Scripting tools to interact with Thea 2 The Shattering files in order to translate them easily.
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<DATABASE_DES_LOCALIZATION-NO_HSH>
<LOC_LIBRARY-DES>
<!-- Tags -->
<Entry Key="DES_TAG_WITS" Val="Wits"/>
<Entry Key="DES_TAG_WITS_DES" Val="Wits define how quickly the character can act during a challenge."/>
<Entry Key="DES_TAG_STRENGTH" Val="Strength"/>
<Entry Key="DES_TAG_STRENGTH_DES" Val="Primary Physical attribute. Affects carry limits and Health."/>
<Entry Key="DES_TAG_PERCEPTION" Val="Perception"/>
<Entry Key="DES_TAG_PERCEPTION_DES" Val="Secondary Physical attribute. Affects Gathering, Luck and Health."/>
<Entry Key="DES_TAG_INTELLIGENCE" Val="Intelligence"/>
<Entry Key="DES_TAG_INTELLIGENCE_DES" Val="Primary Mental attribute. Affects Research and Crafting abilities and Sanity (mental health)."/>
<Entry Key="DES_TAG_WISDOM" Val="Wisdom"/>
<Entry Key="DES_TAG_WISDOM_DES" Val="Secondary Mental attribute. Affects Luck, Rituals, Crafting and Gathering abilities and Sanity (mental health)."/>
<Entry Key="DES_TAG_MYSTICISM" Val="Mysticism"/>
<Entry Key="DES_TAG_MYSTICISM_DES" Val="Primary Spiritual attribute. Affects Research and Rituals abilities and Faith (spiritual health)."/>
<Entry Key="DES_TAG_DESTINY" Val="Destiny"/>
<Entry Key="DES_TAG_DESTINY_DES" Val="Secondary Spiritual attribute. Affects Gathering, Crafting, Research, Rituals, Luck and Faith (spiritual health)."/>
<Entry Key="DES_TAG_GATHERING" Val="Gathering"/>
<Entry Key="DES_TAG_GATHERING_DES" Val="Determines the character's ability to gather materials and the speed at which they do it."/>
<Entry Key="DES_TAG_CRAFTING" Val="Crafting"/>
<Entry Key="DES_TAG_CRAFTING_DES" Val="The ability to create items, buildings, cooking food and blending materials."/>
<Entry Key="DES_TAG_RESEARCH" Val="Research"/>
<Entry Key="DES_TAG_RESEARCH_DES" Val="Learning about new things and studying objects and places."/>
<Entry Key="DES_TAG_LUCK" Val="Luck"/>
<Entry Key="DES_TAG_LUCK_DES" Val="Provides bonus to Experience Points and improves chance rolls in growing up events."/>
<Entry Key="DES_TAG_RITUALS" Val="Rituals"/>
<Entry Key="DES_TAG_RITUALS_DES" Val="Knowledge about performing rituals."/>
<Entry Key="DES_TAG_HEALTH_PHYSICAL" Val="Health"/>
<Entry Key="DES_TAG_HEALTH_PHYSICAL_DES" Val="Reflects physical wellbeing."/>
<Entry Key="DES_TAG_HEALTH_MENTAL" Val="Sanity"/>
<Entry Key="DES_TAG_HEALTH_MENTAL_DES" Val="Reflects mental wellbeing."/>
<Entry Key="DES_TAG_HEALTH_SPIRITUAL" Val="Faith"/>
<Entry Key="DES_TAG_HEALTH_SPIRITUAL_DES" Val="Reflects the inner integrity."/>
<Entry Key="DES_TAG_MAX_HEALTH_PHYSICAL" Val="Max Health"/>
<Entry Key="DES_TAG_MAX_HEALTH_PHYSICAL_DES" Val="The maximum amount of Health the character can have. 1 Health point is recovered each turn, regeneration rate can be increased by camping or visiting a Healer's Hut. Health below 30% poses a death risk."/>
<Entry Key="DES_TAG_MAX_HEALTH_MENTAL" Val="Max Sanity"/>
<Entry Key="DES_TAG_MAX_HEALTH_MENTAL_DES" Val="The maximum amount of Sanity the character can have. Regeneration of each Sanity point consumes 2 Morale, up to 20% of maximum Sanity per turn. Sanity below 30% poses a risk of the character leaving your group."/>
<Entry Key="DES_TAG_MAX_HEALTH_SPIRITUAL" Val="Max Faith"/>
<Entry Key="DES_TAG_MAX_HEALTH_SPIRITUAL_DES" Val="The maximum amount of Faith the character can have. 1 Faith point is recovered each turn, but you can also perform the Spiritual Healing ritual. Faith below 30% causes gradual Health loss."/>
<Entry Key="DES_TAG_SHIELDING" Val="Shielding"/>
<Entry Key="DES_TAG_SHIELDING_DES" Val="The amount of renewable protection the character has during a challenge."/>
<Entry Key="DES_TAG_SHIELDING_PHYSICAL" Val="Physical Armour"/>
<Entry Key="DES_TAG_SHIELDING_PHYSICAL_DES" Val="The amount of renewable protection the character has during a Physical challenge."/>
<Entry Key="DES_TAG_SHIELDING_MENTAL" Val="Mental Armour"/>
<Entry Key="DES_TAG_SHIELDING_MENTAL_DES" Val="The amount of renewable protection the character has during a Mental challenge."/>
<Entry Key="DES_TAG_SHIELDING_SPIRITUAL" Val="Spiritual Armour"/>
<Entry Key="DES_TAG_SHIELDING_SPIRITUAL_DES" Val="The amount of renewable protection the character has during a Spiritual challenge."/>
<Entry Key="DES_TAG_DELAY" Val="Delay"/>
<Entry Key="DES_TAG_DELAY_DES" Val="Position in queue during a challenge's fight phase. Based on Wits, Phase and selected skill."/>
<Entry Key="DES_TAG_PERSONAL_CARRY_LIMIT" Val="Personal Carry Limit"/>
<Entry Key="DES_TAG_PERSONAL_CARRY_LIMIT_DES" Val="Additional character carry limit."/>
<Entry Key="DES_TAG_GROUP_CARRY_LIMIT" Val="Group Carry Limit"/>
<Entry Key="DES_TAG_GROUP_CARRY_LIMIT_DES" Val="Additional group carry limit."/>
<Entry Key="DES_TAG_ACTION_POINT_AVAILABLE" Val="Available Action Points"/>
<Entry Key="DES_TAG_ACTION_POINT_AVAILABLE_DES" Val="The remaining amount of Action Points you can spend for playing cards this turn."/>
<Entry Key="DES_TAG_ACTION_POINT_COST" Val="Action Point Cost"/>
<Entry Key="DES_TAG_ACTION_POINT_COST_DES" Val="The amount of Action Points (AP) required to play this card."/>
<Entry Key="DES_TAG_DUPLICATE" Val="Duplicate"/>
<Entry Key="DES_TAG_DUPLICATE_DES" Val="This character has been placed more than once on the battlefield. Each copy has its own action but every time it becomes affected by a skill, all other copies are affected as well. All copies of one character share the same colour."/>
<Entry Key="DES_TAG_SUMMON" Val="Summon"/>
<Entry Key="DES_TAG_SUMMON_DES" Val="This character has been summoned and will not exist outside of battle."/>
<Entry Key="DES_TAG_MOVEMENT_RANGE" Val="Movement Range"/>
<Entry Key="DES_TAG_MOVEMENT_RANGE_DES" Val="The maximum amount of Movement Points (MP) the character has."/>
<Entry Key="DES_TAG_SEA_MOVEMENT_RANGE" Val="Sea Movement Range"/>
<Entry Key="DES_TAG_SEA_MOVEMENT_RANGE_DES" Val="The maximum amount of Sea Movement Points (SMP) the character has."/>
<Entry Key="DES_TAG_MORALE" Val="Morale"/>
<Entry Key="DES_TAG_MORALE_DES" Val="How well does the character feel, their level of approval and attitude towards everything around them.\n\nMorale replenishes Sanity and directly depends on food variety. Each food type increases Morale by 1 per turn until it reaches 10x the carried food types, capped at 100."/>
<Entry Key="DES_TAG_RANGE_OF_SIGHT_DAY" Val="Range of Sight (Day)"/>
<Entry Key="DES_TAG_RANGE_OF_SIGHT_DAY_DES" Val="How far away the character can see during Day turns."/>
<Entry Key="DES_TAG_RANGE_OF_SIGHT_NIGHT" Val="Range of Sight (Night)"/>
<Entry Key="DES_TAG_RANGE_OF_SIGHT_NIGHT_DES" Val="How far away the character can see during Night turns."/>
<Entry Key="DES_TAG_CA1" Val="Primary Attribute"/>
<Entry Key="DES_TAG_CA1_DES" Val="The primary attribute influencing efficiency in challenges.\nStrength ({ICON:StrengthIcon}) in {COLOR:#E15E5E}Physical Challenges{END_COLOR}\nIntelligence ({ICON:IntelligenceIcon}) in {COLOR:#DFC742}Mental Challenges{END_COLOR}\nMysticism ({ICON:MysticismIcon}) in {COLOR:#BF73FF}Spiritual Challenges{END_COLOR}"/>
<Entry Key="DES_TAG_CA2" Val="Secondary Attribute"/>
<Entry Key="DES_TAG_CA2_DES" Val="The secondary attribute influencing efficiency in challenges.\nPerception ({ICON:PerceptionIcon}) in {COLOR:#E15E5E}Physical Challenges{END_COLOR}\nWisdom ({ICON:WisdomIcon}) in {COLOR:#DFC742}Mental Challenges{END_COLOR}\nDestiny ({ICON:DestinyIcon}) in {COLOR:#BF73FF}Spiritual Challenges{END_COLOR}"/>
<Entry Key="DES_TAG_CA_MAX_HEALTH" Val="Max Hit Points"/>
<Entry Key="DES_TAG_CA_MAX_HEALTH_DES" Val="The maximum amount of Hit Points the character can take before they are removed from a challenge."/>
<Entry Key="DES_TAG_CA_HEALTH" Val="Hit Points"/>
<Entry Key="DES_TAG_CA_HEALTH_DES" Val="Current amout of Hit Points during a challenge."/>
<Entry Key="DES_TAG_CA_SHIELD" Val="Armour"/>
<Entry Key="DES_TAG_CA_SHIELD_DES" Val="The amout of Shielding Points during a challenge. These normally need to be taken down first before Hit Points are affected by Damage."/>
<Entry Key="DES_TAG_CHOSEN" Val="Chosen"/>
<Entry Key="DES_TAG_CHOSEN_DES" Val="This character is the gods' chosen. They are immune to mental death and less likely to be kidnapped, but if they die your time is up."/>
<Entry Key="DES_TAG_HALF_RACE" Val="Half-Breed"/>
<Entry Key="DES_TAG_HALF_RACE_DES" Val="When the different people of Thea intermingle, the results can vary. For some, the child will become purely of one race, but for humans, the children can remain human and carry only some traits of their 'other' parent."/>
<Entry Key="DES_TAG_WOODFOLK" Val="Wood Folk"/>
<Entry Key="DES_TAG_WOODFOLK_DES" Val="Beings who are attuned to the forest."/>
<Entry Key="DES_TAG_MAGIC_USER" Val="Magic User"/>
<Entry Key="DES_TAG_MAGIC_USER_DES" Val="Those who were trained to wield the weaves of magic."/>
<Entry Key="DES_TAG_TARGET_SELF" Val="Target - Self"/>
<Entry Key="DES_TAG_TARGET_SELF_DES" Val="Targets the casting character."/>
<Entry Key="DES_TAG_TARGET_EMPTY_ALLY_SLOT" Val="Target - Empty Spot"/>
<Entry Key="DES_TAG_TARGET_EMPTY_ALLY_SLOT_DES" Val="Targets an empty card spot in either ally melee or ally ranged row."/>
<Entry Key="DES_TAG_TARGET_EMPTY_ALLY_MELEE_SLOT" Val="Target - Empty Melee Spot"/>
<Entry Key="DES_TAG_TARGET_EMPTY_ALLY_MELEE_SLOT_DES" Val="Targets an empty card spot in ally melee row."/>
<Entry Key="DES_TAG_TARGET_EMPTY_ALLY_RANGED_SLOT" Val="Target - Empty Ranged Spot"/>
<Entry Key="DES_TAG_TARGET_EMPTY_ALLY_RANGED_SLOT_DES" Val="Targets an empty card spot in ally ranged row."/>
<Entry Key="DES_TAG_TARGET_SINGLE_MELEE" Val="Target - Single Melee"/>
<Entry Key="DES_TAG_TARGET_SINGLE_MELEE_DES" Val="Targets 1 closest enemy."/>
<Entry Key="DES_TAG_TARGET_RANGED_ON_MELEE" Val="Target - Single Melee"/>
<Entry Key="DES_TAG_TARGET_RANGED_ON_MELEE_DES" Val="DEPRECATED"/>
<Entry Key="DES_TAG_TARGET_RANGED_ENEMY" Val="Target - Single Ranged"/>
<Entry Key="DES_TAG_TARGET_RANGED_ENEMY_DES" Val="Targets 1 enemy in melee row in front of the character. If there is none, any enemy on the battlefield can be targeted."/>
<Entry Key="DES_TAG_TARGET_RANGED_ENEMIES" Val="Target - Multiple Ranged"/>
<Entry Key="DES_TAG_TARGET_RANGED_ENEMIES_DES" Val="Targets 1 or more enemy in melee row in front of the character. If there is none, any enemy on the battlefield can be targeted."/>
<Entry Key="DES_TAG_TARGET_HORIZONTAL_MELEE_ENEMY" Val="Target - Horiz. Splash"/>
<Entry Key="DES_TAG_TARGET_HORIZONTAL_MELEE_ENEMY_DES" Val="Targets 1 closest enemy and up to 2 enemies standing to their left and right."/>
<Entry Key="DES_TAG_TARGET_VERICAL_MELEE_ENEMY" Val="Target - Vert. Splash"/>
<Entry Key="DES_TAG_TARGET_VERICAL_MELEE_ENEMY_DES" Val="Targets 1 closest enemy. If the attacker stands in melee row, the attack will splash onto another enemy standing behind the main target."/>
<Entry Key="DES_TAG_TARGET_T_SPLASH_ENEMY" Val="Target - T-Splash"/>
<Entry Key="DES_TAG_TARGET_T_SPLASH_ENEMY_DES" Val="Targets 1 closest enemy and up to 3 enemies standing right next to them."/>
<Entry Key="DES_TAG_TARGET_O_SPLASH_ENEMY" Val="Target - O-Splash"/>
<Entry Key="DES_TAG_TARGET_O_SPLASH_ENEMY_DES" Val="Targets 1 closest enemy and all enemies around the target."/>
<Entry Key="DES_TAG_TARGET_SELECTED_ENEMY" Val="Target - Selected Enemy"/>
<Entry Key="DES_TAG_TARGET_SELECTED_ENEMY_DES" Val="Targets 1 enemy standing anywhere on the battlefield."/>
<Entry Key="DES_TAG_TARGET_SELECTED_ENEMIES" Val="Target - Selected Enemies"/>
<Entry Key="DES_TAG_TARGET_SELECTED_ENEMIES_DES" Val="Targets 2 or more selected enemies standing anywhere on the battlefield."/>
<Entry Key="DES_TAG_TARGET_ALL_PLAYED_ENEMY" Val="Target - Enemies on Battlefield"/>
<Entry Key="DES_TAG_TARGET_ALL_PLAYED_ENEMY_DES" Val="Targets all enemies standing anywhere on the battlefield."/>
<Entry Key="DES_TAG_TARGET_RANDOM_ENEMIES1" Val="Target - 1 Random Enemy"/>
<Entry Key="DES_TAG_TARGET_RANDOM_ENEMIES1_DES" Val="Targets 1 enemy chosen at random."/>
<Entry Key="DES_TAG_TARGET_RANDOM_ENEMIES2" Val="Target - 2 Random Enemies"/>
<Entry Key="DES_TAG_TARGET_RANDOM_ENEMIES2_DES" Val="Targets 1 to 2 enemies chosen at random."/>
<Entry Key="DES_TAG_TARGET_RANDOM_ENEMIES3" Val="Target - 3 Random Enemies"/>
<Entry Key="DES_TAG_TARGET_RANDOM_ENEMIES3_DES" Val="Targets 1 to 3 enemies chosen at random."/>
<Entry Key="DES_TAG_TARGET_RANDOM_ENEMIES4" Val="Target - 4 Random Enemies"/>
<Entry Key="DES_TAG_TARGET_RANDOM_ENEMIES4_DES" Val="Targets 1 to 4 enemies chosen at random."/>
<Entry Key="DES_TAG_TARGET_RANDOM_ENEMIES5" Val="Target - 5 Random Enemies"/>
<Entry Key="DES_TAG_TARGET_RANDOM_ENEMIES5_DES" Val="Targets 1 to 5 enemies chosen at random."/>
<Entry Key="DES_TAG_TARGET_RANDOM_ENEMIES6" Val="Target - 6 Random Enemies"/>
<Entry Key="DES_TAG_TARGET_RANDOM_ENEMIES6_DES" Val="Targets 1 to 6 enemies chosen at random."/>
<Entry Key="DES_TAG_TARGET_RANDOM_ALLIES1" Val="Target - 1 Random Ally"/>
<Entry Key="DES_TAG_TARGET_RANDOM_ALLIES1_DES" Val="Target 1 ally chosen at random."/>
<Entry Key="DES_TAG_TARGET_RANDOM_ALLIES2" Val="Target - 2 Random Allies"/>
<Entry Key="DES_TAG_TARGET_RANDOM_ALLIES2_DES" Val="Targets 1 to 2 allies chosen at random."/>
<Entry Key="DES_TAG_TARGET_RANDOM_ALLIES3" Val="Target - 3 Random Allies"/>
<Entry Key="DES_TAG_TARGET_RANDOM_ALLIES3_DES" Val="Targets 1 to 3 allies chosen at random."/>
<Entry Key="DES_TAG_TARGET_RANDOM_ALLIES4" Val="Target - 4 Random Allies"/>
<Entry Key="DES_TAG_TARGET_RANDOM_ALLIES4_DES" Val="Targets 1 to 4 allies chosen at random."/>
<Entry Key="DES_TAG_TARGET_RANDOM_ALLIES5" Val="Target - 5 Random Allies"/>
<Entry Key="DES_TAG_TARGET_RANDOM_ALLIES5_DES" Val="Targets 1 to 5 allies chosen at random."/>
<Entry Key="DES_TAG_TARGET_RANDOM_ALLIES6" Val="Target - 6 Random Allies"/>
<Entry Key="DES_TAG_TARGET_RANDOM_ALLIES6_DES" Val="Targets 1 to 6 allies chosen at random."/>
<Entry Key="DES_TAG_TARGET_SELECTED_ALLY" Val="Target - Selected Ally"/>
<Entry Key="DES_TAG_TARGET_SELECTED_ALLY_DES" Val="Targets 1 selected ally standing anywhere on the battlefield."/>
<Entry Key="DES_TAG_TARGET_SELECTED_ALLIES" Val="Target - Selected Allies"/>
<Entry Key="DES_TAG_TARGET_SELECTED_ALLIES_DES" Val="Targets 2 or more selected allies standing anywhere on the battlefield."/>
<Entry Key="DES_TAG_TARGET_ALL_ALLIES" Val="Target - All Allies"/>
<Entry Key="DES_TAG_TARGET_ALL_ALLIES_DES" Val="Targets all allies standing anywhere on the battlefield."/>
<Entry Key="DES_TAG_TARGET_SELECTED_AND_HORIZONTAL_ALLIES" Val="Target - Selected Ally with Splash"/>
<Entry Key="DES_TAG_TARGET_SELECTED_AND_HORIZONTAL_ALLIES_DES" Val="Targets 1 or more selected allies standing anywhere on the battlefield and affects allies standing immediately to the left and right to them."/>
<Entry Key="DES_TAG_TARGET_SELECTED_AND_HORIZONTAL_ENEMIES" Val="Target - Selected Enemy with Splash"/>
<Entry Key="DES_TAG_TARGET_SELECTED_AND_HORIZONTAL_ENEMIES_DES" Val="Targets 1 or more selected enemies standing anywhere on the battlefield and affects enemies standing immediately to the left and right to them."/>
<Entry Key="DES_TAG_TARGET_ATTACKER" Val="Target - Attacker"/>
<Entry Key="DES_TAG_TARGET_ATTACKER_DES" Val="Targets the attacker."/>
<Entry Key="DES_TAG_TARGET_RANDOM_ATTACKERS" Val="Target - Random Attacker"/>
<Entry Key="DES_TAG_TARGET_RANDOM_ATTACKERS_DES" Val="Targets a random attacker."/>
<Entry Key="DES_TAG_TARGET_BATTLEFIELD_WITHOUT_CASTER" Val="Target - Battlefield except the caster."/>
<Entry Key="DES_TAG_TARGET_BATTLEFIELD_WITHOUT_CASTER_DES" Val="Targets all enemies and allies except the caster."/>
<Entry Key="DES_TAG_TARGET_SELF_GROUP" Val="Target - Group"/>
<Entry Key="DES_TAG_TARGET_SELF_GROUP_DES" Val="Targets the group in possession of this item or a character knowing this skill."/>
<Entry Key="DES_TAG_TARGET_DIRECTLY_OPPOSITE" Val="Target - Directly Opposite"/>
<Entry Key="DES_TAG_TARGET_DIRECTLY_OPPOSITE_DES" Val="Targets only the enemy card located directly opposite in melee or ranged row."/>
<Entry Key="DES_TAG_DAMAGE_NORMAL" Val="Normal Damage"/>
<Entry Key="DES_TAG_DAMAGE_NORMAL_DES" Val="Regular damage. The number typically indicates damage multiplier, or added damage with '+' sign."/>
<Entry Key="DES_TAG_DAMAGE_HEAL" Val="Heal"/>
<Entry Key="DES_TAG_DAMAGE_HEAL_DES" Val="Increases Hit Points."/>
<Entry Key="DES_TAG_DAMAGE_GUARDIAN_DEMON" Val="Summon Guardian Demon"/>
<Entry Key="DES_TAG_DAMAGE_GUARDIAN_DEMON_DES" Val="Summons a small immobile house demon to your village to help guard it against any threats."/>
<Entry Key="DES_TAG_DAMAGE_SUMMON" Val="Summon Creature"/>
<Entry Key="DES_TAG_DAMAGE_SUMMON_DES" Val="Summons a character to the battlefield."/>
<Entry Key="DES_TAG_DAMAGE_SUMMON_ONCE_DES" Val="Summons a character to the battlefield. Only one copy of this character is permitted on the battlefield at any time."/>
<Entry Key="DES_TAG_DAMAGE_SUMMON_CB_DES" Val="Summons a character to the battlefield. Caster has to be present on the battlefield."/>
<Entry Key="DES_TAG_DAMAGE_BLOODY_SUMMON_ONCE" Val="Bloody Summon"/>
<Entry Key="DES_TAG_DAMAGE_BLOODY_SUMMON_ONCE_DES" Val="Summons a character to the battlefield at the cost of 50% of the caster's current Health. Only one copy of this character is permitted on the battlefield at any time."/>
<Entry Key="DES_TAG_DAMAGE_LOW_BLOODY_SUMMON_ONCE" Val="Low Bloody Summon"/>
<Entry Key="DES_TAG_DAMAGE_LOW_BLOODY_SUMMON_ONCE_DES" Val="Summons a character to the battlefield at the cost of 20% of the caster's current Health. Only one copy of this character is permitted on the battlefield at any time."/>
<Entry Key="DES_TAG_DAMAGE_SHIELD" Val="Shield"/>
<Entry Key="DES_TAG_DAMAGE_SHIELD_DES" Val="Shielding in all types of challenges."/>
<Entry Key="DES_TAG_DAMAGE_SHIELD_P" Val="Physical Shield"/>
<Entry Key="DES_TAG_DAMAGE_SHIELD_P_DES" Val="Shielding in Physical challenges."/>
<Entry Key="DES_TAG_DAMAGE_SHIELD_M" Val="Mental Shield"/>
<Entry Key="DES_TAG_DAMAGE_SHIELD_M_DES" Val="Shielding in Mental challenges."/>
<Entry Key="DES_TAG_DAMAGE_SHIELD_S" Val="Spiritual Shield"/>
<Entry Key="DES_TAG_DAMAGE_SHIELD_S_DES" Val="Shielding in Spiritual challenges."/>
<Entry Key="DES_TAG_DAMAGE_SHIELD_P_M" Val="Physical and Mental Shield"/>
<Entry Key="DES_TAG_DAMAGE_SHIELD_P_M_DES" Val="Shielding in Physical and Mental challenges."/>
<Entry Key="DES_TAG_DAMAGE_SHIELD_P_S" Val="Physical and Spiritual Shield"/>
<Entry Key="DES_TAG_DAMAGE_SHIELD_P_S_DES" Val="Shielding in Physical and Spiritual challenges."/>
<Entry Key="DES_TAG_DAMAGE_SHIELD_M_S" Val="Mental and Spiritual Shield"/>
<Entry Key="DES_TAG_DAMAGE_SHIELD_M_S_DES" Val="Shielding in Mental and Spiritual challenges."/>
<Entry Key="DES_TAG_DAMAGE_SHIELD_AND_CA12" Val="Shield and Buff"/>
<Entry Key="DES_TAG_DAMAGE_SHIELD_AND_CA12_DES" Val="Increases Shielding and Combat Attributes."/>
<Entry Key="DES_TAG_DAMAGE_SHIELD_DECREASES_DELAY" Val="Shield and Speed"/>
<Entry Key="DES_TAG_DAMAGE_SHIELD_DECREASES_DELAY_DES" Val="Increases Shielding and decrease Delay."/>
<Entry Key="DES_TAG_DAMAGE_DESTROY_SHIELD" Val="Destroy Shield"/>
<Entry Key="DES_TAG_DAMAGE_DESTROY_SHIELD_DES" Val="Decreases Shielding."/>
<Entry Key="DES_TAG_DAMAGE_SHIFT_DELAY_SHIELD" Val="Delay Swap and Shield"/>
<Entry Key="DES_TAG_DAMAGE_SHIFT_DELAY_SHIELD_DES" Val="Exchange Delay of two targets and increase their Shielding."/>
<Entry Key="DES_TAG_DAMAGE_NORMAL_STUN" Val="Stun"/>
<Entry Key="DES_TAG_DAMAGE_NORMAL_STUN_DES" Val="Regular damage that also increases the affected target's Delay, causing it to act later in the Fight Order queue."/>
<Entry Key="DES_TAG_DAMAGE_DRAIN_CA_1_CA_2" Val="Drain"/>
<Entry Key="DES_TAG_DAMAGE_DRAIN_CA_1_CA_2_DES" Val="Drain Combat Attributes from the target and boost your next attack."/>
<Entry Key="DES_TAG_DAMAGE_ADD_MORALE" Val="Increase Morale"/>
<Entry Key="DES_TAG_DAMAGE_ADD_MORALE_DES" Val="Improves the overall wellbeing of characters."/>
<Entry Key="DES_TAG_DAMAGE_ADD_HEALING" Val="Improve Healing"/>
<Entry Key="DES_TAG_DAMAGE_ADD_HEALING_DES" Val="Increase healing speed of characters."/>
<Entry Key="DES_TAG_DAMAGE_ADD_XP" Val="Extra XP"/>
<Entry Key="DES_TAG_DAMAGE_ADD_XP_DES" Val="Adds Experience Points each turn."/>
<Entry Key="DES_TAG_DAMAGE_LOWER_DEATH_CHANCE" Val="Reduced Chance to Die"/>
<Entry Key="DES_TAG_DAMAGE_LOWER_DEATH_CHANCE_DES" Val="Characters in this group have a lower chance to die from heavy wounds."/>
<Entry Key="DES_TAG_DAMAGE_BIGGER_DEATH_CHANCE" Val="Increased Chance to Die"/>
<Entry Key="DES_TAG_DAMAGE_BIGGER_DEATH_CHANCE_DES" Val="Characters in this group have a higher chance to die from heavy wounds."/>
<Entry Key="DES_TAG_DAMAGE_BUILDING_SIGHT_RANGE" Val="Sight Range"/>
<Entry Key="DES_TAG_DAMAGE_BUILDING_SIGHT_RANGE_DES" Val="Improves visibility around the village so you will be able to spot enemies from further away."/>
<Entry Key="DES_TAG_DAMAGE_BUILDING_GATHERING_RANGE" Val="Gathering Range"/>
<Entry Key="DES_TAG_DAMAGE_BUILDING_GATHERING_RANGE_DES" Val="Workers will be able to perform gathering on tiles further away from the village."/>
<Entry Key="DES_TAG_DAMAGE_BUILDING_CRAFTING_SLOTS" Val="Extra Crafting Slots"/>
<Entry Key="DES_TAG_DAMAGE_BUILDING_CRAFTING_SLOTS_DES" Val="Increases the number of slots in Crafting tasks."/>
<Entry Key="DES_TAG_DAMAGE_BUILDING_GATHERING_SLOTS" Val="Extra Gathering Slots"/>
<Entry Key="DES_TAG_DAMAGE_BUILDING_GATHERING_SLOTS_DES" Val="Increases the number of slots in Gathering tasks."/>
<Entry Key="DES_TAG_DAMAGE_BUILDING_RESEARCH_SLOTS" Val="Extra Research Slots"/>
<Entry Key="DES_TAG_DAMAGE_BUILDING_RESEARCH_SLOTS_DES" Val="Increases the number of slots in Research tasks."/>
<Entry Key="DES_TAG_DAMAGE_BUILDING_RITUALS_SLOTS" Val="Extra Rituals Slots"/>
<Entry Key="DES_TAG_DAMAGE_BUILDING_RITUALS_SLOTS_DES" Val="Increases the number of slots in Rituals tasks."/>
<Entry Key="DES_TAG_DAMAGE_BUILDING_EXTRA_ESSENCE" Val="Extra Essence"/>
<Entry Key="DES_TAG_DAMAGE_BUILDING_EXTRA_ESSENCE_DES" Val="Provides a bonus to essence for crafts."/>
<Entry Key="DES_TAG_DAMAGE_BUILDING_ADD_PET" Val="Add Random Pet"/>
<Entry Key="DES_TAG_DAMAGE_BUILDING_ADD_PET_DES" Val="A random pet will appear in the affected group's inventory at the start of each season."/>
<Entry Key="DES_TAG_DAMAGE_BUILDING_ADD_RESOURCES" Val="Add Resources"/>
<Entry Key="DES_TAG_DAMAGE_BUILDING_ADD_RESOURCES_DES" Val="Resources will appear in the affected group's inventory at the start of each turn."/>
<Entry Key="DES_TAG_DAMAGE_BUILDING_ADD_XP" Val="Extra XP"/>
<Entry Key="DES_TAG_DAMAGE_BUILDING_ADD_XP_DES" Val="Adds Experience Points each turn."/>
<Entry Key="DES_TAG_DAMAGE_BUILDING_ADD_RP" Val="Extra RP"/>
<Entry Key="DES_TAG_DAMAGE_BUILDING_ADD_RP_DES" Val="Adds Research Points each turn."/>
<Entry Key="DES_TAG_DAMAGE_BUILDING_LOWER_DEATH_CHANCE" Val="Reduce Chance to Die"/>
<Entry Key="DES_TAG_DAMAGE_BUILDING_LOWER_DEATH_CHANCE_DES" Val="Decreases the chance the affected character will die because of wounds."/>
<Entry Key="DES_TAG_DAMAGE_BUILDING_THRESHOLD_MORALE" Val="Morale Threshold"/>
<Entry Key="DES_TAG_DAMAGE_BUILDING_THRESHOLD_MORALE_DES" Val="Keeps the morale of characters on or above a certain level."/>
<Entry Key="DES_TAG_DAMAGE_DRAGON_BREATH" Val="Dragon Breath Damage"/>
<Entry Key="DES_TAG_DAMAGE_DRAGON_BREATH_DES" Val="Damage reduced if the target has armour."/>
<Entry Key="DES_TAG_DAMAGE_SOAK_DAMAGE" Val="Soak Damage"/>
<Entry Key="DES_TAG_DAMAGE_SOAK_DAMAGE_DES" Val="All damage dealt to allies is dealt to the skill owner instead, as long as they are alive."/>
<Entry Key="DES_TAG_DAMAGE_RESIST_POISON" Val="Resist Poison"/>
<Entry Key="DES_TAG_DAMAGE_RESIST_POISON_DES" Val="Grants resistance to any form of poison damage."/>
<Entry Key="DES_TAG_DAMAGE_TRUE" Val="True Damage"/>
<Entry Key="DES_TAG_DAMAGE_POISON" Val="Poison Damage"/>
<Entry Key="DES_TAG_DAMAGE_AOE" Val="Area of Effect"/>
<Entry Key="DES_TAG_DAMAGE_LIFE_LEECH" Val="Life Leech"/>
<Entry Key="DES_TAG_DAMAGE_SHIELD_LEECH" Val="Shield Leech"/>
<Entry Key="DES_TAG_DAMAGE_ADDITIVE" Val=" (Additive)"/>
<Entry Key="DES_TAG_DAMAGE_TRUE_ESSENCE_DES" Val="Deals 150% damage if the target has armour."/>
<Entry Key="DES_TAG_DAMAGE_POISON_ESSENCE_DES" Val="If the target has less than maximum hit points, damage is +35%."/>
<Entry Key="DES_TAG_DAMAGE_AOE_ESSENCE_DES" Val="Melee weapons with AOE: Splash Damage is 75%.\nRanged weapons: Adds vertical splash."/>
<Entry Key="DES_TAG_DAMAGE_LIFE_LEECH_ESSENCE_DES" Val="Returns 40% of the damage dealt as hit points."/>
<Entry Key="DES_TAG_DAMAGE_SHIELD_LEECH_ESSENCE_DES" Val="Returns 50% of the damage dealt as shield points."/>
<Entry Key="DES_TAG_DAMAGE_TRUE_ANCIENT_DES" Val="Damages both shield and hit points for the full damage amount each."/>
<Entry Key="DES_TAG_DAMAGE_POISON_ANCIENT_DES" Val="If the target has less than maximum hit points, damage is +60%."/>
<Entry Key="DES_TAG_DAMAGE_AOE_ANCIENT_DES" Val="Melee weapons with AOE: Splash Damage is 100%.\nRanged weapons: Adds vertical splash."/>
<Entry Key="DES_TAG_DAMAGE_LIFE_LEECH_ANCIENT_DES" Val="Returns 80% of the damage dealt as hit points."/>
<Entry Key="DES_TAG_DAMAGE_SHIELD_LEECH_ANCIENT_DES" Val="Returns 100% of the damage dealt as shield points."/>
<Entry Key="DES_TAG_DAMAGE_ADDITIVE_DES" Val="Damage is increased by a fixed value."/>
<Entry Key="DES_NEW_LINE_SIGN" Val="\n\n"/>
<Entry Key="DES_TAG_DAMAGE_ADD_CA_1" Val="Increase Primary Attribute"/>
<Entry Key="DES_TAG_DAMAGE_ADD_CA_1_DES" Val="Gives a bonus to the primary attribute relevant to the challenge you take part in."/>
<Entry Key="DES_TAG_DAMAGE_ADD_CA_2" Val="Increase Secondary Attribute"/>
<Entry Key="DES_TAG_DAMAGE_ADD_CA_2_DES" Val="Gives a bonus to the secondary attribute relevant to the challenge you take part in."/>
<Entry Key="DES_TAG_DAMAGE_ADD_CA" Val="Increase Combat Attributes"/>
<Entry Key="DES_TAG_DAMAGE_ADD_CA_DES" Val="Gives a bonus attributes relevant to the challenge you take part in."/>
<Entry Key="DES_TAG_DAMAGE_ADD_HEALTH_P_REGENERATION" Val="Incr. Physical Health Regen."/>
<Entry Key="DES_TAG_DAMAGE_ADD_HEALTH_P_REGENERATION_DES" Val="Provides a bonus to regeneration of Health (physical hit points)."/>
<Entry Key="DES_TAG_DAMAGE_ADD_HEALTH_M_REGENERATION" Val="Incr. Mental Health Regen."/>
<Entry Key="DES_TAG_DAMAGE_ADD_HEALTH_M_REGENERATION_DES" Val="Provides a bonus to regeneration of Sanity (mental hit points)."/>
<Entry Key="DES_TAG_DAMAGE_ADD_HEALTH_S_REGENERATION" Val="Incr. Spiritual Health Regen."/>
<Entry Key="DES_TAG_DAMAGE_ADD_HEALTH_S_REGENERATION_DES" Val="Provides a bonus to regeneration of Faith (spiritual hit points)."/>
<Entry Key="DES_TAG_DAMAGE_ADD_MAX_HEALTH" Val="Increase Maximum Health"/>
<Entry Key="DES_TAG_DAMAGE_ADD_MAX_HEALTH_DES" Val="Provides a bonus to maximum all three health types."/>
<Entry Key="DES_TAG_DAMAGE_ADD_MAX_HEALTH_P" Val="Increase Maximum Health"/>
<Entry Key="DES_TAG_DAMAGE_ADD_MAX_HEALTH_P_DES" Val="Provides a bonus to maximum Physical health."/>
<Entry Key="DES_TAG_DAMAGE_ADD_MAX_HEALTH_M" Val="Increase Maximum Sanity"/>
<Entry Key="DES_TAG_DAMAGE_ADD_MAX_HEALTH_M_DES" Val="Provides a bonus to maximum Mental health."/>
<Entry Key="DES_TAG_DAMAGE_ADD_MAX_HEALTH_S" Val="Increase Maximum Faith"/>
<Entry Key="DES_TAG_DAMAGE_ADD_MAX_HEALTH_S_DES" Val="Provides a bonus to maximum Spiritual health."/>
<Entry Key="DES_TAG_DAMAGE_ADD_WITS" Val="Increase Wits"/>
<Entry Key="DES_TAG_DAMAGE_ADD_WITS_DES" Val="Provides a bonus to the Wits attribute."/>
<Entry Key="DES_TAG_DAMAGE_ADD_MAIN_ATT" Val="Increase Main Attributes"/>
<Entry Key="DES_TAG_DAMAGE_ADD_MAIN_ATT_DES" Val="Provides a bonus to the main attributes: Wits, Strength, Perception, Intelligence, Wisdom, Mysticism, Destiny."/>
<Entry Key="DES_TAG_DAMAGE_ADD_STRENGTH" Val="Increase Strength"/>
<Entry Key="DES_TAG_DAMAGE_ADD_STRENGTH_DES" Val="Provides a bonus to the Strength attribute."/>
<Entry Key="DES_TAG_DAMAGE_ADD_PERCEPTION" Val="Increase Perception"/>
<Entry Key="DES_TAG_DAMAGE_ADD_PERCEPTION_DES" Val="Provides a bonus to the Perception attribute."/>
<Entry Key="DES_TAG_DAMAGE_ADD_INTELLIGENCE" Val="Increase Intelligence"/>
<Entry Key="DES_TAG_DAMAGE_ADD_INTELLIGENCE_DES" Val="Provides a bonus to the Intelligence attribute."/>
<Entry Key="DES_TAG_DAMAGE_ADD_WISDOM" Val="Increase Wisdom"/>
<Entry Key="DES_TAG_DAMAGE_ADD_WISDOM_DES" Val="Provides a bonus to the Wisdom attribute."/>
<Entry Key="DES_TAG_DAMAGE_ADD_MYSTICISM" Val="Increase Mysticism"/>
<Entry Key="DES_TAG_DAMAGE_ADD_MYSTICISM_DES" Val="Provides a bonus to the Mysticism attribute."/>
<Entry Key="DES_TAG_DAMAGE_ADD_DESTINY" Val="Increase Destiny"/>
<Entry Key="DES_TAG_DAMAGE_ADD_DESTINY_DES" Val="Provides a bonus to the Destiny attribute."/>
<Entry Key="DES_TAG_DAMAGE_ADD_GATHERING" Val="Increase Gathering"/>
<Entry Key="DES_TAG_DAMAGE_ADD_GATHERING_DES" Val="Provides a bonus to the Gathering attribute."/>
<Entry Key="DES_TAG_DAMAGE_ADD_RESEARCH" Val="Increase Research"/>
<Entry Key="DES_TAG_DAMAGE_ADD_RESEARCH_DES" Val="Provides a bonus to the Research attribute."/>
<Entry Key="DES_TAG_DAMAGE_ADD_LUCK" Val="Increase Luck"/>
<Entry Key="DES_TAG_DAMAGE_ADD_LUCK_DES" Val="Provides a bonus to the Luck attribute."/>
<Entry Key="DES_TAG_DAMAGE_ADD_RITUALS" Val="Increase Rituals"/>
<Entry Key="DES_TAG_DAMAGE_ADD_RITUALS_DES" Val="Provides a bonus to the Rituals attribute."/>
<Entry Key="DES_TAG_DAMAGE_ADD_CRAFTING" Val="Increase Crafting"/>
<Entry Key="DES_TAG_DAMAGE_ADD_CRAFTING_DES" Val="Provides a bonus to the Crafting attribute."/>
<Entry Key="DES_TAG_DAMAGE_ADD_TASK_EFFICIENCY" Val="Task Efficiency"/>
<Entry Key="DES_TAG_DAMAGE_ADD_TASK_EFFICIENCY_DES" Val="Provides a bonus to the Gathering, Crafting, Luck, Research and Rituals attributes."/>
<Entry Key="DES_TAG_DAMAGE_ADD_PERSONAL_CARRY" Val="Increase Personal Carry"/>
<Entry Key="DES_TAG_DAMAGE_ADD_PERSONAL_CARRY_DES" Val="Provides a bonus to the Personal Carry attribute."/>
<Entry Key="DES_TAG_DAMAGE_ADD_GROUP_CARRY" Val="Increase Group Carry"/>
<Entry Key="DES_TAG_DAMAGE_ADD_GROUP_CARRY_DES" Val="Provides a bonus to the Group Carry attribute."/>
<Entry Key="DES_TAG_DAMAGE_ADD_SEA_GROUP_CARRY" Val="Increase Sea Group Carry"/>
<Entry Key="DES_TAG_DAMAGE_ADD_SEA_GROUP_CARRY_DES" Val="Provides a bonus to the Sea Group Carry attribute."/>
<Entry Key="DES_TAG_DAMAGE_ADD_MOVEMENT_POINTS" Val="Faster Movement"/>
<Entry Key="DES_TAG_DAMAGE_ADD_MOVEMENT_POINTS_DES" Val="Provides a bonus to the Movement Points attribute."/>
<Entry Key="DES_TAG_DAMAGE_ADD_RANGE_OF_SIGHT" Val="Increased Sight Range"/>
<Entry Key="DES_TAG_DAMAGE_ADD_RANGE_OF_SIGHT_DES" Val="Provides a bonus to the Range Of Sight."/>
<Entry Key="DES_TAG_DAMAGE_ADD_SEA_MOVEMENT_POINTS" Val="Faster Sea Movement"/>
<Entry Key="DES_TAG_DAMAGE_ADD_SEA_MOVEMENT_POINTS_DES" Val="Provides a bonus to the Sea Movement Points attribute."/>
<Entry Key="DES_TAG_DAMAGE_NIGHT_POWER" Val="Night Power"/>
<Entry Key="DES_TAG_DAMAGE_NIGHT_POWER_DES" Val="Increases Wits, Strength, Perception, Intelligence, Wisdom, Mysticism and Destiny during night turns."/>
<Entry Key="DES_TAG_DAMAGE_NIGHT_MENTAL_WEAKNESS" Val="Night Mental Weakness"/>
<Entry Key="DES_TAG_DAMAGE_NIGHT_MENTAL_WEAKNESS_DES" Val="Decrease Sanity during night turns."/>
<Entry Key="DES_TAG_DAMAGE_OVERWHELM" Val="Overwhelm"/>
<Entry Key="DES_TAG_DAMAGE_OVERWHELM_DES" Val="Lowers Combat Attributes and increases Delay of the target on the Battlefield."/>
<Entry Key="DES_TAG_DAMAGE_SUB_CA_1" Val="Decrease Primary Attribute"/>
<Entry Key="DES_TAG_DAMAGE_SUB_CA_1_DES" Val="Lower the primary attribute relevant to the challenge you take part in."/>
<Entry Key="DES_TAG_DAMAGE_SUB_CA_2" Val="Decrease Secondary Attribute"/>
<Entry Key="DES_TAG_DAMAGE_SUB_CA_2_DES" Val="Lower the secondary attribute relevant to the challenge you take part in."/>
<Entry Key="DES_TAG_DAMAGE_SUB_CA" Val="Decrease Attributes"/>
<Entry Key="DES_TAG_DAMAGE_SUB_CA_DES" Val="Lower the attributes relevant to the challenge you take part in."/>
<Entry Key="DES_TAG_DAMAGE_SUB_MAX_HEALTH_P" Val="Decrease Maximum Health"/>
<Entry Key="DES_TAG_DAMAGE_SUB_MAX_HEALTH_P_DES" Val="Lower the maximum Physical health."/>
<Entry Key="DES_TAG_DAMAGE_SUB_MAX_HEALTH_M" Val="Decrease Maximum Sanity"/>
<Entry Key="DES_TAG_DAMAGE_SUB_MAX_HEALTH_M_DES" Val="Lower the maximum Mental health."/>
<Entry Key="DES_TAG_DAMAGE_SUB_MAX_HEALTH_S" Val="Decrease Maximum Faith"/>
<Entry Key="DES_TAG_DAMAGE_SUB_MAX_HEALTH_S_DES" Val="Lower the maximum Spiritual health."/>
<Entry Key="DES_TAG_HEALTH_PHYSICAL_REGEN" Val="Physical Regeneration"/>
<Entry Key="DES_TAG_HEALTH_PHYSICAL_REGEN_DES" Val="The amount of Health regenerated per turn."/>
<Entry Key="DES_TAG_HEALTH_MENTAL_REGEN" Val="Mental Regeneration"/>
<Entry Key="DES_TAG_HEALTH_MENTAL_REGEN_DES" Val="The amount of Sanity regenerated per turn."/>
<Entry Key="DES_TAG_HEALTH_SPIRITUAL_REGEN" Val="Spiritual Regeneration"/>
<Entry Key="DES_TAG_HEALTH_SPIRITUAL_REGEN_DES" Val="The amount of Faith regenerated per turn."/>
<Entry Key="DES_TAG_DAMAGE_SUB_WITS" Val="Decrease Wits"/>
<Entry Key="DES_TAG_DAMAGE_SUB_WITS_DES" Val="Lower the Wits attribute."/>
<Entry Key="DES_TAG_DAMAGE_SUB_STRENGTH" Val="Decrease Strength"/>
<Entry Key="DES_TAG_DAMAGE_SUB_STRENGTH_DES" Val="Lower the Strength attribute."/>
<Entry Key="DES_TAG_DAMAGE_SUB_PERCEPTION" Val="Decrease Perception"/>
<Entry Key="DES_TAG_DAMAGE_SUB_PERCEPTION_DES" Val="Lower the Perception attribute."/>
<Entry Key="DES_TAG_DAMAGE_SUB_INTELLIGENCE" Val="Decrease Intelligence"/>
<Entry Key="DES_TAG_DAMAGE_SUB_INTELLIGENCE_DES" Val="Lower the Inteligence attribute."/>
<Entry Key="DES_TAG_DAMAGE_SUB_WISDOM" Val="Decrease Wisdom"/>
<Entry Key="DES_TAG_DAMAGE_SUB_WISDOM_DES" Val="Lower the Wisdom attribute."/>
<Entry Key="DES_TAG_DAMAGE_SUB_MYSTICISM" Val="Decrease Mysticism"/>
<Entry Key="DES_TAG_DAMAGE_SUB_MYSTICISM_DES" Val="Lower the Mysticism attribute."/>
<Entry Key="DES_TAG_DAMAGE_SUB_DESTINY" Val="Decrease Destiny"/>
<Entry Key="DES_TAG_DAMAGE_SUB_DESTINY_DES" Val="Lower the Destiny attribute."/>
<Entry Key="DES_TAG_DAMAGE_SUB_GATHERING" Val="Decrease Gathering"/>
<Entry Key="DES_TAG_DAMAGE_SUB_GATHERING_DES" Val="Lower the Gathering attribute."/>
<Entry Key="DES_TAG_DAMAGE_SUB_CRAFTING" Val="Decrease Crafting"/>
<Entry Key="DES_TAG_DAMAGE_SUB_CRAFTING_DES" Val="Lower the Crafting attribute."/>
<Entry Key="DES_TAG_DAMAGE_SUB_PERSONAL_CARRY" Val="Decrease Personal Carry"/>
<Entry Key="DES_TAG_DAMAGE_SUB_PERSONAL_CARRY_DES" Val="Lower the Personal Carry attribute."/>
<Entry Key="DES_TAG_DAMAGE_SUB_GROUP_CARRY" Val="Decrease Group Carry"/>
<Entry Key="DES_TAG_DAMAGE_SUB_GROUP_CARRY_DES" Val="Lower the Group Carry attribute."/>
<Entry Key="DES_TAG_DAMAGE_SUB_MOVEMENT_POINTS" Val="Decrease Movement Points"/>
<Entry Key="DES_TAG_DAMAGE_SUB_MOVEMENT_POINTS_DES" Val="Lower the Movement Points attribute."/>
<Entry Key="DES_TAG_DAMAGE_SUB_RANGE_OF_SIGHT" Val="Reduce Sight Range"/>
<Entry Key="DES_TAG_DAMAGE_SUB_RANGE_OF_SIGHT_DES" Val="Reduced this character's Visibility Range."/>
<Entry Key="DES_TAG_DAMAGE_SUB_ATTRIBUTES" Val="Decrease Attributes"/>
<Entry Key="DES_TAG_DAMAGE_SUB_ATTRIBUTES_DES" Val="Lower all main attributes."/>
<Entry Key="DES_TAG_DAMAGE_GROW_UP" Val="Growing Up"/>
<Entry Key="DES_TAG_DAMAGE_GROW_UP_DES" Val="Shows how many turns need to pass before this child grows into an adult."/>
<Entry Key="DES_TAG_DAMAGE_INSPIRE" Val="Inspire"/>
<Entry Key="DES_TAG_DAMAGE_INSPIRE_DES" Val="Decreases Delay of a selected Ally's action and increases this character's Combat Attributes."/>
<Entry Key="DES_TAG_DAMAGE_DECREASES_DELAY" Val="Decrease Delay"/>
<Entry Key="DES_TAG_DAMAGE_DECREASES_DELAY_DES" Val="Decrease Delay of a character on the battlefield, so they will act faster."/>
<Entry Key="DES_TAG_DAMAGE_INCREASES_DELAY" Val="Increase Delay"/>
<Entry Key="DES_TAG_DAMAGE_INCREASES_DELAY_DES" Val="Increase Delay of a character on the battlefield, so they will act slower."/>
<Entry Key="DES_TAG_DAMAGE_DAY_WEAKNESS" Val="Day Weakness"/>
<Entry Key="DES_TAG_DAMAGE_DAY_WEAKNESS_DES" Val="Decrease Wits, Strength, Perception, Intelligence, Wisdom, Mysticism and Destiny during day turns."/>
<Entry Key="DES_TAG_DAMAGE_DAY_REGENERATION" Val="Day Regeneration"/>
<Entry Key="DES_TAG_DAMAGE_DAY_REGENERATION_DES" Val="Increase Health, Sanity and Faith regeneration during day turns."/>
<Entry Key="DES_TAG_DAMAGE_CHARACTER_LEAVE_CHANCE" Val="Leave Chance"/>
<Entry Key="DES_TAG_DAMAGE_CHARACTER_LEAVE_CHANCE_DES" Val="This character has low Sanity and is considering to leave you."/>
<Entry Key="DES_TAG_DAMAGE_CHARACTER_DIE_CHANCE" Val="Die Chance"/>
<Entry Key="DES_TAG_DAMAGE_CHARACTER_DIE_CHANCE_DES" Val="This character has lowe Health and has a chance to die."/>
<Entry Key="DES_TAG_DAMAGE_OVERENCUMBERED" Val="Over Encumbered"/>
<Entry Key="DES_TAG_DAMAGE_OVERENCUMBERED_DES" Val="This character is over encumbered."/>
<Entry Key="DES_TAG_DAMAGE_MAGIC_POISONING" Val="Magic Poisoning"/>
<Entry Key="DES_TAG_DAMAGE_MAGIC_POISONING_DES" Val="This character has low Faith and is poisioned by magic."/>
<Entry Key="DES_TAG_DAMAGE_ITEM_LOSS" Val="Item Loss"/>
<Entry Key="DES_TAG_DAMAGE_ITEM_LOSS_DES" Val="You will (or have chance) to lose some kind of item each turn."/>
<Entry Key="DES_TAG_DAMAGE_SLOT_BLOCK" Val="Slot Block"/>
<Entry Key="DES_TAG_DAMAGE_SLOT_BLOCK_DES" Val="One or more equipment slots are blocked (additionally to any race-specific restrictions)."/>
<Entry Key="DES_TAG_DAMAGE_ITEM_RESTRICTION" Val="Item Dislike"/>
<Entry Key="DES_TAG_DAMAGE_ITEM_RESTRICTION_DES" Val="Reduced character attributes due to having equipped a particular item type."/>
<Entry Key="DES_TAG_TRIGGER_NONE" Val="Trigger - None"/>
<Entry Key="DES_TAG_TRIGGER_NONE_DES" Val="This subskill's trigger is the same as its parent's trigger."/>
<Entry Key="DES_TAG_TRIGGER_PASSIVE" Val="Trigger - Passive"/>
<Entry Key="DES_TAG_TRIGGER_PASSIVE_DES" Val="Passively changes the character's attributes."/>
<Entry Key="DES_TAG_TRIGGER_DO_ATTACK" Val="Trigger - Attack"/>
<Entry Key="DES_TAG_TRIGGER_DO_ATTACK_DES" Val="Places the character on the battlefield in Melee or Ranged row. Subskill effects will activate in Fight Phase according to Fight Order queue."/>
<Entry Key="DES_TAG_TRIGGER_DO_ATTACK_MELEE" Val="Trigger - Attack Melee"/>
<Entry Key="DES_TAG_TRIGGER_DO_ATTACK_MELEE_DES" Val="Places the character on the battlefield in Melee row. Subskill effects will activate in Fight Phase according to Fight Order queue."/>
<Entry Key="DES_TAG_TRIGGER_DO_ATTACK_RANGED" Val="Trigger - Attack Ranged"/>
<Entry Key="DES_TAG_TRIGGER_DO_ATTACK_RANGED_DES" Val="Places the character on the battlefield in Ranged row. Subskill effects will activate in Fight Phase according to Fight Order queue."/>
<Entry Key="DES_TAG_TRIGGER_DO_ALTERNATE_ATTACK" Val="Trigger - Alt. Attack"/>
<Entry Key="DES_TAG_TRIGGER_DO_ALTERNATE_ATTACK_DES" Val="Places the character on the battlefield in Melee or Ranged row. Subskill effects will activate in Fight Phase according to Fight Order queue."/>
<Entry Key="DES_TAG_TRIGGER_DO_ALTERNATE_ATTACK_MELEE" Val="Trigger - Alt. Attack Melee"/>
<Entry Key="DES_TAG_TRIGGER_DO_ALTERNATE_ATTACK_MELEE_DES" Val="Places the character on the battlefield in Melee row. Subskill effects will activate in Fight Phase according to Fight Order queue."/>
<Entry Key="DES_TAG_TRIGGER_DO_ALTERNATE_ATTACK_RANGED" Val="Trigger - Alt. Attack Ranged"/>
<Entry Key="DES_TAG_TRIGGER_DO_ALTERNATE_ATTACK_RANGED_DES" Val="Places the character on the battlefield in Ranged row. Subskill effects will activate in Fight Phase according to Fight Order queue."/>
<Entry Key="DES_TAG_TRIGGER_DO_CAST" Val="Trigger - Cast"/>
<Entry Key="DES_TAG_TRIGGER_DO_CAST_DES" Val="Does not place the character on the battlefield but queues its effect. Subskill effects will activate in Fight Phase according to Fight Order queue."/>
<Entry Key="DES_TAG_TRIGGER_DO_CAST_INSTANT" Val="Trigger - Instant"/>
<Entry Key="DES_TAG_TRIGGER_DO_CAST_INSTANT_DES" Val="Does not place the character on the battlefield and immediately triggers its subskill effects."/>
<Entry Key="DES_TAG_TRIGGER_ON_ATTACK" Val="Trigger - On Primary Attack"/>
<Entry Key="DES_TAG_TRIGGER_ON_ATTACK_DES" Val="Subskill effects are triggered when a character activates any (non-Alternative) Attack subskill."/>
<Entry Key="DES_TAG_TRIGGER_ON_ALTERNATE_ATTACK" Val="Trigger - On Secondary Attack"/>
<Entry Key="DES_TAG_TRIGGER_ON_ALTERNATE_ATTACK_DES" Val="Subskill effects are triggered when a character activates any Alternative Attack subskill."/>
<Entry Key="DES_TAG_TRIGGER_ON_CAST" Val="Trigger - On Cast"/>
<Entry Key="DES_TAG_TRIGGER_ON_CAST_DES" Val="Subskill effects are triggered when a character activates any Cast subskill."/>
<Entry Key="DES_TAG_TRIGGER_ON_CAST_INSTANT" Val="Trigger - On Instant"/>
<Entry Key="DES_TAG_TRIGGER_ON_CAST_INSTANT_DES" Val="Subskill effects are triggered when a character activates any Instant subskill."/>
<Entry Key="DES_TAG_TRIGGER_ON_START_CHALLENGE" Val="Trigger - On Challenge Start"/>
<Entry Key="DES_TAG_TRIGGER_ON_START_CHALLENGE_DES" Val="Subskill effects are triggered upon starting a challenge."/>
<Entry Key="DES_TAG_TRIGGER_ON_END_CHALLENGE" Val="Trigger - On Challenge End"/>
<Entry Key="DES_TAG_TRIGGER_ON_END_CHALLENGE_DES" Val="Subskill effects are triggered when a challenge is ending, regardless of results."/>
<Entry Key="DES_TAG_TRIGGER_ON_CARD_PLAY" Val="Trigger - On Card Play"/>
<Entry Key="DES_TAG_TRIGGER_ON_CARD_PLAY_DES" Val="Subskill effects are triggered when another card is played."/>
<Entry Key="DES_TAG_TRIGGER_ON_CARD_SELF_PLAY" Val="Trigger - On Self Card Play"/>
<Entry Key="DES_TAG_TRIGGER_ON_CARD_SELF_PLAY_DES" Val="Subskill effects are triggered when this card is played."/>
<Entry Key="DES_TAG_TRIGGER_ON_CARD_ALLY_PLAY" Val="Trigger - On Ally Card Play"/>
<Entry Key="DES_TAG_TRIGGER_ON_CARD_ALLY_PLAY_DES" Val="Subskill effects are triggered when another allied card is played."/>
<Entry Key="DES_TAG_TRIGGER_ON_CARD_ENEMY_PLAY" Val="Trigger - On Enemy Card Play"/>
<Entry Key="DES_TAG_TRIGGER_ON_CARD_ENEMY_PLAY_DES" Val="Subskill effects are triggered when an enemy card is played."/>
<Entry Key="DES_TAG_TRIGGER_ON_DAMAGE" Val="Trigger - On Damage"/>
<Entry Key="DES_TAG_TRIGGER_ON_DAMAGE_DES" Val="Subskill effects are triggered when a character is dealt damage."/>
<Entry Key="DES_TAG_TRIGGER_ON_ENEMY_KILLED" Val="Trigger - On Enemy Killed"/>
<Entry Key="DES_TAG_TRIGGER_ON_ENEMY_KILLED_DES" Val="Subskill effects are triggered when an enemy is killed by a character using this skill."/>
<Entry Key="DES_TAG_TRIGGER_GROUP_PASSIVE" Val="Trigger - Group Passive"/>
<Entry Key="DES_TAG_TRIGGER_GROUP_PASSIVE_DES" Val="Passively changes the attributes of each member of affected group."/>
<Entry Key="DES_TAG_TRIGGER_TRIGGER_GROUP_ON_START_TURN" Val="Trigger - Group On Start Turn"/>
<Entry Key="DES_TAG_TRIGGER_TRIGGER_GROUP_ON_START_TURN_DES" Val="Subskill effects are triggered when turn starts."/>
<Entry Key="DES_TAG_TRIGGER_TRIGGER_GROUP_ON_END_TURN" Val="Trigger - Group On End Turn"/>
<Entry Key="DES_TAG_TRIGGER_TRIGGER_GROUP_ON_END_TURN_DES" Val="Subskill effects are triggered when turn ends."/>
<Entry Key="DES_TAG_TRIGGER_TRIGGER_GROUP_ON_MOVEMENT" Val="Trigger - Group On Movement"/>
<Entry Key="DES_TAG_TRIGGER_TRIGGER_GROUP_ON_MOVEMENT_DES" Val="Subskill effects are triggered when the group moves."/>
<Entry Key="DES_TAG_ESSENCE_GRAY" Val="Gray Essence"/>
<Entry Key="DES_TAG_ESSENCE_GRAY_DES" Val="Neutral Essence that can be used anywhere, but it doesn't give any special properties."/>
<Entry Key="DES_TAG_ESSENCE_LEATHER" Val="Leather Essence"/>
<Entry Key="DES_TAG_ESSENCE_LEATHER_DES" Val="Water Essence Description"/>
<Entry Key="DES_TAG_ESSENCE_METAL" Val="Metal Essence"/>
<Entry Key="DES_TAG_ESSENCE_METAL_DES" Val="Fire Essence Description"/>
<Entry Key="DES_TAG_ESSENCE_WOOD" Val="Wood Essence"/>
<Entry Key="DES_TAG_ESSENCE_WOOD_DES" Val="Wind Essence Description"/>
<Entry Key="DES_TAG_ESSENCE_BONE" Val="Bone Essence"/>
<Entry Key="DES_TAG_ESSENCE_BONE_DES" Val="Soul Essence Description"/>
<Entry Key="DES_TAG_ESSENCE_GEM" Val="Gem Essence"/>
<Entry Key="DES_TAG_ESSENCE_GEM_DES" Val="Earth Essence Description"/>
<Entry Key="DES_TAG_ESSENCE_STONE" Val="Stone Essence"/>
<Entry Key="DES_TAG_ESSENCE_STONE_DES" Val="Mind Essence Description"/>
<Entry Key="DES_TAG_ESSENCE_DARKNESS" Val="Darkness Essence"/>
<Entry Key="DES_TAG_ESSENCE_DARKNESS_DES" Val="Darkness Essence Description"/>
<Entry Key="DES_TAG_ESSENCE_LIFE" Val="Life Essence"/>
<Entry Key="DES_TAG_ESSENCE_LIFE_DES" Val="Life Essence Description"/>
<Entry Key="DES_TAG_ESSENCE_SUNLIGHT" Val="Sunlight Essence"/>
<Entry Key="DES_TAG_ESSENCE_SUNLIGHT_DES" Val="Sunlight Essence Description"/>
<Entry Key="DES_TAG_ESSENCE_DEMONIC" Val="Demonic Essence"/>
<Entry Key="DES_TAG_ESSENCE_DEMONIC_DES" Val="Demonic Essence Description"/>
<Entry Key="DES_TAG_ESSENCE_DEATH" Val="Death Essence"/>
<Entry Key="DES_TAG_ESSENCE_DEATH_DES" Val="Death Essence Description"/>
<Entry Key="DES_TAG_ESSENCE_INVENTION" Val="Invention Essence"/>
<Entry Key="DES_TAG_ESSENCE_INVENTION_DES" Val="Invention Essence Description"/>
<Entry Key="DES_TAG_DOMAIN_NEUTRAL" Val="Domain - Neutral"/>
<Entry Key="DES_TAG_DOMAIN_NEUTRAL_DES" Val="A divine domain of versatility."/>
<Entry Key="DES_TAG_DOMAIN_TURMOIL" Val="Domain - Turmoil "/>
<Entry Key="DES_TAG_DOMAIN_TURMOIL_DES" Val="Turmoil - divine domain of change and chaos, born of darkness itself, it is often patron to warfare but also progress."/>
<Entry Key="DES_TAG_DOMAIN_HARMONY" Val="Domain - Harmony"/>
<Entry Key="DES_TAG_DOMAIN_HARMONY_DES" Val="Harmony - divine domain of peace and order often akin to light, patron of diplomacy and tradition, often at odds with chaos."/>
<Entry Key="DES_TAG_DOMAIN_LIGHT" Val="Domain - Light"/>
<Entry Key="DES_TAG_DOMAIN_LIGHT_DES" Val="Light - divine domain born out of eternal light, patron of justice and directness, unmovable pillar of truth but also stagnation at times."/>
<Entry Key="DES_TAG_DOMAIN_MAGIC" Val="Domain - Magic"/>
<Entry Key="DES_TAG_DOMAIN_MAGIC_DES" Val="Magic - divine domain of the mystical forces that bind all things. Patron of witchcraft and wisdom often leads close to darkness. "/>
<Entry Key="DES_TAG_DOMAIN_NATURE" Val="Domain - Nature"/>
<Entry Key="DES_TAG_DOMAIN_NATURE_DES" Val="Nature - divine domain of the natural forces, life, death and rebirth. Patron of forest dwellers, and those who respect the cycle of life."/>
<Entry Key="DES_TAG_DOMAIN_INTELLECT" Val="Domain - Intellect"/>
<Entry Key="DES_TAG_DOMAIN_INTELLECT_DES" Val="Intellect - divine domain of the mind and of knowledge. Patron of logic and cold calculation, often at odds with its own divine providence."/>
<Entry Key="DES_TAG_DZIEVANNA" Val="Dzievanna"/>
<Entry Key="DES_TAG_DZIEVANNA_DES" Val="Dzievanna Description"/>
<Entry Key="DES_TAG_ZORYA" Val="Zorya"/>
<Entry Key="DES_TAG_ZORYA_DES" Val="Zorya Description"/>
<Entry Key="DES_TAG_LADA" Val="Lada"/>
<Entry Key="DES_TAG_LADA_DES" Val="Lada Description"/>
<Entry Key="DES_TAG_STRIBOG" Val="Stribog"/>
<Entry Key="DES_TAG_STRIBOG_DES" Val="Stribog Description"/>
<Entry Key="DES_TAG_HORZ" Val="Horz"/>
<Entry Key="DES_TAG_HORZ_DES" Val="Horz Description"/>
<Entry Key="DES_TAG_MAROVIT" Val="Marovit"/>
<Entry Key="DES_TAG_MAROVIT_DES" Val="Marovit Description"/>
<Entry Key="DES_TAG_SVAROG" Val="Svarog"/>
<Entry Key="DES_TAG_SVAROG_DES" Val="Svarog Description"/>
<Entry Key="DES_TAG_TRIGLAV" Val="Triglav"/>
<Entry Key="DES_TAG_TRIGLAV_DES" Val="Triglav Description"/>
<Entry Key="DES_TAG_NYIA" Val="Nyia"/>
<Entry Key="DES_TAG_NYIA_DES" Val="Nyia Description"/>
<Entry Key="DES_TAG_MASTERPIECE_QUALITY" Val="Masterpiece Quality"/>
<Entry Key="DES_TAG_MASTERPIECE_QUALITY_DES" Val="Masterpiece Quality Description"/>
<Entry Key="DES_TAG_GOOD_QUALITY" Val="Good Quality"/>
<Entry Key="DES_TAG_GOOD_QUALITY_DES" Val="Good Quality Description"/>
<Entry Key="DES_TAG_NORMAL_QUALITY" Val="Normal Quality"/>
<Entry Key="DES_TAG_NORMAL_QUALITY_DES" Val="Normal Quality Description"/>
<Entry Key="DES_TAG_POOR_QUALITY" Val="Poor Quality"/>
<Entry Key="DES_TAG_POOR_QUALITY_DES" Val="Poor Quality Description"/>
<Entry Key="DES_TAG_TRASH_QUALITY" Val="Trash Quality"/>
<Entry Key="DES_TAG_TRASH_QUALITY_DES" Val="Trash Quality Description"/>
<Entry Key="DES_TAG_FUEL" Val="Fuel"/>
<Entry Key="DES_TAG_FUEL_DES" Val="Used to stoke the fire in settlements and camps."/>
<Entry Key="DES_TAG_FOOD" Val="Food"/>
<Entry Key="DES_TAG_FOOD_DES" Val="Needed for survival of every character. Varied food increases Morale and provides bonuses."/>
<Entry Key="DES_TAG_HERB" Val="Herb"/>
<Entry Key="DES_TAG_HERB_DES" Val="Used for cooking or medicinal purposes."/>
<Entry Key="DES_TAG_ITEM" Val="Item"/>
<Entry Key="DES_TAG_ITEM_DES" Val="Item Description"/>
<Entry Key="DES_TAG_RESOURCE" Val="Resource"/>
<Entry Key="DES_TAG_RESOURCE_DES" Val="Used as crafting component."/>
<Entry Key="DES_TAG_GENDER_MALE" Val="Male"/>
<Entry Key="DES_TAG_GENDER_MALE_DES" Val="This character is a male."/>
<Entry Key="DES_TAG_GENDER_FEMALE" Val="Female"/>
<Entry Key="DES_TAG_GENDER_FEMALE_DES" Val="This character is a female."/>
<Entry Key="DES_TAG_GENDER_OTHER" Val="Other"/>
<Entry Key="DES_TAG_GENDER_OTHER_DES" Val="Other refers to a nonhumanoid character's gender."/>
<Entry Key="DES_TAG_CREEPY" Val="Creepy"/>
<Entry Key="DES_TAG_CREEPY_DES" Val="This character is creepy."/>
<Entry Key="DES_TAG_ATTRACTIVE" Val="Attractive"/>
<Entry Key="DES_TAG_ATTRACTIVE_DES" Val="This character is attractive."/>
<Entry Key="DES_TAG_BEAUTIFUL" Val="Beautiful"/>
<Entry Key="DES_TAG_BEAUTIFUL_DES" Val="This character is beautiful."/>
<Entry Key="DES_TAG_SWORD_1H" Val="1-Handed Sword"/>
<Entry Key="DES_TAG_SWORD_1H_DES" Val="One Handed Sword."/>
<Entry Key="DES_TAG_SWORD_2H" Val="2-Handed Sword"/>
<Entry Key="DES_TAG_SWORD_2H_DES" Val="Two handed sword."/>
<Entry Key="DES_TAG_AXE_1H" Val="1-Handed Axe"/>
<Entry Key="DES_TAG_AXE_1H_DES" Val="One Handed Axe."/>
<Entry Key="DES_TAG_AXE_2H" Val="2-Handed Axe"/>
<Entry Key="DES_TAG_AXE_2H_DES" Val="Two Handed Axe."/>
<Entry Key="DES_TAG_THROWN_SPEARS" Val="Thrown Spears"/>
<Entry Key="DES_TAG_THROWN_SPEARS_DES" Val="Thrown Spears"/>
<Entry Key="DES_TAG_CLUB_1H" Val="1-Handed club"/>
<Entry Key="DES_TAG_CLUB_1H_DES" Val="1-Handed club"/>
<Entry Key="DES_TAG_CLUB_2H" Val="2-Handed club"/>
<Entry Key="DES_TAG_CLUB_2H_DES" Val="2-Handed club"/>
<Entry Key="DES_TAG_POLEARM_1H" Val="1-Handed Spear"/>
<Entry Key="DES_TAG_POLEARM_1H_DES" Val="1-Handed Spear"/>
<Entry Key="DES_TAG_POLEARM_2H" Val="2-Handed Polearm"/>
<Entry Key="DES_TAG_POLEARM_2H_DES" Val="2-Handed Polearm"/>
<Entry Key="DES_TAG_BOW" Val="Bow"/>
<Entry Key="DES_TAG_BOW_DES" Val="Bow"/>
<Entry Key="DES_TAG_SCROLL_1H" Val="1-Handed Scroll"/>
<Entry Key="DES_TAG_SCROLL_1H_DES" Val="1-Handed Scroll"/>
<Entry Key="DES_TAG_SCROLL_2H" Val="2-Handed Scroll"/>
<Entry Key="DES_TAG_SCROLL_2H_DES" Val="2-Handed Scroll "/>
<Entry Key="DES_TAG_ARTIFACT_1H" Val="1-Handed Artefact"/>
<Entry Key="DES_TAG_ARTIFACT_1H_DES" Val="1-Handed Artefact "/>
<Entry Key="DES_TAG_ARTIFACT_2H" Val="2-Handed Artefact"/>
<Entry Key="DES_TAG_ARTIFACT_2H_DES" Val="2-Handed Artefact "/>
<Entry Key="DES_TAG_WAND" Val="Wand"/>
<Entry Key="DES_TAG_WAND_DES" Val="Wand"/>
<Entry Key="DES_TAG_SHIELD" Val="Shield"/>
<Entry Key="DES_TAG_SHIELD_DES" Val="Shield"/>
<Entry Key="DES_TAG_ROBES" Val="Robes"/>
<Entry Key="DES_TAG_ROBES_DES" Val="Robes. Lightweight and unrestrictive, prime choice for mystics and wise ones."/>
<Entry Key="DES_TAG_MEDIUM_ARMOUR" Val="Medium Armour"/>
<Entry Key="DES_TAG_MEDIUM_ARMOUR_DES" Val="Medium Armour gives decent protection but isn't too heavy. First choice for scoundrels."/>
<Entry Key="DES_TAG_HEAVY_ARMOUR" Val="Heavy Armour"/>
<Entry Key="DES_TAG_HEAVY_ARMOUR_DES" Val="Heavy Armour is tough and sturdy giving best protection. First choice for warriors."/>
<Entry Key="DES_TAG_JEWELLERY" Val="Jewellery"/>
<Entry Key="DES_TAG_JEWELLERY_DES" Val="Jewellery can be both ornamental and practical, especially when infused with mystical power."/>
<Entry Key="DES_TAG_PET" Val="Pet"/>
<Entry Key="DES_TAG_PET_DES" Val="A loyal companion."/>
<Entry Key="DES_TAG_BUILDING" Val="Building"/>
<Entry Key="DES_TAG_BUILDING_DES" Val="Building"/>
<Entry Key="DES_TAG_GATHERING_TOOL" Val="Gathering Tool"/>
<Entry Key="DES_TAG_GATHERING_TOOL_DES" Val="Gathering Tool"/>
<Entry Key="DES_TAG_CRAFTING_TOOL" Val="Crafting Tool"/>
<Entry Key="DES_TAG_CRAFTING_TOOL_DES" Val="Crafting Tool"/>
<Entry Key="DES_TAG_DAY" Val="Day"/>
<Entry Key="DES_TAG_DAY_DES" Val="Day"/>
<Entry Key="DES_TAG_NIGHT" Val="Night"/>
<Entry Key="DES_TAG_NIGHT_DES" Val="Night"/>
<Entry Key="DES_TAG_LOYALTY_SLAVYAN" Val="Slavyan"/>
<Entry Key="DES_TAG_LOYALTY_SCAVENGERS" Val="Scavengers"/>
<Entry Key="DES_TAG_LOYALTY_WOODLAND_KIN" Val="Woodland Kin"/>
<Entry Key="DES_TAG_LOYALTY_SHADOW_KIN" Val="Shadow Kin"/>
<Entry Key="DES_TAG_LOYALTY_EARTHBOUND" Val="Earthbound"/>
<Entry Key="DES_TAG_LOYALTY_ALPHA_CLANS" Val="Alphaclans"/>
<Entry Key="DES_TAG_LOYALTY_BETA_CLANS" Val="Beta Clans"/>
<Entry Key="DES_TAG_LOYALTY_SPIRIT_TALKERS" Val="Spirit Talkers"/>
<Entry Key="DES_TAG_LOYALTY_LIGHTBRINGERS" Val="Lightbringers"/>
<Entry Key="DES_TAG_LOYALTY_FOREST_DEMONS" Val="Forest Demons"/>
<Entry Key="DES_TAG_LOYALTY_NIGHT_DEMONS" Val="Night Demons"/>
<Entry Key="DES_TAG_LOYALTY_WATER_DEMONS" Val="Water Demons"/>
<Entry Key="DES_TAG_LOYALTY_ICE_DEMONS" Val="Ice Demons"/>
<Entry Key="DES_TAG_LOYALTY_STINGERS" Val="Stingers"/>
<Entry Key="DES_TAG_LOYALTY_NEUTRAL" Val="Monsters"/>
<Entry Key="DES_SUBRACE_CHILD_DES" Val="Little and fragile, needs protection before it can grow into an adult."/>
<Entry Key="DES_SUBRACE_HUM_CHILD" Val="Human Child"/>
<Entry Key="DES_SUBRACE_HUM_STRONG1_CHILD" Val="Human Child - Apprentice Warrior"/>
<Entry Key="DES_SUBRACE_HUM_STRONG1_CHILD_DES" Val="A youngster, needs protection before they can grow into an adult. They are stronger than regular children."/>
<Entry Key="DES_SUBRACE_HUM_STRONG2_CHILD" Val="Human Child - Apprentice Hunter"/>
<Entry Key="DES_SUBRACE_HUM_STRONG2_CHILD_DES" Val="A youngster, needs protection before they can grow into an adult. they are more perceptive than younger children."/>
<Entry Key="DES_SUBRACE_HUM_WARRIOR" Val="Human Warrior"/>
<Entry Key="DES_SUBRACE_HUM_WARRIOR_DES" Val="Proficient in Physical challenges, strong and tough."/>
<Entry Key="DES_SUBRACE_HUM_WOJ" Val="Human Woj"/>
<Entry Key="DES_SUBRACE_HUM_WOJ_DES" Val="A seasoned fighter. Proficient in Physical challenges, strong and tough."/>
<Entry Key="DES_SUBRACE_HUM_CRAFTSMAN" Val="Human Craftsman"/>
<Entry Key="DES_SUBRACE_HUM_CRAFTSMAN_DES" Val="Specialises in crafting items and construction."/>
<Entry Key="DES_SUBRACE_HUM_GATHERER" Val="Human Gatherer"/>
<Entry Key="DES_SUBRACE_HUM_GATHERER_DES" Val="Swift hands and sharp eyes make them proficient at harvesting resources."/>
<Entry Key="DES_SUBRACE_HUM_HUNTER" Val="Human Hunter"/>
<Entry Key="DES_SUBRACE_HUM_HUNTER_DES" Val="Adept at hunting prey and scouting."/>
<Entry Key="DES_SUBRACE_HUM_YOUNG_ZERCA" Val="Human Young Zerca"/>
<Entry Key="DES_SUBRACE_HUM_YOUNG_ZERCA_DES" Val="Clerics of the cosmic pantheon, renowned for their wisdom and devotion to the gods."/>
<Entry Key="DES_SUBRACE_HUM_ZERCA" Val="Human Zerca"/>
<Entry Key="DES_SUBRACE_HUM_ZERCA_DES" Val="Clerics of the cosmic pantheon, renowned for their wisdom and devotion to the gods."/>
<Entry Key="DES_SUBRACE_HUM_HEALER" Val="Human Healer"/>
<Entry Key="DES_SUBRACE_HUM_HEALER_DES" Val="A wise one learned in the ways of herbs and basic medicine. Healers have always been respected, not only for their knowledge, but their willingness to help those in need. "/>
<Entry Key="DES_SUBRACE_HUM_WITCH" Val="Human Witch"/>
<Entry Key="DES_SUBRACE_HUM_YOUNG_WITCH" Val="Human - Young Witch"/>
<Entry Key="DES_SUBRACE_HUM_WITCH_DES" Val="A wise woman, knowing of the mystical ways but often practicing dark magic that taints the soul and body. This is why witches, even those barely adult, can resemble old women. The young witch completed her trials, but was deemed in need of further learning. "/>
<Entry Key="DES_SUBRACE_HUM_GUSLA" Val="Human - Gusla"/>
<Entry Key="DES_SUBRACE_HUM_GUSLA_DES" Val="Some boys never reach the rank of volh, instead they become gusla, a lesser magic user, focused more on research and rituals, than the raw power of magic. Only boys can become gusla."/>
<Entry Key="DES_SUBRACE_HUM_VOLH" Val="Human - Volh"/>
<Entry Key="DES_SUBRACE_HUM_VOLH_DES" Val="A mystic gifted with the power of foresight and the unnatural gift of creating the unliving. Only human boys can become the volh. Even though the gods have allowed their return into grace, many zercas and witches remain sceptical."/>
<Entry Key="DES_SUBRACE_HUM_ELDER_VOLH" Val="Human - Elder Volh"/>
<Entry Key="DES_SUBRACE_HUM_ELDER_VOLH_DES" Val="A mystic gifted with the power of foresight and the unnatural gift of creating the unliving. Only human boys can become the volh. Even though the gods have allowed their return into grace, many zercas and witches remain sceptical."/>
<Entry Key="DES_SUBRACE_HUM_BANDIT_ARCHER" Val="Human Bandit Archer"/>
<Entry Key="DES_SUBRACE_HUM_BANDIT_ARCHER_DES" Val="An outlaw armed with a bow, preying on the wealthy and the weak."/>
<Entry Key="DES_SUBRACE_HUM_BANDIT_WARRIOR" Val="Human Bandit Warrior"/>
<Entry Key="DES_SUBRACE_HUM_BANDIT_WARRIOR_DES" Val="An outlaw armed with a melee weapon, preying on the wealthy and weak."/>
<Entry Key="DES_SUBRACE_HUM_BANDIT_LEADER" Val="Human Bandit Leader"/>
<Entry Key="DES_SUBRACE_HUM_BANDIT_LEADER_DES" Val="A seasoned bandit rascal with a following. Known to have a weakness for pretty faces."/>
<Entry Key="DES_SUBRACE_HUM_SCAVENGER" Val="Human Scavenger"/>
<Entry Key="DES_SUBRACE_HUM_SCAVENGER_DES" Val="Abandoned by the gods long ago and driven to madness, they survive by any means neccessary."/>
<Entry Key="DES_SUBRACE_HUM_SCAVENGER_WITCH" Val="Human Scavenger Witch"/>
<Entry Key="DES_SUBRACE_HUM_SCAVENGER_WITCH_DES" Val="Scavengers are typically a band of unskilled ruffians, but even among their kind, the dark mark of witchcraft can be found. Scavenger witches are much more likely to fall into corruption and generally have less control than their human or orc counterparts."/>
<Entry Key="DES_SUBRACE_HUM_BANDIT_CAP_BEAR" Val="Captain Bear"/>
<Entry Key="DES_SUBRACE_HUM_BANDIT_CAP_BEAR_DES" Val="The leader of Red Ridge bandits who hold the entrance to an odd, red cave. Bear rules his band with a strong hand, but hides a softer heart beneath it."/>
<Entry Key="DES_SUBRACE_SCAVENGER_BOSS_HANKA" Val="Scavenger Boss Hanka"/>
<Entry Key="DES_SUBRACE_SCAVENGER_BOSS_HANKA_DES" Val="Hanka may not be the official leader of the scavenger pack, but it is clear she holds the boss by his balls and makes sure he does as she says."/>
<Entry Key="DES_SUBRACE_SCAVENGER_MONIA" Val="Scavenger Monia"/>
<Entry Key="DES_SUBRACE_SCAVENGER_MONIA_DES" Val="Monia is shy and timid at first glance, but you soon learn this is a front she used to stay unseen in the brutal scavenger pack. If she joins you, she will soon become more confident and full of joy for her new life."/>
<Entry Key="DES_SUBRACE_HUM_SCOUNDREL" Val="Human Scoundrel"/>
<Entry Key="DES_SUBRACE_HUM_SCOUNDREL_DES" Val="Slightly more sophisticated than their scavenger kin, nevertheless, hide your silverware around them. They are typically seen in the company of rats."/>
<Entry Key="DES_SUBRACE_ELF_CHILD" Val="Elven Child"/>
<Entry Key="DES_SUBRACE_ELF_WEAK_GUARDIAN" Val="Weak Elven Guardian"/>
<Entry Key="DES_SUBRACE_ELF_WEAK_GUARDIAN_DES" Val="this guardian barely passed their training which left many scars on their body and mind. Nevertheless they make it their goal to prove one day they can become more."/>
<Entry Key="DES_SUBRACE_ELF_GUARDIAN" Val="Elven Guardian"/>
<Entry Key="DES_SUBRACE_ELF_GUARDIAN_DES" Val="Proud and stoic protectors of the wildlands. Elves tend to favour diplomacy over violence, or so they like the world to think. Despite this apparent pacifism, the elven warriors are trained from youth to be ruthless and precise. Be it 'the last resort' or 'do as we say or perish' it is not wise to stand against a guardian. "/>
<Entry Key="DES_SUBRACE_ELF_FOREST_CRAFTSMAN" Val="Elven Forest Craftsman"/>
<Entry Key="DES_SUBRACE_ELF_FOREST_CRAFTSMAN_DES" Val="Adept at crafting beautiful items that many would consider art. These artisans tend to reject violence and focus on the art of creation; thus, diplomacy is their preferred path."/>
<Entry Key="DES_SUBRACE_ELF_FOREST_GATHERER" Val="Elven Forest Gatherer"/>
<Entry Key="DES_SUBRACE_ELF_FOREST_GATHERER_DES" Val="Atuned to nature and her gifts, elven gatheres are skilled at harvesting resources. They are nimble but they tend to be fragile and gentle souls."/>
<Entry Key="DES_SUBRACE_ELF_DRUID" Val="Elven Druid"/>
<Entry Key="DES_SUBRACE_ELF_DRUID_DES" Val="Wild and animalistic, druids often prefer the company of woodland kin to other humanoids, even those of their own kind. During the days of darkness, the druids were amongst the leaders who held the elven people together long enough to heal the taint of darkness and rebuild. As such, they were the most revered among their people."/>
<Entry Key="DES_SUBRACE_ELF_BANISHED_DRUID_TRAIT" Val="Elven Banished Druid"/>
<Entry Key="DES_SUBRACE_ELF_BANISHED_DRUID_TRAIT_DES" Val="Banished druids are an oddity even amongst their typically outsider cast of druids. They refuse to wear anything but weapons and willingly leave the forest in favour of adventure. Despite their unusual behaviours, they are actually considered whimsical and will often bring good humour to those who travel with them."/>
<Entry Key="DES_SUBRACE_ELF_MAGE" Val="Elven Mage"/>
<Entry Key="DES_SUBRACE_ELF_YOUNG_MAGE" Val="Elven Young Mage"/>
<Entry Key="DES_SUBRACE_ELF_MAGE_DES" Val="Keepers of ancient lore and masters of the mystical arts. Often more 'civilised' than their woodland kin due to their affinity for travel and cultural exchange. Apart from very rare exceptions, mages are actually amongst the youngest of the elven kin, because they were the first to perish when darkness took the world in the past."/>
<Entry Key="DES_SUBRACE_ELF_SHADOW" Val="Elven Shadow"/>
<Entry Key="DES_SUBRACE_ELF_SHADOW_DES" Val="Corrupted by darkness long ago, a banished caste of assassins more akin to demons of the dark than their own kind."/>
<Entry Key="DES_SUBRACE_LIGHT_SICK_ELF_SHADOW" Val="Unbalanced Shadow Elf"/>
<Entry Key="DES_SUBRACE_LIGHT_SICK_ELF_SHADOW_DES" Val="Shadow elves are those who accepted their dark taint and found an odd balance on their new path. Sadly, many remain torn by their departure from light and cannot achieve this goal."/>
<Entry Key="DES_SUBRACE_ORC_CHILD" Val="Orc Child"/>
<Entry Key="DES_SUBRACE_ORC_MATRIARCH" Val="Orc Matriarch"/>
<Entry Key="DES_SUBRACE_ORC_WOUNDED_MATRIARCH" Val="Orc Wounded Matriarch"/>
<Entry Key="DES_SUBRACE_ORC_MATRIARCH_DES" Val="The matriarch is the leader of a clan and she must prove her worth in both combat and wits before she can claim her status. The title is not strictly hereditary, although the offspring of a previous matriarch is likely to succeed her mother. "/>
<Entry Key="DES_SUBRACE_ORC_WITCH" Val="Orc Witch"/>
<Entry Key="DES_SUBRACE_ORC_WITCH_DES" Val="Orc witches are said to use an old and twisted form of magic, heavily reliant on blood rituals and sacrifices. How much of this is true remains unclear. Apart from magic, some whisper of their ability to commune with beasts. They are also the ones who hold the knowledge of the clans and form an advisory circle for their matriarch."/>
<Entry Key="DES_SUBRACE_ORC_SLUGGER" Val="Orc Slugger"/>
<Entry Key="DES_SUBRACE_ORC_SLUGGER_DES" Val="Bred for killing and honour, strong, muscular and brutish, if there is more to them, you rarely get a chance to find out."/>
<Entry Key="DES_SUBRACE_ORC_PLODDER_CRAFTSMAN" Val="Orc Plodder"/>
<Entry Key="DES_SUBRACE_ORC_PLODDER_CRAFTSMAN_DES" Val="Not all orcs are destined to be warriors, but only a handful do not fear education. Plodders may be laughed at by their warrior peers, but sometimes their knowledge proves indispensable."/>
<Entry Key="DES_SUBRACE_ORC_PLODDER_GATHERER" Val="Orc Gatherer"/>
<Entry Key="DES_SUBRACE_ORC_YOUNG_PLODDER_GATHERER" Val="Orc Young Gatherer"/>
<Entry Key="DES_SUBRACE_ORC_PLODDER_GATHERER_DES" Val="Strong but not really smart. Still, somebody has to do the dirty work. As with many societies, despite their low rank, the workers are the backbone of their clans. They do the work no true born orc will and because they are still orcs, they do their job with ferocity and determination."/>
<Entry Key="DES_SUBRACE_ORC_BLOODTRACKER" Val="Orc Bloodtracker"/>
<Entry Key="DES_SUBRACE_ORC_BLOODTRACKER_DES" Val="Trained seekers that can smell blood for miles. Excellent hunters of both beast or man, skilled at quick, precise kills. Other folk often call them green dogs, but the bloodtrackers have embraced this as their own."/>
<Entry Key="DES_SUBRACE_GOB_CHILD" Val="Goblin Child"/>
<Entry Key="DES_SUBRACE_GOB_TOILER_CRAFTSMAN" Val="Goblin Tinkerer"/>
<Entry Key="DES_SUBRACE_GOB_TOILER_CRAFTSMAN_DES" Val="Tinkerers and craftsmen known for their ingenious trinkets, but also great at everyday craftsmanship."/>
<Entry Key="DES_SUBRACE_GOB_TOILER_GATHERER" Val="Goblin Toiler"/>
<Entry Key="DES_SUBRACE_GOB_TOILER_GATHERER_DES" Val="Quick footed and eager to explore, the toilers are skilled at gathering resources for their villages."/>
<Entry Key="DES_SUBRACE_GOB_CHIEFTAIN" Val="Goblin Chieftain"/>
<Entry Key="DES_SUBRACE_GOB_CHIEFTAIN_DES" Val="Often referred to simply as da boss, the chieftain leads goblin families by wit and guile. Their status is often reflects in their ever growing body mass and reluctance for any physical exertion."/>
<Entry Key="DES_SUBRACE_GOB_TAINTED_SHAMAN" Val="Tainted Shaman"/>
<Entry Key="DES_SUBRACE_GOB_TAINTED_SHAMAN_DES" Val="The shamans are spirit walkers who are said to possess the memories of their forefathers. But sometimes, the forefathers find fault in the young shamans and leave a taint that weakens them. They can travel into the realm of the ghosts - the greyworld, and bring great wisdom or sometimes even greater peril."/>
<Entry Key="DES_SUBRACE_GOB_SHAMAN" Val="Goblin Shaman"/>
<Entry Key="DES_SUBRACE_GOB_SHAMAN_DES" Val="The shamans are spirit walkers who are said to possess the memories of their forefathers. They can travel into the realm of the ghosts - the greyworld, and bring great wisdom or sometimes even greater peril."/>
<Entry Key="DES_SUBRACE_GOB_BEAST_MASTER" Val="Goblin Beast Master"/>
<Entry Key="DES_SUBRACE_GOB_BEAST_MASTER_DES" Val="The beast masters are the main heavy hitters of the goblin ranks, due not to their own strength but to their extraordinary ability to train beasts as loyal brothers in arms. The beast masters do not treat their animals as mere tools; they undergo secret rituals known only to their clans and are said to share spiritual bonds. "/>
<Entry Key="DES_SUBRACE_GOB_BOAR_RIDER" Val="Goblin Boar Rider"/>
<Entry Key="DES_SUBRACE_GOB_BOAR_RIDER_DES" Val="Elite goblin warriors trained to fight from their boar mounts. Boar riders train their mounts from youth to ensure the best bond and understanding between rider and boar and so this bond often becomes very strong, almost familial."/>
<Entry Key="DES_SUBRACE_GOB_SKIRMISHER" Val="Goblin Skirmisher"/>
<Entry Key="DES_SUBRACE_GOB_SKIRMISHER_DES" Val="Light footed and agile, while not as tough as typical warriors they are still fierce and unpredictable. They can have authority issues due to their training in separate autonomous cells. But if their clan is in danger, skirmishers are the ones to fight the long-term battles. "/>
<Entry Key="DES_SUBRACE_DWARF_CHILD" Val="Dwarven Child"/>
<Entry Key="DES_SUBRACE_DWARF_WARMASTER" Val="Dwarf Warmaster"/>
<Entry Key="DES_SUBRACE_DWARF_WARMASTER_DES" Val="Chiselled in stone and metal, the warmasters are ancient, steadfast and unmovable. Dwarven warriors are feared and respected by all who know what is good for them."/>
<Entry Key="DES_SUBRACE_DWARF_SMITH" Val="Dwarf Smith"/>
<Entry Key="DES_SUBRACE_DWARF_YOUNG_SMITH" Val="Dwarf Young Smith"/>
<Entry Key="DES_SUBRACE_DWARF_SMITH_DES" Val="There are no blacksmiths that can call themselves equal to the ancient masters of the dwarven metal arts. Apart from their craft they also often hold positions of leadership as great tacticians and sometimes orators."/>
<Entry Key="DES_SUBRACE_DWARF_CLANLESS_SMITH_TRAIT" Val="Clanless Dwarf Smith"/>
<Entry Key="DES_SUBRACE_DWARF_CLANLESS_SMITH_TRAIT_DES" Val="A dwarven smith with a dark past. Dwarves are driven by their sense of personal honour, thus some become clanless when they feel they failed their dwarven kin. Redemption can take time, it may never come, but a clanless dwarf will strive to achieve it still."/>
<Entry Key="DES_SUBRACE_DWARF_RUNEMASTER" Val="Dwarf Runemaster"/>
<Entry Key="DES_SUBRACE_DWARF_RUNEMASTER_DES" Val="The runemaster is a title given to the eldest, wisest of the dwarven smith masters who know the ancient, secret arts of carving runes."/>
<Entry Key="DES_SUBRACE_DWARF_LABORER" Val="Dwarf Labourer"/>
<Entry Key="DES_SUBRACE_DWARF_LABORER_DES" Val="Dwarven labourers are the heart and soul of their community, toiling away day and night and gathering resources vital for their kin."/>
<Entry Key="DES_SUBRACE_SPIDER_SPITTING" Val="Spitting Spider"/>
<Entry Key="DES_SUBRACE_SPIDER_SPITTING_DES" Val="Spitting spiders are known for their projectile attack."/>
<Entry Key="DES_SUBRACE_SPIDER_GIANT" Val="Giant Spider"/>
<Entry Key="DES_SUBRACE_SPIDER_GIANT_DES" Val="Mutated during the time of darkness, these spiders are bulky and large beyond nature."/>
<Entry Key="DES_SUBRACE_SPIDER_QUEEN" Val="Spider Queen"/>
<Entry Key="DES_SUBRACE_SPIDER_QUEEN_DES" Val="Spider queens are ferocious, large and very territorial."/>
<Entry Key="DES_SUBRACE_BEE_BLOOD" Val="Blood Bee"/>
<Entry Key="DES_SUBRACE_BEE_BLOOD_DES" Val="Changed in the days of darkness these bees are forever bloodthirsty."/>
<Entry Key="DES_SUBRACE_BEE_DRAGON" Val="Dragon Bee"/>
<Entry Key="DES_SUBRACE_BEE_DRAGON_DES" Val="Dragon bees owe their name to their thick, foreboding, armour-like shell and a fierce, fiery temperament."/>
<Entry Key="DES_SUBRACE_BEE_QUEEN" Val="Queen Bee"/>
<Entry Key="DES_SUBRACE_BEE_QUEEN_DES" Val="The queen of the hive, fiercely territorial and protective of her brood."/>
<Entry Key="DES_SUBRACE_BEE_MIGHTY_QUEEN" Val="Mighty Queen Bee"/>
<Entry Key="DES_SUBRACE_BEE_MIGHTY_QUEEN_DES" Val="The queen of the hive is fiercely territorial and protective of her brood and mighty queens are those who devoured many sisters to rise to this rank."/>
<Entry Key="DES_SUBRACE_SPIDER_BEE_QUEEN" Val="Abomination Queen"/>
<Entry Key="DES_SUBRACE_SPIDER_BEE_QUEEN_DES" Val="It is an abomination of spider and bee, a remnant of the days of darkness that twisted many creatures into changed, often horrid forms."/>
<Entry Key="DES_SUBRACE_RAT" Val="Rat"/>
<Entry Key="DES_SUBRACE_RAT_DES" Val="Hulking rats have become the scourge of the awakened Thea. Carrying disease and rabies, these vermin are an unwelcomed sight wherever they go. To make matters worse, rats are known associates of evil witches or the servants of bloodsucking demons."/>
<Entry Key="DES_SUBRACE_RAT_FAT" Val="Fat Rat"/>
<Entry Key="DES_SUBRACE_RAT_FAT_DES" Val="Gluttonous vermin, spreading disease and always seeking to eat more, including humanoid infants or wounded victims."/>
<Entry Key="DES_SUBRACE_SNAKE" Val="Snake"/>
<Entry Key="DES_SUBRACE_SNAKE_DES" Val="Slithering in the shadows ever seeking their next victim."/>
<Entry Key="DES_SUBRACE_SNAKE_ROYAL" Val="Royal Snake"/>
<Entry Key="DES_SUBRACE_SNAKE_ROYAL_DES" Val="Royal snakes owe their name to their massive size but also a proud, arrogant demeanour. Descendant from the zmey, these can be deadly enemies."/>
<Entry Key="DES_SUBRACE_WOLF_STARVING" Val="Starving Wolf"/>
<Entry Key="DES_SUBRACE_WOLF_STARVING_DES" Val="Starving wolves are the rejects from their pack; sometimes they form new packs of their own, ever more vicious in their drive to survive."/>
<Entry Key="DES_SUBRACE_WOLF" Val="Wolf"/>
<Entry Key="DES_SUBRACE_WOLF_DES" Val="Roaming the land in packs, wolves are fierce, territorial hunters and known allies of night demons. Working in packs, these night stalkers seek out prey wherever they can and are not afraid to attack humanoids."/>
<Entry Key="DES_SUBRACE_WOLF_ALPHA" Val="Alpha Wolf"/>
<Entry Key="DES_SUBRACE_WOLF_ALPHA_DES" Val="Alphas are the strongest and most intelligent wolves who lead their packs. Their job is to make sure wolves remain strong in Thea, and they will fight fiercely with any who claim their territory."/>
<Entry Key="DES_SUBRACE_YOUNG_BOAR" Val="Young Boar"/>
<Entry Key="DES_SUBRACE_YOUNG_BOAR_DES" Val="Hunted for their good meat and leather, but even a young boar can be very dangerous when rattled."/>
<Entry Key="DES_SUBRACE_BOAR_WILD" Val="Wild Boar"/>
<Entry Key="DES_SUBRACE_BOAR_WILD_DES" Val="Wild boars typically travel in packs which makes them formidable prey, even for a skilled hunter."/>
<Entry Key="DES_SUBRACE_BOAR_GIANT_WILD" Val="Giant Wild Boar"/>
<Entry Key="DES_SUBRACE_BOAR_GIANT_WILD_DES" Val="The giant wild boar is a true beast to watch out for. They are bigger, tougher and single-mindedly focused on defending their territory from all who challenge it."/>
<Entry Key="DES_SUBRACE_BAT" Val="Bat"/>
<Entry Key="DES_SUBRACE_BAT_DES" Val="Bloodsucking rats of the night skies, they serve foul forces and spread disease, but some still call them cute. A single creature, despite its larger size, is still relatively easy to kill, but a swarm of bats can quickly become fatal."/>
<Entry Key="DES_SUBRACE_BAT_STRIGA" Val="Striga Bat"/>
<Entry Key="DES_SUBRACE_BAT_STRIGA_DES" Val="The young of a striga, or servants made by their striga masters as a failsafe. Whatever the truth, these unliving fiends are more than mere nuisance."/>
<Entry Key="DES_SUBRACE_CROW_GIANT" Val="Giant Crow"/>
<Entry Key="DES_SUBRACE_CROW_GIANT_DES" Val="Seen as heralds of wisdom, but also twisted by darkness, giant crows can be a real menace."/>
<Entry Key="DES_SUBRACE_CROW_ROYAL" Val="Royal Crow"/>
<Entry Key="DES_SUBRACE_CROW_ROYAL_DES" Val="Royal crows owe their name to their superior stature and elegant demeanour. Some say there were once the chosen messengers of royalty."/>
<Entry Key="DES_SUBRACE_BEAR" Val="Bear"/>
<Entry Key="DES_SUBRACE_YOUNG_BEAR" Val="Young Bear"/>
<Entry Key="DES_SUBRACE_BEAR_DES" Val="Let the sleeping bear lie is known as smart advice in Thea."/>
<Entry Key="DES_SUBRACE_BEAR_RABID" Val="Rabid Bear"/>
<Entry Key="DES_SUBRACE_BEAR_LIGHT_SICK_RABID" Val="Light-Sick Rabid Bear"/>
<Entry Key="DES_SUBRACE_BEAR_RABID_DES" Val="Ferocious and mad, rabid bears are unpredictable an extremely dangerous."/>
<Entry Key="DES_SUBRACE_BEAR_LIGHT_SICK_RABID_DES" Val="Light sick rabid bears are weakened but no less ferocious."/>
<Entry Key="DES_SUBRACE_BEAR_ARMOURED" Val="Armoured Bear"/>
<Entry Key="DES_SUBRACE_BEAR_ARMOURED_SMALL" Val="Small Armoured Bear"/>
<Entry Key="DES_SUBRACE_BEAR_ARMOURED_DES" Val="It's a bear, wearing armour - yup."/>
<Entry Key="DES_SUBRACE_BEAR_ARMOURED_SMALL_DES" Val=" It's a bear, wearing rusty armour - yup."/>
<Entry Key="DES_SUBRACE_SEA_PREDATOR_FISH" Val="Predator Fish"/>
<Entry Key="DES_SUBRACE_SEA_PREDATOR_FISH_DES" Val="They may be small, but water is their domain and within it, you are the prey."/>
<Entry Key="DES_SUBRACE_SEA_SHARK" Val="Shark"/>
<Entry Key="DES_SUBRACE_SEA_SHARK_DES" Val="Sharks were once a distant tale for Slavyans, but with the shattering came the sea and with it came these perfect killing machines."/>
<Entry Key="DES_SUBRACE_SEA_SERPENT" Val="Sea Serpent"/>
<Entry Key="DES_SUBRACE_SEA_SERPENT_DES" Val="Sea serpents slither silently amongst the waves seeking their prey."/>
<Entry Key="DES_SUBRACE_SEA_CZYTLICA" Val="Czytlica"/>
<Entry Key="DES_SUBRACE_SEA_CZYTLICA_DES" Val="Part aquatic part humanoid, all beast. Demons of the sea were not known to Slavyans, now they terrify all."/>
<Entry Key="DES_SUBRACE_SEA_CZYTLICA_YOUNG" Val="Young Czytlica"/>
<Entry Key="DES_SUBRACE_SEA_CZYTLICA_YOUNG_DES" Val="Part aquatic part humanoid, all beast. Demons of the sea were not known to Slavyans, now they terrify all. A young czytlica may be weaker, but she is no less brutal."/>
<Entry Key="DES_SUBRACE_SEA_JURATA" Val="Jurata"/>
<Entry Key="DES_SUBRACE_SEA_JURATA_DES" Val="Jurata the queens of the sea, rulers of the czytlica. Part humanoid part aquatic, they hide their cruel nature behind illusionary beauty and serene voice. "/>
<Entry Key="DES_SUBRACE_KRAKEN" Val="Kraken"/>
<Entry Key="DES_SUBRACE_KRAKEN_DES" Val="Krakens are creatures of dark legends of old, returned after the shattering to once more bring terror to the seas."/>
<Entry Key="DES_SUBRACE_DEMON_BABA_YAGA" Val="Baba Yaga"/>
<Entry Key="DES_SUBRACE_DEMON_BABA_YAGA_DES" Val="Baba Yaga is one of the oldest Slavyan demons, but her true nature remains hidden. Is it a witch gone too far? An apparition of darkness? Or simply another tormented soul twisted by sorrow?"/>
<Entry Key="DES_SUBRACE_DEMON_SKSHACK" Val="Skshack"/>
<Entry Key="DES_SUBRACE_DEMON_SKSHACK_DES" Val="Skshack is a house demon and as such, it can have mischievous nature. He is also known to do the bidding of the gods from time to time."/>
<Entry Key="DES_SUBRACE_DIVINE_SKSHACK" Val="Divine Skshack"/>
<Entry Key="DES_SUBRACE_DIVINE_SKSHACK_DES" Val="Divine Skshack is a house demon and as such, it can have mischievous nature. He is also known to do the bidding of the gods from time to time."/>
<Entry Key="DES_SUBRACE_DEMON_POLUDNICA_LIGHT_SICK" Val="Light-Sick Poludnica"/>
<Entry Key="DES_SUBRACE_DEMON_POLUDNICA_LIGHT_SICK_DES" Val="Poludnica, or the midday lady is a field demon who appears at high noon and can cause sudden death to farmers or stray children."/>
<Entry Key="DES_SUBRACE_DEMON_POLUDNICA" Val="Poludnica"/>
<Entry Key="DES_SUBRACE_DEMON_POLUDNICA_DES" Val="Poludnica, or the midday lady is a field demon who appears at high noon and can cause sudden death to farmers or stray children."/>
<Entry Key="DES_SUBRACE_DEMON_KARAKANDZA" Val="Karakandza"/>
<Entry Key="DES_SUBRACE_DEMON_KARAKANDZA_DES" Val="An evil-natured, goblin-like creature that tends to prefer living underground, often tunnelling under structures to weaken them on purpose."/>
<Entry Key="DES_SUBRACE_DEMON_LIGHT_SICK_KARAKANDZA" Val="Light-Sick Karakandza"/>
<Entry Key="DES_SUBRACE_DEMON_LIGHT_SICK_KARAKANDZA_DES" Val=" An evil-natured, goblin-like creature but weakened by light-sickness."/>
<Entry Key="DES_SUBRACE_DEMON_LIGHT_SICK_CMUCH" Val="Light-Sick Cmuch"/>
<Entry Key="DES_SUBRACE_DEMON_LIGHT_SICK_CMUCH_DES" Val="The cmuch is a shy, recluse of a demon. It lives in the swamps and is said to attack weakened or wounded folk, but it is also said to have healing properties."/>
<Entry Key="DES_SUBRACE_DEMON_CMUCH" Val="Cmuch"/>
<Entry Key="DES_SUBRACE_DEMON_CMUCH_DES" Val="The cmuch is a shy, recluse of a demon. It lives in the swamps and is said to attack weakened or wounded folk, but it is also said to have healing properties."/>
<Entry Key="DES_SUBRACE_DEMON_LIGHT_SICK_BIES" Val="Light-Sick Bies"/>
<Entry Key="DES_SUBRACE_DEMON_LIGHT_SICK_BIES_DES" Val="Bies is a dark and foreboding beast that is known to possess its victims and have them wreak havoc upon the land."/>
<Entry Key="DES_SUBRACE_DEMON_BIES" Val="Bies"/>
<Entry Key="DES_SUBRACE_DEMON_BIES_DES" Val="Bies is a dark and foreboding beast that is known to possess its victims and have them wreak havoc upon the land."/>
<Entry Key="DES_SUBRACE_DEMON_SYRIN" Val="Syrin"/>
<Entry Key="DES_SUBRACE_DEMON_SYRIN_DES" Val="Part bird, part humanoid, known to sit on rocks by the water and enchant menfolk - for that, they are sometimes confused with the jurata."/>
<Entry Key="DES_SUBRACE_DEMON_LIGHT_SICK_SYRIN" Val="Light-Sick Syrin"/>
<Entry Key="DES_SUBRACE_DEMON_LIGHT_SICK_SYRIN_DES" Val="Part bird, part humanoid, known to sit on rocks by the water and enchant menfolk - but this one seems weakened by light sickness."/>
<Entry Key="DES_SUBRACE_DEMON_ALKONOST" Val="Alkonost"/>
<Entry Key="DES_SUBRACE_DEMON_ALKONOST_DES" Val="Part bird, part humanoid sister of the syrin. Alkonost are very temperamental and known to turn nasty on a whim."/>
<Entry Key="DES_SUBRACE_DEMON_LIGHT_SICK_ALKONOST" Val="Light-Sick Alkonost"/>
<Entry Key="DES_SUBRACE_DEMON_LIGHT_SICK_ALKONOST_DES" Val="Part bird, part humanoid sister of the syrin. Alkonost are very temperamental and known to turn nasty on a whim and this one is infected with the light sickness."/>
<Entry Key="DES_SUBRACE_DEMON_CZORT" Val="Czort"/>
<Entry Key="DES_SUBRACE_DEMON_CZORT_DES" Val="Devious creatures, always looking for ways to be mean and have extremely high opinion of themselves."/>
<Entry Key="DES_SUBRACE_DEMON_HOHLICK" Val="Hohlick"/>
<Entry Key="DES_SUBRACE_DEMON_YOUNG_HOHLICK" Val="Young Hohlick"/>
<Entry Key="DES_SUBRACE_DEMON_HOHLICK_DES" Val="Small, winged critters, with big eyes and tiny teeth. Very mischievous and playful, but they have been known to lead people astray into some real bad trouble. They can also get a bit touchy about their size and you better be careful about lending them anything as returning stuff is not their strong suit. They are very fond of games."/>
<Entry Key="DES_SUBRACE_FOREST_PINECONETTES" Val="Pineconettes"/>
<Entry Key="DES_SUBRACE_FOREST_PINECONETTES_DES" Val="Pineconettes are the smallest but also most common of the guardians of the forest. They take on the form of pine cones, flowers or mushrooms, or sometimes, they can become almost humanoid, the size of a toddler, but they retain some features of forest vegetation. Despite their size, they can become ferociously aggressive when in a pack."/>
<Entry Key="DES_SUBRACE_FOREST_ELDERCONE" Val="Eldercone"/>
<Entry Key="DES_SUBRACE_FOREST_ELDERCONE_DES" Val="Thoroughly pissed off pineconettes that have grown to become pretty vicious when needed. Or, wiser, older spirits, depends on your luck."/>
<Entry Key="DES_SUBRACE_FOREST_LESHY" Val="Leshy"/>
<Entry Key="DES_SUBRACE_FOREST_LESHY_DES" Val="The leshy is the ancient shepherd of the forest and the grand spirit of the woodlands. They can appear as old, bearded men or walking trees."/>
<Entry Key="DES_SUBRACE_FOREST_DORMANT_LESHY" Val="Dormant Leshy"/>
<Entry Key="DES_SUBRACE_FOREST_DORMANT_LESHY_DES" Val="The dormant leshy is the ancient shepherd of the forest, but this one is not fully awakened from its tree sleep."/>
<Entry Key="DES_SUBRACE_FOREST_LIGHT_SICK_VILY" Val="Light-Sick Vily"/>
<Entry Key="DES_SUBRACE_FOREST_LIGHT_SICK_VILY_DES" Val="Vily are wind demons but also loyal guardians of the woodlands often serving the leshy when needed. They can appear during, or even cause a storm."/>
<Entry Key="DES_SUBRACE_FOREST_VILY" Val="Vily"/>
<Entry Key="DES_SUBRACE_FOREST_VILY_DES" Val="Vily are wind demons but also loyal guardians of the woodlands often serving the leshy when needed. They can appear during, or even cause a storm."/>
<Entry Key="DES_SUBRACE_FOREST_VIATROVIEC" Val="Viatroviec"/>
<Entry Key="DES_SUBRACE_FOREST_VIATROVIEC_DES" Val="Viatroviec are spirits of the wind and nature. They often form an alliance with forest demons and serve as guardians alongside their vily sisters."/>
<Entry Key="DES_SUBRACE_NIGHT_WEREWOLF_WEAK" Val="Weak Werewolf"/>
<Entry Key="DES_SUBRACE_NIGHT_WEREWOLF_WEAK_DES" Val="Also known as wolf men, werewolves are seen as both blessed by the moon lord and yet cursed with the beast taint."/>
<Entry Key="DES_SUBRACE_NIGHT_WEREWOLF" Val="Werewolf"/>
<Entry Key="DES_SUBRACE_NIGHT_WEREWOLF_DES" Val="Also known as wolf men, werewolves are seen as both blessed by the moon lord and yet cursed with the beast taint."/>
<Entry Key="DES_SUBRACE_NIGHT_STRIGA" Val="Striga"/>
<Entry Key="DES_SUBRACE_NIGHT_STRIGA_DES" Val="Those born with extra row of teeth, a unibrow, or uncommon organs all risk awakening after death to become striga and haunt their own loved ones."/>
<Entry Key="DES_SUBRACE_NIGHT_LIGHT_SICK_STRIGA" Val="Light-Sick Striga"/>
<Entry Key="DES_SUBRACE_NIGHT_LIGHT_SICK_STRIGA_DES" Val="A fiend of the night yet cursed by light, which makes it weaker, but also angrier."/>
<Entry Key="DES_SUBRACE_NIGHT_STRIGA_MASTER" Val="Striga Master"/>
<Entry Key="DES_SUBRACE_NIGHT_LIGHT_SICK_STRIGA_MASTER" Val="Light-Sick Striga Master"/>
<Entry Key="DES_SUBRACE_NIGHT_STRIGA_MASTER_DES" Val="A striga master is adept at hiding their true nature, luring beautiful women to become his eternal brides - or dinner."/>
<Entry Key="DES_SUBRACE_NIGHT_LIGHT_SICK_STRIGA_MASTER_DES" Val="A striga master touched by the light-sickness, making him more unstable."/>
<Entry Key="DES_SUBRACE_NIGHT_STRIGA_MISTRESS" Val="Striga Mistress"/>
<Entry Key="DES_SUBRACE_NIGHT_LIGHT_SICK_STRIGA_MISTRESS" Val="Light-Sick Striga Mistress"/>
<Entry Key="DES_SUBRACE_NIGHT_STRIGA_MISTRESS_DES" Val="A striga mistress beguiles unsuspecting men with the illusion of beauty only to lure them as her mates, or her playthings."/>
<Entry Key="DES_SUBRACE_NIGHT_LIGHT_SICK_STRIGA_MISTRESS_DES" Val="A striga mistress previously attacked by the lightbringers, she now carries their taint of her dark soul."/>
<Entry Key="DES_SUBRACE_NIGHT_CMOK" Val="Cmok"/>
<Entry Key="DES_SUBRACE_NIGHT_CMOK_DES" Val="The cmok is said to be the stallion of the striga mistress and the doom of those who see it flying in the night."/>
<Entry Key="DES_SUBRACE_WATER_VODNIK" Val="Vodnik"/>
<Entry Key="DES_SUBRACE_WATER_LIGHT_SICK_VODNIK" Val="Light-Sick Vodnik"/>
<Entry Key="DES_SUBRACE_WATER_VODNIK_DES" Val="Formidable and ancient water demon. Once master of the lakes and rivers, now challenged by the appearance of the seas."/>
<Entry Key="DES_SUBRACE_WATER_LIGHT_SICK_VODNIK_DES" Val="Formidable and ancient water demon that fought off an attack from the lightbringers, but not without a price. He is now weaker than his peers."/>
<Entry Key="DES_SUBRACE_WATER_RUSALKA" Val="Rusalka"/>
<Entry Key="DES_SUBRACE_WATER_RUSALKA_DES" Val="The rusalkas are equal in beauty and ferocity. Unable to bear offspring without the aid of a human, they are known to lure both children and men for their own, dark desires."/>
<Entry Key="DES_SUBRACE_WATER_LIGHT_SICK_RUSALKA" Val="Light-Sick Rusalka"/>
<Entry Key="DES_SUBRACE_WATER_LIGHT_SICK_RUSALKA_DES" Val="The rusalkas are equal in beauty and ferocity. The light-sickness weakens her dark soul, but not her ferocious desires."/>
<Entry Key="DES_SUBRACE_WATER_UTOPIEC" Val="Utopiec"/>
<Entry Key="DES_SUBRACE_WATER_UTOPIEC_DES" Val="Often confused with the drowned, the utopiec are water demons loyal to the vodnik, territorial and less likely to use tricks favouring directness."/>
<Entry Key="DES_SUBRACE_WATER_BEFUDDLER" Val="Befuddler"/>
<Entry Key="DES_SUBRACE_WATER_LIGHT_SICK_BEFUDDLER" Val="Light-Sick Befuddler"/>
<Entry Key="DES_SUBRACE_WATER_BEFUDDLER_DES" Val="Befuddler is the male child of a rusalka, as such he is an abomination, neither man nor water nymph, they are often killed by their own mothers."/>
<Entry Key="DES_SUBRACE_WATER_LIGHT_SICK_BEFUDDLER_DES" Val="Befuddler is the male child of a rusalka, rejected by his mother and now also tainted by light. He is not a happy fella."/>
<Entry Key="DES_SUBRACE_ICE_DZIAD_MROZ" Val="Dziad Mroz"/>
<Entry Key="DES_SUBRACE_ICE_DZIAD_MROZ_DES" Val="Dziad mroz is an ancient, mysterious creature roaming frozen lands in chilling silence. Seeing one would often herald a nasty winter."/>
<Entry Key="DES_SUBRACE_ICE_SNIEZYNKI" Val="Sniezynki"/>
<Entry Key="DES_SUBRACE_ICE_SNIEZYNKI_DES" Val="Sniezynki are ice demonettes who inhabit frozen lands, they are curious of warm blooded creatures, but can turn icy very quickly."/>
<Entry Key="DES_SUBRACE_LIGHT_HUM_CHILD" Val="Light-sick Human Child"/>
<Entry Key="DES_SUBRACE_LIGHT_HUM_CHILD_DES" Val="Light-taken child."/>
<Entry Key="DES_SUBRACE_LIGHT_SVIATELKO" Val="Sviatelko"/>
<Entry Key="DES_SUBRACE_LIGHT_SVIATELKO_DES" Val="A seemingly pretty light demon, but used by lightbringers to scout for victims."/>
<Entry Key="DES_SUBRACE_LIGHT_LIGHTBRINGER" Val="Lightbringer"/>
<Entry Key="DES_SUBRACE_LIGHT_LIGHTBRINGER_DES" Val="Mysterious light fiends that seek out the living to assimilate them into their one-mind."/>
<Entry Key="DES_SUBRACE_LIGHT_ELDER_LIGHTBRINGER" Val="Elder Lightbringer"/>
<Entry Key="DES_SUBRACE_LIGHT_ENLIGHTENED_HUM_WARRIOR" Val="Light-sick Human Warrior"/>
<Entry Key="DES_SUBRACE_LIGHT_ENLIGHTENED_HUM_WARRIOR_DES" Val="Light-taken humans are alive and able, but only act in clusters."/>
<Entry Key="DES_SUBRACE_LIGHT_ENLIGHTENED_DWARF_SMITH" Val="Light-sick Dwarf Smith"/>
<Entry Key="DES_SUBRACE_LIGHT_ELDER_ENLIGHTENED_DWARF_SMITH" Val="Elder Light-sick Dwarf Smith"/>
<Entry Key="DES_SUBRACE_LIGHT_ENLIGHTENED_DWARF_SMITH_DES" Val="Dwarves are creatures carved in light, as such, they hear the call of the lightbringers loudly. Their natural resistance is high, and many die before falling to the light, but this one clearly succumbed, and now serves the light-hive. "/>
<Entry Key="DES_SUBRACE_LIGHT_ENLIGHTENED_SPIDER_QUEEN" Val="Light-sick Spider Queen"/>
<Entry Key="DES_SUBRACE_LIGHT_ENLIGHTENED_SPIDER_QUEEN_DES" Val="A spider queen taken by the lightbringers and joined into their light-hive."/>
<Entry Key="DES_SUBRACE_UNLI_BROKEN_SKELETON" Val="Broken Skeleton"/>
<Entry Key="DES_SUBRACE_UNLI_BROKEN_SKELETON_DES" Val="Rickety, broken skeleton that has seen better unliving days."/>
<Entry Key="DES_SUBRACE_UNLI_CORPSE" Val="Unliving Corpse"/>
<Entry Key="DES_SUBRACE_UNLI_CORPSE_DES" Val="Walking corpse called to its unlife by some unnatural power."/>
<Entry Key="DES_SUBRACE_UNLI_HUM_SKELETON" Val="Human Skeleton"/>
<Entry Key="DES_SUBRACE_UNLI_HUM_SKELETON_DES" Val="Animated bones of a human, called to the unlife to serve some dark power."/>
<Entry Key="DES_SUBRACE_UNLI_ORC_SKELETON" Val="Orc Skeleton"/>
<Entry Key="DES_SUBRACE_UNLI_ORC_SKELETON_DES" Val="Thick, bulky bones of an orc, animated into unlife and just as keen on killing as its living counterpart."/>
<Entry Key="DES_SUBRACE_UNLI_TOPIELEC" Val="Topielec"/>
<Entry Key="DES_SUBRACE_UNLI_TOPIELEC_DES" Val="Unliving corpse of a drowned person brought back into unlife by dark magic."/>
<Entry Key="DES_SUBRACE_UNLI_GHOST" Val="Ghost"/>
<Entry Key="DES_SUBRACE_UNLI_GHOST_DES" Val="The spirit of a person unable or unwilling to cross over into the underworlds. Ghosts are often bound to this unlife by unresolved business, or simply a strong desire to hold on to their old life. "/>
<Entry Key="DES_SUBRACE_UNLI_WRAITH" Val="Wraith"/>
<Entry Key="DES_SUBRACE_UNLI_ELDER_WRAITH" Val="Elder Wraith"/>
<Entry Key="DES_SUBRACE_UNLI_ANCESTOR_WRAITH" Val="Ancestor Wraith"/>
<Entry Key="DES_SUBRACE_UNLI_WRAITH_DES" Val="Tormented soul that was torn out of its body and left to roam the land in anger. Wraiths are often bound to cursed objects, or places."/>
<Entry Key="DES_SUBRACE_UNLI_RAT" Val="Unliving Rat"/>
<Entry Key="DES_SUBRACE_UNLI_RAT_DES" Val="Called into the unlife by foul magic, they are ever more vile and disease ridden than their living kin."/>
<Entry Key="DES_SUBRACE_UNLI_SPIDER" Val="Unliving Spider"/>
<Entry Key="DES_SUBRACE_UNLI_SPIDER_DES" Val="Awakened back to unlife these venomous spider corpses are the stuff of nightmares."/>
<Entry Key="DES_SUBRACE_UNLI_DRAGON" Val="Unliving Dragon"/>
<Entry Key="DES_SUBRACE_UNLI_DRAGON_DES" Val="Once a majestic drake, now the unliving corpse animated by some dark magic."/>
<Entry Key="DES_SUBRACE_MYTHICAL_DRAGON" Val="Dragon"/>
<Entry Key="DES_SUBRACE_MYTHICAL_DRAGON_DES" Val="As old as time itself, Dragons have long been masters of the skies and keepers of greatest treasures. Some really like virgins too."/>
<Entry Key="DES_SUBRACE_MYTHICAL_ZMEY" Val="Zmey"/>
<Entry Key="DES_SUBRACE_MYTHICAL_ZMEY_DES" Val="The zmey is an ancient creature, a dragon, yet more snake like than their cousins - stories talk of one zmey who is chaos incarnate, some even whisper of his secret ties to the cosmic tree and the old god Veles. The common zmey are either his offspring or avatars. Unlike their fiery cousins, who favour physical confrontations, the zmey often employ their wits and silver, forked tongues to entice people to mischief and misery."/>
<Entry Key="DES_SUBRACE_TROLL_SWAMPER" Val="Swamper"/>
<Entry Key="DES_SUBRACE_TROLL_SWAMPER_DES" Val="Small blobs of swamp that can spit and are surprisingly talkative. They are the offspring of mud trolls, although only very few will ever grow into one."/>
<Entry Key="DES_SUBRACE_TROLL_ICICLES" Val="Icicles"/>
<Entry Key="DES_SUBRACE_TROLL_ICICLES_DES" Val="Icicles are thought to be the young forms of the ice trolls. They typically roam in packs and stay close to their guardian's lair. Some legends say that they are the tears of lady winter cried every spring when the snows melt and her effigy is sacrificed."/>
<Entry Key="DES_SUBRACE_TROLL_LAVA_ROCKERS" Val="Lava Rockers"/>
<Entry Key="DES_SUBRACE_TROLL_LAVA_ROCKERS_DES" Val="Lava Rockers are small specks of volcanic rock, the fiery offspring of the lava troll."/>
<Entry Key="DES_SUBRACE_TROLL_ROCKERS" Val="Rockers"/>
<Entry Key="DES_SUBRACE_TROLL_ROCKERS_DES" Val="Often seen as swarms of cascading pebbles, rockers are the young of rock trolls. Only some will ever grow into adults, but they are still extremely attached to their parents."/>
<Entry Key="DES_SUBRACE_TROLL_ROCK" Val="Rock Troll"/>
<Entry Key="DES_SUBRACE_TROLL_ROCK_DES" Val="The most common of trolls. Likes to eat, especially humans. Prone to bribery and guarding bridges for money."/>
<Entry Key="DES_SUBRACE_TROLL_SWAMP" Val="Swamp Troll"/>
<Entry Key="DES_SUBRACE_TROLL_SWAMP_DES" Val="The least violent of troll kind, but no lesss dangerous when pushed. Their natural habitat is swamps, but some can settle outside. "/>
<Entry Key="DES_SUBRACE_TROLL_ICE" Val="Ice Troll"/>
<Entry Key="DES_SUBRACE_TROLL_ICE_DES" Val="Solitary creature seen mainly in the desolate ice plains. They are said to be ruled by the dziod mroz, like every other creature of the ice plains."/>
<Entry Key="DES_SUBRACE_TROLL_LAVA" Val="Lava Troll"/>
<Entry Key="DES_SUBRACE_TROLL_LAVA_DES" Val="Risen from the hot pits of molten lava, these trolls are extremely aggressive and like to incinerate folks and challenge them to unfair duels."/>
<Entry Key="DES_SUBRACE_DARKNESS_MROKI" Val="Mroki"/>
<Entry Key="DES_SUBRACE_DARKNESS_MROKI_DES" Val="Said to have been a giant during the awakening, taken by darkness and twisted into a creature of the shadows. The mroki now dwell in the lands of darkness, together with shadow elves they form the Shadowkin."/>
<Entry Key="DES_SUBRACE_ELDER_DARKNESS_MROKI" Val="Elder Mroki"/>
<Entry Key="DES_SUBRACE_ELDER_DARKNESS_MROKI_DES" Val="Said to have been a giant during the awakening, taken by darkness and twisted into a creature of the shadows. As an elder of its kind, this mroki is especially dangerous."/>
<Entry Key="DES_SUBRACE_BOSS" Val="Light Beast"/>
<Entry Key="DES_SUBRACE_BOSS_DES" Val="The corpse of a zmey, an elder creature of darkness, taken by the light beast when it escaped from the core of the earth."/>
<Entry Key="DES_SUBRACE_DWARVEN_GUARDIAN_STATUE" Val="Dwarven Guardian Statue"/>
<Entry Key="DES_SUBRACE_DWARVEN_GUARDIAN_STATUE_DES" Val="Ancient guardians of dwarven treasures and sacred places deep in the earth's core. Some say they are actual dwarven champions turned to stone and metal to serve for eternity."/>
<Entry Key="DES_SUBRACE_FAIL_SUMMON" Val="Failed Summon"/>
<Entry Key="DES_SUBRACE_FAIL_SUMMON_DES" Val="This is what you get when you try your hand at summoning something you can't handle."/>
<Entry Key="DES_SUBRACE_KRAKEN_TENTACLE" Val="Kraken Tentacle"/>
<Entry Key="DES_SUBRACE_KRAKEN_TENTACLE_DES" Val="Kraken tentacles have a life of their own and you best avoid their attention."/>
<Entry Key="DES_SUBRACE_DZIEVANNAS_FERAL_1" Val="Dzievanna's Feral"/>
<Entry Key="DES_SUBRACE_DZIEVANNAS_FERAL_1_DES" Val="Once they were an elven druid, now they follow the path of the forest fully shedding any constraints of civilisation in favour of becoming a beast."/>
<Entry Key="DES_SUBRACE_DZIEVANNAS_FERAL_2" Val="Dzievanna's Feral"/>
<Entry Key="DES_SUBRACE_DZIEVANNAS_FERAL_2_DES" Val="The call of the wild drove these elven druids to become truly one with nature. Wild and free they roam the forest ever vigilant and very territorial."/>
<Entry Key="DES_SUBRACE_CRADLE_POSSUM" Val="Cradle Possum"/>
<Entry Key="DES_SUBRACE_CRADLE_YOUNG_POSSUM" Val="Young Cradle Possum"/>
<Entry Key="DES_SUBRACE_CRADLE_POSSUM_DES" Val="A vicious, rodent-like creature known to steal away children in its sack."/>
<Entry Key="DES_SUBRACE_LIGHT_SICK_ROGGNYR" Val="Light-Sick Roggnyr"/>
<Entry Key="DES_SUBRACE_LIGHT_SICK_ROGGNYR_DES" Val="A rare forest demon that doesn't actually like the company of animals. This one is clearly infected with light-sickness, making it weaker, but likely meaner too."/>
<Entry Key="DES_SUBRACE_ROGGNYR" Val="Roggnyr"/>
<Entry Key="DES_SUBRACE_ROGGNYR_DES" Val="A rare forest demon that doesn't actually like the company of animals. Beware, they carry grudges like their wrinkles once crossed!"/>
<Entry Key="DES_SUBRACE_ENCHANTED_ROGGNYR" Val="Enchanted Roggnyr"/>
<Entry Key="DES_SUBRACE_ENCHANTED_ROGGNYR_DES" Val="This typically elusive forest demon has taken possession of an enchanted pipe that allows him to lure children into his twisted lair, where he drains their blood for power."/>
<Entry Key="DES_SUBRACE_WARRAX" Val="Warrax"/>
<Entry Key="DES_SUBRACE_WARRAX_DES" Val="A hooded warrior clad in heavy armour and roaming the land to seek revenge. Once a legendary warlord of Perun, his soul was stolen by the machinations of dwarven runemasters and bound to eternal servitude."/>
<Entry Key="DES_SUBRACE_MENAVCA" Val="Menavca"/>
<Entry Key="DES_SUBRACE_MENAVCA_DES" Val="A mysterious and rare demon that is said to have the ability to mimic its victims."/>
<Entry Key="DES_SUBRACE_BOG_BIES" Val="Bog Bies"/>
<Entry Key="DES_SUBRACE_BOG_BIES_DES" Val="A mysterious creature found lurking the swamps. They are often thought to be an offshoot of the bies, and as such considered as deceptive and dangerous."/>
<Entry Key="DES_SUBRACE_NASAROG" Val="Alchemist"/>
<Entry Key="DES_SUBRACE_NASAROG_DES" Val="Only known as the Alchemist, a figure clad in mystery, but clearly in service of your gods, or is he?"/>
<Entry Key="DES_SUBRACE_VIHUR" Val="Vihur"/>
<Entry Key="DES_SUBRACE_VIHUR_DES" Val="A wind elemental demon that is often in leagues with witches for some reason. They thrive during storms but are typically harmless if you stay out of their way. "/>
<Entry Key="DES_SUBRACE_FOREST_FAIRY" Val="Forest Fairy"/>
<Entry Key="DES_SUBRACE_FOREST_FAIRY_DES" Val="These days more commonly known as tooth fairy, a self-imposed re-branding. It is a fierce and often outright mean creature that does not wait for you to leave teeth under your pillow as some naive storytellers will tell. Instead, folk who have toothache take special care to try and ward off from the forest fiend, before it rips the offending tooth out by force."/>
<Entry Key="DES_SUBRACE_ORC_NECROMANCER" Val="Orc Necromancer"/>
<Entry Key="DES_SUBRACE_ORC_NECROMANCER_DES" Val="A rare creature indeed, as most orc males with magic are killed. Perhaps his profession explains that?"/>
<Entry Key="DES_SUBRACE_NECROMANCER" Val="Necromancer"/>
<Entry Key="DES_SUBRACE_NECROMANCER_DES" Val="Necromancers meddle with the dark arts of life and death and in doing so, they tend to break the laws of nature to create their unliving abominations."/>
<Entry Key="DES_BEAST" Val="Beast"/>
<Entry Key="DES_DEMON" Val="Demon"/>
<Entry Key="DES_SUBRACE_WARRAKUS" Val="Warrakus"/>
<Entry Key="DES_SUBRACE_WARRAKUS_DES" Val="The origin or nature of the warrakus is unclear. It is a creature of pure metal and yet it is animated. Some call it demon work, curse, others whisper of dwarven handiwork."/>
<Entry Key="DES_SUBRACE_LIGHT_SICK_WARRAKUS" Val="Light-Sick Warrakus"/>
<Entry Key="DES_SUBRACE_LIGHT_SICK_WARRAKUS_DES" Val="The origin or nature of the warrakus is unclear. It is a creature of pure metal and yet it is animated. Some call it demon work, curse, others whisper of dwarven handiwork. The light seems unable to claim them, but it does weaken the metal."/>
<Entry Key="DES_SUBRACE_DWARF_WARRIOR_IRON_STORM" Val="Iron Storm"/>
<Entry Key="DES_SUBRACE_DWARF_WARRIOR_IRON_STORM_DES" Val="Iron Storm is a young warrior of stone and iron who has proven his unshaken loyalty to the dwarven kin time and again. If he agrees to join you it is to show your young gods what a true dwarf is made of."/>
<Entry Key="DES_SUBRACE_DARK_TOTEM" Val="Dark Totem"/>
<Entry Key="DES_SUBRACE_DARK_TOTEM_DES" Val="This statue of carved stone contains spirits of your forefathers, eager to help you in a challenge."/>
<Entry Key="DES_SUBRACE_NONE" Val="No Class"/>
<Entry Key="DES_SUBRACE_NONE_DES" Val="This is a concept and has no class."/>
<Entry Key="DES_SUBRACE_WOOD_BEAR" Val="Wooden Bear"/>
<Entry Key="DES_SUBRACE_WOOD_BEAR_DES" Val="An animated wooden sculpture, beautifully carved to depict an axe-bearing wild bear. Bears are not known to be gentle even on a good day, but this one seems particularly hell-bent on murder."/>
<Entry Key="DES_SUBRACE_DEMON_HELL_HOUNDS" Val="Hell Hounds"/>
<Entry Key="DES_SUBRACE_DEMON_HELL_HOUNDS_DES" Val="Affectionately called hell hounds, although no one is quite sure what the ‘hell’ stands for. Some speculate a connection to the underworlds."/>
<Entry Key="DES_SUBRACE_DEMON_TWO_HELL_HOUNDS" Val="Two Hell Hounds"/>
<Entry Key="DES_SUBRACE_DEMON_TWO_HELL_HOUNDS_DES" Val="Two black dogs, affectionately called hell hounds by their master - although no one in Slavya knows what this hell refers to? These two pups used to be good dogs, attacking only undesirables and small critters, but something or someone made them crave more blood."/>
<Entry Key="DES_SUBRACE_DEMON_TREASURE" Val="Tomislav - Treasure Demon"/>
<Entry Key="DES_SUBRACE_DEMON_TREASURE_DES" Val="Tomislav is the leader of Bear Village, a self professed 'boss' who seems to care for his home a great deal. He is also a treasurer demon, who would typically be found in caves and dungeons, guarding some long lost jewels. This one has clearly found a new calling."/>
<Entry Key="DES_SUBRACE_FOREFATHER_SPIRITS" Val="Forefather Spirits"/>
<Entry Key="DES_SUBRACE_FOREFATHER_SPIRITS_DES" Val="The forefathers are the souls of the ancestors, also referred to as dziody. They are old souls, wise but proud and easy to anger. Folk of Slavya have long honoured the forefathers with all souls celebrations, asking for their wisdom and protection in exchange for the veneration."/>
<Entry Key="DES_SUBRACE_POSSESSED_PUMPKIN" Val="Possessed Pumpkin"/>
<Entry Key="DES_SUBRACE_POSSESSED_ELDER_PUMPKIN" Val="Possessed Elder Pumpkin"/>
<Entry Key="DES_SUBRACE_POSSESSED_ANCIENT_PUMPKIN" Val="Possessed Ancient Pumpkin"/>
<Entry Key="DES_SUBRACE_POSSESSED_PUMPKIN_DES" Val="Nasty orange vegetables, mindlessly roaming the lands. They like sweets a lot and have been known to get violent when you don’t give them some."/>
<!-- RESOURCES -->
<Entry Key="DES_RES_WOOD" Val="Wood"/>
<Entry Key="DES_RES_WOOD_DES" Val="Common timber suitable mostly for firewood."/>
<Entry Key="DES_RES_DRYAD_WOOD" Val="Dryad Wood"/>
<Entry Key="DES_RES_DRYAD_WOOD_DES" Val="Fabled to be the gift of the dryads. Black wood that releases golden resin when cut. "/>
<Entry Key="DES_RES_DARK_WOOD" Val="Dark Wood"/>
<Entry Key="DES_RES_DARK_WOOD_DES" Val="Wood from a forest tainted by darkness long ago. If used carefully it can be crafted in many ways.\n\nWild resource ({ICON:WildResourceIcon})."/>
<Entry Key="DES_RES_ELVEN_WOOD" Val="Elven Wood"/>
<Entry Key="DES_RES_ELVEN_WOOD_DES" Val="Nimble yet resilient, elven wood is a valued resource throughout the lands.\n\nImproved resource ({ICON:ImprovedResourceIcon})."/>
<Entry Key="DES_RES_ANCIENT_WOOD" Val="Ancient Wood"/>
<Entry Key="DES_RES_ANCIENT_WOOD_DES" Val="Found in the depths of ancient, elven forests and said to keep the wisdom and memory of the ages past, it is both rare and beautiful."/>
<Entry Key="DES_RES_AMBER" Val="Amber"/>
<Entry Key="DES_RES_AMBER_DES" Val="Fossilized tree resin, commonly used in crafting."/>
<Entry Key="DES_RES_MALACHITE" Val="Malachite"/>
<Entry Key="DES_RES_MALACHITE_DES" Val="Beautiful green crystal stone, used as an ornament and for crafting."/>
<Entry Key="DES_RES_TOPAZ" Val="Topaz"/>
<Entry Key="DES_RES_TOPAZ_DES" Val="Shiny crystal gemstone. Can come in many colours and is widely used in crafting.\n\nImproved resource ({ICON:ImprovedResourceIcon})."/>
<Entry Key="DES_RES_RUBY" Val="Ruby"/>
<Entry Key="DES_RES_RUBY_DES" Val="Often referred to as the blood-stone, the ruby is a sought-after gemstone. Fable says the hearts of powerful striga turn to ruby upon death.\n\nWild resource ({ICON:WildResourceIcon})."/>
<Entry Key="DES_RES_DIAMOND" Val="Diamond"/>
<Entry Key="DES_RES_DIAMOND_DES" Val="Diamond is not only a girl's best friend, everyone likes it. It's rare, tough and beautiful. "/>
<Entry Key="DES_RES_BONE" Val="Bone"/>
<Entry Key="DES_RES_BONE_DES" Val="Bones are a common resource used for crafting."/>
<Entry Key="DES_RES_BLOOD_BONE" Val="Blood Bone"/>
<Entry Key="DES_RES_BLOOD_BONE_DES" Val="Bones of unfortunates carrying a heavy curse so that their bones bleed even after death.\n\nImproved resource ({ICON:ImprovedResourceIcon})."/>
<Entry Key="DES_RES_SHADOW_BONE" Val="Shadow Bone"/>
<Entry Key="DES_RES_SHADOW_BONE_DES" Val="Bones of creatures so tainted by the dark a shadow seeped deep into their core.\n\nWild resource ({ICON:WildResourceIcon})."/>
<Entry Key="DES_RES_MONSTER_BONE" Val="Monster Bone"/>
<Entry Key="DES_RES_MONSTER_BONE_DES" Val="Durable and impressive, trophies from slain monsters are used both as ornament and crafting."/>
<Entry Key="DES_RES_DRAGON_BONE" Val="Dragon Bone"/>
<Entry Key="DES_RES_DRAGON_BONE_DES" Val="Rare crafting material and trophy. Sharp as mithril, tough as stone, mighty as the fallen drakes themselves."/>
<Entry Key="DES_RES_LEATHER" Val="Leather"/>
<Entry Key="DES_RES_LEATHER_DES" Val="Commonly used for crafting."/>
<Entry Key="DES_RES_SCALED_LEATHER" Val="Scaled Leather"/>
<Entry Key="DES_RES_SCALED_LEATHER_DES" Val="More durable than normal leather and has that nice scaly shine to it.\n\nImproved resource ({ICON:ImprovedResourceIcon})."/>
<Entry Key="DES_RES_FUR_LEATHER" Val="Fur Leather"/>
<Entry Key="DES_RES_FUR_LEATHER_DES" Val="Heavier than normal leather, and the fur is great for those long winter nights."/>
<Entry Key="DES_RES_ENCHANTED_LEATHER" Val="Enchanted Leather"/>
<Entry Key="DES_RES_ENCHANTED_LEATHER_DES" Val="Rare leather, typically found on those who were born of magic.\n\nWild resource ({ICON:WildResourceIcon})."/>
<Entry Key="DES_RES_MYTHICAL_LEATHER" Val="Mythical Leather"/>
<Entry Key="DES_RES_MYTHICAL_LEATHER_DES" Val="Found only on the most rare, mythical beasts, valued for its durability and beauty."/>
<Entry Key="DES_RES_IRON" Val="Iron"/>
<Entry Key="DES_RES_IRON_DES" Val="Commonly used for crafting."/>
<Entry Key="DES_RES_GOLD" Val="Gold"/>
<Entry Key="DES_RES_GOLD_DES" Val="Not as durable as some metals, but still sought after especially for ornaments, trinkets and jewellery. Bandits and dragons love it.\n\nWild resource ({ICON:WildResourceIcon})."/>
<Entry Key="DES_RES_STEEL" Val="Steel"/>
<Entry Key="DES_RES_STEEL_DES" Val="As they say, sharp as steel. Good crafting material all around."/>
<Entry Key="DES_RES_SILVER" Val="Silver"/>
<Entry Key="DES_RES_SILVER_DES" Val="Apart from its quality as a metal, silver has been known to repel some night demons, especially werewolves.\n\nImproved resource ({ICON:ImprovedResourceIcon})."/>
<Entry Key="DES_RES_MITHRIL" Val="Mithril"/>
<Entry Key="DES_RES_MITHRIL_DES" Val="Rare and sought-after metal sometimes known as dwarven blood, due to their strong affinity for the metal."/>
<Entry Key="DES_RES_SANDSTONE" Val="Sandstone"/>
<Entry Key="DES_RES_SANDSTONE_DES" Val="Commonly used for crafting and building."/>
<Entry Key="DES_RES_CLAY" Val="Clay"/>
<Entry Key="DES_RES_CLAY_DES" Val="Not the most glamorous, but very versatile and commonly used for craft."/>
<Entry Key="DES_RES_QUARTZ" Val="Quartz"/>
<Entry Key="DES_RES_QUARTZ_DES" Val="Good quality stone, also valued for its sharp looks.\n\nImproved resource ({ICON:ImprovedResourceIcon})."/>
<Entry Key="DES_RES_GRANITE" Val="Granite"/>
<Entry Key="DES_RES_GRANITE_DES" Val="Very tough and durable, often used for gravestones.\n\nWild resource ({ICON:WildResourceIcon})."/>
<Entry Key="DES_RES_OBSIDIAN" Val="Obsidian"/>
<Entry Key="DES_RES_OBSIDIAN_DES" Val="Also referred to as the black stone, it is fabled to come from the blackened hearts of those corrupted by darkness."/>
<Entry Key="DES_RES_PURE_STONE" Val="Pure Stone"/>
<Entry Key="DES_RES_PURE_STONE_DES" Val="Pure, unadulterated stone power.\n\nThis composite fits into Stone material category."/>
<Entry Key="DES_RES_ARMOURED_STONE" Val="Armoured Stone"/>
<Entry Key="DES_RES_ARMOURED_STONE_DES" Val="Stone, with some armour to boot. Yup.\n\nThis composite fits into Stone and Metal material categories.\n\nWild resource ({ICON:WildResourceIcon})."/>
<Entry Key="DES_RES_METAL_COMPOSITE" Val="Metal Composite"/>
<Entry Key="DES_RES_METAL_COMPOSITE_DES" Val="Sharper and stronger together, composite metal.\n\nThis composite fits into Metal material category."/>
<Entry Key="DES_RES_GOLEM_LEATHER" Val="Golem Leather"/>
<Entry Key="DES_RES_GOLEM_LEATHER_DES" Val="Tough and durable leather moulded using ancient, foreign techniques.\n\nThis composite fits into Metal and Leather material categories.\n\nImproved resource ({ICON:ImprovedResourceIcon})."/>
<Entry Key="DES_RES_COMBAT_LEATHER" Val="Combat Leather"/>
<Entry Key="DES_RES_COMBAT_LEATHER_DES" Val="Bound by craft masters for extreme durability in combat.\n\nThis composite fits into Leather material category."/>
<Entry Key="DES_RES_SPIKE_LEATHER" Val="Spike Leather"/>
<Entry Key="DES_RES_SPIKE_LEATHER_DES" Val="First choice for achieving that special, ruffian style.\n\nThis composite fits into Leather and Bone material categories.\n\nWild resource ({ICON:WildResourceIcon})."/>
<Entry Key="DES_RES_RUNE_BONE" Val="Rune Bone"/>
<Entry Key="DES_RES_RUNE_BONE_DES" Val="Powerful runes were carved into the bones - the question is, was the recipient alive?\n\nThis composite fits into Bone material category."/>
<Entry Key="DES_RES_ENCHANTED_BONE" Val="Enchanted Bone"/>
<Entry Key="DES_RES_ENCHANTED_BONE_DES" Val="Infused with remnants of mystical force, excellent for crafting.\n\nThis composite fits into Bone and Gem material categories.\n\nImproved resource ({ICON:ImprovedResourceIcon})."/>
<Entry Key="DES_RES_GRANDGEM" Val="Grandgem"/>
<Entry Key="DES_RES_GRANDGEM_DES" Val="Fused together in perfect, grand harmony.\n\nThis composite fits into Gem material category."/>
<Entry Key="DES_RES_CRYSTAL_WOOD" Val="Crystal Wood"/>
<Entry Key="DES_RES_CRYSTAL_WOOD_DES" Val="Crafted using ancient elven techniques, both beautiful and extremely resilient for wood.\n\nThis composite fits into Gem and Wood material categories.\n\nWild resource ({ICON:WildResourceIcon})."/>
<Entry Key="DES_RES_SACRED_WOOD" Val="Sacred Wood"/>
<Entry Key="DES_RES_SACRED_WOOD_DES" Val="Made using techniques passed on from forest guardians, it is said to hold their blessing within.\n\nThis composite fits into Wood material category."/>
<Entry Key="DES_RES_STONE_WOOD" Val="Stone Wood"/>
<Entry Key="DES_RES_STONE_WOOD_DES" Val="Combined thanks to knowledge of both elves and dwarves to create a truly unique blend.\n\nThis composite fits into Wood and Stone material categories.\n\nImproved resource ({ICON:ImprovedResourceIcon})."/>
<Entry Key="DES_RES_PRISTINE_MATTER" Val="Pristine Matter"/>
<Entry Key="DES_RES_PRISTINE_MATTER_DES" Val="Pristine Matter was developed by alchemists before darkness destroyed civilisation.\n\nThis composite fits into Wood and Stone material categories.\n\nImproved resource ({ICON:ImprovedResourceIcon})."/>
<Entry Key="DES_RES_MOONSTONE" Val="Moonstone"/>
<Entry Key="DES_RES_MOONSTONE_DES" Val="Moonstone owns its name to the precise moon phases that are needed for its creation.\n\nThis composite fits into Stone and Metal material categories.\n\nWild resource ({ICON:WildResourceIcon})."/>
<Entry Key="DES_RES_SECRET_ALLOY" Val="Secret Alloy"/>
<Entry Key="DES_RES_SECRET_ALLOY_DES" Val="The Secret Alloy is, well, secret.\n\nThis composite fits into Stone and Metal material categories.\n\nImproved resource ({ICON:ImprovedResourceIcon})."/>
<Entry Key="DES_RES_IGNEOUS_SPIKE" Val="Igneous Spike"/>
<Entry Key="DES_RES_IGNEOUS_SPIKE_DES" Val="Cooling and solidification of specific materials sometimes results in a beautiful crystalline substance like this one.\n\nThis composite fits into Leather and Metal material categories.\n\nWild resource ({ICON:WildResourceIcon})."/>
<Entry Key="DES_RES_ALCHEMY_SKIN" Val="Alchemy Skin"/>
<Entry Key="DES_RES_ALCHEMY_SKIN_DES" Val="Alchemy Skin - another secret formula of the alchemists of the bygone era.\n\nThis composite fits into Leather and Metal material categories.\n\nImproved resource ({ICON:ImprovedResourceIcon})."/>
<Entry Key="DES_RES_MORPH_MATERIAL" Val="Morph Material"/>
<Entry Key="DES_RES_MORPH_MATERIAL_DES" Val="Extremely flexible and mouldable composite.\n\nFits into Leather and Bone material categories.\n\nWild resource ({ICON:WildResourceIcon})."/>
<Entry Key="DES_RES_WYRM_SILK" Val="Wyrm Silk"/>
<Entry Key="DES_RES_WYRM_SILK_DES" Val="It is said that Wyrm Silk is derived from a Zmey in heat - crafters hope it is only a rumour.\n\nThis composite fits into Leather and Bone material categories.\n\nImproved resource ({ICON:ImprovedResourceIcon})."/>
<Entry Key="DES_RES_FORGOTTEN_ESSENCE" Val="Forgotten Essence"/>
<Entry Key="DES_RES_FORGOTTEN_ESSENCE_DES" Val="Forgotten Essence... what was it?\n\nThis composite fits into Bone and Gem material categories.\n\nWild resource ({ICON:WildResourceIcon})."/>
<Entry Key="DES_RES_VOID_SPARKLER" Val="Void Sparkler"/>
<Entry Key="DES_RES_VOID_SPARKLER_DES" Val="Dark as the void, bright as the stars.\n\nThis composite fits into Bone and Gem material categories.\n\nImproved resource ({ICON:ImprovedResourceIcon})."/>
<Entry Key="DES_RES_EARTH_CORE" Val="Earth Core"/>
<Entry Key="DES_RES_EARTH_CORE_DES" Val="The ancient secret of obtaining the Earth Core belongs to the dwarves. Some still resent its use outside of dwarven forges.\n\nThis composite fits into Gem and Wood material categories.\n\nWild resource ({ICON:WildResourceIcon})."/>
<Entry Key="DES_RES_LIFE_ROOT" Val="Life Root"/>
<Entry Key="DES_RES_LIFE_ROOT_DES" Val="Life Root's secrets were passed down from the forest folk.\n\nThis composite fits into Gem and Wood material categories.\n\nImproved resource ({ICON:ImprovedResourceIcon})."/>
<Entry Key="DES_RES_GODS_BRANCH" Val="God's Branch"/>
<Entry Key="DES_RES_GODS_BRANCH_DES" Val="God's Branch is said to be passed down directly from the old goddess Mokosh before she disappeared.\n\nThis composite fits into Wood and Stone material categories.\n\nWild resource ({ICON:WildResourceIcon})."/>
<Entry Key="DES_RES_MEAT" Val="Meat"/>
<Entry Key="DES_RES_MEAT_DES" Val="Meat, the basis of diet for any strong-person out there."/>
<Entry Key="DES_RES_FISH" Val="Fish"/>
<Entry Key="DES_RES_FISH_DES" Val="Fish has become very common after the shattering flooded the land with sea water."/>
<Entry Key="DES_RES_VEGGIES" Val="Vegetables"/>
<Entry Key="DES_RES_VEGGIES_DES" Val="Vegetables are the basis of a good diet, pickled, stewed, boiled or fresh. Best seasons for gathering - Spring {ICON:Spring} and Summer {ICON:Summer}"/>
<Entry Key="DES_RES_HERBS" Val="Herbs"/>
<Entry Key="DES_RES_HERBS_DES" Val="Herbs are great for cooking and herbalism. Best seasons for gathering - Spring {ICON:Spring} and Summer {ICON:Summer}"/>
<Entry Key="DES_RES_FRUITS" Val="Fruit"/>
<Entry Key="DES_RES_FRUITS_DES" Val="Fruit - got to get those five-a-day. Best seasons for gathering - Spring {ICON:Spring} and Summer {ICON:Summer}"/>
<Entry Key="DES_RES_GRAIN" Val="Grain"/>
<Entry Key="DES_RES_GRAIN_DES" Val="Grain may be a bit boring but is very versatile in the kitchen. Best seasons for gathering - Summer {ICON:Summer} and Autumn {ICON:Autumn}"/>
<Entry Key="DES_RES_BEETLE_JELLY" Val="Beetle Jelly"/>
<Entry Key="DES_RES_BEETLE_JELLY_DES" Val="Beetle Jelly - yum."/>
<Entry Key="DES_RES_SPICES" Val="Spices"/>
<Entry Key="DES_RES_SPICES_DES" Val="Spices - there's always time to spice up your life. Best seasons for gathering - Summer {ICON:Summer} and Autumn {ICON:Autumn}"/>
<Entry Key="DES_RES_NUTS" Val="Nuts"/>
<Entry Key="DES_RES_NUTS_DES" Val="Nuts, crunchy and tasty, just be warned of the squirrels trying to steal them from you. Best seasons for gathering - Summer {ICON:Summer} and Autumn {ICON:Autumn}"/>
<Entry Key="DES_RES_MUSHROOMS" Val="Mushrooms"/>
<Entry Key="DES_RES_MUSHROOMS_DES" Val="Mushrooms - wild or grown, they taste good and can give you visions. Best seasons for gathering - Summer {ICON:Summer} and Autumn {ICON:Autumn}"/>
<Entry Key="DES_RES_EGGS" Val="Eggs"/>
<Entry Key="DES_RES_EGGS_DES" Val="Eggs, scrambled, boiled, poached - all yummy."/>
<Entry Key="DES_RES_COSMIC_SEED" Val="Cosmic Seed"/>
<Entry Key="DES_RES_COSMIC_SEED_DES" Val="Cosmic Seed is the fruit of the cosmic tree itself, a sacred material given to mortals by the gods to help rebuild Thea."/>
<Entry Key="DES_RES_COAL" Val="Coal"/>
<Entry Key="DES_RES_COAL_DES" Val="A rather weird kind of rock. Quite useless for crafting but at least it burns well."/>
<Entry Key="DES_TERRAIN_ARTIFACT" Val="Terrain Artefact"/>
<Entry Key="DES_TERRAIN_ARTIFACT_DES" Val="These shiny floating crystals look a bit unusual. Maybe they were sent by the gods to aid you? Gather them and uncover bits of ancient knowledge stored within."/>
<Entry Key="DES_RESEARCH_GENERIC" Val="A Bit of Research"/>
<Entry Key="DES_RESEARCH_GENERIC_DES" Val="If you have nothing better to do, you can at least to try and think for a while. Maybe something useful will come to mind?"/>
<Entry Key="DES_RESEARCH_TERRAIN" Val="Research Terrain"/>
<Entry Key="DES_RESEARCH_TERRAIN_DES" Val="Remember those blue crystals you've gathered from the artefact on your last trip? Spend some time researching it and maybe you'll learn something."/>
<Entry Key="DES_RESEARCH_CREATURE" Val="Research Creature"/>
<Entry Key="DES_RESEARCH_CREATURE_DES" Val="That soft, red sticky bit you've picked up after a fight... If you wonder what it's for, there's only one way to find out. Research!"/>
<!-- ITEMS -->
<Entry Key="DES_SWORD_1H" Val="Sword"/>
<Entry Key="DES_SWORD_1H_DES" Val="A light, very versatile weapon, suitable for holding in one hand."/>
<Entry Key="DES_SWORD_1H_IRON" Val="Iron Sword"/>
<Entry Key="DES_SWORD_1H_GOLD" Val="Golden Sword"/>
<Entry Key="DES_SWORD_1H_STEEL" Val="Steel Sword"/>
<Entry Key="DES_SWORD_1H_SILVER" Val="Silver Sword"/>
<Entry Key="DES_SWORD_1H_MITHRILL" Val="Mithril Sword"/>
<Entry Key="DES_SWORD_1H_WOOD" Val="Wooden Sword"/>
<Entry Key="DES_SWORD_1H_DRYAD_WOOD" Val="Dryad Sword"/>
<Entry Key="DES_SWORD_1H_DARK_WOOD" Val="Dark Sword"/>
<Entry Key="DES_SWORD_1H_ELVEN_WOOD" Val="Elven Sword"/>
<Entry Key="DES_SWORD_1H_ANCIENT_WOOD" Val="Ancient Sword"/>
<Entry Key="DES_SWORD_1H_SANDSTONE" Val="Sandstone Sword"/>
<Entry Key="DES_SWORD_1H_CLAY" Val="Clay Sword"/>
<Entry Key="DES_SWORD_1H_QUARTZ" Val="Quartz Sword"/>
<Entry Key="DES_SWORD_1H_GRANITE" Val="Granite Sword"/>
<Entry Key="DES_SWORD_1H_OBSIDIAN" Val="Obsidian Sword"/>
<Entry Key="DES_SWORD_1H_BONE" Val="Bone Sword"/>
<Entry Key="DES_SWORD_1H_BLOOD_BONE" Val="Blood Sword"/>
<Entry Key="DES_SWORD_1H_SHADOW_BONE" Val="Shadow Sword"/>
<Entry Key="DES_SWORD_1H_MONSTER_BONE" Val="Monster Sword"/>
<Entry Key="DES_SWORD_1H_DRAGON_BONE" Val="Dragon Sword"/>
<Entry Key="DES_SWORD_1H_ARMOURED_STONE" Val="Armoured Sword"/>
<Entry Key="DES_SWORD_1H_PURE_STONE" Val="Pure Sword"/>
<Entry Key="DES_SWORD_1H_STONE_WOOD" Val="Stonewood Sword"/>
<Entry Key="DES_SWORD_1H_SECRET_ALLOY" Val="Alloy Sword"/>
<Entry Key="DES_SWORD_1H_MOONSTONE" Val="Moonstone Sword"/>
<Entry Key="DES_SWORD_1H_PRISTINE_MATTER" Val="Pristine Sword"/>
<Entry Key="DES_SWORD_1H_GODS_BRANCH" Val="Gods' Sword"/>
<Entry Key="DES_SWORD_1H_METAL_COMPOSITE" Val="Composite Sword"/>
<Entry Key="DES_SWORD_1H_GOLEM_LEATHER" Val="Golem Sword"/>
<Entry Key="DES_SWORD_1H_ALCHEMY_SKIN" Val="Alchemy Sword"/>
<Entry Key="DES_SWORD_1H_IGNEOUS_SPIKE" Val="Igneous Sword"/>
<Entry Key="DES_SWORD_1H_ENCHANTED_BONE" Val="Enchanted Sword"/>
<Entry Key="DES_SWORD_1H_RUNE_BONE" Val="Runic Sword"/>
<Entry Key="DES_SWORD_1H_SPIKE_LEATHER" Val="Spiky Sword"/>
<Entry Key="DES_SWORD_1H_VOID_SPARKLER" Val="Sparkling Sword"/>
<Entry Key="DES_SWORD_1H_FORGOTTEN_ESSENCE" Val="Forgotten Sword"/>
<Entry Key="DES_SWORD_1H_WYRM_SILK" Val="Silky Sword"/>
<Entry Key="DES_SWORD_1H_MORPH_MATERIAL" Val="Morphed Sword"/>
<Entry Key="DES_SWORD_2H" Val="Greatsword"/>
<Entry Key="DES_SWORD_2H_DES" Val="A heavier type of sword, requires two hands but the damage will splash to the left and right from the main target."/>
<Entry Key="DES_SWORD_2H_IRON" Val="Iron Greatsword"/>
<Entry Key="DES_SWORD_2H_GOLD" Val="Gold Greatsword"/>
<Entry Key="DES_SWORD_2H_STEEL" Val="Steel Greatsword"/>
<Entry Key="DES_SWORD_2H_SILVER" Val="Silver Greatsword"/>
<Entry Key="DES_SWORD_2H_MITHRILL" Val="Mithril Greatsword"/>
<Entry Key="DES_SWORD_2H_WOOD" Val="Wood Greatsword"/>
<Entry Key="DES_SWORD_2H_DRYAD_WOOD" Val="Dryad Greatsword"/>
<Entry Key="DES_SWORD_2H_DARK_WOOD" Val="Dark Greatsword"/>
<Entry Key="DES_SWORD_2H_ELVEN_WOOD" Val="Elven Greatsword"/>
<Entry Key="DES_SWORD_2H_ANCIENT_WOOD" Val="Ancient Greatsword"/>
<Entry Key="DES_SWORD_2H_SANDSTONE" Val="Sandstone Greatsword"/>
<Entry Key="DES_SWORD_2H_CLAY" Val="Clay Greatsword"/>
<Entry Key="DES_SWORD_2H_QUARTZ" Val="Quartz Greatsword"/>
<Entry Key="DES_SWORD_2H_GRANITE" Val="Granite Greatsword"/>
<Entry Key="DES_SWORD_2H_OBSIDIAN" Val="Obsidian Greatsword"/>
<Entry Key="DES_SWORD_2H_BONE" Val="Bone Greatsword"/>
<Entry Key="DES_SWORD_2H_BLOOD_BONE" Val="Blood Greatsword"/>
<Entry Key="DES_SWORD_2H_SHADOW_BONE" Val="Shadow Greatsword"/>
<Entry Key="DES_SWORD_2H_MONSTER_BONE" Val="Monster Greatsword"/>
<Entry Key="DES_SWORD_2H_DRAGON_BONE" Val="Dragon Greatsword"/>
<Entry Key="DES_SWORD_2H_ARMOURED_STONE" Val="Armoured Greatsword"/>
<Entry Key="DES_SWORD_2H_PURE_STONE" Val="Pure Greatsword"/>
<Entry Key="DES_SWORD_2H_STONE_WOOD" Val="Stonewood Greatsword"/>
<Entry Key="DES_SWORD_2H_SECRET_ALLOY" Val="Alloy Greatsword"/>
<Entry Key="DES_SWORD_2H_MOONSTONE" Val="Moonstone Greatsword"/>
<Entry Key="DES_SWORD_2H_PRISTINE_MATTER" Val="Pristine Greatsword"/>
<Entry Key="DES_SWORD_2H_GODS_BRANCH" Val="Gods' Greatsword"/>
<Entry Key="DES_SWORD_2H_METAL_COMPOSITE" Val="Composite Greatsword"/>
<Entry Key="DES_SWORD_2H_GOLEM_LEATHER" Val="Golem Greatsword"/>
<Entry Key="DES_SWORD_2H_ALCHEMY_SKIN" Val="Alchemy Greatsword"/>
<Entry Key="DES_SWORD_2H_IGNEOUS_SPIKE" Val="Igneous Greatsword"/>
<Entry Key="DES_SWORD_2H_SACRED_WOOD" Val="Sacred Greatsword"/>
<Entry Key="DES_SWORD_2H_CRYSTAL_WOOD" Val="Crystal Greatsword"/>
<Entry Key="DES_SWORD_2H_LIFE_ROOT" Val="Living Greatsword"/>
<Entry Key="DES_SWORD_2H_EARTH_CORE" Val="Molten Greatsword"/>
<Entry Key="DES_SWORD_2H_ENCHANTED_BONE" Val="Enchanted Greatsword"/>
<Entry Key="DES_SWORD_2H_RUNE_BONE" Val="Runic Greatsword"/>
<Entry Key="DES_SWORD_2H_SPIKE_LEATHER" Val="Spiky Greatsword"/>
<Entry Key="DES_SWORD_2H_VOID_SPARKLER" Val="Sparkling Greatsword"/>
<Entry Key="DES_SWORD_2H_FORGOTTEN_ESSENCE" Val="Forgotten Greatsword"/>
<Entry Key="DES_SWORD_2H_WYRM_SILK" Val="Silky Greatsword"/>
<Entry Key="DES_SWORD_2H_MORPH_MATERIAL" Val="Morphed Greatsword"/>
<Entry Key="DES_AXE_1H" Val="Hatchet"/>
<Entry Key="DES_AXE_1H_DES" Val="A small axe, more suited for cutting down trees than fight. Held in one hand."/>
<Entry Key="DES_AXE_1H_IRON" Val="Iron Hatchet"/>
<Entry Key="DES_AXE_1H_GOLD" Val="Gold Hatchet"/>
<Entry Key="DES_AXE_1H_STEEL" Val="Steel Hatchet"/>
<Entry Key="DES_AXE_1H_SILVER" Val="Silver Hatchet"/>
<Entry Key="DES_AXE_1H_MITHRILL" Val="Mithril Hatchet"/>
<Entry Key="DES_AXE_1H_BONE" Val="Bone Hatchet"/>
<Entry Key="DES_AXE_1H_BLOOD_BONE" Val="Blood Hatchet"/>
<Entry Key="DES_AXE_1H_SHADOW_BONE" Val="Shadow Hatchet"/>
<Entry Key="DES_AXE_1H_MONSTER_BONE" Val="Monster Hatchet"/>
<Entry Key="DES_AXE_1H_DRAGON_BONE" Val="Dragon Hatchet"/>
<Entry Key="DES_AXE_1H_SANDSTONE" Val="Sandstone Hatchet"/>
<Entry Key="DES_AXE_1H_CLAY" Val="Clay Hatchet"/>
<Entry Key="DES_AXE_1H_QUARTZ" Val="Quartz Hatchet"/>
<Entry Key="DES_AXE_1H_GRANITE" Val="Granite Hatchet"/>
<Entry Key="DES_AXE_1H_OBSIDIAN" Val="Obsidian Hatchet"/>
<Entry Key="DES_AXE_1H_ENCHANTED_BONE" Val="Enchanted Hatchet"/>
<Entry Key="DES_AXE_1H_RUNE_BONE" Val="Runic Hatchet"/>
<Entry Key="DES_AXE_1H_SPIKE_LEATHER" Val="Spiky Hatchet"/>
<Entry Key="DES_AXE_1H_VOID_SPARKLER" Val="Sparkling Hatchet"/>
<Entry Key="DES_AXE_1H_FORGOTTEN_ESSENCE" Val="Forgotten Hatchet"/>
<Entry Key="DES_AXE_1H_WYRM_SILK" Val="Silky Hatchet"/>
<Entry Key="DES_AXE_1H_MORPH_MATERIAL" Val="Morphed Hatchet"/>
<Entry Key="DES_AXE_1H_ARMOURED_STONE" Val="Armoured Hatchet"/>
<Entry Key="DES_AXE_1H_PURE_STONE" Val="Pure Hatchet"/>
<Entry Key="DES_AXE_1H_STONE_WOOD" Val="Stonewood Hatchet"/>
<Entry Key="DES_AXE_1H_SECRET_ALLOY" Val="Alloy Hatchet"/>
<Entry Key="DES_AXE_1H_MOONSTONE" Val="Moonstone Hatchet"/>
<Entry Key="DES_AXE_1H_PRISTINE_MATTER" Val="Pristine Hatchet"/>
<Entry Key="DES_AXE_1H_GODS_BRANCH" Val="Gods' Hatchet"/>
<Entry Key="DES_AXE_1H_METAL_COMPOSITE" Val="Composite Hatchet"/>
<Entry Key="DES_AXE_1H_GOLEM_LEATHER" Val="Golem Hatchet"/>
<Entry Key="DES_AXE_1H_ALCHEMY_SKIN" Val="Alchemy Hatchet"/>
<Entry Key="DES_AXE_1H_IGNEOUS_SPIKE" Val="Igneous Hatchet"/>
<Entry Key="DES_AXE_2H" Val="Battle Axe"/>
<Entry Key="DES_AXE_2H_DES" Val="A big and heavy two-handed axe."/>
<Entry Key="DES_AXE_2H_IRON" Val="Iron Battle Axe"/>
<Entry Key="DES_AXE_2H_GOLD" Val="Gold Battle Axe"/>
<Entry Key="DES_AXE_2H_STEEL" Val="Steel Battle Axe"/>
<Entry Key="DES_AXE_2H_SILVER" Val="Silver Battle Axe"/>
<Entry Key="DES_AXE_2H_MITHRILL" Val="Mithril Battle Axe"/>
<Entry Key="DES_AXE_2H_BONE" Val="Bone Battle Axe"/>
<Entry Key="DES_AXE_2H_BLOOD_BONE" Val="Blood Battle Axe"/>
<Entry Key="DES_AXE_2H_SHADOW_BONE" Val="Shadow Battle Axe"/>
<Entry Key="DES_AXE_2H_MONSTER_BONE" Val="Monster Battle Axe"/>
<Entry Key="DES_AXE_2H_DRAGON_BONE" Val="Dragon Battle Axe"/>
<Entry Key="DES_AXE_2H_SANDSTONE" Val="Sandstone Battle Axe"/>
<Entry Key="DES_AXE_2H_CLAY" Val="Clay Battle Axe"/>
<Entry Key="DES_AXE_2H_QUARTZ" Val="Quartz Battle Axe"/>
<Entry Key="DES_AXE_2H_GRANITE" Val="Granite Battle Axe"/>
<Entry Key="DES_AXE_2H_OBSIDIAN" Val="Obsidian Battle Axe"/>
<Entry Key="DES_AXE_2H_ENCHANTED_BONE" Val="Enchanted Battle Axe"/>
<Entry Key="DES_AXE_2H_RUNE_BONE" Val="Runic Battle Axe"/>
<Entry Key="DES_AXE_2H_SPIKE_LEATHER" Val="Spiky Battle Axe"/>
<Entry Key="DES_AXE_2H_VOID_SPARKLER" Val="Sparkling Battle Axe"/>
<Entry Key="DES_AXE_2H_FORGOTTEN_ESSENCE" Val="Forgotten Battle Axe"/>
<Entry Key="DES_AXE_2H_WYRM_SILK" Val="Silky Battle Axe"/>
<Entry Key="DES_AXE_2H_MORPH_MATERIAL" Val="Morphed Battle Axe"/>
<Entry Key="DES_AXE_2H_ARMOURED_STONE" Val="Armoured Battle Axe"/>
<Entry Key="DES_AXE_2H_PURE_STONE" Val="Pure Battle Axe"/>
<Entry Key="DES_AXE_2H_STONE_WOOD" Val="Stonewood Battle Axe"/>
<Entry Key="DES_AXE_2H_SECRET_ALLOY" Val="Alloy Battle Axe"/>
<Entry Key="DES_AXE_2H_MOONSTONE" Val="Moonstone Battle Axe"/>
<Entry Key="DES_AXE_2H_PRISTINE_MATTER" Val="Pristine Battle Axe"/>
<Entry Key="DES_AXE_2H_GODS_BRANCH" Val="Gods' Battle Axe"/>
<Entry Key="DES_AXE_2H_METAL_COMPOSITE" Val="Composite Battle Axe"/>
<Entry Key="DES_AXE_2H_GOLEM_LEATHER" Val="Golem Battle Axe"/>
<Entry Key="DES_AXE_2H_ALCHEMY_SKIN" Val="Alchemy Battle Axe"/>
<Entry Key="DES_AXE_2H_IGNEOUS_SPIKE" Val="Igneous Battle Axe"/>
<Entry Key="DES_CLUB_1H" Val="Club"/>
<Entry Key="DES_CLUB_1H_DES" Val="A rather primitive, but still quite effective blunt weapon capable of dealing splash damage around the main target. Held in one hand."/>
<Entry Key="DES_CLUB_1H_IRON" Val="Iron Club"/>
<Entry Key="DES_CLUB_1H_GOLD" Val="Golden Club"/>
<Entry Key="DES_CLUB_1H_STEEL" Val="Steel Club"/>
<Entry Key="DES_CLUB_1H_SILVER" Val="Silver Club"/>
<Entry Key="DES_CLUB_1H_MITHRILL" Val="Mithril Club"/>
<Entry Key="DES_CLUB_1H_BONE" Val="Bone Club"/>
<Entry Key="DES_CLUB_1H_BLOOD_BONE" Val="Blood Club"/>
<Entry Key="DES_CLUB_1H_SHADOW_BONE" Val="Shadow Club"/>
<Entry Key="DES_CLUB_1H_MONSTER_BONE" Val="Monster Club"/>
<Entry Key="DES_CLUB_1H_DRAGON_BONE" Val="Dragon Club"/>
<Entry Key="DES_CLUB_1H_WOOD" Val="Wooden Club"/>
<Entry Key="DES_CLUB_1H_DRYAD_WOOD" Val="Dryad Club"/>
<Entry Key="DES_CLUB_1H_DARK_WOOD" Val="Dark Club"/>
<Entry Key="DES_CLUB_1H_ELVEN_WOOD" Val="Elven Club"/>
<Entry Key="DES_CLUB_1H_ANCIENT_WOOD" Val="Ancient Club"/>
<Entry Key="DES_CLUB_1H_SANDSTONE" Val="Sandstone Club"/>
<Entry Key="DES_CLUB_1H_CLAY" Val="Clay Club"/>
<Entry Key="DES_CLUB_1H_QUARTZ" Val="Quartz Club"/>
<Entry Key="DES_CLUB_1H_GRANITE" Val="Granite Club"/>
<Entry Key="DES_CLUB_1H_OBSIDIAN" Val="Obsidian Club"/>
<Entry Key="DES_CLUB_1H_AMBER" Val="Amber Club"/>
<Entry Key="DES_CLUB_1H_MALACHITE" Val="Malachite Club"/>
<Entry Key="DES_CLUB_1H_TOPAZ" Val="Topaz Club"/>
<Entry Key="DES_CLUB_1H_RUBY" Val="Ruby Club"/>
<Entry Key="DES_CLUB_1H_DIAMOND" Val="Diamond Club"/>
<Entry Key="DES_CLUB_1H_ENCHANTED_BONE" Val="Enchanted Club"/>
<Entry Key="DES_CLUB_1H_VOID_SPARKLER" Val="Sparkling Club"/>
<Entry Key="DES_CLUB_1H_FORGOTTEN_ESSENCE" Val="Forgotten Club"/>
<Entry Key="DES_CLUB_1H_STONE_WOOD" Val="Stonewood Club"/>
<Entry Key="DES_CLUB_1H_SACRED_WOOD" Val="Sacred Club"/>
<Entry Key="DES_CLUB_1H_CRYSTAL_WOOD" Val="Crystal Club"/>
<Entry Key="DES_CLUB_1H_PRISTINE_MATTER" Val="Pristine Club"/>
<Entry Key="DES_CLUB_1H_GODS_BRANCH" Val="Gods' Club"/>
<Entry Key="DES_CLUB_1H_LIFE_ROOT" Val="Living Club"/>
<Entry Key="DES_CLUB_1H_EARTH_CORE" Val="Molten Club"/>
<Entry Key="DES_CLUB_1H_METAL_COMPOSITE" Val="Composite Club"/>
<Entry Key="DES_CLUB_1H_ARMOURED_STONE" Val="Armoured Club"/>
<Entry Key="DES_CLUB_1H_GOLEM_LEATHER" Val="Golem Club"/>
<Entry Key="DES_CLUB_1H_SECRET_ALLOY" Val="Alloy Club"/>
<Entry Key="DES_CLUB_1H_MOONSTONE" Val="Moonstone Club"/>
<Entry Key="DES_CLUB_1H_ALCHEMY_SKIN" Val="Alchemy Club"/>
<Entry Key="DES_CLUB_1H_IGNEOUS_SPIKE" Val="Igneous Club"/>
<Entry Key="DES_CLUB_1H_PURE_STONE" Val="Pure Club"/>
<Entry Key="DES_CLUB_1H_GRANDGEM" Val="Grand Club"/>
<Entry Key="DES_CLUB_2H" Val="Mallet"/>
<Entry Key="DES_CLUB_2H_DES" Val="A big, heavy and quite unwieldy weapon but its smashing power is hard to match. Can deal splash damage around the main target. Requires both hands."/>
<Entry Key="DES_CLUB_2H_IRON" Val="Iron Mallet"/>
<Entry Key="DES_CLUB_2H_GOLD" Val="Golden Mallet"/>
<Entry Key="DES_CLUB_2H_STEEL" Val="Steel Mallet"/>
<Entry Key="DES_CLUB_2H_SILVER" Val="Silver Mallet"/>
<Entry Key="DES_CLUB_2H_MITHRILL" Val="Mithril Mallet"/>
<Entry Key="DES_CLUB_2H_BONE" Val="Bone Mallet"/>
<Entry Key="DES_CLUB_2H_BLOOD_BONE" Val="Blood Mallet"/>
<Entry Key="DES_CLUB_2H_SHADOW_BONE" Val="Shadow Mallet"/>
<Entry Key="DES_CLUB_2H_MONSTER_BONE" Val="Monster Mallet"/>
<Entry Key="DES_CLUB_2H_DRAGON_BONE" Val="Dragon Mallet"/>
<Entry Key="DES_CLUB_2H_WOOD" Val="Wooden Mallet"/>
<Entry Key="DES_CLUB_2H_DRYAD_WOOD" Val="Dryad Mallet"/>
<Entry Key="DES_CLUB_2H_DARK_WOOD" Val="Dark Mallet"/>
<Entry Key="DES_CLUB_2H_ELVEN_WOOD" Val="Elven Mallet"/>
<Entry Key="DES_CLUB_2H_ANCIENT_WOOD" Val="Ancient Mallet"/>
<Entry Key="DES_CLUB_2H_SANDSTONE" Val="Sandstone Mallet"/>
<Entry Key="DES_CLUB_2H_CLAY" Val="Clay Mallet"/>
<Entry Key="DES_CLUB_2H_QUARTZ" Val="Quartz Mallet"/>
<Entry Key="DES_CLUB_2H_GRANITE" Val="Granite Mallet"/>
<Entry Key="DES_CLUB_2H_OBSIDIAN" Val="Obsidian Mallet"/>
<Entry Key="DES_CLUB_2H_AMBER" Val="Amber Mallet"/>
<Entry Key="DES_CLUB_2H_MALACHITE" Val="Malachite Mallet"/>
<Entry Key="DES_CLUB_2H_TOPAZ" Val="Topaz Mallet"/>
<Entry Key="DES_CLUB_2H_RUBY" Val="Ruby Mallet"/>
<Entry Key="DES_CLUB_2H_DIAMOND" Val="Diamond Mallet"/>
<Entry Key="DES_CLUB_2H_ENCHANTED_BONE" Val="Enchanted Mallet"/>
<Entry Key="DES_CLUB_2H_VOID_SPARKLER" Val="Sparkling Mallet"/>
<Entry Key="DES_CLUB_2H_FORGOTTEN_ESSENCE" Val="Forgotten Mallet"/>
<Entry Key="DES_CLUB_2H_STONE_WOOD" Val="Stonewood Mallet"/>
<Entry Key="DES_CLUB_2H_SACRED_WOOD" Val="Sacred Mallet"/>
<Entry Key="DES_CLUB_2H_CRYSTAL_WOOD" Val="Crystal Mallet"/>
<Entry Key="DES_CLUB_2H_PRISTINE_MATTER" Val="Pristine Mallet"/>
<Entry Key="DES_CLUB_2H_GODS_BRANCH" Val="Gods' Mallet"/>
<Entry Key="DES_CLUB_2H_LIFE_ROOT" Val="Living Mallet"/>
<Entry Key="DES_CLUB_2H_EARTH_CORE" Val="Molten Mallet"/>
<Entry Key="DES_CLUB_2H_METAL_COMPOSITE" Val="Composite Mallet"/>
<Entry Key="DES_CLUB_2H_ARMOURED_STONE" Val="Armoured Mallet"/>
<Entry Key="DES_CLUB_2H_GOLEM_LEATHER" Val="Golem Mallet"/>
<Entry Key="DES_CLUB_2H_SECRET_ALLOY" Val="Alloy Mallet"/>
<Entry Key="DES_CLUB_2H_MOONSTONE" Val="Moonstone Mallet"/>
<Entry Key="DES_CLUB_2H_ALCHEMY_SKIN" Val="Alchemy Mallet"/>
<Entry Key="DES_CLUB_2H_IGNEOUS_SPIKE" Val="Igneous Mallet"/>
<Entry Key="DES_CLUB_2H_PURE_STONE" Val="Pure Mallet"/>
<Entry Key="DES_CLUB_2H_GRANDGEM" Val="Grand Mallet"/>
<Entry Key="DES_POLEARM_1H" Val="Spear"/>
<Entry Key="DES_POLEARM_1H_DES" Val="A long, straight stick with a sharp tip, capable of first strike attack. Held in one hand."/>
<Entry Key="DES_POLEARM_1H_IRON" Val="Iron Spear"/>
<Entry Key="DES_POLEARM_1H_GOLD" Val="Golden Spear"/>
<Entry Key="DES_POLEARM_1H_STEEL" Val="Steel Spear"/>
<Entry Key="DES_POLEARM_1H_SILVER" Val="Silver Spear"/>
<Entry Key="DES_POLEARM_1H_MITHRILL" Val="Mithril Spear"/>
<Entry Key="DES_POLEARM_1H_BONE" Val="Bone Spear"/>
<Entry Key="DES_POLEARM_1H_BLOOD_BONE" Val="Blood Spear"/>
<Entry Key="DES_POLEARM_1H_SHADOW_BONE" Val="Shadow Spear"/>
<Entry Key="DES_POLEARM_1H_MONSTER_BONE" Val="Monster Spear"/>
<Entry Key="DES_POLEARM_1H_DRAGON_BONE" Val="Dragon Spear"/>
<Entry Key="DES_POLEARM_1H_WOOD" Val="Wooden Spear"/>
<Entry Key="DES_POLEARM_1H_DRYAD_WOOD" Val="Dryad Spear"/>
<Entry Key="DES_POLEARM_1H_DARK_WOOD" Val="Dark Spear"/>
<Entry Key="DES_POLEARM_1H_ELVEN_WOOD" Val="Elven Spear"/>
<Entry Key="DES_POLEARM_1H_ANCIENT_WOOD" Val="Ancient Spear"/>
<Entry Key="DES_POLEARM_1H_AMBER" Val="Amber Spear"/>
<Entry Key="DES_POLEARM_1H_MALACHITE" Val="Malachite Spear"/>
<Entry Key="DES_POLEARM_1H_TOPAZ" Val="Topaz Spear"/>
<Entry Key="DES_POLEARM_1H_RUBY" Val="Ruby Spear"/>
<Entry Key="DES_POLEARM_1H_DIAMOND" Val="Diamond Spear"/>
<Entry Key="DES_POLEARM_1H_SANDSTONE" Val="Sandstone Spear"/>
<Entry Key="DES_POLEARM_1H_CLAY" Val="Clay Spear"/>
<Entry Key="DES_POLEARM_1H_QUARTZ" Val="Quartz Spear"/>
<Entry Key="DES_POLEARM_1H_GRANITE" Val="Granite Spear"/>
<Entry Key="DES_POLEARM_1H_OBSIDIAN" Val="Obsidian Spear"/>
<Entry Key="DES_POLEARM_1H_ENCHANTED_BONE" Val="Enchanted Spear"/>
<Entry Key="DES_POLEARM_1H_RUNE_BONE" Val="Runic Spear"/>
<Entry Key="DES_POLEARM_1H_SPIKE_LEATHER" Val="Spiky Spear"/>
<Entry Key="DES_POLEARM_1H_VOID_SPARKLER" Val="Sparkling Spear"/>
<Entry Key="DES_POLEARM_1H_FORGOTTEN_ESSENCE" Val="Forgotten Spear"/>
<Entry Key="DES_POLEARM_1H_WYRM_SILK" Val="Silky Spear"/>
<Entry Key="DES_POLEARM_1H_MORPH_MATERIAL" Val="Morphed Spear"/>
<Entry Key="DES_POLEARM_1H_ARMOURED_STONE" Val="Armoured Spear"/>
<Entry Key="DES_POLEARM_1H_SECRET_ALLOY" Val="Alloy Spear"/>
<Entry Key="DES_POLEARM_1H_MOONSTONE" Val="Moonstone Spear"/>
<Entry Key="DES_POLEARM_1H_STONE_WOOD" Val="Stonewood Spear"/>
<Entry Key="DES_POLEARM_1H_SACRED_WOOD" Val="Sacred Spear"/>
<Entry Key="DES_POLEARM_1H_CRYSTAL_WOOD" Val="Crystal Spear"/>
<Entry Key="DES_POLEARM_1H_PRISTINE_MATTER" Val="Pristine Spear"/>
<Entry Key="DES_POLEARM_1H_GODS_BRANCH" Val="Gods' Spear"/>
<Entry Key="DES_POLEARM_1H_LIFE_ROOT" Val="Living Spear"/>
<Entry Key="DES_POLEARM_1H_EARTH_CORE" Val="Molten Spear"/>
<Entry Key="DES_POLEARM_1H_PURE_STONE" Val="Pure Spear"/>
<Entry Key="DES_POLEARM_1H_GRANDGEM" Val="Grand Spear"/>
<Entry Key="DES_POLEARM_2H" Val="Polearm"/>
<Entry Key="DES_POLEARM_2H_DES" Val="A long shaft with an axe mounted at the top, capable of first strike attack. Requires both hands."/>
<Entry Key="DES_POLEARM_2H_IRON" Val="Iron Polearm"/>
<Entry Key="DES_POLEARM_2H_GOLD" Val="Gold Polearm"/>
<Entry Key="DES_POLEARM_2H_STEEL" Val="Steel Polearm"/>
<Entry Key="DES_POLEARM_2H_SILVER" Val="Silver Polearm"/>
<Entry Key="DES_POLEARM_2H_MITHRILL" Val="Mithril Polearm"/>
<Entry Key="DES_POLEARM_2H_BONE" Val="Bone Polearm"/>
<Entry Key="DES_POLEARM_2H_BLOOD_BONE" Val="Blood Polearm"/>
<Entry Key="DES_POLEARM_2H_SHADOW_BONE" Val="Shadow Polearm"/>
<Entry Key="DES_POLEARM_2H_MONSTER_BONE" Val="Monster Polearm"/>
<Entry Key="DES_POLEARM_2H_DRAGON_BONE" Val="Dragon Polearm"/>
<Entry Key="DES_POLEARM_2H_WOOD" Val="Wooden Polearm"/>
<Entry Key="DES_POLEARM_2H_DRYAD_WOOD" Val="Dryad Polearm"/>
<Entry Key="DES_POLEARM_2H_DARK_WOOD" Val="Dark Polearm"/>
<Entry Key="DES_POLEARM_2H_ELVEN_WOOD" Val="Elven Polearm"/>
<Entry Key="DES_POLEARM_2H_ANCIENT_WOOD" Val="Ancient Polearm"/>
<Entry Key="DES_POLEARM_2H_SANDSTONE" Val="Sandstone Polearm"/>
<Entry Key="DES_POLEARM_2H_CLAY" Val="Clay Polearm"/>
<Entry Key="DES_POLEARM_2H_QUARTZ" Val="Quartz Polearm"/>
<Entry Key="DES_POLEARM_2H_GRANITE" Val="Granite Polearm"/>
<Entry Key="DES_POLEARM_2H_OBSIDIAN" Val="Obsidian Polearm"/>
<Entry Key="DES_POLEARM_2H_ENCHANTED_BONE" Val="Enchanted Polearm"/>
<Entry Key="DES_POLEARM_2H_METAL_COMPOSITE" Val="Composite Polearm"/>
<Entry Key="DES_POLEARM_2H_ARMOURED_STONE" Val="Armoured Polearm"/>
<Entry Key="DES_POLEARM_2H_GOLEM_LEATHER" Val="Golem Polearm"/>
<Entry Key="DES_POLEARM_2H_SECRET_ALLOY" Val="Alloy Polearm"/>
<Entry Key="DES_POLEARM_2H_MOONSTONE" Val="Moonstone Polearm"/>
<Entry Key="DES_POLEARM_2H_ALCHEMY_SKIN" Val="Alchemy Polearm"/>
<Entry Key="DES_POLEARM_2H_IGNEOUS_SPIKE" Val="Igneous Polearm"/>
<Entry Key="DES_POLEARM_2H_STONE_WOOD" Val="Stonewood Polearm"/>
<Entry Key="DES_POLEARM_2H_SACRED_WOOD" Val="Sacred Polearm"/>
<Entry Key="DES_POLEARM_2H_CRYSTAL_WOOD" Val="Crystal Polearm"/>
<Entry Key="DES_POLEARM_2H_PRISTINE_MATTER" Val="Pristine Polearm"/>
<Entry Key="DES_POLEARM_2H_GODS_BRANCH" Val="Gods' Polearm"/>
<Entry Key="DES_POLEARM_2H_LIFE_ROOT" Val="Living Polearm"/>
<Entry Key="DES_POLEARM_2H_EARTH_CORE" Val="Molten Polearm"/>
<Entry Key="DES_POLEARM_2H_PURE_STONE" Val="Pure Polearm"/>
<Entry Key="DES_BOW" Val="Bow"/>
<Entry Key="DES_BOW_DES" Val="Bows and crossbows allow attacking any enemy from the ranged row. Needs two hands to use."/>
<Entry Key="DES_BOW_BONE" Val="Bone Bow"/>
<Entry Key="DES_BOW_BLOOD_BONE" Val="Blood Bow"/>
<Entry Key="DES_BOW_SHADOW_BONE" Val="Shadow Bow"/>
<Entry Key="DES_BOW_MONSTER_BONE" Val="Monster Bow"/>
<Entry Key="DES_BOW_DRAGON_BONE" Val="Dragon Bow"/>
<Entry Key="DES_BOW_WOOD" Val="Wooden Bow"/>
<Entry Key="DES_BOW_DRYAD_WOOD" Val="Dryad Bow"/>
<Entry Key="DES_BOW_DARK_WOOD" Val="Dark Bow"/>
<Entry Key="DES_BOW_ELVEN_WOOD" Val="Elven Bow"/>
<Entry Key="DES_BOW_ANCIENT_WOOD" Val="Ancient Bow"/>
<Entry Key="DES_BOW_IRON" Val="Iron Crossbow"/>
<Entry Key="DES_BOW_GOLD" Val="Golden Crossbow"/>
<Entry Key="DES_BOW_STEEL" Val="Steel Crossbow"/>
<Entry Key="DES_BOW_SILVER" Val="Silver Crossbow"/>
<Entry Key="DES_BOW_MITHRILL" Val="Mithril Crossbow"/>
<Entry Key="DES_BOW_AMBER" Val="Amber Crossbow"/>
<Entry Key="DES_BOW_MALACHITE" Val="Malachite Crossbow"/>
<Entry Key="DES_BOW_TOPAZ" Val="Topaz Crossbow"/>
<Entry Key="DES_BOW_RUBY" Val="Ruby Crossbow"/>
<Entry Key="DES_BOW_DIAMOND" Val="Diamond Crossbow"/>
<Entry Key="DES_BOW_ENCHANTED_BONE" Val="Enchanted Bow"/>
<Entry Key="DES_BOW_RUNE_BONE" Val="Runic Bow"/>
<Entry Key="DES_BOW_SPIKE_LEATHER" Val="Spiky Bow"/>
<Entry Key="DES_BOW_VOID_SPARKLER" Val="Sparkling Bow"/>
<Entry Key="DES_BOW_FORGOTTEN_ESSENCE" Val="Forgotten Bow"/>
<Entry Key="DES_BOW_WYRM_SILK" Val="Silky Bow"/>
<Entry Key="DES_BOW_MORPH_MATERIAL" Val="Morphed Bow"/>
<Entry Key="DES_BOW_METAL_COMPOSITE" Val="Composite Bow"/>
<Entry Key="DES_BOW_ARMOURED_STONE" Val="Armoured Bow"/>
<Entry Key="DES_BOW_GOLEM_LEATHER" Val="Golem Bow"/>
<Entry Key="DES_BOW_SECRET_ALLOY" Val="Alloy Bow"/>
<Entry Key="DES_BOW_MOONSTONE" Val="Moonstone Bow"/>
<Entry Key="DES_BOW_ALCHEMY_SKIN" Val="Alchemy Bow"/>
<Entry Key="DES_BOW_IGNEOUS_SPIKE" Val="Igneous Bow"/>
<Entry Key="DES_BOW_STONE_WOOD" Val="Stonewood Bow"/>
<Entry Key="DES_BOW_SACRED_WOOD" Val="Sacred Bow"/>
<Entry Key="DES_BOW_CRYSTAL_WOOD" Val="Crystal Bow"/>
<Entry Key="DES_BOW_PRISTINE_MATTER" Val="Pristine Bow"/>
<Entry Key="DES_BOW_GODS_BRANCH" Val="Gods' Bow"/>
<Entry Key="DES_BOW_LIFE_ROOT" Val="Living Bow"/>
<Entry Key="DES_BOW_EARTH_CORE" Val="Molten Bow"/>
<Entry Key="DES_BOW_CRYSTAL_WOOD" Val="Crystal Bow"/>
<Entry Key="DES_BOW_GRANDGEM" Val="Grand Bow"/>
<Entry Key="DES_THROWN_SPEARS" Val="Javelins"/>
<Entry Key="DES_THROWN_SPEARS_DES" Val="A set of shorter and lighter spears, good for throwing at your enemies."/>
<Entry Key="DES_THROWN_SPEARS_IRON" Val="Iron Javelins"/>
<Entry Key="DES_THROWN_SPEARS_GOLD" Val="Golden Javelins"/>
<Entry Key="DES_THROWN_SPEARS_STEEL" Val="Steel Javelins"/>
<Entry Key="DES_THROWN_SPEARS_SILVER" Val="Silver Javelins"/>
<Entry Key="DES_THROWN_SPEARS_MITHRILL" Val="Mithril Javelins"/>
<Entry Key="DES_THROWN_SPEARS_BONE" Val="Bone Javelins"/>
<Entry Key="DES_THROWN_SPEARS_BLOOD_BONE" Val="Blood Javelins"/>
<Entry Key="DES_THROWN_SPEARS_SHADOW_BONE" Val="Shadow Javelins"/>
<Entry Key="DES_THROWN_SPEARS_MONSTER_BONE" Val="Monster Javelins"/>
<Entry Key="DES_THROWN_SPEARS_DRAGON_BONE" Val="Dragon Javelins"/>
<Entry Key="DES_THROWN_SPEARS_WOOD" Val="Wooden Javelins"/>
<Entry Key="DES_THROWN_SPEARS_DRYAD_WOOD" Val="Dryad Javelins"/>
<Entry Key="DES_THROWN_SPEARS_DARK_WOOD" Val="Dark Javelins"/>
<Entry Key="DES_THROWN_SPEARS_ELVEN_WOOD" Val="Elven Javelins"/>
<Entry Key="DES_THROWN_SPEARS_ANCIENT_WOOD" Val="Ancient Javelins"/>
<Entry Key="DES_THROWN_SPEARS_SANDSTONE" Val="Sandstone Javelins"/>
<Entry Key="DES_THROWN_SPEARS_CLAY" Val="Clay Javelins"/>
<Entry Key="DES_THROWN_SPEARS_QUARTZ" Val="Quartz Javelins"/>
<Entry Key="DES_THROWN_SPEARS_GRANITE" Val="Granite Javelins"/>
<Entry Key="DES_THROWN_SPEARS_OBSIDIAN" Val="Obsidian Javelins"/>
<Entry Key="DES_THROWN_SPEARS_ENCHANTED_BONE" Val="Enchanted Javelins"/>
<Entry Key="DES_THROWN_SPEARS_RUNE_BONE" Val="Runic Javelins"/>
<Entry Key="DES_THROWN_SPEARS_SPIKE_LEATHER" Val="Spiky Javelins"/>
<Entry Key="DES_THROWN_SPEARS_VOID_SPARKLER" Val="Sparkling Javelins"/>
<Entry Key="DES_THROWN_SPEARS_FORGOTTEN_ESSENCE" Val="Forgotten Javelins"/>
<Entry Key="DES_THROWN_SPEARS_WYRM_SILK" Val="Silky Javelins"/>
<Entry Key="DES_THROWN_SPEARS_MORPH_MATERIAL" Val="Morphed Javelins"/>
<Entry Key="DES_THROWN_SPEARS_METAL_COMPOSITE" Val="Composite Javelins"/>
<Entry Key="DES_THROWN_SPEARS_ARMOURED_STONE" Val="Armoured Javelins"/>
<Entry Key="DES_THROWN_SPEARS_GOLEM_LEATHER" Val="Golem Javelins"/>
<Entry Key="DES_THROWN_SPEARS_SECRET_ALLOY" Val="Alloy Javelins"/>
<Entry Key="DES_THROWN_SPEARS_MOONSTONE" Val="Moonstone Javelins"/>
<Entry Key="DES_THROWN_ALCHEMY_SKIN" Val="Alchemy Javelins"/>
<Entry Key="DES_THROWN_IGNEOUS_SPIKE" Val="Igneous Javelins"/>
<Entry Key="DES_THROWN_STONE_WOOD" Val="Stonewood Javelins"/>
<Entry Key="DES_THROWN_PRISTINE_MATTER" Val="Pristine Javelins"/>
<Entry Key="DES_THROWN_GODS_BRANCH" Val="Gods' Javelins"/>
<Entry Key="DES_THROWN_PURE_STONE" Val="Pure Javelins"/>
<Entry Key="DES_ARTIFACT_1H" Val="Artefact"/>
<Entry Key="DES_ARTIFACT_1H_DES" Val="A small, well-crafted item of cultural importance. It's easy to carry around in one hand. Can deal splash damage around the main target."/>
<Entry Key="DES_ARTIFACT_1H_WOOD" Val="Wooden Artefact"/>
<Entry Key="DES_ARTIFACT_1H_DRYAD_WOOD" Val="Dryad Artefact"/>
<Entry Key="DES_ARTIFACT_1H_DARK_WOOD" Val="Dark Artefact"/>
<Entry Key="DES_ARTIFACT_1H_ELVEN_WOOD" Val="Elven Artefact"/>
<Entry Key="DES_ARTIFACT_1H_ANCIENT_WOOD" Val="Ancient Artefact"/>
<Entry Key="DES_ARTIFACT_1H_AMBER" Val="Amber Artefact"/>
<Entry Key="DES_ARTIFACT_1H_MALACHITE" Val="Malachite Artefact"/>
<Entry Key="DES_ARTIFACT_1H_TOPAZ" Val="Topaz Artefact"/>
<Entry Key="DES_ARTIFACT_1H_RUBY" Val="Ruby Artefact"/>
<Entry Key="DES_ARTIFACT_1H_DIAMOND" Val="Diamond Artefact"/>
<Entry Key="DES_ARTIFACT_1H_LEATHER" Val="Leather Artefact"/>
<Entry Key="DES_ARTIFACT_1H_SCALED_LEATHER" Val="Scaled Artefact"/>
<Entry Key="DES_ARTIFACT_1H_FUR_LEATHER" Val="Fur Artefact"/>
<Entry Key="DES_ARTIFACT_1H_ENCHANTED_LEATHER" Val="Dazzling Artefact"/>
<Entry Key="DES_ARTIFACT_1H_MYTHICAL_LEATHER" Val="Mythical Artefact"/>
<Entry Key="DES_ARTIFACT_1H_BONE" Val="Bone Artefact"/>
<Entry Key="DES_ARTIFACT_1H_BLOOD_BONE" Val="Blood Artefact"/>
<Entry Key="DES_ARTIFACT_1H_SHADOW_BONE" Val="Shadow Artefact"/>
<Entry Key="DES_ARTIFACT_1H_MONSTER_BONE" Val="Monster Artefact"/>
<Entry Key="DES_ARTIFACT_1H_DRAGON_BONE" Val="Dragon Artefact"/>
<Entry Key="DES_ARTIFACT_1H_CRYSTAL_WOOD" Val="Crystal Artefact"/>
<Entry Key="DES_ARTIFACT_1H_GRANDGEM" Val="Grand Artefact"/>
<Entry Key="DES_ARTIFACT_1H_ENCHANTED_BONE" Val="Enchanted Artefact"/>
<Entry Key="DES_ARTIFACT_1H_LIFE_ROOT" Val="Living Artefact"/>
<Entry Key="DES_ARTIFACT_1H_EARTH_CORE" Val="Molten Artefact"/>
<Entry Key="DES_ARTIFACT_1H_VOID_SPARKLER" Val="Sparkling Artefact"/>
<Entry Key="DES_ARTIFACT_1H_FORGOTTEN_ESSENCE" Val="Forgotten Artefact"/>
<Entry Key="DES_ARTIFACT_1H_SPIKE_LEATHER" Val="Spiky Artefact"/>
<Entry Key="DES_ARTIFACT_1H_COMBAT_LEATHER" Val="Combat Artefact"/>
<Entry Key="DES_ARTIFACT_1H_GOLEM_LEATHER" Val="Golem Artefact"/>
<Entry Key="DES_ARTIFACT_1H_WYRM_SILK" Val="Silky Artefact"/>
<Entry Key="DES_ARTIFACT_1H_MORPH_MATERIAL" Val="Morphed Artefact"/>
<Entry Key="DES_ARTIFACT_1H_ALCHEMY_SKIN" Val="Alchemy Artefact"/>
<Entry Key="DES_ARTIFACT_1H_IGNEOUS_SPIKE" Val="Igneous Artefact"/>
<Entry Key="DES_ARTIFACT_1H_STONE_WOOD" Val="Stonewood Artefact"/>
<Entry Key="DES_ARTIFACT_1H_SACRED_WOOD" Val="Sacred Artefact"/>
<Entry Key="DES_ARTIFACT_1H_PRISTINE_MATTER" Val="Pristine Artefact"/>
<Entry Key="DES_ARTIFACT_1H_GODS_BRANCH" Val="Gods' Artefact"/>
<Entry Key="DES_ARTIFACT_1H_RUNE_BONE" Val="Runic Artefact"/>
<Entry Key="DES_ARTIFACT_2H" Val="Relic"/>
<Entry Key="DES_ARTIFACT_2H_DES" Val="Bulky, yet very pretty artefact. Requires both hands to use. Can deal splash damage around the main target."/>
<Entry Key="DES_ARTIFACT_2H_WOOD" Val="Wood Relic"/>
<Entry Key="DES_ARTIFACT_2H_DRYAD_WOOD" Val="Dryad Relic"/>
<Entry Key="DES_ARTIFACT_2H_DARK_WOOD" Val="Dark Relic"/>
<Entry Key="DES_ARTIFACT_2H_ELVEN_WOOD" Val="Elven Relic"/>
<Entry Key="DES_ARTIFACT_2H_ANCIENT_WOOD" Val="Ancient Relic"/>
<Entry Key="DES_ARTIFACT_2H_AMBER" Val="Amber Relic"/>
<Entry Key="DES_ARTIFACT_2H_MALACHITE" Val="Malachite Relic"/>
<Entry Key="DES_ARTIFACT_2H_TOPAZ" Val="Topaz Relic"/>
<Entry Key="DES_ARTIFACT_2H_RUBY" Val="Ruby Relic"/>
<Entry Key="DES_ARTIFACT_2H_DIAMOND" Val="Diamond Relic"/>
<Entry Key="DES_ARTIFACT_2H_LEATHER" Val="Leather Relic"/>
<Entry Key="DES_ARTIFACT_2H_SCALED_LEATHER" Val="Scaled Relic"/>
<Entry Key="DES_ARTIFACT_2H_FUR_LEATHER" Val="Fur Relic"/>
<Entry Key="DES_ARTIFACT_2H_ENCHANTED_LEATHER" Val="Dazzling Relic"/>
<Entry Key="DES_ARTIFACT_2H_MYTHICAL_LEATHER" Val="Mythical Relic"/>
<Entry Key="DES_ARTIFACT_2H_IRON" Val="Iron Relic"/>
<Entry Key="DES_ARTIFACT_2H_GOLD" Val="Golden Relic"/>
<Entry Key="DES_ARTIFACT_2H_STEEL" Val="Steel Relic"/>
<Entry Key="DES_ARTIFACT_2H_SILVER" Val="Silver Relic"/>
<Entry Key="DES_ARTIFACT_2H_MITHRILL" Val="Mithril Relic"/>
<Entry Key="DES_ARTIFACT_2H_SANDSTONE" Val="Sandstone Relic"/>
<Entry Key="DES_ARTIFACT_2H_CLAY" Val="Clay Relic"/>
<Entry Key="DES_ARTIFACT_2H_QUARTZ" Val="Quartz Relic"/>
<Entry Key="DES_ARTIFACT_2H_GRANITE" Val="Granite Relic"/>
<Entry Key="DES_ARTIFACT_2H_OBSIDIAN" Val="Obsidian Relic"/>
<Entry Key="DES_ARTIFACT_2H_CRYSTAL_WOOD" Val="Crystal Relic"/>
<Entry Key="DES_ARTIFACT_2H_GRANDGEM" Val="Grand Relic"/>
<Entry Key="DES_ARTIFACT_2H_ENCHANTED_BONE" Val="Enchanted Relic"/>
<Entry Key="DES_ARTIFACT_2H_LIFE_ROOT" Val="Living Relic"/>
<Entry Key="DES_ARTIFACT_2H_EARTH_CORE" Val="Molten Relic"/>
<Entry Key="DES_ARTIFACT_2H_VOID_SPARKLER" Val="Sparkling Relic"/>
<Entry Key="DES_ARTIFACT_2H_FORGOTTEN_ESSENCE" Val="Forgotten Relic"/>
<Entry Key="DES_ARTIFACT_2H_GOLEM_LEATHER" Val="Golem Relic"/>
<Entry Key="DES_ARTIFACT_2H_ALCHEMY_SKIN" Val="Alchemy Relic"/>
<Entry Key="DES_ARTIFACT_2H_IGNEOUS_SPIKE" Val="Igneous Relic"/>
<Entry Key="DES_ARTIFACT_2H_STONE_WOOD" Val="Stonewood Relic"/>
<Entry Key="DES_ARTIFACT_2H_PRISTINE_MATTER" Val="Pristine Relic"/>
<Entry Key="DES_ARTIFACT_2H_GODS_BRANCH" Val="Gods' Relic"/>
<Entry Key="DES_ARTIFACT_2H_ARMOURED_STONE" Val="Armoured Relic"/>
<Entry Key="DES_ARTIFACT_2H_PURE_STONE" Val="Pure Relic"/>
<Entry Key="DES_ARTIFACT_2H_SECRET_ALLOY" Val="Alloy Relic"/>
<Entry Key="DES_ARTIFACT_2H_MOONSTONE" Val="Moonstone Relic"/>
<Entry Key="DES_ARTIFACT_2H_METAL_COMPOSITE" Val="Composite Relic"/>
<Entry Key="DES_ROBES" Val="Leather Robes"/>
<Entry Key="DES_ROBES_DES" Val="A simple cloth reinforced with bits of hardened leather. Provides only basic protection but is cheap to produce and lightweight."/>
<Entry Key="DES_ROBES_LEATHER" Val="Leather Robes"/>
<Entry Key="DES_ROBES_SCALED_LEATHER" Val="Scaled Robes"/>
<Entry Key="DES_ROBES_FUR_LEATHER" Val="Fur Robes"/>
<Entry Key="DES_ROBES_ENCHANTED_LEATHER" Val="Dazzling Robes"/>
<Entry Key="DES_ROBES_MYTHICAL_LEATHER" Val="Mythical Robes"/>
<Entry Key="DES_ROBES_AMBER" Val="Amber Robes"/>
<Entry Key="DES_ROBES_MALACHITE" Val="Malachite Robes"/>
<Entry Key="DES_ROBES_TOPAZ" Val="Topaz Robes"/>
<Entry Key="DES_ROBES_RUBY" Val="Ruby Robes"/>
<Entry Key="DES_ROBES_DIAMOND" Val="Diamond Robes"/>
<Entry Key="DES_ROBES_SPIKE_LEATHER" Val="Spiky Robes"/>
<Entry Key="DES_ROBES_COMBAT_LEATHER" Val="Combat Robes"/>
<Entry Key="DES_ROBES_GOLEM_LEATHER" Val="Golem Robes"/>
<Entry Key="DES_ROBES_WYRM_SILK" Val="Silky Robes"/>
<Entry Key="DES_ROBES_MORPH_MATERIAL" Val="Morphed Robes"/>
<Entry Key="DES_ROBES_ALCHEMY_SKIN" Val="Alchemy Robes"/>
<Entry Key="DES_ROBES_IGNEOUS_SPIKE" Val="Igneous Robes"/>
<Entry Key="DES_ROBES_CRYSTAL_WOOD" Val="Crystal Robes"/>
<Entry Key="DES_ROBES_GRANDGEM" Val="Grand Robes"/>
<Entry Key="DES_ROBES_ENCHANTED_BONE" Val="Enchanted Robes"/>
<Entry Key="DES_ROBES_LIFE_ROOT" Val="Living Robes"/>
<Entry Key="DES_ROBES_EARTH_CORE" Val="Molten Robes"/>
<Entry Key="DES_ROBES_VOID_SPARKLER" Val="Sparkling Robes"/>
<Entry Key="DES_ROBES_FORGOTTEN_ESSENCE" Val="Forgotten Robes"/>
<Entry Key="DES_MEDIUM_ARMOUR" Val="Medium Armour"/>
<Entry Key="DES_MEDIUM_ARMOUR_DES" Val="A suit of armour, sturdy enough to keep you safe."/>
<Entry Key="DES_MEDIUM_ARMOUR_LEATHER" Val="Leather Medium Armour"/>
<Entry Key="DES_MEDIUM_ARMOUR_SCALED_LEATHER" Val="Scaled Medium Armour"/>
<Entry Key="DES_MEDIUM_ARMOUR_FUR_LEATHER" Val="Fur Medium Armour"/>
<Entry Key="DES_MEDIUM_ARMOUR_ENCHANTED_LEATHER" Val="Dazzling Medium Armour"/>
<Entry Key="DES_MEDIUM_ARMOUR_MYTHICAL_LEATHER" Val="Mythical Medium Armour"/>
<Entry Key="DES_MEDIUM_ARMOUR_BONE" Val="Bone Medium Armour"/>
<Entry Key="DES_MEDIUM_ARMOUR_BLOOD_BONE" Val="Blood Medium Armour"/>
<Entry Key="DES_MEDIUM_ARMOUR_SHADOW_BONE" Val="Shadow Medium Armour"/>
<Entry Key="DES_MEDIUM_ARMOUR_MONSTER_BONE" Val="Monster Medium Armour"/>
<Entry Key="DES_MEDIUM_ARMOUR_DRAGON_BONE" Val="Dragon Medium Armour"/>
<Entry Key="DES_MEDIUM_ARMOUR_WOOD" Val="Wood Medium Armour"/>
<Entry Key="DES_MEDIUM_ARMOUR_DRYAD_WOOD" Val="Dryad Medium Armour"/>
<Entry Key="DES_MEDIUM_ARMOUR_DARK_WOOD" Val="Dark Medium Armour"/>
<Entry Key="DES_MEDIUM_ARMOUR_ELVEN_WOOD" Val="Elven Medium Armour"/>
<Entry Key="DES_MEDIUM_ARMOUR_ANCIENT_WOOD" Val="Ancient Medium Armour"/>
<Entry Key="DES_MEDIUM_ARMOUR_IRON" Val="Iron Medium Armour"/>
<Entry Key="DES_MEDIUM_ARMOUR_GOLD" Val="Golden Medium Armour"/>
<Entry Key="DES_MEDIUM_ARMOUR_STEEL" Val="Steel Medium Armour"/>
<Entry Key="DES_MEDIUM_ARMOUR_SILVER" Val="Silver Medium Armour"/>
<Entry Key="DES_MEDIUM_ARMOUR_MITHRILL" Val="Mithril Medium Armour"/>
<Entry Key="DES_MEDIUM_ARMOUR_ENCHANTED_BONE" Val="Enchanted Medium Armour"/>
<Entry Key="DES_MEDIUM_ARMOUR_RUNE_BONE" Val="Runic Medium Armour"/>
<Entry Key="DES_MEDIUM_ARMOUR_SPIKE_LEATHER" Val="Spiky Medium Armour"/>
<Entry Key="DES_MEDIUM_ARMOUR_VOID_SPARKLER" Val="Sparkling Medium Armour"/>
<Entry Key="DES_MEDIUM_ARMOUR_FORGOTTEN_ESSENCE" Val="Forgotten Medium Armour"/>
<Entry Key="DES_MEDIUM_ARMOUR_WYRM_SILK" Val="Silky Medium Armour"/>
<Entry Key="DES_MEDIUM_ARMOUR_MORPH_MATERIAL" Val="Morphed Medium Armour"/>
<Entry Key="DES_MEDIUM_ARMOUR_COMBAT_LEATHER" Val="Combat Medium Armour"/>
<Entry Key="DES_MEDIUM_ARMOUR_GOLEM_LEATHER" Val="Golem Medium Armour"/>
<Entry Key="DES_MEDIUM_ARMOUR_ALCHEMY_SKIN" Val="Alchemy Medium Armour"/>
<Entry Key="DES_MEDIUM_ARMOUR_IGNEOUS_SPIKE" Val="Igneous Medium Armour"/>
<Entry Key="DES_MEDIUM_ARMOUR_STONE_WOOD" Val="Stonewood Medium Armour"/>
<Entry Key="DES_MEDIUM_ARMOUR_SACRED_WOOD" Val="Sacred Medium Armour"/>
<Entry Key="DES_MEDIUM_ARMOUR_CRYSTAL_WOOD" Val="Crystal Medium Armour"/>
<Entry Key="DES_MEDIUM_ARMOUR_PRISTINE_MATTER" Val="Pristine Medium Armour"/>
<Entry Key="DES_MEDIUM_ARMOUR_GODS_BRANCH" Val="Gods' Medium Armour"/>
<Entry Key="DES_MEDIUM_ARMOUR_LIFE_ROOT" Val="Living Medium Armour"/>
<Entry Key="DES_MEDIUM_ARMOUR_EARTH_CORE" Val="Molten Medium Armour"/>
<Entry Key="DES_MEDIUM_ARMOUR_METAL_COMPOSITE" Val="Composite Medium Armour"/>
<Entry Key="DES_MEDIUM_ARMOUR_ARMOURED_STONE" Val="Armoured Medium Armour"/>
<Entry Key="DES_MEDIUM_ARMOUR_SECRET_ALLOY" Val="Alloy Medium Armour"/>
<Entry Key="DES_MEDIUM_ARMOUR_MOONSTONE" Val="Moonstone Medium Armour"/>
<Entry Key="DES_HEAVY_ARMOUR" Val="Heavy Armour"/>
<Entry Key="DES_HEAVY_ARMOUR_DES" Val="Reinforced suit of armour, provides good protection against blows but requires good strength to wear."/>
<Entry Key="DES_HEAVY_ARMOUR_IRON" Val="Iron Heavy Armour"/>
<Entry Key="DES_HEAVY_ARMOUR_GOLD" Val="Golden Heavy Armour"/>
<Entry Key="DES_HEAVY_ARMOUR_STEEL" Val="Steel Heavy Armour"/>
<Entry Key="DES_HEAVY_ARMOUR_SILVER" Val="Silver Heavy Armour"/>
<Entry Key="DES_HEAVY_ARMOUR_MITHRILL" Val="Mithril Heavy Armour"/>
<Entry Key="DES_HEAVY_ARMOUR_BONE" Val="Bone Heavy Armour"/>
<Entry Key="DES_HEAVY_ARMOUR_BLOOD_BONE" Val="Blood Heavy Armour"/>
<Entry Key="DES_HEAVY_ARMOUR_SHADOW_BONE" Val="Shadow Heavy Armour"/>
<Entry Key="DES_HEAVY_ARMOUR_MONSTER_BONE" Val="Monster Heavy Armour"/>
<Entry Key="DES_HEAVY_ARMOUR_DRAGON_BONE" Val="Dragon Heavy Armour"/>
<Entry Key="DES_HEAVY_ARMOUR_SANDSTONE" Val="Sandstone Heavy Armour"/>
<Entry Key="DES_HEAVY_ARMOUR_CLAY" Val="Clay Heavy Armour"/>
<Entry Key="DES_HEAVY_ARMOUR_QUARTZ" Val="Quartz Heavy Armour"/>
<Entry Key="DES_HEAVY_ARMOUR_GRANITE" Val="Granite Heavy Armour"/>
<Entry Key="DES_HEAVY_ARMOUR_OBSIDIAN" Val="Obsidian Heavy Armour"/>
<Entry Key="DES_HEAVY_ARMOUR_WOOD" Val="Wood Heavy Armour"/>
<Entry Key="DES_HEAVY_ARMOUR_DRYAD_WOOD" Val="Dryad Heavy Armour"/>
<Entry Key="DES_HEAVY_ARMOUR_DARK_WOOD" Val="Dark Heavy Armour"/>
<Entry Key="DES_HEAVY_ARMOUR_ELVEN_WOOD" Val="Elven Heavy Armour"/>
<Entry Key="DES_HEAVY_ARMOUR_ANCIENT_WOOD" Val="Ancient Heavy Armour"/>
<Entry Key="DES_HEAVY_ARMOUR_ENCHANTED_BONE" Val="Enchanted Heavy Armour"/>
<Entry Key="DES_HEAVY_ARMOUR_RUNE_BONE" Val="Runic Heavy Armour"/>
<Entry Key="DES_HEAVY_ARMOUR_SPIKE_LEATHER" Val="Spiky Heavy Armour"/>
<Entry Key="DES_HEAVY_ARMOUR_VOID_SPARKLER" Val="Sparkling Heavy Armour"/>
<Entry Key="DES_HEAVY_ARMOUR_FORGOTTEN_ESSENCE" Val="Forgotten Heavy Armour"/>
<Entry Key="DES_HEAVY_ARMOUR_WYRM_SILK" Val="Silky Heavy Armour"/>
<Entry Key="DES_HEAVY_ARMOUR_MORPH_MATERIAL" Val="Morphed Heavy Armour"/>
<Entry Key="DES_HEAVY_ARMOUR_METAL_COMPOSITE" Val="Composite Heavy Armour"/>
<Entry Key="DES_HEAVY_ARMOUR_ARMOURED_STONE" Val="Armoured Heavy Armour"/>
<Entry Key="DES_HEAVY_ARMOUR_GOLEM_LEATHER" Val="Golem Heavy Armour"/>
<Entry Key="DES_HEAVY_ARMOUR_SECRET_ALLOY" Val="Alloy Heavy Armour"/>
<Entry Key="DES_HEAVY_ARMOUR_MOONSTONE" Val="Moonstone Heavy Armour"/>
<Entry Key="DES_HEAVY_ARMOUR_ALCHEMY_SKIN" Val="Alchemy Heavy Armour"/>
<Entry Key="DES_HEAVY_ARMOUR_IGNEOUS_SPIKE" Val="Igneous Heavy Armour"/>
<Entry Key="DES_HEAVY_ARMOUR_PURE_STONE" Val="Pure Heavy Armour"/>
<Entry Key="DES_HEAVY_ARMOUR_STONE_WOOD" Val="Stonewood Heavy Armour"/>
<Entry Key="DES_HEAVY_ARMOUR_PRISTINE_MATTER" Val="Pristine Heavy Armour"/>
<Entry Key="DES_HEAVY_ARMOUR_GODS_BRANCH" Val="Gods' Heavy Armour"/>
<Entry Key="DES_HEAVY_ARMOUR_SACRED_WOOD" Val="Sacred Heavy Armour"/>
<Entry Key="DES_HEAVY_ARMOUR_CRYSTAL_WOOD" Val="Crystal Heavy Armour"/>
<Entry Key="DES_HEAVY_ARMOUR_LIFE_ROOT" Val="Living Heavy Armour"/>
<Entry Key="DES_HEAVY_ARMOUR_EARTH_CORE" Val="Molten Heavy Armour"/>
<Entry Key="DES_SHIELD" Val="Shield"/>
<Entry Key="DES_SHIELD_DES" Val="Provides additional protection when held, can also be used to protect another ally."/>
<Entry Key="DES_SHIELD_WOOD" Val="Wooden Shield"/>
<Entry Key="DES_SHIELD_DRYAD_WOOD" Val="Dryad Shield"/>
<Entry Key="DES_SHIELD_DARK_WOOD" Val="Dark Shield"/>
<Entry Key="DES_SHIELD_ELVEN_WOOD" Val="Elven Shield"/>
<Entry Key="DES_SHIELD_ANCIENT_WOOD" Val="Ancient Shield"/>
<Entry Key="DES_SHIELD_IRON" Val="Iron Shield"/>
<Entry Key="DES_SHIELD_GOLD" Val="Golden Shield"/>
<Entry Key="DES_SHIELD_STEEL" Val="Steel Shield"/>
<Entry Key="DES_SHIELD_SILVER" Val="Silver Shield"/>
<Entry Key="DES_SHIELD_MITHRILL" Val="Mithril Shield"/>
<Entry Key="DES_SHIELD_BONE" Val="Bone Shield"/>
<Entry Key="DES_SHIELD_BLOOD_BONE" Val="Blood Shield"/>
<Entry Key="DES_SHIELD_SHADOW_BONE" Val="Shadow Shield"/>
<Entry Key="DES_SHIELD_MONSTER_BONE" Val="Monster Shield"/>
<Entry Key="DES_SHIELD_DRAGON_BONE" Val="Dragon Shield"/>
<Entry Key="DES_SHIELD_METAL_COMPOSITE" Val="Composite Shield"/>
<Entry Key="DES_SHIELD_ARMOURED_STONE" Val="Armoured Shield"/>
<Entry Key="DES_SHIELD_GOLEM_LEATHER" Val="Golem Shield"/>
<Entry Key="DES_SHIELD_SECRET_ALLOY" Val="Alloy Shield"/>
<Entry Key="DES_SHIELD_MOONSTONE" Val="Moonstone Shield"/>
<Entry Key="DES_SHIELD_ALCHEMY_SKIN" Val="Alchemy Shield"/>
<Entry Key="DES_SHIELD_IGNEOUS_SPIKE" Val="Igneous Shield"/>
<Entry Key="DES_SHIELD_ENCHANTED_BONE" Val="Enchanted Shield"/>
<Entry Key="DES_SHIELD_RUNE_BONE" Val="Runic Shield"/>
<Entry Key="DES_SHIELD_SPIKE_LEATHER" Val="Spiky Shield"/>
<Entry Key="DES_SHIELD_VOID_SPARKLER" Val="Sparkling Shield"/>
<Entry Key="DES_SHIELD_FORGOTTEN_ESSENCE" Val="Forgotten Shield"/>
<Entry Key="DES_SHIELD_WYRM_SILK" Val="Silky Shield"/>
<Entry Key="DES_SHIELD_MORPH_MATERIAL" Val="Morphed Shield"/>
<Entry Key="DES_SHIELD_STONE_WOOD" Val="Stonewood Shield"/>
<Entry Key="DES_SHIELD_SACRED_WOOD" Val="Sacred Shield"/>
<Entry Key="DES_SHIELD_CRYSTAL_WOOD" Val="Crystal Shield"/>
<Entry Key="DES_SHIELD_PRISTINE_MATTER" Val="Pristine Shield"/>
<Entry Key="DES_SHIELD_GODS_BRANCH" Val="Gods' Shield"/>
<Entry Key="DES_SHIELD_LIFE_ROOT" Val="Living Shield"/>
<Entry Key="DES_SHIELD_EARTH_CORE" Val="Molten Shield"/>
<Entry Key="DES_WAND" Val="Wand"/>
<Entry Key="DES_WAND_DES" Val="A thin stick said to have magical properties. Attacks at a distance but requires both hands."/>
<Entry Key="DES_WAND_BONE" Val="Bone Wand"/>
<Entry Key="DES_WAND_BLOOD_BONE" Val="Blood Wand"/>
<Entry Key="DES_WAND_SHADOW_BONE" Val="Shadow Wand"/>
<Entry Key="DES_WAND_MONSTER_BONE" Val="Monster Wand"/>
<Entry Key="DES_WAND_DRAGON_BONE" Val="Dragon Wand"/>
<Entry Key="DES_WAND_WOOD" Val="Wooden Wand"/>
<Entry Key="DES_WAND_DRYAD_WOOD" Val="Dryad Wand"/>
<Entry Key="DES_WAND_DARK_WOOD" Val="Dark Wand"/>
<Entry Key="DES_WAND_ELVEN_WOOD" Val="Elven Wand"/>
<Entry Key="DES_WAND_ANCIENT_WOOD" Val="Ancient Wand"/>
<Entry Key="DES_WAND_AMBER" Val="Amber Wand"/>
<Entry Key="DES_WAND_MALACHITE" Val="Malachite Wand"/>
<Entry Key="DES_WAND_TOPAZ" Val="Topaz Wand"/>
<Entry Key="DES_WAND_RUBY" Val="Ruby Wand"/>
<Entry Key="DES_WAND_DIAMOND" Val="Diamond Wand"/>
<Entry Key="DES_WAND_ENCHANTED_BONE" Val="Enchanted Wand"/>
<Entry Key="DES_WAND_RUNE_BONE" Val="Runic Wand"/>
<Entry Key="DES_WAND_SPIKE_LEATHER" Val="Spiky Wand"/>
<Entry Key="DES_WAND_VOID_SPARKLER" Val="Sparkling Wand"/>
<Entry Key="DES_WAND_FORGOTTEN_ESSENCE" Val="Forgotten Wand"/>
<Entry Key="DES_WAND_WYRM_SILK" Val="Silky Wand"/>
<Entry Key="DES_WAND_MORPH_MATERIAL" Val="Morphed Wand"/>
<Entry Key="DES_WAND_CRYSTAL_WOOD" Val="Crystal Wand"/>
<Entry Key="DES_WAND_GRANDGEM" Val="Grand Wand"/>
<Entry Key="DES_WAND_LIFE_ROOT" Val="Living Wand"/>
<Entry Key="DES_WAND_EARTH_CORE" Val="Molten Wand"/>
<Entry Key="DES_WAND_STONE_WOOD" Val="Stonewood Wand"/>
<Entry Key="DES_WAND_SACRED_WOOD" Val="Sacred Wand"/>
<Entry Key="DES_WAND_PRISTINE_MATTER" Val="Pristine Wand"/>
<Entry Key="DES_WAND_GODS_BRANCH" Val="Gods' Wand"/>
<Entry Key="DES_SCROLL_1H" Val="Scroll"/>
<Entry Key="DES_SCROLL_1H_DES" Val="A page of script on decorative rollers. Held in one hand."/>
<Entry Key="DES_SCROLL_1H_AMBER" Val="Amber Scroll"/>
<Entry Key="DES_SCROLL_1H_MALACHITE" Val="Malachite Scroll"/>
<Entry Key="DES_SCROLL_1H_TOPAZ" Val="Topaz Scroll"/>
<Entry Key="DES_SCROLL_1H_RUBY" Val="Ruby Scroll"/>
<Entry Key="DES_SCROLL_1H_DIAMOND" Val="Diamond Scroll"/>
<Entry Key="DES_SCROLL_1H_LEATHER" Val="Leather Scroll"/>
<Entry Key="DES_SCROLL_1H_SCALED_LEATHER" Val="Scaled Scroll"/>
<Entry Key="DES_SCROLL_1H_FUR_LEATHER" Val="Fur Scroll"/>
<Entry Key="DES_SCROLL_1H_ENCHANTED_LEATHER" Val="Dazzling Scroll"/>
<Entry Key="DES_SCROLL_1H_MYTHICAL_LEATHER" Val="Mythical Scroll"/>
<Entry Key="DES_SCROLL_1H_WOOD" Val="Wooden Scroll"/>
<Entry Key="DES_SCROLL_1H_DRYAD_WOOD" Val="Dryad Scroll"/>
<Entry Key="DES_SCROLL_1H_DARK_WOOD" Val="Dark Scroll"/>
<Entry Key="DES_SCROLL_1H_ELVEN_WOOD" Val="Elven Scroll"/>
<Entry Key="DES_SCROLL_1H_ANCIENT_WOOD" Val="Ancient Scroll"/>
<Entry Key="DES_SCROLL_1H_CRYSTAL_WOOD" Val="Crystal Scroll"/>
<Entry Key="DES_SCROLL_1H_GRANDGEM" Val="Grand Scroll"/>
<Entry Key="DES_SCROLL_1H_ENCHANTED_BONE" Val="Enchanted Scroll"/>
<Entry Key="DES_SCROLL_1H_LIFE_ROOT" Val="Living Scroll"/>
<Entry Key="DES_SCROLL_1H_EARTH_CORE" Val="Molten Scroll"/>
<Entry Key="DES_SCROLL_1H_VOID_SPARKLER" Val="Sparkling Scroll"/>
<Entry Key="DES_SCROLL_1H_FORGOTTEN_ESSENCE" Val="Forgotten Scroll"/>
<Entry Key="DES_SCROLL_1H_SPIKE_LEATHER" Val="Spiky Scroll"/>
<Entry Key="DES_SCROLL_1H_COMBAT_LEATHER" Val="Combat Scroll"/>
<Entry Key="DES_SCROLL_1H_GOLEM_LEATHER" Val="Golem Scroll"/>
<Entry Key="DES_SCROLL_1H_WYRM_SILK" Val="Silky Scroll"/>
<Entry Key="DES_SCROLL_1H_MORPH_MATERIAL" Val="Morphed Scroll"/>
<Entry Key="DES_SCROLL_1H_ALCHEMY_SKIN" Val="Alchemy Scroll"/>
<Entry Key="DES_SCROLL_1H_IGNEOUS_SPIKE" Val="Igneous Scroll"/>
<Entry Key="DES_SCROLL_1H_STONE_WOOD" Val="Stonewood Scroll"/>
<Entry Key="DES_SCROLL_1H_SACRED_WOOD" Val="Sacred Scroll"/>
<Entry Key="DES_SCROLL_1H_PRISTINE_MATTER" Val="Pristine Scroll"/>
<Entry Key="DES_SCROLL_1H_GODS_BRANCH" Val="Gods' Scroll"/>
<Entry Key="DES_SCROLL_2H" Val="Codex"/>
<Entry Key="DES_SCROLL_2H_DES" Val="A book constructed of many pages scribbled with important information. Needs both hands to use."/>
<Entry Key="DES_SCROLL_2H_AMBER" Val="Amber Codex"/>
<Entry Key="DES_SCROLL_2H_MALACHITE" Val="Malachite Codex"/>
<Entry Key="DES_SCROLL_2H_TOPAZ" Val="Topaz Codex"/>
<Entry Key="DES_SCROLL_2H_RUBY" Val="Ruby Codex"/>
<Entry Key="DES_SCROLL_2H_DIAMOND" Val="Diamond Codex"/>
<Entry Key="DES_SCROLL_2H_LEATHER" Val="Leather Codex"/>
<Entry Key="DES_SCROLL_2H_SCALED_LEATHER" Val="Scaled Codex"/>
<Entry Key="DES_SCROLL_2H_FUR_LEATHER" Val="Fur Codex"/>
<Entry Key="DES_SCROLL_2H_ENCHANTED_LEATHER" Val="Dazzling Codex"/>
<Entry Key="DES_SCROLL_2H_MYTHICAL_LEATHER" Val="Mythical Codex"/>
<Entry Key="DES_SCROLL_2H_WOOD" Val="Wooden Codex"/>
<Entry Key="DES_SCROLL_2H_DRYAD_WOOD" Val="Dryad Codex"/>
<Entry Key="DES_SCROLL_2H_DARK_WOOD" Val="Dark Codex"/>
<Entry Key="DES_SCROLL_2H_ELVEN_WOOD" Val="Elven Codex"/>
<Entry Key="DES_SCROLL_2H_ANCIENT_WOOD" Val="Ancient Codex"/>
<Entry Key="DES_SCROLL_2H_CRYSTAL_WOOD" Val="Crystal Codex"/>
<Entry Key="DES_SCROLL_2H_GRANDGEM" Val="Grand Codex"/>
<Entry Key="DES_SCROLL_2H_ENCHANTED_BONE" Val="Enchanted Codex"/>
<Entry Key="DES_SCROLL_2H_LIFE_ROOT" Val="Living Codex"/>
<Entry Key="DES_SCROLL_2H_EARTH_CORE" Val="Molten Codex"/>
<Entry Key="DES_SCROLL_2H_VOID_SPARKLER" Val="Sparkling Codex"/>
<Entry Key="DES_SCROLL_2H_FORGOTTEN_ESSENCE" Val="Forgotten Codex"/>
<Entry Key="DES_SCROLL_2H_SPIKE_LEATHER" Val="Spiky Codex"/>
<Entry Key="DES_SCROLL_2H_COMBAT_LEATHER" Val="Combat Codex"/>
<Entry Key="DES_SCROLL_2H_GOLEM_LEATHER" Val="Golem Codex"/>
<Entry Key="DES_SCROLL_2H_WYRM_SILK" Val="Silky Codex"/>
<Entry Key="DES_SCROLL_2H_MORPH_MATERIAL" Val="Morphed Codex"/>
<Entry Key="DES_SCROLL_2H_ALCHEMY_SKIN" Val="Alchemy Codex"/>
<Entry Key="DES_SCROLL_2H_IGNEOUS_SPIKE" Val="Igneous Codex"/>
<Entry Key="DES_SCROLL_2H_STONE_WOOD" Val="Stonewood Codex"/>
<Entry Key="DES_SCROLL_2H_SACRED_WOOD" Val="Sacred Codex"/>
<Entry Key="DES_SCROLL_2H_PRISTINE_MATTER" Val="Pristine Codex"/>
<Entry Key="DES_SCROLL_2H_GODS_BRANCH" Val="Gods' Codex"/>
<Entry Key="DES_JEWELLERY" Val="Jewellery"/>
<Entry Key="DES_JEWELLERY_DES" Val="A small decorative item worn for personal adornment, often a symbol of cultural status."/>
<Entry Key="DES_JEWELLERY_AMBER" Val="Amber Jewellery"/>
<Entry Key="DES_JEWELLERY_MALACHITE" Val="Malachite Jewellery"/>
<Entry Key="DES_JEWELLERY_TOPAZ" Val="Topaz Jewellery"/>
<Entry Key="DES_JEWELLERY_RUBY" Val="Ruby Jewellery"/>
<Entry Key="DES_JEWELLERY_DIAMOND" Val="Diamond Jewellery"/>
<Entry Key="DES_JEWELLERY_LEATHER" Val="Leather Jewellery"/>
<Entry Key="DES_JEWELLERY_SCALED_LEATHER" Val="Scaled Jewellery"/>
<Entry Key="DES_JEWELLERY_FUR_LEATHER" Val="Fur Jewellery"/>
<Entry Key="DES_JEWELLERY_ENCHANTED_LEATHER" Val="Dazzling Jewellery"/>
<Entry Key="DES_JEWELLERY_MYTHICAL_LEATHER" Val="Mythical Jewellery"/>
<Entry Key="DES_JEWELLERY_BONE" Val="Bone Jewellery"/>
<Entry Key="DES_JEWELLERY_BLOOD_BONE" Val="Blood Jewellery"/>
<Entry Key="DES_JEWELLERY_SHADOW_BONE" Val="Shadow Jewellery"/>
<Entry Key="DES_JEWELLERY_MONSTER_BONE" Val="Monster Jewellery"/>
<Entry Key="DES_JEWELLERY_DRAGON_BONE" Val="Dragon Jewellery"/>
<Entry Key="DES_JEWELLERY_IRON" Val="Iron Jewellery"/>
<Entry Key="DES_JEWELLERY_GOLD" Val="Golden Jewellery"/>
<Entry Key="DES_JEWELLERY_STEEL" Val="Steel Jewellery"/>
<Entry Key="DES_JEWELLERY_SILVER" Val="Silver Jewellery"/>
<Entry Key="DES_JEWELLERY_MITHRILL" Val="Mithril Jewellery"/>
<Entry Key="DES_JEWELLERY_CRYSTAL_WOOD" Val="Crystal Jewellery"/>
<Entry Key="DES_JEWELLERY_GRANDGEM" Val="Grand Jewellery"/>
<Entry Key="DES_JEWELLERY_ENCHANTED_BONE" Val="Enchanted Jewellery"/>
<Entry Key="DES_JEWELLERY_LIFE_ROOT" Val="Living Jewellery"/>
<Entry Key="DES_JEWELLERY_EARTH_CORE" Val="Molten Jewellery"/>
<Entry Key="DES_JEWELLERY_VOID_SPARKLER" Val="Sparkling Jewellery"/>
<Entry Key="DES_JEWELLERY_FORGOTTEN_ESSENCE" Val="Forgotten Jewellery"/>
<Entry Key="DES_JEWELLERY_RUNE_BONE" Val="Runic Jewellery"/>
<Entry Key="DES_JEWELLERY_SPIKE_LEATHER" Val="Spiky Jewellery"/>
<Entry Key="DES_JEWELLERY_WYRM_SILK" Val="Silky Jewellery"/>
<Entry Key="DES_JEWELLERY_MORPH_MATERIAL" Val="Morphed Jewellery"/>
<Entry Key="DES_JEWELLERY_COMBAT_LEATHER" Val="Combat Jewellery"/>
<Entry Key="DES_JEWELLERY_GOLEM_LEATHER" Val="Golem Jewellery"/>
<Entry Key="DES_JEWELLERY_ALCHEMY_SKIN" Val="Alchemy Jewellery"/>
<Entry Key="DES_JEWELLERY_IGNEOUS_SPIKE" Val="Igneous Jewellery"/>
<Entry Key="DES_JEWELLERY_METAL_COMPOSITE" Val="Composite Jewellery"/>
<Entry Key="DES_JEWELLERY_ARMOURED_STONE" Val="Armoured Jewellery"/>
<Entry Key="DES_JEWELLERY_SECRET_ALLOY" Val="Alloy Jewellery"/>
<Entry Key="DES_JEWELLERY_MOONSTONE" Val="Moonstone Jewellery"/>
<Entry Key="DES_GATHERING_TOOL" Val="Gathering Tool"/>
<Entry Key="DES_GATHERING_TOOL_DES" Val="Gathering is much more efficient when you've got the right tools."/>
<Entry Key="DES_GATHERING_TOOL_LEATHER" Val="Leather Gathering Tool"/>
<Entry Key="DES_GATHERING_TOOL_SCALED_LEATHER" Val="Scaled Gathering Tool"/>
<Entry Key="DES_GATHERING_TOOL_FUR_LEATHER" Val="Fur Gathering Tool"/>
<Entry Key="DES_GATHERING_TOOL_ENCHANTED_LEATHER" Val="Dazzling Gathering Tool"/>
<Entry Key="DES_GATHERING_TOOL_MYTHICAL_LEATHER" Val="Mythical Gathering Tool"/>
<Entry Key="DES_GATHERING_TOOL_WOOD" Val="Wooden Gathering Tool"/>
<Entry Key="DES_GATHERING_TOOL_DRYAD_WOOD" Val="Dryad Gathering Tool"/>
<Entry Key="DES_GATHERING_TOOL_DARK_WOOD" Val="Dark Gathering Tool"/>
<Entry Key="DES_GATHERING_TOOL_ELVEN_WOOD" Val="Elven Gathering Tool"/>
<Entry Key="DES_GATHERING_TOOL_ANCIENT_WOOD" Val="Ancient Gathering Tool"/>
<Entry Key="DES_GATHERING_TOOL_AMBER" Val="Amber Gathering Tool"/>
<Entry Key="DES_GATHERING_TOOL_MALACHITE" Val="Malachite Gathering Tool"/>
<Entry Key="DES_GATHERING_TOOL_TOPAZ" Val="Topaz Gathering Tool"/>
<Entry Key="DES_GATHERING_TOOL_RUBY" Val="Ruby Gathering Tool"/>
<Entry Key="DES_GATHERING_TOOL_DIAMOND" Val="Diamond Gathering Tool"/>
<Entry Key="DES_GATHERING_TOOL_SPIKE_LEATHER" Val="Spiky Gathering Tool"/>
<Entry Key="DES_GATHERING_TOOL_COMBAT_LEATHER" Val="Combat Gathering Tool"/>
<Entry Key="DES_GATHERING_TOOL_GOLEM_LEATHER" Val="Golem Gathering Tool"/>
<Entry Key="DES_GATHERING_TOOL_WYRM_SILK" Val="Silky Gathering Tool"/>
<Entry Key="DES_GATHERING_TOOL_MORPH_MATERIAL" Val="Morphed Gathering Tool"/>
<Entry Key="DES_GATHERING_TOOL_ALCHEMY_SKIN" Val="Alchemy Gathering Tool"/>
<Entry Key="DES_GATHERING_TOOL_IGNEOUS_SPIKE" Val="Igneous Gathering Tool"/>
<Entry Key="DES_GATHERING_TOOL_STONE_WOOD" Val="Stonewood Gathering Tool"/>
<Entry Key="DES_GATHERING_TOOL_SACRED_WOOD" Val="Sacred Gathering Tool"/>
<Entry Key="DES_GATHERING_TOOL_CRYSTAL_WOOD" Val="Crystal Gathering Tool"/>
<Entry Key="DES_GATHERING_TOOL_PRISTINE_MATTER" Val="Pristine Gathering Tool"/>
<Entry Key="DES_GATHERING_TOOL_GODS_BRANCH" Val="Gods' Gathering Tool"/>
<Entry Key="DES_GATHERING_TOOL_LIFE_ROOT" Val="Living Gathering Tool"/>
<Entry Key="DES_GATHERING_TOOL_EARTH_CORE" Val="Molten Gathering Tool"/>
<Entry Key="DES_GATHERING_TOOL_GRANDGEM" Val="Grand Gathering Tool"/>
<Entry Key="DES_GATHERING_TOOL_ENCHANTED_BONE" Val="Enchanted Gathering Tool"/>
<Entry Key="DES_GATHERING_TOOL_VOID_SPARKLER" Val="Sparkling Gathering Tool"/>
<Entry Key="DES_GATHERING_TOOL_FORGOTTEN_ESSENCE" Val="Forgotten Gathering Tool"/>
<Entry Key="DES_CRAFTING_TOOL" Val="Crafting Tool"/>
<Entry Key="DES_CRAFTING_TOOL_DES" Val="Crafting is much more efficient when you've got the right tools."/>
<Entry Key="DES_CRAFTING_TOOL_SANDSTONE" Val="Sandstone Crafting Tool"/>
<Entry Key="DES_CRAFTING_TOOL_CLAY" Val="Clay Crafting Tool"/>
<Entry Key="DES_CRAFTING_TOOL_QUARTZ" Val="Quartz Crafting Tool"/>
<Entry Key="DES_CRAFTING_TOOL_GRANITE" Val="Granite Crafting Tool"/>
<Entry Key="DES_CRAFTING_TOOL_OBSIDIAN" Val="Obsidian Crafting Tool"/>
<Entry Key="DES_CRAFTING_TOOL_AMBER" Val="Amber Crafting Tool"/>
<Entry Key="DES_CRAFTING_TOOL_MALACHITE" Val="Malachite Crafting Tool"/>
<Entry Key="DES_CRAFTING_TOOL_TOPAZ" Val="Topaz Crafting Tool"/>
<Entry Key="DES_CRAFTING_TOOL_RUBY" Val="Ruby Crafting Tool"/>
<Entry Key="DES_CRAFTING_TOOL_DIAMOND" Val="Diamond Crafting Tool"/>
<Entry Key="DES_CRAFTING_TOOL_IRON" Val="Iron Crafting Tool"/>
<Entry Key="DES_CRAFTING_TOOL_GOLD" Val="Golden Crafting Tool"/>
<Entry Key="DES_CRAFTING_TOOL_STEEL" Val="Steel Crafting Tool"/>
<Entry Key="DES_CRAFTING_TOOL_SILVER" Val="Silver Crafting Tool"/>
<Entry Key="DES_CRAFTING_TOOL_MITHRILL" Val="Mithril Crafting Tool"/>
<Entry Key="DES_CRAFTING_TOOL_ARMOURED_STONE" Val="Armoured Crafting Tool"/>
<Entry Key="DES_CRAFTING_TOOL_PURE_STONE" Val="Pure Crafting Tool"/>
<Entry Key="DES_CRAFTING_TOOL_STONE_WOOD" Val="Stonewood Crafting Tool"/>
<Entry Key="DES_CRAFTING_TOOL_SECRET_ALLOY" Val="Alloy Crafting Tool"/>
<Entry Key="DES_CRAFTING_TOOL_MOONSTONE" Val="Moonstone Crafting Tool"/>
<Entry Key="DES_CRAFTING_TOOL_PRISTINE_MATTER" Val="Pristine Crafting Tool"/>
<Entry Key="DES_CRAFTING_TOOL_GODS_BRANCH" Val="Gods' Crafting Tool"/>
<Entry Key="DES_CRAFTING_TOOL_CRYSTAL_WOOD" Val="Crystal Crafting Tool"/>
<Entry Key="DES_CRAFTING_TOOL_GRANDGEM" Val="Grand Crafting Tool"/>
<Entry Key="DES_CRAFTING_TOOL_ENCHANTED_BONE" Val="Enchanted Crafting Tool"/>
<Entry Key="DES_CRAFTING_TOOL_LIFE_ROOT" Val="Living Crafting Tool"/>
<Entry Key="DES_CRAFTING_TOOL_EARTH_CORE" Val="Molten Crafting Tool"/>
<Entry Key="DES_CRAFTING_TOOL_VOID_SPARKLER" Val="Sparkling Crafting Tool"/>
<Entry Key="DES_CRAFTING_TOOL_FORGOTTEN_ESSENCE" Val="Forgotten Crafting Tool"/>
<Entry Key="DES_CRAFTING_TOOL_METAL_COMPOSITE" Val="Composite Crafting Tool"/>
<Entry Key="DES_CRAFTING_TOOL_GOLEM_LEATHER" Val="Golem Crafting Tool"/>
<Entry Key="DES_CRAFTING_TOOL_ALCHEMY_SKIN" Val="Alchemy Crafting Tool"/>
<Entry Key="DES_CRAFTING_TOOL_IGNEOUS_SPIKE" Val="Igneous Crafting Tool"/>
<Entry Key="DES_COSMIC_RING" Val="The Other Ring"/>
<Entry Key="DES_COSMIC_RING_DES" Val="Somehow this little ring feels full of energy. Just put it on your finger, you know you want to..."/>
<Entry Key="DES_SHIP_SMALL" Val="Raft"/>
<Entry Key="DES_SHIP_SMALL_DES" Val="A basic vessel that will allow you to sail."/>
<Entry Key="DES_SHIP_SMALL_STRIBOG" Val="Stribog's Raft"/>
<Entry Key="DES_SHIP_SMALL_STRIBOG_DES" Val="A blessed vessel that will allow you to sail."/>
<Entry Key="DES_SHIP_MEDIUM" Val="Sailboat"/>
<Entry Key="DES_SHIP_MEDIUM_DES" Val="A decent boat that will allow you to sail and maybe take some supplies too."/>
<Entry Key="DES_SHIP_LARGE" Val="Ship"/>
<Entry Key="DES_SHIP_LARGE_DES" Val="If you're serious about water travel, this is what you want."/>
<Entry Key="DES_COOKING" Val="Cooked Food"/>
<Entry Key="DES_COOKING_DES" Val="Mmmm smells nice!"/>
<Entry Key="DES_COOKING_MEAT1" Val="Sweet Meat"/>
<Entry Key="DES_COOKING_MEAT1_DES" Val="Spicy meat with fruits.\nPrimary ingredients:\n{ICON:Meat} {ICON:Fish} {ICON:BeetleJelly} {ICON:Eggs}\nSecondary ingredients:\n{ICON:Fruits} {ICON:Nuts} {ICON:Spices} {ICON:Herbs}"/>
<Entry Key="DES_COOKING_MEAT2" Val="Meaty Meals"/>
<Entry Key="DES_COOKING_MEAT2_DES" Val="Hearty meat and vegetables recipes.\nPrimary ingredients:\n{ICON:Meat} {ICON:Fish} {ICON:BeetleJelly} {ICON:Eggs}\nSecondary ingredients:\n{ICON:Veggies} {ICON:Grain} {ICON:Mushrooms} {ICON:Meat} {ICON:Fish} {ICON:BeetleJelly} {ICON:Eggs}"/>
<Entry Key="DES_COOKING_VEGGIES1" Val="Vegetarian Choice"/>
<Entry Key="DES_COOKING_VEGGIES1_DES" Val="Spicy vegetables.\nPrimary ingredients:\n{ICON:Veggies} {ICON:Grain} {ICON:Mushrooms}\nSecondary ingredients:\n{ICON:Veggies} {ICON:Grain} {ICON:Mushrooms} {ICON:Spices} {ICON:Herbs}"/>
<Entry Key="DES_COOKING_VEGGIES2" Val="Traditional Menu"/>
<Entry Key="DES_COOKING_VEGGIES2_DES" Val="Traditional Slavic dishes.\nPrimary ingredients:\n{ICON:Veggies} {ICON:Grain} {ICON:Mushrooms}\nSecondary ingredients:\n{ICON:Meat} {ICON:Fish} {ICON:BeetleJelly} {ICON:Eggs} {ICON:Fruits} {ICON:Nuts}"/>
<Entry Key="DES_COOKING_FRUITS1" Val="Grandma's Treats"/>
<Entry Key="DES_COOKING_FRUITS1_DES" Val="Treats for special occasions.\nPrimary ingredients:\n{ICON:Fruits} {ICON:Nuts}\nSecondary ingredients:\n{ICON:Fruits} {ICON:Nuts} {ICON:Veggies} {ICON:Grain} {ICON:Mushrooms}"/>
<Entry Key="DES_COOKING_FRUITS2" Val="Goblin Recipes"/>
<Entry Key="DES_COOKING_FRUITS2_DES" Val="Dishes and drinks from Goblins' Donoughteet Book.\nPrimary ingredients:\n{ICON:Fruits} {ICON:Nuts}\nSecondary ingredients:\n{ICON:Meat} {ICON:Fish} {ICON:BeetleJelly} {ICON:Eggs} {ICON:Spices} {ICON:Herbs}"/>
<Entry Key="DES_PET_HORSE" Val="Horse"/>
<Entry Key="DES_PET_HORSE_DES" Val="Loyal steed, treasured companion to any hero."/>
<Entry Key="DES_PET_GOAT" Val="Carrier Goat"/>
<Entry Key="DES_PET_GOAT_DES" Val="Tamed goat especially trained to carry your stuff."/>
<Entry Key="DES_PET_GOAT_BUNNY" Val="Bunny"/>
<Entry Key="DES_PET_GOAT_BUNNY_DES" Val="It's a bunny. Really, it is!"/>
<Entry Key="DES_PET_BUNNY" Val="Bunny"/>
<Entry Key="DES_PET_BUNNY_DES" Val="White, fluffy ghost."/>
<Entry Key="DES_PET_CAT" Val="Cat"/>
<Entry Key="DES_PET_CAT_DES" Val="Cat allows you to be its loyal servant."/>
<Entry Key="DES_PET_DOG" Val="Dog"/>
<Entry Key="DES_PET_DOG_DES" Val="Man's best friend."/>
<Entry Key="DES_PET_WOLF" Val="Wolf"/>
<Entry Key="DES_PET_WOLF_DES" Val="This wolf decided you're the alpha."/>
<Entry Key="DES_PET_BEAR" Val="Bear"/>
<Entry Key="DES_PET_BEAR_DES" Val="Tamed bear, so long as you feed it honey you should be okay."/>
<Entry Key="DES_PET_BOAR" Val="Boar"/>
<Entry Key="DES_PET_BOAR_DES" Val="Trained wild boar."/>
<Entry Key="DES_PET_SKSHACK" Val="Skshack"/>
<Entry Key="DES_PET_SKSHACK_DES" Val="A friendly house demon who decided you're worthy of its blessings."/>
<Entry Key="DES_PET_CMUCH" Val="Cmuch"/>
<Entry Key="DES_PET_CMUCH_DES" Val="A shy and not so pretty demon, but he will bring you good health when befriended."/>
<Entry Key="DES_PET_WRAITH" Val="Wraith"/>
<Entry Key="DES_PET_WRAITH_DES" Val="Try calling me a pet again, you pathetic bag of flesh!"/>
<Entry Key="DES_PET_GHOST" Val="Ghost"/>
<Entry Key="DES_PET_GHOST_DES" Val="Your very own friendly ghost."/>
<Entry Key="DES_PET_CROW" Val="Crow"/>
<Entry Key="DES_PET_CROW_DES" Val="The best companion for a witch."/>
<Entry Key="DES_PET_SPIDER_SPITTING" Val="Spitting Spider"/>
<Entry Key="DES_PET_SPIDER_SPITTING_DES" Val="Your very own creepy crawly friend."/>
<Entry Key="DES_PET_TURTLE" Val="Iron Frog"/>
<Entry Key="DES_PET_TURTLE_DES" Val="Although commonly known as the iron frog, wise ones know this creature to be called a turtle. It is extremely rare in Slavya, but they are as old as the elves and thus grant one's keeper their knowledge when you rub their shell three times, anti-clockwise."/>
<Entry Key="DES_PET_CHICKEN" Val="Slavyan Cock"/>
<Entry Key="DES_PET_CHICKEN_DES" Val="Your Slavyan Cock is the envy of all your neighbours."/>
<Entry Key="DES_PET_PUMPKIN" Val="Pumpkin"/>
<Entry Key="DES_PET_PUMPKIN_DES" Val="This little fella was carved to celebrate the All Hallows Eve, but through demon trickery or some other dark magic, it was awakened. It seems to like you very much, and follows you wherever you go - despite not having any legs. "/>
<!-- BUILDINGS -->
<Entry Key="DES_IDOL" Val="Idol"/>
<Entry Key="DES_IDOL_DES" Val="A sculpted figure dedicated to a deity. Builds your village."/>
<Entry Key="DES_IDOL_WOOD" Val="Idol of Wood"/>
<Entry Key="DES_IDOL_STONE" Val="Idol of Stone"/>
<Entry Key="DES_IDOL_GEMS" Val="Idol of Gems"/>
<Entry Key="DES_IDOL_BONE" Val="Idol of Bone"/>
<Entry Key="DES_WAREHOUSE" Val="Warehouse"/>
<Entry Key="DES_WAREHOUSE_DES" Val="Roofed storage space. Increases the number of gathering slots, may also increase Gathering attribute."/>
<Entry Key="DES_WAREHOUSE_WOOD" Val="Warehouse of Wood"/>
<Entry Key="DES_WAREHOUSE_STONE" Val="Warehouse of Stone"/>
<Entry Key="DES_WAREHOUSE_BONE" Val="Warehouse of Bone"/>
<Entry Key="DES_FORGE" Val="Forge"/>
<Entry Key="DES_FORGE_DES" Val="The only home of every true craftsman. Increases the number of crafting slots and increases Crafting attribute."/>
<Entry Key="DES_FORGE_METAL" Val="Forge of Metal"/>
<Entry Key="DES_FORGE_STONE" Val="Forge of Stone"/>
<Entry Key="DES_FORGE_GEMS" Val="Forge of Gems"/>
<Entry Key="DES_ARMOURY" Val="Armoury"/>
<Entry Key="DES_ARMOURY_DES" Val="For storing and maintaining equipment. Increases Shielding of villagers."/>
<Entry Key="DES_ARMOURY_METAL" Val="Armoury of Metal"/>
<Entry Key="DES_ARMOURY_STONE" Val="Armoury of Stone"/>
<Entry Key="DES_ARMOURY_GEMS" Val="Armoury of Gems"/>
<Entry Key="DES_SCHOOL" Val="School"/>
<Entry Key="DES_SCHOOL_DES" Val="Knowledge dwells under its roof. Increases Research attribute, provides research points each turn and increases the number of research slots."/>
<Entry Key="DES_SCHOOL_WOOD" Val="School of Wood"/>
<Entry Key="DES_SCHOOL_STONE" Val="School of Stone"/>
<Entry Key="DES_SCHOOL_BONE" Val="School of Bone"/>
<Entry Key="DES_DWELLING_BEDS" Val="Dwelling"/>
<Entry Key="DES_DWELLING_BEDS_DES" Val="Home Sweet Home. A warm and cosy place that ensures your Morale does not fall too low."/>
<Entry Key="DES_DWELLING_BEDS_WOOD" Val="Dwelling of Wood"/>
<Entry Key="DES_DWELLING_BEDS_STONE" Val="Dwelling of Stone"/>
<Entry Key="DES_DWELLING_BEDS_LEATHER" Val="Dwelling of Leather"/>
<Entry Key="DES_HERBALIST_HUT" Val="Herbalist's Hut"/>
<Entry Key="DES_HERBALIST_HUT_DES" Val="The funny smell coming from inside doesn't bother you at all. Improves health regeneration and scares away the greedy claws of death."/>
<Entry Key="DES_HERBALIST_HUT_BONE" Val="Herbalist's Hut of Bone"/>
<Entry Key="DES_HERBALIST_HUT_GEMS" Val="Herbalist's Hut of Gems"/>
<Entry Key="DES_HERBALIST_HUT_LEATHER" Val="Herbalist's Hut of Leather"/>
<Entry Key="DES_WISHING_WELL" Val="Wishing Well"/>
<Entry Key="DES_WISHING_WELL_DES" Val="A well that gives not only water but resources as well."/>
<Entry Key="DES_WISHING_WELL_WOOD" Val="Wishing Well of Wood"/>
<Entry Key="DES_WISHING_WELL_STONE" Val="Wishing Well of Stone"/>
<Entry Key="DES_WISHING_WELL_METAL" Val="Wishing Well of Metal"/>
<Entry Key="DES_LUMBER_MILL" Val="Lumber Mill"/>
<Entry Key="DES_LUMBER_MILL_DES" Val="Lumber Mill provides wood. Especially useful if there are no forests growing nearby."/>
<Entry Key="DES_LUMBER_MILL_BONE" Val="Lumber Mill of Bone"/>
<Entry Key="DES_LUMBER_MILL_METAL" Val="Lumber Mill of Metal"/>
<Entry Key="DES_LUMBER_MILL_GEMS" Val="Lumber Mill of Gems"/>
<Entry Key="DES_CHILD_PLAYGROUND" Val="Children's Playground"/>
<Entry Key="DES_CHILD_PLAYGROUND_DES" Val="With this playground, your kids can practice while playing! Increases main attributes of children."/>
<Entry Key="DES_CHILD_PLAYGROUND_LEATHER" Val="Children's Playground of Leather"/>
<Entry Key="DES_CHILD_PLAYGROUND_WOOD" Val="Children's Playground of Wood"/>
<Entry Key="DES_CHILD_PLAYGROUND_GEMS" Val="Children's Playground of Gems"/>
<Entry Key="DES_GUARD_TOWER" Val="Guard Tower"/>
<Entry Key="DES_GUARD_TOWER_DES" Val="A high tower that increases health physical and mental."/>
<Entry Key="DES_GUARD_TOWER_METAL" Val="Guard Tower of Metal"/>
<Entry Key="DES_GUARD_TOWER_STONE" Val="Guard Tower of Stone"/>
<Entry Key="DES_GUARD_TOWER_GEMS" Val="Guard Tower of Gems"/>
<Entry Key="DES_WITCH_HUT" Val="Witch Hut"/>
<Entry Key="DES_WITCH_HUT_DES" Val="On the forest edge there is small hut on a chicken leg. It provides a bonus to Rituals attribute and something extra depending on resource used for its construction."/>
<Entry Key="DES_WITCH_HUT_BONE" Val="Witch Hut of Bone"/>
<Entry Key="DES_WITCH_HUT_GEMS" Val="Witch Hut of Gems"/>
<Entry Key="DES_WITCH_HUT_LEATHER" Val="Witch Hut of Leather"/>
<Entry Key="DES_CROP_FIELD" Val="Crop Field"/>
<Entry Key="DES_CROP_FIELD_DES" Val="A small field that will provide a bit of food and chance for pet."/>
<Entry Key="DES_CROP_FIELD_METAL" Val="Crop Field of Metal"/>
<Entry Key="DES_CROP_FIELD_STONE" Val="Crop Field of Stone"/>
<Entry Key="DES_CROP_FIELD_GEMS" Val="Crop Field of Gems"/>
<Entry Key="DES_MINE" Val="Mine"/>
<Entry Key="DES_MINE_DES" Val="A hole in the ground that provides a small amount of crafting materials each turn."/>
<Entry Key="DES_MINE_METAL" Val="Metal Mine"/>
<Entry Key="DES_MINE_STONE" Val="Stone Mine"/>
<Entry Key="DES_MINE_GEMS" Val="Gem Mine"/>
<Entry Key="DES_TRADING_POST" Val="Trading Post"/>
<Entry Key="DES_TRADING_POST_DES" Val="Traders will sometimes visit this settlement. Also provides a metal bar or a gem each turn."/>
<Entry Key="DES_TRADING_POST_BONE" Val="Trading Post of Bone"/>
<Entry Key="DES_TRADING_POST_GEMS" Val="Trading Post of Gems"/>
<Entry Key="DES_TRADING_POST_LEATHER" Val="Trading Post of Leather"/>
<!-- Cooking -->
<Entry Key="DES_COOKING_MEAT_MEAT" Val="Pulpety"/>
<Entry Key="DES_COOKING_MEAT_MEAT_DES" Val="Pulpety, Slavyan meatballs the way granny made it."/>
<Entry Key="DES_COOKING_MEAT_VEGGIES" Val="Golabki"/>
<Entry Key="DES_COOKING_MEAT_VEGGIES_DES" Val="Golabki, meat and grain wrapped in cabbage and baked in sauce."/>
<Entry Key="DES_COOKING_MEAT_FRUITS" Val="Rolada"/>
<Entry Key="DES_COOKING_MEAT_FRUITS_DES" Val="Rolada is nice chunk of meat rolled with veggies, herbs or anything else you found and baked."/>
<Entry Key="DES_COOKING_MEAT_SPICES" Val="Grilled Meat"/>
<Entry Key="DES_COOKING_MEAT_SPICES_DES" Val="Grilled Meat: nothing beats a good barbeque."/>
<Entry Key="DES_COOKING_FISH_MEAT" Val="Baked Fish"/>
<Entry Key="DES_COOKING_FISH_MEAT_DES" Val="Baked Fish: healthy and nutritious."/>
<Entry Key="DES_COOKING_FISH_VEGGIES" Val="Fish Salad"/>
<Entry Key="DES_COOKING_FISH_VEGGIES_DES" Val="Fish Salad: a lighter option."/>
<Entry Key="DES_COOKING_FISH_FRUITS" Val="Fish Cake"/>
<Entry Key="DES_COOKING_FISH_FRUITS_DES" Val="Fish Cake food of choice for most kids."/>
<Entry Key="DES_COOKING_FISH_SPICES" Val="Grilled Fish"/>
<Entry Key="DES_COOKING_FISH_SPICES_DES" Val="Grilled Fish, fresh from the water and onto the grill, yum."/>
<Entry Key="DES_COOKING_EGGS_MEAT" Val="Fried Egg"/>
<Entry Key="DES_COOKING_EGGS_MEAT_DES" Val="Fried Egg, best for breakfast."/>
<Entry Key="DES_COOKING_EGGS_VEGGIES" Val="Quiche"/>
<Entry Key="DES_COOKING_EGGS_VEGGIES_DES" Val="Quiche, egg and any leftovers thrown in, yummy stuff."/>
<Entry Key="DES_COOKING_EGGS_FRUITS" Val="Fruity Custard"/>
<Entry Key="DES_COOKING_EGGS_FRUITS_DES" Val="Fruity Custard, enough said."/>
<Entry Key="DES_COOKING_EGGS_SPICES" Val="Scrambled Egg"/>
<Entry Key="DES_COOKING_EGGS_SPICES_DES" Val="Scrambled Egg, another breakfast classic."/>
<Entry Key="DES_COOKING_BEETLEJELLY_MEAT" Val="Galart"/>
<Entry Key="DES_COOKING_BEETLEJELLY_MEAT_DES" Val="Galart is like a jelly with veggies and meat, or fish."/>
<Entry Key="DES_COOKING_BEETLEJELLY_VEGGIES" Val="Jellied Greens"/>
<Entry Key="DES_COOKING_BEETLEJELLY_VEGGIES_DES" Val="Jellied Greens, not exciting, but will feed you."/>
<Entry Key="DES_COOKING_BEETLEJELLY_FRUITS" Val="Pudding"/>
<Entry Key="DES_COOKING_BEETLEJELLY_FRUITS_DES" Val="Pudding is yummy."/>
<Entry Key="DES_COOKING_BEETLEJELLY_SPICES" Val="Spiced Jelly"/>
<Entry Key="DES_COOKING_BEETLEJELLY_SPICES_DES" Val="Spiced Jelly, well, it's jelly with spices, kind of works."/>
<Entry Key="DES_COOKING_VEGGIES_MEAT" Val="Bigos"/>
<Entry Key="DES_COOKING_VEGGIES_MEAT_DES" Val="Bigos is sauerkraut with mushrooms and meat all stewed for hours to make a Slavyan winter classic."/>
<Entry Key="DES_COOKING_VEGGIES_VEGGIES" Val="Pickles"/>
<Entry Key="DES_COOKING_VEGGIES_VEGGIES_DES" Val="Pickled gherkins are the best."/>
<Entry Key="DES_COOKING_VEGGIES_FRUITS" Val="Leczo"/>
<Entry Key="DES_COOKING_VEGGIES_FRUITS_DES" Val="Leczo, veggies, meat and tomato sauce all fried together."/>
<Entry Key="DES_COOKING_VEGGIES_SPICES" Val="Grochowka"/>
<Entry Key="DES_COOKING_VEGGIES_SPICES_DES" Val="Grochowka, wholesome bean soup, best keep at bay after if you're on a date."/>
<Entry Key="DES_COOKING_GRAIN_MEAT" Val="Pierogi"/>
<Entry Key="DES_COOKING_GRAIN_MEAT_DES" Val="Pierogi, a Slavyan classic, dough dumplings with various fillings."/>
<Entry Key="DES_COOKING_GRAIN_VEGGIES" Val="Sandwich"/>
<Entry Key="DES_COOKING_GRAIN_VEGGIES_DES" Val="Sandwich, enough said."/>
<Entry Key="DES_COOKING_GRAIN_FRUITS" Val="Fruit Pie"/>
<Entry Key="DES_COOKING_GRAIN_FRUITS_DES" Val="Fruit pie, hot fruit in pastry, yum."/>
<Entry Key="DES_COOKING_GRAIN_SPICES" Val="Bimber"/>
<Entry Key="DES_COOKING_GRAIN_SPICES_DES" Val="Dwarf Moonshine, if you ain't a dwarf, you best think twice before you drink it."/>
<Entry Key="DES_COOKING_MUSHROOMS_MEAT" Val="Mushroom Gulash"/>
<Entry Key="DES_COOKING_MUSHROOMS_MEAT_DES" Val="Mushroom Gulash, anything you had thrown together in a pan and stewed for hours until it tastes good."/>
<Entry Key="DES_COOKING_MUSHROOMS_VEGGIES" Val="Mushroom Bake"/>
<Entry Key="DES_COOKING_MUSHROOMS_VEGGIES_DES" Val="Mushroom Bake, warning, can cause visions."/>
<Entry Key="DES_COOKING_MUSHROOMS_FRUITS" Val="Mushroom Salad"/>
<Entry Key="DES_COOKING_MUSHROOMS_FRUITS_DES" Val="Mushroom Salad, light and simple."/>
<Entry Key="DES_COOKING_MUSHROOMS_SPICES" Val="Fried Mushroom"/>
<Entry Key="DES_COOKING_MUSHROOMS_SPICES_DES" Val="Fried Mushroom, not mind blowing, but will feed you."/>
<Entry Key="DES_COOKING_FRUITS_MEAT" Val="Plum Roast"/>
<Entry Key="DES_COOKING_FRUITS_MEAT_DES" Val="Plum Roast, very sweet and warming."/>
<Entry Key="DES_COOKING_FRUITS_VEGGIES" Val="Veggie Bake"/>
<Entry Key="DES_COOKING_FRUITS_VEGGIES_DES" Val="Veggie Bake, if meat is scarce, you gotta eat something."/>
<Entry Key="DES_COOKING_FRUITS_FRUITS" Val="Jam"/>
<Entry Key="DES_COOKING_FRUITS_FRUITS_DES" Val="Jam all the sweet goodness of summer fruits in a jar."/>
<Entry Key="DES_COOKING_FRUITS_SPICES" Val="Goblin Wine"/>
<Entry Key="DES_COOKING_FRUITS_SPICES_DES" Val="Gobbo Wine is known to send you into the ghost-world, there's likely shrooms in it."/>
<Entry Key="DES_COOKING_NUTS_MEAT" Val="Nutty Stew"/>
<Entry Key="DES_COOKING_NUTS_MEAT_DES" Val="Nutty Stew, if you do it right, it still has that crunch to it."/>
<Entry Key="DES_COOKING_NUTS_VEGGIES" Val="Nut Roast"/>
<Entry Key="DES_COOKING_NUTS_VEGGIES_DES" Val="Roasted nuts, yum."/>
<Entry Key="DES_COOKING_NUTS_FRUITS" Val="Muesli"/>
<Entry Key="DES_COOKING_NUTS_FRUITS_DES" Val="Muesli, breakfast of choice for fancy folk."/>
<Entry Key="DES_COOKING_NUTS_SPICES" Val="Nut Tincture"/>
<Entry Key="DES_COOKING_NUTS_SPICES_DES" Val="Nut Tincture. If it sounds suspicious then it probably is, so consume at your own risk."/>
<!-- Tech -->
<Entry Key="DES_TECH_SWORDS" Val="Swords"/>
<Entry Key="DES_TECH_SWORDS_DES" Val="Allows you to craft 1- and 2-Handed Swords that also provide shielding.\n\nSword ({ICON:Handed1}) - very high speed, low damage.\n\nGreatsword ({ICON:Handed2}) - high speed, medium damage, area of effect."/>
<Entry Key="DES_TECH_SWORD_1H_1" Val="1-Handed Swords - Advanced"/>
<Entry Key="DES_TECH_SWORD_1H_1_DES" Val="Increase your proficiency in crafting 1-Handed Swords. You will be able to use an additional primary and secondary material type and will receive a {SCRIPT:UIS_GetEssenceGrow,ITEM_TECH-SWORD_1H_1}% bonus to Essence."/>
<Entry Key="DES_TECH_SWORD_1H_2" Val="1-Handed Swords - Expert"/>
<Entry Key="DES_TECH_SWORD_1H_2_DES" Val="Further increase your proficiency in crafting 1-Handed Swords. You will be able to use an additional primary and secondary material type and will receive a {SCRIPT:UIS_GetEssenceGrow,ITEM_TECH-SWORD_1H_2}% bonus to Essence."/>
<Entry Key="DES_TECH_SWORD_2H_1" Val="2-Handed Swords - Advanced"/>
<Entry Key="DES_TECH_SWORD_2H_1_DES" Val="Increase your proficiency in crafting 2-Handed Swords. You will be able to use an additional primary and secondary material type and will receive a {SCRIPT:UIS_GetEssenceGrow,ITEM_TECH-SWORD_2H_1}% bonus to Essence."/>
<Entry Key="DES_TECH_SWORD_2H_2" Val="2-Handed Swords - Expert"/>
<Entry Key="DES_TECH_SWORD_2H_2_DES" Val="Further increase your proficiency in crafting 2-Handed Swords. You will be able to use an additional primary and secondary material type and will receive a {SCRIPT:UIS_GetEssenceGrow,ITEM_TECH-SWORD_2H_2}% bonus to Essence."/>
<Entry Key="DES_TECH_AXES" Val="Axes"/>
<Entry Key="DES_TECH_AXES_DES" Val="Allows you to craft 1- and 2-Handed Axes.\n\nHatchet ({ICON:Handed1}) - high speed, medium damage.\n\nBattle Axe ({ICON:Handed2}) - high speed, very high damage."/>
<Entry Key="DES_TECH_AXE_1H_1" Val="1-Handed Axes - Advanced"/>
<Entry Key="DES_TECH_AXE_1H_1_DES" Val="Increase your proficiency in crafting 1-Handed Axes. You will be able to use an additional primary and secondary material type and will receive a {SCRIPT:UIS_GetEssenceGrow,ITEM_TECH-AXE_1H_1}% bonus to Essence."/>
<Entry Key="DES_TECH_AXE_1H_2" Val="1-Handed Axes - Expert"/>
<Entry Key="DES_TECH_AXE_1H_2_DES" Val="Further increase your proficiency in crafting 1-Handed Axes. You will be able to use an additional primary and secondary material type and will receive a {SCRIPT:UIS_GetEssenceGrow,ITEM_TECH-AXE_1H_2}% bonus to Essence."/>
<Entry Key="DES_TECH_AXE_2H_1" Val="2-Handed Axes - Advanced"/>
<Entry Key="DES_TECH_AXE_2H_1_DES" Val="Increase your proficiency in crafting 2-Handed Axes. You will be able to use an additional primary and secondary material type and will receive a {SCRIPT:UIS_GetEssenceGrow,ITEM_TECH-AXE_2H_1}% bonus to Essence."/>
<Entry Key="DES_TECH_AXE_2H_2" Val="2-Handed Axes - Expert"/>
<Entry Key="DES_TECH_AXE_2H_2_DES" Val="Further increase your proficiency in crafting 2-Handed Axes. You will be able to use an additional primary and secondary material type and will receive a {SCRIPT:UIS_GetEssenceGrow,ITEM_TECH-AXE_2H_2}% bonus to Essence."/>
<Entry Key="DES_TECH_CLUBS" Val="Clubs"/>
<Entry Key="DES_TECH_CLUBS_DES" Val="Allows you to craft 1- and 2-Handed Clubs that also deal area of effect damage.\n\nClub ({ICON:Handed1}) - low speed, low damage.\n\nMallet ({ICON:Handed2}) - low speed, high damage."/>
<Entry Key="DES_TECH_CLUB_1H_1" Val="1-Handed Clubs - Advanced"/>
<Entry Key="DES_TECH_CLUB_1H_1_DES" Val="Increase your proficiency in crafting 1-Handed Clubs. You will be able to use an additional primary and secondary material type and will receive a {SCRIPT:UIS_GetEssenceGrow,ITEM_TECH-CLUB_1H_1}% bonus to Essence."/>
<Entry Key="DES_TECH_CLUB_1H_2" Val="1-Handed Clubs - Expert"/>
<Entry Key="DES_TECH_CLUB_1H_2_DES" Val="Further increase your proficiency in crafting 1-Handed Clubs. You will be able to use an additional primary and secondary material type and will receive a {SCRIPT:UIS_GetEssenceGrow,ITEM_TECH-CLUB_1H_2}% bonus to Essence."/>
<Entry Key="DES_TECH_CLUB_2H_1" Val="2-Handed Clubs - Advanced"/>
<Entry Key="DES_TECH_CLUB_2H_1_DES" Val="Increase your proficiency in crafting 2-Handed Clubs. You will be able to use an additional primary and secondary material type and will receive a {SCRIPT:UIS_GetEssenceGrow,ITEM_TECH-CLUB_2H_1}% bonus to Essence."/>
<Entry Key="DES_TECH_CLUB_2H_2" Val="2-Handed Clubs - Expert"/>
<Entry Key="DES_TECH_CLUB_2H_2_DES" Val="Further increase your proficiency in crafting 2-Handed Clubs. You will be able to use an additional primary and secondary material type and will receive a {SCRIPT:UIS_GetEssenceGrow,ITEM_TECH-CLUB_2H_2}% bonus to Essence."/>
<Entry Key="DES_TECH_POLEARMS" Val="Polearms"/>
<Entry Key="DES_TECH_POLEARMS_DES" Val="Allows you to craft 1- and 2-Handed Polearms that may also attack from Ranged Row or deal area of effect damage.\n\nSpear ({ICON:Handed1}) - medium speed, low damage.\n\nPolearm ({ICON:Handed2}) - low speed, medium damage."/>
<Entry Key="DES_TECH_POLEARM_1H_1" Val="1-Handed Polearms - Advanced"/>
<Entry Key="DES_TECH_POLEARM_1H_1_DES" Val="Increase your proficiency in crafting 1-Handed Polearms. You will be able to use an additional primary and secondary material type and will receive a {SCRIPT:UIS_GetEssenceGrow,ITEM_TECH-POLEARM_1H_1}% bonus to Essence."/>
<Entry Key="DES_TECH_POLEARM_1H_2" Val="1-Handed Polearms - Expert"/>
<Entry Key="DES_TECH_POLEARM_1H_2_DES" Val="Further increase your proficiency in crafting 1-Handed Polearms. You will be able to use an additional primary and secondary material type and will receive a {SCRIPT:UIS_GetEssenceGrow,ITEM_TECH-POLEARM_1H_2}% bonus to Essence."/>
<Entry Key="DES_TECH_POLEARM_2H_1" Val="2-Handed Polearms - Advanced"/>
<Entry Key="DES_TECH_POLEARM_2H_1_DES" Val="Increase your proficiency in crafting 2-Handed Polearms. You will be able to use an additional primary and secondary material type and will receive a {SCRIPT:UIS_GetEssenceGrow,ITEM_TECH-POLEARM_2H_1}% bonus to Essence."/>
<Entry Key="DES_TECH_POLEARM_2H_2" Val="2-Handed Polearms - Expert"/>
<Entry Key="DES_TECH_POLEARM_2H_2_DES" Val="Further increase your proficiency in crafting 2-Handed Polearms. You will be able to use an additional primary and secondary material type and will receive a {SCRIPT:UIS_GetEssenceGrow,ITEM_TECH-POLEARM_2H_2}% bonus to Essence."/>
<Entry Key="DES_TECH_SCROLLS" Val="Scrolls"/>
<Entry Key="DES_TECH_SCROLLS_DES" Val="Allows you to craft 1- and 2-Handed Scrolls that do not have basic attack skill.\n\nScroll ({ICON:Handed1}) - low speed, medium damage, 2 additional spells.\n\nCodex ({ICON:Handed2}) - low speed, high damage, 2 additional spells."/>
<Entry Key="DES_TECH_SCROLL_1H_1" Val="1-Handed Scrolls - Advanced"/>
<Entry Key="DES_TECH_SCROLL_1H_1_DES" Val="Increase your proficiency in crafting 1-Handed Scrolls. You will be able to use an additional primary and secondary material type and will receive a {SCRIPT:UIS_GetEssenceGrow,ITEM_TECH-SCROLL_1H_1}% bonus to Essence."/>
<Entry Key="DES_TECH_SCROLL_1H_2" Val="1-Handed Scrolls - Expert"/>
<Entry Key="DES_TECH_SCROLL_1H_2_DES" Val="Further increase your proficiency in crafting 1-Handed Scrolls. You will be able to use an additional primary and secondary material type and will receive a {SCRIPT:UIS_GetEssenceGrow,ITEM_TECH-SCROLL_1H_2}% bonus to Essence."/>
<Entry Key="DES_TECH_SCROLL_2H_1" Val="2-Handed Scrolls - Advanced"/>
<Entry Key="DES_TECH_SCROLL_2H_1_DES" Val="Increase your proficiency in crafting 2-Handed Scrolls. You will be able to use an additional primary and secondary material type and will receive a {SCRIPT:UIS_GetEssenceGrow,ITEM_TECH-SCROLL_2H_1}% bonus to Essence."/>
<Entry Key="DES_TECH_SCROLL_2H_2" Val="2-Handed Scrolls - Expert"/>
<Entry Key="DES_TECH_SCROLL_2H_2_DES" Val="Further increase your proficiency in crafting 2-Handed Scrolls. You will be able to use an additional primary and secondary material type and will receive a {SCRIPT:UIS_GetEssenceGrow,ITEM_TECH-SCROLL_2H_2}% bonus to Essence."/>
<Entry Key="DES_TECH_ARTIFACTS" Val="Artefacts"/>
<Entry Key="DES_TECH_ARTIFACTS_DES" Val="Allows you to craft 1- and 2-Handed Artefacts that specialise in Spiritual and Mental challenges dealing area of effect damage.\n\nArtifact ({ICON:Handed1}) - medium speed, low damage.\n\nRelic ({ICON:Handed2}) - medium speed, medium damage, additional spell."/>
<Entry Key="DES_TECH_ARTIFACT_1H_1" Val="1-Handed Artefacts - Advanced"/>
<Entry Key="DES_TECH_ARTIFACT_1H_1_DES" Val="Increase your proficiency in crafting 1-Handed Artefacts. You will be able to use an additional primary and secondary material type and will receive a {SCRIPT:UIS_GetEssenceGrow,ITEM_TECH-ARTIFACT_1H_1}% bonus to Essence."/>
<Entry Key="DES_TECH_ARTIFACT_1H_2" Val="1-Handed Artefacts - Expert"/>
<Entry Key="DES_TECH_ARTIFACT_1H_2_DES" Val="Further increase your proficiency in crafting 1-Handed Artefacts. You will be able to use an additional primary and secondary material type and will receive a {SCRIPT:UIS_GetEssenceGrow,ITEM_TECH-ARTIFACT_1H_2}% bonus to Essence."/>
<Entry Key="DES_TECH_ARTIFACT_2H_1" Val="2-Handed Artefacts - Advanced"/>
<Entry Key="DES_TECH_ARTIFACT_2H_1_DES" Val="Increase your proficiency in crafting 2-Handed Artefacts. You will be able to use an additional primary and secondary material type and will receive a {SCRIPT:UIS_GetEssenceGrow,ITEM_TECH-ARTIFACT_2H_1}% bonus to Essence."/>
<Entry Key="DES_TECH_ARTIFACT_2H_2" Val="2-Handed Artefacts - Expert"/>
<Entry Key="DES_TECH_ARTIFACT_2H_2_DES" Val="Further increase your proficiency in crafting 2-Handed Artefacts. You will be able to use an additional primary and secondary material type and will receive a {SCRIPT:UIS_GetEssenceGrow,ITEM_TECH-ARTIFACT_2H_2}% bonus to Essence."/>
<Entry Key="DES_TECH_RANGED_WEAPONS" Val="Ranged Weapons"/>
<Entry Key="DES_TECH_RANGED_WEAPONS_DES" Val="Allows you to craft Bows, Wands and Thrown Spears that can deal Ranged damage.\n\nBow - low speed, low damage, can target any enemy.\n\nWand - very low speed, medium damage, contains a special Spiritual skill.\n\nThrown Spears - very low speed, medium damage."/>
<Entry Key="DES_TECH_BOW_1" Val="Bows - Advanced"/>
<Entry Key="DES_TECH_BOW_1_DES" Val="Increase your proficiency in crafting Bows. You will be able to use an additional primary and secondary material type and will receive a {SCRIPT:UIS_GetEssenceGrow,ITEM_TECH-BOW_1}% bonus to Essence."/>
<Entry Key="DES_TECH_BOW_2" Val="Bows - Expert"/>
<Entry Key="DES_TECH_BOW_2_DES" Val="Further increase your proficiency in crafting Bows. You will be able to use an additional primary and secondary material type and will receive a {SCRIPT:UIS_GetEssenceGrow,ITEM_TECH-BOW_2}% bonus to Essence."/>
<Entry Key="DES_TECH_WAND_1" Val="Wands - Advanced"/>
<Entry Key="DES_TECH_WAND_1_DES" Val="Increase your proficiency in crafting Wands. You will be able to use an additional primary and secondary material type and will receive a {SCRIPT:UIS_GetEssenceGrow,ITEM_TECH-WAND_1}% bonus to Essence."/>
<Entry Key="DES_TECH_WAND_2" Val="Wands - Expert"/>
<Entry Key="DES_TECH_WAND_2_DES" Val="Further increase your proficiency in crafting Wands. You will be able to use an additional primary and secondary material type and will receive a {SCRIPT:UIS_GetEssenceGrow,ITEM_TECH-WAND_2}% bonus to Essence."/>
<Entry Key="DES_TECH_THROWN_SPEARS_1" Val="Thrown Spears - Advanced"/>
<Entry Key="DES_TECH_THROWN_SPEARS_1_DES" Val="Increase your proficiency in crafting Thrown Spears. You will be able to use an additional primary and secondary material type and will receive a {SCRIPT:UIS_GetEssenceGrow,ITEM_TECH-THROWN_SPEARS_1}% bonus to Essence."/>
<Entry Key="DES_TECH_THROWN_SPEARS_2" Val="Thrown Spears - Expert"/>
<Entry Key="DES_TECH_THROWN_SPEARS_2_DES" Val="Further increase your proficiency in crafting Thrown Spears. You will be able to use an additional primary and secondary material type and will receive a {SCRIPT:UIS_GetEssenceGrow,ITEM_TECH-THROWN_SPEARS_2}% bonus to Essence."/>
<Entry Key="DES_TECH_JEWELLERY" Val="Jewellery"/>
<Entry Key="DES_TECH_JEWELLERY_DES" Val="Allows you to craft Jewellery which provides passive bonuses or extra skills."/>
<Entry Key="DES_TECH_JEWELLERY_1" Val="Jewellery - Advanced"/>
<Entry Key="DES_TECH_JEWELLERY_1_DES" Val="Increase your proficiency in crafting Jewellery. You will be able to use an additional primary and secondary material type and will receive a {SCRIPT:UIS_GetEssenceGrow,ITEM_TECH-JEWELLERY_1}% bonus to Essence."/>
<Entry Key="DES_TECH_JEWELLERY_2" Val="Jewellery - Expert"/>
<Entry Key="DES_TECH_JEWELLERY_2_DES" Val="Further increase your proficiency in crafting Jewellery. You will be able to use an additional primary and secondary material type and will receive a {SCRIPT:UIS_GetEssenceGrow,ITEM_TECH-JEWELLERY_2}% bonus to Essence."/>
<Entry Key="DES_TECH_SHIELDS" Val="Shields"/>
<Entry Key="DES_TECH_SHIELDS_DES" Val="Allows you to craft Shields which provide both passive Shielding and a skill to increase Shielding during a challenge."/>
<Entry Key="DES_TECH_SHIELDS_1" Val="Shields - Advanced"/>
<Entry Key="DES_TECH_SHIELDS_1_DES" Val="Increase your proficiency in crafting Shields. You will be able to use an additional primary and secondary material type and will receive a {SCRIPT:UIS_GetEssenceGrow,ITEM_TECH-SHIELDS_1}% bonus to Essence."/>
<Entry Key="DES_TECH_SHIELDS_2" Val="Shields - Expert"/>
<Entry Key="DES_TECH_SHIELDS_2_DES" Val="Further increase your proficiency in crafting Shields. You will be able to use an additional primary and secondary material type and will receive a {SCRIPT:UIS_GetEssenceGrow,ITEM_TECH-SHIELDS_2}% bonus to Essence."/>
<Entry Key="DES_TECH_ARMOURS" Val="Armours"/>
<Entry Key="DES_TECH_ARMOURS_DES" Val="Allows you to craft Robes, Medium Armours and Heavy Armours.\n\nRobes - low passive Shielding bonus.\n\nMedium Armour - medium passive Shielding bonus.\n\nHeavy Armour - high passive Shielding bonus."/>
<Entry Key="DES_TECH_ROBES_1" Val="Robes - Advanced"/>
<Entry Key="DES_TECH_ROBES_1_DES" Val="Increase your proficiency in crafting Robes. You will be able to use an additional primary and secondary material type and will receive a {SCRIPT:UIS_GetEssenceGrow,ITEM_TECH-ROBES_1}% bonus to Essence."/>
<Entry Key="DES_TECH_ROBES_2" Val="Robes - Expert"/>
<Entry Key="DES_TECH_ROBES_2_DES" Val="Further increase your proficiency in crafting Robes. You will be able to use an additional primary and secondary material type and will receive a {SCRIPT:UIS_GetEssenceGrow,ITEM_TECH-ROBES_2}% bonus to Essence."/>
<Entry Key="DES_TECH_MEDIUM_ARMOUR_1" Val="Medium Armour - Advanced"/>
<Entry Key="DES_TECH_MEDIUM_ARMOUR_1_DES" Val="Increase your proficiency in crafting Medium Armour. You will be able to use an additional primary and secondary material type and will receive a {SCRIPT:UIS_GetEssenceGrow,ITEM_TECH-MEDIUM_ARMOUR_1}% bonus to Essence."/>
<Entry Key="DES_TECH_MEDIUM_ARMOUR_2" Val="Medium Armour - Expert"/>
<Entry Key="DES_TECH_MEDIUM_ARMOUR_2_DES" Val="Further increase your proficiency in crafting Medium Armour. You will be able to use an additional primary and secondary material type and will receive a {SCRIPT:UIS_GetEssenceGrow,ITEM_TECH-MEDIUM_ARMOUR_2}% bonus to Essence."/>
<Entry Key="DES_TECH_HEAVY_ARMOUR_1" Val="Heavy Armour - Advanced"/>
<Entry Key="DES_TECH_HEAVY_ARMOUR_1_DES" Val="Increase your proficiency in crafting Heavy Armour. You will be able to use an additional primary and secondary material type and will receive a {SCRIPT:UIS_GetEssenceGrow,ITEM_TECH-HEAVY_ARMOUR_1}% bonus to Essence."/>
<Entry Key="DES_TECH_HEAVY_ARMOUR_2" Val="Heavy Armour - Expert"/>
<Entry Key="DES_TECH_HEAVY_ARMOUR_2_DES" Val="Further increase your proficiency in crafting Heavy Armour. You will be able to use an additional primary and secondary material type and will receive a {SCRIPT:UIS_GetEssenceGrow,ITEM_TECH-HEAVY_ARMOUR_2}% bonus to Essence."/>
<!-- Skill and Subskills -->
<Entry Key="DES_SKILL_JEWELLERY_SHIELDING" Val="Protective Pendant"/>
<Entry Key="DES_SKILL_JEWELLERY_SHIELDING_DES" Val="A shiny that provides small amounts of protection."/>
<Entry Key="DES_SKILL_JEWELLERY_FAST_THINKER" Val="Bright Mind"/>
<Entry Key="DES_SKILL_JEWELLERY_FAST_THINKER_DES" Val="A shiny that provides a small bonus to Wits and Inteligence."/>
<Entry Key="DES_SKILL_JEWELLERY_DIVINE_GOAL" Val="Divine Goal"/>
<Entry Key="DES_SKILL_JEWELLERY_DIVINE_GOAL_DES" Val="A shiny that provides a small bonus to Perception and Destiny."/>
<Entry Key="DES_SKILL_JEWELLERY_MYSTICAL_SIGN" Val="Mystical Sign"/>
<Entry Key="DES_SKILL_JEWELLERY_MYSTICAL_SIGN_DES" Val="A shiny that provides a small bonus to Mysticism and Wisdom."/>
<Entry Key="DES_SKILL_JEWELLERY_GATHERING" Val="Gathering Jewel"/>
<Entry Key="DES_SKILL_JEWELLERY_GATHERING_DES" Val="A shiny that increases Gathering attribute."/>
<Entry Key="DES_SKILL_JEWELLERY_CRAFTING" Val="Crafting Jewel"/>
<Entry Key="DES_SKILL_JEWELLERY_CRAFTING_DES" Val="A shiny that increases Crafting attribute."/>
<Entry Key="DES_SKILL_JEWELLERY_LULLABYE" Val="Distracting Jewel"/>
<Entry Key="DES_SKILL_JEWELLERY_LULLABYE_DES" Val="A shiny that delays enemies."/>
<Entry Key="DES_SKILL_JEWELLERY_BEAR_SPIRIT" Val="Bear Spirit Jewel"/>
<Entry Key="DES_SKILL_JEWELLERY_BEAR_SPIRIT_DES" Val="A shiny that allows you to attack like a bear."/>
<Entry Key="DES_SKILL_JEWELLERY_SOUL_TEAR" Val="Soul Tear Jewel"/>
<Entry Key="DES_SKILL_JEWELLERY_SOUL_TEAR_DES" Val="A shiny that can tear an enemy's soul."/>
<Entry Key="DES_SKILL_JEWELLERY_HYPNOTISE_MOVE" Val="Hypnotic Jewel"/>
<Entry Key="DES_SKILL_JEWELLERY_HYPNOTISE_MOVE_DES" Val="A shiny that hypnotises your enemies."/>
<Entry Key="DES_SKILL_JEWELLERY_HURRY_UP" Val="Swift Jewel"/>
<Entry Key="DES_SKILL_JEWELLERY_HURRY_UP_DES" Val="A shiny that allows you to hurry your allies."/>
<Entry Key="DES_SKILL_JEWELLERY_CARRY" Val="Lightness Jewel"/>
<Entry Key="DES_SKILL_JEWELLERY_CARRY_DES" Val="A shiny that gives the feeling of lightness to items you carry in your backpack."/>
<Entry Key="DES_SKILL_WEAK_MULTI_GATHERING_TOOL" Val="Forager's Aid"/>
<Entry Key="DES_SKILL_WEAK_ADD_GATHERING_TOOL" Val="Gatherer's Aid"/>
<Entry Key="DES_SKILL_WEAK_GATHERING_TOOL_DES" Val="Provides a bonus to Gathering attribute when equipped."/>
<Entry Key="DES_SKILL_GATHERING_TOOL" Val="Scavenger's Aid"/>
<Entry Key="DES_SKILL_GATHERING_TOOL_DES" Val="Provides a bonus to Gathering and Rituals attributes when equipped. Also increases Group Carry."/>
<Entry Key="DES_SKILL_STRONG_GATHERING_TOOL" Val="Collector's Aid"/>
<Entry Key="DES_SKILL_STRONG_GATHERING_TOOL_DES" Val="Provides a bonus to Gathering and Personal Carry attributes when equipped."/>
<Entry Key="DES_SKILL_WEAK_MULTI_CRAFTING_TOOL" Val="Craftsman's Aid "/>
<Entry Key="DES_SKILL_WEAK_ADD_CRAFTING_TOOL" Val="Worker's Aid "/>
<Entry Key="DES_SKILL_WEAK_CRAFTING_TOOL_DES" Val="Provides a bonus to Crafting attribute when equipped."/>
<Entry Key="DES_SKILL_WEAK_ADD_CRAFTING_TOOL_DES" Val="Provides a bonus to Crafting attribute when equipped."/>
<Entry Key="DES_SKILL_CRAFTING_TOOL" Val="Inventor's Aid"/>
<Entry Key="DES_SKILL_CRAFTING_TOOL_DES" Val="Provides a bonus to Crafting and Research attributes when equipped. Also increases Sanity regeneration."/>
<Entry Key="DES_SKILL_STRONG_CRAFTING_TOOL" Val="Labourer's Aid"/>
<Entry Key="DES_SKILL_STRONG_CRAFTING_TOOL_DES" Val="Provides a bonus to Crafting and Gathering attributes when equipped."/>
<Entry Key="DES_SKILL_BLUNT_ATTACK" Val="Brute Force"/>
<Entry Key="DES_SKILL_BLUNT_ATTACK_DES" Val="The most basic form of attack."/>
<Entry Key="DES_SKILL_TRASH_ATTACK" Val="Trash Attack"/>
<Entry Key="DES_SKILL_TRASH_ATTACK_DES" Val="Scavengers are good at gathering stuff, but if needed - they can toss it at the enemy too."/>
<Entry Key="DES_SKILL_BITE" Val="Bite"/>
<Entry Key="DES_SKILL_BITE_DES" Val="Primary form of attack for beasts."/>
<Entry Key="DES_SKILL_LEECH_BITE" Val="Leech Bite"/>
<Entry Key="DES_SKILL_LEECH_BITE_DES" Val="The primary form of attack of blood sucking creatures, which also allows them to recover Health."/>
<Entry Key="DES_SKILL_CLAW_HIT" Val="Claw Hit"/>
<Entry Key="DES_SKILL_CLAW_HIT_DES" Val="The main form of attack for beasts."/>
<Entry Key="DES_SKILL_LINE_CHARGE" Val="Line Charge"/>
<Entry Key="DES_SKILL_LINE_CHARGE_DES" Val="Charge the lines in front of a character."/>
<Entry Key="DES_SKILL_POISON_BITE" Val="Poisonous Bite"/>
<Entry Key="DES_SKILL_POISON_BITE_DES" Val="Alternative form of attack for beasts."/>
<Entry Key="DES_SKILL_POISON_THROWING_DAGGER" Val="Poison Throwing Dagger"/>
<Entry Key="DES_SKILL_POISON_THROWING_DAGGER_DES" Val="Poisoned throwing dagger that is used to attack."/>
<Entry Key="DES_SKILL_SUMMON_DEMON" Val="Summon Demon"/>
<Entry Key="DES_SKILL_SUMMON_DEMON_DES" Val="Summon a Demon to help you during a challenge."/>
<Entry Key="DES_SKILL_SUMMON_WRAITH" Val="Summon Wraith"/>
<Entry Key="DES_SKILL_SUMMON_WRAITH_DES" Val="Summon a wraith to help you during a challenge."/>
<Entry Key="DES_SKILL_SUMMON_SHAMAN_MINION" Val="Summon Shaman Minion"/>
<Entry Key="DES_SKILL_SUMMON_SHAMAN_MINION_DES" Val="Summon a Shaman minion to help you during a challenge."/>
<Entry Key="DES_SKILL_SUMMON_UNLIVING" Val="Summon Unliving"/>
<Entry Key="DES_SKILL_SUMMON_UNLIVING_DES" Val="Summon an Unliving to help you during a challenge."/>
<Entry Key="DES_SKILL_SUMMON_UNLIVING_RAT" Val="Summon Unliving Rat"/>
<Entry Key="DES_SKILL_SUMMON_UNLIVING_RAT_DES" Val="Summon an Unliving Rat to help you during a challenge."/>
<Entry Key="DES_SKILL_SUMMON_WILD_BEAST" Val="Summon Wild Beast"/>
<Entry Key="DES_SKILL_SUMMON_WILD_BEAST_DES" Val="Summon a Beast to help you during a challenge."/>
<Entry Key="DES_SKILL_SUMMON_ELDERCONE" Val="Summon Eldercone"/>
<Entry Key="DES_SKILL_SUMMON_ELDERCONE_DES" Val="Summon a Eldercone to help you during a challenge."/>
<Entry Key="DES_SKILL_SUMMON_BEE" Val="Summon a Bee"/>
<Entry Key="DES_SKILL_SUMMON_BEE_DES" Val="Summon a Bee to help you during a challenge."/>
<Entry Key="DES_SKILL_SUMMON_KRAKEN_TENTACLE" Val="Summon a Tentacle"/>
<Entry Key="DES_SKILL_SUMMON_KRAKEN_TENTACLE_DES" Val="Summon a Tentacle to help you during a challenge."/>
<Entry Key="DES_SKILL_TOUGHNESS" Val="Toughness"/>
<Entry Key="DES_SKILL_TOUGHNESS_DES" Val="Makes you tougher."/>
<Entry Key="DES_SKILL_PARRY" Val="Parry"/>
<Entry Key="DES_SKILL_PARRY_DES" Val="Adds extra shielding."/>
<Entry Key="DES_SKILL_CHILD_GROW_UP" Val="Child growing up"/>
<Entry Key="DES_SKILL_CHILD_GROW_UP_DES" Val="This child will grow into an adult once the counter reaches 0."/>
<Entry Key="DES_SKILL_MASTER_LUCK" Val="Lucky Sod"/>
<Entry Key="DES_SKILL_MASTER_LUCK_DES" Val="This character has a special talent for finding things - be it loot or trouble."/>
<Entry Key="DES_SKILL_MASTER_GATHERER" Val="Master Gatherer"/>
<Entry Key="DES_SKILL_MASTER_GATHERER_DES" Val="This character specialises in Gathering."/>
<Entry Key="DES_SKILL_MASTER_CRAFTSMAN" Val="Master Craftsman"/>
<Entry Key="DES_SKILL_MASTER_CRAFTSMAN_DES" Val="This character specialises in creating items."/>
<Entry Key="DES_SKILL_MASTER_INVENTOR" Val="Master Inventor"/>
<Entry Key="DES_SKILL_MASTER_INVENTOR_DES" Val="This character specialises in creating items and research."/>
<Entry Key="DES_SKILL_MASTER_HEALER" Val="Master Healer"/>
<Entry Key="DES_SKILL_MASTER_HEALER_DES" Val="This character specialises in healing others."/>
<Entry Key="DES_SKILL_GATHERER" Val="Gatherer"/>
<Entry Key="DES_SKILL_GATHERER_DES" Val="This character has a knack for Gathering."/>
<Entry Key="DES_SKILL_CRAFTSMAN" Val="Craftsman"/>
<Entry Key="DES_SKILL_CRAFTSMAN_DES" Val="This character has a knack for Crafting."/>
<Entry Key="DES_SKILL_LUCK" Val="Good Luck"/>
<Entry Key="DES_SKILL_LUCK_DES" Val="This character has a knack for Luck."/>
<Entry Key="DES_SKILL_HORN_IMPALE" Val="Horn Impale"/>
<Entry Key="DES_SKILL_HORN_IMPALE_DES" Val="No armour can protect your opponent from this attack."/>
<Entry Key="DES_SKILL_BEE_STING" Val="Bee Sting"/>
<Entry Key="DES_SKILL_BEE_STING_DES" Val="Sharp and deadly, this sting can easily bypass any armour."/>
<Entry Key="DES_SKILL_BOILED_BLOOD" Val="Boiled Blood"/>
<Entry Key="DES_SKILL_BOILED_BLOOD_DES" Val="You blood turns into a weapon against your enemies. Using blood from wounds to burn the attackers."/>
<Entry Key="DES_SKILL_HEADBUTT" Val="Headbutt"/>
<Entry Key="DES_SKILL_HEADBUTT_DES" Val="Fast, brutal and unexpected. Create chaos in the enemy's head."/>
<Entry Key="DES_SKILL_INSPIRE" Val="Inspire"/>
<Entry Key="DES_SKILL_INSPIRE_DES" Val="Inspire your allies. They will fight faster and hit harder with your support."/>
<Entry Key="DES_SKILL_DIZZINESS_POWDER" Val="Dizziness Powder"/>
<Entry Key="DES_SKILL_DIZZINESS_POWDER_DES" Val="Any enemy hit by the powder gets dizzy and confused."/>
<Entry Key="DES_SKILL_BLIZZARD" Val="Blizzard"/>
<Entry Key="DES_SKILL_BLIZZARD_DES" Val="A powerful blizzard tha confuses any enemy it hits."/>
<Entry Key="DES_SKILL_POISON_DUST" Val="Poison Dust"/>
<Entry Key="DES_SKILL_POISON_DUST_DES" Val="With a little bit of chemistry, you can prepare poison and use it on your enemies."/>
<Entry Key="DES_SKILL_GOD_WORD" Val="Divine Word"/>
<Entry Key="DES_SKILL_GOD_WORD_DES" Val="The gods speak their powerful word through you, crushing your opponent's will and spirit."/>
<Entry Key="DES_SKILL_GHOST_TOUCH" Val="Ghost Touch"/>
<Entry Key="DES_SKILL_GHOST_TOUCH_DES" Val="The cold touch of a spirit that chills to the bone."/>
<Entry Key="DES_SKILL_RELIABLE_ARGUMENT" Val="Reliable Argument"/>
<Entry Key="DES_SKILL_RELIABLE_ARGUMENT_DES" Val="Your words are wise and based on sound logic."/>
<Entry Key="DES_SKILL_SOUL_TEAR" Val="Soul Tear"/>
<Entry Key="DES_SKILL_SOUL_TEAR_DES" Val="A Spiritual attack draining your enemies' soul."/>
<Entry Key="DES_SKILL_SHADOW_WHISPERS" Val="Destructive Words"/>
<Entry Key="DES_SKILL_SHADOW_WHISPERS_DES" Val="Aggressive words that poison anybody who hears them."/>
<Entry Key="DES_SKILL_SNEAK_ATTACK" Val="Sneak Attack"/>
<Entry Key="DES_SKILL_SNEAK_ATTACK_DES" Val="Strike an unexpected blow from the shadows."/>
<Entry Key="DES_SKILL_EERIE_THROWING_AXE" Val="Ghostly Axe"/>
<Entry Key="DES_SKILL_EERIE_THROWING_AXE_DES" Val="A throwing axe which, oddly enough, only materialises once thrown. Able to damage both body and soul."/>
<Entry Key="DES_SKILL_GROUND_SHAKING" Val="Ground Shake"/>
<Entry Key="DES_SKILL_GROUND_SHAKING_DES" Val="Shake the ground under the feet of your enemies."/>
<Entry Key="DES_SKILL_ICE_SPIKE" Val="Ice Spike"/>
<Entry Key="DES_SKILL_ICE_SPIKE_DES" Val="The air freezes and creates a sharp spike, thrown at your enemies."/>
<Entry Key="DES_SKILL_COUNTER_ATTACK" Val="Counter-attack"/>
<Entry Key="DES_SKILL_COUNTER_ATTACK_DES" Val="Each enemy that deals damage to you will also receive damage."/>
<Entry Key="DES_SKILL_FEINT" Val="Feint"/>
<Entry Key="DES_SKILL_FEINT_DES" Val="Each enemy that deals damage to you will also receive damage."/>
<Entry Key="DES_SKILL_POISON_SPIT" Val="Poison Spit"/>
<Entry Key="DES_SKILL_POISON_SPIT_DES" Val="Spit poison at your enemies."/>
<Entry Key="DES_SKILL_DIVE_ATTACK" Val="Dive Attack"/>
<Entry Key="DES_SKILL_DIVE_ATTACK_DES" Val="Attack from the sky, where the attacker chooses any opponent."/>
<Entry Key="DES_SKILL_FROGS_RAIN" Val="Rain of Frogs"/>
<Entry Key="DES_SKILL_FROGS_RAIN_DES" Val="A rain of frogs falls on your enemies."/>
<Entry Key="DES_SKILL_ENERGY_EXPLOSION" Val="Energy Explosion"/>
<Entry Key="DES_SKILL_ENERGY_EXPLOSION_DES" Val="An outburst of spiritual and mental energy."/>
<Entry Key="DES_SKILL_PRESENCE" Val="Presence"/>
<Entry Key="DES_SKILL_PRESENCE_DES" Val="There is something overwelming in your presence."/>
<Entry Key="DES_SKILL_WEAKNESS" Val="Weakness"/>
<Entry Key="DES_SKILL_WEAKNESS_DES" Val="Weakens its opponent after attacking."/>
<Entry Key="DES_SKILL_TWO_DAGGERS_THROW" Val="Two Flying Daggers"/>
<Entry Key="DES_SKILL_TWO_DAGGERS_THROW_DES" Val="Throw two daggers at your opponents."/>
<Entry Key="DES_SKILL_PRIMAL_DESIRE" Val="Convincing Voice"/>
<Entry Key="DES_SKILL_PRIMAL_DESIRE_DES" Val="You know how to convince another person to give you what you need..."/>
<Entry Key="DES_SKILL_SHOWING_OFF" Val="Showing Off"/>
<Entry Key="DES_SKILL_SHOWING_OFF_DES" Val="In a brawl it will only get your teeth kicked in, but you know how to shine in a conversation."/>
<Entry Key="DES_SKILL_WAR_SHOUT" Val="War Shout"/>
<Entry Key="DES_SKILL_WAR_SHOUT_DES" Val="Step forward with fury and give out an angry shout at your enemy."/>
<Entry Key="DES_SKILL_EVADE_ORDERS" Val="Battle Orders"/>
<Entry Key="DES_SKILL_EVADE_ORDERS_DES" Val="A good strategy is possible only if warriors follow the orders of their commander."/>
<Entry Key="DES_SKILL_PROTECTIVE_WORD" Val="Protective Word"/>
<Entry Key="DES_SKILL_PROTECTIVE_WORD_DES" Val="Warn your ally to be reasonable, think rationally or take cover from danger."/>
<Entry Key="DES_SKILL_HURRY_UP" Val="Hurry up!"/>
<Entry Key="DES_SKILL_HURRY_UP_DES" Val="Whatever your friend is doing, they need to do it quicker."/>
<Entry Key="DES_SKILL_CORRUPTION" Val="Corruption"/>
<Entry Key="DES_SKILL_CORRUPTION_DES" Val="A poison for soul and mind."/>
<Entry Key="DES_SKILL_WILL_DRAIN" Val="Will Drain"/>
<Entry Key="DES_SKILL_WILL_DRAIN_DES" Val="Drains foe leaving an empty shell."/>
<Entry Key="DES_SKILL_SWARM_STRENGTH" Val="Strength of the Swarm"/>
<Entry Key="DES_SKILL_SWARM_STRENGTH_DES" Val="More rats, more problems."/>
<Entry Key="DES_SKILL_HUNTERS_MARK" Val="Hunter's Mark"/>
<Entry Key="DES_SKILL_HUNTERS_MARK_DES" Val="Mark your prey to show it to others."/>
<Entry Key="DES_SKILL_DEVOURING_ROAR" Val="Devouring Roar"/>
<Entry Key="DES_SKILL_DEVOURING_ROAR_DES" Val="Roar at your enemies to decrease their combat effectiveness."/>
<Entry Key="DES_SKILL_DARKNESS_VORTEX" Val="Darkness Vortex"/>
<Entry Key="DES_SKILL_DARKNESS_VORTEX_DES" Val="No one has ever seen the vortex, only its devastating effects on living beings are a sign that it manifested."/>
<Entry Key="DES_SKILL_BLESSED_ARMOUR" Val="Blessed Armour"/>
<Entry Key="DES_SKILL_BLESSED_ARMOUR_DES" Val="This armour not only protects from physical harm, it also improves combat abilities."/>
<Entry Key="DES_SKILL_LIGHT_CONNECTION" Val="Light Connection"/>
<Entry Key="DES_SKILL_LIGHT_CONNECTION_DES" Val="If the Light commands to strike, you obey."/>
<Entry Key="DES_SKILL_DRAGON_BREATH" Val="Dragon Breath"/>
<Entry Key="DES_SKILL_DRAGON_BREATH_DES" Val="A powerful fire that could burn any unprotected flesh like a dry twig."/>
<Entry Key="DES_SKILL_POISON_SPEW" Val="Poison Spew"/>
<Entry Key="DES_SKILL_POISON_SPEW_DES" Val="A powerful poison that was inside the belly of that baest right over you head!"/>
<Entry Key="DES_SKILL_MIGHTY_ROAR" Val="Mighty Roar"/>
<Entry Key="DES_SKILL_MIGHTY_ROAR_DES" Val="A roar that terrifies all living beings even many miles away."/>
<Entry Key="DES_SKILL_ZMEY_BITE" Val="Zmey's Bite"/>
<Entry Key="DES_SKILL_ZMEY_BITE_DES" Val="No armour can stop Zmey's teeth. They can chew even through the hardest metal."/>
<Entry Key="DES_SKILL_TAIL_WHIP" Val="Tail Whip"/>
<Entry Key="DES_SKILL_TAIL_WHIP_DES" Val="Zmey's tail not only hits like a whip but can also steal life from the enemies."/>
<Entry Key="DES_SKILL_CHAIN_WHIP" Val="Chain Whip"/>
<Entry Key="DES_SKILL_CHAIN_WHIP_DES" Val="The chains not only hit like a whip but can also steal life from the enemies."/>
<Entry Key="DES_SKILL_SEEDS_GROW" Val="Grow Seeds"/>
<Entry Key="DES_SKILL_SEEDS_GROW_DES" Val="Pineconettes grow fast near Nai-Ysir..."/>
<Entry Key="DES_SKILL_PUMPKIN_HELLFIRE" Val="Pumpkin Hellfire"/>
<Entry Key="DES_SKILL_PUMPKIN_HELLFIRE_DES" Val="Your pumpkin is fragile like a glass bottle. But be warned that inside it there is hellfire hidden so you better not brake it!"/>
<Entry Key="DES_SKILL_VIGOUR_DRAIN" Val="Drain Vigour"/>
<Entry Key="DES_SKILL_VIGOUR_DRAIN_DES" Val="Attack that damages your target's combat attributes and makes yours stronger."/>
<Entry Key="DES_SKILL_OVERENCUMBERED" Val="Over Encumbered"/>
<Entry Key="DES_SKILL_OVERENCUMBERED_DES" Val="This character carries too much equipment and is over encumbered. They will drop a random item back to the group's inventory at the end of this turn."/>
<Entry Key="DES_SKILL_LOW_PHYSICAL_HEALTH" Val="Chance to die"/>
<Entry Key="DES_SKILL_LOW_PHYSICAL_HEALTH_DES" Val="Your Character is below 30% of their Health (Physical HP). They have a chance to die and is greater the more Health they are missing. A bit of Health regenerates each turn naturally, regeneration can be increased by camping, provided the group has fuel to burn."/>
<Entry Key="DES_SKILL_LOW_MENTAL_HEALTH" Val="Decreased Morale"/>
<Entry Key="DES_SKILL_LOW_MENTAL_HEALTH_DES" Val="The character is below 30% of their Sanity (Mental HP). They now suffer a negative damage multiplier and may leave you. Sanity is regenerated by consuming Morale (2 Morale for 1 Sanity point until it regenerates completely)."/>
<Entry Key="DES_SKILL_LOW_SPIRIT_HEALTH" Val="Poisoned by Magic"/>
<Entry Key="DES_SKILL_LOW_SPIRIT_HEALTH_DES" Val="The character is below 30% of their Faith (Spiritual HP). They now receive physical damage each turn. A bit of Faith regenerates each turn naturally, to recover a bigger portion - perform a Spiritual Healing ritual while camping or in a village."/>
<Entry Key="DES_SKILL_TOXINE" Val="Toxine"/>
<Entry Key="DES_SKILL_TOXINE_DES" Val="Toxins rage through your bloodstream, causing damage."/>
<Entry Key="DES_SKILL_ILLNESS" Val="Illness"/>
<Entry Key="DES_SKILL_ILLNESS_DES" Val="A sickness strikes and weakens you for a time. Lowers movement and all health points."/>
<Entry Key="DES_SKILL_CURSE_P" Val="Physical Curse"/>
<Entry Key="DES_SKILL_CURSE_P_DES" Val="A curse of the body that weakens your max health and slows your movement. Curses last until removed."/>
<Entry Key="DES_SKILL_CURSE_M" Val="Mental Curse"/>
<Entry Key="DES_SKILL_CURSE_M_DES" Val="A curse of the mind that weakens your intelligence and wisdom. Curses last until removed."/>
<Entry Key="DES_SKILL_CURSE_S" Val="Spiritual Curse"/>
<Entry Key="DES_SKILL_CURSE_S_DES" Val="A curse of the soul that weakens your mysticism and destiny. Curses last until removed."/>
<Entry Key="DES_SKILL_BLESS_P" Val="Physical Blessing"/>
<Entry Key="DES_SKILL_BLESS_P_DES" Val="Blessing of the body, temporarily increases your max physical health and movement."/>
<Entry Key="DES_SKILL_BLESS_M" Val="Mental Blessing"/>
<Entry Key="DES_SKILL_BLESS_M_DES" Val="Blessing of the mind, temporarily increases your intelligence and wisdom."/>
<Entry Key="DES_SKILL_BLESS_S" Val="Spiritual Blessing"/>
<Entry Key="DES_SKILL_BLESS_S_DES" Val="Blessing of the spirit, temporarily increases your mysticism and destiny."/>
<Entry Key="DES_SKILL_MORALE_IMPACT_0" Val="Negative Morale"/>
<Entry Key="DES_SKILL_MORALE_IMPACT_0_DES" Val="Gloom and doom. Maybe I'd be better off on my own?\n\nThis character has Morale below 0. For each point below 0 they have 1% chance to leave your party."/>
<Entry Key="DES_SKILL_MORALE_IMPACT_1" Val="Low Morale"/>
<Entry Key="DES_SKILL_MORALE_IMPACT_1_DES" Val="This life is hard.\n\nThis character has low Morale. Try to improve it before it falls below 0 or they might part ways with your group."/>
<Entry Key="DES_SKILL_MORALE_IMPACT_2" Val="Poor Morale"/>
<Entry Key="DES_SKILL_MORALE_IMPACT_2_DES" Val="I need a drink...\n\nThis character's Morale is not too great."/>
<Entry Key="DES_SKILL_MORALE_IMPACT_3" Val="Normal Morale"/>
<Entry Key="DES_SKILL_MORALE_IMPACT_3_DES" Val="Could be worse, I guess?\n\nThis character's Morale is normal."/>
<Entry Key="DES_SKILL_MORALE_IMPACT_4" Val="Fair Morale"/>
<Entry Key="DES_SKILL_MORALE_IMPACT_4_DES" Val="It's not that bad really.\n\nThis character's Morale is fair."/>
<Entry Key="DES_SKILL_MORALE_IMPACT_5" Val="Good Morale"/>
<Entry Key="DES_SKILL_MORALE_IMPACT_5_DES" Val="Starting to enjoy it.\n\nThis character's Morale is good."/>
<Entry Key="DES_SKILL_MORALE_IMPACT_6" Val="Great Morale"/>
<Entry Key="DES_SKILL_MORALE_IMPACT_6_DES" Val="It's my lucky day!\n\nThis character's Morale is great."/>
<Entry Key="DES_SKILL_MORALE_IMPACT_7" Val="Excellent Morale"/>
<Entry Key="DES_SKILL_MORALE_IMPACT_7_DES" Val="Bring it on!\n\nThis character's Morale is excellent."/>
<Entry Key="DES_SKILL_MORALE_IMPACT_8" Val="Fantastic Morale"/>
<Entry Key="DES_SKILL_MORALE_IMPACT_8_DES" Val="Let's celebrate!\n\nThis character's Morale is fantastic."/>
<Entry Key="DES_SKILL_MORALE_IMPACT_9" Val="Outstanding Morale"/>
<Entry Key="DES_SKILL_MORALE_IMPACT_9_DES" Val="I could move mountains!\n\nThis character's Morale is oustanding."/>
<Entry Key="DES_SKILL_MORALE_IMPACT_10" Val="Perfect Morale"/>
<Entry Key="DES_SKILL_MORALE_IMPACT_10_DES" Val="Life doesn't get better than this!\n\nThis character's Morale is perfect."/>
<Entry Key="DES_SKILL_RACE_SNAKES" Val="Snake"/>
<Entry Key="DES_SKILL_RACE_SNAKES_DES" Val="This character is a Snake. Its still, glossy eyes make people feel uneasy. Or is it because of the venomous bite it is capable of?"/>
<Entry Key="DES_SKILL_RACE_SPIDERS" Val="Spider"/>
<Entry Key="DES_SKILL_RACE_SPIDERS_DES" Val="This character is a Spider. Eight hair-covered legs with more eyes than you can count will surely come in handy when performing manual tasks."/>
<Entry Key="DES_SKILL_RACE_DWARVES" Val="Dwarf"/>
<Entry Key="DES_SKILL_RACE_DWARVES_DES" Val="The character is a dwarf. Their legs are short, so they move slow, but they're healthy as an ox, can carry a human on each shoulder and can craft with their eyes shut."/>
<Entry Key="DES_SKILL_RACE_ELVES" Val="Elf"/>
<Entry Key="DES_SKILL_RACE_ELVES_WEAK" Val="Elf"/>
<Entry Key="DES_SKILL_RACE_ELVES_DES" Val="The character is an elf. They are immortal beings known for greater wisdom and connection to magic."/>
<Entry Key="DES_SKILL_RACE_ORCS" Val="Orc"/>
<Entry Key="DES_SKILL_RACE_ORCS_DES" Val="The character is an orc. They are a warrior race that lives in a matriarchal clan structure. They are known for their strength, ferocity and disdain for 1h weapons."/>
<Entry Key="DES_SKILL_RACE_GOBLINS" Val="Goblin"/>
<Entry Key="DES_SKILL_RACE_GOBLINS_DES" Val="The character is a goblin. They love tinkering, so they are better at research and rituals."/>
<Entry Key="DES_SKILL_RACE_DEMON" Val="Demon"/>
<Entry Key="DES_SKILL_RACE_DEMON_FLYING" Val="Flying Demon"/>
<Entry Key="DES_SKILL_RACE_DEMON_CMUCH" Val="Demon Cmuch"/>
<Entry Key="DES_SKILL_RACE_DEMON_DES" Val="The character is a demon. A creature weaved from magic, which gives them bonuses to faith. They also tend to be great talkers."/>
<Entry Key="DES_SKILL_RACE_DEMON_STRIGA" Val="Demon Striga"/>
<Entry Key="DES_SKILL_RACE_DEMON_STRIGA_DES" Val="The character is a demon of the night. A creature weaved from magic, which gives them bonuses to faith. These night demons are known for their silver tongues despite their terrible looks. The striga will take the health of its companions each turn to sustain itself."/>
<Entry Key="DES_SKILL_RACE_VILLAGE_DEMON" Val="Guardian Demon"/>
<Entry Key="DES_SKILL_RACE_VILLAGE_DEMON_DES" Val="The character is a Guardian Demon. It is bound to the Idol that brought it to life and sworn to protect it. Cannot travel outside the village."/>
<Entry Key="DES_SKILL_RACE_NIGHT_DEMON" Val="Night Demon"/>
<Entry Key="DES_SKILL_RACE_NIGHT_DEMON_FLYING" Val="Flying Night Demon"/>
<Entry Key="DES_SKILL_RACE_NIGHT_DEMON_DES" Val="The character is a night demon. They receive a bonus to Faith and a special Mental attack. They are weak during the day and stronger during the night."/>
<Entry Key="DES_SKILL_RACE_UNLI" Val="Unliving"/>
<Entry Key="DES_SKILL_RACE_UNLI_DES" Val="The character is an unliving. Awakened by a mystical call and given a new life-force. They are dead, so it does make them physically tougher. "/>
<Entry Key="DES_SKILL_RACE_UNLI_SPIDER" Val="Unliving Spider"/>
<Entry Key="DES_SKILL_RACE_UNLI_SPIDER_DES" Val="The character is an unliving spider. Awakened by a mystical call and given a new life-force. It is dead, so it does make them physically tougher and eight hair-covered legs with more eyes than you can count will surely come in handy when performing manual tasks."/>
<Entry Key="DES_SKILL_RACE_DRAGON" Val="Dragon"/>
<Entry Key="DES_SKILL_RACE_DRAGON_DES" Val="The character is a dragon. An ancient, intelligent beast feared throughout the ages. Known to like gold, gems and virgins. "/>
<Entry Key="DES_SKILL_RACE_DRAGON_ZMEY" Val="Zmey"/>
<Entry Key="DES_SKILL_RACE_DRAGON_ZMEY_DES" Val="The character is a zmey. Forever connected to darkness, but also the tree of life, a foe or friend, one can never know with the zmey."/>
<Entry Key="DES_SKILL_RACE_UNLI_DRAGON" Val="Unliving Dragon"/>
<Entry Key="DES_SKILL_RACE_UNLI_DRAGON_DES" Val="Once a mighty dragon, now a terrifying unliving fiend."/>
<Entry Key="DES_SKILL_RACE_LIGHT_SICK_DRAGON" Val="Light-Sick Zmey"/>
<Entry Key="DES_SKILL_RACE_LIGHT_SICK_DRAGON_DES" Val="The character is a dragon. An ancient, intelligent beast feared throughout the ages. Known to like gold, gems and virgins. This one is stricken with light-sickness that weakens them but may make them more cranky too."/>
<Entry Key="DES_SKILL_RACE_TROLL" Val="Troll"/>
<Entry Key="DES_SKILL_RACE_TROLL_DES" Val="The character is a troll, can regenerate physical wounds and gets a small shielding bonus."/>
<Entry Key="DES_SKILL_RACE_DARKNESS_CHILDREN" Val="Child of Darkness"/>
<Entry Key="DES_SKILL_RACE_DARKNESS_CHILDREN_DES" Val="The character is a Child of Darkness. They are stronger during the night."/>
<Entry Key="DES_SKILL_RACE_DARKNESS_CHILDREN_MANEVCA_DES" Val="The character is a Child of Darkness. The are stronger during the night and can copy health."/>
<Entry Key="DES_SKILL_RACE_SPIDER" Val="Spider"/>
<Entry Key="DES_SKILL_RACE_SPIDER_DES" Val="The character is a spider. It has eight hairy legs, which let him do any kind of manual work a lot faster."/>
<Entry Key="DES_SKILL_HORZ_NIGHT_PREDATOR" Val="Nocturnal Predator"/>
<Entry Key="DES_SKILL_HORZ_NIGHT_PREDATOR_DES" Val="Horz's Trait bonus - this character is stronger during the night and weaker during the day."/>
<Entry Key="DES_SKILL_HORZ_BLOODY_SUMMON_WEREWOLF" Val="Bloody Summon Werewolf"/>
<Entry Key="DES_SKILL_HORZ_BLOODY_SUMMON_WEREWOLF_DES" Val="A powerful ally... for a price."/>
<Entry Key="DES_SKILL_DZIEVANNA_ANIMAL_PATH" Val="Animal Senses"/>
<Entry Key="DES_SKILL_DZIEVANNA_ANIMAL_PATH_DES" Val="Dzievanna's Trait bonus."/>
<Entry Key="DES_SKILL_ZORYA_WARCRY" Val="War Cry"/>
<Entry Key="DES_SKILL_ZORYA_WARCRY_DES" Val="Zorya's Trait bonus - this character's Delay will decrease for each other enemy character placed on the battlefield after them."/>
<Entry Key="DES_SKILL_LADA_I_LOVE_YOU" Val="Bright Mind"/>
<Entry Key="DES_SKILL_LADA_I_LOVE_YOU_DES" Val="Lada's Trait bonus."/>
<Entry Key="DES_SKILL_STRIBOG_LONG_TRAVEL" Val="Favourable Winds"/>
<Entry Key="DES_SKILL_STRIBOG_LONG_TRAVEL_DES" Val="Stribog's Trait bonus."/>
<Entry Key="DES_SKILL_MAROVIT_NIGHTMARE_GIFT" Val="Unshaken Faith"/>
<Entry Key="DES_SKILL_MAROVIT_NIGHTMARE_GIFT_DES" Val="Marovit's Trait bonus."/>
<Entry Key="DES_SKILL_SVAROG_MANY_HAMMERS_PATH" Val="Many Hammers, One Anvil"/>
<Entry Key="DES_SKILL_SVAROG_MANY_HAMMERS_PATH_DES" Val="Svarog's Trait bonus."/>
<Entry Key="DES_SKILL_TRIGLAV_GODS_COMMANDER" Val="Divine Commander"/>
<Entry Key="DES_SKILL_TRIGLAV_GODS_COMMANDER_DES" Val="Triglav's Trait bonus."/>
<Entry Key="DES_SKILL_TRIGLAV_GODS_COMMANDER_CHOSEN" Val="Triglav's Chosen"/>
<Entry Key="DES_SKILL_TRIGLAV_GODS_COMMANDER_CHOSEN_DES" Val="Being a Chosen is not an easy task. Triglav appreciated that and decided to bestow a special ability on his chosen follower."/>
<Entry Key="DES_SKILL_IDOL_OF_PAIN" Val="Not Dead Yet"/>
<Entry Key="DES_SKILL_IDOL_OF_PAIN_DES" Val="If your Chosen dies, they change into an unliving corpse. Additionally, all your characters have a lower chance to die from heavy wounds.."/>
<Entry Key="DES_SKILL_SHIP_SMALL" Val="Raft"/>
<Entry Key="DES_SKILL_SHIP_SMALL_DES" Val="Allows to sail on seas. Slow with small capacity."/>
<Entry Key="DES_SKILL_STRIBOG_SHIP_SMALL" Val="Stribog's Raft"/>
<Entry Key="DES_SKILL_STRIBOG_SHIP_SMALL_DES" Val="Allows to sail on seas. Very light yet surprisingly capacious."/>
<Entry Key="DES_SKILL_SHIP_MEDIUM" Val="Sailboat"/>
<Entry Key="DES_SKILL_SHIP_MEDIUM_DES" Val="Allows to sail on seas. Fast with medium capacity."/>
<Entry Key="DES_SKILL_SHIP_LARGE" Val="Ship"/>
<Entry Key="DES_SKILL_SHIP_LARGE_DES" Val="Allows to sail on seas. Slow with big capacity."/>
<Entry Key="DES_SKILL_COSMIC_SEED" Val="Cosmic Seed's Root"/>
<Entry Key="DES_SKILL_COSMIC_SEED_DES" Val="You become the gate of cosmic energy."/>
<Entry Key="DES_SKILL_FOREFATHER_STIGMA" Val="Stigma of the Forefathers"/>
<Entry Key="DES_SKILL_FOREFATHER_STIGMA_DES" Val="The stigma you carry is a burden on both your mind and soul. Your Intelligence, Wisdom, Destiny and Mysticism are lowered. Survive this lenghty trial and be freed from it, or perish."/>
<Entry Key="DES_SKILL_GREED" Val="Greed"/>
<Entry Key="DES_SKILL_GREED_DES" Val="Clanless dwarves suffer from an odd form of hunger - they need to ingest a metal bar each turn. Every time this character ingests a metal bar, they are closer to getting rid of this weakness."/>
<Entry Key="DES_SKILL_FOODIE" Val="Foodie"/>
<Entry Key="DES_SKILL_FOODIE_DES" Val="The common folk have a saying - 'Never eat more than you can lift'. But dwarves lift a lot and they surely aren't common folk! As a Dwarf, this character has chance to eat 1 extra {ICON:FoodIcon} per turn."/>
<Entry Key="DES_SKILL_NATURE_PURITY" Val="Natural Purity"/>
<Entry Key="DES_SKILL_NATURE_PURITY_DES" Val="This character refuses to wear any equipment other than weapons, but their songs put all group members minds at ease, increasing Sanity regeneration."/>
<Entry Key="DES_SKILL_WEATHER_VIS" Val="Rain"/>
<Entry Key="DES_SKILL_WEATHER_VIS_DES" Val="The current weather makes it difficult to see as far as usual. Visibility Range is reduced."/>
<Entry Key="DES_SKILL_WEATHER_SUNNY_DAY" Val="Sunny Day"/>
<Entry Key="DES_SKILL_WEATHER_SUNNY_DAY_DES" Val="It's a nice and sunny day, this character is in a good mood and works faster."/>
<Entry Key="DES_SKILL_WEATHER_SNOW" Val="Snow"/>
<Entry Key="DES_SKILL_WEATHER_SNOW_DES" Val="The current weather makes it difficult to see as far as usual and snow makes walking difficult. Movement Points and Visibility Range are reduced."/>
<Entry Key="DES_SKILL_FOG_OF_KNOWLEDGE" Val="Glimpse Of Knowledge"/>
<Entry Key="DES_SKILL_FOG_OF_KNOWLEDGE_DES" Val="Blessed by your God you see further for a moment."/>
<Entry Key="DES_SKILL_SMARTER_EVERY_DAY" Val="Smarter Every Day"/>
<Entry Key="DES_SKILL_SMARTER_EVERY_DAY_DES" Val="Each turn you receive a bit of XP."/>
<Entry Key="DES_SKILL_TRUE_HEROES" Val="True Heroes"/>
<Entry Key="DES_SKILL_TRUE_HEROES_DES" Val="A bit of shielding in every challenge granted to each follower by their God."/>
<Entry Key="DES_SKILL_LOGIC_WALL" Val="Logic Wall"/>
<Entry Key="DES_SKILL_LOGIC_WALL_DES" Val="A bit shielding in mental and spiritual challenges granted to each follower by their God."/>
<Entry Key="DES_SKILL_BRAINER" Val="Clever"/>
<Entry Key="DES_SKILL_BRAINER_DES" Val="The Chosen has been blessed with increased Intelligence and Wisdom."/>
<Entry Key="DES_SKILL_SOLAR_POWERED" Val="Solar Powered"/>
<Entry Key="DES_SKILL_SOLAR_POWERED_DES" Val="Each follower has increased regeneration of Health, Sanity and Faith during the day but receives mental damage during the night."/>
<Entry Key="DES_SKILL_JUMPING_FISH" Val="Jumping Fish"/>
<Entry Key="DES_SKILL_JUMPING_FISH_DES" Val="When you sail, food just appears on your boat!"/>
<Entry Key="DES_SKILL_NEW_DAY" Val="Morning Birds"/>
<Entry Key="DES_SKILL_NEW_DAY_DES" Val="Each morning your characters get +10% Health. They also receive 2 extra Movement Points for 3 turns."/>
<Entry Key="DES_SKILL_ETERNAL_LIGHT" Val="Eternal Light"/>
<Entry Key="DES_SKILL_ETERNAL_LIGHT_DES" Val="Each follower receives a bonus to Health."/>
<Entry Key="DES_SKILL_EAGLE_EYE" Val="Eagle Eye"/>
<Entry Key="DES_SKILL_EAGLE_EYE_DES" Val="Each follower receives a bonus to sight range."/>
<Entry Key="DES_SKILL_INNER_PEACE" Val="Inner Peace"/>
<Entry Key="DES_SKILL_INNER_PEACE_DES" Val="Inner peace connects you with your god and their power flows through you."/>
<Entry Key="DES_SKILL_HEALING_TOUCH" Val="Healing Touch"/>
<Entry Key="DES_SKILL_HEALING_TOUCH_DES" Val="Your God has granted you a touch that can heal."/>
<Entry Key="DES_SKILL_NATURAL_KNOWLEDGE" Val="Natural Knowledge"/>
<Entry Key="DES_SKILL_NATURAL_KNOWLEDGE_DES" Val="Each follower receives a bonus to Research attribute."/>
<Entry Key="DES_SKILL_SEAL_OF_STRENGTH" Val="Seal Of Strength"/>
<Entry Key="DES_SKILL_SEAL_OF_STRENGTH_DES" Val="The Chosen has been blessed with increased Strength."/>
<Entry Key="DES_SKILL_CRAFTERS_FLOCK" Val="Flock of Crafters"/>
<Entry Key="DES_SKILL_CRAFTERS_FLOCK_DES" Val="Each follower receives a bonus to Crafting attribute."/>
<Entry Key="DES_SKILL_GATHERERS_FLOCK" Val="Flock of Gatherers"/>
<Entry Key="DES_SKILL_GATHERERS_FLOCK_DES" Val="Each follower receives a bonus to Gathering attribute."/>
<Entry Key="DES_SKILL_TOUGH_GUY" Val="Tough Guy"/>
<Entry Key="DES_SKILL_TOUGH_GUY_DES" Val="All your characters have increased Health but also higher chance to die from heavy wounds."/>
<Entry Key="DES_SKILL_DEMONIC_POSSESSION" Val="Demonic Possession"/>
<Entry Key="DES_SKILL_DEMONIC_POSSESSION_DES" Val="The Chosen gets increased Health and Spiritual Shielding, but a penalty to Mysticism and Destiny."/>
<Entry Key="DES_SKILL_CAMP_GATHERING_RANGE" Val="Camping Expert"/>
<Entry Key="DES_SKILL_CAMP_GATHERING_RANGE_DES" Val="Camping groups receive +1 gathering range."/>
<Entry Key="DES_SKILL_NIGHT_POWER" Val="Night Power"/>
<Entry Key="DES_SKILL_NIGHT_POWER_DES" Val="The character is blessed with the power of the night demons. During nights, they become more powerful."/>
<Entry Key="DES_SKILL_PET_HORSE" Val="Horse"/>
<Entry Key="DES_SKILL_PET_HORSE_DES" Val="Increases movement and group carry limits."/>
<Entry Key="DES_SKILL_PET_GOAT" Val="Pet Goat"/>
<Entry Key="DES_SKILL_PET_GOAT_DES" Val="Increases group carry limits."/>
<Entry Key="DES_SKILL_PET_GOAT_BUNNY" Val="Pet Bunny"/>
<Entry Key="DES_SKILL_PET_GOAT_BUNNY_DES" Val="Increases group carry limits."/>
<Entry Key="DES_SKILL_PET_BUNNY" Val="Pet Bunny"/>
<Entry Key="DES_SKILL_PET_BUNNY_DES" Val="Increases Health, Wits and Gathering."/>
<Entry Key="DES_SKILL_PET_CAT" Val="Pet Cat"/>
<Entry Key="DES_SKILL_PET_CAT_DES" Val="Adds mysticism and mental health."/>
<Entry Key="DES_SKILL_PET_DOG" Val="Pet Dog"/>
<Entry Key="DES_SKILL_PET_DOG_DES" Val="Adds perception and mental health."/>
<Entry Key="DES_SKILL_PET_BOAR" Val="Pet Boar"/>
<Entry Key="DES_SKILL_PET_BOAR_DES" Val="Summons a pet boar and adds movement"/>
<Entry Key="DES_SKILL_PET_SKSHACK" Val="Pet Skshack"/>
<Entry Key="DES_SKILL_PET_SKSHACK_DES" Val="Adds gathering"/>
<Entry Key="DES_SKILL_PET_CMUCH" Val="Pet Cmuch"/>
<Entry Key="DES_SKILL_PET_CMUCH_DES" Val="Adds physical health points."/>
<Entry Key="DES_SKILL_PET_CROW" Val="Pet Crow"/>
<Entry Key="DES_SKILL_PET_CROW_DES" Val="Improves perception and rituals"/>
<Entry Key="DES_SKILL_PET_WOLF" Val="Pet Wolf"/>
<Entry Key="DES_SKILL_PET_WOLF_DES" Val="Pet Wolf"/>
<Entry Key="DES_SKILL_PET_BEAR" Val="Pet Bear"/>
<Entry Key="DES_SKILL_PET_BEAR_DES" Val="Pet Bear"/>
<Entry Key="DES_SKILL_PET_WRAITH" Val="Pet Wraith"/>
<Entry Key="DES_SKILL_PET_WRAITH_DES" Val="Pet Wraith"/>
<Entry Key="DES_SKILL_PET_GHOST" Val="Pet Ghost"/>
<Entry Key="DES_SKILL_PET_GHOST_DES" Val="Pet Ghost"/>
<Entry Key="DES_SKILL_PET_SPIDER_SPITTING" Val="Pet Spitting Spider"/>
<Entry Key="DES_SKILL_PET_SPIDER_SPITTING_DES" Val="Pet Spitting Spider"/>
<Entry Key="DES_SKILL_PET_TURTLE" Val="Pet Turtle"/>
<Entry Key="DES_SKILL_PET_TURTLE_DES" Val="Pet Turtle"/>
<Entry Key="DES_SKILL_PET_CHICKEN" Val="Pet Chicken"/>
<Entry Key="DES_SKILL_PET_CHICKEN_DES" Val="Pet Chicken"/>
<Entry Key="DES_SKILL_PET_PUMPKIN" Val="Pet Pumpkin"/>
<Entry Key="DES_SKILL_PET_PUMPKIN_DES" Val="Pet Pumpkin"/>
<Entry Key="DES_SKILL_PET_SUMMON_DES" Val="Summon Pet"/>
<Entry Key="DES_SKILL_IDOL" Val="Idol"/>
<Entry Key="DES_SKILL_IDOL_DES" Val="Creates a village and allows villagers to carry out gathering tasks within its range. Base visibility and gathering range is 1 hex."/>
<Entry Key="DES_SKILL_WAREHOUSE" Val="Warehouse"/>
<Entry Key="DES_SKILL_WAREHOUSE_DES" Val="Increases Gathering skill and provides extra slots for gathering tasks."/>
<Entry Key="DES_SKILL_FORGE" Val="Forge"/>
<Entry Key="DES_SKILL_FORGE_DES" Val="Increases Crafting skill and provides extra slots for crafting tasks."/>
<Entry Key="DES_SKILL_ARMOURY" Val="Armoury"/>
<Entry Key="DES_SKILL_ARMOURY_DES" Val="Provides Physical Shielding bonus to villagers."/>
<Entry Key="DES_SKILL_SCHOOL" Val="School"/>
<Entry Key="DES_SKILL_SCHOOL_DES" Val="Provides Research Points each turn."/>
<Entry Key="DES_SKILL_DWELLING_BEDS" Val="Dwelling"/>
<Entry Key="DES_SKILL_DWELLING_BEDS_DES" Val="Provides Morale on or above certain level to villagers."/>
<Entry Key="DES_SKILL_HERBALIST_HUT" Val="Herbalist's Hut"/>
<Entry Key="DES_SKILL_HERBALIST_HUT_DES" Val="Increases Health regeneration rate and decreases chance to die from wounds."/>
<Entry Key="DES_SKILL_WISHING_WELL" Val="Wishing Well"/>
<Entry Key="DES_SKILL_WISHING_WELL_DES" Val="Provides a handful of random resources each turn."/>
<Entry Key="DES_SKILL_LUMBER_MILL" Val="Lumber Mill"/>
<Entry Key="DES_SKILL_LUMBER_MILL_DES" Val="Provides a small amount of wood each turn."/>
<Entry Key="DES_SKILL_CHILD_PLAYGROUND" Val="Children's Playground"/>
<Entry Key="DES_SKILL_CHILD_PLAYGROUND_DES" Val="Increases main attributes of children."/>
<Entry Key="DES_SKILL_GUARD_TOWER" Val="Guard Tower"/>
<Entry Key="DES_SKILL_GUARD_TOWER_DES" Val="Increases Health and Sanity."/>
<Entry Key="DES_SKILL_WITCH_HUT" Val="Witch Hut"/>
<Entry Key="DES_SKILL_WITCH_HUT_DES" Val="Increases Rituals attribute, extra slots and provides a small amount of herbs each turn."/>
<Entry Key="DES_SKILL_LEATHER_WITCH_HUT_DES" Val="Increases Rituals attribute, extra slots and provides a small amount of herbs each turn."/>
<Entry Key="DES_SKILL_AMBER_WITCH_HUT_DES" Val="Increases Rituals attribute, extra slots and provides a small amount of herbs each turn."/>
<Entry Key="DES_SKILL_BONE_WITCH_HUT_DES" Val="Increases Rituals attribute, extra slots and increases Faith (spiritual hit points)."/>
<Entry Key="DES_SKILL_CROP_FIELD" Val="Crop Field"/>
<Entry Key="DES_SKILL_CROP_FIELD_DES" Val="Provides a small amount of food each turn and a chance to get a vegetable-loving pet."/>
<Entry Key="DES_SKILL_MINE" Val="Mine"/>
<Entry Key="DES_SKILL_MINE_DES" Val="Provides mineable resources like gems, metal or stone each turn."/>
<Entry Key="DES_SKILL_MINE_GEM_DES" Val="Provides a small amount of common gems each turn."/>
<Entry Key="DES_SKILL_MINE_METAL_DES" Val="Provides a small amount of common metal each turn."/>
<Entry Key="DES_SKILL_MINE_STONE_DES" Val="Provides a small amount of common stone each turn."/>
<Entry Key="DES_SKILL_TRADING_POST" Val="Trading Post"/>
<Entry Key="DES_SKILL_TRADING_POST_DES" Val="When this building is completed, a trader will show up immediately and you get a chance he will visit you in the future. Also provides a random common resource each turn."/>
<Entry Key="DES_SKILL_EXTRA_MAX_HEALTH_P" Val="Increase Max Health"/>
<Entry Key="DES_SKILL_EXTRA_MAX_HEALTH_P_DES" Val="This skill is applied by a building. It increases Maximum Physical Hit Points (Health)."/>
<Entry Key="DES_SKILL_EXTRA_MAX_HEALTH_M" Val="Increase Max Sanity"/>
<Entry Key="DES_SKILL_EXTRA_MAX_HEALTH_M_DES" Val="This skill is applied by a building. It increases Maximum Mental Hit Points (Sanity)."/>
<Entry Key="DES_SKILL_EXTRA_MAX_HEALTH_S" Val="Increase Max Faith"/>
<Entry Key="DES_SKILL_EXTRA_MAX_HEALTH_S_DES" Val="This skill is applied by a building. It increases Maximum Spiritual Hit Points (Faith)."/>
<Entry Key="DES_SKILL_EXTRA_GATHERING" Val="Increase Gathering"/>
<Entry Key="DES_SKILL_EXTRA_GATHERING_DES" Val="This skill is applied by a building. It increases Gathering ability."/>
<Entry Key="DES_SKILL_EXTRA_STRONG_GATHERING" Val="Greatly Inc. Gathering"/>
<Entry Key="DES_SKILL_EXTRA_STRONG_GATHERING_DES" Val="This skill is applied by a building. It greatly increases Gathering ability."/>
<Entry Key="DES_SKILL_EXTRA_CRAFTING" Val="Increase Crafting"/>
<Entry Key="DES_SKILL_EXTRA_CRAFTING_DES" Val="This skill is applied by a building. It increases Crafting ability."/>
<Entry Key="DES_SKILL_EXTRA_STRONG_CRAFTING" Val="Greatly Inc. Crafting"/>
<Entry Key="DES_SKILL_EXTRA_STRONG_CRAFTING_DES" Val="This skill is applied by a building. It greatly increases Crafting ability."/>
<Entry Key="DES_SKILL_EXTRA_MOVEMENT_RANGE" Val="Increase MP"/>
<Entry Key="DES_SKILL_EXTRA_MOVEMENT_RANGE_DES" Val="This skill is applied by a building. It increases Movement Points."/>
<Entry Key="DES_SKILL_EXTRA_STRONG_MOVEMENT_RANGE" Val="Greatly Inc. MP"/>
<Entry Key="DES_SKILL_EXTRA_STRONG_MOVEMENT_RANGE_DES" Val="This skill is applied by a building. It greatly increases Movement Points."/>
<Entry Key="DES_SKILL_EXTRA_SHIELDING_P" Val="Increase Physical Shielding"/>
<Entry Key="DES_SKILL_EXTRA_SHIELDING_P_DES" Val="This skill is applied by a building. It increases Physical Shielding."/>
<Entry Key="DES_SKILL_EXTRA_SHIELDING_S" Val="Increase Spiritual Shielding"/>
<Entry Key="DES_SKILL_EXTRA_SHIELDING_S_DES" Val="This skill is applied by a building. It increases Spiritual Shielding."/>
<Entry Key="DES_SKILL_EXTRA_SHIELDING_P_M" Val="Inc. Physical and Mental Shielding"/>
<Entry Key="DES_SKILL_EXTRA_SHIELDING_P_M_DES" Val="This skill is applied by a building. It increases Physical and Mental Shielding."/>
<Entry Key="DES_SKILL_EXTRA_SHIELDING_P_M_S" Val="Inc. Physical, Mental and Spiritual Shielding"/>
<Entry Key="DES_SKILL_EXTRA_SHIELDING_P_M_S_DES" Val="This skill is applied by a building. It increases Physical, Mental and Spirit Shielding."/>
<Entry Key="DES_SKILL_EXTRA_STRONG_SHIELDING_P" Val="Greatly Inc. Physical Shielding"/>
<Entry Key="DES_SKILL_EXTRA_STRONG_SHIELDING_P_DES" Val="This skill is applied by a building. It greatly increases Physical Shielding."/>
<Entry Key="DES_SKILL_EXTRA_RESEARCH" Val="Increase Research"/>
<Entry Key="DES_SKILL_EXTRA_RESEARCH_DES" Val="This skill is applied by a building. It increases Research ability."/>
<Entry Key="DES_SKILL_EXTRA_STRONG_RESEARCH" Val="Greatly Inc. Research"/>
<Entry Key="DES_SKILL_EXTRA_STRONG_RESEARCH_DES" Val="This skill is applied by a building. It greatly increases Research ability."/>
<Entry Key="DES_SKILL_EXTRA_HEALING" Val="Increase Regeneration"/>
<Entry Key="DES_SKILL_EXTRA_HEALING_DES" Val="This skill is applied by a building. It increases Health regeneration."/>
<Entry Key="DES_SKILL_EXTRA_STRONG_HEALING" Val="Greatly Inc. Regeneration"/>
<Entry Key="DES_SKILL_EXTRA_STRONG_HEALING_DES" Val="This skill is applied by a building. It greatly increases Health regeneration."/>
<Entry Key="DES_SKILL_EXTRA_LOWER_DEATH_CHANCE" Val="Lower Death Chance"/>
<Entry Key="DES_SKILL_EXTRA_LOWER_DEATH_CHANCE_DES" Val="This skill is applied by a building. It decreases the chance of dying from low Health."/>
<Entry Key="DES_SKILL_EXTRA_CHILDREN_ATT" Val="Increase Children's Attributes"/>
<Entry Key="DES_SKILL_EXTRA_CHILDREN_ATT_DES" Val="This skill is applied by a building. It increases children's attributes."/>
<Entry Key="DES_SKILL_EXTRA_RITUALS" Val="Increase Rituals"/>
<Entry Key="DES_SKILL_EXTRA_RITUALS_DES" Val="This skill is applied by a building. It increases Rituals attribute."/>
<Entry Key="DES_SKILL_EXTRA_LUCK" Val="Increase Luck"/>
<Entry Key="DES_SKILL_EXTRA_LUCK_DES" Val="This skill is applied by a building. It increases Luck attribute."/>
<Entry Key="DES_SKILL_PEBBLES_THROW" Val="Throw Pebbles"/>
<Entry Key="DES_SKILL_PEBBLES_THROW_DES" Val="The ultimate weapon of a five-year-old. Rarely effective, highly annoying."/>
<Entry Key="DES_SKILL_RESIST_BEAST" Val="Thick Skin"/>
<Entry Key="DES_SKILL_RESIST_BEAST_DES" Val="Some beasts have thicker skin that makes them more difficult to slay. If experienced hunters say so, then it must be true."/>
<Entry Key="DES_SKILL_HYPNOSIS" Val="Hypnosis"/>
<Entry Key="DES_SKILL_HYPNOSIS_DES" Val="Relax... Your head is getting heavy... Your eyes slowly close. Imagine you're in the good place..."/>
<Entry Key="DES_SKILL_OUTMANOEUVRE" Val="Outmanoeuvre"/>
<Entry Key="DES_SKILL_OUTMANOEUVRE_DES" Val="You know your ground for the upcoming battle. Now you need to use that information to you advantage."/>
<Entry Key="DES_SKILL_MORNING_PILL" Val="Completely Safe Pill"/>
<Entry Key="DES_SKILL_MORNING_PILL_DES" Val="Here, this will refresh your breath. 100% poison-free, approved by professional herbalists.\n&lt;size=50%&gt;Disclaimer: For a full list of possible side-effects consult your local health practitioner. Never exceed the recommended dose.&lt;size=100%&gt;"/>
<Entry Key="DES_SKILL_DARK_BLOOD_SHIELD" Val="Shield of Dark Blood"/>
<Entry Key="DES_SKILL_DARK_BLOOD_SHIELD_DES" Val="Sacrifice your Faith to protect your allies."/>
<Entry Key="DES_SKILL_DARK_AURA" Val="Dark Aura"/>
<Entry Key="DES_SKILL_DARK_AURA_DES" Val="With dark energy filling the veins, you can materialise an aura that feels threatening to spirits."/>
<Entry Key="DES_SKILL_DARK_HEART" Val="Dark Heart"/>
<Entry Key="DES_SKILL_DARK_HEART_DES" Val="Those who dare to embrace the darkness and let it into their hearts can gain protection in the world of spirits."/>
<Entry Key="DES_SKILL_DARK_KNOWLEDGE" Val="Dark Knowledge"/>
<Entry Key="DES_SKILL_DARK_KNOWLEDGE_DES" Val="Your fascination with the darkness gives a you better understanding of the spiritual world."/>
<Entry Key="DES_SKILL_DARK_TOTEM" Val="Dark Totem"/>
<Entry Key="DES_SKILL_DARK_TOTEM_DES" Val="Summon Dark Totem to your aid. Its dark magic will soak up wounds dealt to any ally as long as it is alive."/>
<Entry Key="DES_SKILL_PAIN_COMMISSION" Val="Pain Duty"/>
<Entry Key="DES_SKILL_PAIN_COMMISSION_DES" Val="This Totem's only purpose is to feel pain."/>
<Entry Key="DES_SKILL_DARK_SHIFT" Val="Dark Shift"/>
<Entry Key="DES_SKILL_DARK_SHIFT_DES" Val="You can bend the reality for two allies, filling them with dark energy. This switches their initiative and gives them dark shielding protection."/>
<Entry Key="DES_SKILL_DARK_CLAW" Val="Dark Claw"/>
<Entry Key="DES_SKILL_DARK_CLAW_DES" Val="You are able to conjure a bear claw out of the dark energy within you, sharp enough to slice your enemies like carrots."/>
<Entry Key="DES_SKILL_ANIMATED_WOOD" Val="Animated Wood"/>
<Entry Key="DES_SKILL_ANIMATED_WOOD_DES" Val="Magic forces give this wooden object special abilities. It now has properties of both wood and the avatar enchanted within."/>
<Entry Key="DES_SKILL_UNSTABLE_CREATION" Val="Unstable Creation"/>
<Entry Key="DES_SKILL_UNSTABLE_CREATION_DES" Val="Your creation is alive! It will serve you for 5 turns (unless it dies earlier). It suffers Health damage each turn."/>
<Entry Key="DES_SKILL_EARTH_VISION" Val="Earth Vision"/>
<Entry Key="DES_SKILL_EARTH_VISION_DES" Val="Touching the land, you feel everything that is further than human vision."/>
<Entry Key="DES_SKILL_FIRE_GIFT" Val="Fire Gift"/>
<Entry Key="DES_SKILL_FIRE_GIFT_DES" Val="Fire of the forge burns inside of your soul. It is now easier to shape new object but you gathering materials takes longer."/>
<Entry Key="DES_SKILL_SHOULDERS_POWER" Val="Shoulder Power"/>
<Entry Key="DES_SKILL_SHOULDERS_POWER_DES" Val="The burden on your shoulders feels lighter. Everything is easier to carry and easier to pick up."/>
<Entry Key="DES_SKILL_KNOWLEDGE_ARMOR" Val="Knowledge Armor"/>
<Entry Key="DES_SKILL_KNOWLEDGE_ARMOR_DES" Val="You see the blow before it falls. You cannot prevent it but you can focus your mind to lessen the pain."/>
<Entry Key="DES_SKILL_CON_DEFAULT_MELEE" Val="Concept - Melee"/>
<Entry Key="DES_SKILL_CON_DEFAULT_MELEE_DES" Val="This concept card will prefer melee spots of the battlefield."/>
<Entry Key="DES_SKILL_CON_DEFAULT_RANGE" Val="Concept - Ranged"/>
<Entry Key="DES_SKILL_CON_DEFAULT_RANGE_DES" Val="This concept card will prefer ranged spots of the battlefield."/>
<Entry Key="DES_SKILL_CON_DEFAULT_RANGE_HEAVY" Val="Concept - Ranged Heavy"/>
<Entry Key="DES_SKILL_CON_DEFAULT_RANGE_HEAVY_DES" Val="This concept card will prefer ranged spots of the battlefield."/>
<Entry Key="DES_SKILL_FOREFATHER_ANGER" Val="Forefathers' Anger"/>
<Entry Key="DES_SKILL_FOREFATHER_ANGER_DES" Val="When battle starts, your anger will call a forefather as an ally to fight on your side."/>
<Entry Key="DES_SUBSKILL_INCREASE_ATTRIBUTE" Val="Increase Attribute"/>
<Entry Key="DES_SUBSKILL_INCREASE_ATTRIBUTE_DES" Val="Provides a bonus to a certain attribute when equipped."/>
<Entry Key="DES_SUBSKILL_BLUNT_ATTACK_M_P_S" Val="Brute Force"/>
<Entry Key="DES_SUBSKILL_BLUNT_ATTACK_M_P_S_DES" Val="Single target basic attack from the front row."/>
<Entry Key="DES_SUBSKILL_GHOST_TOUCH" Val="Ghost Touch"/>
<Entry Key="DES_SUBSKILL_GHOST_TOUCH_DES" Val="Single target basic attack from the front row, attacks any random oponent."/>
<Entry Key="DES_SUBSKILL_ENERGY_DISTURB" Val="Energy Disturb"/>
<Entry Key="DES_SUBSKILL_ENERGY_DISTURB_DES" Val="Single target melee attack from any row."/>
<Entry Key="DES_SUBSKILL_ENERGY_BLUR" Val="Energy Blur"/>
<Entry Key="DES_SUBSKILL_ENERGY_BLUR_DES" Val="Single target melee attack from any row."/>
<Entry Key="DES_SUBSKILL_ENERGY_SCATTERING" Val="Energy Scattering"/>
<Entry Key="DES_SUBSKILL_ENERGY_SCATTERING_DES" Val="Single target melee attack from any row."/>
<Entry Key="DES_SUBSKILL_PRIMAL_DESIRE" Val="Convincing Voice"/>
<Entry Key="DES_SUBSKILL_PRIMAL_DESIRE_DES" Val="Single target, True Damage melee attack from the front row."/>
<Entry Key="DES_SUBSKILL_FIRE_GLANCE" Val="Fiery Gaze"/>
<Entry Key="DES_SUBSKILL_FIRE_GLANCE_DES" Val="True Damage melee attack from the front row dealing damage to the target enemy and up to 3 enemies next to them."/>
<Entry Key="DES_SUBSKILL_WAR_SHOUT" Val="War Shout"/>
<Entry Key="DES_SUBSKILL_WAR_SHOUT_DES" Val="Melee attack from the front row dealing damage to the target enemy and up to 3 enemies next to them."/>
<Entry Key="DES_SUBSKILL_CORRUPTION" Val="Corruption"/>
<Entry Key="DES_SUBSKILL_CORRUPTION_DES" Val="Single target, poison damage melee attack from the front row."/>
<Entry Key="DES_SUBSKILL_WILL_DRAIN" Val="Will Drain"/>
<Entry Key="DES_SUBSKILL_WILL_DRAIN_DES" Val="Single target, leech damage melee attack."/>
<Entry Key="DES_SUBSKILL_RELIABLE_ARGUMENT" Val="Reliable Argument"/>
<Entry Key="DES_SUBSKILL_RELIABLE_ARGUMENT_DES" Val="Single target attack from the front row."/>
<Entry Key="DES_SUBSKILL_SHOWING_OFF" Val="Showing off"/>
<Entry Key="DES_SUBSKILL_SHOWING_OFF_DES" Val="Single target attack from the front row."/>
<Entry Key="DES_SUBSKILL_HYPNOTISE_MOVE" Val="Hypnotise"/>
<Entry Key="DES_SUBSKILL_HYPNOTISE_MOVE_DES" Val="Melee attack, targets 3 enemies in a horizontal line."/>
<Entry Key="DES_SUBSKILL_OUTMANOEUVRE" Val="Outmanoeuvre"/>
<Entry Key="DES_SUBSKILL_OUTMANOEUVRE_DES" Val="Single target attack from ranged row."/>
<Entry Key="DES_SUBSKILL_MORNING_PILL" Val="Completely Safe Pill"/>
<Entry Key="DES_SUBSKILL_MORNING_PILL_DES" Val="Single target poison attack from ranged row."/>
<Entry Key="DES_SUBSKILL_SOUL_TEAR" Val="Soul Damage"/>
<Entry Key="DES_SUBSKILL_SOUL_TEAR_DES" Val="Single target attack from any row."/>
<Entry Key="DES_SUBSKILL_SPIRIT_CUTOFF" Val="Detach Spirit"/>
<Entry Key="DES_SUBSKILL_SPIRIT_CUTOFF_DES" Val="Single target attack from ranged row."/>
<Entry Key="DES_SUBSKILL_SHADOW_WHISPERS" Val="Destructive Words"/>
<Entry Key="DES_SUBSKILL_SHADOW_WHISPERS_DES" Val="Attack from the front row dealing poison damage to the target enemy and up to 3 enemies next to them."/>
<Entry Key="DES_SUBSKILL_RANDOM_BLAST" Val="Random Blast"/>
<Entry Key="DES_SUBSKILL_RANDOM_BLAST_DES" Val="Randomly attacks 1 targets."/>
<Entry Key="DES_SUBSKILL_RANDOM_BLASTS" Val="Random Blasts 2"/>
<Entry Key="DES_SUBSKILL_RANDOM_BLASTS_DES" Val="Randomly attacks 1-2 targets."/>
<Entry Key="DES_SUBSKILL_RANDOM_BLASTS3" Val="Random Blasts 3"/>
<Entry Key="DES_SUBSKILL_RANDOM_BLASTS3_DES" Val="Randomly attacks 1-3 targets."/>
<Entry Key="DES_SUBSKILL_RANDOM_BLASTS4" Val="Random Blasts 4"/>
<Entry Key="DES_SUBSKILL_RANDOM_BLASTS4_DES" Val="Randomly attacks 1-4 targets."/>
<Entry Key="DES_SUBSKILL_RANDOM_BLASTS5" Val="Random Blasts 5"/>
<Entry Key="DES_SUBSKILL_RANDOM_BLASTS5_DES" Val="Randomly attacks 1-5 targets."/>
<Entry Key="DES_SUBSKILL_DARKNESS_VORTEX" Val="Darkness Vortex"/>
<Entry Key="DES_SUBSKILL_DARKNESS_VORTEX_DES" Val="Randomly attacks 1 targets."/>
<Entry Key="DES_SUBSKILL_POISON_FOG" Val="Poison Fog"/>
<Entry Key="DES_SUBSKILL_POISON_FOG_DES" Val="{COLOR:red}This subskill does not attack hand if battlefield is empty.{END_COLOR}\nDeals Poison Damage to all characters on the battlefield."/>
<Entry Key="DES_SUBSKILL_TRUE_FOG" Val="Choking Fog"/>
<Entry Key="DES_SUBSKILL_TRUE_FOG_DES" Val="{COLOR:red}This subskill does not attack hand if battlefield is empty.{END_COLOR}\nDeals True Damage to all characters on the battlefield."/>
<Entry Key="DES_SUBSKILL_ANCESTOR_VOICE" Val="Ancestors' Voice"/>
<Entry Key="DES_SUBSKILL_ANCESTOR_VOICE_DES" Val="Deals True Damage to up to 3 chosen targets."/>
<Entry Key="DES_SUBSKILL_GROUND_SHAKING" Val="Ground Shake"/>
<Entry Key="DES_SUBSKILL_GROUND_SHAKING_DES" Val="Deal damage to all enemies on the battlefield and apply Stun."/>
<Entry Key="DES_SUBSKILL_ICE_SPIKE" Val="Ice Spike"/>
<Entry Key="DES_SUBSKILL_ICE_SPIKE_DES" Val="Stun attack and damage to one target."/>
<Entry Key="DES_SUBSKILL_LIGHTNING" Val="Lightning Strike"/>
<Entry Key="DES_SUBSKILL_LIGHTNING_DES" Val="Damages a single opponent selected at random."/>
<Entry Key="DES_SUBSKILL_BLOODY_SACRIFICE" Val="Sacrificial Blood"/>
<Entry Key="DES_SUBSKILL_BLOODY_SACRIFICE_DES" Val="The caster deals Essence True Damage to themselves and then applies that damage, multiplied by the skill power, as an attack."/>
<Entry Key="DES_SUBSKILL_EXPLODING_DEAD" Val="Exploding Dead"/>
<Entry Key="DES_SUBSKILL_EXPLODING_DEAD_DES" Val="An opponent killed with this ability explodes, dealing a massive amount of damage to anyone stading next to them."/>
<Entry Key="DES_SUBSKILL_BITE" Val="Bite"/>
<Entry Key="DES_SUBSKILL_BITE_DES" Val="Melee attack, targets a single enemy closest to you."/>
<Entry Key="DES_SUBSKILL_ILLUSION_BITE" Val="Illusive Bite"/>
<Entry Key="DES_SUBSKILL_ILLUSION_BITE_DES" Val="True Damage melee attack, targets a single enemy closest to you."/>
<Entry Key="DES_SUBSKILL_ESSENCE_TRUE_DMG_BITE" Val="True Essence Bite"/>
<Entry Key="DES_SUBSKILL_ESSENCE_TRUE_DMG_BITE_DES" Val="True Essence Bite Melee attack, targets a single enemy closest to you."/>
<Entry Key="DES_SUBSKILL_LEECH_BITE" Val="Leech Bite"/>
<Entry Key="DES_SUBSKILL_LEECH_BITE_DES" Val="Melee attack, targets a single enemy closest to the attacker. The attacker recovers a portion of their health."/>
<Entry Key="DES_SUBSKILL_LEECH_WHIP_HIT" Val="Leech Whip Hit"/>
<Entry Key="DES_SUBSKILL_LEECH_WHIP_HIT_DES" Val="Melee attack, targets 3 enemies horizontally. The attacker recovers a portion of their health."/>
<Entry Key="DES_SUBSKILL_CLAW_HIT" Val="Claw Hit"/>
<Entry Key="DES_SUBSKILL_DARK_CLAW_HIT" Val="Dark Claw Hit"/>
<Entry Key="DES_SUBSKILL_CLAW_HIT_DES" Val="Melee attack, targets 3 enemies in horizontal line."/>
<Entry Key="DES_SUBSKILL_LINE_CHARGE" Val="Line Charge"/>
<Entry Key="DES_SUBSKILL_LINE_CHARGE_DES" Val="Melee attack, targets two opponents in a vertical line."/>
<Entry Key="DES_SUBSKILL_POISON_BITE" Val="Poison Bite"/>
<Entry Key="DES_SUBSKILL_POISON_BITE_DES" Val="Single target melee attack with poison damage."/>
<Entry Key="DES_SUBSKILL_POISON_THROWING_DAGGER" Val="Poison Throwing Dagger"/>
<Entry Key="DES_SUBSKILL_POISON_THROWING_DAGGER_DES" Val="Single target attack dealing poison damage to a selected enemy."/>
<Entry Key="DES_SUBSKILL_REDUCE_OPPONENTS_SHIELDING" Val="Reduce Shielding"/>
<Entry Key="DES_SUBSKILL_REDUCE_OPPONENTS_SHIELDING_DES" Val="Lower Shielding of an opponent standing in front of you."/>
<Entry Key="DES_SUBSKILL_SHIELDS_UP" Val="Shields Up"/>
<Entry Key="DES_SUBSKILL_SHIELDS_UP_DES" Val="Increase Shielding of a chosen 1 or 2 friendly targets. Shielding bonus is equal to 20% of the caster's own shielding."/>
<Entry Key="DES_SUBSKILL_SHIELDS" Val="Increase Shielding"/>
<Entry Key="DES_SUBSKILL_SHIELDS_DES" Val="Provides additional protection that is replenished between challenges."/>
<Entry Key="DES_SUBSKILL_PROTECTION_M_S" Val="Protection"/>
<Entry Key="DES_SUBSKILL_PROTECTION_M_S_DES" Val="Increase Shielding of a chosen ally."/>
<Entry Key="DES_SUBSKILL_BLOOD_PROTECTION_S_ALL" Val="Protect All"/>
<Entry Key="DES_SUBSKILL_BLOOD_PROTECTION_S_ALL_DES" Val="Increase Shielding of all allies at the cost of 20% of the caster's current health."/>
<Entry Key="DES_SUBSKILL_PROTECTING_OTHERS" Val="Protect Others"/>
<Entry Key="DES_SUBSKILL_PROTECTING_OTHERS_DES" Val="Increase Shielding of 1 to 3 selected allies."/>
<Entry Key="DES_SUBSKILL_ENTER_DMG" Val="Increase Shielding of 1 to 3 selected allies."/>
<Entry Key="DES_SUBSKILL_ENTER_DMG_DES" Val="Increase Shielding of 1 to 3 selected allies."/>
<Entry Key="DES_SUBSKILL_MIMIC_FRIEND_HEALTH" Val="Mimic Hit Points"/>
<Entry Key="DES_SUBSKILL_MIMIC_FRIEND_HEALTH_DES" Val="Copies the current hit points of another ally."/>
<Entry Key="DES_SUBSKILL_SELF_PROTECTION_M_S" Val="Self Protection"/>
<Entry Key="DES_SUBSKILL_SELF_PROTECTION_M_S_DES" Val="Increase Shielding of the caster."/>
<Entry Key="DES_SUBSKILL_FIRST_STRIKE_DMG" Val="First Strike"/>
<Entry Key="DES_SUBSKILL_FIRST_STRIKE_DMG_DES" Val="Instantly damage the closest enemy when entering the battlefield."/>
<Entry Key="DES_SUBSKILL_ADD_SHIELDING_LIGHT" Val="Shield Self - Light"/>
<Entry Key="DES_SUBSKILL_ADD_SHIELDING_LIGHT_DES" Val="Increase the caster's Shielding by a small amount."/>
<Entry Key="DES_SUBSKILL_ADD_SHIELDING_MEDIUM" Val="Shield Self - Medium"/>
<Entry Key="DES_SUBSKILL_ADD_SHIELDING_MEDIUM_DES" Val="Increase the caster's Shielding by a medium amount."/>
<Entry Key="DES_SUBSKILL_ADD_SHIELDING_VLIGHT_P" Val="Shield Self - Physical"/>
<Entry Key="DES_SUBSKILL_ADD_SHIELDING_VLIGHT_P_DES" Val="Increase the caster's Physical Shielding by a small amount."/>
<Entry Key="DES_SUBSKILL_ADD_SHIELDING_MEDIUM_P" Val="Shield Self - Physical"/>
<Entry Key="DES_SUBSKILL_ADD_SHIELDING_MEDIUM_P_DES" Val="Increase the caster's Physical Shielding by a medium amount."/>
<Entry Key="DES_SUBSKILL_ADD_SHIELDING_MEDIUM_S" Val="Shield Self - Spiritual"/>
<Entry Key="DES_SUBSKILL_ADD_SHIELDING_MEDIUM_S_DES" Val="Increase the caster's Spiritual Shielding by a medium amount."/>
<Entry Key="DES_SUBSKILL_ADD_SHIELDING_HEAVY" Val="Shield Self - Heavy"/>
<Entry Key="DES_SUBSKILL_ADD_SHIELDING_HEAVY_DES" Val="Increase the caster's shielding by a large amount."/>
<Entry Key="DES_SUBSKILL_ADD_EXTRA_SHIELDING_SELF" Val="Weapon Block"/>
<Entry Key="DES_SUBSKILL_ADD_EXTRA_SHIELDING_SELF_DES" Val="Increase the caster's shielding by small extra amount."/>
<Entry Key="DES_SUBSKILL_ADD_CHILD_MAGIC_SHIELD" Val="Child Magic Shield"/>
<Entry Key="DES_SUBSKILL_ADD_CHILD_MAGIC_SHIELD_DES" Val="This child is protected."/>
<Entry Key="DES_SUBSKILL_ADD_SHIELDING" Val="Add Shielding"/>
<Entry Key="DES_SUBSKILL_ADD_SHIELDING_DES" Val="Add Physical, Mental and Spiritual Shielding"/>
<Entry Key="DES_SUBSKILL_ADD_SHIELDING_PHYSICAL" Val="Add Physical Shielding"/>
<Entry Key="DES_SUBSKILL_ADD_SHIELDING_PHYSICAL_DES" Val="Increases the character's Physical Shielding."/>
<Entry Key="DES_SUBSKILL_ADD_SHIELDING_MENTAL" Val="Add Mental Shielding"/>
<Entry Key="DES_SUBSKILL_ADD_SHIELDING_MENTAL_DES" Val="Increases the character's Mental Shielding."/>
<Entry Key="DES_SUBSKILL_ADD_SHIELDING_SPIRIT" Val="Add Spiritual Shielding"/>
<Entry Key="DES_SUBSKILL_ADD_SHIELDING_SPIRIT_DES" Val="Increases the character's Spiritual Shielding."/>
<Entry Key="DES_SUBSKILL_SUMMON_DEMON" Val="Summon Demon"/>
<Entry Key="DES_SUBSKILL_SUMMON_DEMON_DES" Val="{COLOR:red}Only one copy of this character is permitted on the battlefield at any time.{END_COLOR}\nSummon a Demon to a melee spot on your side of the battlefield."/>
<Entry Key="DES_SUBSKILL_SUMMON_CMUCH_ITEM" Val="Summon Cmuch"/>
<Entry Key="DES_SUBSKILL_SUMMON_CMUCH_ITEM_DES" Val="{COLOR:red}Only one copy of this character is permitted on the battlefield at any time.{END_COLOR}\nSummon a Cmuch to a ranged spot on your side of the battlefield."/>
<Entry Key="DES_SUBSKILL_SUMMON_PET_WRAITH" Val="Summon Wraith"/>
<Entry Key="DES_SUBSKILL_SUMMON_PET_WRAITH_DES" Val="{COLOR:red}Only one copy of this character is permitted on the battlefield at any time.{END_COLOR}\nSummon a Wraith to a melee spot on your side of the battlefield."/>
<Entry Key="DES_SUBSKILL_SUMMON_SHAMAN_MINION" Val="Summon Shaman Minion"/>
<Entry Key="DES_SUBSKILL_SUMMON_SHAMAN_MINION_DES" Val="{COLOR:red}Only one copy of this character is permitted on the battlefield at any time.{END_COLOR}\nSummon a Shaman Minion to a melee spot on your side of the battlefield."/>
<Entry Key="DES_SUBSKILL_SUMMON_UNLIVING" Val="Summon Unliving"/>
<Entry Key="DES_SUBSKILL_SUMMON_UNLIVING_DES" Val="{COLOR:red}Only one copy of this character is permitted on the battlefield at any time.{END_COLOR}\nSummon 2 Unliving to a melee spot on your side of the battlefield."/>
<Entry Key="DES_SUBSKILL_SUMMON_UNLIVING_RAT" Val="Summon Unliving Rat"/>
<Entry Key="DES_SUBSKILL_SUMMON_UNLIVING_RAT_DES" Val="{COLOR:red}Only one copy of this character is permitted on the battlefield at any time.{END_COLOR}\nSummon 2 Unliving to a melee spot on your side of the battlefield."/>
<Entry Key="DES_SUBSKILL_SUMMON_UNLIVING_ARCHERS_ITEM" Val="Summon Unliving Archers"/>
<Entry Key="DES_SUBSKILL_SUMMON_UNLIVING_ARCHERS_ITEM_DES" Val="{COLOR:red}Only one copy of this character is permitted on the battlefield at any time.{END_COLOR}\nSummon 2 Unliving archers to a ranged or melee spot on your side of the battlefield."/>
<Entry Key="DES_SUBSKILL_SUMMON_WILD_BEAST" Val="Summon Wild Beast"/>
<Entry Key="DES_SUBSKILL_SUMMON_WILD_BEAST_DES" Val="{COLOR:red}Only one copy of this character is permitted on the battlefield at any time.{END_COLOR}\nSummon 1 - 2 Beasts to melee spots on your side of the battlefield."/>
<Entry Key="DES_SUBSKILL_SUMMON_FOREST_ELDERCONE" Val="Summon Eldercone"/>
<Entry Key="DES_SUBSKILL_SUMMON_FOREST_ELDERCONE_DES" Val="{COLOR:red}Only one copy of this character is permitted on the battlefield at any time.{END_COLOR}\nSummon an Eldercone to a melee spot on your side of the battlefield."/>
<Entry Key="DES_SUBSKILL_SUMMON_ON_NAIYSIR" Val="Spawn Pineconettes"/>
<Entry Key="DES_SUBSKILL_SUMMON_ON_NAIYSIR_DES" Val="When this character enters the battlefield, 1 Pineconette is summoned to a random spot."/>
<Entry Key="DES_SUBSKILL_BLOODY_SUMMON_WEREWOLF" Val="Bloody Summon Werewolf"/>
<Entry Key="DES_SUBSKILL_BLOODY_SUMMON_WEREWOLF_DES" Val="{COLOR:red}Only one copy of this character is permitted on the battlefield at any time.{END_COLOR}\nSummon a Werewolf to a melee spot on your side of the battlefield. The caster loses half of their current Health."/>
<Entry Key="DES_SUBSKILL_SUMMON_DARK_TOTEM" Val="Dark Totem"/>
<Entry Key="DES_SUBSKILL_SUMMON_DARK_TOTEM_DES" Val="{COLOR:red}Only one copy of this character is permitted on the battlefield at any time.{END_COLOR}\nSummon a Dark Totem to a random spot on your side of the battlefield."/>
<Entry Key="DES_SUBSKILL_SUMMON_BEE" Val="Summon Bee"/>
<Entry Key="DES_SUBSKILL_SUMMON_BEE_DES" Val="Summon 2 bees to melee spots on your side of the battlefield."/>
<Entry Key="DES_SUBSKILL_SUMMON_KRAKEN_TENTACLE" Val="Summon Tentacle"/>
<Entry Key="DES_SUBSKILL_SUMMON_KRAKEN_TENTACLE_DES" Val="{COLOR:red}Requires the caster to be present on the battlefield.{END_COLOR}\nSummon 4 Tentacles to melee spots on your side of the battlefield."/>
<Entry Key="DES_SUBSKILL_SUMMON_TROLL_LAVA_ROCKERS" Val="Summon Lava Rockers"/>
<Entry Key="DES_SUBSKILL_SUMMON_TROLL_LAVA_ROCKERS_DES" Val="{COLOR:red}Requires the caster to be present on the battlefield.{END_COLOR}\nSummon 3 Rockers to melee spots on your side of the battlefield."/>
<Entry Key="DES_SUBSKILL_SUMMON_LIGHT_SVIATELKO" Val="Summon Light Sviatelko"/>
<Entry Key="DES_SUBSKILL_SUMMON_LIGHT_SVIATELKO_DES" Val="{COLOR:red}Requires the caster to be present on the battlefield.{END_COLOR}\nSummon 3 Sviatelko to melee spots on your side of the battlefield."/>
<Entry Key="DES_SUBSKILL_SUMMON_WRAITH" Val="Summon Wraith"/>
<Entry Key="DES_SUBSKILL_SUMMON_ANCESTOR_WRAITH" Val="Summon Ancestor Wraith"/>
<Entry Key="DES_SUBSKILL_SUMMON_PET_GHOST" Val="Summon Ghost"/>
<Entry Key="DES_SUBSKILL_SUMMON_PET_WOLF" Val="Summon Wolf"/>
<Entry Key="DES_SUBSKILL_SUMMON_PET_BEAR" Val="Summon Bear"/>
<Entry Key="DES_SUBSKILL_SUMMON_PET_BOAR" Val="Summon Boar"/>
<Entry Key="DES_SUBSKILL_SUMMON_PET_SPIDER_SPITTING" Val="Summon Spitting Spider"/>
<Entry Key="DES_SUBSKILL_SUMMON_PET_PUMPKIN" Val="Summon Pumpkin"/>
<Entry Key="DES_SUBSKILL_SUMMON_PET_PUMPKIN_DES" Val="{COLOR:red}Only one copy of this character is permitted on the battlefield at any time.{END_COLOR}\nSummon a Pumpkin to any free spot."/>
<Entry Key="DES_SUBSKILL_SUMMON_PET_ANIMAL_DES" Val="{COLOR:red}Only one copy of this character is permitted on the battlefield at any time.{END_COLOR}\nSummon your pet animal into a free melee spot."/>
<Entry Key="DES_SUBSKILL_SUMMON_PET_ANIMAL_RANGED_DES" Val="{COLOR:red}Only one copy of this character is permitted on the battlefield at any time.{END_COLOR}\nSummon your pet animal into a free ranged spot."/>
<Entry Key="DES_SUBSKILL_ADD_HEALTH_P_REGENERATION" Val="Increase Health Regeneration."/>
<Entry Key="DES_SUBSKILL_ADD_HEALTH_P_REGENERATION_DES" Val="Increase the amount of Health regenerated at the end of each turn."/>
<Entry Key="DES_SUBSKILL_MHP_REGENERATION" Val="Increase Sanity Regeneration"/>
<Entry Key="DES_SUBSKILL_MHP_REGENERATION_DES" Val="Increase the amount of Sanity regenerated at the end of each turn."/>
<Entry Key="DES_SUBSKILL_ADD_MAX_HP" Val="Increase Max Hit Points"/>
<Entry Key="DES_SUBSKILL_ADD_MAX_HP_DES" Val="Increase the character's maximum amount of Health (physical hit points), Sanity (mental hit points) and Faith (spiritual hit points)."/>
<Entry Key="DES_SUBSKILL_ADD_MAX_HEALTH" Val="Increase Max Health"/>
<Entry Key="DES_SUBSKILL_ADD_MAX_HEALTH_DES" Val="Increase the character's maximum amount of Health (physical hit points)."/>
<Entry Key="DES_SUBSKILL_ADD_MAX_SPIRIT" Val="Increase Max Faith"/>
<Entry Key="DES_SUBSKILL_ADD_MAX_SPIRIT_DES" Val="Increase the character's maximum amount of Faith (mental hit points)."/>
<Entry Key="DES_SUBSKILL_ADD_MAX_MENTAL" Val="Increase Max Sanity"/>
<Entry Key="DES_SUBSKILL_ADD_MAX_MENTAL_DES" Val="Increase the character's maximum amount of Sanity (mental hit points)."/>
<Entry Key="DES_SUBSKILL_ADD_ATTRIBUTES" Val="Increase Main Attributes"/>
<Entry Key="DES_SUBSKILL_ADD_ATTRIBUTES_DES" Val="Increase the character's main attributes - Wits, Strength, Perception, Intelligence, Wisdom, Mysticism and Destiny."/>
<Entry Key="DES_SUBSKILL_ADD_STRENGTH" Val="Increase Strength"/>
<Entry Key="DES_SUBSKILL_ADD_STRENGTH_DES" Val="Increase the character's Strength attribute."/>
<Entry Key="DES_SUBSKILL_ADD_PERCEPTION" Val="Increase Perception"/>
<Entry Key="DES_SUBSKILL_ADD_PERCEPTION_DES" Val="Increase the character's Perception attribute."/>
<Entry Key="DES_SUBSKILL_ADD_INTELLIGENCE" Val="Increase Intelligence"/>
<Entry Key="DES_SUBSKILL_ADD_INTELLIGENCE_DES" Val="Increase the character's Intelligence attribute."/>
<Entry Key="DES_SUBSKILL_ADD_WISDOM" Val="Increase Wisdom"/>
<Entry Key="DES_SUBSKILL_ADD_WISDOM_DES" Val="Increase the character's Wisdom attribute."/>
<Entry Key="DES_SUBSKILL_ADD_MYSTICISM" Val="Increase Mysticism"/>
<Entry Key="DES_SUBSKILL_ADD_MYSTICISM_DES" Val="Increase the character's Mysticism attribute."/>
<Entry Key="DES_SUBSKILL_ADD_DESTINY" Val="Increase Destiny"/>
<Entry Key="DES_SUBSKILL_ADD_DESTINY_DES" Val="Increase the character's Destiny attribute."/>
<Entry Key="DES_SUBSKILL_ADD_WITS" Val="Increase Wits"/>
<Entry Key="DES_SUBSKILL_ADD_WITS_DES" Val="Increase the character's Wits attribute."/>
<Entry Key="DES_SUBSKILL_ADD_CRAFTING" Val="Increase Crafting"/>
<Entry Key="DES_SUBSKILL_ADD_CRAFTING_DES" Val="Increase the character's Crafting attribute."/>
<Entry Key="DES_SUBSKILL_ADD_GATHERING" Val="Increase Gathering"/>
<Entry Key="DES_SUBSKILL_ADD_GATHERING_DES" Val="Increase the character's Gathering attribute."/>
<Entry Key="DES_SUBSKILL_ADD_RESEARCH" Val="Increase Research"/>
<Entry Key="DES_SUBSKILL_ADD_RESEARCH_DES" Val="Increase the character's Research attribute."/>
<Entry Key="DES_SUBSKILL_ADD_LUCK" Val="Increase Luck"/>
<Entry Key="DES_SUBSKILL_ADD_LUCK_DES" Val="Increase the character's Luck attribute."/>
<Entry Key="DES_SUBSKILL_ADD_PERSONAL_CARRY" Val="Increase Personal Carry Limit"/>
<Entry Key="DES_SUBSKILL_ADD_PERSONAL_CARRY_DES" Val="Increase the character's Personal Carry Limit, so they can equip more or heavier items."/>
<Entry Key="DES_SUBSKILL_ADD_GROUP_CARRY" Val="Increase Group Carry Limit"/>
<Entry Key="DES_SUBSKILL_ADD_GROUP_CARRY_DES" Val="Increase the group's Carry Limit so they can haul more weight without being slowed down."/>
<Entry Key="DES_SUBSKILL_SEA_GROUP_CARRY" Val="Replace Group Carry Limit"/>
<Entry Key="DES_SUBSKILL_SEA_GROUP_CARRY_DES" Val="Group's Carry Limit when travelling by sea."/>
<Entry Key="DES_SUBSKILL_MP_GROUP_CARRY" Val="Group Carry Multiplier"/>
<Entry Key="DES_SUBSKILL_MP_GROUP_CARRY_DES" Val="Increase the group's Carry Limit so they can haul more weight without being slowed down."/>
<Entry Key="DES_SUBSKILL_ADD_RITUALS" Val="Increase Rituals"/>
<Entry Key="DES_SUBSKILL_ADD_RITUALS_DES" Val="Increase the character's Rituals attribute."/>
<Entry Key="DES_SUBSKILL_ADD_TASK_EFFICIENCY" Val="Increase Task Efficiency"/>
<Entry Key="DES_SUBSKILL_ADD_TASK_EFFICIENCY_DES" Val="Increase the character's efficiency while working on a task such as Crafting, Gathering, Cooking, Researching or Rituals."/>
<Entry Key="DES_SUBSKILL_ADD_RANGE_OF_SIGHT" Val="Increase Range Of Sight"/>
<Entry Key="DES_SUBSKILL_ADD_RANGE_OF_SIGHT_DES" Val="Increase the character's Range Of Sight."/>
<Entry Key="DES_SUBSKILL_ADD_MOVEMENT" Val="Increase Movement Points"/>
<Entry Key="DES_SUBSKILL_ADD_MOVEMENT_DES" Val="Increase the character's Movement Points."/>
<Entry Key="DES_SUBSKILL_ADD_SEA_MOVEMENT" Val="Sea Movement Points"/>
<Entry Key="DES_SUBSKILL_ADD_SEA_MOVEMENT_DES" Val="Increase the group's Sea Movement Points."/>
<Entry Key="DES_SUBSKILL_ADD_XP" Val="Extra Experience Points"/>
<Entry Key="DES_SUBSKILL_ADD_XP_DES" Val="The character gets a small amount of Experience Points (XP) each turn."/>
<Entry Key="DES_SUBSKILL_ADD_SHIELDING_PHYSICAL_MENTAL" Val="Incr. Physical and Mental Shielding"/>
<Entry Key="DES_SUBSKILL_ADD_SHIELDING_PHYSICAL_MENTAL_DES" Val="Increases the character's Physical and Mental Shielding."/>
<Entry Key="DES_SUBSKILL_ADD_SHIELDING_MENTAL_SPIRIT" Val="Incr. Mental and Spiritual Shielding"/>
<Entry Key="DES_SUBSKILL_ADD_SHIELDING_MENTAL_SPIRIT_DES" Val="Increases the character's Mental and Spiritual Shielding."/>
<Entry Key="DES_SUBSKILL_ADD_SHIELDING_SPIRIT_PHYSICAL" Val="Incr. Physical and Spiritual Shielding"/>
<Entry Key="DES_SUBSKILL_ADD_SHIELDING_SPIRIT_PHYSICAL_DES" Val="Increases the character's Physical and Spiritual Shielding."/>
<Entry Key="DES_SUBSKILL_SUB_ATTRIBUTE" Val="Substract/Divide Attribute"/>
<Entry Key="DES_SUBSKILL_SUB_MAX_HEALTH" Val="Decrease Max Health"/>
<Entry Key="DES_SUBSKILL_SUB_MAX_HEALTH_DES" Val="Increase the character's maximum amount of Health (physical hit points)."/>
<Entry Key="DES_SUBSKILL_SUB_MAX_SPIRIT" Val="Decrease Max Faith"/>
<Entry Key="DES_SUBSKILL_SUB_MAX_SPIRIT_DES" Val="Increase the character's maximum amount of Faith (spiritual hit points)."/>
<Entry Key="DES_SUBSKILL_SUB_MAX_MENTAL" Val="Decrease Max Sanity"/>
<Entry Key="DES_SUBSKILL_SUB_MAX_MENTAL_DES" Val="Increase the character's maximum amount of Health (mental hit points)."/>
<Entry Key="DES_SUBSKILL_SUB_STRENGTH" Val="Decrease Strength"/>
<Entry Key="DES_SUBSKILL_SUB_STRENGTH_DES" Val="Decrease the character's Strength attribute."/>
<Entry Key="DES_SUBSKILL_SUB_PERCEPTION" Val="Decrease Perception"/>
<Entry Key="DES_SUBSKILL_SUB_PERCEPTION_DES" Val="Decrease the character's Crafting attribute."/>
<Entry Key="DES_SUBSKILL_SUB_INTELLIGENCE" Val="Decrease Intelligence"/>
<Entry Key="DES_SUBSKILL_SUB_INTELLIGENCE_DES" Val="Decrease the character's Intelligence attribute."/>
<Entry Key="DES_SUBSKILL_SUB_WISDOM" Val="Decrease Wisdom"/>
<Entry Key="DES_SUBSKILL_SUB_WISDOM_DES" Val="Decrease the character's Wisdom attribute."/>
<Entry Key="DES_SUBSKILL_SUB_MYSTICISM" Val="Decrease Mysticism"/>
<Entry Key="DES_SUBSKILL_SUB_MYSTICISM_DES" Val="Decrease the character's Mysticism attribute."/>
<Entry Key="DES_SUBSKILL_SUB_DESTINY" Val="Decrease Destiny"/>
<Entry Key="DES_SUBSKILL_SUB_DESTINY_DES" Val="Decrease the character's Destiny attribute."/>
<Entry Key="DES_SUBSKILL_SUB_WITS" Val="Decrease Wits"/>
<Entry Key="DES_SUBSKILL_SUB_WITS_DES" Val="Decrease the character's Wits attribute."/>
<Entry Key="DES_SUBSKILL_SUB_CRAFTING" Val="Decrease Crafting"/>
<Entry Key="DES_SUBSKILL_SUB_CRAFTING_DES" Val="Decrease the character's Crafting attribute."/>
<Entry Key="DES_SUBSKILL_SUB_GATHERING" Val="Decrease Gathering"/>
<Entry Key="DES_SUBSKILL_SUB_GATHERING_DES" Val="Decrease the character's Gathering attribute."/>
<Entry Key="DES_SUBSKILL_SUB_RESEARCH" Val="Decrease Research"/>
<Entry Key="DES_SUBSKILL_SUB_RESEARCH_DES" Val="Decrease the character's Research attribute."/>
<Entry Key="DES_SUBSKILL_SUB_LUCK" Val="Decrease Luck"/>
<Entry Key="DES_SUBSKILL_SUB_LUCK_DES" Val="Decrease the character's Luck attribute."/>
<Entry Key="DES_SUBSKILL_SUB_RITUALS" Val="Decrease Rituals"/>
<Entry Key="DES_SUBSKILL_SUB_RITUALS_DES" Val="Decrease the character's Rituals attribute."/>
<Entry Key="DES_SUBSKILL_SUB_PERSONAL_CARRY" Val="Decrease Personal Carry Limit"/>
<Entry Key="DES_SUBSKILL_SUB_PERSONAL_CARRY_DES" Val="Decrease the character's Personal Carry Limit."/>
<Entry Key="DES_SUBSKILL_SUB_GROUP_CARRY" Val="Decrease Group Carry Limit"/>
<Entry Key="DES_SUBSKILL_SUB_GROUP_CARRY_DES" Val="Decrease the group's Carry Limit."/>
<Entry Key="DES_SUBSKILL_SUB_MOVEMENT" Val="Decrease Movement Points"/>
<Entry Key="DES_SUBSKILL_SUB_MOVEMENT_DES" Val="Decrease the character's Movement Points."/>
<Entry Key="DES_SUBSKILL_SUB_VISIBILITY" Val="Decrease Visibility Range"/>
<Entry Key="DES_SUBSKILL_SUB_VISIBILITY_DES" Val="Decrease the character's Sight Range."/>
<Entry Key="DES_SUBSKILL_SUB_SHIELDING_PHYSICAL" Val="Decrease Physical Shielding"/>
<Entry Key="DES_SUBSKILL_SUB_SHIELDING_PHYSICAL_DES" Val="Decrease the character's Physical Shielding attribute."/>
<Entry Key="DES_SUBSKILL_SUB_SHIELDING_MENTAL" Val="Decrease Mental Shielding"/>
<Entry Key="DES_SUBSKILL_SUB_SHIELDING_MENTAL_DES" Val="Decrease the character's Mental Shielding attribute."/>
<Entry Key="DES_SUBSKILL_SUB_SHIELDING_SPIRIT" Val="Decrease Spiritual Shielding"/>
<Entry Key="DES_SUBSKILL_SUB_SHIELDING_SPIRIT_DES" Val="Decrease the character's Spiritual Shielding attribute."/>
<Entry Key="DES_SUBSKILL_OVERENCUMBERED" Val="Over Encumbered"/>
<Entry Key="DES_SUBSKILL_OVERENCUMBERED_DES" Val="This character's equipment is too heavy."/>
<Entry Key="DES_SUBSKILL_CHARACTER_DIE_CHANCE" Val="Chance to Die"/>
<Entry Key="DES_SUBSKILL_CHARACTER_DIE_CHANCE_DES" Val="This character is wounded and has a chance to die."/>
<Entry Key="DES_SUBSKILL_LEAVE_CHANCE" Val="Chance To Leave"/>
<Entry Key="DES_SUBSKILL_LEAVE_CHANCE_DES" Val="This character's Sanity is low and they are considering to leave you."/>
<Entry Key="DES_SUBSKILL_MAGIC_POISONING" Val="Magic Poisoning"/>
<Entry Key="DES_SUBSKILL_MAGIC_POISONING_DES" Val="This character's Faith is low and they will receive physical damage each turn until their Faith increases."/>
<Entry Key="DES_SUBSKILL_DAMAGE_MULTIPLIER" Val="Damage Multiplier"/>
<Entry Key="DES_SUBSKILL_DAMAGE_MULTIPLIER_DES" Val="The character's damage during a challenge is increased."/>
<Entry Key="DES_SUBSKILL_TOXINE" Val="Toxine"/>
<Entry Key="DES_SUBSKILL_TOXINE_DES" Val="Deals physical damage to the affected character at the end of each turn, until it wears off."/>
<Entry Key="DES_SUBSKILL_NIGHT_POWER" Val="Night Power"/>
<Entry Key="DES_SUBSKILL_NIGHT_POWER_DES" Val="Increase the character's main attributes (Wits, Strength, Perception, Intelligence, Wisdom, Mysticism and Destiny) during night turns."/>
<Entry Key="DES_SUBSKILL_NIGHT_PREDATOR_WITS" Val="Night Wits"/>
<Entry Key="DES_SUBSKILL_NIGHT_PREDATOR_WITS_DES" Val="Increase the character's Wits attribute during night turns."/>
<Entry Key="DES_SUBSKILL_NIGHT_PREDATOR_SIGHT" Val="Night Range of Sight"/>
<Entry Key="DES_SUBSKILL_NIGHT_PREDATOR_SIGHT_DES" Val="Increase the character's Range of Sight during night turns."/>
<Entry Key="DES_SUBSKILL_NIGHT_PREDATOR_PER_DEST" Val="Night Perception and Destiny"/>
<Entry Key="DES_SUBSKILL_NIGHT_PREDATOR_PER_DEST_DES" Val="Increase the character's Perception and Destiny attributes during night turns."/>
<Entry Key="DES_SUBSKILL_CONST_ADD_DAY_HEAL" Val="Day Heal"/>
<Entry Key="DES_SUBSKILL_CONST_ADD_DAY_HEAL_DES" Val="Incrased Health regeneration during day turns."/>
<Entry Key="DES_SUBSKILL_CONST_SUB_NIGHT_MENTAL_INJURIES" Val="Night Mental Injuries"/>
<Entry Key="DES_SUBSKILL_CONST_SUB_NIGHT_MENTAL_INJURIES_DES" Val="Mental injuries during night turns."/>
<Entry Key="DES_SUBSKILL_DAY_WEAKNESS" Val="Day Weakness"/>
<Entry Key="DES_SUBSKILL_DAY_WEAKNESS_DES" Val="Decrease the character's main attributes (Wits, Strength, Perception, Intelligence, Wisdom, Mysticism and Destiny) during day turns."/>
<Entry Key="DES_SUBSKILL_MIND_SPIRIT_WEAKNESS" Val="Mind-Spirit Weakness"/>
<Entry Key="DES_SUBSKILL_MIND_SPIRIT_WEAKNESS_DES" Val="Decreases the character's Intelligence, Wisdom, Mysticism and Destiny attributes as well as their maximum Sanity and Faith."/>
<Entry Key="DES_SUBSKILL_DAY_BLINDNESS" Val="Day Blindness"/>
<Entry Key="DES_SUBSKILL_DAY_BLINDNESS_DES" Val="Decrease the character's attributes during day turns."/>
<Entry Key="DES_SUBSKILL_CHILD_GROW_UP" Val="Child growing up process"/>
<Entry Key="DES_SUBSKILL_CHILD_GROW_UP_DES" Val="The counter shows the number of turns left before the child will turn into an adult."/>
<Entry Key="DES_SUBSKILL_REDUCE_PERSONAL_CARRY_LIMIT" Val="Reduced Carry"/>
<Entry Key="DES_SUBSKILL_REDUCE_PERSONAL_CARRY_LIMIT_DES" Val="This character has reduced Personal Carry limit."/>
<Entry Key="DES_SUBSKILL_HORN_IMPALE" Val="Horn Impale"/>
<Entry Key="DES_SUBSKILL_HORN_IMPALE_DES" Val="True Damage attack on a single target."/>
<Entry Key="DES_SUBSKILL_BEE_STING" Val="Bee Sting"/>
<Entry Key="DES_SUBSKILL_BEE_STING_DES" Val="True Damage attack on a single target."/>
<Entry Key="DES_SUBSKILL_RETALIATION_DMG_STR" Val="Retaliation"/>
<Entry Key="DES_SUBSKILL_RETALIATION_DMG_STR_DES" Val="Each attacker that hits this character receives damage based on the character's Strength."/>
<Entry Key="DES_SUBSKILL_RETALIATION_DMG_PER" Val="Retaliation"/>
<Entry Key="DES_SUBSKILL_RETALIATION_DMG_PER_DES" Val="Each attacker that hits this character with a normal attack, receives damage based on the character's Perception."/>
<Entry Key="DES_SUBSKILL_RETALIATION_DMG_INT" Val="Retaliation"/>
<Entry Key="DES_SUBSKILL_RETALIATION_DMG_INT_DES" Val="Each attacker that hits this character with a normal attack, receives damage based on the character's Inteligence."/>
<Entry Key="DES_SUBSKILL_RETALIATION_DMG_MIST" Val="Retaliation"/>
<Entry Key="DES_SUBSKILL_RETALIATION_DMG_MIST_DES" Val="Each attacker that hits this character with a normal attack, receives damage based on the character's Mysticism."/>
<Entry Key="DES_SUBSKILL_RETALIATION_DMG_DEST" Val="Retaliation"/>
<Entry Key="DES_SUBSKILL_RETALIATION_DMG_DEST_DES" Val="Each attacker that hits this character with a normal attack, receives damage based on the character's Destiny."/>
<Entry Key="DES_SUBSKILL_RETALIATION_DMG" Val="Retaliation"/>
<Entry Key="DES_SUBSKILL_RETALIATION_DMG_DES" Val="Each attacker that hits this character receives damage based on the character's Primary Combat Attributes."/>
<Entry Key="DES_SUBSKILL_HEAL_ON_DMG" Val="Brush It Off"/>
<Entry Key="DES_SUBSKILL_HEAL_ON_DMG_DES" Val="Heal straight after recieving damage."/>
<Entry Key="DES_SUBSKILL_REGENERATION" Val="Regeneration"/>
<Entry Key="DES_SUBSKILL_REGENERATION_DES" Val="Regenerate a portion of health after receiving damage."/>
<Entry Key="DES_SUBSKILL_WEAK_REGENERATION" Val="Weak Regeneration"/>
<Entry Key="DES_SUBSKILL_OVERWHELM" Val="Overwhelm"/>
<Entry Key="DES_SUBSKILL_OVERWHELM_DES" Val="Lower Combat Attributes of all enemies standing on the battlefield."/>
<Entry Key="DES_SUBSKILL_DEVOURING_ROAR" Val="Devouring Roar"/>
<Entry Key="DES_SUBSKILL_DEVOURING_ROAR_DES" Val="Lower Combat Attributes of enemies in T-type splash."/>
<Entry Key="DES_SUBSKILL_WEAKNESS" Val="Weakness"/>
<Entry Key="DES_SUBSKILL_WEAKNESS_DES" Val="Lower Combat Attributes of the attacked character. Delay up to 2 targets."/>
<Entry Key="DES_SUBSKILL_TRANSFER_DMG" Val="Transfer damage"/>
<Entry Key="DES_SUBSKILL_TRANSFER_DMG_DES" Val="Upon getting hit, transfer any received damage to 1-3 other allies and heal half of that damage."/>
<Entry Key="DES_SUBSKILL_HEADBUTT" Val="Headbutt"/>
<Entry Key="DES_SUBSKILL_HEADBUTT_DES" Val="Melee attack on a single target that also increases their Delay."/>
<Entry Key="DES_SUBSKILL_INSPIRE" Val="Inspire"/>
<Entry Key="DES_SUBSKILL_INSPIRE_DES" Val="Decreases Delay of a selected Ally and increases their Combat Attributes."/>
<Entry Key="DES_SUBSKILL_INSPIRE_STANCE" Val="Inspiring Presence"/>
<Entry Key="DES_SUBSKILL_INSPIRE_STANCE_DES" Val="When this card enters the Battlefield, it decreases Delay of 2 random Allies and increases their Combat Attributes."/>
<Entry Key="DES_SUBSKILL_BLOOD_BROTHERHOOD" Val="Brotherhood of Blood "/>
<Entry Key="DES_SUBSKILL_BLOOD_BROTHERHOOD_DES" Val="Decreases Delay of wounded ally and boosts their combat attributes."/>
<Entry Key="DES_SUBSKILL_HURRY_UP" Val="Hurry Up!"/>
<Entry Key="DES_SUBSKILL_HURRY_UP_DES" Val="Decreases Delay of a selected ally."/>
<Entry Key="DES_SUBSKILL_AURA_EMBRACE_HURRY_UP_S" Val="Motivating Presence"/>
<Entry Key="DES_SUBSKILL_AURA_EMBRACE_HURRY_UP_S_DES" Val="Decreases Delay of a random ally when the caster enters the battlefield."/>
<Entry Key="DES_SUBSKILL_HURRY_UP_SHIELDING" Val="Quick, Cover!"/>
<Entry Key="DES_SUBSKILL_HURRY_UP_SHIELDING_DES" Val="Decreases Delay of a selected ally and improves their Shielding."/>
<Entry Key="DES_SUBSKILL_SWARM_STRENGTH" Val="Strength of the Swarm"/>
<Entry Key="DES_SUBSKILL_SWARM_STRENGTH_DES" Val="This character's Combat Attributes will increase for each other ally character placed on the battlefield after them."/>
<Entry Key="DES_SUBSKILL_SWARM_SPEED" Val="Speed of the Swarm"/>
<Entry Key="DES_SUBSKILL_SWARM_SPEED_DES" Val="This character's Delay will decrease for each other ally character placed on the battlefield after them."/>
<Entry Key="DES_SUBSKILL_ARRIVAL_TRAP_DMG" Val="Snare"/>
<Entry Key="DES_SUBSKILL_ARRIVAL_TRAP_DMG_DES" Val="Deals damage to the enemies played onto the battlefield."/>
<Entry Key="DES_SUBSKILL_ARRIVAL_TRAP_DELAY" Val="Ambush"/>
<Entry Key="DES_SUBSKILL_ARRIVAL_TRAP_DELAY_DES" Val="Increases Delay of each enemy played onto the battlefield."/>
<Entry Key="DES_SUBSKILL_CORPSE_EATER_HEAL_ALL" Val="Corpse Feast"/>
<Entry Key="DES_SUBSKILL_CORPSE_EATER_HEAL_ALL_DES" Val="Each killing blow will heal a portion of health of each ally."/>
<Entry Key="DES_SUBSKILL_CORPSE_EATER_HEAL2" Val="Dinner For Two"/>
<Entry Key="DES_SUBSKILL_CORPSE_EATER_HEAL2_DES" Val="Each killing blow will heal a portion of health of two random allies."/>
<Entry Key="DES_SUBSKILL_INTERNAL_PAIN" Val="Internal Pain"/>
<Entry Key="DES_SUBSKILL_INTERNAL_PAIN_DES" Val="Each time you receive damage, you lose a bit of health."/>
<Entry Key="DES_SUBSKILL_DESTROY_SHIELDING" Val="Shatter Shield"/>
<Entry Key="DES_SUBSKILL_DESTROY_SHIELDING_DES" Val="Destroy Shielding of a selected character on the battlefield."/>
<Entry Key="DES_SUBSKILL_DAMAGE_SHIELDING_3" Val="Damage Three Shields"/>
<Entry Key="DES_SUBSKILL_DAMAGE_SHIELDING_3_DES" Val="Damage a portion of Shielding of up to 3 chosen characters on the battlefield."/>
<Entry Key="DES_SUBSKILL_DAMAGE_SHIELDING" Val="Damage Shield"/>
<Entry Key="DES_SUBSKILL_DAMAGE_SHIELDING_DES" Val="Damage Shielding of 1 characters on the battlefield."/>
<Entry Key="DES_SUBSKILL_HUNTERS_MARK" Val="Hunter's Mark"/>
<Entry Key="DES_SUBSKILL_HUNTERS_MARK_PER_DES" Val="Lowers Combat Attributes of the attacked character and increases their Delay."/>
<Entry Key="DES_SUBSKILL_VIGOUR_DRAIN" Val="Drain Vigour"/>
<Entry Key="DES_SUBSKILL_VIGOUR_DRAIN_DES" Val="Each of your attacks will drain Combat Attributes from the targeted enemy and give the attacker a bonus from it."/>
<Entry Key="DES_SUBSKILL_DELAY_ENEMY" Val="Lullabye"/>
<Entry Key="DES_SUBSKILL_DELAY_ENEMY_DES" Val="Enemy affected by this subskill will suffer increased Delay."/>
<Entry Key="DES_SUBSKILL_DELAY_ENEMIES" Val="Mass Lullabye"/>
<Entry Key="DES_SUBSKILL_DELAY_ENEMIES_DES" Val="Enemies affected by this subskill suffer increased Delay. Affects 3 opponents in a horizontal line."/>
<Entry Key="DES_SUBSKILL_SUSPENSION_ENEMIES" Val="Distract"/>
<Entry Key="DES_SUBSKILL_SUSPENSION_ENEMIES_DES" Val="Delay up to three chosen enemies."/>
<Entry Key="DES_SUBSKILL_ENTRANCE_STUN_ALL" Val="Delay All Enemies"/>
<Entry Key="DES_SUBSKILL_ENTRANCE_STUN_ALL_DES" Val="Enemies affected by this subskill suffer increased Delay. Affects all opponents in a battlefield."/>
<Entry Key="DES_SUBSKILL_RANDOM_PROTECTION" Val="Word of Warning"/>
<Entry Key="DES_SUBSKILL_RANDOM_PROTECTION_DES" Val="When this card enters the Battlefield, increase Shielding of a random ally on the Battlefield."/>
<Entry Key="DES_SUBSKILL_MIGHTY_ROAR" Val="Mighty Attacker"/>
<Entry Key="DES_SUBSKILL_MIGHTY_ROAR_DES" Val="{COLOR:red}This subskill does not attack hand if battlefield is empty.{END_COLOR}\nEnemies affected by this subskill will suffer increased Delay and receive damage."/>
<Entry Key="DES_SUBSKILL_POISON_DUST" Val="Poison Dust"/>
<Entry Key="DES_SUBSKILL_POISON_DUST_DES" Val="Melee attack dealing poison damage to 3 opponents in a horizontal line."/>
<Entry Key="DES_SUBSKILL_SNEAK_ATTACK" Val="Sneak Attack"/>
<Entry Key="DES_SUBSKILL_SNEAK_ATTACK_DES" Val="Targets a single enemy anywhere on the battlefield dealing poison damage."/>
<Entry Key="DES_SUBSKILL_EERIE_THROWING_AXE" Val="Ghostly Axe"/>
<Entry Key="DES_SUBSKILL_EERIE_THROWING_AXE_DES" Val="Single target attack dealing damage to a selected enemy."/>
<Entry Key="DES_SUBSKILL_THROW" Val="Throw A Rock"/>
<Entry Key="DES_SUBSKILL_THROW_DES" Val="Single target attack dealing damage to a selected enemy."/>
<Entry Key="DES_SUBSKILL_POISON_SPIT" Val="Poison Spit"/>
<Entry Key="DES_SUBSKILL_POISON_SPIT_DES" Val="Poisonous single target attack dealing damage to a selected enemy."/>
<Entry Key="DES_SUBSKILL_DIVE_ATTACK" Val="Dive Attack"/>
<Entry Key="DES_SUBSKILL_DIVE_ATTACK_DES" Val="Targets a single enemy anywhere on the battlefield."/>
<Entry Key="DES_SUBSKILL_HEAVY_LIFTER" Val="Heavy Lifter"/>
<Entry Key="DES_SUBSKILL_HEAVY_LIFTER_DES" Val="Heavy Lifter is better at carrying."/>
<Entry Key="DES_SUBSKILL_ENERGY_EXPLOSION" Val="Energy Explosion"/>
<Entry Key="DES_SUBSKILL_ENERGY_EXPLOSION_DES" Val="{COLOR:red}This subskill does not attack hand if battlefield is empty.{END_COLOR}\nDamage the entire battlefield (including friendly units) exept for the caster."/>
<Entry Key="DES_SUBSKILL_FROGS_RAIN" Val="Rain of Frogs"/>
<Entry Key="DES_SUBSKILL_FROGS_RAIN_DES" Val="{COLOR:red}This subskill does not attack the enemy's hand even if the Battlefield is empty.{END_COLOR}\nDamage all characters on the battlefied (including friendly units) exept for the caster."/>
<Entry Key="DES_SUBSKILL_FIREBALL" Val="Fireball"/>
<Entry Key="DES_SUBSKILL_FIREBALL_DES" Val="Damages the target and up to 3 targets standing next to it."/>
<Entry Key="DES_SUBSKILL_DRAGON_BREATH" Val="Dragon Breath"/>
<Entry Key="DES_SUBSKILL_DRAGON_BREATH_DES" Val="Damages two opponents in a vertical line. The damage is halved if the enemy has any number of shielding points."/>
<Entry Key="DES_SUBSKILL_POISON_SPEW" Val="Poison Spew"/>
<Entry Key="DES_SUBSKILL_POISON_SPEW_DES" Val="Attacks 1-3 random targets with poison damage."/>
<Entry Key="DES_SUBSKILL_CHAIN_LIGHTNING" Val="Chain Lightning"/>
<Entry Key="DES_SUBSKILL_CHAIN_LIGHTNING_DES" Val="Damages 1-6 random targets."/>
<Entry Key="DES_SUBSKILL_FAST_MULTI_THROW_2" Val="Double Toss"/>
<Entry Key="DES_SUBSKILL_FAST_MULTI_THROW_2_DES" Val="Ranged attack that hits up to two targets."/>
<Entry Key="DES_SUBSKILL_BLESSED_ARMOUR" Val="Blessed Armour"/>
<Entry Key="DES_SUBSKILL_BLESSED_ARMOUR_DES" Val="Increases Shielding and Combat Attributes of an ally once per round."/>
<Entry Key="DES_SUBSKILL_ESSENCE_SKIN" Val="Second Skin"/>
<Entry Key="DES_SUBSKILL_ESSENCE_SKIN_DES" Val="Increases Shielding of one chosen ally."/>
<Entry Key="DES_SUBSKILL_INTERNAL_ARMOR_GROW" Val="Internal Armor Grow"/>
<Entry Key="DES_SUBSKILL_INTERNAL_ARMOR_GROW_DES" Val="Increases Shielding of a chosen ally by a percentage value."/>
<Entry Key="DES_SUBSKILL_ESSENCE_SKINS" Val="Second Skins II"/>
<Entry Key="DES_SUBSKILL_ESSENCE_SKINS_DES" Val="Increases Shielding of 1-3 chosen allies."/>
<Entry Key="DES_SUBSKILL_CON_DEFAULT_MELEE" Val="Concept Melee Attack"/>
<Entry Key="DES_SUBSKILL_CON_DEFAULT_MELEE_DES" Val="Melee attack, targets a single enemy closest to you."/>
<Entry Key="DES_SUBSKILL_CON_DEFAULT_RANGE" Val="Concept Ranged Attack"/>
<Entry Key="DES_SUBSKILL_CON_DEFAULT_RANGE_DES" Val="Ranged attack, targets any enemy, unless an enemy is standing in melee row opposite to you."/>
<Entry Key="DES_SUBSKILL_CON_DEFAULT_RANGE_HEAVY" Val="Concept Heavy Ranged Attack"/>
<Entry Key="DES_SUBSKILL_CON_DEFAULT_RANGE_HEAVY_DES" Val="Ranged attack, targets any enemy, unless an enemy is standing in the melee row opposite to you."/>
<Entry Key="DES_SUBSKILL_DEMON_BIND" Val="Village-bound"/>
<Entry Key="DES_SUBSKILL_DEMON_BIND_DES" Val="This character cannot leave the village and only exists as long as the Idol it is bound to stands."/>
<Entry Key="DES_SUBSKILL_GROUP_HEAL_P" Val="Group's Health Reg."/>
<Entry Key="DES_SUBSKILL_GROUP_HEAL_P_DES" Val="Increases the Group's Health regeneration."/>
<Entry Key="DES_SUBSKILL_GROUP_HEAL_M" Val="Group's Sanity Reg."/>
<Entry Key="DES_SUBSKILL_GROUP_HEAL_M_DES" Val="Increases the Group's Sanity regeneration."/>
<Entry Key="DES_SUBSKILL_GROUP_HEAL_S" Val="Group's Faith Reg."/>
<Entry Key="DES_SUBSKILL_GROUP_HEAL_S_DES" Val="Increases the Group's Faith regeneration."/>
<Entry Key="DES_SUBSKILL_LOWER_DEATH_CHANCE" Val="Decrease group's death chance."/>
<Entry Key="DES_SUBSKILL_LOWER_DEATH_CHANCE_DES" Val="Decrease the chance of dying from wounds for all group members."/>
<Entry Key="DES_SUBSKILL_BIGGER_DEATH_CHANCE" Val="Increase group's death chance."/>
<Entry Key="DES_SUBSKILL_BIGGER_DEATH_CHANCE_DES" Val="Increase group's death chance."/>
<Entry Key="DES_SUBSKILL_FIRST_STRIKE" Val="First Strike"/>
<Entry Key="DES_SUBSKILL_FIRST_STRIKE_DES" Val="Deals damage to the enemy standing directly opposite when played onto the battlefield."/>
<Entry Key="DES_SUBSKILL_BLOOD_THIRSTY" Val="Bloodthirsty"/>
<Entry Key="DES_SUBSKILL_BLOOD_THIRSTY_DES" Val="All creatures who call themselves 'Striga' suffer from a particular kind of thirst."/>
<Entry Key="DES_SUBSKILL_GREED" Val="Greed"/>
<Entry Key="DES_SUBSKILL_GREED_DES" Val="Each turn, 1 metal with the lowest rarity will 'disappear' from the group's inventory."/>
<Entry Key="DES_SUBSKILL_FOODIE" Val="Foodie"/>
<Entry Key="DES_SUBSKILL_FOODIE_DES" Val="Each turn there is 25% chance that one extra food will 'disappear'."/>
<Entry Key="DES_SUBSKILL_NATURE_PURITY" Val="Natural Purity"/>
<Entry Key="DES_SUBSKILL_NATURE_PURITY_DES" Val="Some of this character's equipment slots are blocked, group's Sanity regeneration is increased."/>
<Entry Key="DES_SUBSKILL_SMALL_WEAPON_HATE" Val="You Call That a Weapon?!"/>
<Entry Key="DES_SUBSKILL_SMALL_WEAPON_HATE_DES" Val="Orcs despise 1h weapons. Having one equipped decreases all Shielding types."/>
<Entry Key="DES_SUBSKILL_JUMPING_FISH" Val="Jumping Fish"/>
<Entry Key="DES_SUBSKILL_JUMPING_FISH_DES" Val="When travelling by sea, this group will get two fish each turn."/>
<Entry Key="DES_SUBSKILL_PAIN_COMMISSION" Val="Pain Duty"/>
<Entry Key="DES_SUBSKILL_PAIN_COMMISSION_DES" Val="Redirect to self all damage that would otherwise be dealt to allies."/>
<Entry Key="DES_SUBSKILL_DARK_SHIFT" Val="Dark Shift"/>
<Entry Key="DES_SUBSKILL_DARK_SHIFT_DES" Val="Switch delay of two ally characters, give them extra shield."/>
<Entry Key="DES_SUBSKILL_DEGRADATION" Val="Degradation"/>
<Entry Key="DES_SUBSKILL_DEGRADATION_DES" Val="Receive a percentage of Health damage each turn."/>
<Entry Key="DES_SUBSKILL_POISON_HEAL" Val="Dead Flesh"/>
<Entry Key="DES_SUBSKILL_POISON_HEAL_DES" Val="If another skill would deal poison damage to you which does not kill you, you will regenerate health equal to the damage received."/>
<Entry Key="DES_SUBSKILL_BUILDING_SIGHT_RANGE" Val="Increase Village Sight Range"/>
<Entry Key="DES_SUBSKILL_BUILDING_SIGHT_RANGE_DES" Val="Increase Sight Range of the village."/>
<Entry Key="DES_SUBSKILL_BUILDING_GATHERING_RANGE" Val="Increase Village Gathering Range"/>
<Entry Key="DES_SUBSKILL_BUILDING_GATHERING_RANGE_DES" Val="Increase Village Gathering Range, so your villagers can gather resources from farther tiles."/>
<Entry Key="DES_SUBSKILL_CAMP_GATHERING_RANGE" Val="Increase Camp Gathering Range"/>
<Entry Key="DES_SUBSKILL_CAMP_GATHERING_RANGE_DES" Val="Increase Camp Gathering Range, so your followers can gather resources from farther tiles."/>
<Entry Key="DES_SUBSKILL_BUILDING_ADD_MAX_HEALTH_P" Val="Increase Max Health"/>
<Entry Key="DES_SUBSKILL_BUILDING_ADD_MAX_HEALTH_P_DES" Val="Increase the maximum amount of Health for all characters in and around the village."/>
<Entry Key="DES_SUBSKILL_BUILDING_ADD_MAX_HEALTH_M" Val="Increase Max Sanity"/>
<Entry Key="DES_SUBSKILL_BUILDING_ADD_MAX_HEALTH_M_DES" Val="Increase the maximum amount of Sanity for all characters in and around the village."/>
<Entry Key="DES_SUBSKILL_BUILDING_ADD_MAX_HEALTH_S" Val="Increase Max Faith"/>
<Entry Key="DES_SUBSKILL_BUILDING_ADD_MAX_HEALTH_S_DES" Val="Increase the maximum amount of Faith for all characters in and around the village."/>
<Entry Key="DES_SUBSKILL_BUILDING_ADD_GATHERING" Val="Increase Gathering"/>
<Entry Key="DES_SUBSKILL_BUILDING_ADD_GATHERING_DES" Val="Increase Gathering attribute of all characters in and around the village."/>
<Entry Key="DES_SUBSKILL_BUILDING_ADD_MOVEMENT" Val="Increase Movement Points"/>
<Entry Key="DES_SUBSKILL_BUILDING_ADD_MOVEMENT_DES" Val="Increase Movement Point of all characters in and around the village."/>
<Entry Key="DES_SUBSKILL_BUILDING_ADD_CRAFTING" Val="Increase Crafting"/>
<Entry Key="DES_SUBSKILL_BUILDING_ADD_CRAFTING_DES" Val="Increase Crafting attribute of all characters in and around the village."/>
<Entry Key="DES_SUBSKILL_BUILDING_ADD_CRAFTING_SLOTS" Val="Extra Crafting Slots"/>
<Entry Key="DES_SUBSKILL_BUILDING_ADD_CRAFTING_SLOTS_DES" Val="Increase the number of crafting slots so more people can be assigned to each Crafting task."/>
<Entry Key="DES_SUBSKILL_BUILDING_ADD_SHIELDING_P" Val="Increase Physical Shielding"/>
<Entry Key="DES_SUBSKILL_BUILDING_ADD_SHIELDING_P_DES" Val="Increase Physical Shielding of all characters in and around the village."/>
<Entry Key="DES_SUBSKILL_BUILDING_ADD_SHIELDING_S" Val="Increase Spiritual Shielding"/>
<Entry Key="DES_SUBSKILL_BUILDING_ADD_SHIELDING_S_DES" Val="Increase Spiritual Shielding of all characters in and around the village."/>
<Entry Key="DES_SUBSKILL_BUILDING_ADD_SHIELDING_P_M" Val="Inc. Physical and Mental Shielding"/>
<Entry Key="DES_SUBSKILL_BUILDING_ADD_SHIELDING_P_M_DES" Val="Increase Physical and Mental Shielding of all characters in and around the village."/>
<Entry Key="DES_SUBSKILL_BUILDING_ADD_SHIELDING_P_M_S" Val="Inc. Physical, Mental and Spiritual Shielding"/>
<Entry Key="DES_SUBSKILL_BUILDING_ADD_SHIELDING_P_M_S_DES" Val="Increase Physical, Mental and Spiritual Shielding of all characters in and around the village."/>
<Entry Key="DES_SUBSKILL_BUILDING_ADD_RESEARCH" Val="Increase Research"/>
<Entry Key="DES_SUBSKILL_BUILDING_ADD_RESEARCH_DES" Val="Increase Research attribute of all characters in and around the village."/>
<Entry Key="DES_SUBSKILL_BUILDING_ADD_RESEARCH_SLOTS" Val="Extra Research Slots"/>
<Entry Key="DES_SUBSKILL_BUILDING_ADD_RESEARCH_SLOTS_DES" Val="Increase the number of research slots so more people can be assigned to each Research task."/>
<Entry Key="DES_SUBSKILL_BUILDING_ADD_STRONG_RESEARCH_SLOTS" Val="Extra Research Slots"/>
<Entry Key="DES_SUBSKILL_BUILDING_THRESHOLD_MORALE" Val="Morale Threshold"/>
<Entry Key="DES_SUBSKILL_BUILDING_THRESHOLD_MORALE_DES" Val="Keeps all villagers' Morale from falling below the specified threshold."/>
<Entry Key="DES_SUBSKILL_BUILDING_MEDICINE" Val="Increase Healing Rate"/>
<Entry Key="DES_SUBSKILL_BUILDING_MEDICINE_DES" Val="Increase healing rate of all characters in and around the village."/>
<Entry Key="DES_SUBSKILL_BUILDING_LOWER_DEATH_CHANCE" Val="Decrease Chance to Die"/>
<Entry Key="DES_SUBSKILL_BUILDING_LOWER_DEATH_CHANCE_DES" Val="Decrease the chance to die from serious wounds of all characters in and around the village."/>
<Entry Key="DES_SUBSKILL_BUILDING_ADD_GATHERING_SLOTS" Val="Extra Gathering Slots"/>
<Entry Key="DES_SUBSKILL_BUILDING_ADD_GATHERING_SLOTS_DES" Val="Increase the number of gathering slots so more people can be assigned to each Gathering task."/>
<Entry Key="DES_SUBSKILL_BUILDING_ADD_RITUALS_SLOTS" Val="Extra Rituals Slots"/>
<Entry Key="DES_SUBSKILL_BUILDING_ADD_RITUALS_SLOTS_DES" Val="Increase the number of rituals slots so more people can be assigned to each Rituals task."/>
<Entry Key="DES_SUBSKILL_BUILDING_ADD_EXTRA_ESSENCE" Val="Increase Essence Bonus"/>
<Entry Key="DES_SUBSKILL_BUILDING_ADD_EXTRA_ESSENCE_DES" Val="Increase essence of all items crafted in or around the village."/>
<Entry Key="DES_SUBSKILL_BUILDING_ADD_STRONG_EXTRA_ESSENCE" Val="Greatly Increase Essence Bonus"/>
<Entry Key="DES_SUBSKILL_BUILDING_ADD_PET" Val="Seasonal Pet"/>
<Entry Key="DES_SUBSKILL_BUILDING_ADD_PET_DES" Val="Groups in and around the village have a chance to get a pet at the start of each turn."/>
<Entry Key="DES_SUBSKILL_BUILDING_ADD_T1_RESOURCES" Val="Add Tier 1 Resource"/>
<Entry Key="DES_SUBSKILL_BUILDING_ADD_T1_RESOURCES_DES" Val="Add Tier 1 resource to the village's inventory each turn."/>
<Entry Key="DES_SUBSKILL_BUILDING_ADD_LOW_RESOURCES" Val="Add Tier 1 or 2 Resource"/>
<Entry Key="DES_SUBSKILL_BUILDING_ADD_LOW_RESOURCES_DES" Val="Add a common resource to the village's inventory each turn."/>
<Entry Key="DES_SUBSKILL_BUILDING_ADD_LOW_GEM" Val="Add Tier 1 or 2 Gem"/>
<Entry Key="DES_SUBSKILL_BUILDING_ADD_LOW_GEM_DES" Val="Add a common gem to the village's inventory each turn."/>
<Entry Key="DES_SUBSKILL_BUILDING_ADD_WOOD_T1" Val="Add Tier 1 Wood"/>
<Entry Key="DES_SUBSKILL_BUILDING_ADD_WOOD_T1_DES" Val="Add Tier 1 wood to the village's inventory each turn."/>
<Entry Key="DES_SUBSKILL_BUILDING_ADD_HERBS" Val="Add Herbs"/>
<Entry Key="DES_SUBSKILL_BUILDING_ADD_HERBS_DES" Val="Add herbs to the village's inventory each turn."/>
<Entry Key="DES_SUBSKILL_BUILDING_ADD_VEGGIES" Val="Add Vegetables"/>
<Entry Key="DES_SUBSKILL_BUILDING_ADD_VEGGIES_DES" Val="Add vegetables to the village's inventory each turn."/>
<Entry Key="DES_SUBSKILL_BUILDING_ADD_DIGGED_RESOURCES" Val="Add Tier 1 Resources"/>
<Entry Key="DES_SUBSKILL_BUILDING_ADD_DIGGED_RESOURCES_DES" Val="Add Mineable Common Resources (Metals, Stones or Gems) to the village's inventory each turn."/>
<Entry Key="DES_SUBSKILL_BUILDING_ADD_METAL_RESOURCES" Val="Add Tier 1 or 2 Metal Resources"/>
<Entry Key="DES_SUBSKILL_BUILDING_ADD_METAL_RESOURCES_DES" Val="Add common metals to the village's inventory each turn."/>
<Entry Key="DES_SUBSKILL_BUILDING_ADD_AMBER_RESOURCES" Val="Add Tier 1 or 2 Gem Resources"/>
<Entry Key="DES_SUBSKILL_BUILDING_ADD_AMBER_RESOURCES_DES" Val="Add common gems to the village's inventory each turn."/>
<Entry Key="DES_SUBSKILL_BUILDING_ADD_SANDSTONE_RESOURCES" Val="Add Tier 1 or 2 Stone Resources"/>
<Entry Key="DES_SUBSKILL_BUILDING_ADD_SANDSTONE_RESOURCES_DES" Val="Add common stones to the village's inventory each turn."/>
<Entry Key="DES_SUBSKILL_BUILDING_ADD_XP" Val="Extra Experience Points"/>
<Entry Key="DES_SUBSKILL_BUILDING_ADD_XP_DES" Val="Provides a small amount of Experience Points (XP) to all characters in and around the village."/>
<Entry Key="DES_SUBSKILL_BUILDING_ADD_RP" Val="Extra Research Points (RP)"/>
<Entry Key="DES_SUBSKILL_BUILDING_ADD_RP_DES" Val="Provides a small amount of Research Points (RP) each turn."/>
<Entry Key="DES_SUBSKILL_BUILDING_ADD_CHILDREN_ATT" Val="Increase Children's Attributes"/>
<Entry Key="DES_SUBSKILL_BUILDING_ADD_CHILDREN_ATT_DES" Val="Increase main attributes (Wits, Strength, Perceptions, Intelligence, Wisdom, Mysticism and Destiny) of all children in and around the village."/>
<Entry Key="DES_SUBSKILL_BUILDING_ADD_CHILDREN_ATT_PER" Val="Increase Children's Perception"/>
<Entry Key="DES_SUBSKILL_BUILDING_ADD_CHILDREN_ATT_PER_DES" Val="Increase Perception attribute of all children in and around the village."/>
<Entry Key="DES_SUBSKILL_BUILDING_ADD_CHILDREN_ATT_WITS" Val="Increase Children's Wits"/>
<Entry Key="DES_SUBSKILL_BUILDING_ADD_CHILDREN_ATT_WITS_DES" Val="Increase Wits attribute of all children in and around the village."/>
<Entry Key="DES_SUBSKILL_BUILDING_ADD_CHILDREN_ATT_INT" Val="Increase Children's Intelligence"/>
<Entry Key="DES_SUBSKILL_BUILDING_ADD_CHILDREN_ATT_INT_DES" Val="Increase Intelligence attribute of all children in and around the village."/>
<Entry Key="DES_SUBSKILL_BUILDING_ADD_CHILDREN_ATT_WISD" Val="Increase Children's Wisdom"/>
<Entry Key="DES_SUBSKILL_BUILDING_ADD_CHILDREN_ATT_WISD_DES" Val="Increase Wisdom attribute of all children in and around the village."/>
<Entry Key="DES_SUBSKILL_BUILDING_ADD_CHILDREN_ATT_MYST" Val="Increase Children's Mysticism"/>
<Entry Key="DES_SUBSKILL_BUILDING_ADD_CHILDREN_ATT_MYST_DES" Val="Increase Mysticism attribute of all children in and around the village."/>
<Entry Key="DES_SUBSKILL_BUILDING_ADD_CHILDREN_ATT_DEST" Val="Increase Children's Destiny"/>
<Entry Key="DES_SUBSKILL_BUILDING_ADD_CHILDREN_ATT_DEST_DES" Val="Increase Destiny attribute of all children in and around the village."/>
<Entry Key="DES_SUBSKILL_BUILDING_ADD_RITUALS" Val="Increase Rituals"/>
<Entry Key="DES_SUBSKILL_BUILDING_ADD_RITUALS_DES" Val="Increase Rituals attribute of all characters in and around the village."/>
<Entry Key="DES_SUBSKILL_BUILDING_ADD_LUCK" Val="Increase Luck"/>
<Entry Key="DES_SUBSKILL_BUILDING_ADD_LUCK_DES" Val="Increase Luck attribute of all characters in and around the village."/>
<Entry Key="DES_SUBSKILL_BUILDING_SUMMON_DEMON" Val="Summon Guardian Demon"/>
<Entry Key="DES_SUBSKILL_BUILDING_SUMMON_DEMON_DES" Val="This building summons a Guardian Demon to guard your village."/>
<Entry Key="DES_SUBSKILL_GROUP_ADD_MAX_HEALTH_P" Val="Max Health Bonus"/>
<Entry Key="DES_SUBSKILL_GROUP_ADD_MAX_HEALTH_P_DES" Val="This character receives a bonus to maximum Health from a nearby building."/>
<Entry Key="DES_SUBSKILL_GROUP_ADD_MAX_HEALTH_M" Val="Max Sanity Bonus"/>
<Entry Key="DES_SUBSKILL_GROUP_ADD_MAX_HEALTH_M_DES" Val="This character receives a bonus to maximum Sanity from a nearby building."/>
<Entry Key="DES_SUBSKILL_GROUP_ADD_MAX_HEALTH_S" Val="Max Faith Bonus"/>
<Entry Key="DES_SUBSKILL_GROUP_ADD_MAX_HEALTH_S_DES" Val="This character receives a bonus to maximum Faith from a nearby building."/>
<Entry Key="DES_SUBSKILL_GROUP_ADD_GATHERING" Val="Gathering Bonus"/>
<Entry Key="DES_SUBSKILL_GROUP_ADD_GATHERING_DES" Val="This character receives a bonus to Gathering attribute from a nearby building."/>
<Entry Key="DES_SUBSKILL_GROUP_ADD_CRAFTING" Val="Crafting Bonus"/>
<Entry Key="DES_SUBSKILL_GROUP_ADD_CRAFTING_DES" Val="This character receives a bonus to Crafting attribute from a nearby building."/>
<Entry Key="DES_SUBSKILL_GROUP_ADD_MOVEMENT" Val="Movement Points Bonus"/>
<Entry Key="DES_SUBSKILL_GROUP_ADD_MOVEMENT_DES" Val="This character receives a bonus to Movement Points from a nearby building."/>
<Entry Key="DES_SUBSKILL_GROUP_ADD_SHIELDING_P" Val="Physical Shielding Bonus"/>
<Entry Key="DES_SUBSKILL_GROUP_ADD_SHIELDING_P_DES" Val="This character receives a bonus to Physical Shielding from a nearby building."/>
<Entry Key="DES_SUBSKILL_GROUP_ADD_SHIELDING_S" Val="Spiritual Shielding Bonus"/>
<Entry Key="DES_SUBSKILL_GROUP_ADD_SHIELDING_S_DES" Val="This character receives a bonus to Spiritual Shielding from a nearby building."/>
<Entry Key="DES_SUBSKILL_GROUP_ADD_SHIELDING_P_M" Val="Physical and Mental Shielding Bonus"/>
<Entry Key="DES_SUBSKILL_GROUP_ADD_SHIELDING_P_M_DES" Val="This character receives a bonus to Physical and Mental Shielding from a nearby building."/>
<Entry Key="DES_SUBSKILL_GROUP_ADD_SHIELDING_P_M_S" Val="Physical Mental and Spiritual Shielding Bonus"/>
<Entry Key="DES_SUBSKILL_GROUP_ADD_SHIELDING_P_M_S_DES" Val="This character receives a bonus to Physical, Mental and Spiritual Shielding from a nearby building."/>
<Entry Key="DES_SUBSKILL_GROUP_ADD_RESEARCH" Val="Research Bonus"/>
<Entry Key="DES_SUBSKILL_GROUP_ADD_RESEARCH_DES" Val="This character receives a bonus to Research attribute from a nearby building."/>
<Entry Key="DES_SUBSKILL_GROUP_MEDICINE" Val="Healing Bonus"/>
<Entry Key="DES_SUBSKILL_GROUP_MEDICINE_DES" Val="This character receives a bonus to Healing attribute from a nearby building."/>
<Entry Key="DES_SUBSKILL_GROUP_LOWER_DEATH_CHANCE" Val="Lower Death Chance Bonus"/>
<Entry Key="DES_SUBSKILL_GROUP_LOWER_DEATH_CHANCE_DES" Val="This character's chance to die from serious wounds is reduced by a nearby building."/>
<Entry Key="DES_SUBSKILL_GROUP_ADD_CHILDREN_ATT" Val="Main Attribute Bonus"/>
<Entry Key="DES_SUBSKILL_GROUP_ADD_CHILDREN_ATT_DES" Val="This character receives a bonus to main attributes from a nearby building."/>
<Entry Key="DES_SUBSKILL_GROUP_ADD_CHILDREN_ATT_PER" Val="Perception Bonus"/>
<Entry Key="DES_SUBSKILL_GROUP_ADD_CHILDREN_ATT_PER_DES" Val="This character receives a bonus to Perception attribute from a nearby building."/>
<Entry Key="DES_SUBSKILL_GROUP_ADD_CHILDREN_ATT_WITS" Val="Wits Bonus"/>
<Entry Key="DES_SUBSKILL_GROUP_ADD_CHILDREN_ATT_WITS_DES" Val="This character receives a bonus to Wits attribute from a nearby building."/>
<Entry Key="DES_SUBSKILL_GROUP_ADD_CHILDREN_ATT_INT" Val="Intelligence Bonus"/>
<Entry Key="DES_SUBSKILL_GROUP_ADD_CHILDREN_ATT_INT_DES" Val="This character receives a bonus to Intelligence attribute from a nearby building."/>
<Entry Key="DES_SUBSKILL_GROUP_ADD_CHILDREN_ATT_WISD" Val="Wisdom Bonus"/>
<Entry Key="DES_SUBSKILL_GROUP_ADD_CHILDREN_ATT_WISD_DES" Val="This character receives a bonus to Wisdom attribute from a nearby building."/>
<Entry Key="DES_SUBSKILL_GROUP_ADD_CHILDREN_ATT_MYST" Val="Mysticism Bonus"/>
<Entry Key="DES_SUBSKILL_GROUP_ADD_CHILDREN_ATT_MYST_DES" Val="This character receives a bonus to Mysticism attribute from a nearby building."/>
<Entry Key="DES_SUBSKILL_GROUP_ADD_CHILDREN_ATT_DEST" Val="Destiny Bonus"/>
<Entry Key="DES_SUBSKILL_GROUP_ADD_CHILDREN_ATT_DEST_DES" Val="This character receives a bonus to Destiny attribute from a nearby building."/>
<Entry Key="DES_SUBSKILL_GROUP_ADD_RITUALS" Val="Rituals Bonus"/>
<Entry Key="DES_SUBSKILL_GROUP_ADD_RITUALS_DES" Val="This character receives a bonus to Rituals attribute from a nearby building."/>
<Entry Key="DES_SUBSKILL_GROUP_ADD_LUCK" Val="Luck Bonus"/>
<Entry Key="DES_SUBSKILL_GROUP_ADD_LUCK_DES" Val="This character receives a bonus to Luck attribute from a nearby building."/>
<!-- RITUALS-->
<Entry Key="DES_SPIRITUAL_HEALING" Val="Spiritual Healing"/>
<Entry Key="DES_SPIRITUAL_HEALING_DES" Val="Each group member will recover a part of their Faith."/>
<Entry Key="DES_RITUAL_CURSE_REMOVAL" Val="Curse Removal"/>
<Entry Key="DES_RITUAL_CURSE_REMOVAL_DES" Val="Removes one level of a random curse from all characters in the group."/>
<Entry Key="DES_RITUAL_UPGRADE_IDOL" Val="Replace Idol"/>
<Entry Key="DES_RITUAL_UPGRADE_IDOL_DES" Val="Allows you to change the village's Idol. Use better resources to get better results (consult Idol crafting recipe). Adds 1 revive token to Guardian Demon or revives it if it is dead.\n\nWarning - do not perform outside the village, it won't work and you will lose resources."/>
<Entry Key="DES_RITUAL_CREATE_BOG_BIES" Val="Create Bog Bies"/>
<Entry Key="DES_RITUAL_CREATE_BOG_BIES_DES" Val="Create character Bog Bies that will fight and work for you. It will perish after 5 turns."/>
<Entry Key="DES_RITUAL_CREATE_ALKONOST" Val="Create Alkonost"/>
<Entry Key="DES_RITUAL_CREATE_ALKONOST_DES" Val="Create character Alkonost that will fight and work for you. It will perish after 5 turns."/>
<Entry Key="DES_RITUAL_CREATE_TROLL_ROCK" Val="Create Troll Rock"/>
<Entry Key="DES_RITUAL_CREATE_TROLL_ROCK_DES" Val="Create character Troll Rock that will fight and work for you. It will perish after 3 turns."/>
<Entry Key="DES_RITUAL_CATCH_DOMESTIC_PET" Val="Catch Pet"/>
<Entry Key="DES_RITUAL_CATCH_DOMESTIC_PET_DES" Val="Upon completion, grants a random, low level domestic pet."/>
<Entry Key="DES_RITUAL_SUMMON_BOAT" Val="Summon Boat"/>
<Entry Key="DES_RITUAL_SUMMON_BOAT_DES" Val="Upon completion, a basic raft appears in the group's inventory."/>
<Entry Key="DES_RITUAL_EARTH_VISION" Val="Earth Vision"/>
<Entry Key="DES_RITUAL_EARTH_VISION_DES" Val="Upon completion, grants +2 sight range for 3 turns."/>
<Entry Key="DES_RITUAL_PHYSICAL_BLESS" Val="Physical Blessing"/>
<Entry Key="DES_RITUAL_PHYSICAL_BLESS_DES" Val="Upon completion, grants a low level physical blessing for all group members which lasts 2 turns."/>
<Entry Key="DES_RITUAL_MENTAL_BLESS" Val="Mental Blessing"/>
<Entry Key="DES_RITUAL_MENTAL_BLESS_DES" Val="Upon completion, grants a low level mental blessing for all group members which lasts 2 turns."/>
<Entry Key="DES_RITUAL_SPIRITUAL_BLESS" Val="Spiritual Blessing"/>
<Entry Key="DES_RITUAL_SPIRITUAL_BLESS_DES" Val="Upon completion, grants a low level spiritual blessing for all group members which lasts 2 turns."/>
<Entry Key="DES_RITUAL_HIGHER_EDUCATION" Val="Higher Education"/>
<Entry Key="DES_RITUAL_HIGHER_EDUCATION_DES" Val="Upon completion, grants 3 Experience Points equally divided among members of the group."/>
<Entry Key="DES_RITUAL_FIRE_GIFT" Val="Gift of Fire"/>
<Entry Key="DES_RITUAL_FIRE_GIFT_DES" Val="Upon completion, grants +2.5 Crafting but -1 Gathering to all members of the group for 5 turns."/>
<Entry Key="DES_RITUAL_SHOULDERS_POWER" Val="Strong Shoulders"/>
<Entry Key="DES_RITUAL_SHOULDERS_POWER_DES" Val="Upon completion, grants +1.5 Gathering to all members of the group and +10% Group Carry for 5 turns."/>
<Entry Key="DES_RITUAL_KNOWLEDGE_ARMOR" Val="Armour of Knowledge"/>
<Entry Key="DES_RITUAL_KNOWLEDGE_ARMOR_DES" Val="Upon completion, grants +4 Physical Shielding to all members of the group. Lasts 5 turns."/>
<Entry Key="DES_RITUAL_CELEBRATION" Val="Celebration"/>
<Entry Key="DES_RITUAL_CELEBRATION_DES" Val="Upon completion, raises morale of all members of the group to 40."/>
<Entry Key="DES_RITUAL_MOON_BRIDGE" Val="Moon Bridge"/>
<Entry Key="DES_RITUAL_MOON_BRIDGE_DES" Val="Upon completion, instantly transports all people and their cargo to another group located the closest to them."/>
<Entry Key="DES_RITUAL_MYSTICAL_KNOWLEDGE" Val="Mystical Knowledge"/>
<Entry Key="DES_RITUAL_MYSTICAL_KNOWLEDGE_DES" Val="[PLACECHOLDER] Each character get random tag like TAG-WARRIOR, TAG-CRAFTSMAN, TAG-GATHERER, TAG-HUNTER, TAG-HEALER, TAG-MAGIC_USER."/>
<Entry Key="DES_RITUAL_DEMONIC_SPLINTER" Val="Demonic Splinter"/>
<Entry Key="DES_RITUAL_DEMONIC_SPLINTER_DES" Val="[PLACECHOLDER] Take 10% of each demon life (P M S) and lower demon faction loyalty for 30."/>
<Entry Key="DES_RITUAL_MAGIC_POWDER" Val="Magic Powder"/>
<Entry Key="DES_RITUAL_MAGIC_POWDER_DES" Val="[PLACECHOLDER] Instant pHeal each player character in world."/>
<Entry Key="DES_RITUAL_CABBAGE_FIELD" Val="Grow the Cabbage"/>
<Entry Key="DES_RITUAL_CABBAGE_FIELD_DES" Val="[PLACECHOLDER] Give one child."/>
<!-- SPELLS-->
<Entry Key="DES_SKILL_LIGHTNING_SPELL" Val="Lightning"/>
<Entry Key="DES_SKILL_LIGHTNING_SPELL_DES" Val="Summon a lightning strike."/>
<Entry Key="DES_SKILL_SUMMON_DEMON_SPELL" Val="Summon Demon"/>
<Entry Key="DES_SKILL_SUMMON_DEMON_SPELL_DES" Val="Summon a demon to your aid. Can only be used once."/>
<Entry Key="DES_SKILL_SUMMON_UNLIVING_SPELL" Val="Summon Unliving"/>
<Entry Key="DES_SKILL_SUMMON_UNLIVING_SPELL_DES" Val="Summon an unliving to your aid. Can only be used once."/>
<Entry Key="DES_SKILL_SUMMON_WILD_BEAST_SPELL" Val="Summon Wild Beast"/>
<Entry Key="DES_SKILL_SUMMON_WILD_BEAST_SPELL_DES" Val="Summon a wild beast to your aid. Can only be used once."/>
<Entry Key="DES_SUBSKILL_LIGHTNING_SPELL" Val="Lightning"/>
<Entry Key="DES_SUBSKILL_LIGHTNING_SPELL_DES" Val="Summon a lightning strike."/>
<Entry Key="DES_SUBSKILL_SUMMON_DEMON_SPELL" Val="Summon Demon"/>
<Entry Key="DES_SUBSKILL_SUMMON_DEMON_SPELL_DES" Val="Summon a demon. Can only be used once."/>
<Entry Key="DES_SUBSKILL_SUMMON_UNLIVING_SPELL" Val="Summon Unliving"/>
<Entry Key="DES_SUBSKILL_SUMMON_UNLIVING_SPELL_DES" Val="Summon an unliving. Can only be used once."/>
<Entry Key="DES_SUBSKILL_SUMMON_WILD_BEAST_SPELL" Val="Summon Wild Beast"/>
<Entry Key="DES_SUBSKILL_SUMMON_WILD_BEAST_SPELL_DES" Val="Summon a wild beast. Can only be used once."/>
<Entry Key="DES_SUBSKILL_ZORYA_WARCRY" Val="Zorya's War Cry"/>
<Entry Key="DES_SUBSKILL_ZORYA_WARCRY_DES" Val="Every time an enemy character comes into the battlefield, this character's Delay is reduced."/>
<!-- TRAITS-->
<Entry Key="DES_TRAIT_ANIMAL_PATH" Val="Animal Senses"/>
<Entry Key="DES_TRAIT_ANIMAL_PATH_DES" Val="Animals, elves and forest demons you control have +1 to each main attribute. Crafting attribute is decreased by 10% but Gathering attribute is increased by 10%."/>
<Entry Key="DES_TRAIT_WARCRY" Val="War Cry"/>
<Entry Key="DES_TRAIT_WARCRY_DES" Val="Every time an enemy character comes into the battlefield, the Delay of your characters standing on the battlefield is reduced."/>
<Entry Key="DES_TRAIT_MUTUAL_LOVE" Val="Mutual Love"/>
<Entry Key="DES_TRAIT_MUTUAL_LOVE_DES" Val="Gaining or losing faction loyalty points is 1.3x quicker. +4 mental shielding"/>
<Entry Key="DES_TRAIT_LONG_TRAVEL" Val="Favourable Winds"/>
<Entry Key="DES_TRAIT_LONG_TRAVEL_DES" Val="Start with a Stribog's Raft. +2 Movement Points when travelling on water."/>
<Entry Key="DES_TRAIT_NIGHT_AFFINITY" Val="Nocturnal Predator"/>
<Entry Key="DES_TRAIT_NIGHT_AFFINITY_DES" Val="Your characters have an increased visibility range , Wits, Perception and Destiny at night, but decreased during the day. The Chosen can also summon a werewolf into battle and the beast's power will depend on the chosen's Perception attribute."/>
<Entry Key="DES_TRAIT_NIGHTMARE_GIFT" Val="Unshaken Faith"/>
<Entry Key="DES_TRAIT_NIGHTMARE_GIFT_DES" Val="Your characters get +1 Spiritual regeneration, 10% bonus to Rituals attribute, +4 Spiritual Shielding and you get immediate access to the Moon Bridge ritual."/>
<Entry Key="DES_TRAIT_MANY_HAMMERS_ONE_ANVIL" Val="Many Hammers, One Anvil"/>
<Entry Key="DES_TRAIT_MANY_HAMMERS_ONE_ANVIL_DES" Val="Each character gets 20% bonus to Crafting attribute, +4 Health and Sanity, but Gathering attribute is decreased by 10%."/>
<Entry Key="DES_TRAIT_DIVINE_COMMANDER" Val="Divine Commander"/>
<Entry Key="DES_TRAIT_DIVINE_COMMANDER_DES" Val="At the end of each turn your characters gain 0.4 Experience Point. The Chosen starts with a special offensive skill."/>
<Entry Key="DES_TRAIT_IDOL_OF_PAIN" Val="Not Dead Yet"/>
<Entry Key="DES_TRAIT_IDOL_OF_PAIN_DES" Val="If your Chosen dies, they change into an unliving corpse. Additionally, all your characters have a lower chance to die from heavy wounds."/>
<Entry Key="DES_TRAIT_ADD_HUM_CHILDREN" Val="Add Characters - Children"/>
<Entry Key="DES_TRAIT_ADD_HUM_CHILDREN_DES" Val="Begin with two additional characters - Human Children."/>
<Entry Key="DES_TRAIT_ADD_CHARACTER_WARRIOR" Val="Add Character - Warrior"/>
<Entry Key="DES_TRAIT_ADD_CHARACTER_WARRIOR_DES" Val="Begin with an additional character - a Human Warrior."/>
<Entry Key="DES_TRAIT_ADD_CHARACTER_CRAFTSMAN" Val="Add Character - Craftsman"/>
<Entry Key="DES_TRAIT_ADD_CHARACTER_CRAFTSMAN_DES" Val="Begin with an additional character - a Human Craftsman."/>
<Entry Key="DES_TRAIT_ADD_CHARACTER_GATHERER" Val="Add Character - Gatherer"/>
<Entry Key="DES_TRAIT_ADD_CHARACTER_GATHERER_DES" Val="Begin with an additional character - a Human Gatherer."/>
<Entry Key="DES_TRAIT_ADD_CHARACTER_HUNTER" Val="Add Character - Hunter"/>
<Entry Key="DES_TRAIT_ADD_CHARACTER_HUNTER_DES" Val="Begin with an additional character - a Human Hunter."/>
<Entry Key="DES_TRAIT_ADD_CHARACTER_SCAVENGER" Val="Add Character - Scavenger"/>
<Entry Key="DES_TRAIT_ADD_CHARACTER_SCAVENGER_DES" Val="Begin with an additional character - a Human Scavenger."/>
<Entry Key="DES_TRAIT_ADD_CHARACTER_SCOUNDREL" Val="Add Character - Scoundrel"/>
<Entry Key="DES_TRAIT_ADD_CHARACTER_SCOUNDREL_DES" Val="Begin with an additional character - a Human Scoundrel."/>
<Entry Key="DES_TRAIT_ADD_CHARACTER_SCOUNDREL_RAT" Val="Add Characters - Scoundrel and Rat"/>
<Entry Key="DES_TRAIT_ADD_CHARACTER_SCOUNDREL_RAT_DES" Val="Begin with two additional characters - a Human Scoundrel and a Rat."/>
<Entry Key="DES_TRAIT_ADD_CHARACTER_ZERCA" Val="Add Character - Young Zerca"/>
<Entry Key="DES_TRAIT_ADD_CHARACTER_ZERCA_DES" Val="Begin with an additional character - a Young Human Zerca."/>
<Entry Key="DES_TRAIT_ADD_CHARACTER_SHAMAN" Val="Add Character - Tainted Goblin Shaman"/>
<Entry Key="DES_TRAIT_ADD_CHARACTER_SHAMAN_DES" Val="Begin with an additional character - a Tainted Goblin Shaman."/>
<Entry Key="DES_TRAIT_ADD_RAT" Val="Add Character - Rat"/>
<Entry Key="DES_TRAIT_ADD_RAT_DES" Val="Begin with an additional character - Rat."/>
<Entry Key="DES_TRAIT_ADD_WOLF_ALPHA" Val="Add Character - Alpha Wolf"/>
<Entry Key="DES_TRAIT_ADD_WOLF_ALPHA_DES" Val="Begin with an additional character - Alpha Wolf."/>
<Entry Key="DES_TRAIT_ADD_SNAKE_ROYAL" Val="Add Character - Royal Snake"/>
<Entry Key="DES_TRAIT_ADD_SNAKE_ROYAL_DES" Val="Begin with an additional character - a Royal Snake."/>
<Entry Key="DES_TRAIT_ADD_SPIDER_GIANT" Val="Add Character - Giant Spider"/>
<Entry Key="DES_TRAIT_ADD_SPIDER_GIANT_DES" Val="Begin with an additional character - a Giant Spider."/>
<Entry Key="DES_TRAIT_ADD_ORC_CHILD" Val="Add Character - Orc Child"/>
<Entry Key="DES_TRAIT_ADD_ORC_CHILD_DES" Val="Begin with an additional character - an Orc Child."/>
<Entry Key="DES_TRAIT_ADD_ORC_YOUNG_PLODDER_GATHERER" Val="Add Character - Young Plodder Gatherer"/>
<Entry Key="DES_TRAIT_ADD_ORC_YOUNG_PLODDER_GATHERER_DES" Val="Begin with an additional character - a Young Orc Plodder Gatherer."/>
<Entry Key="DES_TRAIT_ADD_DWARF_CHILD" Val="Add Character - Dwarf Child"/>
<Entry Key="DES_TRAIT_ADD_DWARF_CHILD_DES" Val="Begin with an additional character - a Dwarf Child."/>
<Entry Key="DES_TRAIT_ADD_DWARF_CLANLESS_SMITH" Val="Add Character - Clanless Dwarf Smith"/>
<Entry Key="DES_TRAIT_ADD_DWARF_CLANLESS_SMITH_DES" Val="Begin with an additional character - a Clanless Dwarf Smith."/>
<Entry Key="DES_TRAIT_ADD_ELF_CHILD" Val="Add Character - Elf Child"/>
<Entry Key="DES_TRAIT_ADD_ELF_CHILD_DES" Val="Begin with an additional character - an Elf Child."/>
<Entry Key="DES_TRAIT_ADD_ELF_YOUNG_DRUID" Val="Add Character - Young Elf Druid"/>
<Entry Key="DES_TRAIT_ADD_ELF_YOUNG_DRUID_DES" Val="Begin with an additional character - a Young Elf Druid."/>
<Entry Key="DES_TRAIT_ADD_GOB_CHILD" Val="Add Character - Goblin Child"/>
<Entry Key="DES_TRAIT_ADD_GOB_CHILD_DES" Val="Begin with an additional character - a Goblin Child."/>
<Entry Key="DES_TRAIT_ADD_GOB_YOUNG_SKIRMISHER" Val="Add Character - Goblin Skirmisher"/>
<Entry Key="DES_TRAIT_ADD_GOB_YOUNG_SKIRMISHER_DES" Val="Begin with an additional character - a Goblin Skirmisher."/>
<Entry Key="DES_TRAIT_ADD_ICE_YOUNG_SNIEZYNKI" Val="Add Character - Young Sniezynki"/>
<Entry Key="DES_TRAIT_ADD_ICE_YOUNG_SNIEZYNKI_DES" Val="Begin with an additional character - a Young Sniezynki (Ice Demon)."/>
<Entry Key="DES_TRAIT_ADD_DEMON_YOUNG_HOHLICK" Val="Add Character - Young Hohlick"/>
<Entry Key="DES_TRAIT_ADD_DEMON_YOUNG_HOHLICK_DES" Val="Begin with an additional character - a Young Hohlick (Forest Demon)."/>
<Entry Key="DES_TRAIT_ADD_BASIC_PACK_FOOD" Val="Granny's Pantry"/>
<Entry Key="DES_TRAIT_ADD_BASIC_PACK_FOOD_DES" Val="Begin with a 10-15x of basic food and 1 piece of equipment."/>
<Entry Key="DES_TRAIT_FRIENDLY_FACE" Val="Friendly Face"/>
<Entry Key="DES_TRAIT_FRIENDLY_FACE_DES" Val="Each faction starts with 7 points of loyalty towards you except Orks and Night/ Light Demons."/>
<Entry Key="DES_TRAIT_FRIEND_OF_THE_FOREST" Val="Elves Interest"/>
<Entry Key="DES_TRAIT_FRIEND_OF_THE_FOREST_DES" Val="Elves faction starts with 15 points of loyalty towards you."/>
<Entry Key="DES_TRAIT_START_LOYALTY_DEMONS" Val="Demonic Loyalty"/>
<Entry Key="DES_TRAIT_START_LOYALTY_DEMONS_DES" Val="Starting faction loyalty for all demon factions raises to 10."/>
<Entry Key="DES_TRAIT_FAMILIAR_AREA" Val="Familiar Area"/>
<Entry Key="DES_TRAIT_FAMILIAR_AREA_DES" Val="Camping gives an extra gathering distance."/>
<Entry Key="DES_TRAIT_LOGIC_WALL" Val="Logic Wall"/>
<!--<Entry Key="DES_TRAIT_LOGIC_WALL_DES" Val="All your characters will share an additional pool of 20 Mental Hit Points, divided equally between them."/>-->
<Entry Key="DES_TRAIT_LOGIC_WALL_DES" Val="All your followers get +4 mental and spiritual shielding."/>
<Entry Key="DES_TRAIT_SEAL_OF_STRENGTH" Val="Seal of Strength"/>
<Entry Key="DES_TRAIT_SEAL_OF_STRENGTH_DES" Val="The Chosen starts with +3 strength bonus."/>
<Entry Key="DES_TRAIT_FAMILY_WEAPON" Val="Family Weapon"/>
<Entry Key="DES_TRAIT_FAMILY_WEAPON_DES" Val="You start with a family heirloom - a quality weapon."/>
<Entry Key="DES_TRAIT_FAMILY_ARMOUR" Val="Family Armour"/>
<Entry Key="DES_TRAIT_FAMILY_ARMOUR_DES" Val="You begin with an heirloom - a quality piece of armour."/>
<Entry Key="DES_TRAIT_FATHERS_TOOLS" Val="Father's Tools"/>
<Entry Key="DES_TRAIT_FATHERS_TOOLS_DES" Val="You begin with one really good gathering or crafting tool."/>
<Entry Key="DES_TRAIT_BASIC_EQUIPMENT" Val="Crow's Hidden Gems"/>
<Entry Key="DES_TRAIT_BASIC_EQUIPMENT_DES" Val="You start with 5-10x of random gems and a Crow pet."/>
<Entry Key="DES_TRAIT_BASIC_ONE_ROBE" Val="Advanced Robe"/>
<Entry Key="DES_TRAIT_BASIC_ONE_ROBE_DES" Val="You start with one advanced robe."/>
<Entry Key="DES_TRAIT_BASIC_ONE_JEWELLERY" Val="Advanced Jewellery"/>
<Entry Key="DES_TRAIT_BASIC_ONE_JEWELLERY_DES" Val="You start with one advanced piece of jewellery."/>
<Entry Key="DES_TRAIT_BASIC_TWENTY_SUPPLIES" Val="40x Basic Supplies"/>
<Entry Key="DES_TRAIT_BASIC_TWENTY_SUPPLIES_DES" Val="You start with 40 basic supplies - food, fuel or herbs."/>
<Entry Key="DES_TRAIT_TRUE_HEROES" Val="True Heroes"/>
<Entry Key="DES_TRAIT_TRUE_HEROES_DES" Val="Characters will have +2 shielding."/>
<Entry Key="DES_TRAIT_STRONG_ONE_PET_DOG" Val="Little Dog"/>
<Entry Key="DES_TRAIT_STRONG_ONE_PET_DOG_DES" Val="You start with a fierce friend. Dogo is its name."/>
<Entry Key="DES_TRAIT_BASIC_ONE_SHIELD" Val="Advanced Shield"/>
<Entry Key="DES_TRAIT_BASIC_ONE_SHIELD_DES" Val="You start with an advanced shield."/>
<Entry Key="DES_TRAIT_BASIC_ONE_GATHERING_TOOL" Val="Advanced Gathering Tools"/>
<Entry Key="DES_TRAIT_BASIC_ONE_GATHERING_TOOL_DES" Val="You start with advanced gathering tools."/>
<Entry Key="DES_TRAIT_BASIC_ONE_CRAFTING_TOOL" Val="Advanced Crafting Tools"/>
<Entry Key="DES_TRAIT_BASIC_ONE_CRAFTING_TOOL_DES" Val="You start with advanced crafting tools."/>
<Entry Key="DES_TRAIT_BASIC_THREE_EQUIPMENT" Val="2x Advanced Equipment"/>
<Entry Key="DES_TRAIT_BASIC_THREE_EQUIPMENT_DES" Val="You start with 2 advanced pieces of equipment."/>
<Entry Key="DES_TRAIT_I_LIKE_GREEN" Val="Green is your friend..."/>
<Entry Key="DES_TRAIT_I_LIKE_GREEN_DES" Val="... not food. You start with +10 loyalty points towards Goblins."/>
<Entry Key="DES_TRAIT_I_LIKE_FIGHT" Val="Bodyguards"/>
<Entry Key="DES_TRAIT_I_LIKE_FIGHT_DES" Val="You start with +10 loyalty points towards Orcs."/>
<Entry Key="DES_TRAIT_BETTER_OFF_ALONE" Val="Better Off Alone"/>
<Entry Key="DES_TRAIT_BETTER_OFF_ALONE_DES" Val="[PLACECHOLDER] Starting group will not be available on start. You are only limited to 2 character points but that character have 125% starting attributes."/>
<Entry Key="DES_TRAIT_EASIER_CRAFTING" Val="Crafting Adept"/>
<Entry Key="DES_TRAIT_EASIER_CRAFTING_DES" Val="Crafting is 10% cheaper."/>
<Entry Key="DES_TRAIT_ADDITIONAL_RESEARCH_POINTS" Val="Additional Research"/>
<Entry Key="DES_TRAIT_ADDITIONAL_RESEARCH_POINTS_DES" Val="Begin the game with 4 additional Advancement Points."/>
<Entry Key="DES_TRAIT_FOUR_LEGS_FRIEND" Val="Four-legged Friend"/>
<Entry Key="DES_TRAIT_FOUR_LEGS_FRIEND_DES" Val="Begin with your very own four-legged friend."/>
<Entry Key="DES_TRAIT_MITHRIL_GOAT" Val="Mithril Goat"/>
<Entry Key="DES_TRAIT_MITHRIL_GOAT_DES" Val="You start with a goat carrying sacks full of mithril (minimum 30)."/>
<Entry Key="DES_TRAIT_KINGS_TABLE" Val="King's Feast"/>
<Entry Key="DES_TRAIT_KINGS_TABLE_DES" Val="Start with all food recipes unlocked."/>
<Entry Key="DES_TRAIT_BEST_MEAL_EVER" Val="Not Picky"/>
<Entry Key="DES_TRAIT_BEST_MEAL_EVER_DES" Val="Your followers get additional morale for each two different types of food."/>
<Entry Key="DES_TRAIT_RAFT" Val="Raft"/>
<Entry Key="DES_TRAIT_RAFT_DES" Val="You start with a special raft."/>
<Entry Key="DES_TRAIT_WISH_I_HAD_A_WELL" Val="Wish I had a well..."/>
<Entry Key="DES_TRAIT_WISH_I_HAD_A_WELL_DES" Val="You start with 30-50 basic materials."/>
<Entry Key="DES_TRAIT_FOG_OF_KNOWLEDGE" Val="Fog Of Knowledge"/>
<Entry Key="DES_TRAIT_FOG_OF_KNOWLEDGE_DES" Val="In turn 1 you will see 5 hexes further than normal. Additionally, you start with 20 basic materials."/>
<Entry Key="DES_TRAIT_SEASONED_FOLLOWERS" Val="Seasoned Followers"/>
<Entry Key="DES_TRAIT_SEASONED_FOLLOWERS_DES" Val="Start with 20 Experience Points divided equally between all members of your group."/>
<Entry Key="DES_TRAIT_SMARTER_EVERY_DAY" Val="Smarter Every Day"/>
<Entry Key="DES_TRAIT_SMARTER_EVERY_DAY_DES" Val="Each day each of your characters receive 0.2 Experience Points."/>
<Entry Key="DES_TRAIT_SOLAR_POWERED" Val="Solar Powered"/>
<Entry Key="DES_TRAIT_SOLAR_POWERED_DES" Val="Your characters regenerate 1 additional Health, Sanity and Faith during the day but lose 1 Sanity during the night."/>
<Entry Key="DES_TRAIT_JUMPING_FISH" Val="Jumping Fish"/>
<Entry Key="DES_TRAIT_JUMPING_FISH_DES" Val="Groups travelling by sea receive two fish each turn."/>
<Entry Key="DES_TRAIT_NEW_DAY" Val="New Day"/>
<Entry Key="DES_TRAIT_NEW_DAY_DES" Val="Each morning your characters get +10% Health also get 2 extra Movement Points for 3 turns. For the rest of day they have only Health bonus."/>
<Entry Key="DES_TRAIT_EAGLE_EYE" Val="Eagle Eye"/>
<Entry Key="DES_TRAIT_EAGLE_EYE_DES" Val="Your followers get +1 range of sight."/>
<Entry Key="DES_TRAIT_INNER_PEACE" Val="Inner Peace"/>
<Entry Key="DES_TRAIT_INNER_PEACE_DES" Val="The Chosen gets +4 Physical, Mental and Spiritual Shielding and 10% bonus to main attributes."/>
<Entry Key="DES_TRAIT_HEALING_TOUCH" Val="Healing Touch"/>
<Entry Key="DES_TRAIT_HEALING_TOUCH_DES" Val="The Chosen starts with a healing skill."/>
<Entry Key="DES_TRAIT_NATURAL_KNOWLEDGE" Val="Natural Knowledge"/>
<Entry Key="DES_TRAIT_NATURAL_KNOWLEDGE_DES" Val="Each of your followers get +2.5 Research."/>
<Entry Key="DES_TRAIT_CRAFTERS_FLOCK" Val="Flock of Craftsmen"/>
<Entry Key="DES_TRAIT_CRAFTERS_FLOCK_DES" Val="Each of your followers get +2.5 Crafting."/>
<Entry Key="DES_TRAIT_GATHERERS_FLOCK" Val="Flock of Gatherers"/>
<Entry Key="DES_TRAIT_GATHERERS_FLOCK_DES" Val="Each of your followers get +2.5 Gathering."/>
<Entry Key="DES_TRAIT_CAMPING_GATHERING_RANGE" Val="Camp Gathering Range"/>
<Entry Key="DES_TRAIT_CAMPING_GATHERING_RANGE_DES" Val="Camped groups have increased gathering range."/>
<Entry Key="DES_TRAIT_ALL_ENEMIES_ARE_MINE" Val="Target Practice"/>
<Entry Key="DES_TRAIT_ALL_ENEMIES_ARE_MINE_DES" Val="Enemies give 15% extra Experience Points."/>
<Entry Key="DES_TRAIT_TOUGH_GUY" Val="Tough Guy"/>
<Entry Key="DES_TRAIT_TOUGH_GUY_DES" Val="Your followers get +10% Health but have an additional 5% chance to die when their Health is below 30%."/>
<Entry Key="DES_TRAIT_DEMONIC_POSSESSION" Val="Demonic Possession"/>
<Entry Key="DES_TRAIT_DEMONIC_POSSESSION_DES" Val="The Chosen gets +15 Health and +30 Spiritual Shielding, but -80% Mysticism and Destiny."/>
<Entry Key="DES_TRAIT_SHADOW_PROTECTION" Val="Divine Protection"/>
<Entry Key="DES_TRAIT_SHADOW_PROTECTION_DES" Val="Penalty for forfeiting a challenge is halved."/>
<Entry Key="DES_TRAIT_MAGIC_SCROLL" Val="Magic Scroll"/>
<Entry Key="DES_TRAIT_MAGIC_SCROLL_DES" Val="You start with a good quality magic scroll."/>
<!-- TOOLTIPS -->
<Entry Key="DES_TOOLTIP_NO_FOOD" Val="No Food Alert"/>
<Entry Key="DES_TOOLTIP_NO_FOOD_DES" Val="One of your groups has run out of food, or only carry food they are not allowed to consume. Starving characters loose health points each turn.\n\nClick to open this group's inventory."/>
<Entry Key="DES_TOOLTIP_LOW_FOOD" Val="Low Food Alert"/>
<Entry Key="DES_TOOLTIP_LOW_FOOD_DES" Val="One of your groups has 3 or less turns of food left. Gather some food quickly to avoid starvation.\n\nClick to open this group's inventory."/>
<Entry Key="DES_TOOLTIP_NO_FUEL" Val="No Fuel Alert"/>
<Entry Key="DES_TOOLTIP_NO_FUEL_DES" Val="One of your groups has run out of fuel. Their health will not regenerate and any tasks are done at 50% speed.\n\nClick to open this group's inventory."/>
<Entry Key="DES_TOOLTIP_LOW_FUEL" Val="Low Fuel Alert"/>
<Entry Key="DES_TOOLTIP_LOW_FUEL_DES" Val="One of your groups has 3 or less turns of fuel left.\n\nClick to open this group's inventory."/>
<Entry Key="DES_TOOLTIP_LOW_HEALTH" Val="Low Health Alert"/>
<Entry Key="DES_TOOLTIP_LOW_HEALTH_DES" Val="One or more characters has below 30% Health and may die. If the Health drops to 0, the character will not participate in any challenges. Set up a camp to speed up health recovery.\n\nClick to open the affected group's inventory."/>
<Entry Key="DES_TOOLTIP_LOW_SANITY" Val="Low Sanity Alert"/>
<Entry Key="DES_TOOLTIP_LOW_SANITY_DES" Val="One or more characters has below 30% Sanity and their morale is decreased. Their damage is lowered and there's a chance they will leave your group. \n\nImprove their Morale by providing varied food.\n\nClick to open the affected group's inventory."/>
<Entry Key="DES_TOOLTIP_LOW_FAITH" Val="Low Faith Alert"/>
<Entry Key="DES_TOOLTIP_LOW_FAITH_DES" Val="One or more characters below 30% Faith and are poisoned by magic. They will receive damage equal to portion of their health each turn. If the Faith drops to 0, the character will not participate in any challenges. Perform the Spiritual Healing ritual and/or improve Morale to regenerate Faith.\n\nClick to open the affected group's inventory."/>
<Entry Key="DES_TOOLTIP_LOW_MORALE" Val="Low Morale Alert"/>
<Entry Key="DES_TOOLTIP_LOW_MORALE_DES" Val="One or more characters feels their Morale is very low may leave to look for a better future away from you. Provide varied meals, let them rest and keep their Sanity high to recover Morale.\n\nClick to open the affected group's inventory."/>
<Entry Key="DES_TOOLTIP_OVERBURDENED_CHAR" Val="Overburdened Character Alert"/>
<Entry Key="DES_TOOLTIP_OVERBURDENED_CHAR_DES" Val="One or more characters has equipped items that weigh more than they can handle. They will suffer penalties until they take off some of that stuff.\n\nClick to open the affected group's inventory."/>
<Entry Key="DES_TOOLTIP_OVERBURDENED_GROUP" Val="Overburdened Group Alert"/>
<Entry Key="DES_TOOLTIP_OVERBURDENED_GROUP_DES" Val="One of your groups is carrying more than they can handle and will suffer penalties. Their movement is reduced by 1MP for every 10% of weight they carry above their limit.\n\nClick to open the affected group's inventory."/>
<Entry Key="DES_TOOLTIP_MP" Val="Remaining MP"/>
<Entry Key="DES_TOOLTIP_MP_DES" Val="Shows your current and maximum amount of Movement Points. Each group will replenish MPs every turn, unless they are over encumbered."/>
<Entry Key="DES_TOOLTIP_MEMBERS" Val="Group Size"/>
<Entry Key="DES_TOOLTIP_MEMBERS_DES" Val="Shows the number of characters in the currently selected group."/>
<Entry Key="DES_TOOLTIP_MEMBERS_SETUP_DES" Val="This is the number of characters you will start the game with. The more the easier."/>
<Entry Key="DES_TOOLTIP_MEMBERS_VILLAGE_DES" Val="This is the number of characters in this group."/>
<Entry Key="DES_TOOLTIP_ENCUMBRANCE" Val="Encumbrance"/>
<Entry Key="DES_TOOLTIP_ENCUMBRANCE_DES" Val="Current and maximum weight of carried items. Going over the max value will cause movement penalties."/>
<Entry Key="DES_TOOLTIP_FUEL" Val="Fuel"/>
<Entry Key="DES_TOOLTIP_FUEL_DES" Val="Shows the number of turns before this group runs out of fuel. Fuel is only used by camps and villages."/>
<Entry Key="DES_TOOLTIP_FOOD" Val="Food"/>
<Entry Key="DES_TOOLTIP_FOOD_DES" Val="Shows the number of turns before this group runs out of food. Each group member uses 1 food item per turn."/>
<Entry Key="DES_TOOLTIP_XP" Val="Experience Points"/>
<Entry Key="DES_TOOLTIP_XP_DES" Val="Collecting these will allow your characters to level up, improving their attributes and skills. Experience Points are divided equally among all members of the group that takes part in an event or a challenge."/>
<Entry Key="DES_TOOLTIP_RP" Val="Research Points"/>
<Entry Key="DES_TOOLTIP_RP_DES" Val="Gather enough of these and you'll earn an Advancement Point, which you can use to unlock new resources, equipment recipes, buildings or rituals."/>
<Entry Key="DES_TOOLTIP_DAY" Val="Day"/>
<Entry Key="DES_TOOLTIP_DAY_DES" Val="Day turns provide better visibility and roaming monsters are less aggressive."/>
<Entry Key="DES_TOOLTIP_NIGHT" Val="Night"/>
<Entry Key="DES_TOOLTIP_NIGHT_DES" Val="Visibility is limited during night turns and roaming monsters are more likely to follow your groups and attack."/>
<Entry Key="DES_TOOLTIP_ITEM_WEIGHT" Val="Item Weight"/>
<Entry Key="DES_TOOLTIP_ITEM_WEIGHT_DES" Val="How much an item weights depends on what materials it is made of."/>
<Entry Key="DES_TOOLTIP_PRODUCTION_COST" Val="Production Cost"/>
<Entry Key="DES_TOOLTIP_PRODUCTION_COST_DES" Val="How much production points it costs to create this item."/>
<Entry Key="DES_TOOLTIP_ITEM_VALUE" Val="Item Value"/>
<Entry Key="DES_TOOLTIP_ITEM_VALUE_DES" Val="Value of this item when it is traded. Note, that Traders won't usually offer to pay you full prices, otherwise they would go bust!"/>
<Entry Key="DES_TOOLTIP_PACK_SIZE" Val="Pack Size"/>
<Entry Key="DES_TOOLTIP_PACK_SIZE_DES" Val="How many items you receive when production is finished."/>
<Entry Key="DES_TOOLTIP_FORFEIT" Val="Forfeit Challenge"/>
<Entry Key="DES_TOOLTIP_FORFEIT_DES" Val="Some challenges may simply be too hard. Running away is nothing to be ashamed of."/>
<Entry Key="DES_TOOLTIP_MOVE" Val="Move (M)"/>
<Entry Key="DES_TOOLTIP_MOVE_DES" Val="Order your group to move to another tile."/>
<Entry Key="DES_TOOLTIP_CAMP" Val="Camp (C)"/>
<Entry Key="DES_TOOLTIP_CAMP_DES" Val="Set up a Camp. Camps increase Health regeneration and allow you to craft and gather nearby resources."/>
<Entry Key="DES_TOOLTIP_BREAK_CAMP" Val="Break Camp (C)"/>
<Entry Key="DES_TOOLTIP_BREAK_CAMP_DES" Val="Gather up your stuff and prepare to move out. Gathering and crafting progress will be lost, you will recover materials for any unfinished crafts."/>
<Entry Key="DES_TOOLTIP_INVENTORY" Val="Inventory (I)"/>
<Entry Key="DES_TOOLTIP_INVENTORY_DES" Val="Check what stuff your group is carrying."/>
<Entry Key="DES_TOOLTIP_EQUIP" Val="Equipment (E)"/>
<Entry Key="DES_TOOLTIP_EQUIP_DES" Val="Allows you to assign items to the members of this group."/>
<Entry Key="DES_TOOLTIP_GATHERING" Val="Gathering (1)"/>
<Entry Key="DES_TOOLTIP_GATHERING_DES" Val="Opens the Gathering panel which allows you to assign workers to gathering spots."/>
<Entry Key="DES_TOOLTIP_CRAFTING" Val="Crafting (2)"/>
<Entry Key="DES_TOOLTIP_CRAFTING_DES" Val="Opens the Crafting panel which allows you to add item recipes and assign workers to tasks."/>
<Entry Key="DES_TOOLTIP_COOKING" Val="Cooking and Composites (3)"/>
<Entry Key="DES_TOOLTIP_COOKING_DES" Val="Opens the Cooking and Composites panel which allows you to add food and material recipes and assign workers to tasks."/>
<Entry Key="DES_TOOLTIP_RESEARCH" Val="Research (4)"/>
<Entry Key="DES_TOOLTIP_RESEARCH_DES" Val="Opens the Research panel which allows you to assign workers to research tasks."/>
<Entry Key="DES_TOOLTIP_RITUALS" Val="Rituals (5)"/>
<Entry Key="DES_TOOLTIP_RITUALS_DES" Val="Opens the Rituals panel which allows you to assign workers to rituals tasks."/>
<Entry Key="DES_TOOLTIP_EXPLORING" Val="Explore"/>
<Entry Key="DES_TOOLTIP_EXPLORING_DES" Val="Opens the Explore panel which allows you to assign workers to exploration tasks."/>
<Entry Key="DES_TOOLTIP_JOIN" Val="Join Groups (J)"/>
<Entry Key="DES_TOOLTIP_JOIN_DES" Val="Join this group to another group standing on the same tile."/>
<Entry Key="DES_TOOLTIP_TRADE" Val="Trade (T)"/>
<Entry Key="DES_TOOLTIP_TRADE_DES" Val="Trade with another player's group."/>
<Entry Key="DES_TOOLTIP_OVERVIEW" Val="Overview"/>
<Entry Key="DES_TOOLTIP_OVERVIEW_DES" Val="Opens the camp/village overview."/>
<Entry Key="DES_TOOLTIP_GROUP_INFO" Val="Group Info (O)"/>
<Entry Key="DES_TOOLTIP_GROUP_INFO_DES" Val="Opens the Group Info screen where you can manage food and fuel usage and see an overview of the group members' morale."/>
<Entry Key="DES_TOOLTIP_ALWAYS_CONFIRM_DISMANTLE" Val="Always confirm dismantle"/>
<Entry Key="DES_TOOLTIP_ALWAYS_CONFIRM_DISMANTLE_DES" Val="When on, dismantling will always require confirmation."/>
<Entry Key="DES_TOOLTIP_PLAY_INTRO" Val="Play intro"/>
<Entry Key="DES_TOOLTIP_PLAY_INTRO_DES" Val="If on, animated intro will play every time you start the game."/>
<Entry Key="DES_TOOLTIP_AUTO_END_TURN_CHALL" Val="Auto-end turn"/>
<Entry Key="DES_TOOLTIP_AUTO_END_TURN_CHALL_DES" Val="Automatically end your turn when you run out of Action Points ({ICON:APIcon}) during a challenge."/>
<Entry Key="DES_TOOLTIP_ALLOW_ENTERING_WATER" Val="Allow entering water tiles"/>
<Entry Key="DES_TOOLTIP_ALLOW_ENTERING_WATER_DES" Val="When on, groups will be able to enter water tiles even if they don't carry a vessel. Their Movement Points ({ICON:MPIcon}) will be limited to 1 and each character's Personal Carry Limit ({ICON:PersonalCarryLimitIcon}) will be reduced to 40."/>
<Entry Key="DES_TOOLTIP_CURRENT_LEVEL" Val="Current Level"/>
<Entry Key="DES_TOOLTIP_CURRENT_LEVEL_DES" Val="Shows the current level of this character along with the accumulated Experience Points (XP) and XP required for the next level."/>
<Entry Key="DES_TOOLTIP_GOD_POINTS" Val="God Points"/>
<Entry Key="DES_TOOLTIP_GOD_POINTS_DES" Val="Use these to unlock God Traits. You will get additional points for finished games."/>
<Entry Key="DES_TOOLTIP_EXACT_MATERIALS" Val="Exact Materials Needed"/>
<Entry Key="DES_TOOLTIP_EXACT_MATERIALS_DES" Val="This recipe only accepts the exact materials shown on the workbench (ie. if it shows Wood, you cannot substitute it with Elven Wood)."/>
<Entry Key="DES_TOOLTIP_CHILD_MATERIALS" Val="Substitute Materials Allowed"/>
<Entry Key="DES_TOOLTIP_CHILD_MATERIALS_DES" Val="This recipe will accept the base material and any other material that is its child (ie. if it shows Sandstone, you can also use Clay, Granite, Quartz, Obsidian or any stone composite)."/>
<Entry Key="DES_TOOLTIP_TOGGLE_RESOURCES" Val="Toggle Resources (Q)"/>
<Entry Key="DES_TOOLTIP_TOGGLE_RESOURCES_DES" Val="Show/Hide resource icons on the map."/>
<Entry Key="DES_TOOLTIP_REPORT_A_BUG" Val="Report a Bug (F8)"/>
<Entry Key="DES_TOOLTIP_REPORT_A_BUG_DES" Val="Opens up the bug reporting tool."/>
<Entry Key="DES_TOOLTIP_SHOW_BUSY" Val="Show Busy Characters"/>
<Entry Key="DES_TOOLTIP_SHOW_BUSY_DES" Val="Toggle on to see all characters, no matter if they are assign to another task or not."/>
<Entry Key="DES_TOOLTIP_FORCE_OLD_CACHE" Val="Force Old Cache"/>
<Entry Key="DES_TOOLTIP_FORCE_OLD_CACHE_DES" Val="Changes to some of the game's XML files require item cache to be rebuilt, otherwise crashes will occur. When this toggle is off, the game will rebuild the item cache every time there's a change in the XML files.\n\nSome changes however are safe (ie. localisation files) and do not require a new item cache. Set the toggle to on to force the game to use the old item cache, if it can be loaded."/>
<Entry Key="DES_TOOLTIP_DEV_CONSOLE" Val="Enable Dev Console"/>
<Entry Key="DES_TOOLTIP_DEV_CONSOLE_DES" Val="Allow access to development console in the game by pressing F2. The console can be used to trigger events and scripts on a Single Player game.\n\nNote: some events may require the player's group to be selected or they need to be attached to a roaming group to work."/>
<Entry Key="DES_TOOLTIP_AUTORESOLVE_OUTCOME1" Val="Total Defeat"/>
<Entry Key="DES_TOOLTIP_AUTORESOLVE_OUTCOME1_DES" Val="You have lost this challenge. If you fought against another group, your people will be gravely wounded."/>
<Entry Key="DES_TOOLTIP_AUTORESOLVE_OUTCOME2" Val="Victory with grave injuries"/>
<Entry Key="DES_TOOLTIP_AUTORESOLVE_OUTCOME2_DES" Val="This was a costly victory. If you fought against another group, at least one of your characters has ended up with less than 0 hit points."/>
<Entry Key="DES_TOOLTIP_AUTORESOLVE_OUTCOME3" Val="Victory with serious injuries"/>
<Entry Key="DES_TOOLTIP_AUTORESOLVE_OUTCOME3_DES" Val="You have won, but, if you fought against another group, at least one of your characters has lost a half or more of their hit points."/>
<Entry Key="DES_TOOLTIP_AUTORESOLVE_OUTCOME4" Val="Victory with injuries"/>
<Entry Key="DES_TOOLTIP_AUTORESOLVE_OUTCOME4_DES" Val="You are victorious, but, if you fought against another group, at least one of your characters has lost up to half of their hit points."/>
<Entry Key="DES_TOOLTIP_AUTORESOLVE_OUTCOME5" Val="Perfect Victory"/>
<Entry Key="DES_TOOLTIP_AUTORESOLVE_OUTCOME5_DES" Val="Your people have beaten this challenge without losing any hit points."/>
<Entry Key="DES_TOOLTIP_MODULE_NEW" Val="New Module"/>
<Entry Key="DES_TOOLTIP_MODULE_NEW_DES" Val="Create a new module file that you can then add events to."/>
<Entry Key="DES_TOOLTIP_MODULE_CLONE" Val="Clone Module"/>
<Entry Key="DES_TOOLTIP_MODULE_CLONE_DES" Val="Clone the selected module along with all events it contains."/>
<Entry Key="DES_TOOLTIP_MODULE_RENAME" Val="Rename Module"/>
<Entry Key="DES_TOOLTIP_MODULE_RENAME_DES" Val="Change the name of the selected module."/>
<Entry Key="DES_TOOLTIP_MODULE_IMPORT" Val="Import Module"/>
<Entry Key="DES_TOOLTIP_MODULE_IMPORT_DES" Val="Import text into modules. Click to see additional options."/>
<Entry Key="DES_TOOLTIP_MODULE_EXPORT" Val="Export Module"/>
<Entry Key="DES_TOOLTIP_MODULE_EXPORT_DES" Val="Export text from modules. Click to see additional options."/>
<Entry Key="DES_TOOLTIP_MODULE_TEST" Val="Test Module"/>
<Entry Key="DES_TOOLTIP_MODULE_TEST_DES" Val="Test the selected module. Output information will be saved to the GameLog.txt file."/>
<Entry Key="DES_TOOLTIP_MODULE_DELETE" Val="Delete Module"/>
<Entry Key="DES_TOOLTIP_MODULE_DELETE_DES" Val="Removes the selected module."/>
<Entry Key="DES_TOOLTIP_MODULE_ACTIVATE" Val="Activate Module"/>
<Entry Key="DES_TOOLTIP_MODULE_ACTIVATE_DES" Val="Toggle on to allow the module to be used in the game."/>
<Entry Key="DES_TOOLTIP_EVENT_ADD" Val="Add Event"/>
<Entry Key="DES_TOOLTIP_EVENT_ADD_DES" Val="Create a new event."/>
<Entry Key="DES_TOOLTIP_EVENT_CLONE" Val="Clone Event"/>
<Entry Key="DES_TOOLTIP_EVENT_CLONE_DES" Val="Clone the selected event along with all nodes it contains. The cloned event will be placed in the current module."/>
<Entry Key="DES_TOOLTIP_EVENT_CLONE_TO_MODULE" Val="Clone to Module"/>
<Entry Key="DES_TOOLTIP_EVENT_CLONE_TO_MODULE_DES" Val="Clone the selected event along with all nodes it contains into another module."/>
<Entry Key="DES_TOOLTIP_EVENT_RENAME" Val="Rename Event"/>
<Entry Key="DES_TOOLTIP_EVENT_RENAME_DES" Val="Change the name of the selected event."/>
<Entry Key="DES_TOOLTIP_EVENT_DELETE" Val="Delete Event"/>
<Entry Key="DES_TOOLTIP_EVENT_DELETE_DES" Val="Removes the selected event."/>
<Entry Key="DES_TOOLTIP_EVENT_ACTIVATE" Val="Activate Event"/>
<Entry Key="DES_TOOLTIP_EVENT_ACTIVATE_DES" Val="Toggle on to allow the event to be used in the game."/>
<Entry Key="DES_TOOLTIP_EVENT_SAVE" Val="Save Events"/>
<Entry Key="DES_TOOLTIP_EVENT_SAVE_DES" Val="Save the current state of this module."/>
<Entry Key="DES_TOOLTIP_VERSION_WARNING" Val="Version Mismatch"/>
<Entry Key="DES_TOOLTIP_VERSION_WARNING_DES" Val="This player's version of the game does not match the version used by the server. Please ensure that all players have the same build number, database version and modules. You can still try to connect, but expect errors."/>
<Entry Key="DES_TOOLTIP_VERSION_OK" Val="Versions Match"/>
<Entry Key="DES_TOOLTIP_VERSION_OK_DES" Val="All players have the same build number, database version and modules. Awesome!"/>
<Entry Key="DES_TOOLTIP_OPEN_ADVANCEMENT" Val="Advancement (R)"/>
<Entry Key="DES_TOOLTIP_OPEN_ADVANCEMENT_DES" Val="Here you can spend your hard earned Advancement Points on unlocking new materials and recipes."/>
<Entry Key="DES_TOOLTIP_DB_CURRENT" Val="Database is Current"/>
<Entry Key="DES_TOOLTIP_DB_CURRENT_DES" Val="You are using an up-to-date database."/>
<Entry Key="DES_TOOLTIP_DB_OLD" Val="Older Database"/>
<Entry Key="DES_TOOLTIP_DB_OLD_DES" Val="You are using an older database. This is ok if you plan to load an older saved game, but switch the database to current if you're starting a new game."/>
<Entry Key="DES_TOOLTIP_TURN_FINISHED" Val="Turn Finished"/>
<Entry Key="DES_TOOLTIP_TURN_FINISHED_DES" Val="This player has hit the End Turn button and is waiting for other players."/>
<Entry Key="DES_TOOLTIP_IN_CHALLENGE" Val="In Challenge"/>
<Entry Key="DES_TOOLTIP_IN_CHALLENGE_DES" Val="This player is taking part in a challenge."/>
<Entry Key="DES_TOOLTIP_IN_EVENT" Val="In Event"/>
<Entry Key="DES_TOOLTIP_IN_EVENT_DES" Val="This player is taking part in an event."/>
<Entry Key="DES_TOOLTIP_PLAYING" Val="Playing"/>
<Entry Key="DES_TOOLTIP_PLAYING_DES" Val="This player is playing their turn."/>
<Entry Key="DES_TOOLTIP_REPLACE_BUILDING" Val="Replace Building"/>
<Entry Key="DES_TOOLTIP_REPLACE_BUILDING_DES" Val="Once this building is completed, it will replace the existing building of the same type. The previous building will be recycled and you will recover a part of materials used for its construction."/>
<Entry Key="DES_TOOLTIP_SHIELDING" Val="Shielding"/>
<Entry Key="DES_TOOLTIP_SHIELDING_DES" Val="Renewable protection against regular damage. Unless the character receives True Damage, the Shielding will protect from hit point loss. Does not regenerate between rounds."/>
<Entry Key="DES_TOOLTIP_VIEW_GROUP" Val="View Group"/>
<Entry Key="DES_TOOLTIP_VIEW_GROUP_DES" Val="See all groups that participate in this event, along with their inventories."/>
<Entry Key="DES_TOOLTIP_VIEW_GROUPS" Val="Show Participating Groups"/>
<Entry Key="DES_TOOLTIP_VIEW_GROUPS_DES" Val="Show/hide names of all groups that participate in this event."/>
<Entry Key="DES_TOOLTIP_CHALLENGE_TYPE" Val="Challenge Type"/>
<Entry Key="DES_TOOLTIP_CHALLENGE_TYPE_DES" Val="These cards show in which challenge type this subskill can be used:\n\n{ICON:ChallengePhysical} - Physical Challenge\n{ICON:ChallengeMental} - Mental Challenge\n{ICON:ChallengeSpiritual} - Spiritual Challenge\n\nSome skills can be used in more than one type of challenge."/>
<Entry Key="DES_TOOLTIP_ONE_HANDED" Val="1-Handed Item"/>
<Entry Key="DES_TOOLTIP_ONE_HANDED_DES" Val="This item occupies the main hand equipment slot."/>
<Entry Key="DES_TOOLTIP_TWO_HANDED" Val="2-Handed Item"/>
<Entry Key="DES_TOOLTIP_TWO_HANDED_DES" Val="This item occupies both hands."/>
<Entry Key="DES_TOOLTIP_RAIN" Val="Rain"/>
<Entry Key="DES_TOOLTIP_RAIN_DES" Val="Reduces Visibility Range by 1 and Movement Points by 1."/>
<Entry Key="DES_TOOLTIP_SNOW" Val="Snow"/>
<Entry Key="DES_TOOLTIP_SNOW_DES" Val="Reduces Visibility Range by 1 and Movement Points by 1."/>
<Entry Key="DES_TOOLTIP_SNOWSTORM" Val="Snowstorm"/>
<Entry Key="DES_TOOLTIP_SNOWSTORM_DES" Val="Reduces Visibility Range by 3 and Movement Points by 2."/>
<Entry Key="DES_TOOLTIP_WIND" Val="Wind"/>
<Entry Key="DES_TOOLTIP_WIND_DES" Val="Increases Sea Movement Points by 2, characters lose 1 Sanity and 2 Faith each turn."/>
<Entry Key="DES_TOOLTIP_SUNNYDAY" Val="Sunny Day"/>
<Entry Key="DES_TOOLTIP_SUNNYDAY_DES" Val="50% bonus to work speed."/>
<Entry Key="DES_TOOLTIP_SCORCH" Val="Scorch"/>
<Entry Key="DES_TOOLTIP_SCORCH_DES" Val="Characters lose between 1 and 5 Health each turn when outside the village. Characters with low Health may receive a physical curse. Scorch lasts two turns."/>
<Entry Key="DES_TOOLTIP_DARKNESS" Val="Darkness"/>
<Entry Key="DES_TOOLTIP_DARKNESS_DES" Val="Characters lose between 1 and 5 Faith each turn when outside the village. Characters with low Faith may receive a spiritual curse. Darkness lasts two turns."/>
<Entry Key="DES_TOOLTIP_SEASONS" Val="Seasons"/>
<Entry Key="DES_TOOLTIP_SEASONS_DES" Val="Click to open the current season information."/>
<Entry Key="DES_TOOLTIP_THEOPEDIA" Val="Theopedia (P)"/>
<Entry Key="DES_TOOLTIP_THEOPEDIA_DES" Val="Theopedia holds information about all creatures and terrains you have encountered."/>
<Entry Key="DES_TOOLTIP_LOYALTY" Val="Factions and Loyalty (F)"/>
<Entry Key="DES_TOOLTIP_LOYALTY_DES" Val="Lists all factions and their standing towards you."/>
<Entry Key="DES_TOOLTIP_GOD_TRAITS" Val="God Traits (G)"/>
<Entry Key="DES_TOOLTIP_GOD_TRAITS_DES" Val="The god and traits you have chosen for this playthrough."/>
<Entry Key="DES_TOOLTIP_CANNOT_BUILD" Val="Building not allowed"/>
<Entry Key="DES_TOOLTIP_CANNOT_BUILD_DES" Val="Distance to another settlement is 3 or less tiles. Settlement buiding has been halted."/>
<Entry Key="DES_TOOLTIP_FUEL_WINTER" Val="Increased Fuel Usage"/>
<Entry Key="DES_TOOLTIP_FUEL_WINTER_DES" Val="It's winter, your camps and settlements use two units of fuel per turn."/>
<Entry Key="DES_TOOLTIP_SEASON_TURNS_LEFT" Val="Current Season Timer"/>
<Entry Key="DES_TOOLTIP_SEASON_TURNS_LEFT_DES" Val="Shows the number of turns until the current season ends."/>
<Entry Key="DES_TOOLTIP_PHYSICAL_VS_CHARACTERS" Val="Physical vs Characters"/>
<Entry Key="DES_TOOLTIP_PHYSICAL_VS_CHARACTERS_DES" Val="In a Physical challenge against characters you can use both skills from equipment you wear and innate. Any Health wounds sustained during the challenge will persist after the challenge ends."/>
<Entry Key="DES_TOOLTIP_MENTAL_VS_CHARACTERS" Val="Mental vs Characters"/>
<Entry Key="DES_TOOLTIP_MENTAL_VS_CHARACTERS_DES" Val="In a Mental challenge against characters you can use both skills from equipment you wear and innate. Any Sanity wounds sustained during the challenge will persist after the challenge ends."/>
<Entry Key="DES_TOOLTIP_SPIRITUAL_VS_CHARACTERS" Val="Spiritual vs Characters"/>
<Entry Key="DES_TOOLTIP_SPIRITUAL_VS_CHARACTERS_DES" Val="In a Spiritual challenge against characters you can use both skills from equipment you wear and innate. Any Faith wounds sustained during the challenge will persist after the challenge ends."/>
<Entry Key="DES_TOOLTIP_PHYSICAL_VS_CONCEPT" Val="Physical vs Concept"/>
<Entry Key="DES_TOOLTIP_PHYSICAL_VS_CONCEPT_DES" Val="In a Physical challenge against concept you can only use innate skills. Any Health wounds sustained during the challenge will be disregarded once the challenge ends."/>
<Entry Key="DES_TOOLTIP_MENTAL_VS_CONCEPT" Val="Mental vs Concept"/>
<Entry Key="DES_TOOLTIP_MENTAL_VS_CONCEPT_DES" Val="In a Mental challenge against concept you can only use innate skills. Any Sanity wounds sustained during the challenge will be disregarded once the challenge ends."/>
<Entry Key="DES_TOOLTIP_SPIRITUAL_VS_CONCEPT" Val="Spiritual vs Concept"/>
<Entry Key="DES_TOOLTIP_SPIRITUAL_VS_CONCEPT_DES" Val="In a Spiritual challenge against concept you can only use innate skills. Any Faith wounds sustained during the challenge will be disregarded once the challenge ends."/>
<Entry Key="DES_TOOLTIP_MINIMAP_MODE" Val="World/Current Island (N)"/>
<Entry Key="DES_TOOLTIP_MINIMAP_MODE_DES" Val="Switch minimap between world and island views."/>
<Entry Key="DES_TOOLTIP_DOMINATION_VICTORY" Val="Domination Victory (X)"/>
<Entry Key="DES_TOOLTIP_DOMINATION_VICTORY_DES" Val="Opens up the Domination Victory panel, where you can check which victory requirements you meet."/>
<Entry Key="DES_TOOLTIP_TASK_NO_FUEL" Val="No Fuel"/>
<Entry Key="DES_TOOLTIP_TASK_NO_FUEL_DES" Val="This group does not have enough fuel, production is slowed by 50%."/>
<Entry Key="DES_TOOLTIP_RES_IMPROVED" Val="Resource Type - Improved"/>
<Entry Key="DES_TOOLTIP_RES_IMPROVED_DES" Val="Items made from this kind of resource require more work, but are a bit lighter, faster and of slightly higher value.\nCrafting from Improved resources carries a small risk of failure and the item being Trash Quality."/>
<Entry Key="DES_TOOLTIP_RES_WILD" Val="Resource Type - Wild"/>
<Entry Key="DES_TOOLTIP_RES_WILD_DES" Val="Items made from this kind of resource require much more work, have a significantly better value and increased essence amounts.\nThe risk of failing a craft using Wild resources is significant so make sure your Craftsmen are experienced or you might end up with a Trash Quality item."/>
<Entry Key="DES_TOOLTIP_MASTERCRAFT_QUALITY_CHANCE" Val="Masterwork Quality Chance"/>
<Entry Key="DES_TOOLTIP_MASTERCRAFT_QUALITY_CHANCE_DES" Val="Shows a chance the item will be of Masterwork quality. More skilled Craftsmen are more likely to produce Masterwork quality items. Such items have increased Essence bonus."/>
<Entry Key="DES_TOOLTIP_TRASH_QUALITY_CHANCE" Val="Trash Quality Chance"/>
<Entry Key="DES_TOOLTIP_TRASH_QUALITY_CHANCE_DES" Val="Shows a chance the item will be of Trash quality. More skilled Craftsmen are less likely to produce a Trash Quality item. Such items lose the properties from Improved or Wild resources and have reduced Essence."/>
<Entry Key="DES_TOOLTIP_GROUP_POINTS" Val="Total Traits Cost"/>
<Entry Key="DES_TOOLTIP_GROUP_POINTS_DES" Val="Shows the current and maximum total cost of all traits and depends on difficulty setting."/>
<Entry Key="DES_TOOLTIP_RES_NOT_RESEARCHED" Val="Ingredient not researched"/>
<Entry Key="DES_TOOLTIP_RES_NOT_RESEARCHED_DES" Val="This ingredient has not been researched yet, so the amount of resource crafted will be smaller."/>
<Entry Key="DES_TOOLTIP_SKIP_TO_RESOLVE" Val="Skip to Resolution"/>
<Entry Key="DES_TOOLTIP_SKIP_TO_RESOLVE_DES" Val="Skip the rest of your Preparation Phase. The enemy will carry on casting their cards as normal and the Fight Phase will begin."/>
<Entry Key="DES_TOOLTIP_MASTERCRAFT_QUALITY" Val="Masterwork Quality"/>
<Entry Key="DES_TOOLTIP_MASTERCRAFT_QUALITY_DES" Val="This item is of Masterwork quality and has better attributes than a regular item of this type."/>
<Entry Key="DES_TOOLTIP_TRASH_QUALITY" Val="Trash Quality"/>
<Entry Key="DES_TOOLTIP_TRASH_QUALITY_DES" Val="This item is of Trash quality and has worse attributes than a regular item of this type."/>
<Entry Key="DES_TOOLTIP_LOGBOOK" Val="Logbook (L)"/>
<Entry Key="DES_TOOLTIP_LOGBOOK_DES" Val="Shows current and completed quests."/>
<Entry Key="DES_TOOLTIP_FAV_SHOW_POSSIBLE" Val="Show Possible"/>
<Entry Key="DES_TOOLTIP_FAV_SHOW_POSSIBLE_DES" Val="Toggle between all recipes and only those which you have enough materials for."/>
<Entry Key="DES_TOOLTIP_TRAIT_COST" Val="Trait Cost"/>
<Entry Key="DES_TOOLTIP_TRAIT_COST_DES" Val="This card has a trait cost. The total cost of all traits must be equal or lower than the maximum."/>
<Entry Key="DES_TOOLTIP_SHOW_EQUIPPED" Val="Toggle Show Equipped"/>
<Entry Key="DES_TOOLTIP_SHOW_EQUIPPED_DES" Val="Show/Hide any items equipped by your characters."/>
<Entry Key="DES_TOOLTIP_RECYCLE" Val="Toggle Recycle Mode"/>
<Entry Key="DES_TOOLTIP_RECYCLE_DES" Val="When this mode is on, click on an item to destroy it and recover a part of materials it was made of."/>
<Entry Key="DES_TOOLTIP_SHOW_PAPERDOLL" Val="Show Paperdoll"/>
<Entry Key="DES_TOOLTIP_SHOW_PAPERDOLL_DES" Val="Switch to full portrait view of a single character."/>
<Entry Key="DES_TOOLTIP_SHOW_CHAR_LIST" Val="Show Characters List"/>
<Entry Key="DES_TOOLTIP_SHOW_CHAR_LIST_DES" Val="Switch to a list showing multiple characters."/>
<Entry Key="DES_TOOLTIP_TOGGLE_ATTRIBUTES" Val="Attributes"/>
<Entry Key="DES_TOOLTIP_TOGGLE_ATTRIBUTES_DES" Val="View attributes of the selected character."/>
<Entry Key="DES_TOOLTIP_TOGGLE_SKILLS" Val="Skills and Effects"/>
<Entry Key="DES_TOOLTIP_TOGGLE_SKILLS_DES" Val="View skills and effects of the selected character."/>
<Entry Key="DES_TOOLTIP_SHOW_TAGS" Val="Tags"/>
<Entry Key="DES_TOOLTIP_SHOW_TAGS_DES" Val="View special tags of the selected character."/>
<Entry Key="DES_TOOLTIP_SHOW_NOTES" Val="Notes"/>
<Entry Key="DES_TOOLTIP_SHOW_NOTES_DES" Val="A space for custom notes."/>
<Entry Key="DES_TOOLTIP_TRANSFER_FOOD" Val="Transfer Food"/>
<Entry Key="DES_TOOLTIP_TRANSFER_FOOD_DES" Val="Use this to quickly transfer a variety of food between your groups."/>
<Entry Key="DES_TOOLTIP_GOD_POINTS_CLAIMED" Val="God Points"/>
<Entry Key="DES_TOOLTIP_GOD_POINTS_CLAIMED_DES" Val="God Points are added to your profile when opening the Game Summary screen. If you continue playing and earn more points, only the difference will be added next time."/>
<Entry Key="DES_TOOLTIP_REPLAY_VO" Val="Replay Narration"/>
<Entry Key="DES_TOOLTIP_REPLAY_VO_DES" Val="Replay the narration of the current paragraph."/>
<Entry Key="DES_TOOLTIP_MORALE" Val="Morale Gain"/>
<Entry Key="DES_TOOLTIP_MORALE_DES" Val="The amount of Morale gained from food each turn. Each character gets +1 Morale per turn for each type of food present in the group's inventory."/>
<Entry Key="DES_TOOLTIP_VILLAGE_INFO" Val="Village Information (V)"/>
<Entry Key="DES_TOOLTIP_VILLAGE_INFO_DES" Val="Opens the Village Info screen where you can see all production tasks at a glance, along with any buildings and ships in your settlement."/>
<Entry Key="DES_TOOLTIP_ISLANDS" Val="Islands"/>
<Entry Key="DES_TOOLTIP_ISLANDS_DES" Val="The world will consist of a set of islands. Each island will be a single biome and creatures from more difficult areas will not cross over."/>
<Entry Key="DES_TOOLTIP_PANGEA" Val="Pangea"/>
<Entry Key="DES_TOOLTIP_PANGEA_DES" Val="Most of the landmass will be located on a single island, but other, smaller islands are likely. One island can have more than one biome and you may be able to encounter more difficult enemies there.\n\n{COLOR:yellow}This option is recommended only for experienced players.{END_COLOR}"/>
<Entry Key="DES_TOOLTIP_SMALL" Val="Small"/>
<Entry Key="DES_TOOLTIP_SMALL_DES" Val="World Size - Small"/>
<Entry Key="DES_TOOLTIP_MEDIUM" Val="Medium"/>
<Entry Key="DES_TOOLTIP_MEDIUM_DES" Val="World Size - Medium"/>
<Entry Key="DES_TOOLTIP_LARGE" Val="Large"/>
<Entry Key="DES_TOOLTIP_LARGE_DES" Val="World Size - Large"/>
<Entry Key="DES_TOOLTIP_CURRENT_TASK" Val="Current Task"/>
<Entry Key="DES_TOOLTIP_CURRENT_TASK_DES" Val="This character is currently assigned to a task."/>
<Entry Key="DES_TOOLTIP_CHARACTERS_LIST" Val="Characters List (`)"/>
<Entry Key="DES_TOOLTIP_CHARACTERS_LIST_DES" Val="A global list of characters with the most important information available at a glance. Can be opened from anywhere."/>
<!-- LOCATIONS AND GROUPS -->
<Entry Key="DES_ENEMY_GROUP" Val="Enemy Group"/>
<Entry Key="DES_GROUP_HUMANS" Val="Humans"/>
<Entry Key="DES_GROUP_BANDITS" Val="Bandits"/>
<Entry Key="DES_GROUP_SCAVENGERS" Val="Scavengers"/>
<Entry Key="DES_GROUP_WITCH" Val="Witch"/>
<Entry Key="DES_GROUP_ELVES" Val="Elves"/>
<Entry Key="DES_GROUP_DRUID" Val="Druid"/>
<Entry Key="DES_GROUP_FERALS" Val="Ferals"/>
<Entry Key="DES_GROUP_ORCS" Val="Orcs"/>
<Entry Key="DES_GROUP_BLOODTRACKERS" Val="Bloodtrackers"/>
<Entry Key="DES_GROUP_GOBLINS" Val="Goblins"/>
<Entry Key="DES_GROUP_DWARVES" Val="Dwarves"/>
<Entry Key="DES_GROUP_STINGERS" Val="Stingers"/>
<Entry Key="DES_GROUP_SPIDERS" Val="Spiders"/>
<Entry Key="DES_GROUP_BEES" Val="Bees"/>
<Entry Key="DES_GROUP_RATS" Val="Rats"/>
<Entry Key="DES_GROUP_CRADLE_POSSUMS" Val="Cradle Possums"/>
<Entry Key="DES_GROUP_SNAKES" Val="Snakes"/>
<Entry Key="DES_GROUP_WOLVES" Val="Wolves"/>
<Entry Key="DES_GROUP_BOARS" Val="Boars"/>
<Entry Key="DES_GROUP_BATS" Val="Bats"/>
<Entry Key="DES_GROUP_CROWS" Val="Crows"/>
<Entry Key="DES_GROUP_BEARS" Val="Bears"/>
<Entry Key="DES_GROUP_SEA_BEASTS" Val="Sea Beasts"/>
<Entry Key="DES_GROUP_KRAKEN" Val="Kraken"/>
<Entry Key="DES_GROUP_BABA_YAGA" Val="Baba Yaga"/>
<Entry Key="DES_GROUP_DEMONS" Val="Demons"/>
<Entry Key="DES_GROUP_FOREST_DEMONS" Val="Forest Demons"/>
<Entry Key="DES_GROUP_NIGHT_DEMONS" Val="Night Demons"/>
<Entry Key="DES_GROUP_WATER_DEMONS" Val="Water Demons"/>
<Entry Key="DES_GROUP_ICE_DEMONS" Val="Ice Demons"/>
<Entry Key="DES_GROUP_LIGHT_DEMONS" Val="Light Demons"/>
<Entry Key="DES_GROUP_UNLIVING" Val="Unliving"/>
<Entry Key="DES_GROUP_SPIRITS" Val="Spirits"/>
<Entry Key="DES_GROUP_DRAGON" Val="Dragon"/>
<Entry Key="DES_GROUP_ZMEY" Val="Zmey"/>
<Entry Key="DES_GROUP_TROLLS" Val="Trolls"/>
<Entry Key="DES_GROUP_BEASTS_OF_DARKNESS" Val="Beasts of Darkness"/>
<Entry Key="DES_GROUP_GUARDIAN_STATUES" Val="Guardian Statues"/>
<Entry Key="DES_GROUP_NECROMANCER" Val="Necromancer"/>
<Entry Key="DES_GROUP_PHYSICAL_CONCEPT" Val="Physical Concept"/>
<Entry Key="DES_GROUP_MENTAL_CONCEPT" Val="Mental Concept"/>
<Entry Key="DES_GROUP_SPIRITUAL_CONCEPT" Val="Spiritual Concept"/>
<Entry Key="DES_FACTIONS_SLAVYANS" Val="Slavyans"/>
<Entry Key="DES_FACTIONS_SCAVENGERS" Val="Scavengers"/>
<Entry Key="DES_FACTIONS_WOODLAND_KIN" Val="Woodland Kin"/>
<Entry Key="DES_FACTIONS_EARTHBOUND" Val="Earthbound"/>
<Entry Key="DES_FACTIONS_ALPHA_CLANS" Val="Alphaclans"/>
<Entry Key="DES_FACTIONS_SPIRIT_TALKERS" Val="Spirit Talkers"/>
<Entry Key="DES_FACTIONS_LIGHTBRINGERS" Val="Lightbringers"/>
<Entry Key="DES_FACTIONS_FOREST_DEMONS" Val="Forest Demons"/>
<Entry Key="DES_FACTIONS_NIGHT_DEMONS" Val="Night Demons"/>
<Entry Key="DES_FACTIONS_WATER_DEMONS" Val="Water Demons"/>
<Entry Key="DES_FACTIONS_ICE_DEMONS" Val="Ice Demons"/>
<Entry Key="DES_FACTIONS_STINGERS" Val="Stingers"/>
<Entry Key="DES_FACTIONS_SHADOW_KIN" Val="Shadow Kin"/>
<Entry Key="DES_FACTIONS_BEASTS" Val="Beasts"/>
<Entry Key="DES_FACTIONS_WATER_BEASTS" Val="Water Beasts"/>
<Entry Key="DES_FACTIONS_MYTHICAL_WATER_BEASTS" Val="Mythical Water Beasts"/>
<Entry Key="DES_FACTIONS_BANDITS" Val="Bandits"/>
<Entry Key="DES_FACTIONS_HUMANS" Val="Humans"/>
<Entry Key="DES_FACTIONS_ELVES" Val="Elves"/>
<Entry Key="DES_FACTIONS_ORCS" Val="Orcs"/>
<Entry Key="DES_FACTIONS_GOBLINS" Val="Goblins"/>
<Entry Key="DES_FACTIONS_DWARVES" Val="Dwarves"/>
<Entry Key="DES_FACTIONS_SPIRITS" Val="Spirits"/>
<Entry Key="DES_FACTIONS_MYTHICAL" Val="Mythical"/>
<Entry Key="DES_FACTIONS_MROKI" Val="Mroki"/>
<Entry Key="DES_FACTIONS_TROLLS" Val="Trolls"/>
<Entry Key="DES_FACTIONS_ICE_TROLLS" Val="Ice Trolls"/>
<Entry Key="DES_FACTIONS_LAVA_TROLLS" Val="Lava Trolls"/>
<Entry Key="DES_FACTIONS_FOREST_DEMONS" Val="Forest Demons"/>
<Entry Key="DES_FACTIONS_DEMONS" Val="Demons"/>
<Entry Key="DES_FACTIONS_NIGHT_DEMONS" Val="Night Demons"/>
<Entry Key="DES_FACTIONS_WATER_DEMONS" Val="Water Demons"/>
<Entry Key="DES_FACTIONS_ICE_DEMONS" Val="Ice Demons"/>
<Entry Key="DES_FACTIONS_LIGHT_DEMONS" Val="Light Demons"/>
<Entry Key="DES_FACTIONS_UNLIVING" Val="Unliving"/>
<Entry Key="DES_SET_GHOST_SHIP" Val="Ghost Ship"/>
<Entry Key="DES_SET_LOOT_CHEST" Val="Loot Chest"/>
<Entry Key="DES_SET_SHACK" Val="Shack"/>
<Entry Key="DES_SET_HUT" Val="Hut"/>
<Entry Key="DES_SET_VILLAGE" Val="Village"/>
<Entry Key="DES_SET_LOOKOUT_TOWER" Val="Lookout Tower"/>
<Entry Key="DES_SET_MILL" Val="Mill"/>
<Entry Key="DES_SET_KEEP" Val="Keep"/>
<Entry Key="DES_SET_NEST" Val="Nest"/>
<Entry Key="DES_SET_GRAVEYARD" Val="Graveyard"/>
<Entry Key="DES_SET_RUINS" Val="Ruins"/>
<Entry Key="DES_SET_FLOATING_ROCK" Val="Floating Rock"/>
<Entry Key="DES_SET_POND" Val="Pond"/>
<Entry Key="DES_SET_CAVE" Val="Cave"/>
<Entry Key="DES_SET_CAVE_ENTRANCE" Val="Cave Entrance"/>
<Entry Key="DES_SET_RED_CAVE" Val="Red Cave"/>
<Entry Key="DES_SET_BIG_TREE" Val="Big Tree"/>
<Entry Key="DES_SET_WOODS" Val="Woods"/>
<Entry Key="DES_SET_BEE_NEST" Val="Bees' Nest"/>
<Entry Key="DES_SET_RAT_NEST" Val="Rats' Nest"/>
<Entry Key="DES_SET_DEMONS_CIRCLE" Val="Demons' Circle"/>
<Entry Key="DES_SET_SPIDERS_LAIR" Val="Spiders' Lair"/>
<Entry Key="DES_SET_CROW_NEST" Val="Crows' Nest"/>
<Entry Key="DES_SET_RATS_BATS_NEST" Val="Rats' and Bats' Nest"/>
<Entry Key="DES_SET_SNAKE_NEST" Val="Snakes' Nest"/>
<Entry Key="DES_SET_BEARS_NEST" Val="Bears' Lair"/>
<Entry Key="DES_SET_WOLVES_NEST" Val="Wolves' Lair"/>
<Entry Key="DES_SET_BOARS_NEST" Val="Boars' Lair"/>
<Entry Key="DES_SET_BEAST_NEST" Val="Beasts' Lair"/>
<Entry Key="DES_SET_TROLL_NEST" Val="Trolls' Lair"/>
<Entry Key="DES_SET_UNI_NEST" Val="Unlivings' Crypt"/>
<Entry Key="DES_SET_SMALL_HUT" Val="Small Hut"/>
<Entry Key="DES_SET_LARGE_HUT" Val="Large Hut"/>
<Entry Key="DES_SET_HUMAN_VILLAGE" Val="Human Village"/>
<Entry Key="DES_SET_BANDITS_LAIR" Val="Bandits' Lair"/>
<Entry Key="DES_LIGHTBRINGERS_SPAWN" Val="Lightbringers' Spawn"/>
<Entry Key="DES_SET_ORCISH_CAMP" Val="Orcish Camp"/>
<Entry Key="DES_SET_ORCISH_WARHOUSE" Val="Orcish Warhouse"/>
<Entry Key="DES_SET_ORCISH_VILLAGE" Val="Orcish Village"/>
<Entry Key="DES_SET_BOAR_TRAINGROUND" Val="Boar Training Grounds"/>
<Entry Key="DES_SET_GOBS_SCIENCE_TOWER" Val="Goblin Science Tower"/>
<Entry Key="DES_SET_GOBLIN_VILLAGE" Val="Goblin Village"/>
<Entry Key="DES_SET_ELVEN_GUARD_POST" Val="Elven Guard Post"/>
<Entry Key="DES_SET_SACRED_GROVE" Val="Sacred Grove"/>
<Entry Key="DES_SET_ELVEN_VILLAGE" Val="Elven Village"/>
<Entry Key="DES_SET_DWARVEN_RUNEFORGE" Val="Dwarven Runeforge"/>
<Entry Key="DES_SET_DWARVEN_BEER_HALL" Val="Dwarven Beer Hall"/>
<Entry Key="DES_SET_DWARVEN_VILLAGE" Val="Dwarven Village"/>
<Entry Key="DES_SET_LIGHT_VILLAGE" Val="Light-engulfed Village"/>
<Entry Key="DES_SET_FOREST_DEMONS_VILLAGE" Val="Forest Demons' Den"/>
<Entry Key="DES_SET_NIGHT_DEMONS_VILLAGE" Val="Night Demons' Mansion"/>
<Entry Key="DES_SET_WATER_DEMONS_VILLAGE" Val="Water Demons' Mere"/>
<Entry Key="DES_SET_ICE_DEMONS_VILLAGE" Val="Ice Demons' Lair"/>
<Entry Key="DES_SET_STINGERS_LAIR" Val="Stingers' Lair"/>
<Entry Key="DES_SET_SHADOW_KIN_VILLAGE" Val="Shadow Kin Hamlet"/>
<Entry Key="DES_SET_ICE_CAVE" Val="Ice Cave"/>
<Entry Key="DES_SET_CRASHED_SHIP" Val="Crashed Ship"/>
<Entry Key="DES_HUM_VILLAGE_HALLOWEEN" Val="Creapy Vilage"/>
<!-- BIOME TERRAINS -->
<Entry Key="DES_DEFAULT_MOUNTAIN" Val="Mountains"/>
<Entry Key="DES_DEFAULT_MOUNTAIN_DES" Val="Mountain ranges on the Slavyan natural lands can be a good source of resources. There are caves and quarries hidden amongst the rocks, but beware of bears or bandits in the lairs. Although trolls are unlikely to dwell here, their offspring, the rockers are more common."/>
<Entry Key="DES_DEFAULT_HILL" Val="Hills"/>
<Entry Key="DES_DEFAULT_HILL_DES" Val="Although not as steep as mountains, hills can provide hideouts for many dangerous creatures of Thea, but you can also discover caves and quarries ripe for exploring."/>
<Entry Key="DES_DEFAULT_SWAMP" Val="Swamps"/>
<Entry Key="DES_DEFAULT_SWAMP_DES" Val="Swamps have always attracted dark creatures and mischievous demons, as well as swampers, so one should always remain on guard when trying to brave a swamp."/>
<Entry Key="DES_DEFAULT_PLAINS" Val="Plains"/>
<Entry Key="DES_DEFAULT_PLAINS_DES" Val="Plains stretch throughout the land and are one of the most common land types. Beware of field demons who favour this terrain."/>
<Entry Key="DES_DEFAULT_DESERT" Val="Dryland"/>
<Entry Key="DES_DEFAULT_DESERT_DES" Val="Dryland is often the remnant of the light burning away all that stood in its way. It is typically a barren terrain, deserts filled with nothing but sand, although abandoned ruins or cemeteries are not uncommon. Beware of dirt storms or quicksand."/>
<Entry Key="DES_DEFAULT_FOREST" Val="Forest"/>
<Entry Key="DES_DEFAULT_FOREST_DES" Val="Forests have been slowly regaining their strength after the darkness many ages ago. They can be the lifesaving source of wood, but beware of forest guardians who may not take kindly to your presence."/>
<Entry Key="DES_DARKNESS_MOUNTAIN" Val="Darkness Mountains"/>
<Entry Key="DES_DARKNESS_MOUNTAIN_DES" Val="Mountain ranges in the lands of darkness are often places of safe haven from the black mist that plagues the lowlands, or so many hope. That hope often proves futile when one is faced with the mroki, who have an affinity for mountain tops."/>
<Entry Key="DES_DARKNESS_HILL" Val="Darkness Hills"/>
<Entry Key="DES_DARKNESS_HILL_DES" Val="In the lands swept up by gusts of the black mist, a remnant of darker times, hillsides can quickly become treacherous. You may find old quarries and hidden caves here, but beware of what may lurk within."/>
<Entry Key="DES_DARKNESS_SWAMP" Val="Darkness Swamps"/>
<Entry Key="DES_DARKNESS_SWAMP_DES" Val="Swamps of Darkness - ordinary swamps are considered gloomy, odd places filled with dangers lurking in the mist. But when you find yourself on the swamps of darkness, that seems like a kind description. "/>
<Entry Key="DES_DARKNESS_PLAINS" Val="Darkness Plains"/>
<Entry Key="DES_DARKNESS_PLAINS_DES" Val="Plains of Darkness are filled with the bones of creatures who fell to the dread of the black mist. For reasons unknown the dark force lingers here and continues to diminish any chance of these plains blooming again."/>
<Entry Key="DES_DARKNESS_DESERT" Val="Darkness Dryland"/>
<Entry Key="DES_DARKNESS_DESERT_DES" Val="In the lands ravaged by darkness, dryland remain as a reminder of its destructive force. No life can truly thrive here, at least not one that isn't filled with the dangerous force. It is perhaps the reason for the banished shadow elves and their new kin, the mroki to favour such terrain and call it theirs."/>
<Entry Key="DES_DARKNESS_FOREST" Val="Darkness Forest"/>
<Entry Key="DES_DARKNESS_FOREST_DES" Val="Forests of Darkness are unusual places. The trees remain twisted with the taint, turning them into dark wood, or simply hollow husks. More likely than green oaks are great, towering fungal growths, glowing in unhealthy colours in the night. This is likely why many goblin tribes decided to settle here. "/>
<Entry Key="DES_ICY_MOUNTAIN" Val="Ice Mountains"/>
<Entry Key="DES_ICY_MOUNTAIN_DES" Val="The icy peaks of the moutain ranges on these lands are as treacherous as they are lonely. Here the dziad mroz and his grandauthers the sniezynki hold dominion and they do not like visitors."/>
<Entry Key="DES_ICY_HILL" Val="Ice Hills"/>
<Entry Key="DES_ICY_HILL_DES" Val="Icy hillsides may look pretty with the calm, blanket of snow wrapped around every curve. But beware of the old ruins, abandoned caves where only the heartless creatures of the ice, or long forgotten spirits of old dwell."/>
<Entry Key="DES_ICY_SWAMP" Val="Ice Swamps"/>
<Entry Key="DES_ICY_SWAMP_DES" Val="Ice swamps are an odd phenomenon. Despite the ever-low temperature, the earth here remains hot and thus creates these pockets of quicksand and mud hidden beneath the ice. Beware, ice trolls are just as likely to dwell here as their kinder cousins from the mud."/>
<Entry Key="DES_ICY_PLAINS" Val="Ice Plains"/>
<Entry Key="DES_ICY_PLAINS_DES" Val="In these quiet, lonesome lands, the ice plains can stretch for miles. Occasionally, one can encounter ruins of old cities, frozen in time and often guarded by the lost spirits of their once inhabitants."/>
<Entry Key="DES_ICY_DESERT" Val="Ice Drylands"/>
<Entry Key="DES_ICY_DESERT_DES" Val="Icy drylands, like the ice plains, can stretch to the horizon. Although this land is devoid of life, you may still find stray beasts here and they will surely be looking for their next meal, any meal."/>
<Entry Key="DES_ICY_FOREST" Val="Ice Forest"/>
<Entry Key="DES_ICY_FOREST_DES" Val="The frozen forests of the icy land are beautiful in their own right. Ice demons, ruled by the dziad mroz, will sometimes choose the forests as their frozen home. One should be very careful to visit such dwellings, as creatures of the ice do not like the warm blooded much."/>
<Entry Key="DES_VOLCANIC_MOUNTAIN" Val="Volcanic Mountains"/>
<Entry Key="DES_VOLCANIC_MOUNTAIN_DES" Val="Volcanic Mountains stick out of the land like protruding black claws of a fire beast. Ash clouds, lava pits and eruptions are only the tip of the fire mount. Lava trolls favour the mountains as their domain, and they are amongst the most aggressive of their kind."/>
<Entry Key="DES_VOLCANIC_HILL" Val="Volcanic Hills"/>
<Entry Key="DES_VOLCANIC_HILL_DES" Val="Vulcanic hillsides are ash-covered mounds filled with treacherous lava pits and roming bands of orc bandits."/>
<Entry Key="DES_VOLCANIC_SWAMP" Val="Volcanic Swamps"/>
<Entry Key="DES_VOLCANIC_SWAMP_DES" Val="Volcanic Swamps are steaming hot-spots. Orc clans use them as scorching bathhouses, although it is not a recommended holiday spot for any other folk."/>
<Entry Key="DES_VOLCANIC_PLAINS" Val="Volcanic Plains"/>
<Entry Key="DES_VOLCANIC_PLAINS_DES" Val="Filled with scorched grass and ash covered fields, it is not easy to be a farmer on the volcanic lands, this is probably why most orc clans live from raiding."/>
<Entry Key="DES_VOLCANIC_DESERT" Val="Volcanic Dryland"/>
<Entry Key="DES_VOLCANIC_DESERT_DES" Val="Drylands are the staple terrain of the volcanic lands. Cracked earth, steaming hot-spots and lava pits. Occasionally, one can find the scorched ruins of old cities, or burial grounds for warriors fallen in some great battle."/>
<Entry Key="DES_VOLCANIC_FOREST" Val="Volcanic Forest"/>
<Entry Key="DES_VOLCANIC_FOREST_DES" Val="The eleves would not call these burned out husks trees nor the ash-covered groupings of the husks as forests, but this is what the volcanic land has to offer. If any live trees do survive and thrive on this harsh soil, they are to be admired."/>
<Entry Key="DES_ANCIENT_MOUNTAIN" Val="Ancient Forest Mountains"/>
<Entry Key="DES_ANCIENT_MOUNTAIN_DES" Val="The green mountain tops on the ancient forest lands are often referred to as sleeping giants by the elder kin. But is this is a metaphor to describe their grandeur and shape, or a factual description?"/>
<Entry Key="DES_ANCIENT_HILL" Val="Ancient Forest Hills"/>
<Entry Key="DES_ANCIENT_HILL_DES" Val="Evergreen mounds filled with exotic plants and hidden alcoves. Damage done by the darkness in the past and the scorching light since the Shattering diminished the plenitude, but these hills remain a sight of beauty."/>
<Entry Key="DES_ANCIENT_SWAMP" Val="Ancient Forest Swamps"/>
<Entry Key="DES_ANCIENT_SWAMP_DES" Val="The swamps on this ancient land are old and mysterious. Many creatures unwanted in the main forest seek refuge here, so travellers should remain wary."/>
<Entry Key="DES_ANCIENT_PLAINS" Val="Ancient Forest Plains"/>
<Entry Key="DES_ANCIENT_PLAINS_DES" Val="The plains of the ancient forest lands area a mesmerising display of exotic plant life and exuberant colours. The bed of flowers creates a sweet smell that can make you forget how dangerous the world is."/>
<Entry Key="DES_ANCIENT_DESERT" Val="Ancient Forest Drylands"/>
<Entry Key="DES_ANCIENT_DESERT_DES" Val="In the old days there would be no dryland where the elder races dwell. But the devastation of the days of darkness and now the scorching infestation of the light have left their ugly mark."/>
<Entry Key="DES_ANCIENT_FOREST" Val="Ancient Forest Woodland"/>
<Entry Key="DES_ANCIENT_FOREST_DES" Val="The woodland is of course the heart and soul of the ancient forest. Treelines soaring sky-high dwarf anyone who walks amongst them. These old woodlands are home not only to the elven folk, but also to the most revered forest demons who remain vigilant in protecting this last true haven of nature."/>
<Entry Key="DES_METALLIC_MOUNTAIN" Val="Metallic Mountains"/>
<Entry Key="DES_METALLIC_MOUNTAIN_DES" Val="Metallic Mountains are the new surface home of the dwarves, who now call themselves the Earthbound, to remember that one day they must return to their true abode. These mountains are steep and ravelled with tunnels and caves. Rock trolls and dragons also favour them as their lair."/>
<Entry Key="DES_METALLIC_HILL" Val="Metallic Hills"/>
<Entry Key="DES_METALLIC_HILL_DES" Val="Metallic lands came to being after the Shattering threw out the home of the dwarves onto the surface. As such, the hills here are an odd amalgamation of stone and metal. You can come across ruins of the dwarven cities that fell long ago, or the sacred burial grounds spit out onto the surface."/>
<Entry Key="DES_METALLIC_SWAMP" Val="Metallic Swamps"/>
<Entry Key="DES_METALLIC_SWAMP_DES" Val="Swamps and quicksand are ever a dangerous place for wanderers, but in the lands of metal and stone they can be an interesting sight, with metallic water surfaces and stone shrubbery."/>
<Entry Key="DES_METALLIC_PLAINS" Val="Metallic Plains"/>
<Entry Key="DES_METALLIC_PLAINS_DES" Val="In the harsh lands of metal and stone, the plains are grey and solemn as if grass itself decided to toughen up and show a true dwarven spirit."/>
<Entry Key="DES_METALLIC_DESERT" Val="Metallic Drylands"/>
<Entry Key="DES_METALLIC_DESERT_DES" Val="While drylands and steppes in other lands are often seen as wastelands, here they are valued for their occasional source of good stone."/>
<Entry Key="DES_METALLIC_FOREST" Val="Metallic Forest"/>
<Entry Key="DES_METALLIC_FOREST_DES" Val="Dwarves are not fond of woodlands and their homeland seems to share this sentiment. Trees here are scarce, and more often than not their bark becomes infested with a metallic tinge, or a stone sickness that prevents growth."/>
<Entry Key="DES_GROUP" Val="Group"/>
<Entry Key="DES_SPACE" Val=" "/>
<!-- PROCEDURAL GENERATED ITEMS-->
<Entry Key="DES_ELEMENTAL" Val="Elemental"/>
<Entry Key="DES_LEGENDARY" Val="Legendary"/>
<Entry Key="DES_SKILL_WEAPON_SKILL" Val="Weapon"/>
<Entry Key="DES_SKILL_WEAPON_SKILL_DES" Val="Standard weapon skill. Its effect will trigger when it is used for attack during Fight Turns."/>
<Entry Key="DES_SKILL_ARMOUR_SKILL" Val="Armour"/>
<Entry Key="DES_SKILL_ARMOUR_SKILL_DES" Val="Standard armour skill. Passively increases Shielding."/>
<Entry Key="DES_SKILL_SHIELD_SKILL" Val="Shield"/>
<Entry Key="DES_SKILL_SHIELD_SKILL_DES" Val="Standard shield skill. Passively increases Shielding but can be used to increase Shielding of another ally."/>
<Entry Key="DES_SUBSKILL_WEAPON_ATTACK" Val="Weapon Attack"/>
<Entry Key="DES_SUBSKILL_WEAPON_ATTACK_DES" Val="A normal weapon attack. Each weapon type may have different target, trigger and damage effects so check the icons to learn more."/>
<Entry Key="DES_TUT_SUBSKILL_DEFAULT_AXE" Val="Axe Chop"/>
<Entry Key="DES_TUT_SUBSKILL_DEFAULT_AXE_DES" Val="Melee attack, targets a single enemy closest to you."/>
</LOC_LIBRARY-DES>
</DATABASE_DES_LOCALIZATION-NO_HSH>