows a workbench to operate without a roof. Its other requirements still apply.
@wiki.craft-open-air-bench.title	Open-Air Bench
@wiki.craft-open-air-cellar.text	Fermenters built with this <link="mastery">mastery</link> work without a roof.
@wiki.craft-open-air-cellar.title	Open-Air Cellar
@wiki.craft-open-shipyard.text	Allows building and dismantling ships without a workbench. Away from a workbench, dismantling packs the ship and cargo into a crate; deploying it restores the same ship. Nobody may be aboard during packing. Dismantle with the hammer ({key.remove}); to deploy, select the crate on the hotbar and place the ship like any build piece. The crate goes through portals while its hold carries nothing a portal refuses.
@wiki.craft-open-shipyard.title	Open Shipyard
@wiki.craft-ore-portals.text	Allows ore and metal bars through portals after the required <link="boss">boss</link> is defeated. The portal consumes a configured share of the transported metal.
@wiki.craft-ore-portals.title	Ore Portals
@wiki.craft-ore-sight.text	Marks nearby ore deposits on the map and minimap. Marks disappear when the deposit leaves detection range.
@wiki.craft-ore-sight.title	Ore Sight
@wiki.craft-pack-hunter.text	Nearby tamed wolves deliver hides from their kills to the character.
@wiki.craft-pack-hunter.title	Pack Hunter
@wiki.craft-padded-fit.text	Crafting or upgrading <link="light-armour">light armour</link> has a {craft.affix.chance} chance to add an <link="item-affixes">item affix</link> that reduces its weight. Each eligible mastery rolls independently.
@wiki.craft-padded-fit.title	Padded Fit
@wiki.craft-points.text	Spent on nodes in the craft tree. They come from craft levels (one per level of peaceful <link="xp">experience</link>, up to 250) and <link="profession-task">tasks</link> (+1 each, at most two a day). The "i" by the counter in the middle of the craft tree lists them.
@wiki.craft-points.title	Craft points
@wiki.craft-portal-web.text	Entering a portal does not send you anywhere at once: the map opens with every portal in the world marked. Click one, press Accept, and you step out of it. Cancel or close the map to stay. The usual portal rules still apply: a portal that would not take your cargo or that is closed by a boss fight does not open the map.
@wiki.craft-portal-web.title	Portal Web
@wiki.craft-precise-strike.text	Hitting a <link="weak-spot">weak spot</link> yields an additional share of the deposit's ore.
@wiki.craft-precise-strike.title	Precise Strike
@wiki.craft-quick-haul.text	Immediately lands a hooked fish once it is pulled within the required distance.
@wiki.craft-quick-haul.title	Quick Haul
@wiki.craft-quick-mark.text	Press {key.quickmark} to mark on your map whatever shows its name under your crosshair: an ore deposit, a dungeon entrance, a creature, a chest, a portal, a runestone and more. The mark gets its own icon and the object's name, stays on your map and can be removed like any mark. Whether these marks are shared through the cartography table is set in the map settings (gear on the large map).
@wiki.craft-quick-mark.title	Quick Mark
@wiki.craft-quick-replant.text	Harvesting an eligible crop replants it in place when the character carries the required planting materials. Those materials are consumed.
@wiki.craft-quick-replant.title	Quick Replant
@wiki.craft-rare-sight.text	Marks nearby rare and unique creatures on the map and minimap. Marks disappear when the creature leaves detection range.
@wiki.craft-rare-sight.title	Rare Sight
@wiki.craft-return-path.text	Sitting inside a dungeon starts a flight to its exit and consumes surtling cores. It can be used once per dungeon until that dungeon resets.
@wiki.craft-return-path.title	Return Path
@wiki.craft-runecarver-mastery.text	This profession is reserved and is not yet available in the game.
@wiki.craft-runecarver-mastery.title	Runecarver mastery
@wiki.craft-salvage--armor-.text	Allows dismantling <link="tanner-equipment">Tanner equipment</link> at its crafting or repair station. <link="item-salvage">Item salvage</link> returns part of the materials spent on the item and its upgrades. At the station use its salvage tab, or [Alt] + right-click the item in your inventory.
@wiki.craft-salvage--armor-.title	Tanner Salvage
@wiki.craft-salvage-float.text	Nothing is lost to the sea. The hold of a ship built with this <link="mastery">mastery</link> floats up in one crate, and an item you drop that sinks in deep water floats up in a small crate above the spot. Crates stay where they surfaced and are marked on the map until emptied.
@wiki.craft-salvage-float.title	Salvage Float
@wiki.craft-salvage.text	Allows dismantling <link="smith-equipment">Smith equipment</link> at its crafting or repair station. <link="item-salvage">Item salvage</link> returns part of the materials spent on the item and its upgrades. At the station use its salvage tab, or [Alt] + right-click the item in your inventory.
@wiki.craft-salvage.title	Smith Salvage
@wiki.craft-scarecrow.text	Protects crops planted with this <link="mastery">mastery</link> from non-player damage near structures belonging to the planter. Player damage is unaffected.
@wiki.craft-scarecrow.title	Scarecrow
@wiki.craft-sea-legs.text	Prevents fishing from a ship from tipping the rod.
@wiki.craft-sea-legs.title	Sea Legs
@wiki.craft-second-sweep.text	Chests fully emptied by the character can refill after a delay. Each refill generates fresh loot with applicable chest bonuses; aiming at the chest shows the remaining time.
@wiki.craft-second-sweep.title	Second Sweep
@wiki.craft-seed-scatter.text	An <link="forestseeds">extra seed</link> from chopping can be replaced with a tree seed from an unlocked biome. Eligibility depends on defeated bosses.
@wiki.craft-seed-scatter.title	Seed Scatter
@wiki.craft-shared-map.text	Automatically exchanges explored areas and map pins with nearby mod users. Only one participant needs the <link="mastery">mastery</link>.
@wiki.craft-shared-map.title	Shared Map
@wiki.craft-shoal-sight.text	Marks nearby fish shoals on the map and minimap.
@wiki.craft-shoal-sight.title	Shoal Sight
@wiki.craft-sleep-by-the-fire.text	Allows sleeping while seated beside a <link="fire-damage">fire</link> without a bed or roof. The night can pass without every player sleeping. Sit down with {key.sit} or on a chair near the fire.
@wiki.craft-sleep-by-the-fire.title	Sleep by the Fire
@wiki.craft-sliding-down-a-slope.text	Crouching while moving downhill enables a faster, steerable slide. <link="slide">Sliding</link> spends <link="stamina">stamina</link> as sneaking does.
@wiki.craft-sliding-down-a-slope.title	Sliding Down a Slope
@wiki.craft-smelted-lode.text	Mined ore can drop as its smelted metal instead. This does not require a smelter or fuel.
@wiki.craft-smelted-lode.title	Smelted Lode
@wiki.craft-snacking.text	Raw berries and mushrooms provide reduced <link="nourishment">nourishment</link> without occupying a <link="food">food</link> slot. Each species has one active snack; eating the same species refreshes its duration.
@wiki.craft-snacking.title	Snacking
@wiki.craft-stable-keeper.text	Interacting with a tamed creature gives it longer feeding duration while near player-built structures. The effect remains on that creature.
@wiki.craft-stable-keeper.title	Stable Keeper
@wiki.craft-steady-series.text	Each successful hit in a <link="chopping-series">chopping series</link> adds to the chance for an <link="bonusloot">extra log</link> on that hit and subsequent hits. This chance stacks with other extra-log chances and resets when the series breaks.
@wiki.craft-steady-series.title	Steady Series
@wiki.craft-storm-keel.text	Ships built with this <link="mastery">mastery</link> retain full steering control in storms.
@wiki.craft-storm-keel.title	Storm Keel
@wiki.craft-strong-cask.text	Increases the maximum <link="capacity">stack size</link> of meads in this character's inventory. Other players retain their normal <link="stacks">stack</link> sizes.
@wiki.craft-strong-cask.title	Strong Cask
@wiki.craft-stump-breaker.text	The alternate attack of an axe splits any stump in one blow, whoever felled the tree. The stump's wood drops as usual.
@wiki.craft-stump-breaker.title	Stump Breaker
@wiki.craft-swarm-split.text	A full, unharvested hive built with this <link="mastery">mastery</link> can produce a queen bee on its daily roll.
@wiki.craft-swarm-split.title	Swarm Split
@wiki.craft-taste-test.text	Drinking a mead brewed by the character can preserve the bottle instead of consuming it.
@wiki.craft-taste-test.title	Taste Test
@wiki.craft-tidy-pack.text	Two small buttons appear under the weight next to the bag. Stack nearby sends everything from the bag into chests within 10 m that already hold the same item, without opening them. Sort merges stacks and orders the bag by kind and name. The hotbar row, equipped gear and slots of other inventory mods stay where they are. Both also work by keys, {key.quickstack} and {key.sortbag}, even with the bag closed; change them in the Hotkeys section of the settings.
@wiki.craft-tidy-pack.title	Tidy Pack
@wiki.craft-tight-beds.text	Reduces the spacing required between plants. Other ground and growth requirements remain unchanged.
@wiki.craft-tight-beds.title	Tight Beds
@wiki.craft-timber-luck.text	Damage from a falling tree cannot kill the character. A lethal hit leaves the character with 1 health.
@wiki.craft-timber-luck.title	Timber Luck
@wiki.craft-tracker-s-eye.text	Reveals fresh animal tracks. Following a valid track can satisfy bonuses that require tracking.
@wiki.craft-tracker-s-eye.title	Tracker's Eye
@wiki.craft-trail-runner.text	Reduces <link="running">running</link> <link="stamina">stamina</link> cost while travelling on a trail. The benefit requires trail ground beneath the character.
@wiki.craft-trail-runner.title	Trail Runner
@wiki.craft-treasure-map.text	Opening a chest can mark the nearest unopened chest on the map. The reveal is chance-based.
@wiki.craft-treasure-map.title	Treasure Map
@wiki.craft-unnamed-mastery.text	This profession is reserved and is not yet available in the game.
@wiki.craft-unnamed-mastery.title	Headhunter mastery
@wiki.craft-wall-rebound.text	Pressing jump near a wall while airborne launches the character away from it. It is available once before landing, spends normal jump <link="stamina">stamina</link> and does not consume <link="craft-double-jump">double jump</link>.
@wiki.craft-wall-rebound.title	Wall Rebound
@wiki.craft-watchful-cook.text	Prevents <link="food">food</link> from overcooking into coal on cooking stations.
@wiki.craft-watchful-cook.title	Watchful Cook
@wiki.craft-weather-sense.text	Shows the next ordinary weather and its arrival time below the minimap. Special weather caused by events or zones is not forecast.
@wiki.craft-weather-sense.title	Weather Sense
@wiki.craft-weatherproof.text	Pieces built with this <link="mastery">mastery</link> do not take damage from rain, water or waves. Other damage is unaffected.
@wiki.craft-weatherproof.title	Weatherproof
@wiki.craft-weightless-forage.text	Supported foraging materials have no carried weight while in the character's inventory.
@wiki.craft-weightless-forage.title	Weightless Forage
@wiki.craft-whetstones.text	Allows crafting consumables that restore <link="durability">durability</link> to the held weapon or tool without a repair station. Each whetstone has its <link="own">own</link> material requirements.
@wiki.craft-whetstones.title	Whetstones
@wiki.craft-wild-sowing.text	Allows planting wild species with their seeds. <link="craft-cuttings">Cuttings</link> supplies these seeds; the gathered berries and mushrooms are not planting materials.
@wiki.craft-wild-sowing.title	Wild Sowing
@wiki.craft-wildflower-meadow.text	Nearby supported flowering plants increase honey production in hives built with this <link="mastery">mastery</link>.
@wiki.craft-wildflower-meadow.title	Wildflower Meadow
@wiki.craft-windfall.text	Being airborne harvests eligible resources below the character. The resources fall to the ground and still need to be picked up.
@wiki.craft-windfall.title	Windfall
@wiki.craft-winter-hive.text	Allows hives built with this <link="mastery">mastery</link> to produce honey in <link="cold">cold</link> biomes.
@wiki.craft-winter-hive.title	Winter Hive
@wiki.crit.text	A critical hit multiplies the hit's damage. Increased critical chance scales the weapon's base chance; critical damage changes the multiplier separately.
@wiki.crit.title	Critical hit
@wiki.cross.text	A node at the intersection of a road and a circle. It offers a quality-of-life <link="mastery">mastery</link>.
@wiki.cross.title	Crossroads
@wiki.crossbow.text	A crossbow fires a loaded bolt without drawing. It must <link="reload">reload</link> before the next shot.
@wiki.crossbow.title	Crossbows
@wiki.damage-taken.text	Ordinary reductions to incoming hits add together, including <link="glance">glancing blows</link>. Their shared <link="limit">limit</link> prevents complete immunity; <link="armor">armour</link> and <link="resist">resistances</link> provide separate protection.
@wiki.damage-taken.title	Damage taken
@wiki.death-xp.text	Changes how much is lost on death. The world setting counts in levels: the fraction is a share of one level's experience, whole numbers are whole levels, and tree points above what remains are refunded.
@wiki.death-xp.title	Experience lost on death
@wiki.dodge.text	A player-controlled roll that briefly avoids hits and spends <link="stamina">stamina</link>. <link="equipment-mobility">Equipment movement penalties</link> increase its cost; <link="evade">evasion chance</link> is a separate automatic mechanic.
@wiki.dodge.title	Dodge roll
@wiki.double-jump.text	Allows an additional jump while airborne before landing. It spends normal jump <link="stamina">stamina</link> and has a separate use from <link="craft-wall-rebound">wall rebound</link>.
@wiki.double-jump.title	Double jump
@wiki.double-meal.text	Each meal eaten has a chance to become a Hearty Meal: for its whole duration that portion gives {food.hearty} times its health, <link="stamina">stamina</link> and <link="eitr">eitr</link>. Chances from all sources add up; the strength of a Hearty Meal is fixed. Other active foods, duration and normal fading remain unchanged; the effect persists after reconnecting.
@wiki.double-meal.title	Hearty Meal
@wiki.dual-wield.text	A weapon category that occupies both hands as a pair. <link="fists">Unarmed attacks</link> also count as dual-wield when no shield is equipped.
@wiki.dual-wield.title	Dual-wield weapons
@wiki.dungeon-loot.text	Resources that lie on stands inside dungeons and fortresses and drop when the player interacts with them: surtling, black, molten and frost cores, cave crystals and obsidian, fenris hair, crypt remains, dvergr treasure, charred skulls. A category of its own: forage bonuses do not apply to it.
@wiki.dungeon-loot.title	Dungeon loot
@wiki.dungeon-pickup.text	Resources released by interacting with dungeon pickables. Its <link="extra-yield">extra-yield</link> bonus does not apply to chest contents or creature loot.
@wiki.dungeon-pickup.title	Dungeon resource pickup
@wiki.durability.text	The remaining wear an item or structure can withstand. Equipment can be repaired at a station that supports it.
@wiki.durability.title	Durability
@wiki.dvergr.text	The dvergr creature category. They normally become hostile when attacked or when their protected property is damaged.
@wiki.dvergr.title	Dvergr
@wiki.eitr.text	The resource spent on magic. <link="food">Food</link> and <link="spirit">Intelligence</link> can increase its maximum.
@wiki.eitr.title	Eitr
@wiki.elemental-split.text	Elemental damage includes <link="fire-damage">fire</link>, <link="frost-damage">frost</link> and <link="lightning-damage">lightning</link>; <link="poison-damage">poison</link> and <link="spirit-damage">spirit</link> are separate types. Matching damage bonuses add together for each final type, while <link="ailment-damage">ailment damage</link> bonuses affect only the <link="ailment">ailment</link>.
@wiki.elemental-split.title	Elemental damage and ailments
@wiki.endurance.text	While your health is below the endurance threshold, the part of each hit that falls below it is reduced: {endurance.base} at base, at most {endurance.cap}. The threshold is counted in health points. With Rune Bulwark the rune shield is checked instead of health.
@wiki.endurance.title	Endurance
@wiki.enemy-accuracy.text	Every enemy has accuracy that grows with its <link="biome-level">level</link> and its stars. Against higher accuracy the same <link="evade">evasion rating</link> evades less often, and evasion far below an attacker's accuracy evades nothing.
@wiki.enemy-accuracy.title	Enemy accuracy
@wiki.equipment-mobility.text	Reduces the movement penalty from worn <link="armor">armour</link> and held equipment. It cannot grant extra speed when no equipment penalty is present.
@wiki.equipment-mobility.title	Equipment mobility
@wiki.evade.text	Evasion rating grants a chance to avoid a hit completely, including its damage, stagger, knockback and ailment. The chance weighs evasion rating against the attacker's <link="enemy-accuracy">accuracy</link> and is at most {evasion.cap}; an accumulator smooths the sequence of hits and evasions. Damage over time, persistent damaging ground and environmental damage cannot be evaded; a successful passive evasion triggers on evade, independently of a manual dodge roll.
@wiki.evade.title	Evasion rating
@wiki.execute.text	Bonuses against enemies on <link="low-and-full">low life</link>. They apply according to the target's health when the hit lands.
@wiki.execute.title	Execution
@wiki.extra-quality.text	A successful roll adds a quality level and allows another roll with a reduced chance. The chain stops on failure and can raise quality beyond the normal upgrade limit. Applicable profession chances add before the first roll.
@wiki.extra-quality.title	Extra quality
@wiki.extra-yield.text	Awards additional items from the named resource or production action. Whole guaranteed extras are awarded first; remaining resource chance can repeat through the <link="bonusloot">extra-item cascade</link>.
@wiki.extra-yield.title	Extra yield
@wiki.fall-tree.text	Reduces <link="damage-taken">damage taken</link> from falling. Ordinary reductions share a <link="limit">limit</link>; complete immunity requires an effect that explicitly grants it.
@wiki.fall-tree.title	Falling damage
@wiki.ferment.text	Turns a mead base into finished bottles. Fermentation speed uses the bonuses of the player who started the batch.
@wiki.ferment.title	Fermenting
@wiki.fighting.text	Bonuses can apply to an attack category rather than a particular weapon. Only hits matching the named category receive the bonus.
@wiki.fighting.title	How you fight
@wiki.finesse.text	Dexterity raises maximum <link="stamina">stamina</link> and <link="stamina">stamina</link> regeneration. It also contributes to the <link="skill-factor">skill multiplier</link> of weapons governed by Dexterity.
@wiki.finesse.title	Dexterity
@wiki.fire-chop.text	Turns part of <link="fire-damage">fire damage</link> into chopping damage when hitting a tree. The required <link="tool-tier">tool tier</link> still applies.
@wiki.fire-chop.title	Fire against wood
@wiki.fire-damage.text	An <link="elemental-split">elemental damage</link> type that fills the <link="burn">burning</link> gauge. Damage from the hit is separate from <link="burn">burning</link> damage <link="fighting">over time</link>.
@wiki.fire-damage.title	Fire damage
@wiki.fire-frost.text	<link="burn">Burning</link> and <link="frost">chill</link> cannot coexist. Applying either removes the other.
@wiki.fire-frost.title	Fire and Frost
@wiki.fish-treasure.text	A successful roll replaces the fish with treasure appropriate to the biome. It changes the catch rather than adding another item to it.
@wiki.fish-treasure.title	Catch treasure
@wiki.fist-dash.text	Moves the character toward the aimed target before a fist attack, stopping at striking distance. With no target it travels forward a shorter distance; <link="area">area of effect</link> scales the dash range.
@wiki.fist-dash.title	Fist dash
@wiki.fists-tool.text	Allows <link="fists">fists</link> to chop trees and <link="bomb-mine">mine</link> resources using part of their <link="physical">physical damage</link>. Their <link="tool-tier">tool tier</link> determines eligible resources and rises as world bosses are defeated.
@wiki.fists-tool.title	Fists as a tool
@wiki.fists.text	Fist weapons and unarmed attacks share fist bonuses. Unarmed bonuses require empty hands; unarmed attacks count as <link="dual-wield">dual-wield</link> without a shield and <link="one-handed">one-handed</link> with a shield.
@wiki.fists.title	Fists
@wiki.flat-damage.text	Adds damage to the base before the <link="skill-factor">skill multiplier</link> and percentage bonuses. General flat damage uses the hit's main type; flat <link="elemental-split">elemental damage</link> requires an existing <link="elemental-split">elemental</link> component.
@wiki.flat-damage.title	Flat damage
@wiki.food-extra.text	Can add portions when <link="food">food</link> is made or collected from a cooking station, using the original cook's bonus. Successful extra-<link="food">food</link> rolls can repeat through <link="extra-yield">extra yield</link>.
@wiki.food-extra.title	Extra food
@wiki.food-mastery.text	Turns active <link="food">food</link> values into combat bonuses: health supports <link="physical">physical damage</link>, <link="eitr">eitr</link> supports <link="elemental-split">elemental damage</link>, and <link="stamina">stamina</link> supports attack speed. Each bonus grows in whole steps.
@wiki.food-mastery.title	Food masteries
@wiki.food.text	Active foods provide health, <link="stamina">stamina</link>, <link="eitr">eitr</link> and healing for a limited time. Their <link="nourishment">nourishment</link> normally fades as they expire.
@wiki.food.title	Food
@wiki.forage.text	Resources picked up one at a time where they lie: berries, mushrooms and flowers, branches, stones and flint, feathers, tar from a tar pit, sulfur. <link="harvest">Crops</link> are part of forage, so forage bonuses also apply to them. Resources on <link="dungeon-loot">dungeon stands</link> are not forage.
@wiki.forage.title	Forage
@wiki.forestseeds.text	Chopping eligible trees can drop their seeds. Species-specific bonuses improve the matching seed chance; successful rolls can repeat through <link="extra-yield">extra yield</link>.
@wiki.forestseeds.title	Forest seeds
@wiki.fortification.text	A temporary, stackable reduction to <link="damage-taken">damage taken</link> from hits. Gaining a <link="stacks">stack</link> refreshes all <link="stacks">stacks</link>, subject to the gain cooldown and <link="stacks">stack</link> <link="limit">limit</link>.
@wiki.fortification.title	Fortification
@wiki.frost-damage.text	An <link="elemental-split">elemental damage</link> type that fills the <link="frost">chill</link> gauge. <link="frost">Chill</link> slows movement rather than dealing additional health damage.
@wiki.frost-damage.title	Frost damage
@wiki.frost.text	<link="frost-damage">Frost damage</link> fills the chill gauge. Chill slows movement, weakens <link="fighting">over time</link> and removes <link="burn">burning</link>; <link="frost-damage">frost</link>-resistant creatures are protected from the slow.
@wiki.frost.title	Chill
@wiki.fuling.text	The fuling creature category. Bonuses against fulings apply only to matching creatures.
@wiki.fuling.title	Fulings
@wiki.gain-as-extra.text	Adds another damage type without reducing the original damage. The added damage scales with its new type and can build its matching <link="ailment">ailment</link>; the bonus specifies which source damage supplies it.
@wiki.gain-as-extra.title	Damage gained as extra
@wiki.game-materials.text	What a hunt brings: hides, pelts, feathers, raw meat and trophies.
@wiki.game-materials.title	Game
@wiki.gauge-threshold.text	The amount of matching damage needed to fill an <link="ailment-gauge">ailment gauge</link> depends on the target's base health. <link="build-up">Build-up</link> makes the same damage fill more of the gauge.
@wiki.gauge-threshold.title	Gauge threshold
@wiki.glance.text	A chance for a creature's hit to deal reduced damage before <link="armor">armour</link>. This reduction combines with other ordinary reductions to <link="damage-taken">damage taken</link>, subject to their shared <link="limit">limit</link>.
@wiki.glance.title	Glancing Blow
@wiki.glide.text	Holding jump enables slow flight while <link="stamina">stamina</link> lasts. With low flight unlocked, holding run lowers the character and allows faster movement at a higher <link="stamina">stamina</link> cost.
@wiki.glide.title	Levitation
@wiki.guard-teleport.text	With a charged knife attack ready, press attack while manually blocking to teleport behind the aimed nearby enemy and attack. A shield is not required. The destination must be valid.
@wiki.guard-teleport.title	Behind the Guard
@wiki.harvest.text	What the player grew: sown beds (barley, flax, carrots, turnips, onions, kale, potatoes, seeds) and berries or mushrooms the player planted. Crop is part of <link="forage">forage</link>: forage bonuses also apply to crops, crop bonuses apply only to crops.
@wiki.harvest.title	Crop
@wiki.health-regen-ticks.text	Regeneration ticks occur more often and restore proportionally less health per tick. Total healing per second does not increase. Food regeneration, independent flat regeneration, rune healing and regeneration shared through links preserve their healing budget.
@wiki.health-regen-ticks.title	Health regeneration tick frequency
@wiki.health-regen.text	Percentage bonuses scale passive healing supplied by <link="food">food</link>. Flat health regeneration works independently of <link="food">food</link>.
@wiki.health-regen.title	Health regeneration
@wiki.heavy-armour.text	Armour and shields whose recipes use metals or metal components receives Smith bonuses. A recipe that also uses <link="light-armour">light-armour materials</link> qualifies for both professions.
@wiki.heavy-armour.title	Heavy armour
@wiki.hit-splash.text	Spreads part of the first enemy hit's damage to other <link="target-distance">nearby enemies</link>. <link="area">Area of effect</link> scales its radius; splash cannot trigger itself or roll another <link="crit">critical hit</link>.
@wiki.hit-splash.title	Hit splash
@wiki.honey-resins.text	Honey from a beehive, sap from a sap extractor, tar from a tar pit and resin that falls from felled trees and logs. Resin dropped by creatures does not count.
@wiki.honey-resins.title	Honey and resins
@wiki.ice-crystal.text	An ice crystal grows when you freeze an enemy or kill one with cold, if your passives say so. An attack or spell that breaks it releases a cold burst that builds chill around.
@wiki.ice-crystal.title	Ice crystal
@wiki.immobilize.text	An immobilized enemy cannot move for a short time (2 s at base). It is applied by chance on hit: from the tree, and natively by Ashlands nature weapons. Duration rows with the immobilize chip lengthen it; many rows are stronger against immobilized enemies.
@wiki.immobilize.title	Immobilize
@wiki.impale.text	<link="pierce">Pierce damage</link> can apply <link="stacks">stacks</link> that increase the target's <link="physical">physical damage</link> taken. <link="build-up">Build-up</link> improves application chance; the <link="limit">limit</link> controls <link="stacks">stack</link> count, and duration controls how long <link="stacks">stacks</link> remain after the last application.
@wiki.impale.title	Impale
@wiki.item-affixes.text	Affixes stored on a piece of equipment modify only that item. Crafting bonuses remain when it is traded or its maker changes masteries. Repeated upgrades keep the strongest bonus from each source. A failed crafting roll never removes existing affixes.
@wiki.item-affixes.title	Item affixes
@wiki.item-quantity.text	Increases the amount of Path of Valheiman loot from kills, including supported Epic Loot drops. It adds up with the bonuses from stars and modifiers. The creature's own drops grow only with its stars. Fractional extra amounts are rolled; this does not use the <link="bonusloot">extra-item cascade</link> or change <link="item-rarity">item rarity</link>.
@wiki.item-quantity.title	Item quantity
@wiki.item-rarity.text	Raises the rarity of equipment dropped by enemies you kill: more magic, rare and unique items. It adds up with the rarity from the enemy's stars. <link="chest-item-rarity">Chest loot rarity</link> is a separate effect.
@wiki.item-rarity.title	Item rarity
@wiki.item-salvage.text	Anyone can dismantle equipment at the station that crafts or repairs it: Alt + right-click the item, or use the Salvage tab. It returns 20% of the recipe materials, upgrades included, and the item is consumed. Each lost unit can come back with a profession's chance: Smith for metal, Tanner for leather and hide, Builder for wood, Runecarver for magic materials.
@wiki.item-salvage.title	Salvaging items
@wiki.jewel.text	An item set into a Jewel Socket of the passive tree. A plain Jewel just adds the stats written on it; rarer ones act on the tree itself - strengthening, reshaping or opening up the passives inside their radius.
@wiki.jewel.title	Jewel
@wiki.jump.text	Holding jump at the start applies the height bonus; a brief press uses normal height. Jump height also contributes to distance, while jump-distance bonuses affect only distance.
@wiki.jump.title	Jump height and distance
@wiki.keystone.text	A major passive that changes a mechanic and includes a drawback. Final multipliers in that drawback remain separate from increased bonuses.
@wiki.keystone.title	Keystone
@wiki.knife-throw.text	Replaces a knife's <link="secondary">alternative attack</link> ({key.secondaryattack}) with a throw. It remains a knife attack but uses <link="fighting">ranged</link> and <link="fighting">throwing</link> bonuses instead of <link="fighting">melee</link> bonuses; without weapon return, the knife stays where it lands.
@wiki.knife-throw.title	Dagger throw
@wiki.knife.text	A knife uses knife bonuses. <link="knife-throw">Dagger throw</link> replaces its <link="secondary">alternative attack</link> only when that <link="mastery">mastery</link> is active.
@wiki.knife.title	Knives
@wiki.knockback.text	The push delivered by a hit. It does not interrupt attacks by itself; knockdown and nearby pushes require separate effects.
@wiki.knockback.title	Knockback
@wiki.knowledge-portal.text	A gateway into the passive tree. Reaching one activates the other knowledge portals as starting points for connected paths.
@wiki.knowledge-portal.title	Knowledge portal
@wiki.lifesteal.text	Restores a share of health actually removed by a qualifying hit after <link="armor">armour</link> and <link="resist">resistances</link>. Weapon and <link="proj">projectile</link> hits use life leech; <link="spells">spell</link> hits use <link="spells">spell</link> leech, while indirect damage and resource hits do not qualify. Each hit starts its own leech that restores 2% of maximum health per second until it has given back its share; all leech together restores at most 20% per second and stops at full health.
@wiki.lifesteal.title	Life leech
@wiki.light-armour.text	Armour and shields whose recipes use hides, leather, bone, feathers, linen thread or jute receives Tanner bonuses. A recipe that also uses <link="heavy-armour">metal</link> qualifies for both professions.
@wiki.light-armour.title	Light armour
@wiki.lightning-damage.text	An <link="elemental-split">elemental damage</link> type that fills the <link="shock">shock</link> gauge. <link="shock">Shock</link> increases <link="stagger">stagger</link> <link="build-up">build-up</link> rather than dealing additional health damage.
@wiki.lightning-damage.title	Lightning damage
@wiki.limit.text	The maximum number of a named effect that can exist at once. A limit bonus affects only the effect it names.
@wiki.limit.title	Limit
@wiki.linen-thread.text	Thread spun from flax on the spinning wheel.
@wiki.linen-thread.title	Linen thread
@wiki.linked-adrenaline.text	Original adrenaline-generating actions of linked allies also grant adrenaline to the bearer. Allies keep their own gain. Transferred gains cannot be forwarded again; their multiplier is separate from other link effects.
@wiki.linked-adrenaline.title	Allied adrenaline
@wiki.low-and-full.text	Low means below 35% of maximum; full means at least 99%. Each resource is checked against its <link="own">own</link> maximum, for both characters and enemies.
@wiki.low-and-full.title	Low and full
@wiki.magic-equipment.text	Equipment whose recipe uses refined eitr belongs to the future Runecarver. Metal or hide ingredients also qualify it for the corresponding professions; elemental damage and weapon skills do not determine ownership.
@wiki.magic-equipment.title	Runecarver equipment
@wiki.map-marks.text	Sight <link="mastery">masteries</link> mark eligible objects within their detection range on the map and minimap. Temporary marks disappear when the object leaves range or is no longer eligible.
@wiki.map-marks.title	Map marks
@wiki.map-reveal.text	The radius around the character in which the map is uncovered while exploring.
@wiki.map-reveal.title	Map reveal
@wiki.mass-pickup.text	One interaction gathers matching plants and items nearby. Each gathered plant rolls its <link="extra-yield">extra yield</link> separately.
@wiki.mass-pickup.title	Mass gathering
@wiki.mastery.text	Each reached instance can select one option not already selected from its shared option list. The option grants its effect once; explicitly repeatable options are an exception.
@wiki.mastery.title	Mastery
@wiki.might.text	Strength raises maximum health and <link="weight">carry weight</link>. It also contributes to the <link="skill-factor">skill multiplier</link> of weapons governed by Strength.
@wiki.might.title	Strength
@wiki.minions.text	Summoned creatures with a limited distance from their owner. Their attacks use minion damage bonuses, independently of pet and general damage bonuses.
@wiki.minions.title	Minions
@wiki.missing-health.text	The difference between maximum and current health. Restoring a share of missing health uses that difference when the hit lands and restores nothing at full health.
@wiki.missing-health.title	Missing health
@wiki.mistlands.text	A late-game biome covered in mist. Its <link="biome-level">biome level</link> controls <link="xp">experience</link> scaling there.
@wiki.mistlands.title	Mistlands
@wiki.mountain.text	The mountains biome. <link="cold">Freezing</link> protection is normally required, and its <link="biome-level">biome level</link> controls <link="xp">experience</link> scaling there.
@wiki.mountain.title	Mountains
@wiki.movement-speed.text	Faster running costs more stamina: every 1% of movement speed above normal adds {run.speed.drain}% to the stamina spent on running. Run cost reductions work against this extra cost too: at any speed, running can be brought down to 15% of its normal cost, but the faster the build, the more reduction that takes. Running skill and armour slowdowns do not count.
@wiki.movement-speed.title	Movement speed
@wiki.nearby-chests.text	Allows supported actions to consume materials from accessible nearby containers. The action determines the search centre and range; containers that cannot be opened are excluded.
@wiki.nearby-chests.title	Nearby chests
@wiki.nourishment.text	The health, <link="stamina">stamina</link> and <link="eitr">eitr</link> granted by <link="food">food</link>. Cooking bonuses are stored in the finished item and remain after transfer; <link="food">food</link> duration is separate.
@wiki.nourishment.title	Nourishment
@wiki.oil-strength.text	Strengthens the extra <link="elemental-split">elemental damage</link> supplied by an oil. The brewer's bonus is stored in the bottle and then on the oiled weapon, independently of its current owner.
@wiki.oil-strength.title	Oil potency
@wiki.oil.text	Adds extra <link="elemental-split">elemental damage</link> to weapon hits for a limited time. A weapon holds one oil at a time; a new oil replaces the previous one, and some weapon types require a <link="mastery">mastery</link> to accept oils.
@wiki.oil.title	Oils
@wiki.one-handed.text	A weapon that leaves the other hand available for a shield. <link="fists">Unarmed attacks</link> count as one-handed while a shield is equipped.
@wiki.one-handed.title	One-handed weapons
@wiki.onslaught.text	A temporary buff gained on a successful on-kill roll. It improves attacks, casting, movement and <link="stamina">stamina</link> regeneration; Onslaught power strengthens these effects.
@wiki.onslaught.title	Onslaught
@wiki.overflow-chance.text	A chance that is not capped at 100%. Every full 100% grants one guaranteed extra, and the remainder is the chance of one more: at 150%, one is guaranteed and there is a 50% chance of a second.
@wiki.overflow-chance.title	Overflowing chance
@wiki.own-ship.text	A ship built by this character. Bonuses near it apply while swimming close to it.
@wiki.own-ship.title	Own ship
@wiki.own.text	Identifies the character who made, planted, loaded or started an object or action. Ownership is stored on the relevant object, so owner-specific effects can still apply when another player interacts.
@wiki.own.title	Own
@wiki.parry-adrenaline.text	A successful <link="parry">parry</link> adds to the base game's adrenaline meter. Its <link="limit">limit</link>, decay and full-meter effects follow the equipped items and the game's rules.
@wiki.parry-adrenaline.title	Adrenaline for a parry
@wiki.parry-reply.text	Returns part of a <link="block">blocked</link> or <link="parry">parried</link> hit to its attacker, separately from <link="thorns">thorns</link>. Other <link="parry">parry</link> bonuses can empower the next attack or cast, or affect <link="target-distance">nearby enemies</link>.
@wiki.parry-reply.title	Block and Parry Response
@wiki.parry.text	A <link="block">block</link> timed just before impact. It uses the shield's parry bonus and can <link="stagger">stagger</link> the attacker. Parrying also costs <link="stamina">stamina</link>.
@wiki.parry.title	Parry
@wiki.per-stat-affix.text	A bonus that scales with another stat in whole steps. Incomplete steps grant no additional bonus.
@wiki.per-stat-affix.title	Bonus from another stat
@wiki.pets.text	Tamed creatures that act independently. Their attacks use pet damage bonuses, independently of the owner's general damage bonuses.
@wiki.pets.title	Pets
@wiki.phantom-recursion.text	Phantom strikes may trigger phantom strikes. Each successive generation multiplies its trigger chance by the listed factor; the separate global phantom-chance penalty also applies. Nearby keeps its existing attack-origin rule.
@wiki.phantom-recursion.title	Endless Apparition
@wiki.phantom-strikes.text	A melee attack hit can cause a phantom strike against a random nearby enemy, including the original target. Only the weapon's own blow counts: projectiles, spells and area blows such as a sceptre's Smite lightning do not. It deals 15% of the original hit's calculated damage before the target's defences. Damage modifiers are not applied again, and it does not roll a new critical strike or trigger on-hit effects. Every full 100% chance guarantees one phantom strike; the remainder rolls for one more. Only Endless Apparition allows phantom strikes to trigger further phantom strikes.
@wiki.phantom-strikes.title	Phantom Strikes
@wiki.physical.text	Includes <link="slash">slash</link>, <link="pierce">pierce</link> and <link="blunt">blunt damage</link>. Each type has its <link="own">own</link> <link="ailment">ailment</link>; converted damage instead uses the bonuses and <link="resist">resistances</link> of its new type.
@wiki.physical.title	Physical damage
@wiki.pickaxe-damage.text	Mining damage becomes <link="pierce">pierce damage</link> against creatures. Weapon damage bonuses can affect both uses, but bonuses against ore apply only to mining.
@wiki.pickaxe-damage.title	Pickaxe damage
@wiki.pickaxe-work-speed.text	Speeds up pickaxe swings while mining. The work rhythm remains active briefly after hitting ore or stone; any additional condition on the bonus must also be met.
@wiki.pickaxe-work-speed.title	Pickaxe swing speed
@wiki.pickaxe.text	A mining tool that can also attack creatures. Against creatures, its mining damage becomes <link="pierce">pierce damage</link>.
@wiki.pickaxe.title	Pickaxes
@wiki.pierce.text	A <link="physical">physical damage</link> type that can apply <link="impale">impale</link>. Each <link="impale">impale</link> increases the target's <link="physical">physical damage</link> taken.
@wiki.pierce.title	Pierce damage
@wiki.plains.text	The plains biome. Its <link="biome-level">biome level</link> controls <link="xp">experience</link> scaling there.
@wiki.plains.title	Plains
@wiki.poison-damage.text	A damage type that fills the <link="poison">poison</link> gauge. It is separate from <link="elemental-split">elemental damage</link> and from <link="poison">poison</link> damage <link="fighting">over time</link>.
@wiki.poison-damage.title	Poison damage
@wiki.poison.text	<link="poison-damage">Poison damage</link> fills the poison gauge. Poison deals damage <link="fighting">over time</link>; a stronger effect replaces a weaker one. <link="poison-damage">Poison</link> is separate from <link="elemental-split">elemental damage</link>.
@wiki.poison.title	Poison
@wiki.polearm.text	A polearm has a thrusting attack and an alternative sweeping attack. Polearm bonuses apply to both, while alternative-attack bonuses apply only to the sweep.
@wiki.polearm.title	Polearms
@wiki.portal-ore.text	Allows ore and metal bars through portals after the required <link="boss">boss</link> is defeated. The portal consumes the configured share of transported metal; each metal follows its <link="own">own</link> progression requirement.
@wiki.portal-ore.title	Ore through portals
@wiki.potion-strength.text	Strengthens potions made by the alchemist. It does not affect meads or <link="oil">oils</link>.
@wiki.potion-strength.title	Potion Power
@wiki.profession-progress.text	An area of the craft tree lies under fog. Click its badge anywhere in the tree to plan it - the area's edge glows, the fog stays - and Apply opens it for 3 <link="craft-points">craft points</link>; it stays open for good. Taking path nodes clears the fog along the road.
@wiki.profession-progress.title	Profession progression
@wiki.profession-task.text	You always hold two tasks, drawn from any profession you can work at your progress. Each finished task grants +1 <link="craft-points">craft point</link>, at most two a day; a task finished past the limit counts the next day. The first swap each day is free, later ones cost greydwarf eyes.
@wiki.profession-task.title	Profession task
@wiki.profession-work-armorer.text	Craft and upgrade <link="tanner-equipment">Tanner equipment</link>, and spin linen thread. Thread production grants XP to the player who loaded the flax.
@wiki.profession-work-armorer.title	Tanning work
@wiki.profession-work-beekeeper.text	Extract honey from beehives. XP belongs to the player who built the hive; intensive honey collection has diminishing returns.
@wiki.profession-work-beekeeper.title	Beekeeping work
@wiki.profession-work-brewer.text	Collect finished fermentation batches and craft oils. Fermentation XP belongs to the player who started the batch.
@wiki.profession-work-brewer.title	Brewing work
@wiki.profession-work-builder.text	Build lasting pieces, repair world damage, dismantle world ruins, and craft or upgrade <link="wood-equipment">pure-wood equipment</link>. Rebuilding with recovered materials does not grant building XP again.
@wiki.profession-work-builder.title	Building work
@wiki.profession-work-cook.text	Prepare food using recipes or collect cooked, unburnt food from a cooking station. Cooking-station XP belongs to the player who added the raw food.
@wiki.profession-work-cook.title	Cooking work
@wiki.profession-work-delver.text	Open world chests for the first time and collect surtling cores or freeze glands from dungeon resource pickups. Reopening a chest does not grant XP again.
@wiki.profession-work-delver.title	Delving work
@wiki.profession-work-farmer.text	Harvest mature crops and seed crops that you planted yourself. Planting alone and harvesting another player’s crops do not grant farming XP.
@wiki.profession-work-farmer.title	Farming work
@wiki.profession-work-fisher.text	Catch fish with a fishing rod. Picking up fish from the ground does not grant fishing XP.
@wiki.profession-work-fisher.title	Fishing work
@wiki.profession-work-forager.text	Gather wild berries, mushrooms, thistle and dandelions. Planted crops do not count as foraging.
@wiki.profession-work-forager.title	Foraging work
@wiki.profession-work-herder.text	Tame animals, raise their offspring to adulthood, and feed hungry tamed animals. Credit follows the recorded keeper; repeated feeding is limited.
@wiki.profession-work-herder.title	Animal husbandry
@wiki.profession-work-hunter.text	Kill wild boars, deer, wolves, lox, hares or asksvin. Other creatures and tamed animals do not grant hunting XP.
@wiki.profession-work-hunter.title	Hunting work
@wiki.profession-work-miner.text	Destroy ore or stone mining blocks. Hitting a block without destroying it grants no profession XP.
@wiki.profession-work-miner.title	Mining work
@wiki.profession-work-pathfinder.text	Travel on foot or swim. Repeated travel through recently visited terrain grants less XP; teleportation and travel as a passenger do not count.
@wiki.profession-work-pathfinder.title	Exploration work
@wiki.profession-work-shipwright.text	Travel at the helm and build ships. Ship construction grants XP only once per current profession stage.
@wiki.profession-work-shipwright.title	Shipwright work
@wiki.profession-work-smith.text	Craft and upgrade <link="smith-equipment">Smith equipment</link>, fully repair broken Smith equipment, and smelt metal bars. Smelting XP belongs to the player who loaded the ore.
@wiki.profession-work-smith.title	Smithing work
@wiki.profession-work-woodcutter.text	Fell trees. Each felled tree grants profession XP once; chopping its fallen logs does not.
@wiki.profession-work-woodcutter.title	Woodcutting work
@wiki.proj.text	An attack travelling through the world before impact. <link="pierce">Pierce</link> passes through targets, <link="chain">chain</link> seeks another enemy, and <link="projectile-bounce">surface bounce</link> reflects the projectile with reduced damage.
@wiki.proj.title	Projectiles
@wiki.projectile-bounce.text	Reflects a <link="proj">projectile</link> after it hits a surface. Each bounce reduces its subsequent damage; <link="bomb-bounce">bomb bounce</link> has its <link="own">own</link> explosion behaviour.
@wiki.projectile-bounce.title	Projectile bounce
@wiki.projectile-pierce.text	Allows supported <link="proj">projectiles</link> to pass through a target and continue travelling. Each available <link="pierce">pierce</link> permits another target to be passed through.
@wiki.projectile-pierce.title	Projectile pierce
@wiki.projectile-volleys.text	Adds <link="proj">projectiles</link> to a shot or throw. Extra arrows spread around the aim, while extra bolts <link="fire-damage">fire</link> in sequence; each consumes its <link="own">own</link> ammunition unless it is conserved.
@wiki.projectile-volleys.title	Projectile volleys
@wiki.provoke.text	Makes an enemy target the provoking character for a limited time after the latest provoking hit. It ends early if that character dies or moves too far away.
@wiki.provoke.title	Provocation
@wiki.quality.text	An item's upgrade level. Upgrading improves its supported properties and requires the appropriate crafting station level, unless a <link="mastery">mastery</link> extends the <link="limit">limit</link>.
@wiki.quality.title	Item quality
@wiki.quest-follow.text	Following a profession shows its tasks on the HUD under its name, with a check box on each. New tasks stay tracked until the profession is unfollowed.
@wiki.quest-follow.title	Profession tracking
@wiki.rage.text	A resource that only rage gains build. Each point gives {rage.more-per-point} more attack damage; spells do not benefit. The base maximum is {rage.base}. After {rage.loss-delay} s without gaining rage or taking damage, it drains by {rage.loss-rate} per second.
@wiki.rage.title	Rage
@wiki.recent.text	An event is recent while it falls within the shared recent-event time window. Each condition tracks its <link="own">own</link> named event.
@wiki.recent.title	Recently
@wiki.reeling.text	The speed of pulling in a hooked fish. Bite chance and fishing <link="stamina">stamina</link> costs are separate bonuses.
@wiki.reeling.title	Reeling speed
@wiki.refund.text	A chance to preserve each unit that would be consumed by the named action. It is rolled separately for each unit; a guaranteed chance preserves every eligible unit.
@wiki.refund.title	Refund
@wiki.regrowth.text	Picked wild plants become gatherable again after a delay. Regrowth speed shortens this delay at their original location.
@wiki.regrowth.title	Regrowth
@wiki.reload.text	The time a crossbow takes to load the next bolt. Faster reload shortens this time without increasing shot damage.
@wiki.reload.title	Reload
@wiki.repair.text	Repairing worn equipment at a station. The repair radius sets how far from the station an item can be repaired.
@wiki.repair.title	Repair
@wiki.resist.text	Reduces damage of the matching type, up to the <link="limit">limit</link> of {resist.cap}; resistance above it does nothing unless a mastery uses it. <link="resistance-penetration">Resistance penetration</link> can lower effective resistance below zero and increase <link="damage-taken">damage taken</link>.
@wiki.resist.title	Resistances
@wiki.resistance-penetration.text	Ignores part of the target's matching <link="resist">resistance</link>. Effective <link="resist">resistance</link> can fall below zero, increasing the damage of that type.
@wiki.resistance-penetration.title	Resistance penetration
@wiki.rested.text	Resting grants a timed buff whose duration and charges depend on <link="comfort">comfort</link>. Tree bonuses can scale with these charges, and Rested power strengthens those per-charge bonuses.
@wiki.rested.title	Rested
@wiki.ricochet.text	A <link="proj">projectile</link> bounces off the ground and walls and keeps flying instead of stopping. Each bounce allows one more.
@wiki.ricochet.title	Bounce
@wiki.rune-crafting.text	Using a rune on an item: right-click the rune, then left-click the item. Runes add, remove or reroll an item's properties; each property rolls a tier and a value inside that tier.
@wiki.rune-crafting.title	Rune crafting
@wiki.rune-monolith.text	A runic stone that guards a zone of its biome. Its zone can be sensed from a distance before it is reached.
@wiki.rune-monolith.title	Rune monolith
@wiki.running.text	Ground movement while sprinting. Running speed and its <link="stamina">stamina</link> cost are separate bonuses; <link="equipment-mobility">equipment movement penalties</link> can affect both.
@wiki.running.title	Running
@wiki.sailing.text	Controls a ship's speed and handling while steering. It does not affect the character's <link="swimming">swimming</link> speed.
@wiki.sailing.title	Sailing
@wiki.salvage.text	Dismantling a structure returns materials actually paid after construction discounts. <link="refund">Refund</link>-on-dismantle bonuses can restore a share of materials that the structure would otherwise not return.
@wiki.salvage.title	Salvage
@wiki.save-materials.text	A chance for the named action to complete without consuming its materials. Recipe-level saving preserves the whole recipe, while per-unit conservation rolls separately for each consumed unit.
@wiki.save-materials.title	Saving materials
@wiki.secondary.text	A weapon's alternative attack. A thrown weapon retains this attack type until impact.
@wiki.secondary.title	Alternative attacks
@wiki.seed.text	What a crop or sapling is planted from. Placing a plant consumes its seed unless it is saved.
@wiki.seed.title	Seed
@wiki.self-ailment.text	Shortens <link="burn">burning</link>, <link="poison">poison</link>, <link="frost">chill</link> and <link="shock">shock</link> received by the character. The minimum-duration <link="limit">limit</link> still applies.
@wiki.self-ailment.title	Ailments on Yourself
@wiki.series.text	A weapon attack that hits an enemy adds one hit to the Combo, regardless of target count. Combo hits empower later attacks up to the <link="limit">limit</link>; a pause, <link="stagger">stagger</link> or <link="spells">spell</link> cast ends the Combo, while a miss leaves it unchanged.
@wiki.series.title	Combo
@wiki.shared-map.text	Automatically exchanges explored areas and map pins with nearby mod users. Only one participant needs the <link="mastery">mastery</link>; repeated exchanges have a cooldown.
@wiki.shared-map.title	Shared map
@wiki.shield.text	A protective layer that absorbs damage after <link="resist">resistances</link>, before <link="block">block</link> and <link="armor">armour</link>. <link="spirit-damage">Spirit damage</link> bypasses it. After a pause without damage, the shield recharges; recharge delay and regeneration control this recovery.
@wiki.shield.title	Rune shield
@wiki.shock.text	<link="lightning-damage">Lightning damage</link> fills the shock gauge. Shock increases <link="stagger">stagger</link> <link="build-up">build-up</link> without dealing additional health damage; immediate <link="stun-chance">stagger chance</link> is a separate bonus.
@wiki.shock.title	Shock
@wiki.skill-factor.text	A random damage multiplier whose midpoint depends on the weapon's governing <link="attributes">attributes</link>. Weapons with two governing <link="attributes">attributes</link> use their average; vanilla weapon skills do not raise this multiplier.
@wiki.skill-factor.title	Skill multiplier
@wiki.skill-speed.text	Speeds up attacks and spell casting at once: every skill speed bonus counts as attack speed and as cast speed. A weapon or action named in the line narrows it the same way it narrows either speed.
@wiki.skill-speed.title	Skill speed
@wiki.skill.text	Vanilla skill bonuses are replaced by the addon's progression. Eligible actions award <link="xp">experience</link>, and governing <link="attributes">attributes</link> determine weapon damage through the <link="skill-factor">skill multiplier</link>.
@wiki.skill.title	Skill
@wiki.slam.text	An attack that hits the ground in an area: the area attacks of sledges and similar weapons, and alternative attacks that a mastery turns into a slam. Slam bonuses and aftershocks apply to these hits. A slam is not a strike and never splits its damage between targets.
@wiki.slam.title	Slam
@wiki.slash.text	A <link="physical">physical damage</link> type that fills the <link="bleed">bleeding</link> gauge. <link="bleed">Bleeding</link> requires slash damage, not just a <link="build-up">build-up</link> bonus.
@wiki.slash.title	Slash damage
@wiki.slide.text	Crouching while moving downhill turns into a faster, steerable slide. Sliding spends <link="stamina">stamina</link> as sneaking does.
@wiki.slide.title	Sliding
@wiki.small-tailwind.text	Periodically rolls the helmsman's chance to give their ship favourable wind. A success refreshes the effect; changing helmsman ends it without changing the world's wind.
@wiki.small-tailwind.title	Minor tailwind
@wiki.smelt.text	Turns ore into metal bars in a smelter. Kilns instead turn wood into coal; input materials and fuel are consumed as the machine works.
@wiki.smelt.title	Smelting
@wiki.smith-equipment.text	Equipment whose recipe uses metals, metal components, stone, flint or obsidian receives Smith bonuses. Mixed recipes also receive applicable bonuses from the other professions whose materials they use.
@wiki.smith-equipment.title	Smith equipment
@wiki.sockets.text	Up to three sockets on an item hold sigils. Punches open a socket of their own kind: runic, corrupted or divine. A sigil in a divine socket is 50% stronger.
@wiki.sockets.title	Sockets
@wiki.spear.text	A spear is a weapon whose <link="secondary">alternative attack</link> is a throw. The thrown spear can be picked up or recalled by weapon return.
@wiki.spear.title	Spears
@wiki.spell-echo.text	A charged staff cast is repeated in full after its repeat delay, using the same spell, weapon and modifiers, including additional projectiles. The echo does not spend another charge or pay the cast cost again and cannot echo itself.
@wiki.spell-echo.title	Spell Echo
@wiki.spells.text	Staff and scepter attacks use spell bonuses instead of <link="fighting">melee</link> or <link="fighting">ranged</link> bonuses. Casting ends the <link="series">Combo</link> and does not receive <link="sprint-attack">running-blow</link> bonuses.
@wiki.spells.title	Spells
@wiki.spirit-damage.text	A damage type separate from <link="physical">physical</link> and <link="elemental-split">elemental damage</link>. It does not fill an <link="ailment-gauge">ailment gauge</link> and bypasses <link="shield">rune shield</link> to damage health.
@wiki.spirit-damage.title	Spirit damage
@wiki.spirit.text	Intelligence raises maximum <link="eitr">eitr</link> and <link="shield">rune shield</link>. It also contributes to the <link="skill-factor">skill multiplier</link> of weapons governed by Intelligence.
@wiki.spirit.title	Intelligence
@wiki.spore.text	A spore grows where your hit touches the ground, a wall, a tree or another obstacle. It weakly poisons enemies nearby. Destroyed, it bursts and spreads its poison and every ailment on it to enemies around.
@wiki.spore.title	Spore
@wiki.sprint-attack.text	Requires movement on the ground before the attack starts. The released weapon attack retains the condition through impact; <link="spells">spells</link> and indirect damage do not qualify.
@wiki.sprint-attack.title	Running blow
@wiki.stacks.text	Separate applications of an effect that contribute individually up to its <link="limit">limit</link>. They are distinct from progress in a gauge.
@wiki.stacks.title	Stacks
@wiki.staff.text	A magic weapon that spends <link="eitr">eitr</link>. Staff bonuses apply to all staves; school-specific bonuses apply only to the matching magic school.
@wiki.staff.title	Staves
@wiki.stagger-power.text	The amount a hit contributes to the target's <link="stagger">stagger</link> gauge. A full gauge staggers the target; extra damage against <link="stagger">staggered</link> targets requires its <link="own">own</link> bonus.
@wiki.stagger-power.title	Stagger power
@wiki.stagger-res.text	Reduces incoming <link="stagger">stagger</link> <link="build-up">build-up</link> from hits and blocks. Maximum health determines how much <link="build-up">build-up</link> is required to <link="stagger">stagger</link> the character.
@wiki.stagger-res.title	Stagger resistance
@wiki.stagger.text	Reaching the stagger threshold briefly interrupts the target. Stagger <link="build-up">build-up</link> increases progress from hits; general <link="ailment">ailment</link> <link="build-up">build-up</link> does not affect it.
@wiki.stagger.title	Stagger
@wiki.stamina.text	The resource spent on movement, attacks, blocking and tool work. <link="finesse">Dexterity</link> can improve its maximum and regeneration.
@wiki.stamina.title	Stamina
@wiki.stealth.text	Reduces how readily enemies notice a sneaking character. It applies only while crouching.
@wiki.stealth.title	Stealth
@wiki.stone.text	Stone and flint gathered from the ground and broken from rocks. Weight bonuses for ore and bars can include it.
@wiki.stone.title	Stone
@wiki.strike.text	A melee weapon swing: a horizontal or vertical attack of a melee weapon, primary or alternative. Slams are not strikes, and a sceptre's strike is its Smite. Strike bonuses, strike copies and Critical Echo apply to these hits.
@wiki.strike.title	Strike
@wiki.stun-chance.text	A successful roll forces the hit to <link="stagger">stagger</link> its target. This is separate from filling the <link="stagger">stagger</link> gauge; <link="lightning-damage">lightning</link> hits can have an additional stagger chance.
@wiki.stun-chance.title	Forced stagger
@wiki.swimming.text	Movement through water without a ship. Swim speed and swimming <link="stamina">stamina</link> costs are separate from <link="sailing">sailing</link> bonuses.
@wiki.swimming.title	Swimming
@wiki.sword.text	A sword uses sword bonuses and its supported grip category. Weapon damage types are determined by the equipped sword.
@wiki.sword.title	Swords
@wiki.taming.text	Gradually makes a wild creature tame while it is calm, fed and near a player. Eligible tamed creatures can breed while well-fed.
@wiki.taming.title	Taming
@wiki.tanner-equipment.text	Equipment whose recipe uses hides, leather, bone, feathers, linen thread or jute receives Tanner bonuses. Mixed recipes also receive applicable bonuses from the other professions whose materials they use.
@wiki.tanner-equipment.title	Tanner equipment
@wiki.target-distance.text	Nearby and distant refer to distance from the attack's origin when it hits. <link="proj">Projectiles</link> retain their launch origin through chains and bounces.
@wiki.target-distance.title	Nearby and distant enemies
@wiki.thorns.text	Automatically deals retaliatory <link="pierce">pierce damage</link> to an attacker. Added damage types can build their matching <link="ailment">ailments</link>.
@wiki.thorns.title	Thorns
@wiki.thrown-return.text	Recalls a thrown weapon after a hit or at maximum range; return on kill requires a killing blow. The returning weapon can hit enemies with reduced damage, and its inventory slot remains reserved until it returns.
@wiki.thrown-return.title	Returning throw
@wiki.tool-splash.text	Spreads part of a tool hit to nearby resource targets. These secondary hits do not roll their <link="own">own</link> <link="extra-yield">extra yield</link> or add <link="series">Combo</link> hits.
@wiki.tool-splash.title	Tool splash
@wiki.tool-tier.text	Determines which resources a tool is allowed to damage. More damage alone does not let a tool work on resources above its tier.
@wiki.tool-tier.title	Tool tier
@wiki.torch.text	A light source that can also attack. <link="durability">Durability</link> acts as fuel; torch bonuses can improve its light and fuel use, while club bonuses require a separate <link="mastery">mastery</link>.
@wiki.torch.title	Torch
@wiki.travel.text	A road node with a choice of <link="might">Strength</link>, <link="finesse">Dexterity</link> or <link="spirit">Intelligence</link>.
@wiki.travel.title	Travel node
@wiki.trinket-auras.text	Activated trinket effects and activation affixes affect nearby allies for their duration. Repeated aura delivery does not repeat instant effects. Auras do not reserve eitr.
@wiki.trinket-auras.title	Trinket auras
@wiki.trinkets.text	Trinkets activate together when adrenaline reaches the sum of their individual requirements. Trinket potency scales their native numeric benefits and activation affixes. The bearer-only penalty does not weaken allied aura delivery.
@wiki.trinkets.title	Trinkets
@wiki.two-handed.text	A single weapon that occupies both hands. It cannot be used with a shield and is separate from <link="dual-wield">dual-wield weapons</link>.
@wiki.two-handed.title	Two-handed weapons
@wiki.undead.text	The undead creature category. Category-specific bonuses apply only to creatures classified as undead; damage <link="resist">resistances</link> remain creature-specific.
@wiki.undead.title	Undead
@wiki.wall-rebound.text	Pressing jump near a wall while airborne launches the character away from it. It spends normal jump <link="stamina">stamina</link> and has a separate use from <link="craft-double-jump">double jump</link>.
@wiki.wall-rebound.title	Wall rebound
@wiki.weak-spot.text	A pickaxe hit reveals a shrinking weak spot on visible ore. Hitting it before it closes deals increased mining damage; bonuses can improve its size, lifetime and count.
@wiki.weak-spot.title	Weak spot
@wiki.weight.text	The maximum weight a character can carry without becoming overloaded. Overload prevents <link="running">running</link> and jumping.
@wiki.weight.title	Carry weight
@wiki.wet.text	A status caused by rain or water that affects regeneration and <link="cold">cold</link> protection. It also shortens <link="burn">burning</link>; bonuses involving Wet apply only while that condition is met.
@wiki.wet.title	Wet
@wiki.wood-equipment.text	Equipment whose recipe contains only wood receives applicable Builder bonuses. Crafting and upgrading it count as Builder work.
@wiki.wood-equipment.title	Pure-wood equipment
@wiki.xp.text	Character experience comes from combat only and advances the main passive tree; peaceful work gives <link="craft-experience">craft experience</link> to the crafting tree instead. Death can remove current-level character experience without removing allocated points.
@wiki.xp.title	Experience

# ---- Interface (1423) ----
@ailment.short.damage-over-time	damage over time
@ailment.short.effect	effect
@blight.altar.awake-mother	The Mist Mother has come
@blight.altar.fill	Slay the blighted to fill the Mist's bar: {0}%
@blight.altar.name-mother	Altar of the Mist Mother
@blight.altar.wake-mother	Call the Mist Mother
@blight.bar.collapse	collapsing {0}% (paused)
@blight.bar.mother	The Mist Mother awaits
@blight.creature.brood	Blight Herald Spawn
@blight.creature.brute	Blight Herald Brute
@blight.creature.gjall	Bloated Herald
@blight.creature.herald	Blight Herald
@blight.creature.tick	Blight Leech
@blight.mist.name	Blight Mist
@blight.mother.name	Mist Mother
@blight.notice.cleansed	The Blight Mist is cleansed
@blight.notice.faded	The Blight Mist has faded
@blight.notice.interest	The Blight Mist has taken an interest in your world
@blight.notice.mother	The Mist Mother awaits you
@blight.notice.spread	The Blight Mist is spreading
@class.link_warden.name	Link Warden
@cond.started-full-eitr	if started at full eitr
@cond.started-full-health	if started at full life
@cond.started-full-stamina	if started at full stamina
@config.difficulty	Difficulty
@config.main	Main settings
@config.reset_difficulty	Reset to the preset
@craft.composer.bed-return	Travel {0} m from your bed and return without building another bed. A new bed resets progress.
@craft.composer.burn.hint	press its hotbar key while looking at the fire
@craft.composer.condition.life	in one life (death resets progress)
@craft.composer.material	with {0} in the recipe
@craft.composer.material.or-higher	with {0} or higher in the recipe
@craft.composer.night-away	Meet {0} nightfalls at least 600 m from your bed
@craft.composer.or-higher	{0} or higher
@craft.forge_in.extra	Entry of the sector. One start per sector.
@damage.fire	Fire damage
@damage.frost	Frost damage
@damage.lightning	Lightning damage
@damage.poison	Poison damage
@difficulty.admin.denied	Only the host or a server administrator can change world difficulty.
@difficulty.admin.loading	Waiting for the host's difficulty settings…
@difficulty.admin.rejected	The server did not accept the change: your ID {0} is not in its adminlist.txt.
@difficulty.easy	Easy
@difficulty.easy.tip	Gentler scaling and fewer dangerous enemies for a calmer journey.
@difficulty.hard	Hard
@difficulty.hard.tip	Stronger and denser enemies for experienced players and well-built groups.
@difficulty.merciless	Merciless
@difficulty.merciless.tip	Maximum pressure: severe scaling, dense fights and the most unusual enemies.
@difficulty.normal	Normal
@difficulty.normal.tip	The intended Path of Valheiman balance, recommended for a first playthrough.
@difficulty.own	Own settings
@difficulty.settings.request	Changes are sent to the server and accepted only from the host or a server administrator.
@difficulty.vanilla	Vanilla creatures
@difficulty.vanilla.tip	Vanilla creature difficulty: no biome scaling, rarity, modifiers or extra loot.
@item.PT_SceptrePious.description	A priest's sceptre. It strikes like a club, with blunt damage; each blow also calls down Smite, a yellow lightning bolt that strikes beside the target and burns the area around it. Smite deals the lightning and fire damage; it is a spell and a strike.
@item.PT_SceptrePious.name	Sceptre of the Pious
@item.packed-portal.desc	A portal taken apart and packed into a crate. Selected on the hotbar, it opens building mode to set the portal back up, with its name and inscription, with no materials and no workbench.
@item.packed-portal.name	Packed portal
@item.packed-ship.desc	A ship taken apart and packed into a large crate. Selected on the hotbar, it opens building mode to set the ship back on the water, as it was, with no materials and no workbench.
@item.packed-ship.name	Packed ship
@loot.affix.inactive	(inactive)
@loot.affix.unknown	Unknown property ({0})
@loot.rate.custom	Custom
@loot.rate.custom.tip	{0}, set with the drop rate slider on the Loot page.
@loot.rate.frequent	Frequent
@loot.rate.frequent.tip	200%. Crafting is still the main road, but kills give more bases to craft on and an upgrade now and then.
@loot.rate.powercreep	Powercreep
@loot.rate.powercreep.tip	400%, as many items as before 5.0.2, but all of them magic or better. Loot pours in, gear outgrows the world fast and crafting becomes optional.
@loot.rate.standard	Standard
@loot.rate.standard.tip	100%, the intended rate. About one magic or better item per 75 kills, about every fifth chest: plain gear you craft yourself, good gear you make with runes.
@loot.rate.very-frequent	Very frequent
@loot.rate.very-frequent.tip	300%. Drops keep pace with crafting: much of your gear comes from kills, runes refine it.
@loot.why.corrupted	Corrupted items cannot be modified
@loot.why.disabled	The loot system is disabled on this server
@loot.why.empty	No property fits this item
@loot.why.full	No free place for another property
@loot.why.not-gear	This item cannot have properties
@mastery.charge.alt-hit	An alternative attack hit charges your next attack
@mastery.charge.cast	Casting a spell charges your next weapon attack
@mastery.charge.cooldown	({0} s cooldown)
@mastery.charge.cooldown.dodge	({0} s cooldown; a perfect dodge ignores it and always charges)
@mastery.charge.crit	A critical hit charges your next attack
@mastery.charge.dodge	Performing a dodge roll charges your next attack
@mastery.charge.hit	Hitting an enemy charges your next attack
@mastery.charge.next	Charges your next attack
@mastery.charge.parry	A successful parry charges your next attack
@mastery.charge.trinket	Activating a trinket charges your next attack
@mastery.equipment-conversion	Convert {0} of {1} {2} to {3}
@mastery.equipment.armour-from	armour
@mastery.equipment.armour-to	armour
@mastery.equipment.body	on equipped body armour
@mastery.equipment.helmet	on your equipped helmet
@mastery.equipment.items	on equipped armour items
@mastery.equipment.legs	on equipped leg armour
@mastery.equipment.rune-from	rune shield
@mastery.equipment.rune-to	rune shield
@mastery.equipment.shield	on your equipped shield
@mastery.equipment.upper	on your equipped helmet and body armour
@mod.name.the	the
@monolith-boss.altar.level	Level {0}
@monolith-boss.altar.pin	Level {0}
@monolith-boss.altar.woken	{0} answers the call
@monolith-boss.stone	{0} turns to stone and calls its servants - only pickaxes bite
@name.fmt.increased	Increased {0}
@perk.chain-lightning.name	Chain Lightning
@perk.chain-lightning.text	Leaps from the struck enemy to the nearest other enemy, then on, up to {0} enemies within {1} m of each other. Each is struck for {2} of the damage of the hit that cast it, as lightning damage: your lightning and shock modifiers apply.\n\nScales with: Limit (Chain Lightning) - more enemies; lightning damage and shock rows; chance to cast sums from the weapon and every other source.
@piece.PT_AzuriteKiln.desc	Grinds azurite into dust
@piece.PT_AzuriteKiln.name	Azurite Kiln
@piece.PT_AzuriteVein.name	Azurite vein
@piece.PT_GoldlightGate.desc	A Runecarver's portal: inscribe which portal of the world it leads to. Shift + use: inscribe the link.
@piece.PT_GoldlightGate.name	Inscription Gate
@piece.PT_RuneCarverTable.name	Rune Carver Table
@piece.PT_RuneVein.name	Rune vein
@piece.PT_VacuumBox.desc	Pulls finished goods from nearby smelters, kilns, spinning wheels and windmills, and feeds them from its contents. Shift + wheel: radius. Shift + use: what to collect.
@piece.PT_VacuumBox.name	Vacuum Chest
@power.altar	Altar of Power
@power.altar-done-n	The altar takes {0} × {1}. Monster power in {2} rises to +{3}%
@power.altar-max	Monster power is at its peak
@power.altar-none-boss	You carry no trophy of the {0} boss
@power.altar-reset-ask	Press again to reset monster power in {0} to +0%. Offered trophies are lost
@power.altar-reset-done	Monster power in {0} is back to +0%
@power.altar-reset-none	Nothing to reset: no trophies were offered here
@power.altar-revealed	An Altar of Power in {0} is now marked on your map
@power.altar-short	This offering takes {0} × {1}; you carry {2}
@power.altar-use-boss	Use {0} on the altar from the hotbar to offer it
@power.altar-wrong-boss	This altar accepts only the trophy of the {0} boss
@power.hover-biome	Empowers the biome it stands in: {0}
@power.hover-boss-fallback	the {0} boss trophy
@power.hover-needs-n	Needs {0} × {1}
@power.hover-now	Monster power in {0}: {1}
@power.hover-offer-n	Offer {0} × {1} from the hotbar
@power.hover-offered	Trophies offered in {0}: {1}
@power.hover-per	Each {0} offered: +{1}% health, damage and loot of {2} creatures and its boss, for good
@power.hover-price	Next offering costs {0} × {1} (you carry {2}); each offering costs one trophy more than the last
@power.hover-reset	Reset monster power to +0%
@power.summary-biome	Monster power by biome · health, damage and loot of its creatures and its boss · {0} boss trophies offered at altars of power
@power.summary-loading	Monster power · world data is still loading
@rune.done.added	A property was added: {0}
@rune.done.corrupted	Corrupted: {0}
@rune.done.essence	Essence fused: {0}
@rune.done.fate	The threads were rewoven: {0}
@rune.done.raised	{0} is now {1}
@rune.done.removed	A property was removed: {0}
@rune.done.sigil	Sigil set: {0}
@rune.done.socket	Socket added: {0}
@rune.done.tier-up	+1 affix tier
@rune.dungeon.not-cleared	This dungeon is not cleared yet
@rune.dungeon.reawaken	Reawaken the dungeon (Great Rune of Awakening)
@rune.dungeon.reawakened	The dungeon stirs again
@rune.why.monolith-awake	This monolith is still awake
@rune.why.monolith-busy	The monolith is already under siege
@rune.why.no-monolith	Stand next to a rune monolith
@rune.why.no-socket	No free socket for this sigil
@rune.why.nothing	Nothing to change
@rune.why.sockets-full	No room for another socket
@rune.why.target	This rune cannot be used on that item
@settings.key-arrows.name	Next arrows
@settings.key-tool-axe.name	Axe
@settings.key-tool-scythe.name	Scythe
@settings.mod-display.coloured-stars	Coloured stars
@settings.mod-display.coloured-stars-names	Coloured stars + name
@settings.mod-display.coloured-stars-names.tip	Coloured stars, and the modifiers built into the creature's name.
@settings.mod-display.coloured-stars.tip	One star per modifier, in the colour of the creature's rarity.
@settings.mod-display.icons	Icon
@settings.mod-display.icons-names	Icon and name
@settings.mod-display.icons-names.tip	The icons, and the modifiers built into the creature's name.
@settings.mod-display.icons.tip	The modifier's own icon, where the game draws its level stars.
@settings.mod-display.names	Name
@settings.mod-display.names.tip	No icons: the modifiers are built into the creature's own name.
@settings.mod-display.nothing	Nothing
@settings.mod-display.nothing.tip	Nothing above the creature: only its name carries the rarity colour.
@settings.mod-display.vanilla-stars	Vanilla stars
@settings.mod-display.vanilla-stars.tip	One plain star per modifier, exactly as the game draws them.
@settings.monoliths.host-count-only	Rune monoliths · the exact world count is available to the host
@settings.monoliths.placement-complete	automatic placement complete
@settings.monoliths.placement-pending	automatic placement in progress
@settings.monoliths.repair-pending	repair scheduled
@settings.monoliths.world-loading	Rune monoliths · world data is still loading
@settings.monoliths.world-status	Rune monoliths · {0} of {1} in the world · {2}
@setup.back	Back
@setup.difficulty.combat	Combat
@setup.difficulty.combat.about	Valheim's own enemy strength. We recommend Hard
@setup.difficulty.combat.recommended	(recommended)
@setup.difficulty.drop-rate	Equipment drop rate
@setup.difficulty.drop-rate.about	Currency, runes and boss drops stay the same
@setup.difficulty.preset	Difficulty
@setup.difficulty.preset.about	Applies to the whole world
@setup.difficulty.title	World difficulty
@setup.done	Done
@setup.enemies.bar	Custom enemy HP bar
@setup.enemies.bar.about	Frame and active ailment effects
@setup.enemies.display	How modifiers are shown
@setup.enemies.display.about	Icons, or names built into the creature's own name
@setup.enemies.status	Enemy status icons
@setup.enemies.status.about	Circles below enemy health
@setup.enemies.title	What you see on enemies
@setup.interface.effects	Effects strip
@setup.interface.effects.about	The mod's effects above the eitr bar
@setup.interface.equipment	Equipment window
@setup.interface.equipment.about	Gear, belt, tool and key slots beside crafting
@setup.interface.frames	Rarity frames
@setup.interface.frames.about	An item's rarity as a frame on its slot
@setup.interface.level-panel	Level panel
@setup.interface.level-panel.about	Level, experience and free points on screen
@setup.interface.title	The mod's interface
@setup.interface.tooltip	Custom item tooltip
@setup.interface.tooltip.about	In blocks instead of one long list of lines
@setup.next	Next
@setup.progress.boss	Points per slain boss
@setup.progress.dungeon	Points per cleared dungeon
@setup.progress.max-level	Maximum level
@setup.progress.max-level.about	How far a character can grow
@setup.progress.monolith	Points per rune monolith
@setup.progress.monoliths	Rune monoliths in the world
@setup.progress.monoliths.about	Placed once, when the world is first entered
@setup.progress.title	Progress and points
@setup.step-of	Step {0} of {1}
@setup.systems.creatures	Creature difficulty
@setup.systems.creatures.about	Enemies scale with their biome
@setup.systems.pause	Pause while the tree is open
@setup.systems.pause.about	Alone - at once. With others - only when everyone has it open
@setup.systems.rarity	Creature rarity and modifiers
@setup.systems.rarity.about	Magic, rare and unique creatures, and their extra loot
@setup.systems.title	How this world runs
@setup.title	Setting up this world
@setup.title.player	Setting up the mod
@sigil.label.armour	Armour
@sigil.label.shield	Shield
@sigil.no-effect	No effect in this item
@sigil.no-lines	No effect yet in any item
@socket.corrupted	Empty corrupted socket - takes a Sigil of Blight
@socket.divine	Empty divine socket - a sigil set in it is 50% stronger
@socket.fits.corrupted	Takes a Sigil of Blight
@socket.fits.divine	Takes a sigil; its bonus here is 50% stronger
@socket.fits.runic	Takes a sigil; its bonus depends on the item type
@socket.runic	Empty socket
@stat.SplashDamagePct.fmt	Deal {0} of hit damage to nearby enemies
@stat.fmt.increased	{0} increased {1}
@stat.fmt.reduced	{0} reduced {1}
@status.Links.name	Links
@status.Links.tip	Linked with: {0}. Effectiveness {1}%.
@status.hels-tribute.tip	Hel's Tribute: the modifiers of fallen rare monsters.
@status.hugin.tip	Hugin's Memory: a modifier of a fallen foe.
@summon-altar.blood-full	The altar holds {0} blood runes - no more
@summon-altar.blood-take	Take the blood runes back
@summon-altar.busy	A guardian is already awake here
@summon-altar.call	Call {0}
@summon-altar.empty	The altar is silent. Put {0} summoning shards in it from your hotbar.
@summon-altar.full	{0} shards are enough - press E to call
@summon-altar.name	Altar of Summoning
@summon-altar.need-shards	{0} summoning shards of one guardian wake it
@summon-altar.other	Other shards lie in the altar - take them back first
@summon-altar.put	Put one shard or blood rune from the hotbar
@summon-altar.revealed	The monolith falls silent, and its runes point the way: an altar of summoning wakes in these lands. Level {0} - its place is carved upon your map.
@summon-altar.take-shards	Take the shards back
@tag.ailment	ailments
@tag.area	area of effect
@tag.armour-break	armour break
@tag.bleed	bleeding
@tag.bomb	bombs
@tag.burn	burn
@tag.chill	chill
@tag.cold	cold
@tag.conversion	conversion
@tag.elemental	elemental
@tag.fire	fire
@tag.impale	impale
@tag.lightning	lightning
@tag.melee	melee
@tag.minion	minion
@tag.pet	pet
@tag.physical	physical damage
@tag.poison	poison
@tag.poisoning	poison
@tag.projectile	projectile
@tag.shock	shock
@tag.spell	spell
@tag.spirit	spirit
@tag.strike	strike
@tag.stun	stun
@tag.thorns	thorns
@tag.trap	trap
@ui.aura.test	Test aura
@ui.aura.tip	Aura active, reserving {0}% of your maximum eitr.
@ui.aura.under	Under {0}: an ally's aura is on you.
@ui.beast.tame	Can be tamed: drop food nearby and stay close
@ui.belt.slot	Belt
@ui.blue-stone-prefabs.a-matte-flint-pebble-covered	A matte flint pebble covered in small runes, with one large blue rune glowing at its centre.
@ui.blue-stone-prefabs.azure-rune-pebble	Azure rune pebble
@ui.bombs.bomb-saved	Bomb saved!
@ui.brew.add-second	Queue a second batch
@ui.brew.aging-chest	Meads kept here a day grow stronger
@ui.brew.queue	Next batch: {0}
@ui.brew.queued	Second batch queued
@ui.brew.taste-test	Taste test: the bottle is still full
@ui.brew.time-left	Ready in {0}
@ui.build-code.that-is-not-a-build	That is not a build code.
@ui.build-code.the-clipboard-is-empty	The clipboard is empty.
@ui.build-code.the-code-comes-from-another	The code comes from another version of the mod.
@ui.build-code.the-code-holds-no-nodes	The code holds no nodes.
@ui.build-code.the-code-is-incomplete-or	The code is incomplete or damaged.
@ui.build-stats.the-mod-sends-the-author	The mod sends the author anonymous play summaries (allocated nodes, level, combat totals). Turn it off in the config: Share build stats.
@ui.builds.added-from-discord	Build added from Discord: {0}
@ui.builds.added-name-it	Added. Type a name and press Enter.
@ui.builds.added-on	added {0}
@ui.builds.already-yours	already yours
@ui.builds.by-author	By {0} (Discord)
@ui.builds.code-label	Build code
@ui.builds.code-placeholder	Paste a build code here (POV1-…)
@ui.builds.code-saved	Code saved.
@ui.builds.codes-are-locked	Build codes are not open.
@ui.builds.copied-body	The build «{0}» is in the clipboard: its code and its name together. Paste it into the chat or send it to a friend - pasting it into the builds list brings the name with it.
@ui.builds.copied-file-title	The clipboard refused
@ui.builds.copied-in	Copied in {0}
@ui.builds.copied-title	Build copied
@ui.builds.copied-to-file-body	The game could not write to the clipboard. The build «{0}» is saved to a file instead:\n{1}
@ui.builds.copy-build	Copy build
@ui.builds.copy-current	Copy current
@ui.builds.count-short	{0} of {1}
@ui.builds.default-name	Build {0}
@ui.builds.delete-confirm	Delete for good? Press again.
@ui.builds.deleted	Deleted: {0}
@ui.builds.draft-hint	No code yet. Click the field below and paste a build code: Ctrl+V, then Enter.
@ui.builds.empty-body	Save the tree as it is now, paste a build code someone shared, or press the button under a build in our Discord build chat - it lands here by itself.
@ui.builds.empty-title	No builds yet
@ui.builds.from-discord-long	Taken from the Discord build chat
@ui.builds.full-base	Your list holds {0} builds. Supporters keep up to {1}.
@ui.builds.hidden	The tree shows your own build again.
@ui.builds.kept-while-locked	Your {0} saved builds are kept on this computer and come back with PoV Link.
@ui.builds.keys	↑↓ choose · Enter or double-click show · {0}+C copy build · {0}+V paste as new · F2 rename · Tab name ↔ code · Alt+↑↓ move · Del delete
@ui.builds.list-full-title	The list is full
@ui.builds.locked-discord	The build manager and the build library are available through our Discord: keep your builds, share build codes and take builds straight from the Discord build chat.
@ui.builds.locked-discord-title	The build manager is on our Discord
@ui.builds.locked-sign-in	The build manager opens after you sign in to PoV Link through Discord.
@ui.builds.locked-sign-in-title	Sign in to PoV Link
@ui.builds.locked-title	Builds open with PoV Link
@ui.builds.missing-nodes	{0} of its nodes no longer exist in this tree.
@ui.builds.name	Name
@ui.builds.new-build	New build
@ui.builds.new-build-row	New build
@ui.builds.new-hint	Type a name, Tab to the code field and paste the code.
@ui.builds.no-code-yet	No code yet
@ui.builds.nodes	nodes
@ui.builds.not-added-from-discord	Build from Discord not added: {0}
@ui.builds.older	older version
@ui.builds.older-version	an older version
@ui.builds.other-version-long	Copied in another version: the tree may have changed since.
@ui.builds.our-discord	Our Discord
@ui.builds.paste-code	Paste code
@ui.builds.save-current	Save current
@ui.builds.shared-by	Shared by {0} in Discord
@ui.builds.short-meta	{0} · {1} nodes
@ui.builds.show-author	Show my Discord name ({0}) in the code
@ui.builds.shown	On the tree: {0}
@ui.builds.shown-now	Shown on the tree
@ui.builds.sign-author	Sign this build with my Discord name ({0})
@ui.builds.sign-in	Sign in
@ui.builds.sign-needs-role	Requires one of these roles on our Discord server: Branchwarden, Runebearer, Hearthbound.
@ui.builds.supporters-only	Supporters only
@ui.builds.the-list-is-full	The list holds {0} builds. Delete one to make room.
@ui.builds.tip-copy-build	Copy the whole build - name and code - to share it
@ui.builds.tip-delete	Delete this build (Del)
@ui.builds.tip-delete-again	Press again to delete
@ui.builds.tip-hide	Shown on the tree - click to hide
@ui.builds.tip-show	Show on the tree
@ui.builds.title	Builds
@ui.builds.to-refund	to refund
@ui.builds.to-take	to take
@ui.builds.unnamed	Unnamed build
@ui.cargo.floated	{0} sank and floated up in a crate
@ui.cartography.rune-monoliths	rune monoliths: {0}
@ui.cartography.you-exchanged-maps	You exchanged maps
@ui.cartography.you-exchanged-maps-with	You exchanged maps with {0}
@ui.chest-radius.box-radius	Box radius
@ui.chest-radius.not-for-this	Boxes: not for this item
@ui.chest.rarer	The chest held rarer things: {0}
@ui.chestfeed.from	Takes from the highlighted chest
@ui.chestfeed.none	No built chest in range
@ui.chestfeed.radius	Chest feed radius: {0} m  [<color=yellow><b>Shift + wheel</b></color>]
@ui.chopseries.hit	Series!
@ui.close	Close
@ui.cmd.night-experience	Night: +{0}% experience
@ui.combat.evade	Evade
@ui.comfort-here	Comfort here
@ui.companion.attack	Attack
@ui.companion.attacking	attacking
@ui.companion.designate	Make your companion
@ui.companion.follow	Follow
@ui.companion.following	following
@ui.companion.go	Go there
@ui.companion.moving	going to a place
@ui.companion.name-topic	Name your companion
@ui.companion.named	{0} is your companion
@ui.companion.needs-name	A companion needs a name
@ui.companion.none	You have no companion. Alt-interact with a tamed creature holding the horn.
@ui.companion.of	Companion of {0} · {1}
@ui.companion.patrol	Patrol here
@ui.companion.patrolling	patrolling
@ui.companion.recall	Recalled
@ui.companion.refused	This creature cannot be your companion
@ui.companion.wait	Wait
@ui.companion.waiting	waiting
@ui.config-sync.the-tree-changed-points-refunded	The tree changed: {0} points refunded
@ui.config-sync.this-world-has-fewer-points	This world has fewer points than the build: {0} nodes have gone dormant - they wake when there are enough points
@ui.conveniences.a-portal-does-not-take	A portal does not take {0} at all.
@ui.conveniences.auto-door	Opens as you approach
@ui.conveniences.from-gear	from gear
@ui.conveniences.goes-through-a-portal-once	{0} goes through a portal once {1} is dead.
@ui.conveniences.in-the-pack-with-the	 - in the pack {0}, with the boxes {1}
@ui.conveniences.no-effect	no effect
@ui.conveniences.skills-are-frozen-the-levels	skills are frozen: the levels are kept but give nothing, and their growth goes into the tree
@ui.conveniences.structures-repaired	Structures repaired: {0}
@ui.conveniences.the-master-of-that-land	the master of that land
@ui.conveniences.the-portal-took-its-cut	The portal took its cut
@ui.conveniences.you-doze-off-by-the	You doze off by the fire
@ui.cook.bell	Food is ready: {0}
@ui.corrupted.cannot-modify	Corrupted items cannot be modified
@ui.craft-cat.active-runes	Active runes
@ui.craft-cat.ammo	Ammo
@ui.craft-cat.armor	Armor and shields
@ui.craft-cat.building	Furniture and parts
@ui.craft-cat.consumables	Food and potions
@ui.craft-cat.corrupted-runes	Corrupted runes
@ui.craft-cat.great-runes	Great runes
@ui.craft-cat.materials	Materials
@ui.craft-cat.other	Other
@ui.craft-cat.punches	Punches
@ui.craft-cat.runes	Runes
@ui.craft-cat.sigils	Sigils
@ui.craft-cat.tools	Tools
@ui.craft-cat.weapons	Weapons
@ui.craft-sub.arrows	Arrows
@ui.craft-sub.axes	Axes
@ui.craft-sub.belts	Belts
@ui.craft-sub.bolts	Bolts
@ui.craft-sub.bows	Bows
@ui.craft-sub.capes	Capes
@ui.craft-sub.chest	Chest armor
@ui.craft-sub.chisels	Chisels
@ui.craft-sub.clubs	Clubs
@ui.craft-sub.crossbows	Crossbows
@ui.craft-sub.fishing	Fishing
@ui.craft-sub.fists	Fists
@ui.craft-sub.food	Food
@ui.craft-sub.helmets	Helmets
@ui.craft-sub.knives	Knives
@ui.craft-sub.legs	Leg armor
@ui.craft-sub.other-ammo	Other ammo
@ui.craft-sub.pickaxes	Pickaxes
@ui.craft-sub.polearms	Polearms
@ui.craft-sub.potions	Potions and meads
@ui.craft-sub.shields	Shields
@ui.craft-sub.spears	Spears
@ui.craft-sub.staves	Staves
@ui.craft-sub.swords	Swords
@ui.craft-sub.throwing	Bombs and throwing
@ui.craft-sub.tools	Tools
@ui.craft-sub.torches	Torches
@ui.craft-sub.utility	Trinkets and utility
@ui.craft.area-complete	{0} fully revealed: +1 craft point
@ui.craft.area-cost	Opening an area costs {0} craft points
@ui.craft.area-open	Area revealed.
@ui.craft.area-revealed	{0} revealed
@ui.craft.area-unlocked	{0}: a new area can be opened! Choose which one
@ui.craft.areas-to-open	Areas to open
@ui.craft.badge.access	Area revealed · spend craft points to learn its nodes
@ui.craft.badge.area-marked	Marked to open for {0} craft points - Apply to confirm, click again to unmark
@ui.craft.badge.area-plan	Click the badge to plan opening this area for {0} craft points; Apply opens it
@ui.craft.badge.debug	Test access · click the badge to reveal
@ui.craft.badge.eureka	Eureka! discoveries: <b>{0} / {1}</b>
@ui.craft.badge.locked	locked
@ui.craft.badge.no-task	No task available right now.
@ui.craft.badge.open	revealed
@ui.craft.badge.ready	ready to reveal
@ui.craft.badge.task-count	{0:N0} / {1:N0} {2}
@ui.craft.badge.task-done	Done
@ui.craft.badge.task-waiting	Done - counts tomorrow (daily limit)
@ui.craft.badge.task-waiting-short	(done · tomorrow)
@ui.craft.badge.tasks-today	Tasks · {0} of {1} done today · +1 craft point each
@ui.craft.badge.test	test access
@ui.craft.chest-more	The chest held more: +{0}
@ui.craft.doubled-masteries	The same mastery was taken twice: {0} craft point(s) returned
@ui.craft.eureka-covers	Eureka! A discovery in {0} ({1}/{2}): the point covers nodes taken before the level cap
@ui.craft.eureka-prof	Eureka! A discovery in {0}: +1 craft point ({1}/{2})
@ui.craft.extra-level	Extra level! +{0}
@ui.craft.follow	Follow
@ui.craft.level	Craft level
@ui.craft.level-points	Craft level {0}! Craft points available: {1}
@ui.craft.mastered-access	All mastery effects are learned. This extra access point requires no skill point.
@ui.craft.no-points-to-spend	No craft points to spend
@ui.craft.points-line	Craft level {0}  ·  points <color=#F2E6CC>{1}</color>
@ui.craft.points-short	pts
@ui.craft.points-to-spend	{0} craft points to spend
@ui.craft.points.eureka	Eureka!
@ui.craft.points.eureka-l2c	Any craft work can end in a discovery: +1 point.
@ui.craft.points.eureka-l3c	Up to {0} discoveries in each profession.
@ui.craft.points.levels	Craft levels
@ui.craft.points.levels-carried	+{0} points spent before the level cap: they stay yours, and new points from other sources first cover them
@ui.craft.points.levels-l2	Craft level {0} · a point for each level gained.
@ui.craft.points.levels-peace	Experience: peaceful work - gathering, mining, chopping, crafting, building, farming, fishing, taming, travel.
@ui.craft.points.runestones	Runestones
@ui.craft.points.runestones-l2	+{0} point for everyone on the server for each stone read.
@ui.craft.points.runestones-l3c	Read: {0} · up to {1} points per biome.
@ui.craft.points.tasks	Tasks
@ui.craft.points.tasks-full	All task points earned - no more tasks.
@ui.craft.points.tasks-l2	+1 point per task · at most {0} tasks a day.
@ui.craft.points.tasks-l3	Done today: {0} of {1}.
@ui.craft.quest-capped	Task done - today's limit of {0} tasks is reached, it counts tomorrow
@ui.craft.quest-point	Task completed: +{0} craft point ({1}/{2} today)
@ui.craft.reroll	New task
@ui.craft.reroll-free	free
@ui.craft.reroll-none	No other task fits right now
@ui.craft.reroll-poor	A new task costs {0} {1}
@ui.craft.reroll-rule	The first new task each day is free, then 1, 2, 4… greydwarf eyes - each one twice the last.
@ui.craft.stop	Stop
@ui.craft.tasks.daily	Daily quests ({0}/{1})
@ui.craft.tasks.done	Done
@ui.craft.tasks.track	Track
@ui.craft.where-points-come-from	Where craft points come from
@ui.crafting.aged-duration	Aged by a master: +{0}% duration
@ui.crafting.brewed-mead-strength	Brewed by a master: +{0}% mead strength
@ui.crafting.brewed-oil-strength	Brewed by a master: +{0}% oil strength
@ui.crafting.brewed-potion-power	Brewed by a master: +{0}% potion power
@ui.crafting.cooked-nourishment	Cooked by a master: +{0}% nourishment
@ui.crafting.materials-saved	Materials saved!
@ui.crafttree.click-to-reveal	Done! Click to clear the fog
@ui.crafttree.craft-tree	Craft tree
@ui.crafttree.debug-close-all	Close all areas
@ui.crafttree.debug-deeds	All area conditions met
@ui.crafttree.debug-infinite	Infinite points
@ui.crafttree.debug-off	off
@ui.crafttree.debug-on	on
@ui.crafttree.debug-tint	Area colors
@ui.crafttree.fog	Fog
@ui.crafttree.fog-clouds	Clouds
@ui.crafttree.fog-drawn	Drawn
@ui.crafttree.fog-gathering	The fog is gathering…
@ui.crafttree.fog-parchment	Parchment
@ui.crafttree.fog-runes	Runes
@ui.crafttree.fog-stars	Stars
@ui.crafttree.hidden-in-fog	Hidden in fog. To reveal:
@ui.crafttree.no-condition	No condition set yet
@ui.crafttree.path	Path
@ui.crafttree.paths	Paths
@ui.crafttree.paths-clear	clear fog
@ui.crafttree.paths-mark	mark map
@ui.crafttree.profession-not-available	This profession is not available in the game yet.
@ui.crafttree.reveal-links	Along links
@ui.crafttree.reveal-nodes	Around nodes
@ui.crafttree.skill-tree	Skill tree
@ui.crit-base.crit-chance	Crit chance
@ui.debug.server-admin-only	Only the server's admins can change levels here
@ui.delve.belt-hint	Worn on the belt, not in the hand
@ui.delve.refills	Refills in {0}
@ui.delve.way-out	Way out: {0} m
@ui.discord-invite.a-build-code-that-hands	A build code that hands over your layout.
@ui.discord-invite.another-player-s-build-with	Another player's build with the differences lit up, no points spent.
@ui.discord-invite.bug-reports-straight-from-the	Bug reports straight from the game, with screenshot and logs.
@ui.discord-invite.builds-questions-and-answers-from	Builds, questions and answers from other players.
@ui.discord-invite.close-this-window	Close this window
@ui.discord-invite.discord	Discord
@ui.discord-invite.discord-rounds-out-the-tree	Discord rounds out the tree: share builds, follow fixes, and help decide what the mod gets next.
@ui.discord-invite.news-on-versions-and-tree	News on versions and tree changes.
@ui.discord-invite.our-discord	Our Discord
@ui.discord-invite.player-votes-decide-what-gets	Player votes decide what gets added next.
@ui.discord-invite.votes-on-bugs-and-a	Votes on bugs and a visible fix status.
@ui.discord.checking	Checking…
@ui.discord.confirm-the-sign-in-in	Confirm the sign-in in the browser. Link code: {0}
@ui.discord.discord-sign-in-is-needed	Discord sign-in is needed: build codes and bug reports are assembled on the server.
@ui.discord.one-step-left-join-our	One step left: join our Discord — the page in the browser will notice by itself.
@ui.discord.opening-the-browser	Opening the browser…
@ui.discord.signed-in-as	Signed in as {0}
@ui.discord.signed-out-build-code-and	Signed out. Build code and bug reports are locked again.
@ui.discord.the-link-has-expired-try	The link has expired. Try again.
@ui.discord.the-link-was-lost-sign	The link was lost — sign in again.
@ui.discord.the-panel-did-not-answer	The panel did not answer.
@ui.discord.this-build-has-no-sign	This build has no sign-in.
@ui.discord.you-are-not-in-our	You are not in our Discord — join, and the buttons come alive.
@ui.discord.you-are-not-in-our-2	You are not in our Discord. Join: {0}
@ui.disenchant.button	Disenchant
@ui.disenchant.done	Disenchanted: {0}
@ui.disenchant.magic-only	Only Magic or higher items can be disenchanted
@ui.disenchant.returns	Disenchanting returns:
@ui.disenchant.sigils	Socketed sigils come back ({0})
@ui.disenchant.tab	Disenchant
@ui.disenchant.what	Disenchant: {0}
@ui.draft.hitched	Harnessed: {0}
@ui.draft.none	No tamed animal following you nearby
@ui.dungeons.boss-slain-pts-for-everyone	Boss slain: +{0} pts
@ui.dungeons.dungeon-cleared	Dungeon cleared: +{0} pts
@ui.dungeons.dungeon-cleared-closer	Dungeon cleared: {0} more to a point
@ui.early.future-version	{0} will be available in a future version. Learn more in our Discord.
@ui.effects.dawn-the-night-s-experience	Dawn: the night's experience bonus is over
@ui.effects.evaded	Evaded!
@ui.effects.glancing	Glancing!
@ui.effects.passive-tree	Passive Tree
@ui.effects.resources-saved	Resources saved!
@ui.farm.ripens-in	Ripens in {0}
@ui.food-double.hearty-meal	Hearty Meal!
@ui.goldgate.alone	No other portals in this world
@ui.goldgate.close	Close
@ui.goldgate.done	The gate now leads to {0}
@ui.goldgate.failed	The link could not be inscribed: the portal is gone
@ui.goldgate.focus	{0} · {1} m
@ui.goldgate.inscribe	Inscribe link
@ui.goldgate.inscribe-hover	Inscribe a link
@ui.goldgate.inscribing	Inscribing…
@ui.goldgate.leads	Leads to {0}
@ui.goldgate.linked	Linked to: {0}
@ui.goldgate.no-link	No link is inscribed on this gate
@ui.goldgate.no-link-short	No link inscribed
@ui.goldgate.pick	Pick a portal: arrows or a click on the map
@ui.goldgate.unnamed	Unnamed portal
@ui.grave.grave-marker	Grave Marker
@ui.herd.follow	The herd follows
@ui.herd.stay	The herd stays
@ui.hud.xp-gain	+{0} XP
@ui.hugin.flight-hit	The body is hit: Hugin returns
@ui.hugin.flight-off	Hugin returns
@ui.hugin.flight-on	Hugin's sight: building from the air
@ui.hugin.monolith-label	Runic Power
@ui.hugin.monolith-tip	Ancient power lingers here. Rune monoliths are hidden across this world: find and drain them to gain points for your passive tree and grow stronger. The blue area on your map marks the search. It narrows as you search within it, until you find the stone.
@ui.hugin.monolith-topic	Rune Monoliths
@ui.hugin.rune-lair-tip	Rune defenders keep these lairs at every hour. Their trial brings creatures without end for two minutes, and the last of them must fall. To call them, lay trophies on the altar within - ten for every one of you who will stand in the circle. After victory or defeat, the lair needs one full day to recover. Stand the trial and the tree grants a point to each who fought.
@ui.hugin.rune-lairs	Rune Lairs
@ui.hugin.the-lair	The Lair
@ui.hugin.the-passive-tree	The Passive Tree
@ui.hugin.the-tree	The Tree
@ui.hugin.you-have-grown-v2	You have grown, and I came to tell you what to do about it. Every level grants a point - open the tree with {0}. Click the nodes you mean to reach, then press Apply: nothing is spent until you do. Some notables are masteries: take one, and one more point buys one of its options. Change your mind entirely and coins will buy the points back.
@ui.hunt.bait	Bait set: nearby animals will come
@ui.identify.cancel	Cancelled
@ui.identify.done	Identified: {0}
@ui.identify.needed	This item must be identified before it can be used
@ui.item.aged-by-a-master	Aged by a master
@ui.item.alt-short	alt
@ui.item.attack-speed	Attack speed
@ui.item.brewed-by-a-master	Brewed by a master
@ui.item.cast-on-hit	Chance to cast {0} on hit
@ui.item.chance-on-hit	Chance to {0} on hit
@ui.item.combat	COMBAT
@ui.item.corrupted	Corrupted
@ui.item.crafter	Crafter
@ui.item.damage	DAMAGE
@ui.item.damage-2-00-left	+{0} damage, {1}:{2:00} left
@ui.item.defence	DEFENCE
@ui.item.does-not-fade	does not fade
@ui.item.draw-time	Draw time
@ui.item.durability	+{0}% durability
@ui.item.duration	+{0}% duration
@ui.item.duration-label	Duration
@ui.item.empty-socket	Empty socket
@ui.item.evasion-rating	Evasion rating
@ui.item.freshness	Freshness
@ui.item.group.jewellery	Jewellery
@ui.item.immobilize	immobilize
@ui.item.influence	INFLUENCE
@ui.item.item-level	Item level {0}
@ui.item.limit	Limit: {0}
@ui.item.lore-quote	“{0}”
@ui.item.mark-line	{0}: {1}
@ui.item.master	Master
@ui.item.master-s-work	Master's work
@ui.item.mead-strength	+{0}% mead strength
@ui.item.modifiers	MODIFIERS
@ui.item.oil	Oil
@ui.item.oil-strength	+{0}% oil strength
@ui.item.potency	Potency
@ui.item.potion-power	+{0}% potion power
@ui.item.prefix	Prefix
@ui.item.projectile	PROJECTILE
@ui.item.radius	Radius: {0}
@ui.item.radius-variable	Variable
@ui.item.rarity-type	{0} {1}
@ui.item.reload-time	Reload time
@ui.item.repair	Repair
@ui.item.ring	Ring: {0}
@ui.item.rune-shield	Rune shield
@ui.item.rune-use	Right-click to use, then left-click the target item
@ui.item.satiety	Satiety
@ui.item.set	SET · {0}  {1}/{2}
@ui.item.set-pieces	set {0}
@ui.item.socket-no-effect	Shard without an effect
@ui.item.sockets	SOCKETS  {0}/{1}
@ui.item.strength	Strength
@ui.item.suffix	Suffix
@ui.item.tags	Tags
@ui.item.tags.primary	Primary attack
@ui.item.tags.secondary	Secondary attack
@ui.item.total	Total
@ui.item.type.accessory	Accessory
@ui.item.type.ammo	Ammo
@ui.item.type.axe	Axe
@ui.item.type.belt	Belt
@ui.item.type.bow	Bow
@ui.item.type.cape	Cape
@ui.item.type.chest	Chest armour
@ui.item.type.chisel	Chisel
@ui.item.type.club	Club
@ui.item.type.consumable	Consumable
@ui.item.type.crossbow	Crossbow
@ui.item.type.currency	Currency
@ui.item.type.fish	Fish
@ui.item.type.fist	Fist weapon
@ui.item.type.helmet	Helmet
@ui.item.type.jewel	Jewel
@ui.item.type.knife	Knife
@ui.item.type.legs	Leg armour
@ui.item.type.material	Material
@ui.item.type.pickaxe	Pickaxe
@ui.item.type.polearm	Polearm
@ui.item.type.shield	Shield
@ui.item.type.spear	Spear
@ui.item.type.staff	Staff
@ui.item.type.sword	Sword
@ui.item.type.tool	Tool
@ui.item.type.torch	Torch
@ui.item.type.trinket	Trinket
@ui.item.type.trophy	Trophy
@ui.item.type.weapon	Weapon
@ui.item.unidentified	Unidentified
@ui.item.use	USE
@ui.item.workbench	workbench
@ui.jewel.choir-granted	Works without a point: the Choir of the Unburied
@ui.jewel.choir-muted	Silenced by the Choir of the Unburied
@ui.jewel.limit	Limit {0}: no more {1} can be set into the tree
@ui.jewel.lmb-set-here	LMB — set the jewel here.
@ui.jewel.rmb-lift	RMB — take the jewel out onto the cursor; LMB on another socket sets it there.
@ui.jewel.socket-holds-word	Jewel
@ui.jewel.socket-title-linked	{0} Socket
@ui.jewel.tab-here	Tab — open your inventory, pick a jewel and LMB here.
@ui.lair.cooldown	The runes recover: {0}:{1:00}
@ui.lair.enter	Enter
@ui.lair.lay-0-trophies	[<color=yellow><b>$KEY_Use</b></color>] Lay {0} trophies
@ui.lair.leave	Leave
@ui.lair.read-the-runes	Read the runes
@ui.lair.rune-altar	Rune Altar
@ui.lair.rune-lair	Rune Lair
@ui.lair.runic-tide	Runic tide
@ui.lair.the-altar-asks-0-trophies	The altar asks {0} trophies.
@ui.lair.the-lair-is-empty-the	The lair is empty: the trial is lost.
@ui.lair.the-rune-lair-is-drawn	The rune lair is drawn on your map.
@ui.lair.the-rune-touched-wake	The rune-touched wake.
@ui.lair.the-trial-has-begun	The trial has begun.
@ui.lair.the-trial-is-stood	The trial is stood
@ui.lair.the-trial-is-stood-1	The trial is stood: +1 point
@ui.lair.the-trial-runs-0-s	The trial runs: {0} s
@ui.link.companion-needs-mastery	Linking your companion needs the Companion Link mastery
@ui.link.no-eitr	Not enough eitr to hold the link
@ui.link.not-companion	Only your companion can be linked: name it with the Leader's Horn first
@ui.linkwarden.open	LMB — open the separate dedication tree.
@ui.linkwarden.pending	This branch is not available yet.
@ui.linkwarden.points	Dedication: {0}/8 nodes · four minor and four notable selections
@ui.linkwarden.trial	Complete the runestone trial to allocate nodes.
@ui.lootfilter.add	Add items to «{0}»
@ui.lootfilter.click-remove	click - back to Normal
@ui.lootfilter.ignore	Ignore
@ui.lootfilter.ignore-note	Not marked in any way and never picked up automatically.
@ui.lootfilter.legendary	Legendary
@ui.lootfilter.legendary-note	Every legendary item. Set by rarity, cannot be edited.
@ui.lootfilter.mark	Map mark of this group
@ui.lootfilter.master	Loot filter volume
@ui.lootfilter.no-drop	Disable drop
@ui.lootfilter.no-drop-tip	Items of this group do not drop at all from your kills, chopping, mining and gathering. Other players still get them. They are still rolled as usual, so the drop chances of other items do not change.
@ui.lootfilter.no-mark	No map mark
@ui.lootfilter.normal	Normal
@ui.lootfilter.normal-note	Not marked, picked up as usual. Every item not placed in another group.
@ui.lootfilter.play	Play the drop sound
@ui.lootfilter.rare	Rare
@ui.lootfilter.rare-note	Marked on the map, plays a sound when it drops.
@ui.lootfilter.search	Search items…
@ui.lootfilter.sec.jewels	Jewels
@ui.lootfilter.sec.trophies	Trophies
@ui.lootfilter.title	Loot filter
@ui.lootfilter.uber	Very rare
@ui.lootfilter.uber-note	Its own map mark and its own drop sound.
@ui.lootfilter.unique	Unique
@ui.lootfilter.unique-note	Every unique item. Set by rarity, cannot be edited.
@ui.map.custom-icons	PoV icons
@ui.map.icon-size	Icon size
@ui.map.mark-names	Mark names
@ui.map.other-players	Other players
@ui.map.player-arrow	Your arrow
@ui.map.quick-mark	Quick Mark
@ui.map.section-marks	Marks
@ui.map.section-players	Players
@ui.map.settings	Map settings
@ui.map.share-quick-marks	Share quick marks
@ui.map.snap	Merge nearby marks
@ui.map.snap-off	Off
@ui.mass-plant.bed-spacing	Bed spacing: ×{0}
@ui.mass-plant.planted	Planted: {0}
@ui.mass-plant.the-bed-joins-the-one	The bed joins the one next to it
@ui.monolith-guard-bar.monolith-guards	Monolith guards
@ui.monolith-guard-bar.wave-0-of-1	wave {0} of {1}
@ui.monolith-guards.monolith-cleared	Monolith cleared
@ui.monolith-guards.the-trial-is-lost	The monolith trial is lost.
@ui.monolith-zones.show-rune-monoliths	Show rune monoliths
@ui.monoliths.cooldown	The runes recover: {0}:{1:00}
@ui.monoliths.drain-the-monolith	Drain the monolith
@ui.monoliths.its-power-is-already-taken	Its power is already taken
@ui.monoliths.monolith-drained-already	Monolith drained. Its points were already paid for clearing it.
@ui.monoliths.monolith-drained-capped	Monolith drained. No more points: the monolith limit is reached.
@ui.monoliths.monolith-drained-elsewhere	A monolith was drained: +{0} pts.
@ui.monoliths.monolith-drained-pts	Monolith drained: +{0} pts.
@ui.monoliths.renew	Renew the monolith (consumes {0})
@ui.monoliths.renew-after	Renew the monolith with {0} - once it is drained
@ui.monoliths.renew-need	Renew the monolith: needs {0}
@ui.monoliths.renewed	The runes wake anew - the monolith is whole again
@ui.monoliths.rune-monolith	Rune monolith
@ui.monoliths.the-guards-will-not-let	The guards will not let you near the stone
@ui.monoliths.wake-the-monolith-guards	Wake the monolith guards
@ui.oath.break	Break the oath of {0} ({1} coins)
@ui.oath.break-hint	All tree points come back, and you may swear a new oath
@ui.oath.broken	You broke the oath of {0}. Your tree points are back - swear a new oath to choose a path.
@ui.oath.choose	Swear the oath of {0}
@ui.oath.name	Oath Witness
@ui.oath.poor	Breaking the oath costs {0} coins
@ui.oath.swear	Swear an oath
@ui.oath.sworn	You swore the oath of {0}
@ui.oath.title	Swear an oath: choose your path
@ui.oils.blade-haft-or-axe	Oil goes on a blade, a haft or an axe.
@ui.oils.club-holds-no-oil	A club holds no oil: that is learned in the club mastery.
@ui.oils.hands-hold-no-oil	Hands hold no oil: that is learned in the fists mastery.
@ui.oils.nothing-to-take-the-oil	Nothing to take the oil.
@ui.oils.oil	oil
@ui.oils.oiling-the-weapon	Oiling the weapon
@ui.oils.staff-holds-no-oil	A staff holds no oil: that is learned in the oil mastery.
@ui.oils.temporary-effects	Temporary effects
@ui.oils.the-weapon-is-oiled	{0}: the weapon is oiled
@ui.oils.wiped-off-now	{0} wiped off, now {1}
@ui.path.about	{0}: begins in the {1} sector
@ui.path.choose-none	Choose a path
@ui.path.first	Choose your path first
@ui.path.free-choice	The passive tree has changed: open it and choose your path. Your allocated passives stay.
@ui.path.pick	Pick a path to see where it begins in the tree
@ui.pet.carrying	You carry {0} · crouch + {1} to set it down
@ui.pet.hold	hold
@ui.pet.pick-up	Pick up
@ui.pet.released	You set down {0}
@ui.portal-crate.durability	Durability
@ui.portal-crate.inscribed	Inscribed link kept
@ui.portal-crate.no-tag	none
@ui.portal-crate.packed	Portal packed into a crate
@ui.portal-crate.portal	Portal
@ui.portal-crate.tag	Name
@ui.portal-web.accept	Accept
@ui.portal-web.alone	No other portals in this world
@ui.portal-web.cancel	Cancel
@ui.portal-web.chosen	{0} · {1} m
@ui.portal-web.hint	Click a portal on the map, then Accept
@ui.portal-web.none	No portal chosen
@ui.portal-web.title	Portal Web
@ui.portal-web.unnamed	Portal
@ui.preview.bare-hands	Unarmed
@ui.preview.bite-damage	Bite Damage
@ui.preview.bleeding	Bleeding
@ui.preview.burning	Burning
@ui.preview.burning-damage	Burning damage
@ui.preview.burning-strength	Burning strength
@ui.preview.flat-stagger-damage	Flat Stagger Damage
@ui.preview.hit-damage	Hit Damage
@ui.preview.minion-damage	Minion Damage
@ui.preview.minions	Minions
@ui.preview.pet-damage	Pet Damage
@ui.preview.pets	Pets
@ui.preview.poison-strength	Poison strength
@ui.preview.poisoning	Poison
@ui.preview.poisoning-damage	Poison damage over time
@ui.preview.retaliation-damage	Retaliation Damage
@ui.preview.shock	Shock
@ui.preview.spikes	Spikes
@ui.preview.stagger-damage-from-discharge	Stagger Damage from Discharge
@ui.preview.wound-damage	Wound Damage
@ui.preview.wound-strength	Wound strength
@ui.progress.character-reset-done	Character progress reset: {0} saved records and {1} personal marks removed.
@ui.progress.level-points-available	Level {0}! Points available: {1}
@ui.progress.lost-level-share	Lost {0}% of a level's XP
@ui.progress.lost-levels	Lost {0} levels and {1}% of a level's XP
@ui.progress.no-character-to-reset	No character is loaded.
@ui.progress.points-gained	Points gained: {0}
@ui.progress.refunded-list	Removed: {0}
@ui.progress.the-tree-changed-nodes-came	The tree changed: {0} nodes came off, their points are back to spend
@ui.progress.xp	XP
@ui.progress.you-need-coins-to-refund	You need {0} coins to refund points
@ui.progress.you-need-greydwarf-eyes-to	You need {0} greydwarf eyes to take points back
@ui.qmark.already	Already marked
@ui.qmark.marked	Marked on the map: {0}
@ui.qmark.marked-place	Marked on the map
@ui.qmark.nothing	Nothing to mark
@ui.quickstack.button	Stack nearby
@ui.quickstack.done	Stacked {0} items into {1} chests
@ui.quickstack.letter	Q
@ui.quickstack.none	No chest nearby holds these items
@ui.quickstack.nothing	Nothing to stack
@ui.quiver.slot	Quiver
@ui.quiver.unrolled	Its bonuses are rolled when it comes into your bag.
@ui.quiver.wear	Equip it to wear it in the quiver slot.
@ui.quiver.worn	Worn in the quiver slot.
@ui.remote-status.dev	DEV
@ui.remote-status.h-ago	{0} h ago
@ui.remote-status.just-now	just now
@ui.remote-status.min-ago	{0} min ago
@ui.remote-status.s	 s
@ui.remote-status.s-ago	{0} s ago
@ui.resource-cells.stack-up-to	{0} stack - up to {1}
@ui.resurrection.aim	Aim at your companion's gravestone
@ui.resurrection.broken	The gravestone is empty
@ui.resurrection.charges	Charges: <color=orange>{0}/{1}</color>
@ui.resurrection.done	{0} returns
@ui.resurrection.empty	The rune is spent. Recharge it at a Rune Carver Table with Divine Azurite
@ui.resurrection.fell	{0} has fallen. A gravestone marks the place
@ui.resurrection.grave	Gravestone of {0}
@ui.resurrection.hint	Hold the attack button with a Rune of Resurrection in hand, aiming at the gravestone
@ui.resurrection.hover-hold	Hold with a Rune of Resurrection to revive
@ui.resurrection.hover-owner	Companion of {0}
@ui.resurrection.interrupted	Resurrection interrupted
@ui.resurrection.not-yours	Only its owner can bring this companion back
@ui.resurrection.progress	Reviving {0}
@ui.resurrection.recharge	Recharge with Repair at a Rune Carver Table: one Divine Azurite.
@ui.resurrection.recharged	{0} recharged: {1}/{2}
@ui.resurrection.time	Resurrection time: <color=orange>{0} s</color>
@ui.resurrection.use	Aim at your companion's gravestone and hold the attack button to bring it back.
@ui.retpath.go	Fly to the exit: {0}
@ui.retpath.short	Not enough: {0}
@ui.retpath.text	Fly to the exit of this dungeon? Once per dungeon.
@ui.retpath.title	Return Path
@ui.rune-pebble.a-flint-someone-carved-runes	A flint someone carved runes into - and they are still glowing. Good for nothing but sitting in your pocket and reminding you the world is older than you are.
@ui.rune-pebble.rune-pebble	Rune pebble
@ui.rune.chest-busy	The chest is busy - try again
@ui.runestones.runestone-read-craft-point	Runestone read: +{0} craft point(s)
@ui.saddle.ride	{key.crouch} + {key.use} Ride
@ui.salvage.button	Salvage
@ui.salvage.chance	 (+{0} chance for each of the other {1})
@ui.salvage.done	Salvaged: {0}
@ui.salvage.pin	Wreck cargo
@ui.salvage.professions	Profession masteries can recover more of the lost materials.
@ui.salvage.returns	Salvaging returns:
@ui.salvage.sunk-pin	Sunken item
@ui.salvage.tab	Salvage
@ui.salvage.what	Salvage: {0}
@ui.series.combo	Combo
@ui.series.combo-tip	Attacks without a pause build a Combo and strengthen each other. A pause or being staggered breaks the Combo.
@ui.settings.a-notice-turned-off-only	A notice turned off only goes quiet: points, levels and deeds are still granted.
@ui.settings.are-you-sure	Are you sure?
@ui.settings.bottom-left	Bottom left
@ui.settings.bottom-right	Bottom right
@ui.settings.build-codes	Build codes
@ui.settings.build-codes-need-sign-in	Sign in through PoV Link and the buttons come alive.
@ui.settings.build-colors.contrast	High contrast
@ui.settings.build-colors.crimson	Crimson
@ui.settings.build-colors.moon	Moonlight
@ui.settings.build-colors.violet	Violet
@ui.settings.by-the-map	By the map
@ui.settings.cancel	Cancel
@ui.settings.craft-masteries	Craft tree masteries
@ui.settings.done-level-nodes-refunded	Done: level {0}, nodes refunded: {1}.
@ui.settings.full-reset	Full reset
@ui.settings.got-it	Got it
@ui.settings.hotkeys-note	Click a button and press the new key, holding Shift, Ctrl or Alt if you want them in it. Esc cancels, Backspace removes the key.
@ui.settings.level-becomes-nodes-refunded	Level {0} becomes {1}, nodes refunded: {2}.
@ui.settings.level-becomes-nodes-refunded-2	Level {0} becomes {1}. Nodes refunded: {2}.
@ui.settings.lower	Lower
@ui.settings.mast.count	{0} of {1} on
@ui.settings.mast.editable	A turned-off option cannot be chosen by anyone on the server, and stops working for those who chose it.
@ui.settings.mast.hide	Hide
@ui.settings.mast.none	The craft tree has not loaded: no masteries to list yet.
@ui.settings.mast.reset	Turn all on
@ui.settings.mast.show	Options
@ui.settings.mods.editable	Changes are sent to the server. Modifier strength above pulls all of these at once.
@ui.settings.mods.hide	Hide values
@ui.settings.mods.on-bosses	on bosses
@ui.settings.mods.rarity-off	Creature rarity is off: no creature wears a modifier.
@ui.settings.mods.read-only	These are the host's settings. Only the host or a server administrator may change them.
@ui.settings.mods.refused	The server did not accept that change.
@ui.settings.mods.reset	Reset all
@ui.settings.mods.show	Values
@ui.settings.mods.system-off	Add-on creature difficulty is off: nothing here takes effect.
@ui.settings.monster-modifiers	Monster modifiers
@ui.settings.no-key	none
@ui.settings.nothing-is-taken-in-the	Nothing is taken in the tree.
@ui.settings.off	off
@ui.settings.on	on
@ui.settings.pick-a-level-below-the	Pick a level below the current one.
@ui.settings.press-a-key	Press a key…
@ui.settings.reset	Reset
@ui.settings.reset-character-warning	This permanently resets this character's Path of Valheiman levels, experience, tree, professions and personal marks. World progress is not changed.
@ui.settings.scope.admin	Admin
@ui.settings.scope.player	Player
@ui.settings.search	Search settings
@ui.settings.search-none	No settings match
@ui.settings.settings	Settings
@ui.settings.skill-limits	Vanilla skill limits
@ui.settings.skills.count	{0} skills: {1} frozen, {2} with a lower maximum
@ui.settings.skills.editable	Applies to everyone on the server. A frozen skill gains no experience; no skill grows past its level.
@ui.settings.skills.frozen-at	Frozen at
@ui.settings.skills.grows	Levels up
@ui.settings.skills.max	Max level
@ui.settings.skills.mods	Skills added by other mods
@ui.settings.skills.none	No character is loaded: there are no skills to list yet.
@ui.settings.skills.reset	Remove all limits
@ui.settings.skills.state-capped	limited
@ui.settings.skills.state-free	grows as usual
@ui.settings.skills.state-frozen	frozen
@ui.settings.skills.yours	Your level {0}
@ui.settings.that-did-not-work	That did not work
@ui.settings.that-is-the-current-level	That is the current level - nothing to change.
@ui.settings.the-character-is-not-loaded	The character is not loaded yet.
@ui.settings.the-clipboard-would-not-take-2	The clipboard would not take the code. The game could write it neither to the clipboard nor to a file.
@ui.settings.the-level-can-only-be	The level can only be lowered. Experience for the levels you lived will not come back, and you cannot raise it from here.
@ui.settings.this-build-makes-no-network	This build makes no network requests of its own: no sign-in, no build codes, no statistics. Everything else works the same.
@ui.settings.this-will-not-raise-the	This will not raise the level back: experience for the levels you lived is not returned.
@ui.settings.top-left	Top left
@ui.settings.top-right	Top right
@ui.settings.vision.contrast	High contrast
@ui.settings.vision.deuteranopia	Deuteranopia (red-green)
@ui.settings.vision.protanopia	Protanopia (red-green)
@ui.settings.vision.standard	Standard
@ui.settings.vision.tritanopia	Tritanopia (blue-yellow)
@ui.ship-crate.anchor	Anchor
@ui.ship-crate.built-by	Built by
@ui.ship-crate.deephold	Deep Hold: an extra row in the hold
@ui.ship-crate.hold	In the hold
@ui.ship-crate.hold-in-use	Someone has the hold open - close it first
@ui.ship-crate.hull	Hull
@ui.ship-crate.packed	Ship packed into a crate
@ui.ship-crate.salvage	Salvage Float: the hold survives a wreck
@ui.ship-crate.ship	Ship
@ui.ship-crate.stormkeel	Storm Keel: steady in a storm
@ui.ship-crate.sturdy-hull	Sturdy hull: {0}% less damage
@ui.ship-crate.unknown	unknown
@ui.ship.aboard	The ship cannot be taken apart while someone is standing on it
@ui.ship.cargo	The hold has to be empty before the ship can be taken apart
@ui.sight.treasure-marked	A chest nearby is marked on your map
@ui.sigil.no-socket	No free socket that fits this sigil
@ui.sigil.one-boss	Only one boss sigil per item
@ui.sleep-prompt.just-sit	Just sit
@ui.sleep-prompt.sleep	Sleep
@ui.sleep-prompt.sleep-by-the-fire	Sleep by the Fire
@ui.sleep-prompt.sleep-by-the-fire-until	Sleep by the fire until morning?
@ui.snack.eaten	Snack: {0}
@ui.snack.full	No room for another snack ({0} at once)
@ui.sortbag.button	Sort
@ui.sortbag.letter	S
@ui.source.body-armour	armour from your equipped body armour
@ui.source.bolt-type-fired-10s	type of bolt fired in the last 10 seconds
@ui.source.character-level	character level
@ui.source.combo-hit	Combo hit
@ui.source.comfort	comfort
@ui.source.critical-chance-focus	critical chance focus
@ui.source.critical-multiplier-focus	critical multiplier focus
@ui.source.current-adrenaline	current adrenaline
@ui.source.current-armour	current armour
@ui.source.current-eitr	current eitr
@ui.source.current-fortification	current fortification
@ui.source.current-health	current health
@ui.source.current-rage	current rage
@ui.source.current-rune-shield	current rune shield
@ui.source.current-stamina	current stamina
@ui.source.eitr-from-food	eitr from food
@ui.source.elemental-ailment-on-target	elemental ailment on the target
@ui.source.fall-height	m of fall height
@ui.source.health-from-food	health from food
@ui.source.height-above-ground	m of height above ground
@ui.source.helmet-armour	armour from your equipped helmet
@ui.source.helmet-rune-shield	rune shield from your equipped helmet
@ui.source.impale-on-target	impale on the target
@ui.source.maximum-adrenaline	maximum adrenaline
@ui.source.maximum-carry-capacity	maximum carry capacity
@ui.source.maximum-eitr	maximum eitr
@ui.source.maximum-fortification	maximum fortification
@ui.source.maximum-health	maximum health
@ui.source.maximum-rage	maximum rage
@ui.source.maximum-rune-shield	maximum rune shield
@ui.source.maximum-stamina	maximum stamina
@ui.source.missing-health	missing health
@ui.source.of-missing-eitr	% of missing eitr
@ui.source.of-missing-fortification	% of missing fortification
@ui.source.of-missing-health	% of missing health
@ui.source.of-missing-rage	% of missing rage
@ui.source.of-missing-rune-shield	% of missing rune shield
@ui.source.of-missing-stamina	% of missing stamina
@ui.source.prevented-physical-damage	physical damage prevented by your defence
@ui.source.projectile-from-this-node	additional projectile from this node
@ui.source.rested-charge	rested charge
@ui.source.stamina-from-food	stamina from food
@ui.staff.blood-seal	Blood Seal
@ui.staff.blood-seal-shields-you-and	Blood Seal shields you and allies within 2.5 metres for 30 seconds. Absorbs 35 damage, +5 per quality; scales with Blood Magic. Uses eitr, stamina and health. Shields do not stack.
@ui.staff.fires-a-fireball-that-explodes	Fires a fireball that explodes on impact. Uses eitr and stamina; scales with spell, fire and projectile bonuses.
@ui.starter-bomb.a-clay-pot-of-resin	A clay pot of resin and embers. Bursts into fire where it lands; the blast is small enough to throw from behind a shield. Scales with bomb, fire and throwing bonuses.
@ui.starter-bomb.ember-bomb	Ember Bomb
@ui.stats.a-fist-or-bare-hand	A fist or unarmed attack dashes to whatever your crosshair rests on, if it is no farther than {0} m: to an enemy, exactly to striking range; to a wall or rock, right up to it; the dash ends at the moment of the hit. With an empty crosshair, it dashes forward {1} m. The crosshair lights up on a reachable enemy
@ui.stats.a-successful-parry-deals-of	A successful parry deals {0} of your thorns damage to the attacker
@ui.stats.a-successful-shield-block-deals	A successful shield block deals {0} of your thorns damage to the attacker
@ui.stats.adj-noun	{0} {1}
@ui.stats.and	and
@ui.stats.arrow-stack-size	Arrow stack size
@ui.stats.arrows-stack-up-to-per	Arrows stack up to {0} per slot
@ui.stats.bare-hands-answer-to-might	Unarmed attacks answer to Might instead of Finesse, and swing at {0} of their speed
@ui.stats.bare-hands-deal-1-damage	Unarmed attacks deal +1 damage for every {0} points of Might
@ui.stats.base-thorns-for-increased-thorns	Base thorns when increased thorns are your only source
@ui.stats.bomb-target-radius	Target search radius
@ui.stats.bombs-at-a-time	Bombs at a time
@ui.stats.chance-save-resource	{0} chance to save {1}
@ui.stats.damage-converted-to	{0} {1} damage converted to {2}
@ui.stats.damage-of-a-charging-hit	Damage of a charging hit at full speed
@ui.stats.damage-of-a-returning-throw	Damage of a returning throw
@ui.stats.dash-range	Dash Range
@ui.stats.defence	Defence
@ui.stats.defence-summary.v2	Armour: {0}\nEvasion rating: {1}\nRune shield: {2}\nEnemy accuracy here (level {3}): {4}\nEstimated chance to evade against enemies of level {3}: {5}%
@ui.stats.effect-area	Effect area
@ui.stats.forage-stack-size	Forage stack size
@ui.stats.from-equipped	from equipped {0}
@ui.stats.gain-as-extra	Gain {0} of physical damage as extra {1}
@ui.stats.gain-as-extra-directed	Gain {0} of {1} damage as extra {2}
@ui.stats.gathering-radius	Gathering radius
@ui.stats.herbs-berries-and-mushrooms-stack	Herbs, berries and mushrooms stack up to {0} per slot
@ui.stats.immobilized-enemies-explode	Immobilized enemies explode with poison when they die, dealing {0} of their maximum life to enemies within {1} m
@ui.stats.inventory-bomb-throw	Throw one random carried bomb at a random enemy within {0} m. Cooldown: {1} seconds. Requires a real bomb in the inventory.
@ui.stats.loot	loot
@ui.stats.m	m
@ui.stats.mass-repair-radius	Mass repair radius
@ui.stats.metres	m
@ui.stats.might-per-1-bare-hand	Might per +1 unarmed damage
@ui.stats.movement-swim-and-ship-speed	Movement, swim and ship speed
@ui.stats.movement-swim-and-ship-speed-2	{0} movement, swim and ship speed
@ui.stats.near	near {0}
@ui.stats.nearby	nearby
@ui.stats.node	Node
@ui.stats.of-base	 of base
@ui.stats.of-total	 of total
@ui.stats.on-item-types	on {0}
@ui.stats.or	or
@ui.stats.per-combo-hit	per Combo hit
@ui.stats.per-combo-hits	per {0} Combo hits
@ui.stats.per-each	per {0}
@ui.stats.per-elemental-ailment-on-target	per elemental ailment on the target
@ui.stats.per-impale-on-target	per impale on the target
@ui.stats.per-point-eitr-regeneration-and-rune	Per point: +{0}% eitr regeneration and +{1} rune shield.
@ui.stats.per-point-health-regeneration-and-carry	Per point: +{0}% health regeneration and +{1} carry weight.
@ui.stats.per-point-of	per point of {0}
@ui.stats.per-point-stamina-regeneration-and-evasion	Per point: +{0}% stamina regeneration and {1}% increased evasion rating.
@ui.stats.per-points-of	per {0} points of {1}
@ui.stats.projectile-count	Projectile count
@ui.stats.raw-meat-and-fish-can	Raw meat and fish can be eaten: this food gives {0} of the fullness and effect of its cooked version
@ui.stats.recently	recently
@ui.stats.repairs-everything-around-a-single	Repairs everything around a single building within a {0} metre radius
@ui.stats.restore-missing-health	Restore {0}% of missing health
@ui.stats.s	({0} s)
@ui.stats.s-2	s
@ui.stats.share-of-the-cooked-value	Share of the cooked value in raw food
@ui.stats.skill-cooldown	Skill cooldown
@ui.stats.stamina-and-eitr-cost	stamina and eitr cost
@ui.stats.stamina-cost	stamina cost
@ui.stats.targetless-dash	Targetless Dash
@ui.stats.text	{0} {1}
@ui.stats.the-first-blow-right-after	The first blow right after a sprint deals up to {0} more damage - the faster the run, the more
@ui.stats.thorns	thorns
@ui.stats.thorns-dealt-on-a-perfect	Thorns dealt on a perfect parry
@ui.stats.thorns-dealt-on-a-shield	Thorns dealt on a shield block
@ui.stats.thorns-dealt-to-the-parried	Thorns dealt to the parried target
@ui.stats.thorns-gain-as-extra	Gain {0} of thorns damage as extra {1}
@ui.stats.time-between-drops	Time between drops
@ui.stats.what-you-throw-flies-back	What you throw flies back after killing the target, piercing enemies for {0} of the original damage
@ui.stats.what-you-throw-flies-back-2	What you throw flies back after reaching maximum range or colliding, piercing enemies for {0} of the original damage
@ui.stats.while-you-are-in-the	While you are in the air, a random bomb falls from your pack every {0} s
@ui.stats.while-you-are-in-the-2	While you are in the air, everything within {0} m below you is shaken loose: berries, mushrooms and branches fall to the ground and hives give up their honey — you still have to pick it all up yourself
@ui.stats.while-you-are-in-the-3	While you are in the air, random bombs fall from your pack every {0} s — {1} at a time
@ui.stats.with-damage	with {0} damage
@ui.subclasses.ascendancy-class-unlocked	Ascendancy class unlocked: {0}
@ui.trade-mechanics.anchor-dropped	Anchor Dropped
@ui.trade-mechanics.anchor-raised	Anchor Raised
@ui.trade-mechanics.drop-anchor	Drop Anchor
@ui.trade-mechanics.raise-anchor	Raise Anchor
@ui.trade-mechanics.the-ship-rides-at-anchor	The ship rides at anchor
@ui.trash.ask	Delete {0} items forever? They will be gone from the game.
@ui.trash.done	Deleted: {0}
@ui.trash.label	Delete
@ui.trash.marking	Mark
@ui.trash.tip	Mark items in the bag with the hammer, then press the check mark to delete them for good. Right click, Escape or Tab cancel.
@ui.trash.tip-title	Delete items
@ui.trash.title	Delete items
@ui.trash.worn	Worn items can't be deleted
@ui.tree-controls-help.alt	Alt
@ui.tree-controls-help.controls	Controls
@ui.tree-controls-help.drag	Drag
@ui.tree-controls-help.fit-the-tree	Fit the tree
@ui.tree-controls-help.home	Home
@ui.tree-controls-help.lmb	LMB
@ui.tree-controls-help.pan-the-tree	Pan the tree
@ui.tree-controls-help.pin-the-tooltip	Pin the tooltip
@ui.tree-controls-help.refund-a-point	Refund a point
@ui.tree-controls-help.rmb	RMB
@ui.tree-controls-help.take-a-node	Take a node
@ui.tree-controls-help.wheel	Wheel / + −
@ui.tree-controls-help.zoom-the-tree	Zoom the tree
@ui.tree-generation.done	Tree updated: all points returned ({0} + {1} craft)
@ui.tree-generation.later	Later
@ui.tree-generation.text	This version brings a new skill tree. Updating resets every point in the skill tree and the craft tree and returns them all to you - nothing is lost. Your path stays chosen.
@ui.tree-generation.title	The skill tree has been updated
@ui.tree-generation.update	Update tree
@ui.tree-remote.newer-file-same-tree	newer file, same tree
@ui.tree-remote.no-changes	no changes
@ui.tree-remote.nodes-moved-in-total	nodes moved, {0} in total
@ui.tree-remote.numbers-unchanged-nodes	numbers unchanged, {0} nodes
@ui.tree-remote.the-tree-on-the-shelf	the tree on the shelf is older than the build - keeping the one that shipped
@ui.tree-remote.updated-nodes	updated, {0} nodes
@ui.tree-values.updated-edits	updated, {0} edits
@ui.tree.0-40-with-no-attribute	0.40 with no attribute, 1.00 at {0} points
@ui.tree.1-point	+1 point
@ui.tree.10-points	+10 points
@ui.tree.1000-xp	+1000 XP
@ui.tree.a-gate-nobody-built-what	A gate nobody built. What lies between them is not distance but memory: come to one, and the others are already waiting for you.
@ui.tree.actually-taking-a-class-is	Actually taking a class is not in yet; it is coming in a later update.
@ui.tree.allocated	Allocated.
@ui.tree.apply-changes	Apply changes
@ui.tree.apply-points	Apply points
@ui.tree.ascendancy-class	Ascendancy class
@ui.tree.attacks-per-second	Attacks per second
@ui.tree.attr-arms.might	clubs, pickaxes, swords, polearms, scepters, axes, spears, crossbows
@ui.tree.attr-arms.spirit	staves, bombs, swords, polearms, scepters, knives
@ui.tree.attributes	Attributes
@ui.tree.average-damage-per-hit	Average damage per hit
@ui.tree.base	Base
@ui.tree.body	Body
@ui.tree.bosses	Bosses
@ui.tree.bows-fists-axes-spears-crossbows	bows, fists, axes, spears, crossbows, knives
@ui.tree.broken	(broken)
@ui.tree.build-failed	The tree could not be built - try again in a few seconds
@ui.tree.builds-manager	Builds Manager
@ui.tree.category	Category
@ui.tree.character-bonuses	Character bonuses
@ui.tree.check-now	Check now
@ui.tree.class-plaque-hint	Choose your path in the window at the bottom of the tree. To change it later, speak to the Oath Witness by the starting stones at the very beginning of the world.
@ui.tree.class-plaque-none	No path yet
@ui.tree.class-plaque-title	Path and starting point
@ui.tree.class-unlocked-lmb-choose-this	Class unlocked. LMB — choose this class.
@ui.tree.cleared-of	Cleared: {0} of {1}.
@ui.tree.cleared-of-the-first-are	Cleared: {0} of {1} · the first {2} are counted.
@ui.tree.cleared-per-kind	Cleared: {0} · up to {1} of each kind count.
@ui.tree.crafting	Crafting
@ui.tree.crit-multiplier	Crit multiplier
@ui.tree.damage	Damage
@ui.tree.damage-per-second	Damage per second
@ui.tree.debug	DEBUG
@ui.tree.debug-2	debug
@ui.tree.defence	Defence
@ui.tree.dexterity	Dexterity
@ui.tree.difference-hidden	difference hidden
@ui.tree.drained-of-in-the-world	Drained: {0} of {1} in the world.
@ui.tree.drained-the-world-holds-the	Drained: {0} · the world holds {1}, the first {2} count.
@ui.tree.dungeons	Dungeons
@ui.tree.elements-ailments	Elements & Ailments
@ui.tree.every-option-of-this-mastery	Every option of this mastery is already taken elsewhere: here the point only opens the road.
@ui.tree.experience-combat	Experience: combat only - fighting, killing creatures and bosses.
@ui.tree.final-damage	Final damage
@ui.tree.found	Found: {0}
@ui.tree.free	Free {0}
@ui.tree.gathering	Gathering
@ui.tree.gold	Gold
@ui.tree.granted-separately	granted separately {0}
@ui.tree.greydwarf-eye	Greydwarf eye
@ui.tree.heavy-grip.cost	×{0} attack stamina cost while your other hand is occupied
@ui.tree.heavy-grip.rule	You can hold two-handed weapons in one hand
@ui.tree.in-the-shown-build	In the shown build: {0}.
@ui.tree.increased-evasion-rating	increased evasion rating
@ui.tree.intelligence	Intelligence
@ui.tree.keystone	Keystone
@ui.tree.leave-refund-mode	Leave refund mode
@ui.tree.level	Level
@ui.tree.level-1	Level +1
@ui.tree.level-points-for-each-level	Level {0} · points for each level gained.
@ui.tree.levels	Levels
@ui.tree.lmb-change-option-rmb-refund-option	LMB — change the option  ·  Shift+LMB — next  ·  RMB — refund the option first, then the node.
@ui.tree.lmb-choose-a-mastery-shift	LMB — choose a mastery  ·  Shift+LMB — next option.
@ui.tree.lmb-choose-for-1-point	LMB — choose for 1 point.
@ui.tree.lmb-choose-this-class	LMB — choose this class.
@ui.tree.lmb-mark-for-refund	LMB — mark for refund.
@ui.tree.lmb-open-our-discord	LMB — open our Discord.
@ui.tree.lmb-pick-an-option-and	LMB - pick an option and queue the node.
@ui.tree.lmb-pick-mastery-option-1-point	LMB — pick a mastery option for 1 more point.
@ui.tree.lmb-take-it-at-once	{0}+LMB - take it at once.
@ui.tree.lmb-take-node-then-option	LMB — take the node for 1 point; its mastery option is the next point.
@ui.tree.marked-along-with-it-nodes	Marked along with it: {0} nodes
@ui.tree.marked-for-refund-lmb-or	Marked for refund. LMB or RMB — unmark.
@ui.tree.mastery-option-marked-for-refund	Mastery option marked for refund. RMB again — the whole node.
@ui.tree.mastery-option-selected	Mastery option selected: "Apply points" buys it for 1 point. RMB — unselect it.
@ui.tree.mastery-options-to-learn	Mastery options to learn
@ui.tree.mastery-options-to-refund	Mastery options to refund
@ui.tree.matches	matches
@ui.tree.matches-your-tree	matches your tree
@ui.tree.maximum-level	Maximum level
@ui.tree.mod-version	Path of Valheiman {0}
@ui.tree.monolith-everyone	+{0} point for everyone on the server for every monolith drained.
@ui.tree.movement	Movement
@ui.tree.no-dungeons-in-this-world	No dungeons in this world yet.
@ui.tree.no-points-available	No points available.
@ui.tree.no-points-to-spend	No points to spend
@ui.tree.node-in-development	In development
@ui.tree.node-not-allocated	Node not allocated.
@ui.tree.node-type	Node type
@ui.tree.nodes-count	{0} nodes
@ui.tree.not-enough-short	not enough: {0} short
@ui.tree.not-in-this-tree	not in this tree: {0}
@ui.tree.not-taken-nothing-open-to	Not taken: {0} - nothing open to reach it from.
@ui.tree.not-working-for-now-cannot	Not working for now — cannot be taken.
@ui.tree.nothing-else-taken-yet	Nothing else taken yet.
@ui.tree.nothing-in-the-tree-changes	Nothing in the tree changes this yet
@ui.tree.now	Now
@ui.tree.offence	Offence
@ui.tree.only-roads-out-of-the	Only {0} roads out of the centre may be opened.
@ui.tree.option-change-free	free
@ui.tree.option-change-marked	Option change marked: "Apply changes" pays {0}. LMB — pick another, RMB — cancel the change.
@ui.tree.option-change-price	Changing the option is a respec: {0}.
@ui.tree.option-needs-craft-point	The mastery option takes one more craft point
@ui.tree.option-needs-point	The mastery option takes one more point
@ui.tree.options-to-change	Options to change
@ui.tree.other	Other
@ui.tree.per-point	Per point
@ui.tree.point-for-everyone-on-the-2	+{0} point for everyone on the server for each stone read.
@ui.tree.point-for-everyone-on-the-3	+{0} point for everyone on the server per clear.
@ui.tree.point-to-everyone-on-the-2	+{0} point to everyone on the server for every {1} cleared.
@ui.tree.points-fall-short-for	points fall short for {0}
@ui.tree.points-for-everyone-on-the	+{0} points for everyone on the server per boss.
@ui.tree.points-to-spend	{0} points to spend
@ui.tree.present-in-the-shown-build	Present in the shown build.
@ui.tree.price-coins-you-have	Price: {0} coins (you have {1})
@ui.tree.price-greydwarf-eyes-you-have	Price: {0} greydwarf eyes (you have {1})
@ui.tree.profession	Profession
@ui.tree.raises-the-skill-multiplier-of	Raises the skill multiplier of its own weapon
@ui.tree.read-in-this-world	Read in this world: {0}.
@ui.tree.read-of	Read: {0} of {1}.
@ui.tree.read-of-the-first-are	Read: {0} of {1} · the first {2} are counted.
@ui.tree.refund-all	Refund all
@ui.tree.refund-currency	Refund currency
@ui.tree.refund-pay-with	Refund with
@ui.tree.refund-per-point	{0} / point
@ui.tree.refund-points	Refund points
@ui.tree.report-a-problem	Report a problem
@ui.tree.reserved-option	A reserved place in this mastery: it has no effect yet and cannot be chosen.
@ui.tree.reset-all	Reset all
@ui.tree.reset-the-tree	Reset the tree
@ui.tree.right-click-take-the-point	Right-click: take the point back for {0} greydwarf eyes (you have {1}).
@ui.tree.rmb-mark-for-refund	RMB — mark for refund.
@ui.tree.rmb-refund-a-point	RMB — refund a point.
@ui.tree.rmb-refund-a-point-for	RMB — refund a point for {0} coins (you have {1}).
@ui.tree.rmb-refund-it-at-once	{0}+RMB - refund it at once.
@ui.tree.rune-monoliths	Rune monoliths
@ui.tree.runestones	Runestones
@ui.tree.search-the-tree-poison-torch	Search the tree: poison, torch, crit…
@ui.tree.section.offence	Offence
@ui.tree.section.other	Other
@ui.tree.selected-lmb-or-rmb-removes	Selected. LMB or RMB removes it, "Apply points" confirms.
@ui.tree.selected-lmb-repick	Selected. LMB — pick another option for free, RMB removes it, "Apply points" confirms.
@ui.tree.skills-rules	Skills & rules
@ui.tree.slain-of	Slain: {0} of {1}.
@ui.tree.stamina-per-hit	Stamina cost
@ui.tree.starts	Starts
@ui.tree.starts-of	Starts: {0} of {1}
@ui.tree.strength	Strength
@ui.tree.tags	Tags
@ui.tree.taken-and-kept-as-a	Taken and kept as a road: its bonuses do nothing, the point is not lost.
@ui.tree.the-author-has-turned-this	The author has turned this option off for now: it cannot be chosen.
@ui.tree.the-tree-is-being-built	The tree is being built…
@ui.tree.the-tree-is-not-open	The tree is not open yet.
@ui.tree.this-node-holds-up-a	This node holds up a branch.
@ui.tree.this-node-is-temporarily-disabled	This node is temporarily disabled: the author took it out until it is fixed.
@ui.tree.this-tree-holds-none-of	This tree holds none of the code's nodes.
@ui.tree.to-drop	to drop {0}
@ui.tree.to-eitr-regeneration	to eitr regeneration
@ui.tree.to-health-regeneration	to health regeneration
@ui.tree.to-learn	To learn
@ui.tree.to-refund	To refund
@ui.tree.to-stamina-regeneration	to stamina regeneration
@ui.tree.to-take	to take {0}
@ui.tree.tooltip-held-esc-or-a	Tooltip held. Esc or a click on the tree lets it go.
@ui.tree.tracking-a-build-nodes	Tracking a build: {0} nodes
@ui.tree.tracking-name	Tracking: {0}
@ui.tree.trail-nodes	Allocated passives on the path to your start: {0}
@ui.tree.trail-none	No allocated path from this socket to your start: grants nothing
@ui.tree.trail-per	Per passive
@ui.tree.trail-total	In total
@ui.tree.turned-off-in-the-server	Turned off in the server's settings.
@ui.tree.unavailable-not-connected-to-your	Unavailable: not connected to your allocated nodes.
@ui.tree.what-the-node-changes-fists	Node effects on weapons
@ui.tree.where-points-come-from	Where points come from
@ui.tree.xp-penalty	Your level is too high for this biome, so you get less experience: -{0}%.
@ui.trinket.hand-busy	The trinket occupies the shield hand.
@ui.vacuum.category	Collects: {0}  [<color=yellow><b>Shift + E</b></color>]
@ui.vacuum.collects	Collects: {0}
@ui.vacuum.radius	Radius: {0} m  [<color=yellow><b>Shift + wheel</b></color>]
@ui.vacuum.stations	Stations in range: {0}
@ui.weakspot.hit	Weak spot!
@ui.weakspot.shatter	Shatter!
@ui.weather.ashrain	Ash rain
@ui.weather.clear	Clear
@ui.weather.fog	Fog
@ui.weather.lightrain	Light rain
@ui.weather.mistlands	Mistlands mist
@ui.weather.next	Next: {0} in {1}
@ui.weather.rain	Rain
@ui.weather.snow	Snow
@ui.weather.snowstorm	Snowstorm
@ui.weather.thunder	Thunderstorm
@ui.web-config.updated-settings	updated, {0} settings
@ui.whet.done	Sharpened: {0}
@ui.whet.nothing	Nothing in hand to sharpen
@ui.whet.too-hard	This metal is too hard for that whetstone
@ui.wild-sowing.wild-growth-planted-on-cultivated	Wild growth. Planted on cultivated ground.
@ui.xp.area-level.short	Lvl {0}
@ui.xp.biome-penalty.combat	Combat XP penalty -{0}%
@ui.xp.biome-penalty.combat.topic	Biome combat experience penalty
@ui.xp.biome-penalty.tip	Your level ({0}) has outgrown this biome (biome level {1}). Passive tree experience earned here - kills, work and travel - is cut by {2}%. Craft experience is not cut. Go to a harder biome to earn full experience.
@vanilla-combat.easy	Easy
@vanilla-combat.easy.tip	Enemies deal 75% damage; you deal 110%.
@vanilla-combat.hard	Hard
@vanilla-combat.hard.tip	Enemies deal 150% damage, are faster and bigger and gain stars sooner; you deal 85%.
@vanilla-combat.normal	Normal
@vanilla-combat.normal.tip	Valheim's standard combat.
@vanilla-combat.very-easy	Very easy
@vanilla-combat.very-easy.tip	Enemies deal 50% damage and are smaller and slower; you deal 125%.
@vanilla-combat.very-hard	Very hard
@vanilla-combat.very-hard.tip	Enemies deal 200% damage, are much faster and bigger and gain stars much sooner; you deal 70%.
@vanilla-combat.world-own	As the world was created

# ---- Professions, deeds, classes, oils, settings (2106) ----
@ailment.short.AilmentBuildPct	build-up
@ailment.short.AilmentDamagePct	damage
@ailment.short.AilmentDurationPct	duration
@ailment.short.Limit	limit
@aim.VsAnimals	a beast
@aim.VsArmourBroken	an enemy with broken armour
@aim.VsBeech	a beech
@aim.VsBirch	a birch
@aim.VsBleeding	a bleeding enemy
@aim.VsBoss	a boss
@aim.VsBurning	a burning target
@aim.VsDvergr	a dvergr
@aim.VsElementalAilment	an elementally ailing target
@aim.VsFar	a distant enemy
@aim.VsFir	a fir
@aim.VsFrozen	a frozen target
@aim.VsFullLife	a full life enemy
@aim.VsImmobilized	an immobilized target
@aim.VsLowLife	a low life enemy
@aim.VsMagic	a magic creature
@aim.VsMoving	a moving target
@aim.VsNear	a nearby enemy
@aim.VsOak	an oak
@aim.VsOre	ore
@aim.VsPine	a pine
@aim.VsPoisoned	a poisoned target
@aim.VsRare	a rare creature
@aim.VsRareOrUnique	a rare or unique enemy
@aim.VsResource	a tree or ore
@aim.VsSea	a sea creature
@aim.VsSneak	an unaware target
@aim.VsStaggered	a staggered target
@aim.VsTree	a tree
@aim.VsUndead	the undead
@aim.VsUnique	a unique creature
@aim.VsWet	a wet target
@cells.ammo.name	Bolts and bombs
@cells.arrows.name	Arrows
@cells.bars.name	Bars
@cells.crops.name	Harvest
@cells.forage.name	Herbs and berries
@cells.game.name	Game
@cells.meads.name	Meads
@cells.oils.name	Oils
@cells.stone.name	Stone and ore
@cells.wood.name	Wood
@class.dreng.goal	Kill enemies in melee
@class.dreng.name	Dreng
@class.dreng.sub	who stands in the first rank
@class.giant_slayer.goal	Finish a troll with your own hands
@class.giant_slayer.name	Giant Slayer
@class.giant_slayer.sub	who breaks the bones of trolls
@class.graverobber.goal	Empty the chests of crypts and burial chambers
@class.graverobber.name	Grave Robber
@class.graverobber.sub	who does not fear the dead
@class.navard.goal	Put the undead to rest
@class.navard.name	Naverd
@class.navard.sub	keeper of the deep
@class.runemaster.goal	Read runestones out in the world
@class.runemaster.name	Runereader
@class.runemaster.sub	reader of stones
@class.seidghost.goal	Finish enemies with spirit damage
@class.seidghost.name	Ghost-caller
@class.seidghost.sub	who calls shades from the other side
@class.seidman.goal	Kill enemies with a staff
@class.seidman.name	Seidman
@class.seidman.sub	who speaks with eitr
@class.smith.goal	Craft items at a bench
@class.smith.name	Artisan
@class.smith.sub	who knows hand and hammer
@class.surtvidir.goal	Finish enemies with fire
@class.surtvidir.name	Surt-Vidir
@class.surtvidir.sub	who carries the flame of Muspelheim
@class.tracker.goal	Walk open unexplored land, km²
@class.tracker.name	Pathfinder
@class.tracker.sub	who reads the tracks on the ground
@class.treasure.goal	Find and open hoards out under the sky
@class.treasure.name	Treasure Hunter
@class.treasure.sub	who reads old maps
@class.veidiman.goal	Kill enemies with a bow
@class.veidiman.name	Veidiman
@class.veidiman.sub	who never misses
@craft.area.area.add-shipwright-1.lore	An old boathouse lies shrouded in mist. The secrets of the shipwrights who built here are known only to the tides.
@craft.area.area.add-woodcutter-1.lore	A grove of ancient trees, shrouded in fog. The lumberjacks who worked here left behind tales and tools of an unknown craft.
@craft.area.area.afsnyse.lore	The pick strikes swiftly in a tireless rhythm. A seasoned miner leaves the rock face with a heavier load upon their back.
@craft.area.area.av9dome.lore	Weak seams hold their shape longer under the lamp. Silver from the mountain feels lighter in the miner's pack.
@craft.area.area.beast.armorer.1.lore	Fibres gather under a practiced hand, and an extra length of thread winds onto the spool. The same care gives leather gear a lasting life. Hide and wood are measured twice before the knife falls. Nothing useful is left among the offcuts.
@craft.area.area.beast.armorer.2.lore	Hide and sinew are measured twice by lamplight, and every offcut is saved. The awl flies across coat and bow alike; patient seams and well-seasoned wood make gear fit to endure many winters.
@craft.area.area.beast.armorer.3.lore	Now and then a bow or coat leaves the bench finer than its pattern. Such work is remembered long after its maker.
@craft.area.area.beast.armorer.6.lore	Layers of hide overlap like a beast’s winter coat. Gear from this workshop bends beneath a blow before it breaks.
@craft.area.area.beast.armorer.7.lore	Wheel and needle work as one where the loom never rests. The tanner draws swift thread and wastes neither hide nor timber.
@craft.area.area.beast.herder.1.lore	A gentle word and a handful of berries. Boars calm more quickly for a patient herder and stay content long after being fed.
@craft.area.area.beast.herder.2.lore	Full troughs and warm straw. Well-fed beasts here are content for long stretches, and the pens grow crowded with young.
@craft.area.area.beast.herder.3.lore	Spring comes early to these pens, and the herd grows with it. Boars and wolves raised here are quick to breed.
@craft.area.area.beast.herder.4.lore	A good meal lasts a long time in a well-kept stable. The beasts graze peacefully, rarely restless with hunger.
@craft.area.area.beast.herder.5.lore	Old herders had a knack for feeding a lox until its belly stayed full for days. The beasts in this valley never go hungry.
@craft.area.area.beast.herder.6.lore	The great herds of the Plains were raised here, generation after generation. The pens are never empty of young.
@craft.area.area.beast.herder.7.lore	Even the wildest lox and the fiercest wolf bow before a herder of legend. Taming here takes but a moment of patience.
@craft.area.area.beast.hunter.2.lore	A patient hunter gathers a richer bounty from every hunt. Nothing useful is left behind in the grass.
@craft.area.area.beast.hunter.3.lore	A silent step carries farther than a hurried chase. The forest hears little as the hunter passes.
@craft.area.area.beast.hunter.4.lore	The hunter's quiver never seems to empty, and the kill yields more than expected. Ravens follow these trails eagerly.
@craft.area.area.beast.hunter.5.lore	A master hunter moves unseen and carries the weight of the kill as if it were nothing. The forest falls silent as the hunter passes.
@craft.area.area.beast.hunter.6.lore	Arrows fletched quickly and quivers stuffed full. A busy hunter's camp turns out shafts by the bundle.
@craft.area.area.beast.hunter.7.lore	Deer fall in the meadows, and the hunter's pack is deep enough to carry them all. The forest provides generously here.
@craft.area.area.cf1.lore	Many voyages teach the feel of the sea. The skilled helmsman catches every breath of wind and steers through narrow straits with ease.
@craft.area.area.cf11.lore	Racks line the dark cellar from floor to ceiling. A brewer who builds well finds room for one more cask, and then one more again.
@craft.area.area.cf12.lore	Rich shoals crowd the quiet cove, and a patient angler brings home more than a single catch. Sometimes the deep tide offers stranger gifts: a barnacled chest or a lost amulet glinting beneath the fish.
@craft.area.area.cf13.lore	Strong shoulders and a sturdy pack. The lumberjack carries home a heavy load of timber as if it were kindling. One mighty swing cleaves through several trunks at once. The forest thins quickly before a master lumberjack's axe.
@craft.area.area.cf19.lore	Bees swarm in the warm hour after rain. Keepers who listen to the hive know when a young queen is about to rise from the brood.
@craft.area.area.cf27.lore	The rock's weakness grows wider beneath a practised eye. Copper splits easily where the seam is struck true. Weak seams show themselves more often here, and the miner's back is spared the weight of the ore. Hauling bog iron is less of a burden. Stone is not a solid mass. Old miners tapped the rock and listened for the cracks that hinted where it might yield.
@craft.area.area.cf29.lore	Skulls hang from a dead tree at the edge of the mist. The headhunter's lore is still sealed in silence.
@craft.area.area.cf3.lore	Light boots and a long stride. Swift travellers cover the leagues between the meadows and the mountains before nightfall. Smoke rises from a ring of stones beside the trail. A seasoned traveller makes the wild a home with a single fire.
@craft.area.area.cf30.lore	Furrows cut by hand in black earth. A frugal farmer drops each seed with care, and the sack seems to last forever.
@craft.area.area.cf33.lore	A fall from a cliff is but a stumble to a seasoned wayfarer. And when death comes, the path back to the corpse is run with renewed vigour. Swift legs and a lofty leap carry the wayfarer over hill and stream. With each journey, the unknown map unfolds a little wider.
@craft.area.area.cf38.lore	Deep in the cellar, oils age in sealed jars until they are dark as bog water. Their potency lasts long after the stopper is pulled. Old brewers whispered runes over each barrel. The mead from this cellar strikes harder, and its blessing lingers long after the horn is emptied.
@craft.area.area.cf4.lore	Shelves of oak are built along the cellar wall for more barrels. Tar and oil simmer beside the mead, and they grow keener under a careful hand.
@craft.area.area.cf40.lore	Stories by the fire and a pelt to sleep on. The road is long, but the wayfarer's camps grant a comfort like that of a mead hall.
@craft.area.area.cf43.lore	Deep below the earth, the lantern is life. Old delvers' torches burned brighter and lasted much longer than the dark could wait. In the deepest vaults, treasures lie in heaps beneath the dust. The seeker who reaches this far leaves with a heavier pack. Pitch-soaked rags and a well-trimmed wick. The delver's light reaches further into the dark and refuses to go out.
@craft.area.area.cf44.lore	Every seed counts on the Plains, where the wind steals what it can. A thrifty sower keeps the pouch full for the next season.
@craft.area.area.cf47.lore	Deep in the clover fields the hives divide and multiply. Each new queen carries the old colony's blessing into another skep.
@craft.area.area.cf51.lore	In the far Ocean, a lookout's eyes can see beyond the horizon. Sailors who dive near their ship swim tirelessly, and the sea gives up more.
@craft.area.area.cf53.lore	Sacks are packed tight and slung just so. The harvest feels lighter on the long walk from the field to the storehouse.
@craft.area.area.cf56.lore	Taut sails catch the wind while a well-shaped keel answers every touch of the helm. Ships raised in this yard run swift and turn sure; from the prow, a watchful sailor finds distant shores and a safe way through the waves.
@craft.area.area.cf57.lore	Even Valhalla's gate cannot hold back a true wayfarer. After death, they race back to reclaim their gear, swift and fearless.
@craft.area.area.cf59.lore	Beyond the last skerry, the sea holds the wreckage of a thousand longships. Those who fish here pull up treasure as often as cod.
@craft.area.area.cf61.lore	Feathers and flint by the fire. Sometimes the hunter finishes the evening with a few more arrows than were planned.
@craft.area.area.cf63.lore	In the shadow of old pines, mushrooms grow in thick rings. A forager who knows the spot comes back with twice the haul.
@craft.area.area.forge.miner.2.lore	A sharp strike to the heart of the vein can shatter a rock that might have taken ages to break. The blow spreads through the stone.
@craft.area.area.forge.miner.3.lore	The mountain's heart yields to heavy blows. Each strike tears more ore loose than the last.
@craft.area.area.forge.miner.4.lore	At the roots of the world, where the Dvergr once delved, cracks open all over the stone. Old masters could see every flaw in the vein.
@craft.area.area.forge.miner.5.lore	Sometimes a whole vein shatters at once, raining ore across the cave floor. The Dvergr of the Mistlands called this the gift of the deep.
@craft.area.area.forge.runecarver.1.lore	A pick loosens an extra fragment from the vein. A sturdy pack and a steady back carry the mountain’s bounty home.
@craft.area.area.forge.runecarver.2.lore	Chisel marks in a standing stone, filled with ochre and blood. The runecarver's lore begins to stir beneath the fog.
@craft.area.area.forge.runecarver.3.lore	Futhark letters glow faintly in the lamplight. Old carvers knew which runes bind and which unleash.
@craft.area.area.forge.runecarver.4.lore	A rune-stone half sunk in the moss, its carvings still sharp. Some of the old carvers' knowledge survives here.
@craft.area.area.forge.runecarver.5.lore	At the heart of the carvers' hall, a great stone hums with old power. Its runes were cut when Yggdrasil was young.
@craft.area.area.forge.runecarver.6.lore	The marks of the Allfather himself are said to be traced on these walls. Few carvers dare to read them aloud.
@craft.area.area.forge.runecarver.7.lore	Runes burned into iron and bone. The carver's craft reaches into deeper mysteries, where wisdom costs dearly.
@craft.area.area.forge.smith.1.lore	Blade, breastplate and shield take shape beside a small forge. A careful smith works quickly and wastes no scrap of metal.
@craft.area.area.forge.smith.2.lore	Bog iron and copper sing in the smelter. A skilled smith draws an extra bar from every load of ore.
@craft.area.area.forge.smith.3.lore	The great smelter is fed to the brim. A wise smith builds a furnace that can hold more ore and coal at once.
@craft.area.area.forge.smith.4.lore	The hammer rises and falls like Thor’s own. Metal weapons and armour take shape before the embers fade.
@craft.area.area.forge.smith.5.lore	Bellows roar and the ore melts quickly. In this forge, metal is never wasted and bars pour out fast.
@craft.area.area.forge.smith.6.lore	In the Dvergr forges of the Mistlands, blades were made to last forever. The smith's load of ore weighs lightly on the shoulders.
@craft.area.area.forge.smith.7.lore	Some blades and coats of mail leave the quench finer than intended. Metal from this anvil endures many battles.
@craft.area.area.mead.beekeeper.1.lore	Golden comb drips thick in the late summer sun. Honey from these hives fills the jars to the brim and sits heavy and sweet in a hungry belly.
@craft.area.area.mead.beekeeper.2.lore	The hives here never seem to sleep. Bees drone from first light to dusk, and the honey flows faster and more freely than elsewhere.
@craft.area.area.mead.beekeeper.3.lore	Old skeps stand in rows like the halls of a small kingdom. Honey overflows the combs, and young queens rise to rule new swarms.
@craft.area.area.mead.beekeeper.4.lore	The bees here work as if Odin himself awaits his mead. Comb fills quickly, and the hive repays its keeper sooner than seems natural.
@craft.area.area.mead.beekeeper.5.lore	At the meadow's heart stands a hive older than any rune-stone, and its bees never rest. Honey runs from it as swiftly as a spring thaw. This honey is said to be gathered from the flowers at Yggdrasil's roots. A single spoonful warms the blood and sustains a warrior through long marches.
@craft.area.area.mead.beekeeper.6.lore	A humble straw skep hums at the meadow's edge. Patient keepers sometimes find a second queen stirring among the comb, ready to found a new hive.
@craft.area.area.mead.brewer.1.lore	A carefully tended barrel gives a little more than expected. The first cellar rewards patience with a fuller horn.
@craft.area.area.mead.brewer.4.lore	Some batches seem to brew themselves, filling one more bottle than the recipe promised. Oil and mead alike spill over in plenty here.
@craft.area.area.mead.brewer.5.lore	The great vats of the mead hall reek of tar and resin. A master brewer coaxes an extra flask of oil from every pressing.
@craft.area.area.mead.brewer.6.lore	Rendered fat and pine tar thicken in the brewer's pots. Oils made here burn hotter and keep their bite long after they are bottled.
@craft.area.area.mead.brewer.7.lore	The cellar answers a practiced hand. Mead matures swiftly, and the last measure sometimes fills another horn.
@craft.area.area.mead.forager.2.lore	The forest feeds those who know where to look. Baskets fill with extra berries and woven bags hold more of nature's bounty. Wild greens grow back where they were picked, and the forager's hands snatch berries from further away. The woods are generous here.
@craft.area.area.mead.forager.3.lore	Raspberries in the meadows, mushrooms under the birches. A sharp-eyed forager often finds a second cluster hiding behind the first.
@craft.area.area.mead.forager.4.lore	Deep in the Black Forest, the ground is thick with plenty. Each bush seems to give a little more than it should.
@craft.area.area.mead.forager.5.lore	A broad sweep of the hand gathers a whole patch at once. Berries and herbs from all around fall into the forager's basket.
@craft.area.area.mead.forager.6.lore	Sturdy baskets and deep pouches. The master forager returns from the woods heavily laden with everything the land offers.
@craft.area.area.mead.forager.7.lore	Picked thistle and bramble sprout anew with unusual haste. Old foragers knew the right way to leave a bush so it would bloom again.
@craft.area.area.road.delver.1.lore	Dusty burial chambers hide more than bones. A relic seeker's eye picks out one more trinket, and the finer pieces glint brighter in the gloom.
@craft.area.area.road.delver.2.lore	Behind a loose stone or under a rotting shield, another treasure waits. Deep delvers rarely leave a crypt with just one find. The barrows give more to those who search every corner. Coin and amber pile higher in the sack of a patient seeker.
@craft.area.area.road.delver.4.lore	A torch in a cold tomb is a hearth of its own. Its light chases away fear and grants rest, even among the restless dead.
@craft.area.area.road.delver.5.lore	Grave goods are scattered in the crypts for those with patience. A careful delver leaves with a heavier sack than most.
@craft.area.area.road.delver.6.lore	Old chests in sunken crypts are heavier than they look. Those who know the dead's habits find them packed full to the lid.
@craft.area.area.road.delver.7.lore	Jarls were buried with their finest treasures. Delvers who read the old marks pull richer and rarer relics from every chest and corner.
@craft.area.area.road.pathfinder.3.lore	A crackling campfire under the open sky. A wanderer finds true rest by its warmth, far from any hall.
@craft.area.area.road.pathfinder.4.lore	Old runes etched in stones and ruins call out from afar. Experienced travellers can sense their glow long before they reach them.
@craft.area.area.road.pathfinder.5.lore	A wayfarer's first lessons: leap without tiring, swim without drowning. Rivers and stones barely slow the path ahead.
@craft.area.area.road.pathfinder.6.lore	From every ridge, the wayfarer sees for miles. The fog of uncharted lands melts away before a wise traveller's gaze.
@craft.area.area.road.road3.1.lore	A trail of trophies leads into the fog. Whatever hunts here takes heads, and the knowledge it guards waits for its time.
@craft.area.area.road.road3.2.lore	An old saga speaks of a hunter who claimed the heads of the mighty and grew stronger with each. The rest of the tale lies in fog.
@craft.area.area.road.road3.3.lore	Here the trail of the headhunter fades into darkness. Only the crows know what powers wait at the end of it.
@craft.area.area.road.road3.5.lore	Blood runes on a broken stone, half buried in the mud. The path of the headhunter has not yet been opened to the living.
@craft.area.area.road.road3.6.lore	A grim shrine of bone stands in the mist. The headhunter's path is sealed until the saga is written.
@craft.area.area.road.road3.7.lore	Antlers and fangs nailed to a weathered pole mark a boundary. Beyond it, the headhunter's craft remains unspoken.
@craft.area.area.road.road3.7.moved.lore	Ravens circle a hidden clearing where trophies are laid out in rows. Its secrets will be told when the time comes.
@craft.area.area.table.cook.2.lore	A blackened pot over a peat fire, and a cook who never lets it rest. Stews here bubble ready before the hunters are home. A careful cook stretches the pantry and leaves an extra serving by the hearth.
@craft.area.area.table.cook.3.lore	Hearty stews of serpent and barley bread fill the belly and keep it full for a long time. Feasts here are remembered for days.
@craft.area.area.table.cook.4.lore	A busy hearth rewards practiced hands. Meals come swiftly, and the table is seldom empty.
@craft.area.area.table.cook.5.lore	Some pots yield more than went into them, and the meals stay with a warrior longer. A blessed hearth feeds the whole longhouse.
@craft.area.area.table.cook.6.lore	Spits turn and griddles hiss in quick succession. The busy cook keeps scraps for the next meal and lets nothing go to waste.
@craft.area.area.table.cook.7.lore	Food from this hearth nourishes like a blessing from Frigg. A single bowl sets a warrior's body strong for the long fight.
@craft.area.area.table.farmer.2.lore	Well-tended beds reward careful hands with an extra share of the harvest.
@craft.area.area.table.farmer.3.lore	Turnips and barley sit lighter on the shoulder after the harvest. Farmers here carry home a full crop without bending double.
@craft.area.area.table.farmer.5.lore	The great barns of old held more than any single field could fill. A master farmer carries a bountiful harvest from one season's work.
@craft.area.area.table.farmer.6.lore	Warm rain wakes the rich soil, and practiced hands work long furrows without tiring. Every grain is counted; ripe crops fill the baskets with food and seed, and strong backs bring the heavy harvest home.
@craft.area.area.table.farmer.7.lore	At the heart of the fields stands a stone carved with Freyr's rune. Those who sow beneath it lose barely any seed to the earth.
@craft.area.area.table.fisher.2.lore	Swift hands at the reel bring the catch to shore before it can thrash free. The best fishers haul in fish before the tide turns.
@craft.area.area.table.fisher.3.lore	Hours at the water's edge with an easy cast. The seasoned angler wastes no breath fighting the line.
@craft.area.area.table.fisher.4.lore	Here the water always seems alive with movement. Fish rise to the hook as if summoned by Njord himself.
@craft.area.area.table.fisher.5.lore	A quiet pier and a patient angler. The fish here seem to find the hook more readily, and the line reels in smoothly. Nets sometimes pull up more than herring. Old fishers swore the sea gives up lost treasures to those who wait long enough.
@craft.area.area.table.fisher.6.lore	A well-rested fisher has a calm mind and steady hands. After a night by the fire, the catch comes up in pairs.
@craft.area.area.table.fisher.7.lore	A tight knot keeps the bait on the hook, and an easy cast spares the arm. The patient fisher loses little to the waves.
@craft.area.area.wood.builder.1.lore	Every beam has its place in a rising hall. A sure hand sets the timbers true and turns a humble shelter into a lasting home.
@craft.area.area.wood.builder.2.lore	A long arm and a steady hammer reach the highest rafters. Hearths and sconces in a well-made hall burn their fuel slowly.
@craft.area.area.wood.builder.4.lore	The master builder walks the walls with a mallet, and cracks close wherever the mending reaches. Whole halls are made whole again in one round.
@craft.area.area.wood.builder.5.lore	Tar-sealed beams and layered thatch keep the hall dry through storms. Deep joints stand against troll fists and the years; spare pegs never go to waste, and a well-tended bench serves the builder far beyond its walls.
@craft.area.area.wood.builder.6.lore	Warm furs, carved pillars and a hearth at the centre. A hall built here welcomes the weary and lets them rest deeper.
@craft.area.area.wood.builder.7.lore	Old builders could raise a longhouse from the timber another wasted on a shed. No peg or plank is squandered here.
@craft.area.area.wood.shipwright.1.lore	Oak ribs and pine planks promise a voyage with a full hold. A shipwright bears the supplies with ease and shapes hulls that cut swiftly through the waves.
@craft.area.area.wood.shipwright.2.lore	Sailors whisper prayers to Njord before the voyage. On these waters, the wind so often blows from behind.
@craft.area.area.wood.shipwright.5.lore	Fast ships and strong swimmers. Those who fall from the deck reach the hull again without tiring.
@craft.area.area.wood.shipwright.7.lore	The great drakkars of legend were built from the timber of a single ancient oak. Master shipwrights waste nothing in their work.
@craft.area.area.wood.woodcutter.1.lore	A steady axe coaxes an extra log from the trunk. With the timber piled high, a well-handled cart carries the harvest home. When a great tree falls, it crushes all beneath it. Lumberjacks here know how to make every blow and every fall count. A keen edge finds the perfect cut. Sometimes a single swing splits the trunk deeper than ten others could.
@craft.area.area.wood.woodcutter.2.lore	Every measured swing follows the grain. The axe keeps its rhythm while timber falls in steady piles.
@craft.area.area.wood.woodcutter.3.lore	Old pines crash down with the force of a giant's fist. The ground shakes when the lumberjack's work is done. A heavy blade and a mighty swing. Trees fall faster and harder in this part of the forest. The axe finds the heartwood with a single, perfect blow. Lumberjacks here strike where the grain is weakest.
@craft.area.area.wood.woodcutter.4.lore	Every tree here gives more than its share. Logs pile up quickly, and the woodpile grows tall by evening.
@craft.area.area.wood.woodcutter.5.lore	At the edge of the world stands a forest of giants. A legendary lumberjack can shatter a whole tree with one strike and carry its timber home.
@craft.area.area.wood.woodcutter.6.lore	Steady hands keep the rhythm unbroken, one blow flowing into the next. The axe never loses its pace.
@craft.beast_in.extra	Entry of the sector. One start per sector.
@craft.chunk.fog.beast.armorer.1.name	Tanner I
@craft.chunk.fog.beast.armorer.2.name	Tanner II
@craft.chunk.fog.beast.armorer.3.name	Tanner III
@craft.chunk.fog.beast.herder.1.name	Herder I
@craft.chunk.fog.beast.herder.2.name	Herder II
@craft.chunk.fog.beast.herder.3.name	Herder III
@craft.chunk.fog.beast.hunter.1.name	Hunter I
@craft.chunk.fog.beast.hunter.2.name	Hunter II
@craft.chunk.fog.beast.hunter.3.name	Hunter III
@craft.chunk.fog.forge.miner.1.name	Miner I
@craft.chunk.fog.forge.miner.2.name	Miner II
@craft.chunk.fog.forge.miner.3.name	Miner III
@craft.chunk.fog.forge.runecarver.1.name	Runecarver I
@craft.chunk.fog.forge.runecarver.2.name	Runecarver II
@craft.chunk.fog.forge.runecarver.3.name	Runecarver III
@craft.chunk.fog.forge.smith.1.name	Smith I
@craft.chunk.fog.forge.smith.2.name	Smith II
@craft.chunk.fog.forge.smith.3.name	Smith III
@craft.chunk.fog.mead.beekeeper.1.name	Beekeeper I
@craft.chunk.fog.mead.beekeeper.2.name	Beekeeper II
@craft.chunk.fog.mead.beekeeper.3.name	Beekeeper III
@craft.chunk.fog.mead.brewer.1.name	Brewer I
@craft.chunk.fog.mead.brewer.2.name	Brewer II
@craft.chunk.fog.mead.brewer.3.name	Brewer III
@craft.chunk.fog.mead.forager.1.name	Forager I
@craft.chunk.fog.mead.forager.2.name	Forager II
@craft.chunk.fog.mead.forager.3.name	Forager III
@craft.chunk.fog.road.delver.1.name	Delver I
@craft.chunk.fog.road.delver.2.name	Delver II
@craft.chunk.fog.road.delver.3.name	Delver III
@craft.chunk.fog.road.pathfinder.1.name	Wayfarer I
@craft.chunk.fog.road.pathfinder.2.name	Wayfarer II
@craft.chunk.fog.road.pathfinder.3.name	Wayfarer III
@craft.chunk.fog.road.road3.1.name	Unnamed I
@craft.chunk.fog.road.road3.2.name	Unnamed II
@craft.chunk.fog.road.road3.3.name	Unnamed III
@craft.chunk.fog.table.cook.1.name	Cook I
@craft.chunk.fog.table.cook.2.name	Cook II
@craft.chunk.fog.table.cook.3.name	Cook III
@craft.chunk.fog.table.farmer.1.name	Farmer I
@craft.chunk.fog.table.farmer.2.name	Farmer II
@craft.chunk.fog.table.farmer.3.name	Farmer III
@craft.chunk.fog.table.fisher.1.name	Angler I
@craft.chunk.fog.table.fisher.2.name	Angler II
@craft.chunk.fog.table.fisher.3.name	Angler III
@craft.chunk.fog.wood.builder.1.name	Builder I
@craft.chunk.fog.wood.builder.2.name	Builder II
@craft.chunk.fog.wood.builder.3.name	Builder III
@craft.chunk.fog.wood.shipwright.1.name	Shipwright I
@craft.chunk.fog.wood.shipwright.2.name	Shipwright II
@craft.chunk.fog.wood.shipwright.3.name	Shipwright III
@craft.chunk.fog.wood.woodcutter.1.name	Lumberjack I
@craft.chunk.fog.wood.woodcutter.2.name	Lumberjack II
@craft.chunk.fog.wood.woodcutter.3.name	Lumberjack III
@craft.forge_in.extra	Entry of the sector. One start per sector.
@craft.mead_in.extra	Entry of the sector. One start per sector.
@craft.node.beast_armorer_p0.name	Path
@craft.node.beast_armorer_p11.name	Path
@craft.node.beast_armorer_p2.name	Path
@craft.node.beast_armorer_p4.name	Path
@craft.node.beast_armorer_p5.name	Path
@craft.node.beast_armorer_p7.name	Path
@craft.node.beast_armorer_p8.name	Path
@craft.node.beast_armorer_p9.name	Path
@craft.node.beast_herder_p0.name	Path
@craft.node.beast_herder_p11.name	Path
@craft.node.beast_herder_p3.name	Path
@craft.node.beast_herder_p4.name	Path
@craft.node.beast_herder_p5.name	Path
@craft.node.beast_herder_p7.name	Path
@craft.node.beast_herder_p8.name	Path
@craft.node.beast_herder_p9.name	Path
@craft.node.beast_hunter_p0.name	Path
@craft.node.beast_hunter_p11.name	Path
@craft.node.beast_hunter_p3.name	Path
@craft.node.beast_hunter_p4.name	Path
@craft.node.beast_hunter_p5.name	Path
@craft.node.beast_hunter_p7.name	Path
@craft.node.beast_hunter_p8.name	Path
@craft.node.beast_hunter_p9.name	Path
@craft.node.beast_in.name	Forge
@craft.node.forge_in.name	Beast
@craft.node.forge_miner_p0.name	Path
@craft.node.forge_miner_p11.name	Path
@craft.node.forge_miner_p3.name	Path
@craft.node.forge_miner_p4.name	Path
@craft.node.forge_miner_p5.name	Path
@craft.node.forge_miner_p7.name	Path
@craft.node.forge_miner_p8.name	Path
@craft.node.forge_miner_p9.name	Path
@craft.node.forge_runecarver_p0.name	Path
@craft.node.forge_runecarver_p11.name	Path
@craft.node.forge_runecarver_p3.name	Path
@craft.node.forge_runecarver_p4.name	Path
@craft.node.forge_runecarver_p5.name	Path
@craft.node.forge_runecarver_p7.name	Path
@craft.node.forge_runecarver_p8.name	Path
@craft.node.forge_runecarver_p9.name	Path
@craft.node.forge_smith_p0.name	Path
@craft.node.forge_smith_p11.name	Path
@craft.node.forge_smith_p2.name	Path
@craft.node.forge_smith_p4.name	Path
@craft.node.forge_smith_p5.name	Path
@craft.node.forge_smith_p7.name	Path
@craft.node.forge_smith_p8.name	Path
@craft.node.forge_smith_p9.name	Path
@craft.node.mead_beekeeper_p0.name	Path
@craft.node.mead_beekeeper_p11.name	Path
@craft.node.mead_beekeeper_p2.name	Path
@craft.node.mead_beekeeper_p4.name	Path
@craft.node.mead_beekeeper_p5.name	Path
@craft.node.mead_beekeeper_p7.name	Path
@craft.node.mead_beekeeper_p8.name	Path
@craft.node.mead_beekeeper_p9.name	Path
@craft.node.mead_brewer_p0.name	Path
@craft.node.mead_brewer_p11.name	Path
@craft.node.mead_brewer_p3.name	Path
@craft.node.mead_brewer_p4.name	Path
@craft.node.mead_brewer_p5.name	Path
@craft.node.mead_brewer_p7.name	Path
@craft.node.mead_brewer_p8.name	Path
@craft.node.mead_brewer_p9.name	Path
@craft.node.mead_forager_p0.name	Path
@craft.node.mead_forager_p11.name	Path
@craft.node.mead_forager_p3.name	Path
@craft.node.mead_forager_p4.name	Path
@craft.node.mead_forager_p5.name	Path
@craft.node.mead_forager_p7.name	Path
@craft.node.mead_forager_p8.name	Path
@craft.node.mead_forager_p9.name	Path
@craft.node.mead_in.name	Mead and Herbs
@craft.node.own1000.name	Extra mead on brew
@craft.node.own1001.name	Brewing speed
@craft.node.own1002.name	Extra mead on brew
@craft.node.own1003.name	Extra mead on brew
@craft.node.own1005.name	Extra honey
@craft.node.own1006.name	Extra honey
@craft.node.own1007.name	Beekeeping speed
@craft.node.own1008.name	Beekeeping speed
@craft.node.own1009.name	Beekeeping speed
@craft.node.own1010.name	Extra honey
@craft.node.own1011.name	Beekeeping speed
@craft.node.own1013.name	Beekeeping speed
@craft.node.own1014.name	Beekeeping speed
@craft.node.own1015.name	Beekeeping speed
@craft.node.own1016.name	Beekeeping speed
@craft.node.own1018.name	Chance to Save ingredients on Brewing
@craft.node.own1019.name	Chance to Save ingredients on Brewing
@craft.node.own1020.name	Brewing speed
@craft.node.own1021.name	Brewing speed
@craft.node.own1022.name	Extra mead on brew
@craft.node.own1023.name	Chance to Save ingredients on Brewing
@craft.node.own1024.name	Brewing speed
@craft.node.own1026.name	Extra forage
@craft.node.own1027.name	Extra forage
@craft.node.own1028.name	Extra forage
@craft.node.own1029.name	Extra forage
@craft.node.own1031.name	Growth speed
@craft.node.own1032.name	Growth speed
@craft.node.own1033.name	Extra seed on harvest
@craft.node.own1034.name	Growth speed
@craft.node.own1035.name	Chance to Save seed on Planting
@craft.node.own1036.name	Extra seed on harvest
@craft.node.own1037.name	Growth speed
@craft.node.own1038.name	Chance to Save seed on Planting
@craft.node.own1040.name	Fishing stamina cost
@craft.node.own1041.name	Fishing stamina cost
@craft.node.own1042.name	Fishing stamina cost
@craft.node.own1043.name	Fishing stamina cost
@craft.node.own1044.name	Fishing stamina cost
@craft.node.own1045.name	Fishing stamina cost
@craft.node.own1046.name	Fishing stamina cost
@craft.node.own1048.name	Chance for Treasure on Fishing
@craft.node.own1049.name	Chance for Treasure on Fishing
@craft.node.own1050.name	Chance for Treasure on Fishing
@craft.node.own1051.name	Chance for Treasure on Fishing
@craft.node.own1052.name	Chance for Treasure on Fishing
@craft.node.own1053.name	Chance for Treasure on Fishing
@craft.node.own1054.name	Chance for Treasure on Fishing
@craft.node.own1056.name	Extra crop
@craft.node.own1057.name	Extra crop
@craft.node.own1058.name	Extra crop
@craft.node.own1059.name	Extra crop
@craft.node.own1061.name	Crafted food nourishment
@craft.node.own1062.name	Crafted food nourishment
@craft.node.own1063.name	Crafted food nourishment
@craft.node.own1064.name	Crafted food nourishment
@craft.node.own1066.name	Cooking speed
@craft.node.own1067.name	Cooking speed
@craft.node.own1068.name	Crafted food duration
@craft.node.own1069.name	Crafted food duration
@craft.node.own1070.name	Crafted food duration
@craft.node.own1072.name	Extra meal on cook
@craft.node.own1073.name	Extra meal on cook
@craft.node.own1074.name	Extra meal on cook
@craft.node.own1075.name	Crafted food duration
@craft.node.own1076.name	Crafted food duration
@craft.node.own1078.name	Scythe stamina cost
@craft.node.own1079.name	Scythe stamina cost
@craft.node.own108.name	Extra dungeon loot
@craft.node.own1080.name	Scythe stamina cost
@craft.node.own1081.name	Scythe area
@craft.node.own1082.name	Scythe area
@craft.node.own1083.name	Scythe stamina cost
@craft.node.own1084.name	Scythe swing speed
@craft.node.own1094.name	Harvest capacity
@craft.node.own1095.name	Harvest capacity
@craft.node.own1096.name	Harvest capacity
@craft.node.own1097.name	Harvest capacity
@craft.node.own1099.name	Chance to Save bait on Fishing
@craft.node.own1100.name	Chance to Save bait on Fishing
@craft.node.own1101.name	Chance to Save bait on Fishing
@craft.node.own1102.name	Chance to Save bait on Fishing
@craft.node.own1104.name	Chance to Bite on Fishing
@craft.node.own1105.name	Chance to Bite on Fishing
@craft.node.own1106.name	Chance to Bite on Fishing
@craft.node.own1107.name	Chance to Bite on Fishing
@craft.node.own1109.name	Cooking speed
@craft.node.own1110.name	Cooking speed
@craft.node.own1111.name	Cooking speed
@craft.node.own1112.name	Cooking speed
@craft.node.own1114.name	Cooking speed
@craft.node.own1115.name	Cooking speed
@craft.node.own1116.name	Cooking speed
@craft.node.own1117.name	Chance to Save ingredients on Cooking
@craft.node.own1118.name	Chance to Save ingredients on Cooking
@craft.node.own1119.name	Cooking speed
@craft.node.own1120.name	Chance to Save ingredients on Cooking
@craft.node.own1122.name	Cultivating stamina cost
@craft.node.own1123.name	Cultivating stamina cost
@craft.node.own1124.name	Cultivating stamina cost
@craft.node.own1125.name	Cultivating stamina cost
@craft.node.own1127.name	Patient Angler
@craft.node.own1128.name	Fishing speed
@craft.node.own1129.name	Fishing speed
@craft.node.own1130.name	Fishing speed
@craft.node.own1137.name	Extra fish per Rested charge
@craft.node.own1138.name	Extra fish per Rested charge
@craft.node.own1139.name	Extra fish per Rested charge
@craft.node.own1140.name	Extra fish per Rested charge
@craft.node.own1142.name	Crafted food nourishment
@craft.node.own1143.name	Crafted food nourishment
@craft.node.own1144.name	Crafted food nourishment
@craft.node.own1145.name	Crafted food duration
@craft.node.own1146.name	Crafted food duration
@craft.node.own1147.name	Crafted food nourishment
@craft.node.own1148.name	Crafted food duration
@craft.node.own1150.name	Chance to Save seed on Planting
@craft.node.own1151.name	Chance to Save seed on Planting
@craft.node.own1152.name	Chance to Save seed on Planting
@craft.node.own1153.name	Chance to Save seed on Planting
@craft.node.own1154.name	Chance to Save seed on Planting
@craft.node.own1155.name	Chance to Save seed on Planting
@craft.node.own1156.name	Chance to Save seed on Planting
@craft.node.own1163.name	own1163
@craft.node.own1164.name	own1164
@craft.node.own1165.name	own1165
@craft.node.own1166.name	own1166
@craft.node.own1167.name	own1167
@craft.node.own1168.name	own1168
@craft.node.own1169.name	own1169
@craft.node.own1170.name	own1170
@craft.node.own1171.name	own1171
@craft.node.own1172.name	own1172
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@craft.node.own1174.name	own1174
@craft.node.own1175.name	own1175
@craft.node.own1176.name	own1176
@craft.node.own1177.name	own1177
@craft.node.own1178.name	own1178
@craft.node.own1179.name	own1179
@craft.node.own1180.name	own1180
@craft.node.own1181.name	own1181
@craft.node.own1182.name	own1182
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@craft.node.own1185.name	Extra forage
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@craft.node.own1187.name	Forage capacity
@craft.node.own1188.name	Forage capacity
@craft.node.own1189.name	Forest Bounty
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@craft.node.own1193.name	Lucky Bite
@craft.node.own1194.name	Fishing speed
@craft.node.own1195.name	Fishing speed
@craft.node.own1196.name	Fishing speed
@craft.node.own1197.name	Generous Waters
@craft.node.own1199.name	Path
@craft.node.own120.name	Relic Seeker
@craft.node.own1200.name	Extra thread on spin
@craft.node.own1201.name	Leather recovery on salvage
@craft.node.own1202.name	Crafted Tanner equipment durability
@craft.node.own1203.name	Crafted Tanner equipment durability
@craft.node.own1204.name	Crafted Tanner equipment durability
@craft.node.own1205.name	Careful Spinner
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@craft.node.own1209.name	Extra log on chop
@craft.node.own1210.name	Cart handling ease
@craft.node.own1211.name	Cart handling ease
@craft.node.own1212.name	Cart handling ease
@craft.node.own1213.name	Timber Hauler
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@craft.node.own1217.name	Extra ore on mine
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@craft.node.own1219.name	Carry weight
@craft.node.own1220.name	Carry weight
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@craft.node.own1227.name	Fed duration
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@craft.node.own1229.name	Animal Keeper
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@craft.node.own1243.name	Metal recovery on salvage
@craft.node.own1244.name	Metal recovery on salvage
@craft.node.own1245.name	Smith equipment crafting speed
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@craft.node.own1253.name	own1253
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@craft.node.own1257.name	Pickup radius
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@craft.node.own1259.name	Wild regrowth speed
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@craft.node.own1265.name	Extra meal on cook
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@craft.node.own1267.name	Chance to Save ingredients on Cooking
@craft.node.own1268.name	Chance to Save ingredients on Cooking
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@craft.node.own1272.name	Extra queen on harvest
@craft.node.own1273.name	Fishing stamina cost
@craft.node.own1274.name	Chance for Treasure on Fishing
@craft.node.own1275.name	Scythe swing speed
@craft.node.own1276.name	Chance to Save seed on Planting
@craft.node.own1277.name	Item quantity
@craft.node.own1278.name	Tanner equipment crafting speed
@craft.node.own1279.name	Extra ammo on craft
@craft.node.own1280.name	Helmsman
@craft.node.own1281.name	Corpse Run effect
@craft.node.own1282.name	Comfort by the fire
@craft.node.own1283.name	Extra forage
@craft.node.own132.name	own132
@craft.node.own141.name	own141
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@craft.node.own1419.name	Chance to Save seed on Planting
@craft.node.own1420.name	Cooking speed
@craft.node.own1421.name	Crafted food duration
@craft.node.own1428.name	Tanner equipment crafting speed
@craft.node.own1429.name	Extra thread on spin
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@craft.node.own1434.name	Master Hull
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@craft.node.own1436.name	Helmsman
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@craft.node.own144.name	own144
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@craft.node.own1444.name	Chopping speed
@craft.node.own1445.name	Building range
@craft.node.own1446.name	Workbench range
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@craft.node.own1448.name	Timber Hauling
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@craft.node.own1450.name	Timber Hauling
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@craft.node.own1461.name	Keen Strike
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@craft.node.own1479.name	Chest item rarity
@craft.node.own1487.name	Honey nourishment
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@craft.node.own1490.name	Oil Craft
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@craft.node.own1492.name	Oil Craft
@craft.node.own1493.name	Oil Craft
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@craft.node.own1495.name	Cellar Racks
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@craft.node.own1501.name	Extra honey
@craft.node.own153.name	own153
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@craft.node.own1702.name	Heavy Fall
@craft.node.own1703.name	Heavy Fall
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@craft.node.own1705.name	Sea Watch
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@craft.node.own1708.name	Sea Watch
@craft.node.own1709.name	Sea Watch
@craft.node.own1710.name	Sea Watch
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@craft.node.own2279.name	Chance for Treasure on Fishing
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@craft.node.own2287.name	Chance to Save seed on Planting
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@craft.node.own2292.name	own2292
@craft.node.own2293.name	own2293
@craft.node.own2294.name	Feller's Craft
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@craft.node.own2310.name	Ammunition capacity
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@craft.node.own483.name	Item quantity
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@craft.node.own511.name	Chance to Save materials on Fletching
@craft.node.own512.name	Chance to Save materials on Fletching
@craft.node.own513.name	Chance to Save materials on Fletching
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@craft.node.own524.name	Crafted Tanner equipment durability
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@craft.node.own527.name	Tanner equipment crafting speed
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@craft.node.own572.name	Crafted Tanner equipment durability
@craft.node.own573.name	Crafted Tanner equipment durability
@craft.node.own574.name	Crafted Tanner equipment durability
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@craft.node.own583.name	Extra ammo on craft
@craft.node.own584.name	Extra ammo on craft
@craft.node.own585.name	Extra ammo on craft
@craft.node.own586.name	Extra ammo on craft
@craft.node.own587.name	Extra ammo on craft
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@craft.node.own592.name	Tanner equipment extra quality
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@craft.node.own633.name	Helmsman
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@craft.node.own635.name	Helmsman
@craft.node.own636.name	Helmsman
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@craft.node.own649.name	Wood recovery on salvage
@craft.node.own650.name	Wood recovery on salvage
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@craft.node.own654.name	Heavy Fall
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@craft.node.own656.name	Heavy Fall
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@craft.node.own669.name	Fair Wind
@craft.node.own670.name	Fair Wind
@craft.node.own671.name	Fair Wind
@craft.node.own678.name	Sea Watch
@craft.node.own679.name	Sea Watch
@craft.node.own680.name	Sea Watch
@craft.node.own681.name	Sea Watch
@craft.node.own683.name	Chopping area
@craft.node.own684.name	Chopping speed
@craft.node.own685.name	Chopping area
@craft.node.own686.name	Chopping speed
@craft.node.own688.name	Extra log on chop
@craft.node.own689.name	Extra log on chop
@craft.node.own690.name	Extra log on chop
@craft.node.own691.name	Extra log on chop
@craft.node.own693.name	Building range
@craft.node.own694.name	Building range
@craft.node.own695.name	Light source fuel consumption
@craft.node.own696.name	Light source fuel consumption
@craft.node.own697.name	Light source fuel consumption
@craft.node.own699.name	Built shelter comfort
@craft.node.own700.name	Built shelter comfort
@craft.node.own701.name	Built shelter comfort
@craft.node.own702.name	Built shelter comfort
@craft.node.own704.name	Wood recovery on salvage
@craft.node.own705.name	Wood recovery on salvage
@craft.node.own706.name	Workbench range
@craft.node.own707.name	Wood recovery on salvage
@craft.node.own708.name	Built structure durability
@craft.node.own709.name	Workbench range
@craft.node.own710.name	Wood recovery on salvage
@craft.node.own711.name	Built structure durability
@craft.node.own713.name	Building cost
@craft.node.own714.name	Building cost
@craft.node.own715.name	Building cost
@craft.node.own716.name	Building cost
@craft.node.own718.name	Chance to Shatter tree on Chopping
@craft.node.own719.name	Chance to Shatter tree on Chopping
@craft.node.own72.name	Item rarity
@craft.node.own720.name	Chance to Shatter tree on Chopping
@craft.node.own721.name	Timber Hauling
@craft.node.own722.name	Timber Hauling
@craft.node.own723.name	Chance to Shatter tree on Chopping
@craft.node.own724.name	Timber Hauling
@craft.node.own726.name	Heavy Fall
@craft.node.own727.name	Heavy Fall
@craft.node.own728.name	Extra seed on chop
@craft.node.own729.name	Keen Edge
@craft.node.own730.name	Extra seed on chop
@craft.node.own731.name	Keen Edge
@craft.node.own732.name	Heavy Fall
@craft.node.own734.name	Chance to Save materials on Shipbuilding
@craft.node.own735.name	Chance to Save materials on Shipbuilding
@craft.node.own736.name	Chance to Save materials on Shipbuilding
@craft.node.own737.name	Chance to Save materials on Shipbuilding
@craft.node.own739.name	Swimming stamina cost near Ship
@craft.node.own740.name	Swimming stamina cost near Ship
@craft.node.own741.name	Swimming stamina cost near Ship
@craft.node.own742.name	Swimming stamina cost near Ship
@craft.node.own744.name	Chance to Shatter ore on Mining
@craft.node.own745.name	Chance to Shatter ore on Mining
@craft.node.own746.name	Chance to Shatter ore on Mining
@craft.node.own747.name	Chance to Shatter ore on Mining
@craft.node.own749.name	Keen Strike
@craft.node.own750.name	Mining area
@craft.node.own751.name	Mining area
@craft.node.own752.name	Keen Strike
@craft.node.own753.name	Mining area
@craft.node.own755.name	Carry weight
@craft.node.own756.name	Carry weight
@craft.node.own757.name	Carry weight
@craft.node.own758.name	Carry weight
@craft.node.own766.name	Extra azurite
@craft.node.own767.name	Extra azurite
@craft.node.own768.name	Extra azurite
@craft.node.own769.name	Extra azurite
@craft.node.own770.name	Extra azurite
@craft.node.own771.name	Extra azurite
@craft.node.own773.name	Smith equipment extra quality
@craft.node.own774.name	Crafted Smith equipment durability
@craft.node.own775.name	Crafted Smith equipment durability
@craft.node.own776.name	Smith equipment extra quality
@craft.node.own777.name	Crafted Smith equipment durability
@craft.node.own779.name	Smith equipment crafting speed
@craft.node.own780.name	Smith equipment crafting speed
@craft.node.own781.name	Smith equipment crafting speed
@craft.node.own782.name	Smith equipment crafting speed
@craft.node.own784.name	Steady Pick
@craft.node.own785.name	Steady Pick
@craft.node.own786.name	Steady Pick
@craft.node.own787.name	Steady Pick
@craft.node.own789.name	Extra rune
@craft.node.own790.name	Extra rune
@craft.node.own791.name	Extra rune
@craft.node.own792.name	Extra rune
@craft.node.own799.name	Rich dust
@craft.node.own800.name	Rich dust
@craft.node.own801.name	Rich dust
@craft.node.own802.name	Rich dust
@craft.node.own804.name	Extra bar on smelt
@craft.node.own805.name	Extra bar on smelt
@craft.node.own806.name	Extra bar on smelt
@craft.node.own807.name	Extra bar on smelt
@craft.node.own809.name	Extra ore on mine
@craft.node.own810.name	Mining damage
@craft.node.own811.name	Extra ore on mine
@craft.node.own812.name	Mining damage
@craft.node.own814.name	Smelting speed
@craft.node.own815.name	Smelting speed
@craft.node.own816.name	Metal recovery on salvage
@craft.node.own817.name	Metal recovery on salvage
@craft.node.own818.name	Metal recovery on salvage
@craft.node.own820.name	Weak spot rate
@craft.node.own821.name	Weak spot duration
@craft.node.own822.name	Weak spot size
@craft.node.own823.name	Ore Hauling
@craft.node.own824.name	Ore Hauling
@craft.node.own825.name	Fault Lines
@craft.node.own826.name	Ore Hauling
@craft.node.own833.name	Bar capacity
@craft.node.own834.name	Bar capacity
@craft.node.own835.name	Bar capacity
@craft.node.own836.name	Bar capacity
@craft.node.own838.name	Keen Eye
@craft.node.own839.name	Weak spot rate
@craft.node.own84.name	Extra dungeon loot
@craft.node.own840.name	Weak spot rate
@craft.node.own841.name	Weak spot rate
@craft.node.own843.name	Rare affixes
@craft.node.own844.name	Rare affixes
@craft.node.own845.name	Rare affixes
@craft.node.own846.name	Rare affixes
@craft.node.own848.name	Smelting materials weight
@craft.node.own849.name	Crafted Smith equipment durability
@craft.node.own850.name	Smelting materials weight
@craft.node.own851.name	Crafted Smith equipment durability
@craft.node.own853.name	own853
@craft.node.own854.name	own854
@craft.node.own855.name	own855
@craft.node.own856.name	own856
@craft.node.own857.name	own857
@craft.node.own859.name	Item rarity
@craft.node.own860.name	Chest item rarity
@craft.node.own861.name	Item rarity
@craft.node.own862.name	Chest item rarity
@craft.node.own864.name	Map reveal radius
@craft.node.own865.name	Map reveal radius
@craft.node.own866.name	Map reveal radius
@craft.node.own867.name	Map reveal radius
@craft.node.own869.name	own869
@craft.node.own870.name	own870
@craft.node.own871.name	own871
@craft.node.own872.name	own872
@craft.node.own874.name	Chest item quantity
@craft.node.own875.name	Chest item quantity
@craft.node.own876.name	Chest item quantity
@craft.node.own877.name	Chest item quantity
@craft.node.own879.name	Corpse Run effect
@craft.node.own880.name	Corpse Run effect
@craft.node.own881.name	Corpse Run effect
@craft.node.own882.name	Corpse Run effect
@craft.node.own883.name	Corpse Run effect
@craft.node.own884.name	Corpse Run effect
@craft.node.own885.name	Corpse Run effect
@craft.node.own887.name	own887
@craft.node.own888.name	own888
@craft.node.own889.name	own889
@craft.node.own890.name	own890
@craft.node.own891.name	own891
@craft.node.own892.name	own892
@craft.node.own893.name	own893
@craft.node.own894.name	own894
@craft.node.own896.name	Comfort by the fire
@craft.node.own897.name	Comfort by the fire
@craft.node.own898.name	Comfort by the fire
@craft.node.own899.name	Comfort by the fire
@craft.node.own900.name	Comfort by the fire
@craft.node.own901.name	Comfort by the fire
@craft.node.own902.name	Comfort by the fire
@craft.node.own904.name	Extra queen on harvest
@craft.node.own905.name	Extra queen on harvest
@craft.node.own906.name	Extra queen on harvest
@craft.node.own907.name	Extra queen on harvest
@craft.node.own908.name	Extra queen on harvest
@craft.node.own909.name	Extra queen on harvest
@craft.node.own910.name	Extra queen on harvest
@craft.node.own912.name	Mead Craft
@craft.node.own913.name	Mead Craft
@craft.node.own914.name	Oil Craft
@craft.node.own915.name	Oil Craft
@craft.node.own916.name	Oil Craft
@craft.node.own917.name	Mead Craft
@craft.node.own918.name	Oil Craft
@craft.node.own925.name	Extra honey
@craft.node.own926.name	Extra honey
@craft.node.own927.name	Extra honey
@craft.node.own928.name	Honey nourishment
@craft.node.own929.name	Honey nourishment
@craft.node.own931.name	Beekeeping speed
@craft.node.own932.name	Beekeeping speed
@craft.node.own933.name	Beekeeping speed
@craft.node.own934.name	Beekeeping speed
@craft.node.own936.name	Oil Craft
@craft.node.own937.name	Cellar Racks
@craft.node.own938.name	Oil Craft
@craft.node.own939.name	Cellar Racks
@craft.node.own941.name	Extra forage
@craft.node.own942.name	Extra forage
@craft.node.own943.name	Extra forage
@craft.node.own944.name	Extra forage
@craft.node.own945.name	Extra forage
@craft.node.own946.name	Extra forage
@craft.node.own947.name	Extra forage
@craft.node.own949.name	Honey nourishment
@craft.node.own950.name	Honey nourishment
@craft.node.own951.name	Honey nourishment
@craft.node.own952.name	Honey nourishment
@craft.node.own959.name	Cellar Racks
@craft.node.own96.name	Extra dungeon loot
@craft.node.own960.name	Cellar Racks
@craft.node.own961.name	Cellar Racks
@craft.node.own962.name	Cellar Racks
@craft.node.own964.name	Extra oil on brew
@craft.node.own965.name	Extra oil on brew
@craft.node.own966.name	Extra oil on brew
@craft.node.own967.name	Extra oil on brew
@craft.node.own969.name	Wild regrowth speed
@craft.node.own970.name	Wild regrowth speed
@craft.node.own971.name	Wild regrowth speed
@craft.node.own972.name	Wild regrowth speed
@craft.node.own973.name	Wild regrowth speed
@craft.node.own974.name	Wild regrowth speed
@craft.node.own976.name	Pickup radius
@craft.node.own977.name	Pickup radius
@craft.node.own978.name	Foraging area
@craft.node.own979.name	Foraging area
@craft.node.own980.name	Foraging area
@craft.node.own981.name	Pickup radius
@craft.node.own982.name	Foraging area
@craft.node.own984.name	Extra queen on harvest
@craft.node.own985.name	Extra honey
@craft.node.own986.name	Extra queen on harvest
@craft.node.own987.name	Extra honey
@craft.node.own989.name	Forage capacity
@craft.node.own990.name	Forage capacity
@craft.node.own991.name	Forage capacity
@craft.node.own992.name	Forage capacity
@craft.node.own994.name	Extra mead on brew
@craft.node.own995.name	Extra mead on brew
@craft.node.own996.name	Extra mead on brew
@craft.node.own997.name	Extra oil on brew
@craft.node.own998.name	Extra oil on brew
@craft.node.road_delver_p0.name	Path
@craft.node.road_delver_p11.name	Path
@craft.node.road_delver_p2.name	Path
@craft.node.road_delver_p4.name	Path
@craft.node.road_delver_p5.name	Path
@craft.node.road_delver_p7.name	Path
@craft.node.road_delver_p8.name	Path
@craft.node.road_delver_p9.name	Path
@craft.node.road_in.name	Table
@craft.node.road_pathfinder_p0.name	Path
@craft.node.road_pathfinder_p11.name	Path
@craft.node.road_pathfinder_p3.name	Path
@craft.node.road_pathfinder_p4.name	Path
@craft.node.road_pathfinder_p5.name	Path
@craft.node.road_pathfinder_p7.name	Path
@craft.node.road_pathfinder_p8.name	Path
@craft.node.road_pathfinder_p9.name	Path
@craft.node.road_road3_p0.name	Path
@craft.node.road_road3_p11.name	Path
@craft.node.road_road3_p3.name	Path
@craft.node.road_road3_p4.name	Path
@craft.node.road_road3_p5.name	Path
@craft.node.road_road3_p7.name	Path
@craft.node.road_road3_p8.name	Path
@craft.node.road_road3_p9.name	Path
@craft.node.root.name	Hearth of Crafts
@craft.node.table_cook_p0.name	Path
@craft.node.table_cook_p11.name	Path
@craft.node.table_cook_p2.name	Path
@craft.node.table_cook_p4.name	Path
@craft.node.table_cook_p5.name	Path
@craft.node.table_cook_p7.name	Path
@craft.node.table_cook_p8.name	Path
@craft.node.table_cook_p9.name	Path
@craft.node.table_farmer_p0.name	Path
@craft.node.table_farmer_p11.name	Path
@craft.node.table_farmer_p3.name	Path
@craft.node.table_farmer_p4.name	Path
@craft.node.table_farmer_p5.name	Path
@craft.node.table_farmer_p7.name	Path
@craft.node.table_farmer_p8.name	Path
@craft.node.table_farmer_p9.name	Path
@craft.node.table_fisher_p0.name	Path
@craft.node.table_fisher_p11.name	Path
@craft.node.table_fisher_p3.name	Path
@craft.node.table_fisher_p4.name	Path
@craft.node.table_fisher_p5.name	Path
@craft.node.table_fisher_p7.name	Path
@craft.node.table_fisher_p8.name	Path
@craft.node.table_fisher_p9.name	Path
@craft.node.table_in.name	Road
@craft.node.wood_builder_p0.name	Path
@craft.node.wood_builder_p11.name	Path
@craft.node.wood_builder_p2.name	Path
@craft.node.wood_builder_p4.name	Path
@craft.node.wood_builder_p5.name	Path
@craft.node.wood_builder_p7.name	Path
@craft.node.wood_builder_p8.name	Path
@craft.node.wood_builder_p9.name	Path
@craft.node.wood_in.name	Timber
@craft.node.wood_shipwright_p0.name	Path
@craft.node.wood_shipwright_p11.name	Path
@craft.node.wood_shipwright_p3.name	Path
@craft.node.wood_shipwright_p4.name	Path
@craft.node.wood_shipwright_p5.name	Path
@craft.node.wood_shipwright_p7.name	Path
@craft.node.wood_shipwright_p8.name	Path
@craft.node.wood_shipwright_p9.name	Path
@craft.node.wood_woodcutter_p0.name	Path
@craft.node.wood_woodcutter_p11.name	Path
@craft.node.wood_woodcutter_p3.name	Path
@craft.node.wood_woodcutter_p4.name	Path
@craft.node.wood_woodcutter_p5.name	Path
@craft.node.wood_woodcutter_p7.name	Path
@craft.node.wood_woodcutter_p8.name	Path
@craft.node.wood_woodcutter_p9.name	Path
@craft.prof.armorer	Tanner
@craft.prof.beekeeper	Beekeeper
@craft.prof.brewer	Mead brewer
@craft.prof.builder	Builder
@craft.prof.cook	Cook
@craft.prof.delver	Relic seeker
@craft.prof.farmer	Farmer
@craft.prof.fisher	Fisher
@craft.prof.forager	Forager
@craft.prof.herder	Herder
@craft.prof.hunter	Hunter
@craft.prof.miner	Miner
@craft.prof.pathfinder	Pathfinder
@craft.prof.road3	Headhunter
@craft.prof.runecarver	Runecarver
@craft.prof.shipwright	Shipwright
@craft.prof.smith	Smith
@craft.prof.woodcutter	Woodcutter
@craft.road_in.extra	Entry of the sector. One start per sector.
@craft.root.extra	The start of the craft tree. Every peaceful deed earns craft points.
@craft.sector.beast.name	Beast
@craft.sector.forge.name	Forge
@craft.sector.mead.name	Mead and Herbs
@craft.sector.road.name	Road
@craft.sector.table.name	Table
@craft.sector.wood.name	Timber
@craft.table_in.extra	Entry of the sector. One start per sector.
@craft.wood_in.extra	Entry of the sector. One start per sector.
@item.PT_StaffCinder.name	Cinder Staff
@item.PT_StaffRime.name	Rimestaff
@item.PT_StaffRot.name	Rotstaff
@item.PT_StaffStorm.name	Stormstaff
@mod.armored	Armored
@mod.armored.about	Takes a third less physical damage, and moves slower for it.
@mod.blast	Blast
@mod.blast.about	Bursts where it fell. The ground shows where.
@mod.blink	Blink
@mod.blink.about	Steps behind you out of nowhere.
@mod.bound	Bound
@mod.bound.about	Shares its wounds with a neighbour through a rune thread.
@mod.burning	Burning
@mod.burning.about	Part of its blow is fire, and fire hurts it half as much.
@mod.charger	Charger
@mod.charger.about	Rushes at you twice as fast until it swings.
@mod.chilling	Chilling
@mod.chilling.about	Part of its blow is frost, and frost hurts it half as much.
@mod.furious	Furious
@mod.furious.about	Strikes a third more often.
@mod.greedy	Greedy
@mod.greedy.about	Drinks a fifth of the harm it deals.
@mod.hardy	Hardy
@mod.hardy.about	Knits itself back together while nobody strikes it.
@mod.headsman	Headsman
@mod.headsman.about	Finishes what is already wounded.
@mod.heir	Heir
@mod.heir.about	Its rune outlives it and passes to a neighbour.
@mod.keen	Keen
@mod.keen.about	Sees twice as far and calls its neighbours.
@mod.leader	Leader
@mod.leader.about	Its pack is faster near it, and lost without it.
@mod.mirror	Mirror
@mod.mirror.about	During its rune barrier, reflects 15% of ranged hit damage without preventing the hit.
@mod.piercing	Piercing
@mod.piercing.about	Ignores half of armour and resistance.
@mod.reeking	Reeking
@mod.reeking.about	Carries a cloud of poison with it.
@mod.rotten	Rotten
@mod.rotten.about	Leaves a poison pool behind it.
@mod.runecarver	Runecarver
@mod.runecarver.about	Carves a rune under your feet. Step off it.
@mod.shocking	Shocking
@mod.shocking.about	Part of its blow is lightning, and lightning hurts it half as much.
@mod.splitting	Splitting
@mod.splitting.about	Falls apart into two lesser halves.
@mod.steadfast	Steadfast
@mod.steadfast.about	Staggers three times slower.
@mod.swift	Swift
@mod.swift.about	Moves half again as fast.
@mod.unbreakable	Unbreakable
@mod.unbreakable.about	No single blow takes more than a fifth of its maximum health.
@mod.venomous	Venomous
@mod.venomous.about	Part of its blow is poison, and poison hurts it half as much.
@mod.warded	Warded
@mod.warded.about	Carries a rune ward over its health.
@modknob.armored.slow	Movement speed
@modknob.armored.slow.about	What the armour costs it in speed.
@modknob.armored.taken	Physical damage taken
@modknob.armored.taken.about	Share of physical damage that reaches it. 0.70 means a third less.
@modknob.blast.delay	Fuse
@modknob.blast.delay.about	Seconds between its fall and the burst.
@modknob.blast.reach	Reach
@modknob.blast.reach.about	Metres the burst covers.
@modknob.blast.share	Force
@modknob.blast.share.about	Burst damage as a share of its own blow.
@modknob.blink.cast	Gathering
@modknob.blink.cast.about	Seconds it stands gathering itself before the step. A blow that staggers it breaks the step.
@modknob.blink.every	Between steps
@modknob.blink.every.about	Seconds it waits before stepping again.
@modknob.blink.far	Farthest step
@modknob.blink.far.about	Metres beyond which it will not step.
@modknob.blink.near	Closest step
@modknob.blink.near.about	Metres from which it will step behind you.
@modknob.bound.reach	Thread reach
@modknob.bound.reach.about	Metres within which it finds someone to bind.
@modknob.bound.share	Shared wounds
@modknob.bound.share.about	Share of its wounds passed along the thread.
@modknob.charger.every	Between rushes
@modknob.charger.every.about	Seconds after a rush before it can rush again.
@modknob.charger.from	Rush from
@modknob.charger.from.about	Metres from its target beyond which it starts a rush.
@modknob.charger.haste	Rush speed
@modknob.charger.haste.about	How much faster it moves while rushing. 2.00 is twice as fast.
@modknob.charger.longest	Longest rush
@modknob.charger.longest.about	Seconds a rush lasts at most if it never reaches its target.
@modknob.element.guard	Damage taken from its element
@modknob.element.guard.about	Share of its own element that reaches it. Common to all four.
@modknob.element.share	Elemental share
@modknob.element.share.about	Share of its blow turned into its element. Common to burning, chilling, shocking and venomous.
@modknob.furious.speed	Attack speed
@modknob.furious.speed.about	How much more often it strikes.
@modknob.greedy.leech	Life drawn
@modknob.greedy.leech.about	Share of the harm it deals that it drinks back.
@modknob.hardy.regen	Healing per second
@modknob.hardy.regen.about	Share of maximum health it knits back each second while nobody strikes it.
@modknob.headsman.below	Wounded below
@modknob.headsman.below.about	Health share under which the target counts as wounded.
@modknob.headsman.blow	Finishing blow
@modknob.headsman.blow.about	How much harder it hits the wounded.
@modknob.keen.sight	Sight range
@modknob.keen.sight.about	How much farther it sees than its kind.
@modknob.leader.fear	Fear after its death
@modknob.leader.fear.about	Seconds its pack is lost once it falls.
@modknob.leader.haste	Pack speed
@modknob.leader.haste.about	How much faster its pack moves near it.
@modknob.leader.reach	Pack reach
@modknob.leader.reach.about	Metres within which its pack feels it.
@modknob.mirror.every	Between barriers
@modknob.mirror.every.about	Seconds between one rune barrier and the next.
@modknob.mirror.holds	Barrier lasts
@modknob.mirror.holds.about	Seconds the barrier holds.
@modknob.mirror.share	Reflected
@modknob.mirror.share.about	Share of a ranged hit thrown back. The hit still lands.
@modknob.piercing.armor	Armour ignored
@modknob.piercing.armor.about	Points of the target's armour its blow ignores.
@modknob.piercing.resist	Resistance ignored
@modknob.piercing.resist.about	Share of the target's resistance its blow ignores.
@modknob.reeking.reach	Cloud reach
@modknob.reeking.reach.about	Metres the cloud reaches around it.
@modknob.reeking.share	Cloud damage
@modknob.reeking.share.about	Cloud damage as a share of its own blow.
@modknob.rotten.life	Pool lifetime
@modknob.rotten.life.about	Seconds the poison pool stays.
@modknob.rotten.reach	Pool reach
@modknob.rotten.reach.about	Metres the pool covers.
@modknob.rotten.share	Pool damage
@modknob.rotten.share.about	Pool damage as a share of its own blow.
@modknob.runecarver.delay	Rune delay
@modknob.runecarver.delay.about	Seconds from carving to the burst.
@modknob.runecarver.every	Between runes
@modknob.runecarver.every.about	Seconds between one carved rune and the next.
@modknob.runecarver.range	Rune casting range
@modknob.runecarver.range.about	Metres within which the creature can carve a rune under a player it sees.
@modknob.runecarver.reach	Rune reach
@modknob.runecarver.reach.about	Metres the rune covers.
@modknob.runecarver.share	Rune damage
@modknob.runecarver.share.about	Rune damage as a share of its own blow.
@modknob.splitting.halves	Halves
@modknob.splitting.halves.about	How many lesser creatures it falls apart into.
@modknob.splitting.share	Health of a half
@modknob.splitting.share.about	Share of its health each half carries.
@modknob.steadfast.stagger	Stagger taken
@modknob.steadfast.stagger.about	Share of stagger that reaches it. 0.34 is three times slower.
@modknob.swift.speed	Movement speed
@modknob.swift.speed.about	How much faster it moves. 1.40 is half again as fast.
@modknob.unbreakable.cap	Largest single blow
@modknob.unbreakable.cap.about	Share of its maximum health that one blow may ever take.
@modknob.warded.share	Ward share
@modknob.warded.share.about	How much of its health is carried as a rune ward instead.
@oil.PT_OilFire.desc	Resin, honey and charcoal. The weapon burns, and so does what it strikes.
@oil.PT_OilFire.name	Searing Oil
@oil.PT_OilFrost.desc	Resin, honey and a drake's freeze gland. The weapon bites with cold.
@oil.PT_OilFrost.name	Chilling Oil
@oil.PT_OilLightning.desc	Resin, honey and a ground greydwarf eye. The blow answers with a spark.
@oil.PT_OilLightning.name	Crackling Oil
@oil.PT_OilPoison.desc	Resin, honey and swamp ooze. The edge poisons the wound.
@oil.PT_OilPoison.name	Caustic Oil
@path.dreng.attr	Strength
@path.dreng.name	Dreng
@path.dreng.of	Dreng
@path.koldun.attr	Intelligence
@path.koldun.name	Seidman
@path.koldun.of	Seidman
@path.ratnik.attr	Strength and Dexterity
@path.ratnik.name	Armsman
@path.ratnik.of	Armsman
@path.skitalets.attr	Dexterity
@path.skitalets.name	Wanderer
@path.skitalets.of	Wanderer
@path.trickster.attr	Dexterity and Intelligence
@path.trickster.name	Trickster
@path.trickster.of	Trickster
@path.warden.attr	Strength and Intelligence
@path.warden.name	Warden
@path.warden.of	Warden
@rarity.common	Common
@rarity.legendary	Legendary
@rarity.magic	Magic
@rarity.rare	Rare
@rarity.unique	Unique
@settings.account.name	Account
@settings.always-show-eitr.about	The bar does not hide when full
@settings.always-show-eitr.name	Always show eitr
@settings.always-show-stamina.about	The bar does not hide when full
@settings.always-show-stamina.name	Always show stamina
@settings.colour-vision.about	Colours of allocated and available passives and of a shown build, for colour blindness
@settings.colour-vision.name	Colour vision
@settings.combat.about	Dodge, glancing blow, saved resources
@settings.combat.name	Combat
@settings.condition-statuses.about	One icon per active condition, such as at night or on evade recently. Hover it to see the summed bonuses.
@settings.condition-statuses.name	Condition statuses
@settings.craft-by-category-others.about	Categories in the crafting list and a grid of their items. Another crafting mod is installed: turn its crafting window off, or the two overlap
@settings.craft-by-category-others.name	Craft window
@settings.craft-by-category.about	Categories in the crafting list and a grid of their items; off — the vanilla list
@settings.craft-by-category.name	Craft window
@settings.crafting-and-building.about	Oils, beds, anchor, building costs
@settings.crafting-and-building.name	Crafting and building
@settings.custom-enemy-hp-bar.about	Frame and active ailment effects
@settings.custom-enemy-hp-bar.name	Custom enemy HP bar
@settings.custom-item-tooltip.about	In blocks instead of a list of lines; off — the vanilla one
@settings.custom-item-tooltip.name	Custom item tooltip
@settings.damage-numbers-by-type.about	Each damage type in its own colour
@settings.damage-numbers-by-type.name	Damage numbers by type
@settings.damage-panel-by-the.about	What the node gives the weapons in the hotbar
@settings.damage-panel-by-the.name	Damage panel by the tooltip
@settings.debug.name	Debug
@settings.deeds-and-classes.about	Ascendancy class deeds and unlocked classes
@settings.deeds-and-classes.name	Deeds and classes
@settings.effects-strip.about	The mod's effects above the eitr bar
@settings.effects-strip.name	Effects strip
@settings.enemy-bar-size.about	Default: 1x; boss bars stay as they are
@settings.enemy-bar-size.name	Enemy health bar size
@settings.enemy-health-numbers.about	Current / max on the enemy health bar
@settings.enemy-health-numbers.name	Enemy health numbers
@settings.enemy-number-size.about	Default: 1x
@settings.enemy-number-size.name	Enemy health number size
@settings.enemy-status-icons.about	Circles below enemy health
@settings.enemy-status-icons.name	Enemy status icons
@settings.equipment-system.about	Equipment and tool slots, portrait, transmog, purse and the tool bar; off — the vanilla inventory, slots go back to the backpack
@settings.equipment-system.name	Equipment system
@settings.experience-for-kills.about	"+N experience" in the corner
@settings.experience-for-kills.name	Experience for kills
@settings.group.boss-stars	Boss stars
@settings.group.creature-power	Creature power
@settings.group.doing-notices	Fighting and making
@settings.group.enemies	Enemies
@settings.group.experience	Experience
@settings.group.hotkeys-masteries	Masteries
@settings.group.hotkeys-quick-slots	Quick slots
@settings.group.hotkeys-windows	Windows
@settings.group.loot-system	Loot system
@settings.group.loot-what	What drops
@settings.group.on-screen	On the screen
@settings.group.panel-place	The panel
@settings.group.player-and-tree	Player and tree
@settings.group.progress-notices	Progress
@settings.group.rarity-and-mods	Rarity and modifiers
@settings.group.tree-feel	How it answers
@settings.group.tree-view	What the tree shows
@settings.group.windows	Windows and items
@settings.group.world-content	World content
@settings.group.world-mode	World mode
@settings.hotkeys.name	Hotkeys
@settings.hugin-sway.about	The view through Hugin's eyes sways and tilts; off — a steady camera for precise building
@settings.hugin-sway.name	Hugin camera sway
@settings.key-arrows.about	Switches to the next arrows or bolts
@settings.key-arrows.name	Next arrows
@settings.key-hugin.about	Sends the sight aloft with a building tool
@settings.key-hugin.name	Hugin's flight
@settings.key-mass-planting.about	Hold while planting a bed
@settings.key-mass-planting.name	Mass planting
@settings.key-quick-mark.about	Marks what you look at on the map
@settings.key-quick-mark.name	Quick mark
@settings.key-sort-bag.about	Merges stacks and orders the bag
@settings.key-sort-bag.name	Sort bag
@settings.key-stack-nearby.about	Puts the bag into nearby chests
@settings.key-stack-nearby.name	Stack nearby
@settings.key-tree-window.about	Opens and closes the tree
@settings.key-tree-window.name	Passive tree
@settings.level-panel.name	Level panel
@settings.level-up-2.about	The slider goes down from the current level
@settings.level-up-2.name	Level up
@settings.level-up.about	"Level N! Points available…"
@settings.level-up.name	Level up
@settings.lower-the-level.about	Surplus nodes are refunded from the edge inwards
@settings.lower-the-level.act	Accept
@settings.lower-the-level.name	Lower the level
@settings.notifications.name	Notifications
@settings.our-discord.about	Bug reports, update news and build talk
@settings.our-discord.act	Open
@settings.our-discord.name	Our Discord
@settings.panel-size.name	Panel size
@settings.points-earned.about	Points for bosses, dungeons and rune monoliths
@settings.points-earned.name	Points earned
@settings.rarity-frames.about	The rarity of an item as a frame on its slot; off — the vanilla slot
@settings.rarity-frames.name	Rarity frames
@settings.reset-character-progress.about	Levels, XP, tree, professions and personal PoV marks
@settings.reset-character-progress.act	Full reset
@settings.reset-character-progress.name	Reset character progress
@settings.reset-this-section.about	Return the section to the settings the mod ships with
@settings.reset-this-section.name	Reset this section
@settings.screen-corner.about	Where the panel sits
@settings.screen-corner.name	Screen corner
@settings.show-permanent-statuses.about	Show effects without a duration in the effects strip. Hidden bonuses still work.
@settings.show-permanent-statuses.name	Show permanent statuses
@settings.show-the-panel.about	Level, experience and free points on screen
@settings.show-the-panel.name	Show the panel
@settings.shown-build-colours.about	The build from the Builds Manager drawn over your tree
@settings.shown-build-colours.name	Shown build colours
@settings.status-icon-size.about	Default: 2x
@settings.status-icon-size.name	Status icon size
@settings.tooltip-delay.about	Seconds before a tooltip opens on hover; the game's own: 0.5
@settings.tooltip-delay.name	Tooltip delay
@settings.tree-sounds.about	Node clicks and the horn on level up
@settings.tree-sounds.name	Tree sounds
@settings.tree-window.name	Tree window
@settings.ui.name	UI
@settings.unusual-enemy-glow.about	Local brightness of magic, rare and unique creatures
@settings.unusual-enemy-glow.name	Unusual enemy glow
@settings.wheel-speed.about	Tree zoom step
@settings.wheel-speed.name	Wheel speed
@status.Braced.name	Braced
@status.Braced.tip	Knockback you took behind your shield is added to your next shield push.
@status.ChargedAttack.name	Charged attack
@status.ChargedAttack.tip	Your next weapon attack is charged: 25% increased damage, more from charged-attack nodes. Each charge source has a 2 s cooldown (a critical hit 0.2 s); a perfect dodge ignores it.
@status.Countermove.name	Countermove
@status.Countermove.tip	Your next primary attack sidesteps away from the blow you evaded.
@status.Endurance.name	Endurance
@status.Endurance.tip	Below your endurance threshold, part of each hit is prevented.
@status.Fortification.name	Fortification
@status.Fortification.tip	Fortification reduces damage taken from hits.
@status.KeepRune.name	Keep the Rune
@status.KeepRune.tip	Hits do not restart your rune shield's recovery for now.
@status.NextHitAfterParry.name	Parry opening
@status.NextHitAfterParry.tip	Your next hit after the parry is empowered.
@status.OnTrail.name	On the Trail
@status.OnTrail.tip	You are on a fresh trail: you move faster.
@status.Rage.name	Rage
@status.Rage.tip	Rage is draining. Taking damage or gaining rage stops it.
@status.SharpReply.name	Sharp Reply
@status.SharpReply.tip	Your next primary hit carries the damage your glancing blows turned aside.
@status.VanishInMotion.name	Vanish in Motion
@status.VanishInMotion.tip	Your movement makes no noise until you attack or cast.
@subject.Aftershock	with aftershocks
@subject.Ailment	ailment
@subject.AltAttack	with alternative attacks
@subject.Ammo	ammo
@subject.AppliedOil	applied oil
@subject.Area	area
@subject.Arrow	arrow
@subject.AtBed	a bed
@subject.AtBuilding	a building
@subject.AtChest	a chest
@subject.AtDoor	a door
@subject.AtFire	a fire
@subject.AtHive	a hive
@subject.AtOre	ore
@subject.AtStation	a workbench
@subject.AtTree	a tree
@subject.Attack	with attacks
@subject.AttackSpeedBonuses	attack speed bonuses
@subject.Aura	with auras
@subject.Axes	with axes
@subject.Azurite	azurite
@subject.AzuriteDust	azurite dust
@subject.Bait	bait
@subject.Bar	bar
@subject.Bee	bee
@subject.Bleeding	bleeding
@subject.Block	when blocking
@subject.BloodMagic	with blood magic staves
@subject.Blunt	blunt
@subject.Bolt	bolt
@subject.BombMade	bomb
@subject.Bombs	with bombs
@subject.Bows	with bows
@subject.Brew	brewing ingredients
@subject.Buckler	with bucklers
@subject.Build	when building
@subject.Burning	burning
@subject.Cast	when casting
@subject.ChainLightning	with Chain Lightning
@subject.Channeling	while channeling
@subject.ChargedAttack	with charged attacks
@subject.Chill	chill
@subject.Chop	when chopping
@subject.Clubs	with clubs
@subject.Coal	coal
@subject.Companion	for your companion
@subject.ConsumedMead	consumed mead
@subject.Cook	when cooking
@subject.Corrosion	armour break
@subject.Crop	crop
@subject.Crossbows	with crossbows
@subject.DamageBonuses	damage bonuses
@subject.Dodge	when dodging
@subject.Draw	when drawing a bow
@subject.Elemental	elemental
@subject.ElementalMagic	with elemental staves
@subject.EquipArmourItems	from equipped armour items
@subject.EquipBody	from equipped body armour
@subject.EquipHelmet	from equipped helmet
@subject.EquipLegs	from equipped leg armour
@subject.EquipQuiver	from equipped quiver
@subject.EquipShield	from equipped shield
@subject.EquipUpperArmour	from equipped helmet and body armour
@subject.EquipUtility	from equipped accessories
@subject.EquipmentDefensiveAffixes	for defensive affixes
@subject.EquipmentOffensiveAffixes	for offensive affixes
@subject.EquipmentResourceAffixes	for resource and recovery affixes
@subject.FallingTree	falling tree
@subject.FedCompanion	while fed
@subject.Feed	for fed animals
@subject.Fire	fire
@subject.Fish	when reeling in
@subject.FishCatch	fish
@subject.Fists	with fists
@subject.Fletch	when fletching
@subject.FoodEffect	food
@subject.Forage	forage
@subject.ForsakenPower	of Forsaken powers
@subject.FromEquipped	from equipped
@subject.FromItemArmour	armour
@subject.FromItemRuneShield	rune shield
@subject.Frost	frost
@subject.Game	game
@subject.Glide	while gliding
@subject.Healing	with healing
@subject.HealthBonuses	maximum health bonuses
@subject.Hide	hide
@subject.Honey	honey and resins
@subject.IceCrystal	for ice crystals
@subject.Immobilize	immobilize
@subject.Impale	impale
@subject.InDungeon	in dungeons
@subject.Item	on this item
@subject.ItemAccessory	accessory
@subject.ItemArmour	armour
@subject.ItemBody	body armour
@subject.ItemCape	cape
@subject.ItemHelmet	helmet
@subject.ItemLegs	leg armour
@subject.ItemQuiver	quiver
@subject.ItemShield	shield
@subject.Jump	when jumping
@subject.Knives	with knives
@subject.Leather	leather and hide
@subject.Lightning	lightning
@subject.LinkedAlly	for linked allies
@subject.Log	log
@subject.Loot	resource
@subject.MagicMaterial	magic material
@subject.Magical	with magic
@subject.MapReveal	for map reveal
@subject.MassGather	for mass gathering
@subject.Mead	fermented mead
@subject.Meal	meal
@subject.Melee	in melee
@subject.Metal	metal
@subject.Mine	when mining
@subject.Minion	for minions
@subject.Monolith	to rune monoliths
@subject.NearKeeper	near its keeper
@subject.NearShip	near your ship
@subject.OfEitr	eitr
@subject.OfFortification	fortification
@subject.OfHealth	health
@subject.OfShield	rune shield
@subject.OfStamina	stamina
@subject.Oil	oil
@subject.OneHanded	with one-handed weapons
@subject.Ore	ore
@subject.Paired	with dual-wielded weapons
@subject.ParryResponse	for the response to a parried target
@subject.PassiveEffect	of passive effects
@subject.PathArtisan	on the path of Artisan
@subject.PathDreng	on the path of Dreng
@subject.PathGhostCaller	on the path of Ghost-caller
@subject.PathGiantSlayer	on the path of Giant Slayer
@subject.PathGraveRobber	on the path of Grave Robber
@subject.PathLinkWarden	on the path of Link Warden
@subject.PathNaverd	on the path of Naverd
@subject.PathPathfinder	on the path of Pathfinder
@subject.PathRunereader	on the path of Runereader
@subject.PathSeidman	on the path of Seidman
@subject.PathSurtVidir	on the path of Surt-Vidir
@subject.PathTreasureHunter	on the path of Treasure Hunter
@subject.PathVeidiman	on the path of Veidiman
@subject.Periodic	over time
@subject.Pet	for pets
@subject.PhantomStrike	with phantom strikes
@subject.Physical	physical
@subject.Pickaxes	with pickaxes
@subject.Pickup	pickup
@subject.Piercing	piercing
@subject.Poison	poison
@subject.Poisoning	poison
@subject.Polearms	with polearms
@subject.Potion	potion
@subject.PrimaryAttack	with primary attacks
@subject.Projectile	with projectiles
@subject.Ranged	at range
@subject.Reap	with the scythe
@subject.Repair	for repairing
@subject.Repeated	for repeats
@subject.RestedBonus	Rested bonus
@subject.Run	while running
@subject.Rune	rune
@subject.RuneCraft	when crafting with runes
@subject.Scepters	with scepters
@subject.Seed	seed
@subject.Self	on the bearer
@subject.Shipbuild	when shipbuilding
@subject.Shock	shock
@subject.Shooting	when shooting
@subject.Slam	with slams
@subject.Slashing	slashing
@subject.Smelt	when smelting
@subject.SmithEquipment	with Smith equipment
@subject.Sneak	while sneaking
@subject.Socket	socket
@subject.Spears	with spears
@subject.Spell	with spells
@subject.Spin	when spinning
@subject.Spirit	spirit
@subject.Spore	for spores
@subject.Staggering	stagger
@subject.Staves	with staves
@subject.Stone	stone
@subject.Strike	with strikes
@subject.Swim	while swimming
@subject.Swords	with swords
@subject.Tame	when taming
@subject.TannerEquipment	with Tanner equipment
@subject.Thorns	with thorns
@subject.Thread	linen thread
@subject.ThreeFacesOfDelusion	with Three Faces of Delusion
@subject.Throwing	when throwing
@subject.Till	with the cultivator
@subject.ToItemArmour	armour
@subject.ToItemRuneShield	rune shield
@subject.Tool	with tools
@subject.Torch	with a torch
@subject.TowerShield	with tower shields
@subject.Traps	with mines and traps
@subject.Trinket	for trinkets
@subject.TwoHanded	with two-handed weapons
@subject.TwoHandedMelee	with two-handed melee weapons
@subject.VsAnimals	against beasts
@subject.VsArmourBroken	against enemies with broken armour
@subject.VsBeech	against a beech
@subject.VsBirch	against a birch
@subject.VsBleeding	against bleeding enemies
@subject.VsBoss	against bosses
@subject.VsBurning	against burning targets
@subject.VsDvergr	against dvergr
@subject.VsElementalAilment	against enemies with an elemental ailment
@subject.VsFar	against distant enemies
@subject.VsFir	against a fir
@subject.VsForest	against Black Forest creatures
@subject.VsFrozen	against frozen targets
@subject.VsFullLife	against full life enemies
@subject.VsImmobilized	against immobilized enemies
@subject.VsLowLife	against low life enemies
@subject.VsMagic	against magic creatures
@subject.VsMistlands	against Mistlands dwellers
@subject.VsMountain	against mountain dwellers
@subject.VsMoving	against moving targets
@subject.VsNear	against nearby enemies
@subject.VsOak	against an oak
@subject.VsOre	against ore
@subject.VsPine	against a pine
@subject.VsPlains	against fulings and Plains dwellers
@subject.VsPoisoned	against poisoned targets
@subject.VsRare	against rare creatures
@subject.VsRareOrUnique	against rare or unique enemies
@subject.VsResource	against trees and ore
@subject.VsSea	against sea creatures
@subject.VsSneak	on an unaware target
@subject.VsStaggered	against staggered targets
@subject.VsTree	against trees
@subject.VsUndead	against the undead
@subject.VsUnique	against unique creatures
@subject.VsWet	against wet targets
@subject.Wood	wood
@subject.adj.Aftershock	aftershock
@subject.adj.Ailment	ailment
@subject.adj.AltAttack	alternative attack
@subject.adj.Area	area
@subject.adj.Arrow	arrow
@subject.adj.Attack	attack
@subject.adj.Aura	aura
@subject.adj.Axes	axe
@subject.adj.Bleeding	bleed
@subject.adj.Block	block
@subject.adj.BloodMagic	blood staff
@subject.adj.Blunt	blunt
@subject.adj.Bolt	bolt
@subject.adj.Bombs	bomb
@subject.adj.Bows	bow
@subject.adj.Buckler	buckler
@subject.adj.Build	building
@subject.adj.Burning	burning
@subject.adj.Cast	cast
@subject.adj.ChainLightning	Chain Lightning
@subject.adj.Channeling	channeling
@subject.adj.ChargedAttack	charged attack
@subject.adj.Chill	chill
@subject.adj.Chop	chopping
@subject.adj.Clubs	club
@subject.adj.Companion	companion
@subject.adj.Corrosion	armour break
@subject.adj.Crossbows	crossbow
@subject.adj.Dodge	dodge
@subject.adj.Draw	bow draw
@subject.adj.Elemental	elemental
@subject.adj.ElementalMagic	elemental staff
@subject.adj.Fire	fire
@subject.adj.Fish	fishing
@subject.adj.Fists	fist
@subject.adj.Frost	frost
@subject.adj.Glide	gliding
@subject.adj.Healing	healing
@subject.adj.IceCrystal	ice crystal
@subject.adj.Immobilize	immobilize
@subject.adj.Impale	impale
@subject.adj.Jump	jump
@subject.adj.Knives	knife
@subject.adj.Lightning	lightning
@subject.adj.LinkedAlly	linked ally
@subject.adj.Magical	magical
@subject.adj.Melee	melee
@subject.adj.Mine	mining
@subject.adj.Minion	minion
@subject.adj.OfEitr	eitr
@subject.adj.OfHealth	health
@subject.adj.OfShield	rune shield
@subject.adj.OfStamina	stamina
@subject.adj.OneHanded	one-handed
@subject.adj.Paired	dual-wielding
@subject.adj.ParryResponse	parry response
@subject.adj.PathArtisan	Artisan
@subject.adj.PathDreng	Dreng
@subject.adj.PathGhostCaller	Ghost-caller
@subject.adj.PathGiantSlayer	Giant Slayer
@subject.adj.PathGraveRobber	Grave Robber
@subject.adj.PathLinkWarden	Link Warden
@subject.adj.PathNaverd	Naverd
@subject.adj.PathPathfinder	Pathfinder
@subject.adj.PathRunereader	Runereader
@subject.adj.PathSeidman	Seidman
@subject.adj.PathSurtVidir	Surt-Vidir
@subject.adj.PathTreasureHunter	Treasure Hunter
@subject.adj.PathVeidiman	Veidiman
@subject.adj.Pet	pet
@subject.adj.PhantomStrike	phantom strike
@subject.adj.Physical	physical
@subject.adj.Pickaxes	pickaxe
@subject.adj.Piercing	piercing
@subject.adj.Poison	poison
@subject.adj.Poisoning	poison
@subject.adj.Polearms	polearm
@subject.adj.PrimaryAttack	primary attack
@subject.adj.Projectile	projectile
@subject.adj.Ranged	ranged
@subject.adj.Reap	scythe
@subject.adj.Repeated	repeat
@subject.adj.Run	running
@subject.adj.Scepters	scepter
@subject.adj.Self	bearer
@subject.adj.Shock	shock
@subject.adj.Shooting	shooting
@subject.adj.Slam	slam
@subject.adj.Slashing	slashing
@subject.adj.Sneak	sneaking
@subject.adj.Spears	spear
@subject.adj.Spell	spell
@subject.adj.Spirit	spirit
@subject.adj.Spore	spore
@subject.adj.Staggering	stagger
@subject.adj.Staves	staff
@subject.adj.Strike	strike
@subject.adj.Swim	swimming
@subject.adj.Swords	sword
@subject.adj.ThreeFacesOfDelusion	Three Faces of Delusion
@subject.adj.Throwing	throwing
@subject.adj.Till	cultivator
@subject.adj.Tool	tool
@subject.adj.Torch	torch
@subject.adj.TowerShield	tower shield
@subject.adj.Traps	trap
@subject.adj.Trinket	trinket
@subject.adj.TwoHanded	two-handed
@subject.adj.TwoHandedMelee	two-handed melee
@trigger.Bleed	on bleed
@trigger.Block	on block
@trigger.Brew	on brew
@trigger.Build	on build
@trigger.Cast	on spell cast
@trigger.Catch	on catch
@trigger.Chop	on chop
@trigger.ConsecutiveHits	on consecutive hits
@trigger.Craft	on craft
@trigger.Crit	on crit
@trigger.Died	when killed
@trigger.Dodge	on dodge
@trigger.Evade	on evade
@trigger.Freeze	on freeze
@trigger.Gather	on gather
@trigger.Glancing	on glancing blow
@trigger.Harvest	on harvest
@trigger.Hit	on hit
@trigger.Ignite	on ignite
@trigger.Jump	on jump
@trigger.Kill	on kill
@trigger.Knockback	on knockback
@trigger.Landed	on landing
@trigger.MeadConsumed	on drinking a mead
@trigger.Mine	on mine
@trigger.Parry	on parry
@trigger.Poison	on poison
@trigger.PrimaryAttackHit	on primary attack hit
@trigger.ReloadStart	on reload start
@trigger.Shock	on shock
@trigger.Smelt	on smelt
@trigger.Sprint	on sprint
@trigger.Stagger	on stagger
@trigger.TrinketActivation	on trinket activation
@trigger.WasBleeding	when bleeding
@trigger.WasBlocked	when blocked
@trigger.WasCrit	when crit
@trigger.WasFrozen	when frozen
@trigger.WasHit	when hit
@trigger.WasIgnited	when ignited
@trigger.WasMortal	when struck down
@trigger.WasParried	when parried
@trigger.WasPoisoned	when poisoned
@trigger.WasShocked	when shocked
@trigger.WasStaggered	when staggered
@ui.bomb.PT_BombCleave.about	Charred bone and flametal. Bursts into fire wide enough to catch a warband.
@ui.bomb.PT_BombCleave.name	Cleaving Charge
@ui.bomb.PT_BombRime.about	A flask of freeze glands. Bursts into cold: everything in the circle is chilled by the frost itself, so the fast stop being fast.
@ui.bomb.PT_BombRime.name	Rime Flask
@ui.bomb.PT_BombSpikes.about	A pot of bronze nails. The burst carries your own thorns: it deals 12 plus half of them, and follows whatever your thorns are made of - poisoned thorns burst as poison.
@ui.bomb.PT_BombSpikes.name	Spikepot
@ui.bomb.PT_BombTar.about	A pot of tar. Bursts heavy and leaves the ground sticky where it fell.
@ui.bomb.PT_BombTar.name	Tar Pot
@ui.bomb.PT_BombWeight.about	A clot of refined eitr. Bursts in lightning where it lands.
@ui.bomb.PT_BombWeight.name	Gravity Clot
@ui.essence.PT_EssenceRime.about	A frost blob bottled alive. Uncorked where it lands, it takes your side for a minute: it holds what comes at you and chills what it touches. Brewed, not built - the strength of your potions is its strength.
@ui.essence.PT_EssenceRime.name	Rime in a Bottle
@ui.essence.PT_EssenceTar.about	A tar blob bottled alive. Heavy, slow and hard to put down, and everything it touches comes away sticky. The strength of your potions is its strength.
@ui.essence.PT_EssenceTar.name	Tar in a Bottle
@ui.item.label.inventory_blunt	Blunt
@ui.item.label.inventory_damage	Damage
@ui.item.label.inventory_fire	Fire
@ui.item.label.inventory_frost	Frost
@ui.item.label.inventory_lightning	Lightning
@ui.item.label.inventory_pierce	Piercing
@ui.item.label.inventory_poison	Poison
@ui.item.label.inventory_slash	Slash
@ui.item.label.inventory_spirit	Spirit
@ui.item.label.item_armor	Armour
@ui.item.label.item_backstab	Backstab
@ui.item.label.item_blockarmor	Block
@ui.item.label.item_blockforce	Knockback force
@ui.item.label.item_durability	Durability
@ui.item.label.item_eitrhitreturn	Eitr return
@ui.item.label.item_eitruse	Eitr
@ui.item.label.item_healthhitreturn	Health return
@ui.item.label.item_healthuse	Health
@ui.item.label.item_knockback	Knockback
@ui.item.label.item_movement_modifier	Speed
@ui.item.label.item_parryadrenaline	Adrenaline
@ui.item.label.item_parrybonus	Parry
@ui.item.label.item_staminahold	Draw
@ui.item.label.item_staminause	Stamina
@ui.staff.PT_StaffCinder.about	Throws a cinder that bursts on impact. Uses eitr and stamina; scales with spell, fire and projectile bonuses.
@ui.staff.PT_StaffRime.about	Looses a burst of rime shards. Hold to keep casting; each burst costs eitr and stamina. Scales with spell, frost and projectile bonuses.
@ui.staff.PT_StaffRot.about	Throws a knot of rot that bursts and leaves a writhing root behind. The root carries most of the blow. Uses eitr and stamina; scales with spell, poison and projectile bonuses.
@ui.staff.PT_StaffStorm.about	Throws a coil of storm that bursts on impact. Uses eitr and stamina; scales with spell, lightning and projectile bonuses.
@ui.tree.kind.Centre	centre
@ui.tree.kind.Cross	crossroads
@ui.tree.kind.Keystone	keystone
@ui.tree.kind.Mastery	mastery
@ui.tree.kind.Notable	notable
@ui.tree.kind.Portal	knowledge portal
@ui.tree.kind.Small	small node
@ui.tree.kind.Socket	socket
@ui.tree.kind.Travel	step
@ui.tree.section.body	Body
@ui.tree.section.crafting	Crafting
@ui.tree.section.defence	Defence
@ui.tree.section.elements	Elements & Ailments
@ui.tree.section.gathering	Gathering
@ui.tree.section.movement	Movement
@ui.tree.section.offence	Offence

# ---- Interface (older lines: the key is the English text) (580) ----
"+N experience" in the corner	"+N experience" in the corner
"Level N! Points available…"	"Level N! Points available…"
+12% block power	+12% block power
+6% damage per missing health	+6% damage per missing health
+8 lightning damage	+8 lightning damage
A critical hit deals 1.5 times normal damage by default. The tree can raise both critical chance and the damage multiplier.	A critical hit deals 1.5 times normal damage by default. The tree can raise both critical chance and the damage multiplier.
A dodge roll grants brief invulnerability and costs stamina. Equipment movement penalties increase that cost.	A dodge roll grants brief invulnerability and costs stamina. Equipment movement penalties increase that cost.
A protective layer over health that absorbs damage after resistances but before block and armour. After 5 seconds without damage, it regenerates 20% of its maximum per second and glows more brightly.	A protective layer over health that absorbs damage after resistances but before block and armour. After 5 seconds without damage, it regenerates 20% of its maximum per second and glows more brightly.
A ship can be repaired with the hammer with no workbench nearby.	A ship can be repaired with the hammer with no workbench nearby.
A ship can be taken apart with the hammer with no workbench nearby.	A ship can be taken apart with the hammer with no workbench nearby.
Abyssal	Abyssal
Accept	Accept
Account	Account
Additional arrows	Additional arrows
Additional bolts	Additional bolts
Adrenaline	Adrenaline
All Lands	All Lands
Already open from the tree - it becomes twice as deep.	Already open from the tree - it becomes twice as deep.
Alternative attacks are secondary weapon techniques, including spear throws and dagger throws. These bonuses affect only those attacks. Thrown weapons retain their attack type until impact.	Alternative attacks are secondary weapon techniques, including spear throws and dagger throws. These bonuses affect only those attacks. Thrown weapons retain their attack type until impact.
Always show eitr	Always show eitr
Always show stamina	Always show stamina
An ailment is a lasting effect left by a hit: burning, chill, shock, poisoning, corrosion or bleeding. Build-up only fills from hits that deal the matching damage type - a blade with no poison on it never poisons, however much poison build-up you carry. Build-up controls how quickly the ailment takes hold, while its damage begins with the damage type that caused it and scales with matching bonuses. Duration spreads the same total damage over more time rather than adding damage.	An ailment is a lasting effect left by a hit: burning, chill, shock, poisoning, corrosion or bleeding. Build-up only fills from hits that deal the matching damage type - a blade with no poison on it never poisons, however much poison build-up you carry. Build-up controls how quickly the ailment takes hold, while its damage begins with the damage type that caused it and scales with matching bonuses. Duration spreads the same total damage over more time rather than adding damage.
An arrow you paid for has a chance to stay lying where it hit.	An arrow you paid for has a chance to stay lying where it hit.
Anchor	Anchor
Ancient trunks	Ancient trunks
Angler	Angler
Angler's Luck	Angler's Luck
Anvil	Anvil
Any Soil	Any Soil
Any soil	Any soil
Apiary	Apiary
Area Repair	Area Repair
Area of effect expands weapon swings, ground slams, explosions, fireballs, tar, parry responses, airborne pickup and fist-dash range, including their visuals. It does not increase damage; area damage is a separate bonus.	Area of effect expands weapon swings, ground slams, explosions, fireballs, tar, parry responses, airborne pickup and fist-dash range, including their visuals. It does not increase damage; area damage is a separate bonus.
Armful	Armful
Armour reduces all incoming damage, including elemental damage, after rune shield and block. Against a hit stronger than twice the armour value it removes exactly that value; against weaker hits it removes a larger share.	Armour reduces all incoming damage, including elemental damage, after rune shield and block. Against a hit stronger than twice the armour value it removes exactly that value; against weaker hits it removes a larger share.
Armour to Thorns	Armour to Thorns
Arrows on the Ground	Arrows on the Ground
Artisan	Artisan
Back creel	Back creel
Bag	Bag
Bag and Quiver	Bag and Quiver
Bake 20 dishes in the oven	Bake 20 dishes in the oven
Bar cells	Bar cells
Bare Knuckle	Bare Knuckle
Barley and Flax	Barley and Flax
Bars	Bars
Basket	Basket
Beast and Field	Beast and Field
Beekeeper	Beekeeper
Bees at Home	Bees at Home
Big Bag	Big Bag
Big Herd	Big Herd
Billet	Billet
Black Marble	Black Marble
Black Metal	Black Metal
Blank Spots	Blank Spots
Blast Resistance	Blast Resistance
Blazing Forge	Blazing Forge
Bleeding deals damage over time, ignores the target's armour and can coexist with other ailments. Bleed build-up only fills from physical damage - blunt, slash and pierce. Its damage pool comes from the final physical damage of the hit that opened the wound, then scales with bleed damage and flat bleed damage.	Bleeding deals damage over time, ignores the target's armour and can coexist with other ailments. Bleed build-up only fills from physical damage - blunt, slash and pierce. Its damage pool comes from the final physical damage of the hit that opened the wound, then scales with bleed damage and flat bleed damage.
Bleeding thorns	Bleeding thorns
Block power	Block power
Bloodburst	Bloodburst
Blunt	Blunt
Blunt damage comes from heavy impacts such as clubs, hammers and fists. Skeletons and stone creatures are vulnerable to it, while soft or leathery creatures resist it better.	Blunt damage comes from heavy impacts such as clubs, hammers and fists. Skeletons and stone creatures are vulnerable to it, while soft or leathery creatures resist it better.
Boarding	Boarding
Bow Draw	Bow Draw
Break 100 scrap iron piles	Break 100 scrap iron piles
Break 150 blocks of copper or tin vein	Break 150 blocks of copper or tin vein
Break 40 blocks of flametal	Break 40 blocks of flametal
Break 80 blocks of silver vein	Break 80 blocks of silver vein
Breaking on the Beach	Breaking on the Beach
Brew 10 weapon oils	Brew 10 weapon oils
Brew 20 mead bases	Brew 20 mead bases
Brewer	Brewer
Bronze	Bronze
Bug reports, update news and build talk	Bug reports, update news and build talk
Build code	Build code
Build codes and bug reports go through the mod's server, and that is for members of our Discord. Without membership the buttons stay locked.	Build codes and bug reports go through the mod's server, and that is for members of our Discord. Without membership the buttons stay locked.
Build codes and bug reports need membership in our Discord	Build codes and bug reports need membership in our Discord
Builder	Builder
Burning deals fire damage every second, and a stronger burning effect replaces a weaker one. Burn build-up only fills from fire damage: a weapon that deals none never sets anything alight. Wet targets burn for less time, while frost removes burning immediately. Its damage pool comes from the final fire damage of the hit and scales with burning damage.	Burning deals fire damage every second, and a stronger burning effect replaces a weaker one. Burn build-up only fills from fire damage: a weapon that deals none never sets anything alight. Wet targets burn for less time, while frost removes burning immediately. Its damage pool comes from the final fire damage of the hit and scales with burning damage.
Butcher	Butcher
Carpet Bombing	Carpet Bombing
Carry Weight	Carry Weight
Catch	Catch
Catch 10 tetras, trollfish, herring, or groupers	Catch 10 tetras, trollfish, herring, or groupers
Catch 15 tuna, coral cod, or pufferfish	Catch 15 tuna, coral cod, or pufferfish
Catch 20 perch or pike	Catch 20 perch or pike
Catch 5 anglerfish, northern salmon, or magma fish	Catch 5 anglerfish, northern salmon, or magma fish
Cauldron	Cauldron
Cauldron and Basket	Cauldron and Basket
Caustic Oil	Caustic Oil
Caution	Caution
Cave-in	Cave-in
Cell capacity	Cell capacity
Cellar	Cellar
Chilling Oil	Chilling Oil
Claws, including Bloodletters and Skoll and Hati, share one weapon category and skill with bare hands. Fist bonuses apply to both, while bonuses marked bare-handed apply only when no claws are equipped.	Claws, including Bloodletters and Skoll and Hati, share one weapon category and skill with bare hands. Fist bonuses apply to both, while bonuses marked bare-handed apply only when no claws are equipped.
Clean split	Clean split
Clean trunk	Clean trunk
Clear-cutting	Clear-cutting
Clearing	Clearing
Close sowing	Close sowing
Cloudberry	Cloudberry
Cold Water	Cold Water
Collect 60 wild mushrooms	Collect 60 wild mushrooms
Collect 60 wild mushrooms - grown in the wild, not on your plots	Collect 60 wild mushrooms - grown in the wild, not on your plots
Combat	Combat
Combat in the Depths	Combat in the Depths
Common	Common
Conductor	Conductor
Cook	Cook
Cook 20 dishes in the cauldron	Cook 20 dishes in the cauldron
Cook 20 dishes that give 60+ health	Cook 20 dishes that give 60+ health
Cook's Eye	Cook's Eye
Corrosion	Corrosion
Corrosion builds with hits and immediately reduces the target's armour, including for the hit that applied it; at full build-up, no armour remains. Only tree bonuses add corrosion, and 8 seconds without another hit removes it completely. Each player tracks a separate corrosion value on the target.	Corrosion builds with hits and immediately reduces the target's armour, including for the hit that applied it; at full build-up, no armour remains. Only tree bonuses add corrosion, and 8 seconds without another hit removes it completely. Each player tracks a separate corrosion value on the target.
Crackling Oil	Crackling Oil
Craft deeds and unlocked ascendancy classes	Craft deeds and unlocked ascendancy classes
Craft items at a bench	Craft items at a bench
Crafting and building	Crafting and building
Critical Hit	Critical Hit
Custom item tooltip	Custom item tooltip
Damage Taken	Damage Taken
Damage numbers by type	Damage numbers by type
Damage panel by the tooltip	Damage panel by the tooltip
Damage per hit	Damage per hit
Dark Waters	Dark Waters
Debug	Debug
Deck	Deck
Deed {0} · unlocks "{1}"	Deed {0} · unlocks "{1}"
Deeds and classes	Deeds and classes
Discharge	Discharge
Discount	Discount
Dodge	Dodge
Dodge, glancing blow, saved resources	Dodge, glancing blow, saved resources
Double Jump	Double Jump
Drakkar	Drakkar
Draw	Draw
Dreng	Dreng
Dry Roof	Dry Roof
Each damage type in its own colour	Each damage type in its own colour
Each extra item triggers another chance for one more. Every repeated roll is 20% weaker than the previous one, allowing several bonus items from a single action.	Each extra item triggers another chance for one more. Every repeated roll is 20% weaker than the previous one, allowing several bonus items from a single action.
Each hit fills separate gauges with its damage: fire for burning, poison for poisoning, frost for chill, lightning for shock, and physical for bleeding when bleed build-up is present; spirit fills none. Damage relative to the target's health and build-up bonuses determine the progress; a full gauge applies the ailment, while an idle gauge begins to drain after 3 seconds and empties over the next 4. Stronger ailments replace weaker ones, fire and frost cancel each other, and ailment damage never triggers on-hit effects; duration only stretches the same total damage.	Each hit fills separate gauges with its damage: fire for burning, poison for poisoning, frost for chill, lightning for shock, and physical for bleeding when bleed build-up is present; spirit fills none. Damage relative to the target's health and build-up bonuses determine the progress; a full gauge applies the ailment, while an idle gauge begins to drain after 3 seconds and empties over the next 4. Stronger ailments replace weaker ones, fire and frost cancel each other, and ailment damage never triggers on-hit effects; duration only stretches the same total damage.
Edge of the World	Edge of the World
Effects strip	Effects strip
Eitr return	Eitr return
Elemental Thorns	Elemental Thorns
Elements are fire, frost and lightning; poison and spirit are separate damage types that "elemental damage" does not scale. Damage percentages add into one sum per final damage type: general damage, weapon damage, elemental and its own element — together, not as multipliers of each other. Elemental damage scales both the hit itself and the ailment it triggers; ailment damage scales only the ailment itself. Shock potency adds lightning to stagger build-up without increasing health damage.	Elements are fire, frost and lightning; poison and spirit are separate damage types that "elemental damage" does not scale. Damage percentages add into one sum per final damage type: general damage, weapon damage, elemental and its own element — together, not as multipliers of each other. Elemental damage scales both the hit itself and the ailment it triggers; ailment damage scales only the ailment itself. Shock potency adds lightning to stagger build-up without increasing health damage.
Empty the chests of crypts and burial chambers	Empty the chests of crypts and burial chambers
Evasion Chance	Evasion Chance
Evasion can automatically make a creature's hit miss completely, preventing damage, stagger, knockback and ailments. It requires no dodge action, and thorns do not respond to an evaded hit.	Evasion can automatically make a creature's hit miss completely, preventing damage, stagger, knockback and ailments. It requires no dodge action, and thorns do not respond to an evaded hit.
Experience for kills	Experience for kills
Extra Fish	Extra Fish
Extra Ingot	Extra Ingot
Extra Oil	Extra Oil
Extra Portion	Extra Portion
Extra arrows apply only to bows, extra bolts only to crossbows, and general extra projectiles to any shot or throw. Every arrow or bolt is taken from the quiver, so a volley becomes smaller when ammunition runs out. Pierce is limited to crossbows and returning weapons; chain and surface bounces work with any flying projectile.	Extra arrows apply only to bows, extra bolts only to crossbows, and general extra projectiles to any shot or throw. Every arrow or bolt is taken from the quiver, so a volley becomes smaller when ammunition runs out. Pierce is limited to crossbows and returning weapons; chain and surface bounces work with any flying projectile.
Extra arrows only work on bows, bolts only on crossbows; general extra projectiles add to any shot or throw. Spare arrows and bolts are drawn from the quiver — run short, and fewer will fly. Pierce belongs to crossbows and returning weapons, chaining to the next target to bows and arrows, and bouncing off ground and walls works on anything that flies.	Extra arrows only work on bows, bolts only on crossbows; general extra projectiles add to any shot or throw. Spare arrows and bolts are drawn from the quiver — run short, and fewer will fly. Pierce belongs to crossbows and returning weapons, chaining to the next target to bows and arrows, and bouncing off ground and walls works on anything that flies.
Extra damage against an enemy with less than 30% health left. It stacks with other «against whom» bonuses. Some nodes also raise crit chance against such targets.	Extra damage against an enemy with less than 30% health left. It stacks with other «against whom» bonuses. Some nodes also raise crit chance against such targets.
Extra handful	Extra handful
Extra log	Extra log
Extra root	Extra root
Fair wind	Fair wind
Fall damage immunity	Fall damage immunity
Fallen arrows	Fallen arrows
Far sight	Far sight
Far workbench	Far workbench
Farmer	Farmer
Fast Bees	Fast Bees
Feast	Feast
Fecundity	Fecundity
Fell 100 birches or oaks	Fell 100 birches or oaks
Fell 150 ancient trees of the swamp	Fell 150 ancient trees of the swamp
Fell 50 Yggdrasil shoots	Fell 50 Yggdrasil shoots
Fell 50 beeches, firs or pines	Fell 50 beeches, firs or pines
Fiery rock	Fiery rock
Find and open hoards out under the sky	Find and open hoards out under the sky
Finish a troll with your own hands	Finish a troll with your own hands
Finish enemies with fire	Finish enemies with fire
Finish enemies with spirit damage	Finish enemies with spirit damage
Fire	Fire
Firewood Bundle	Firewood Bundle
First Barrel	First Barrel
First Bed	First Bed
First Catch	First Catch
First Honey	First Honey
First Log	First Log
First Pen	First Pen
First Trail	First Trail
First Trails	First Trails
First Voyage	First Voyage
First clearing	First clearing
First seam	First seam
Fish Keepnet	Fish Keepnet
Fist of Might	Fist of Might
Fists can chop trees and mine ore using 60% of their physical damage. Fist damage against trees and ore increases this resource damage.	Fists can chop trees and mine ore using 60% of their physical damage. Fist damage against trees and ore increases this resource damage.
Fists for Tools	Fists for Tools
Five Lands	Five Lands
Floor as Roof	Floor as Roof
Forager	Forager
Forest Berries	Forest Berries
Forest Seeds	Forest Seeds
Forge	Forge
Forge or upgrade 10 bronze items	Forge or upgrade 10 bronze items
Forge or upgrade 10 iron items	Forge or upgrade 10 iron items
Forge or upgrade 10 items made of black metal or flametal	Forge or upgrade 10 items made of black metal or flametal
Forge or upgrade 10 silver items	Forge or upgrade 10 silver items
Freeze slows movement most strongly at first, then fades over its duration. Freeze build-up only fills from frost damage; a weapon that deals none never chills. More frost damage relative to the target's health makes it last longer, while cold-resistant creatures are not slowed. Freeze removes burning.	Freeze slows movement most strongly at first, then fades over its duration. Freeze build-up only fills from frost damage; a weapon that deals none never chills. More frost damage relative to the target's health makes it last longer, while cold-resistant creatures are not slowed. Freeze removes burning.
From Nearby Chests	From Nearby Chests
Frost	Frost
Full Harness	Full Harness
Full Quiver	Full Quiver
Game bag	Game bag
Game cells	Game cells
Gather 100 honey	Gather 100 honey
Gather 20 honey	Gather 20 honey
Gather 300 honey	Gather 300 honey
Gathering on the Wing	Gathering on the Wing
Gauge Threshold	Gauge Threshold
Generous Forge	Generous Forge
Generous Hive	Generous Hive
Gentle hand	Gentle hand
Get six kilometres away from your own bed	Get six kilometres away from your own bed
Ghost-caller	Ghost-caller
Giant Slayer	Giant Slayer
Glide	Glide
Grave Robber	Grave Robber
Ground	Ground
Grow and harvest 30 Magecaps or Jotun Puffs	Grow and harvest 30 Magecaps or Jotun Puffs
Hammer and Anvil	Hammer and Anvil
Handful	Handful
Handful of seed	Handful of seed
Hands in the Chests	Hands in the Chests
Hard timber	Hard timber
Harness	Harness
Harvest 100 barley or flax from your own beds	Harvest 100 barley or flax from your own beds
Harvest 100 carrots or turnips from your own beds	Harvest 100 carrots or turnips from your own beds
Harvest 50 onions from your own beds	Harvest 50 onions from your own beds
Harvest cells	Harvest cells
Health	Health
Health return	Health return
Hearth	Hearth
Hearth Armour	Hearth Armour
Hearth Axe	Hearth Axe
Hearth Breath	Hearth Breath
Hearth Harvest	Hearth Harvest
Hearth Peace	Hearth Peace
Hearth Strength	Hearth Strength
Hearth Tackle	Hearth Tackle
Hearty	Hearty
Heat of the Fire	Heat of the Fire
Heavy axe	Heavy axe
Herb cells	Herb cells
Herder	Herder
Hewn Oak	Hewn Oak
Hide someone's build	Hide someone's build
Hits build up a meter that knocks the target off its feet. Stagger power says how fast it fills; stagger resistance says how slowly.	Hits build up a meter that knocks the target off its feet. Stagger power says how fast it fills; stagger resistance says how slowly.
Hive	Hive
Hive and Pen	Hive and Pen
Honey Year	Honey Year
Hot Forge	Hot Forge
How fast a bow reaches full draw. Draw bonuses and penalties add together: Rain of Arrows takes away most of the speed in exchange for three extra arrows.	How fast a bow reaches full draw. Draw bonuses and penalties add together: Rain of Arrows takes away most of the speed in exchange for three extra arrows.
Hunt 10 lox	Hunt 10 lox
Hunt 25 wolves	Hunt 25 wolves
Hunt 50 deer and boars	Hunt 50 deer and boars
Hunt a sea serpent	Hunt a sea serpent
Hunter	Hunter
In blocks instead of a list of lines; off — the vanilla one	In blocks instead of a list of lines; off — the vanilla one
Iron	Iron
Iron Sense	Iron Sense
Iron of the swamp	Iron of the swamp
Keen Eye	Keen Eye
Keeps fresh	Keeps fresh
Kill enemies in melee	Kill enemies in melee
Kill enemies with a bow	Kill enemies with a bow
Kill enemies with a staff	Kill enemies with a staff
Knowledge Portal	Knowledge Portal
Lasting Honey	Lasting Honey
Lasting potion	Lasting potion
Leader	Leader
Legendary	Legendary
Level panel	Level panel
Level up	Level up
Level, experience and free points on screen	Level, experience and free points on screen
Light Basket	Light Basket
Light Hoe	Light Hoe
Light Step	Light Step
Light Tackle	Light Tackle
Light swing	Light swing
Lightning Stun	Lightning Stun
Lightning damage fills the shock gauge, and only lightning damage does: a weapon that deals none never shocks. A full gauge applies shock. Shock potency adds stagger build-up without increasing health damage. Separate bonuses can also make a lightning hit stagger immediately.	Lightning damage fills the shock gauge, and only lightning damage does: a weapon that deals none never shocks. A full gauge applies shock. Shock potency adds stagger build-up without increasing health damage. Separate bonuses can also make a lightning hit stagger immediately.
Line Forms	Line Forms
Long Arm	Long Arm
Long table	Long table
Long-Distance Sailing	Long-Distance Sailing
Low glide	Low glide
Lower the level	Lower the level
Lox in the Pen	Lox in the Pen
Lox of the Plains	Lox of the Plains
Lumberjack	Lumberjack
Magic	Magic
Mark of the Abyss	Mark of the Abyss
Mason	Mason
Mass Gathering	Mass Gathering
Mass Planting	Mass Planting
Mass Repair	Mass Repair
Master Smith	Master Smith
Master of the Apiary	Master of the Apiary
Mead	Mead
Mead Brewer's Cauldron	Mead Brewer's Cauldron
Meet fifty dawns more than a kilometre and a half from your own bed	Meet fifty dawns more than a kilometre and a half from your own bed
Membership unlocks build codes and bug reports	Membership unlocks build codes and bug reports
Mending at Sea	Mending at Sea
Miner	Miner
Mushroom Grove	Mushroom Grove
Mushroom Spot	Mushroom Spot
Naverd	Naverd
Navigator	Navigator
New Queen	New Queen
Nights Away	Nights Away
No taken node will be removed: they all stay where they are.	No taken node will be removed: they all stay where they are.
No-Wait Bite	No-Wait Bite
Node clicks and the horn on level up	Node clicks and the horn on level up
Nothing to take the oil.	Nothing to take the oil.
Notifications	Notifications
Offspring	Offspring
Oils, beds, anchor, building costs	Oils, beds, anchor, building costs
On the Trail	On the Trail
Open	Open
Open Ocean	Open Ocean
Ore and metal bars can pass through portals after the matching biome boss is defeated, but 25% of the stack is lost.\n\n• Copper, tin, bronze — The Elder\n• Iron — Bonemass\n• Silver — Moder\n• Black metal — Yagluth\n• Flametal — Fader	Ore and metal bars can pass through portals after the matching biome boss is defeated, but 25% of the stack is lost.\n\n• Copper, tin, bronze — The Elder\n• Iron — Bonemass\n• Silver — Moder\n• Black metal — Yagluth\n• Flametal — Fader
Ore sack	Ore sack
Oven	Oven
Over the game	Over the game
Pack	Pack
Panel size	Panel size
Parry Thorns	Parry Thorns
Pathfinder	Pathfinder
Pick 100 blueberries or thistles	Pick 100 blueberries or thistles
Pick 100 cloudberries	Pick 100 cloudberries
Pick 100 raspberries	Pick 100 raspberries
Pick 100 wild blueberries or thistles - grown in the wild, not on your plots	Pick 100 wild blueberries or thistles - grown in the wild, not on your plots
Pick 100 wild cloudberries - grown in the wild, not on your plots	Pick 100 wild cloudberries - grown in the wild, not on your plots
Pick 100 wild raspberries - grown in the wild, not on your plots	Pick 100 wild raspberries - grown in the wild, not on your plots
Pick rhythm	Pick rhythm
Pickaxe	Pickaxe
Pierce	Pierce
Pierce damage comes from pointed weapons such as spears, arrows and bolts. It is effective against thick hide and weak against targets that cannot be pierced.	Pierce damage comes from pointed weapons such as spears, arrows and bolts. It is effective against thick hide and weak against targets that cannot be pierced.
Piercing	Piercing
Place 100 wooden pieces	Place 100 wooden pieces
Place 30 black marble pieces	Place 30 black marble pieces
Place 5 hives	Place 5 hives
Place 50 fine wood or core wood pieces	Place 50 fine wood or core wood pieces
Place 50 stone pieces	Place 50 stone pieces
Plot	Plot
Points earned	Points earned
Points for bosses, dungeons, places and runestones	Points for bosses, dungeons, places and runestones
Poison deals damage every second, with a larger damage pool lasting longer; a stronger poisoning replaces a weaker one. Poison build-up only fills from poison damage: a knife with no poison on the blade builds none, whatever the poison build-up bonuses say. Its pool comes from the poison damage of the hit and scales with poisoning damage. Poison is not elemental, so elemental damage and resistance do not affect it.	Poison deals damage every second, with a larger damage pool lasting longer; a stronger poisoning replaces a weaker one. Poison build-up only fills from poison damage: a knife with no poison on the blade builds none, whatever the poison build-up bonuses say. Its pool comes from the poison damage of the hit and scales with poisoning damage. Poison is not elemental, so elemental damage and resistance do not affect it.
Pour 40 barrels of mead	Pour 40 barrels of mead
Pour 5 barrels of mead	Pour 5 barrels of mead
Price of a bare blow	Price of a bare blow
Prickly Riposte	Prickly Riposte
Profession rings in the tree	Profession rings in the tree
Projectile chain	Projectile chain
Provider	Provider
Punnet	Punnet
Put the undead to rest	Put the undead to rest
Quick Regrowth	Quick Regrowth
Quick cooking	Quick cooking
Quick ferment	Quick ferment
Quick growth	Quick growth
Quiet Step	Quiet Step
Rare	Rare
Raspberry Patch	Raspberry Patch
Read 50 different runestones	Read 50 different runestones
Read runestones out in the world	Read runestones out in the world
Recovery	Recovery
Reflection	Reflection
Reload Speed	Reload Speed
Remove	Remove
Reset this section	Reset this section
Resin, honey and a drake's freeze gland. The weapon bites with cold.	Resin, honey and a drake's freeze gland. The weapon bites with cold.
Resin, honey and a ground greydwarf eye. The blow answers with a spark.	Resin, honey and a ground greydwarf eye. The blow answers with a spark.
Resin, honey and charcoal. The weapon burns, and so does what it strikes.	Resin, honey and charcoal. The weapon burns, and so does what it strikes.
Resin, honey and swamp ooze. The edge poisons the wound.	Resin, honey and swamp ooze. The edge poisons the wound.
Rested Angler	Rested Angler
Rested Beekeeper	Rested Beekeeper
Retaliation damage against the creature that hit you: a flat part plus a share of your armour, independent of the hit's strength. Standard thorns are blunt physical damage and can draw blood; general bleed build-up applies here too. Conversion turns part of the thorns into another type: elemental thorns split a third each into fire, frost and lightning, poisonous thorns turn all the damage into poison. Scales from: damage, thorns damage and the resulting damage type (physical, elemental and its own element, poison damage) — as one sum. Melee, weapon and "against whom" layers do not affect thorns. Shield and parry both boost the response: the larger multiplier is taken, not both.	Retaliation damage against the creature that hit you: a flat part plus a share of your armour, independent of the hit's strength. Standard thorns are blunt physical damage and can draw blood; general bleed build-up applies here too. Conversion turns part of the thorns into another type: elemental thorns split a third each into fire, frost and lightning, poisonous thorns turn all the damage into poison. Scales from: damage, thorns damage and the resulting damage type (physical, elemental and its own element, poison damage) — as one sum. Melee, weapon and "against whom" layers do not affect thorns. Shield and parry both boost the response: the larger multiplier is taken, not both.
Return on kill	Return on kill
Return the section to the settings the mod ships with	Return the section to the settings the mod ships with
Reveal 1000 map cells — about two percent of the world	Reveal 1000 map cells — about two percent of the world
Reveal 1500 map cells — about three percent of the world	Reveal 1500 map cells — about three percent of the world
Rhythm	Rhythm
Rich rock	Rich rock
Ricochet	Ricochet
Ring After a Parry	Ring After a Parry
Riposte	Riposte
Road	Road
Roofing	Roofing
Roots of Yggdrasil	Roots of Yggdrasil
Rune Shield	Rune Shield
Rune Sight	Rune Sight
Rune sight	Rune sight
Runereader	Runereader
Runic	Runic
Running Blow	Running Blow
Sack	Sack
Sail	Sail
Sail 10 km across the ocean at the helm	Sail 10 km across the ocean at the helm
Sail 20 km at the helm of a drakkar	Sail 20 km at the helm of a drakkar
Sail 20 km at your own helm	Sail 20 km at your own helm
Sail 5 km at your own helm (counted in hundreds of meters)	Sail 5 km at your own helm (counted in hundreds of meters)
Scent	Scent
Screen corner	Screen corner
Sea	Sea
Sea Fish	Sea Fish
Sea Serpent	Sea Serpent
Seabed Finds	Seabed Finds
Seafarer	Seafarer
Seam	Seam
Searing Oil	Searing Oil
Second run	Second run
Second wind	Second wind
Seed in the chips	Seed in the chips
Seidman	Seidman
Selected. LMB or RMB removes it, "Apply points" confirms.	Selected. LMB or RMB removes it, "Apply points" confirms.
Self-Fuelling	Self-Fuelling
Set foot in every land of the world	Set foot in every land of the world
Set foot in five different lands	Set foot in five different lands
Share a build	Share a build
Shared Map	Shared Map
Shipyard	Shipyard
Shot	Shot
Shoulder	Shoulder
Shoulder the Doors	Shoulder the Doors
Show professions	Show professions
Show someone's build	Show someone's build
Show the panel	Show the panel
Sign in	Sign in
Sign in with Discord	Sign in with Discord
Sign out	Sign out
Silver	Silver
Silver under snow	Silver under snow
Sinew	Sinew
Slash	Slash
Slash damage comes from cutting weapons such as swords, axes and claws. It is effective against flesh and weak against stone and bone.	Slash damage comes from cutting weapons such as swords, axes and claws. It is effective against flesh and weak against stone and bone.
Slide	Slide
Smith	Smith
Soft Landing	Soft Landing
Soft landing	Soft landing
Solid Masonry	Solid Masonry
Speed	Speed
Spiked Shield	Spiked Shield
Spirit	Spirit
Spirit is a separate damage type, neither physical nor elemental, dealt by silver and some spells and especially effective against undead. It scales with spirit damage and general damage, but not elemental damage. Spirit damage does not fill ailment gauges.	Spirit is a separate damage type, neither physical nor elemental, dealt by silver and some spells and especially effective against undead. It scales with spirit damage and general damage, but not elemental damage. Spirit damage does not fill ailment gauges.
Splintering	Splintering
Splinters	Splinters
Stagger Chance	Stagger Chance
Stagger Power	Stagger Power
Stagger Resistance	Stagger Resistance
Stagger power	Stagger power
Steady Hand	Steady Hand
Stone and Wood	Stone and Wood
Stone cells	Stone cells
Storm Rune	Storm Rune
Storm underfoot	Storm underfoot
Strong mead	Strong mead
Strong oil	Strong oil
Strong stomach	Strong stomach
Sturdy work	Sturdy work
Sure Bite	Sure Bite
Surplus nodes are refunded from the edge inwards	Surplus nodes are refunded from the edge inwards
Surt-Vidir	Surt-Vidir
Sweet Honey	Sweet Honey
Swing	Swing
Table	Table
Tackle	Tackle
Tailwind	Tailwind
Take 50 cooked pieces off the fire	Take 50 cooked pieces off the fire
Taken nodes that the update will remove: {0}. Their points come back and can be spent again.	Taken nodes that the update will remove: {0}. Their points come back and can be spent again.
Tame 2 wolves	Tame 2 wolves
Tame 3 boars	Tame 3 boars
Tame a lox	Tame a lox
Tempered Steel	Tempered Steel
The Long Road	The Long Road
The bar does not hide when full	The bar does not hide when full
The build code is for members of our Discord. Sign in below, under "Account".	The build code is for members of our Discord. Sign in below, under "Account".
The code from the clipboard lays over the tree	The code from the clipboard lays over the tree
The grove falls in a wave: the log hits whatever it lands on.	The grove falls in a wave: the log hits whatever it lands on.
The mod's effects above the eitr bar	The mod's effects above the eitr bar
The slider goes down from the current level	The slider goes down from the current level
The tree came back: the nodes that were asleep work again	The tree came back: the nodes that were asleep work again
The tree layout in one line	The tree layout in one line
The tree returns to your own build	The tree returns to your own build
Thick brew	Thick brew
This build cost nothing - nothing to return	This build cost nothing - nothing to return
This node has changed in the new tree. Press "Update tree" at the bottom left to make it work the new way.	This node has changed in the new tree. Press "Update tree" at the bottom left to make it work the new way.
This node is gone from the new tree: after "Update tree" its point comes back.	This node is gone from the new tree: after "Update tree" its point comes back.
This node needs mod version {0} — update the mod, or part of what it does will not work.	This node needs mod version {0} — update the mod, or part of what it does will not work.
Thornburst	Thornburst
Thorns answer an attacker with damage of their own: physical damage.	Thorns answer an attacker with damage of their own: physical damage.
Thrift	Thrift
Tight Bed	Tight Bed
Timberfall	Timberfall
Tombstone	Tombstone
Torch as a Club	Torch as a Club
Track	Track
Trail and Hearth	Trail and Hearth
Travel Node	Travel Node
Treasure Hunter	Treasure Hunter
Tree bonuses that reduce incoming damage, including glancing blows, add together and cannot reduce a hit below 40%. Late-game enemies ignore part of the target's armour; if their armour penetration exceeds that armour, each missing point adds 1% damage.	Tree bonuses that reduce incoming damage, including glancing blows, add together and cannot reduce a hit below 40%. Late-game enemies ignore part of the target's armour; if their armour penetration exceeds that armour, each missing point adds 1% damage.
Tree sounds	Tree sounds
Tree updated	Tree updated
Tree window	Tree window
Tree zoom step	Tree zoom step
Two Shields	Two Shields
Under Open Sky	Under Open Sky
Unique	Unique
Update	Update
Update the tree?	Update the tree?
Update tree	Update tree
Veidiman	Veidiman
Venomous thorns	Venomous thorns
Vial	Vial
Visit five different biomes	Visit five different biomes
Voices of Stone	Voices of Stone
Volley	Volley
Wait for 10 offspring from your animals	Wait for 10 offspring from your animals
Walk 100 km on foot (counted in hundreds of meters)	Walk 100 km on foot (counted in hundreds of meters)
Walk five kilometres (counted in hundreds of meters)	Walk five kilometres (counted in hundreds of meters)
Walk open unexplored land, km²	Walk open unexplored land, km²
War Beast	War Beast
Warm Campfire	Warm Campfire
Wayfarer	Wayfarer
Weapon Oil	Weapon Oil
Weapon Oil Potency	Weapon Oil Potency
Weapon return	Weapon return
Well-Fed Herd	Well-Fed Herd
What the node gives the weapons in the hotbar	What the node gives the weapons in the hotbar
Wheel speed	Wheel speed
Where the panel sits	Where the panel sits
Wild Harvest	Wild Harvest
Wild Sowing	Wild Sowing
Wild sowing	Wild sowing
Wolf Pack	Wolf Pack
Wolf Winter	Wolf Winter
Wood cells	Wood cells
Workbench	Workbench
World's Edge	World's Edge
Year of the Onion	Year of the Onion
Your own workbench lets you build twice as far.	Your own workbench lets you build twice as far.
centre	centre
crossroads	crossroads
keeper of the deep	keeper of the deep
keystone	keystone
knowledge portal	knowledge portal
mastery	mastery
newer than	newer than
notable	notable
per point of "{0}"	per point of "{0}"
per {0} points of "{1}"	per {0} points of "{1}"
reader of stones	reader of stones
small node	small node
socket	socket
step	step
the new tree is waiting for the "Update tree" button	the new tree is waiting for the "Update tree" button
who breaks the bones of trolls	who breaks the bones of trolls
who calls shades from the other side	who calls shades from the other side
who carries the flame of Muspelheim	who carries the flame of Muspelheim
who does not fear the dead	who does not fear the dead
who knows hand and hammer	who knows hand and hammer
who never misses	who never misses
who reads old maps	who reads old maps
who reads the tracks on the ground	who reads the tracks on the ground
who speaks with eitr	who speaks with eitr
who stands in the first rank	who stands in the first rank
{0} dormant	{0} dormant
{0} nodes are asleep: this is not the tree they were taken on. They hold their points and wake up when it comes back.	{0} nodes are asleep: this is not the tree they were taken on. They hold their points and wake up when it comes back.
{0} nodes sleep here: this world has not given out points for them yet. They wake up when it does	{0} nodes sleep here: this world has not given out points for them yet. They wake up when it does

# ---- Tree categories and branches (740) ----
@branch.Building	Building
@branch.Defense	Defence
@branch.Eitr	Intelligence
@branch.Exploration	Exploration
@branch.Flesh	Strength and Dexterity
@branch.Gathering	Gathering
@branch.Magic	Magic
@branch.Melee	Melee
@branch.Ranged	Ranged
@branch.Steel	Intelligence and Strength
@branch.Survival	Survival
@branch.Toil	Dexterity and Intelligence
@branch.War	Strength
@branch.Wind	Dexterity
@cat.accessories	accessories
@cat.accessory	accessory
@cat.adrenalin-i-trinkety.u	Adrenaline and Trinkets
@cat.adrenalin-soyuznikov.u	Allied Adrenaline
@cat.adrenalin.u	Adrenaline
@cat.adrenaline-and-trinkets.u	Adrenaline and Trinkets
@cat.adrenaline.u	Adrenaline
@cat.affiksy	affixes
@cat.aftershock	aftershock
@cat.aftershocks.u	Aftershocks
@cat.aftershoki.u	Aftershocks
@cat.against-bleeding-enemies	against bleeding enemies
@cat.against-bosses	against bosses
@cat.against-burning-enemies	against burning enemies
@cat.against-distant-enemies	against distant enemies
@cat.against-enemies-with-an-elemental-ailment	against enemies with an elemental ailment
@cat.against-enemies-with-broken-armour	against enemies with broken armour
@cat.against-frozen-targets	against frozen targets
@cat.against-full-life-enemies	against full life enemies
@cat.against-immobilized-enemies	against immobilised enemies
@cat.against-low-life-enemies	against low life enemies
@cat.against-moving-targets	against moving targets
@cat.against-nearby-enemies	against nearby enemies
@cat.against-poisoned-targets	against poisoned targets
@cat.against-rare-or-unique-enemies	against rare or unique enemies
@cat.against-staggered-targets	against staggered targets
@cat.against-wet-targets	against wet targets
@cat.ailment	ailment
@cat.ailment-buildup	ailment buildup
@cat.ailment-buildup-resistance.u	Ailment Buildup Resistance
@cat.ailment-resistance	ailment resistance
@cat.ailment-resistance.u	Ailment Resistance
@cat.ailments	ailments
@cat.ailments.u	Ailments
@cat.air.u	Air
@cat.airborne	airborne
@cat.airborne-and-levitation.u	Airborne and Levitation
@cat.airborne.u	Airborne
@cat.aksessuar	accessory
@cat.aksessuary	accessories
@cat.ally-links.u	Ally Links
@cat.alternative	alternative
@cat.alternative-attack	alternate attack
@cat.alternative-attacks.u	Alternative Attacks
@cat.alternativnye-ataki.u	Alternate Attacks
@cat.apiary	apiary
@cat.applied-oil	applied oil
@cat.arbalety.u	Crossbows
@cat.area	area
@cat.area-of-effect	area of effect
@cat.area-of-effect.u	Area of Effect
@cat.area.u	Area
@cat.armour	armour
@cat.armour-and-evasion.u	Armour and Evasion
@cat.armour-and-rune-shield.u	Armour and Rune Shield
@cat.armour-break	armour break
@cat.armour-break.u	Armour Break
@cat.armour-from-equipped-body-armour	armour from equipped body armour
@cat.armour-from-equipped-helmet	armour from equipped helmet
@cat.armour.u	Armour
@cat.arrow	arrow
@cat.arrow.u	Arrow
@cat.at-full-eitr	at full eitr
@cat.at-full-rune-shield	at full rune shield
@cat.at-low-eitr	at low eitr
@cat.at-low-life	at low life
@cat.at-low-stamina	at low stamina
@cat.at-night	at night
@cat.at-range	at range
@cat.atributy.u	Attributes
@cat.attack	attack
@cat.attack-combo.u	Attack Combo
@cat.attack-speed.u	Attack speed
@cat.attack.u	Attack
@cat.attributes	attributes
@cat.attributes.u	Attributes
@cat.aura	aura
@cat.auras.u	Auras
@cat.aury.u	Auras
@cat.axe	axe
@cat.axes	axes
@cat.axes.u	Axes
@cat.backstab	backstab
@cat.backstabs	backstabs
@cat.baffy	buffs
@cat.barehand-defence	unarmed defence
@cat.bashennye-schity.u	Tower Shields
@cat.bee	bee
@cat.beekeeping	beekeeping
@cat.beekeeping-health.u	Beekeeping / health
@cat.beg	running
@cat.beg.u	Running
@cat.bez-oruzhiya.u	Unarmed
@cat.bleed	bleed
@cat.bleeding	bleeding
@cat.bleeding.u	Bleeding
@cat.blizhnij-boj	melee
@cat.blizhnij-boj.u	Melee
@cat.block	block
@cat.block.u	Block
@cat.blocking	blocking
@cat.blocking-movement.u	Blocking Movement
@cat.blocking.u	Blocking
@cat.blok	blocking
@cat.blokirovanie.u	Blocking
@cat.blood-magic.u	Blood Magic
@cat.blood-staff	blood staff
@cat.blunt	blunt
@cat.blunt-damage.u	Blunt Damage
@cat.body-armour	body armour
@cat.boj.u	Combat
@cat.bolt	bolt
@cat.bolt.u	Bolt
@cat.bolty.u	Bolts
@cat.bomb	bomb
@cat.bombs	bombs
@cat.bombs.u	Bombs
@cat.bomby.u	Bombs
@cat.bow	bow
@cat.bow-draw	bow draw
@cat.bows	bows
@cat.bows.u	Bows
@cat.broni-nadetogo-nagrudnika	armour from equipped body armour
@cat.broni-nadetogo-shlema	armour from equipped helmet
@cat.bronya	armour
@cat.bronya-i-runnyj-schit.u	Armour and Rune Shield
@cat.bronya-i-uklonenie	armour and evasion
@cat.bronya-i-uklonenie.u	Armour and Evasion
@cat.bronya.u	Armour
@cat.buckler	buckler
@cat.burning	burning
@cat.carry-capacity.u	Carry Capacity
@cat.carrying	carrying
@cat.cast	cast
@cat.cast-speed.u	Cast speed
@cat.charged-attack	charged attack
@cat.charged-attacks.u	Charged Attacks
@cat.chill	chill
@cat.club	club
@cat.clubs	clubs
@cat.clubs.u	Clubs
@cat.cold	cold
@cat.cold-and-chill.u	Cold and Chill
@cat.cold.u	Cold
@cat.combat-in-water.u	Combat in Water
@cat.combat-rhythm.u	Combat Rhythm
@cat.combat.u	Combat
@cat.combo	combo
@cat.combo-hit	combo hit
@cat.combo-hit.u	Combo Hit
@cat.combo.u	Combo
@cat.comfort	comfort
@cat.comfort-and-rest.u	Comfort and Rest
@cat.comfort-and-rested.u	Comfort and Rested
@cat.companion	companion
@cat.companions	companions
@cat.companions.u	Companions
@cat.consumed-mead	consumed mead
@cat.cost	cost
@cat.crit	crit
@cat.critical-strikes.u	Critical strikes
@cat.crossbow	crossbow
@cat.crossbows	crossbows
@cat.crossbows.u	Crossbows
@cat.current-armour	current armour
@cat.damage	damage
@cat.damage-bonus	damage bonus
@cat.damage-bonuses	damage bonuses
@cat.damage-reduction.u	Damage Reduction
@cat.damage-resistances.u	Damage Resistances
@cat.damage.u	Damage
@cat.defence	defence
@cat.defensive-accessories.u	Defensive Accessories
@cat.different-type-of-bolt-fired-in-the-past-10-seconds	different type of bolt fired in the past 10 seconds
@cat.dlitelnost	duration
@cat.dlitelnost-effektov.u	Effect Duration
@cat.dlya-pitomcev	for pets
@cat.dlya-prispeshnikov	for minions
@cat.dlya-trinketov	for trinkets
@cat.dlya-vashego-kompanona	for your companion
@cat.dodge	dodge
@cat.dodge-roll.u	Dodge Roll
@cat.dodge-rolls.u	Dodge Rolls
@cat.dolgoe-dejstvie-oberegov.u	Lasting Wards
@cat.dopolnitelnye-strajki.u	Additional Strikes
@cat.drevkovoe-oruzhie.u	Polearms
@cat.drobyaschij-uron.u	Blunt Damage
@cat.dual-wielding	dual-wielding
@cat.dual-wielding.u	Dual Wielding
@cat.dubiny.u	Clubs
@cat.duration	duration
@cat.dvizhenie	movement
@cat.dvizhenie.u	Movement
@cat.dvuruchnoe-oruzhie.u	Two-Handed Weapons
@cat.eda.u	Food
@cat.effect-duration.u	Effect Duration
@cat.effect-limits.u	Effect Limits
@cat.effekty	effects
@cat.eitr	eitr
@cat.eitr-and-rune-shield.u	Eitr and Rune Shield
@cat.eitr-from-food	eitr from food
@cat.eitr-per-rune-shield-on-equipped-helmet	eitr per rune shield on equipped helmet
@cat.eitr.u	Eitr
@cat.ejtr	eitr
@cat.ejtr-i-runnyj-schit.u	Eitr and Rune Shield
@cat.ejtr-za-runnyj-schit-nadetogo-shlema	eitr per rune shield on equipped helmet
@cat.ejtr.u	Eitr
@cat.ekipirovka	equipment
@cat.ekipirovka-i-aksessuary.u	Equipment and Accessories
@cat.elemental	elemental
@cat.elemental-ailment-on-the-target	elemental ailment on the target
@cat.elemental-ailments.u	Elemental Ailments
@cat.elemental-damage.u	Elemental Damage
@cat.elemental-staff	elemental staff
@cat.endurance.u	Endurance
@cat.equipment	equipment
@cat.equipment-and-accessories.u	Equipment and Accessories
@cat.evasion	evasion
@cat.evasion-and-rune-shield.u	Evasion and Rune Shield
@cat.evasion.u	Evasion
@cat.experience	experience
@cat.experience-and-skill-retention.u	Experience and Skill Retention
@cat.explosion	explosion
@cat.fakely.u	Torches
@cat.fall-height	fall height
@cat.fallheight.u	Fall Height
@cat.fantomnye-udary.u	Phantom Strikes
@cat.fantomnymi-udarami	with phantom strikes
@cat.fermented-mead	fermented mead
@cat.fire	fire
@cat.fire-and-burning.u	Fire and Burning
@cat.fire.u	Fire
@cat.fists	fists
@cat.fists.u	Fists
@cat.fizicheskij-uron-predotvraschennyj-zaschitoj	physical damage prevented by defence
@cat.food	food
@cat.food.u	Food
@cat.for-defensive-affixes	for defensive affixes
@cat.for-ice-crystals	for ice crystals
@cat.for-minions	for minions
@cat.for-offensive-affixes	for offensive affixes
@cat.for-pets	for pets
@cat.for-resource-and-recovery-affixes	for resource and recovery affixes
@cat.for-spores	for spores
@cat.for-trinkets	for trinkets
@cat.for-your-companion	for your companion
@cat.foraging	foraging
@cat.fortification.u	Fortification
@cat.from-equipped	from equipped
@cat.from-equipped-body-armour	from equipped body armour
@cat.frost	frost
@cat.frostbite.u	Frostbite
@cat.full-eitr	full eitr
@cat.gathering	gathering
@cat.gathering-dodging.u	Gathering / dodging
@cat.general-ailments	general ailments
@cat.general-combat	general combat
@cat.giant-s-blow.u	Giant's Blow
@cat.glancing-block.u	Glancing Block
@cat.glancing-blows.u	Glancing Blows
@cat.gorenie	burning
@cat.gruzopodemnost.u	Carry Weight
@cat.healing	healing
@cat.healing.u	Healing
@cat.health	health
@cat.health-and-armour.u	Health and Armour
@cat.health-and-rune-shield.u	Health and Rune Shield
@cat.health-and-stamina.u	Health and Stamina
@cat.health.u	Health
@cat.helmet	helmet
@cat.hive	hive
@cat.holod	cold
@cat.holod-i-obmorozhenie.u	Cold and Chill
@cat.honey	honey
@cat.ice-crystal	ice crystal
@cat.ice-crystals.u	Ice Crystals
@cat.ignite	ignite
@cat.ignite.u	Ignite
@cat.immobilizaciya.u	Immobilisation
@cat.immobilize	immobilise
@cat.immobilize.u	Immobilize
@cat.impale	impale
@cat.impale.u	Impale
@cat.in-melee	in melee
@cat.intellekt	intelligence
@cat.iscelenie-nochyu.u	Healing at Night
@cat.jump	jump
@cat.jumping.u	Jumping
@cat.kejstoun	keystone
@cat.keystone	keystone
@cat.kirki.u	Pickaxes
@cat.klyuchevoj-uzel.u	Keystone
@cat.knife	knife
@cat.knives	knives
@cat.knives.u	Knives
@cat.knockback-resistance.u	Knockback Resistance
@cat.knockback.u	Knockback
@cat.kogda-na-vas-nakladyvayut-gorenie	when burning is inflicted on you
@cat.kolchan	quiver
@cat.kolchany.u	Quivers
@cat.kolyuschij-uron.u	Pierce Damage
@cat.komfort-i-otdyh.u	Comfort and Rest
@cat.komfort.u	Comfort
@cat.kompanony.u	Companions
@cat.kopya.u	Spears
@cat.kriticheskie-udary.u	Critical Strikes
@cat.kriticheskij-udar	critical strike
@cat.krity	crits
@cat.krovotechenie.u	Bleeding
@cat.kulaki-i-boj-bez-oruzhiya.u	Fists and Unarmed Combat
@cat.kulaki-i-golye-ruki.u	Fists and Unarmed
@cat.kulaki.u	Fists
@cat.kuvyrki.u	Dodge Rolls
@cat.lechenie.u	Healing
@cat.ledyanye-kristally.u	Ice Crystals
@cat.leech.u	Leech
@cat.leg-armour	leg armour
@cat.levitaciya.u	Levitation
@cat.life-and-armour.u	Life and Armour
@cat.life-and-rune-shield.u	Life and Rune Shield
@cat.life-and-stamina.u	Life and Stamina
@cat.life-leech	life leech
@cat.life.u	Life
@cat.lightning	lightning
@cat.lightning-and-shock.u	Lightning and Shock
@cat.lightning.u	Lightning
@cat.limit-umenij.u	Skill Limit
@cat.limity-umenij.u	Skill Limits
@cat.lovushki.u	Traps
@cat.low-life-offence	low life offence
@cat.luki.u	Bows
@cat.magic	magic
@cat.magical	magical
@cat.magical-weapons.u	Magical Weapons
@cat.magicheskoe-oruzhie	magical weapons
@cat.magicheskoe-oruzhie.u	Magic Weapons
@cat.magiya-krovi.u	Blood Magic
@cat.marksmanship	marksmanship
@cat.marksmanship-stamina.u	Marksmanship / stamina
@cat.maxcarrycapacity.u	Maximum Carry Capacity
@cat.maximum-carry-capacity	maximum carry capacity
@cat.maximum-health	maximum health
@cat.maximum-health-bonus	maximum health bonus
@cat.maximum-health-bonuses	maximum health bonuses
@cat.meads.u	Meads
@cat.mechi.u	Swords
@cat.medovuhi.u	Meads
@cat.melee	melee
@cat.melee-blocking.u	Melee / blocking
@cat.melee-damage-per-strength	melee damage per strength
@cat.melee-stamina.u	Melee / stamina
@cat.metatelnoe-oruzhie.u	Throwing Weapons
@cat.might	might
@cat.minion	minion
@cat.minions	minions
@cat.minions.u	Minions
@cat.missing-health	missing health
@cat.mnozhitel-krita.u	Crit Multiplier
@cat.mnozhitel-parirovaniya	parry multiplier
@cat.molniya	lightning
@cat.molniya-i-shok.u	Lightning and Shock
@cat.movement	movement
@cat.movement-while-blocking.u	Movement while Blocking
@cat.movement.u	Movement
@cat.na-nositele	on the bearer
@cat.nagrudnik	chest armour
@cat.nakoplenie	build-up
@cat.nasyschennaya-vlazhnost.u	Saturated Wetness
@cat.natisk.u	Onslaught
@cat.navedenie-svyazi.u	Forging Links
@cat.near-its-keeper	near its keeper
@cat.nedug	ailment
@cat.nedugi	ailments
@cat.nedugi.u	Ailments
@cat.night.u	Night
@cat.nizkoe-zdorove	low life
@cat.noch.u	Night
@cat.nochnaya-strazha.u	Night Watch
@cat.nochnaya-yasnost.u	Night Clarity
@cat.nochnoj-hischnik.u	Night Predator
@cat.nozhi.u	Knives
@cat.obezdvizhivanie	immobilise
@cat.oblast-dejstviya.u	Area of Effect
@cat.oblast-effekta	area of effect
@cat.oblast.u	Area
@cat.obschee-blizhnee-vozdejstvie.u	General Close-Range Effects
@cat.odnoruchnoe-oruzhie.u	One-Handed Weapons
@cat.of-missing-health	% of missing health
@cat.offensive-accessories.u	Offensive Accessories
@cat.oglushenie.u	Stagger
@cat.ogon	fire
@cat.ogon-i-gorenie.u	Fire and Burning
@cat.on-an-unaware-target	on an unaware target
@cat.on-block	on block
@cat.on-chain-finishers	on chain finishers
@cat.on-consecutive-hits	on consecutive hits
@cat.on-crit	on crit
@cat.on-dodge	on dodge
@cat.on-evade	on evade
@cat.on-glancing-blow	on glancing blow
@cat.on-hit	on hit
@cat.on-inflicting-burning	on inflicting burning
@cat.on-jump	on jump
@cat.on-kill	on kill
@cat.on-parry	on parry
@cat.on-primary-attack-hit	on primary attack hit
@cat.on-spell-cast	on spell cast
@cat.on-sprint	on sprint
@cat.on-stagger	on stagger
@cat.on-the-bearer	on the bearer
@cat.on-trinket-activation	on trinket activation
@cat.one-handed	one-handed
@cat.one-handed-weapons.u	One-Handed Weapons
@cat.onslaught	onslaught
@cat.onslaught.u	Onslaught
@cat.opyt-i-sohranenie-navykov.u	Experience and Skill Retention
@cat.oruzhejnye-masla.u	Weapon Oils
@cat.ot-nadetogo	from equipped
@cat.ot-nadetogo-nagrudnika	from equipped body armour
@cat.otrazhenie.u	Reflection
@cat.ottalkivanie.u	Knockback
@cat.paired	paired
@cat.parirovanie.u	Parry
@cat.parnoe-oruzhie.u	Paired Weapons
@cat.parry	parry
@cat.parry-bonus	parry bonus
@cat.parrying-and-bucklers.u	Parrying and Bucklers
@cat.parrying.u	Parrying
@cat.path.u	Path
@cat.penetration	penetration
@cat.peredvizhenie	movement
@cat.peredvizhenie-pri-blokirovanii.u	Blocking Movement
@cat.peredvizhenie.u	Movement
@cat.perezaryadka-umenij.u	Skill Cooldown
@cat.perezaryadka.u	Reload
@cat.pet	pet
@cat.pets.u	Pets
@cat.phantom	phantom
@cat.phantom-strike.u	Phantom Strike
@cat.phantom-strikes.u	Phantom Strikes
@cat.physical	physical
@cat.physical-damage	physical damage
@cat.physical-damage-prevented-by-defence	physical damage prevented by defence
@cat.physical-damage-stamina.u	Physical damage / stamina
@cat.pickaxe	pickaxe
@cat.pickaxes	pickaxes
@cat.pickaxes.u	Pickaxes
@cat.piercing	piercing
@cat.piercing-damage.u	Piercing Damage
@cat.pitomcy.u	Pets
@cat.plavanie.u	Swimming
@cat.po-celyam-so-stihijnym-nedugom	against enemies with an elemental ailment
@cat.po-goryaschim-vragam	against burning enemies
@cat.po-obezdvizhennym	against immobilised enemies
@cat.po-redkim-i-unikalnym-vragam	against rare or unique enemies
@cat.pod-dejstviem-medovuhi	while affected by a mead
@cat.podnyatyj-schit	raised shield
@cat.pohischenie-resursov.u	Resource Leech
@cat.pohischenie-zdorovya.u	Life Leech
@cat.poison	poison
@cat.poison-and-poisoning.u	Poison and Poisoning
@cat.poison-damage.u	Poison Damage
@cat.poison.u	Poison
@cat.poisoning	poisoning
@cat.pojmat-moment.u	Seize the Moment
@cat.pokrov-nochi.u	Cloak of Night
@cat.polearm	polearm
@cat.polearms	polearms
@cat.polearms.u	Polearms
@cat.polnyj-ejtr	full eitr
@cat.ponozhi	leg armour
@cat.posle-osnovnoj-ataki.u	After Primary Attack
@cat.posohi.u	Staves
@cat.pri-nachale-perezaryadki	when you start reloading
@cat.pri-nalozhenii-goreniya	on inflicting burning
@cat.pri-passivnom-uklonenii	on evade
@cat.pri-popadanii-osnovnoj-atakoj	on primary attack hit
@cat.pri-prizemlenii	when you land
@cat.pribavki-k-maksimalnomu-zdorovyu	maximum health bonuses
@cat.pribavki-k-uronu	damage bonuses
@cat.prinyat-uron-soyuznika.u	Take Ally Damage
@cat.prispeshniki	minions
@cat.prispeshniki.u	Minions
@cat.probivanie-soprotivleniya	resistance penetration
@cat.projectile	projectile
@cat.projectile-paths.u	Projectile paths
@cat.projectile-routes	projectile routes
@cat.projectiles.u	Projectiles
@cat.prokol.u	Puncture
@cat.pryzhki.u	Jumps
@cat.pryzhok-i-dvizhenie	jump and movement
@cat.pryzhok.u	Jump
@cat.quiver	quiver
@cat.quivers.u	Quivers
@cat.rage.u	Rage
@cat.ranged	ranged
@cat.ranged-combat.u	Ranged Combat
@cat.rashod-staminy-i-ejtra.u	Stamina and Eitr Cost
@cat.rashod-staminy.u	Stamina Cost
@cat.rassekayuschij-uron.u	Slash Damage
@cat.razrushenie-broni.u	Armour Break
@cat.reflection.u	Reflection
@cat.regeneraciya-ejtra.u	Eitr Regeneration
@cat.regeneration	regeneration
@cat.resistances	resistances
@cat.resistances.u	Resistances
@cat.resists	resists
@cat.resources	resources
@cat.rested-bonus.u	Rested Bonus
@cat.rested-charge	rested charge
@cat.rested-offence	rested offence
@cat.resursy	resources
@cat.rezhim-kompromissa-kritov	selected critical tradeoff mode
@cat.run-up-and-charged-attacks.u	Run-Up and Charged Attacks
@cat.rune-shield	rune shield
@cat.rune-shield.u	Rune shield
@cat.running	running
@cat.running.u	Running
@cat.runnyj-schit	rune shield
@cat.runnyj-schit.u	Rune Shield
@cat.runnyj-shag.u	Rune Step
@cat.scepter	sceptre
@cat.scepters.u	Scepters
@cat.schit	shield
@cat.schity.u	Shields
@cat.selected-critical-tradeoff-mode	selected critical tradeoff mode
@cat.self	self
@cat.seriya-atak.u	Attack Combo
@cat.shans-krita.u	Crit Chance
@cat.shield	shield
@cat.shipy.u	Spikes
@cat.shlem	helmet
@cat.shock	shock
@cat.shock.u	Shock
@cat.shooting	shooting
@cat.sila-oberegov.u	Ward Strength
@cat.sila.u	Strength
@cat.sily-nochi.u	Powers of the Night
@cat.skill-casting-eitr.u	Skill casting / eitr
@cat.skill-cooldown.u	Skill Cooldown
@cat.skill-limits.u	Skill Limits
@cat.skill-speed.u	Skill Speed
@cat.skipetry	scepters
@cat.skipetry.u	Scepters
@cat.skolzyaschie-udary.u	Glancing Blows
@cat.skorost	speed
@cat.skorost-i-rashod-staminy.u	Speed and Stamina Cost
@cat.skorost-umenij.u	Skill Speed
@cat.skorost.u	Speed
@cat.skrytnost.u	Stealth
@cat.slam	slam
@cat.slams.u	Slams
@cat.slashing	slashing
@cat.slashing-damage.u	Slashing Damage
@cat.slemy.u	Slams
@cat.smertonosnaya-noch.u	Deadly Night
@cat.snaryady.u	Projectiles
@cat.sneaking	sneaking
@cat.soprotivlenie-nedugam.u	Ailment Resistance
@cat.soprotivlenie-oglusheniyu	stagger resistance
@cat.soprotivlenie-oglusheniyu.u	Stagger Resistance
@cat.soprotivlenie-ottalkivaniyu.u	Knockback Resistance
@cat.soprotivlenie-vlazhnosti.u	Wet Resistance
@cat.soprotivleniya-uronu.u	Damage Resistances
@cat.spear	spear
@cat.spears	spears
@cat.spears.u	Spears
@cat.spell	spell
@cat.spellcasting.u	Spellcasting
@cat.spells.u	Spells
@cat.spirit	spirit
@cat.spirit-damage.u	Spirit Damage
@cat.spore	spore
@cat.spores.u	Spores
@cat.spory.u	Spores
@cat.sprint	sprint
@cat.staff	staff
@cat.stagger	stagger
@cat.stagger-resistance.u	Stagger Resistance
@cat.stagger.u	Stagger
@cat.stamina	stamina
@cat.stamina.u	Stamina
@cat.start.u	Start
@cat.staves	staves
@cat.staves.u	Staves
@cat.steadfastness.u	Endurance
@cat.stealth	stealth
@cat.stealth.u	Stealth
@cat.stihii	elements
@cat.stihijnye-nedugi.u	Elemental Ailments
@cat.stihijnyj-nedug-na-celi	elemental ailment on the target
@cat.stihijnyj-uron.u	Elemental Damage
@cat.stojkost.u	Endurance
@cat.strajki.u	Strikes
@cat.strely	arrows
@cat.strely.u	Arrows
@cat.strike	strike
@cat.strikes.u	Strikes
@cat.svyaz-regeneraciya-ejtra.u	Link: Eitr Regeneration
@cat.svyaz-regeneraciya-runnogo-schita.u	Link: Rune Shield Regeneration
@cat.svyaz-regeneraciya-staminy.u	Link: Stamina Regeneration
@cat.svyaz-regeneraciya-zdorovya.u	Link: Life Regeneration
@cat.svyazi-s-soyuznikami.u	Ally Links
@cat.svyazi.u	Links
@cat.swimming	swimming
@cat.swimming.u	Swimming
@cat.sword	sword
@cat.swords.u	Swords
@cat.syrost-pitaet-runy.u	Damp Feeds the Runes
@cat.thorns	thorns
@cat.thorns.u	Thorns
@cat.throwing	throwing
@cat.throwing-weapons.u	Throwing Weapons
@cat.tip-bolta-vypuschennogo-za-poslednie-10-sekund	different type of bolt fired in the past 10 seconds
@cat.topory.u	Axes
@cat.torch	torch
@cat.torches-in-combat.u	Torches in Combat
@cat.torches.u	Torches
@cat.tower-shield	tower shield
@cat.tower-shields.u	Tower Shields
@cat.trap	trap
@cat.traps	traps
@cat.traps.u	Traps
@cat.travel-equipment.u	Travel Equipment
@cat.trinket	trinket
@cat.trinkets.u	Trinkets
@cat.trinkety.u	Trinkets
@cat.two-handed	two-handed
@cat.two-handed-weapons.u	Two-Handed Weapons
@cat.twohand	two-handed
@cat.udar-iz-temnoty.u	Strike from the Dark
@cat.udar-velikana.u	Giant's Blow
@cat.uderzhat-yarost.u	Hold the Rage
@cat.uklonenie	evasion
@cat.uklonenie-i-runnyj-schit.u	Evasion and Rune Shield
@cat.uklonenie.u	Dodge
@cat.ukreplenie.u	Fortification
@cat.unarmed	unarmed
@cat.unarmed-defence.u	Unarmed Defence
@cat.unarmed.u	Unarmed
@cat.uron	damage
@cat.uron-aur.u	Aura Damage
@cat.uron-blizhnego-boya-za-silu	melee damage per strength
@cat.uron-i-rashod-staminy.u	Damage and Stamina Cost
@cat.uron-i-skorost.u	Damage and Speed
@cat.utility	utility
@cat.v-vozduhe.u	Airborne
@cat.vernutsya-v-stroj.u	Back in the Fight
@cat.vlazhnost.u	Wet
@cat.vosstanovlenie	recovery
@cat.vynoslivost	stamina
@cat.vzryv	explosion
@cat.weapon-oils.u	Weapon Oils
@cat.weight-of-steel.u	Weight of Steel
@cat.wet	wet
@cat.wet-resistance.u	Wet Resistance
@cat.wet.u	Wet
@cat.when-blocking	when blocking
@cat.when-burning-is-inflicted-on-you	when burning is inflicted on you
@cat.when-casting	when casting
@cat.when-dodging	when dodging
@cat.when-drawing-a-bow	when drawing a bow
@cat.when-hit	when hit
@cat.when-jumping	when jumping
@cat.when-shooting	when shooting
@cat.when-staggered	when staggered
@cat.when-throwing	when throwing
@cat.when-you-land	when you land
@cat.when-you-start-reloading	when you start reloading
@cat.while-affected-by-a-mead	while affected by a mead
@cat.while-fed	while fed
@cat.while-in-water	while in water
@cat.while-moving	while moving
@cat.while-rested	while rested
@cat.while-running	while running
@cat.while-shield-raised	while shield raised
@cat.while-sneaking	while sneaking
@cat.while-standing-still	while standing still
@cat.while-swimming	while swimming
@cat.while-wet	while wet
@cat.with-aftershocks	with aftershocks
@cat.with-alternative-attacks	with alternate attacks
@cat.with-attacks	with attacks
@cat.with-auras	with auras
@cat.with-axes	with axes
@cat.with-blood-magic-staves	with blood magic staves
@cat.with-bombs	with bombs
@cat.with-bows	with bows
@cat.with-bucklers	with bucklers
@cat.with-charged-attacks	with charged attacks
@cat.with-clubs	with clubs
@cat.with-crossbows	with crossbows
@cat.with-dual-wielded-weapons	with dual-wielded weapons
@cat.with-elemental-staves	with elemental staves
@cat.with-fists	with fists
@cat.with-healing	with healing
@cat.with-knives	with knives
@cat.with-magic	with magic
@cat.with-mines-and-traps	with mines and traps
@cat.with-one-handed-weapons	with one-handed weapons
@cat.with-phantom-strikes	with phantom strikes
@cat.with-pickaxes	with pickaxes
@cat.with-polearms	with polearms
@cat.with-projectiles	with projectiles
@cat.with-scepters	with sceptres
@cat.with-slams	with slams
@cat.with-spears	with spears
@cat.with-spells	with spells
@cat.with-staves	with staves
@cat.with-strikes	with strikes
@cat.with-swords	with swords
@cat.with-thorns	with thorns
@cat.with-tower-shields	with tower shields
@cat.with-two-handed-weapons	with two-handed weapons
@cat.yad	poison
@cat.yad-i-otravlenie.u	Poison and Poisoning
@cat.yarost.u	Rage
@cat.zaklinaniya.u	Spells
@cat.zapas-yarosti.u	Rage Reserve
@cat.zaryazhennye-ataki.u	Charged Attacks
@cat.zaschita	defence
@cat.zdorove	health
@cat.zdorove-i-bronya.u	Health and Armour
@cat.zdorove-i-runnyj-schit.u	Health and Rune Shield
@cat.zdorove-i-stamina.u	Health and Stamina
@cat.zdorove.u	Health
