Data:Lang en.json: Difference between revisions

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DeadBot v0.3.0-beta.24-5768
Deadbot (talk | contribs)
DeadBot v0.3.0-beta.24-5768
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"Citadel_Synth_HeroTag_3": "Frogs",
"Citadel_Synth_HeroTag_3": "Frogs",
"Citadel_Team1_Name": "The Amber Hand",
"Citadel_Team1_Name": "The Amber Hand",
"Citadel_Team1_Name_Uppercase:n": "THE AMBER HAND",
"Citadel_Team1_Name_Uppercase": "THE AMBER HAND",
"Citadel_Team2_Name": "The Sapphire Flame",
"Citadel_Team2_Name": "The Sapphire Flame",
"Citadel_Team2_Name_Uppercase:n": "THE SAPPHIRE FLAME",
"Citadel_Team2_Name_Uppercase": "THE SAPPHIRE FLAME",
"Citadel_TeamMsg_BossKilledMessage": "DESTROYED",
"Citadel_TeamMsg_BossKilledMessage": "DESTROYED",
"Citadel_TeamMsg_BossKilledTitle": "Your {s:lane_color} Tier {i:boss_tier}",
"Citadel_TeamMsg_BossKilledTitle": "Your {s:lane_color} Tier {i:boss_tier}",
Line 6,252: Line 6,252:
"ability_abort_cast": "Abort",
"ability_abort_cast": "Abort",
"ability_afterburn": "Afterburn",
"ability_afterburn": "Afterburn",
"ability_afterburn/modifier_afterburn_watcher/modifier_afterburn_dot": "Burning from Afterburn",
"ability_afterburn_SpiritSteal_AMP": "Afterburn Damage Amp",
"ability_afterburn_SpiritSteal_AMP": "Afterburn Damage Amp",
"ability_afterburn_burn_header": "Burn Effect:",
"ability_afterburn_burn_header": "Burn Effect:",
Line 6,278: Line 6,277:
"ability_blood_bomb_t3_desc": "Bombs leave a toxic mess on the ground, dealing \u003Cspan class=\"highlight\"\u003E26%\u003C/span\u003E of the original \u003Cspan class=\"highlight\"\u003Edamage per second\u003C/span\u003E, for \u003Cspan class=\"highlight\"\u003E6s\u003C/span\u003E.",
"ability_blood_bomb_t3_desc": "Bombs leave a toxic mess on the ground, dealing \u003Cspan class=\"highlight\"\u003E26%\u003C/span\u003E of the original \u003Cspan class=\"highlight\"\u003Edamage per second\u003C/span\u003E, for \u003Cspan class=\"highlight\"\u003E6s\u003C/span\u003E.",
"ability_blood_shards": "Malice",
"ability_blood_shards": "Malice",
"ability_blood_shards/modifier_blood_shard_debuff": "Malice",
"ability_blood_shards_amplification": "Malice Amplification",
"ability_blood_shards_amplification": "Malice Amplification",
"ability_blood_shards_desc": "\u003Cspan class=\"highlight\"\u003ESacrifice some of your health\u003C/span\u003E to launch blood shards that apply a stack of Malice. Each stack \u003Cspan class=\"highlight\"\u003Eslows\u003C/span\u003E the victim and \u003Cspan class=\"highlight\"\u003Eincreases the damage\u003C/span\u003E they take from you. The slow effect decreases over time.",
"ability_blood_shards_desc": "\u003Cspan class=\"highlight\"\u003ESacrifice some of your health\u003C/span\u003E to launch blood shards that apply a stack of Malice. Each stack \u003Cspan class=\"highlight\"\u003Eslows\u003C/span\u003E the victim and \u003Cspan class=\"highlight\"\u003Eincreases the damage\u003C/span\u003E they take from you. The slow effect decreases over time.",
Line 6,287: Line 6,285:
"ability_boho_bouncyprojectile_desc": "Throw a projectile that bounces between targets, dealing {g:citadel_inline_attribute:'SpiritDamage'}. \u003Cbr\u003E\u003Cbr\u003EIf there are no enemies nearby Skipshot will instead bounce off of Boho, \u003Cspan class=\"highlight\"\u003Ereducing its cooldown\u003C/span\u003E.",
"ability_boho_bouncyprojectile_desc": "Throw a projectile that bounces between targets, dealing {g:citadel_inline_attribute:'SpiritDamage'}. \u003Cbr\u003E\u003Cbr\u003EIf there are no enemies nearby Skipshot will instead bounce off of Boho, \u003Cspan class=\"highlight\"\u003Ereducing its cooldown\u003C/span\u003E.",
"ability_boho_damageshare": "Intertwine",
"ability_boho_damageshare": "Intertwine",
"ability_boho_damageshare/damageshare": "Weave Fate",
"ability_boho_damageshare_desc": "Enemies hit by {g:citadel_inline_attribute:'SpiritDamage'} are \u003Cspan class=\"highlight\"\u003Elinked\u003C/span\u003E to other \u003Cspan class=\"highlight\"\u003Elinked\u003C/span\u003E enemies, sharing a portion of incoming damage as {g:citadel_inline_attribute:'BonusSpiritDamage'}.",
"ability_boho_damageshare_desc": "Enemies hit by {g:citadel_inline_attribute:'SpiritDamage'} are \u003Cspan class=\"highlight\"\u003Elinked\u003C/span\u003E to other \u003Cspan class=\"highlight\"\u003Elinked\u003C/span\u003E enemies, sharing a portion of incoming damage as {g:citadel_inline_attribute:'BonusSpiritDamage'}.",
"ability_boho_doublehit": "Swish",
"ability_boho_doublehit": "Swish",
"ability_boho_doublehit/buff": "Swish",
"ability_boho_doublehit_desc": "Swing twice, dealing {g:citadel_inline_attribute:'SpiritDamage'} to targets in front. \u003Cbr\u003E\u003Cbr\u003EHits against heroes grant {g:citadel_inline_attribute:'BonusMoveSpeed'} and stacking {g:citadel_inline_attribute:'CombatBarrier'}.",
"ability_boho_doublehit_desc": "Swing twice, dealing {g:citadel_inline_attribute:'SpiritDamage'} to targets in front. \u003Cbr\u003E\u003Cbr\u003EHits against heroes grant {g:citadel_inline_attribute:'BonusMoveSpeed'} and stacking {g:citadel_inline_attribute:'CombatBarrier'}.",
"ability_bounce_pad": "Bounce Pad",
"ability_bounce_pad": "Bounce Pad",
"ability_bounce_pad/speed_on_land": "Move Speed",
"ability_bounce_pad_desc": "Drop a bounce pad in the world that \u003Cspan class=\"highlight\"\u003Elaunches any hero\u003C/span\u003E. \u003Cbr\u003E\u003Cbr\u003EYou \u003Cspan class=\"highlight\"\u003Eexplode\u003C/span\u003E on landing, dealing \u003CPanel class=\"AbilityPropertyIcon prop_tech_damage\"\u003E \u003Cspan class=\"highlight_spirit\"\u003EDamage\u003C/span\u003E to any nearby enemies. The explosion can only occur once per Bounce Pad.",
"ability_bounce_pad_desc": "Drop a bounce pad in the world that \u003Cspan class=\"highlight\"\u003Elaunches any hero\u003C/span\u003E. \u003Cbr\u003E\u003Cbr\u003EYou \u003Cspan class=\"highlight\"\u003Eexplode\u003C/span\u003E on landing, dealing \u003CPanel class=\"AbilityPropertyIcon prop_tech_damage\"\u003E \u003Cspan class=\"highlight_spirit\"\u003EDamage\u003C/span\u003E to any nearby enemies. The explosion can only occur once per Bounce Pad.",
"ability_bounce_pad_quip": "Send yourself and others flying",
"ability_bounce_pad_quip": "Send yourself and others flying",
Line 6,300: Line 6,295:
"ability_bounce_pad_t3_desc": "\u003Cspan class=\"highlight\"\u003E+75\u003C/span\u003E Stomp Damage. Improve Spirit scaling",
"ability_bounce_pad_t3_desc": "\u003Cspan class=\"highlight\"\u003E+75\u003C/span\u003E Stomp Damage. Improve Spirit scaling",
"ability_bullet_flurry": "Bullet Dance",
"ability_bullet_flurry": "Bullet Dance",
"ability_bullet_flurry/modifier_citadel_bullet_flurry": "Bullet Flurry",
"ability_bullet_flurry_desc": "Enter a flurry, \u003Cspan class=\"highlight\"\u003Efiring your weapon\u003C/span\u003E at nearby enemies with \u003Cspan class=\"highlight\"\u003Eperfect accuracy\u003C/span\u003E and added \u003Cspan class=\"highlight\"\u003EBullet Damage.\u003C/span\u003E",
"ability_bullet_flurry_desc": "Enter a flurry, \u003Cspan class=\"highlight\"\u003Efiring your weapon\u003C/span\u003E at nearby enemies with \u003Cspan class=\"highlight\"\u003Eperfect accuracy\u003C/span\u003E and added \u003Cspan class=\"highlight\"\u003EBullet Damage.\u003C/span\u003E",
"ability_bullet_flurry_quip": "Unleash a flurry of bullets around you",
"ability_bullet_flurry_quip": "Unleash a flurry of bullets around you",
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"ability_burrow_t3_desc": "\u003Cspan class=\"highlight\"\u003E-19.0\u003C/span\u003E Cooldown and \u003Cspan class=\"highlight\"\u003E+2m/s\u003C/span\u003E Move Speed",
"ability_burrow_t3_desc": "\u003Cspan class=\"highlight\"\u003E-19.0\u003C/span\u003E Cooldown and \u003Cspan class=\"highlight\"\u003E+2m/s\u003C/span\u003E Move Speed",
"ability_cadence_burstaura": "Upswing",
"ability_cadence_burstaura": "Upswing",
"ability_cadence_burstaura/modifier_burstaura": "Upswing",
"ability_cadence_charm": "Stolen Glance",
"ability_cadence_charm": "Stolen Glance",
"ability_cadence_charm/modifier_charm": "Charmed",
"ability_cadence_charm/modifier_mark": "Tempted...",
"ability_cadence_charm_desc": "Glance in a target direction, dealing \u003Cspan class=\"highlight_spirit\"\u003EDamage\u003C/span\u003E \u003CPanel class=\"AbilityPropertyIcon prop_tech_damage\"\u003E to the first enemy hit and \u003Cspan class=\"highlight\"\u003Emarking\u003C/span\u003E them.\u003Cbr\u003E\u003Cbr\u003EIf the victim was already \u003Cspan class=\"highlight\"\u003Emarked\u003C/span\u003E, they instead take additional \u003Cspan class=\"highlight_spirit\"\u003EDamage\u003C/span\u003E \u003CPanel class=\"AbilityPropertyIcon prop_tech_damage\"\u003E and become \u003Cspan class=\"highlight\"\u003ECharmed\u003C/span\u003E.\u003Cbr\u003E\u003Cbr\u003E\u003Cspan class=\"diminish\"\u003ECharmed enemies are forced to run towards you, but at reduced speeds.\u003C/span\u003E",
"ability_cadence_charm_desc": "Glance in a target direction, dealing \u003Cspan class=\"highlight_spirit\"\u003EDamage\u003C/span\u003E \u003CPanel class=\"AbilityPropertyIcon prop_tech_damage\"\u003E to the first enemy hit and \u003Cspan class=\"highlight\"\u003Emarking\u003C/span\u003E them.\u003Cbr\u003E\u003Cbr\u003EIf the victim was already \u003Cspan class=\"highlight\"\u003Emarked\u003C/span\u003E, they instead take additional \u003Cspan class=\"highlight_spirit\"\u003EDamage\u003C/span\u003E \u003CPanel class=\"AbilityPropertyIcon prop_tech_damage\"\u003E and become \u003Cspan class=\"highlight\"\u003ECharmed\u003C/span\u003E.\u003Cbr\u003E\u003Cbr\u003E\u003Cspan class=\"diminish\"\u003ECharmed enemies are forced to run towards you, but at reduced speeds.\u003C/span\u003E",
"ability_cadence_desc2": "",
"ability_cadence_desc2": "",
"ability_cadence_tempo_bullet": "Tempo",
"ability_cadence_tempo_bullet": "Tempo",
"ability_cadence_tempo_bullet/modifier_tempo_bullet": "Tempo",
"ability_cadence_tempo_bullet_desc": "Casting an ability empowers your next  \u003Cspan class=\"highlight\"\u003E{s:MaxProcCount} bullets\u003C/span\u003E. Empowered bullets deal bonus \u003Cspan class=\"highlight_spirit\"\u003EDamage\u003C/span\u003E \u003CPanel class=\"AbilityPropertyIcon prop_tech_damage\"\u003E and reduce all your \u003Cspan class=\"highlight\"\u003ECooldowns\u003C/span\u003E \u003CPanel class=\"AbilityPropertyIcon prop_cooldown\"\u003E .",
"ability_cadence_tempo_bullet_desc": "Casting an ability empowers your next  \u003Cspan class=\"highlight\"\u003E{s:MaxProcCount} bullets\u003C/span\u003E. Empowered bullets deal bonus \u003Cspan class=\"highlight_spirit\"\u003EDamage\u003C/span\u003E \u003CPanel class=\"AbilityPropertyIcon prop_tech_damage\"\u003E and reduce all your \u003Cspan class=\"highlight\"\u003ECooldowns\u003C/span\u003E \u003CPanel class=\"AbilityPropertyIcon prop_cooldown\"\u003E .",
"ability_cancel_channel": "End Channel",
"ability_cancel_channel": "End Channel",
Line 6,345: Line 6,335:
"ability_death_tax_t3_desc": "Increase Spirit Power by \u003Cspan class=\"highlight\"\u003E{s:TechPowerAmpBonus}\u003C/span\u003E for \u003Cspan class=\"highlight\"\u003E{s:TechPowerAmpBonusDuration}s\u003C/span\u003E when a marked enemy dies.  Stacks up to \u003Cspan class=\"highlight\"\u003E{s:TechPowerAmpBonusMaxStacks}\u003C/span\u003E times.",
"ability_death_tax_t3_desc": "Increase Spirit Power by \u003Cspan class=\"highlight\"\u003E{s:TechPowerAmpBonus}\u003C/span\u003E for \u003Cspan class=\"highlight\"\u003E{s:TechPowerAmpBonusDuration}s\u003C/span\u003E when a marked enemy dies.  Stacks up to \u003Cspan class=\"highlight\"\u003E{s:TechPowerAmpBonusMaxStacks}\u003C/span\u003E times.",
"ability_digger_mudshield": "Mud Shield",
"ability_digger_mudshield": "Mud Shield",
"ability_digger_mudshield/mudshield_modifier": "Mud Shield",
"ability_digger_mudshield_desc": "Gain \u003Cspan class=\"highlight\"\u003EBullet Shield\u003C/span\u003E, and  \u003Cspan class=\"highlight\"\u003Ereduce incoming bullet damage\u003C/span\u003E. After \u003Cspan class=\"highlight\"\u003E{s:ShieldDuration}s\u003C/span\u003E or if the ability is reactivated, the shield explodes, dealing  \u003Cspan class=\"highlight\"\u003Edamage based on the remaining shield\u003C/span\u003E.",
"ability_digger_mudshield_desc": "Gain \u003Cspan class=\"highlight\"\u003EBullet Shield\u003C/span\u003E, and  \u003Cspan class=\"highlight\"\u003Ereduce incoming bullet damage\u003C/span\u003E. After \u003Cspan class=\"highlight\"\u003E{s:ShieldDuration}s\u003C/span\u003E or if the ability is reactivated, the shield explodes, dealing  \u003Cspan class=\"highlight\"\u003Edamage based on the remaining shield\u003C/span\u003E.",
"ability_empowerbullet": "Sleight of Hand",
"ability_empowerbullet": "Sleight of Hand",
"ability_empowerbullet/empowerbullet_watcher": "Empowered Round",
"ability_empowerbullet_desc": "Performing a \u003Cspan class=\"highlight\"\u003EDash or Slide\u003C/span\u003E loads your weapon with an \u003Cspan class=\"highlight\"\u003Eempowered bullet\u003C/span\u003E that deals bonus \u003CPanel class=\"AbilityPropertyIcon prop_tech_damage\"\u003E \u003Cspan class=\"highlight_spirit\"\u003EDamage\u003C/span\u003E, equal to a percentage of your \u003CPanel class=\"AbilityPropertyIcon prop_bullet_damage\"\u003E \u003Cspan class=\"highlight_weapon\"\u003EWeapon Damage\u003C/span\u003E.\u003Cbr\u003E\u003Cbr\u003E\u003Cspan class=\"diminish\"\u003EIf you're out of bullets, you'll find an extra one. How lucky.\u003C/span\u003E",
"ability_empowerbullet_desc": "Performing a \u003Cspan class=\"highlight\"\u003EDash or Slide\u003C/span\u003E loads your weapon with an \u003Cspan class=\"highlight\"\u003Eempowered bullet\u003C/span\u003E that deals bonus \u003CPanel class=\"AbilityPropertyIcon prop_tech_damage\"\u003E \u003Cspan class=\"highlight_spirit\"\u003EDamage\u003C/span\u003E, equal to a percentage of your \u003CPanel class=\"AbilityPropertyIcon prop_bullet_damage\"\u003E \u003Cspan class=\"highlight_weapon\"\u003EWeapon Damage\u003C/span\u003E.\u003Cbr\u003E\u003Cbr\u003E\u003Cspan class=\"diminish\"\u003EIf you're out of bullets, you'll find an extra one. How lucky.\u003C/span\u003E",
"ability_empowerbullet_t1_desc": "Gain \u003Cspan class=\"highlight\"\u003E+{s:BonusMoveSpeed} m/s\u003C/span\u003E Move Speed while empowered",
"ability_empowerbullet_t1_desc": "Gain \u003Cspan class=\"highlight\"\u003E+{s:BonusMoveSpeed} m/s\u003C/span\u003E Move Speed while empowered",
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"ability_explosive_trap_t3_desc": "Bomb throw range \u003Cspan class=\"highlight\"\u003E+{s:ProjectileSpeedBonus}%\u003C/span\u003E and damage \u003Cspan class=\"highlight\"\u003E+{s:Damage}\u003C/span\u003E",
"ability_explosive_trap_t3_desc": "Bomb throw range \u003Cspan class=\"highlight\"\u003E+{s:ProjectileSpeedBonus}%\u003C/span\u003E and damage \u003Cspan class=\"highlight\"\u003E+{s:Damage}\u003C/span\u003E",
"ability_fire_bomb": "Concussive Combustion",
"ability_fire_bomb": "Concussive Combustion",
"ability_fire_bomb/modifier_progressbar": "Harnessing Power",
"ability_fire_bomb_desc": "Become a living bomb, dealing {g:citadel_inline_attribute:'SpiritDamage'} and applying {g:citadel_inline_attribute:'Stun'} to all nearby enemies after a delay.\u003Cbr\u003E\u003Cbr\u003E\u003Cspan class=\"diminish\"\u003EOnce cast, Concussive Combustion cannot be interrupted.\u003C/span\u003E",
"ability_fire_bomb_desc": "Become a living bomb, dealing {g:citadel_inline_attribute:'SpiritDamage'} and applying {g:citadel_inline_attribute:'Stun'} to all nearby enemies after a delay.\u003Cbr\u003E\u003Cbr\u003E\u003Cspan class=\"diminish\"\u003EOnce cast, Concussive Combustion cannot be interrupted.\u003C/span\u003E",
"ability_fire_bomb_quip": "Stun all nearby enemies after a short delay",
"ability_fire_bomb_quip": "Stun all nearby enemies after a short delay",
Line 6,374: Line 6,361:
"ability_golden_idol": "Drop Soul Urn",
"ability_golden_idol": "Drop Soul Urn",
"ability_gravity_lasso": "Spirit Lasso",
"ability_gravity_lasso": "Spirit Lasso",
"ability_gravity_lasso/modifier_citadel_gravity_lasso_enemy": "Spirit Lasso",
"ability_gravity_lasso/modifier_citadel_gravity_lasso_self": "Spirit Lasso",
"ability_gravity_lasso_desc": "Throw out your lasso, dealing {g:citadel_inline_attribute:'SpiritDamage'}, {g:citadel_inline_attribute:'Pulling'}, and applying {g:citadel_inline_attribute:'Stun'}.\u003Cbr\u003EUsing a Bounce Pad extends the duration of Spirit Lasso.",
"ability_gravity_lasso_desc": "Throw out your lasso, dealing {g:citadel_inline_attribute:'SpiritDamage'}, {g:citadel_inline_attribute:'Pulling'}, and applying {g:citadel_inline_attribute:'Stun'}.\u003Cbr\u003EUsing a Bounce Pad extends the duration of Spirit Lasso.",
"ability_gravity_lasso_quip": "Grab an enemy and drag them behind you",
"ability_gravity_lasso_quip": "Grab an enemy and drag them behind you",
Line 6,385: Line 6,370:
"ability_gunslinger_demon_carbine_desc": "Load your weapon with demonic rounds. After a delay, you empower your next shots to deal bonus damage and penetrate enemies.",
"ability_gunslinger_demon_carbine_desc": "Load your weapon with demonic rounds. After a delay, you empower your next shots to deal bonus damage and penetrate enemies.",
"ability_gunslinger_salvo": "Demontrigger Blitz",
"ability_gunslinger_salvo": "Demontrigger Blitz",
"ability_gunslinger_salvo/gunslinger_salvo_warning_modifier": "Take Cover..!",
"ability_gunslinger_salvo_desc": "Load your weapon with \u003Cspan class=\"highlight\"\u003Edemonic rounds\u003C/span\u003E. After a delay, release a \u003Cspan class=\"highlight\"\u003Eblitz of bullets\u003C/span\u003E at the target enemy, dealing bonus \u003CPanel class=\"AbilityPropertyIcon prop_tech_damage\"\u003E \u003Cspan class=\"highlight_spirit\"\u003EDamage\u003C/span\u003E. \u003Cbr\u003E\u003Cbr\u003EEnemies can intercept the bullets.",
"ability_gunslinger_salvo_desc": "Load your weapon with \u003Cspan class=\"highlight\"\u003Edemonic rounds\u003C/span\u003E. After a delay, release a \u003Cspan class=\"highlight\"\u003Eblitz of bullets\u003C/span\u003E at the target enemy, dealing bonus \u003CPanel class=\"AbilityPropertyIcon prop_tech_damage\"\u003E \u003Cspan class=\"highlight_spirit\"\u003EDamage\u003C/span\u003E. \u003Cbr\u003E\u003Cbr\u003EEnemies can intercept the bullets.",
"ability_gunslinger_spreadingfire": "Flame Imp",
"ability_gunslinger_spreadingfire": "Flame Imp",
"ability_gunslinger_spreadingfire/modifier_spreadingfire_dot": "Spreading Flames",
"ability_gunslinger_spreadingfire_desc": "Throw a projectile, infused with an imp's spirit. It posseses the enemy, dealing \u003CPanel class=\"AbilityPropertyIcon prop_tech_damage\"\u003E \u003Cspan class=\"highlight_spirit\"\u003EDamage\u003C/span\u003E over time. \u003Cbr\u003E\u003Cbr\u003EIf the target dies while possessed, the imp \u003Cspan class=\"highlight\"\u003Ejumps to another nearby enemy\u003C/span\u003E, refreshing its duration.",
"ability_gunslinger_spreadingfire_desc": "Throw a projectile, infused with an imp's spirit. It posseses the enemy, dealing \u003CPanel class=\"AbilityPropertyIcon prop_tech_damage\"\u003E \u003Cspan class=\"highlight_spirit\"\u003EDamage\u003C/span\u003E over time. \u003Cbr\u003E\u003Cbr\u003EIf the target dies while possessed, the imp \u003Cspan class=\"highlight\"\u003Ejumps to another nearby enemy\u003C/span\u003E, refreshing its duration.",
"ability_gunslinger_spreadingfire_t3_desc": "+{s:DPS} DPS. Spreads to +{s:SpreadTargets} targets after death.",
"ability_gunslinger_spreadingfire_t3_desc": "+{s:DPS} DPS. Spreads to +{s:SpreadTargets} targets after death.",
Line 6,420: Line 6,403:
"ability_heal_drone_desc": "Deploy a medic drone which slowly heals you and a nearby teammate.\"nReplaces any other drone.",
"ability_heal_drone_desc": "Deploy a medic drone which slowly heals you and a nearby teammate.\"nReplaces any other drone.",
"ability_health_swap": "Soul Exchange",
"ability_health_swap": "Soul Exchange",
"ability_health_swap/modifier_health_swap_debuff": "Health Swap",
"ability_health_swap_desc": "\u003Cspan class=\"highlight\"\u003ESwaps health levels\u003C/span\u003E with an enemy target. There is a minimum health percentage that enemies can be brought down to and a minimum amount of health received based on victims current health.",
"ability_health_swap_desc": "\u003Cspan class=\"highlight\"\u003ESwaps health levels\u003C/span\u003E with an enemy target. There is a minimum health percentage that enemies can be brought down to and a minimum amount of health received based on victims current health.",
"ability_health_swap_quip": "Swap your current health with an enemy hero's",
"ability_health_swap_quip": "Swap your current health with an enemy hero's",
Line 6,435: Line 6,417:
"ability_hijack_richochet_projectile_t3_desc": "\u003Cspan class=\"highlight\"\u003E+{s:PreBounceDamage}\u003C/span\u003E Pre-Bounce Damage. \u003Cspan class=\"highlight\"\u003E+{s:PostBounceDamage}\u003C/span\u003E Post-Bounce Damage.",
"ability_hijack_richochet_projectile_t3_desc": "\u003Cspan class=\"highlight\"\u003E+{s:PreBounceDamage}\u003C/span\u003E Pre-Bounce Damage. \u003Cspan class=\"highlight\"\u003E+{s:PostBounceDamage}\u003C/span\u003E Post-Bounce Damage.",
"ability_ice_dome": "Frozen Shelter",
"ability_ice_dome": "Frozen Shelter",
"ability_ice_dome/modifier_ice_dome/ice_dome_enemy_aura/modifier_debuff": "Frozen Shelter",
"ability_ice_dome/modifier_ice_dome/modifier_debuff": "Frozen Shelter",
"ability_ice_dome_desc": "Kelvin freezes the air around him, creating an \u003Cspan class=\"highlight\"\u003Eimpenetrable dome\u003C/span\u003E around himself. While in the dome, allies rapidly \u003Cspan class=\"highlight\"\u003Eregenerate health\u003C/span\u003E and enemies are \u003Cspan class=\"highlight\"\u003Eslowed\u003C/span\u003E. \u003Cbr\u003EObjectives becomes Invulnerable and Frozen under Frozen Shelter.",
"ability_ice_dome_desc": "Kelvin freezes the air around him, creating an \u003Cspan class=\"highlight\"\u003Eimpenetrable dome\u003C/span\u003E around himself. While in the dome, allies rapidly \u003Cspan class=\"highlight\"\u003Eregenerate health\u003C/span\u003E and enemies are \u003Cspan class=\"highlight\"\u003Eslowed\u003C/span\u003E. \u003Cbr\u003EObjectives becomes Invulnerable and Frozen under Frozen Shelter.",
"ability_ice_dome_quip": "Create an impenetrable healing dome",
"ability_ice_dome_quip": "Create an impenetrable healing dome",
Line 6,442: Line 6,422:
"ability_ice_dome_t3_desc": "\u003Cspan class=\"highlight\"\u003E+50\u003C/span\u003E Health Regen and now scales with Spirit Power",
"ability_ice_dome_t3_desc": "\u003Cspan class=\"highlight\"\u003E+50\u003C/span\u003E Health Regen and now scales with Spirit Power",
"ability_ice_grenade": "Frost Grenade",
"ability_ice_grenade": "Frost Grenade",
"ability_ice_grenade/kelvin_ice_grenade_slow": "Ice Grenade Slow",
"ability_ice_grenade_desc": "Throw a grenade that explodes in a cloud of freezing ice, \u003Cspan class=\"highlight\"\u003Edamaging\u003C/span\u003E and \u003Cspan class=\"highlight\"\u003Ereducing the move speed\u003C/span\u003E of enemies.",
"ability_ice_grenade_desc": "Throw a grenade that explodes in a cloud of freezing ice, \u003Cspan class=\"highlight\"\u003Edamaging\u003C/span\u003E and \u003Cspan class=\"highlight\"\u003Ereducing the move speed\u003C/span\u003E of enemies.",
"ability_ice_grenade_quip": "Damage and slow enemies",
"ability_ice_grenade_quip": "Damage and slow enemies",
"ability_ice_grenade_t2_desc": "Frost Grenade now \u003Cspan class=\"highlight\"\u003Eheals 80 HP\u003C/span\u003E to friendly targets. Scales with Spirit.",
"ability_ice_grenade_t2_desc": "Frost Grenade now \u003Cspan class=\"highlight\"\u003Eheals 80 HP\u003C/span\u003E to friendly targets. Scales with Spirit.",
"ability_icebeam": "Arctic Beam",
"ability_icebeam": "Freezing",
"ability_icebeam/modifier_buildup": "Freezing",
"ability_icebeam/modifier_slow": "Arctic Beam Slow",
"ability_icebeam_desc": "Shoot freezing cold energy out in front of you, \u003Cspan class=\"highlight\"\u003Edamaging targets\u003C/span\u003E and progressively reducing their \u003Cspan class=\"highlight\"\u003Emovement and fire rate\u003C/span\u003E the longer you sustain the beam on them. You have reduced move speed while using Arctic Beam. The beam may also claim Souls.",
"ability_icebeam_desc": "Shoot freezing cold energy out in front of you, \u003Cspan class=\"highlight\"\u003Edamaging targets\u003C/span\u003E and progressively reducing their \u003Cspan class=\"highlight\"\u003Emovement and fire rate\u003C/span\u003E the longer you sustain the beam on them. You have reduced move speed while using Arctic Beam. The beam may also claim Souls.",
"ability_icebeam_quip": "Apply an escalating slow",
"ability_icebeam_quip": "Apply an escalating slow",
"ability_icebeam_t3_desc": "Fires \u003Cspan class=\"highlight\"\u003E2 additional Arctic Beams\u003C/span\u003E toward enemies within 10m of the last target hit",
"ability_icebeam_t3_desc": "Fires \u003Cspan class=\"highlight\"\u003E2 additional Arctic Beams\u003C/span\u003E toward enemies within 10m of the last target hit",
"ability_icepath": "Ice Path",
"ability_icepath": "Ice Path",
"ability_icepath/modifier_icepath": "Ice Path",
"ability_icepath/modifier_icepath/modifier_icepath_friendly_aura/modifier_icepath_buff": "Ice Path",
"ability_icepath_desc": "Kelvin creates a \u003Cspan class=\"highlight\"\u003Efloating trail\u003C/span\u003E of ice and snow that gives movement bonuses to him and his allies. Kelvin gains 60% slow resistance for the duration. Enemies can also walk on the floating trail. \u003Cbr\u003EPress {g:citadel_binding:'Roll'} / {g:citadel_binding:'Crouch'} to travel up or down while in Ice Path.",
"ability_icepath_desc": "Kelvin creates a \u003Cspan class=\"highlight\"\u003Efloating trail\u003C/span\u003E of ice and snow that gives movement bonuses to him and his allies. Kelvin gains 60% slow resistance for the duration. Enemies can also walk on the floating trail. \u003Cbr\u003EPress {g:citadel_binding:'Roll'} / {g:citadel_binding:'Crouch'} to travel up or down while in Ice Path.",
"ability_icepath_quip": "Speed around on a floating path of ice",
"ability_icepath_quip": "Speed around on a floating path of ice",
"ability_icepath_t3_desc": "While active, gain +1 Spirit Power per meter of Ice Path trail created. Max of 55 Spirit Power",
"ability_icepath_t3_desc": "While active, gain +1 Spirit Power per meter of Ice Path trail created. Max of 55 Spirit Power",
"ability_immobilize_trap": "Spirit Snare",
"ability_immobilize_trap": "Spirit Snare",
"ability_immobilize_trap/trap_debuff": "Spirit Armor Reduced",
"ability_immobilize_trap_desc": "\u003Cspan class=\"highlight\"\u003EThrow out a trap\u003C/span\u003E that begins to arm itself. Once armed, the trap will trigger when an enemy enters its radius, applying \u003Cspan class=\"highlight\"\u003ECurse and Movement Slow\u003C/span\u003E that \u003Cspan class=\"highlight\"\u003Einterrupts, Silences, Disarms\u003C/span\u003E, and \u003Cspan class=\"highlight\"\u003Eprevents item usage\u003C/span\u003E.\u003Cbr\u003EHit the trap with a Charged Shot to detonate early with increased radius.",
"ability_immobilize_trap_desc": "\u003Cspan class=\"highlight\"\u003EThrow out a trap\u003C/span\u003E that begins to arm itself. Once armed, the trap will trigger when an enemy enters its radius, applying \u003Cspan class=\"highlight\"\u003ECurse and Movement Slow\u003C/span\u003E that \u003Cspan class=\"highlight\"\u003Einterrupts, Silences, Disarms\u003C/span\u003E, and \u003Cspan class=\"highlight\"\u003Eprevents item usage\u003C/span\u003E.\u003Cbr\u003EHit the trap with a Charged Shot to detonate early with increased radius.",
"ability_immobilize_trap_quip": "Place a trap that restricts enemy movement",
"ability_immobilize_trap_quip": "Place a trap that restricts enemy movement",
Line 6,486: Line 6,460:
"ability_kali_trappers_bolo_t3_desc": "\u003Cspan class=\"highlight\"\u003EStun\u003C/span\u003E enemies that are immobilized",
"ability_kali_trappers_bolo_t3_desc": "\u003Cspan class=\"highlight\"\u003EStun\u003C/span\u003E enemies that are immobilized",
"ability_lash_flog": "Flog",
"ability_lash_flog": "Flog",
"ability_lash_flog/modifier_lash_flog_debuff": "Flog",
"ability_lash_flog_desc": "Strike enemies in front of you with your whip, {g:citadel_inline_attribute:'Healing'} for a portion of the damage dealt.",
"ability_lash_flog_desc": "Strike enemies in front of you with your whip, {g:citadel_inline_attribute:'Healing'} for a portion of the damage dealt.",
"ability_lash_flog_quip": "Heals from targets ahead of you",
"ability_lash_flog_quip": "Heals from targets ahead of you",
Line 6,492: Line 6,465:
"ability_lash_flog_t3_desc": "+95 Damage and applies -35% Fire Rate",
"ability_lash_flog_t3_desc": "+95 Damage and applies -35% Fire Rate",
"ability_life_drain": "Life Drain",
"ability_life_drain": "Life Drain",
"ability_life_drain/modifier_life_drain": "Life Drain",
"ability_life_drain/modifier_life_drain_caster": "Life Drain",
"ability_life_drain_cancel_trigger": "Cancel Life Drain",
"ability_life_drain_cancel_trigger": "Cancel Life Drain",
"ability_life_drain_desc": "Create a tether that \u003Cspan class=\"highlight\"\u003Edrains enemy health over time\u003C/span\u003E and \u003Cspan class=\"highlight\"\u003Eheals you\u003C/span\u003E. Target must be in line of sight and within max range to drain. You can shoot and use other abilities during the drain, but your move speed is reduced. \u003Cbr\u003E\u003Cspan class=\"highlight\"\u003E{g:citadel_binding:'AltCast'} to give health to friendly Heroes\u003C/span\u003E.",
"ability_life_drain_desc": "Create a tether that \u003Cspan class=\"highlight\"\u003Edrains enemy health over time\u003C/span\u003E and \u003Cspan class=\"highlight\"\u003Eheals you\u003C/span\u003E. Target must be in line of sight and within max range to drain. You can shoot and use other abilities during the drain, but your move speed is reduced. \u003Cbr\u003E\u003Cspan class=\"highlight\"\u003E{g:citadel_binding:'AltCast'} to give health to friendly Heroes\u003C/span\u003E.",
Line 6,499: Line 6,470:
"ability_life_drain_t3_desc": "Ability becomes \u003Cspan class=\"highlight\"\u003Echarged\u003C/span\u003E and grants \u003Cspan class=\"highlight\"\u003E+1\u003C/span\u003E Charge",
"ability_life_drain_t3_desc": "Ability becomes \u003Cspan class=\"highlight\"\u003Echarged\u003C/span\u003E and grants \u003Cspan class=\"highlight\"\u003E+1\u003C/span\u003E Charge",
"ability_magician_animalcurse": "Rabbit Hex",
"ability_magician_animalcurse": "Rabbit Hex",
"ability_magician_animalcurse/animalhex_curse_modifier": "Hexed!",
"ability_magician_animalcurse_desc": "Hex a target, transforming them into a \u003Cspan class=\"highlight\"\u003ERabbit\u003C/span\u003E for a limited duration.\u003Cbr\u003E\u003Cbr\u003E Rabbits are small and \u003CPanel class=\"AbilityPropertyIcon prop_move_speed\"\u003E \u003Cspan class=\"highlight\"\u003Emove faster\u003C/span\u003E, but take increased \u003CPanel class=\"AbilityPropertyIcon prop_damage\"\u003E\u003Cspan class=\"highlight\"\u003EDamage\u003C/span\u003E and are \u003CPanel class=\"AbilityPropertyIcon prop_cast\"\u003E\u003Cspan class=\"highlight\"\u003Eunable to perform most actions\u003C/span\u003E.\u003Cbr\u003E\u003Cspan class=\"diminish\"\u003EHex does not interrupt abilities.\u003C/span\u003E",
"ability_magician_animalcurse_desc": "Hex a target, transforming them into a \u003Cspan class=\"highlight\"\u003ERabbit\u003C/span\u003E for a limited duration.\u003Cbr\u003E\u003Cbr\u003E Rabbits are small and \u003CPanel class=\"AbilityPropertyIcon prop_move_speed\"\u003E \u003Cspan class=\"highlight\"\u003Emove faster\u003C/span\u003E, but take increased \u003CPanel class=\"AbilityPropertyIcon prop_damage\"\u003E\u003Cspan class=\"highlight\"\u003EDamage\u003C/span\u003E and are \u003CPanel class=\"AbilityPropertyIcon prop_cast\"\u003E\u003Cspan class=\"highlight\"\u003Eunable to perform most actions\u003C/span\u003E.\u003Cbr\u003E\u003Cspan class=\"diminish\"\u003EHex does not interrupt abilities.\u003C/span\u003E",
"ability_magician_animalcurse_quip": "Transform your enemy into a rabbit",
"ability_magician_animalcurse_quip": "Transform your enemy into a rabbit",
"ability_magician_animalcurse_t3_desc": "\u003Cspan class=\"highlight\"\u003EHex\u003C/span\u003E all enemies within \u003Cspan class=\"highlight\"\u003E{s:Radius}m\u003C/span\u003E",
"ability_magician_animalcurse_t3_desc": "\u003Cspan class=\"highlight\"\u003EHex\u003C/span\u003E all enemies within \u003Cspan class=\"highlight\"\u003E{s:Radius}m\u003C/span\u003E",
"ability_magician_animalhexarea": "Rabbit Hex",
"ability_magician_animalhexarea": "Rabbit Hex",
"ability_magician_animalhexarea/hexarea_modifier/animalhex_curse_modifier": "Hexed!",
"ability_magician_animalhexarea_desc": "Hex a target area and transforming all enemies into a \u003Cspan class=\"highlight\"\u003ERabbit\u003C/span\u003E for a limited duration.\u003Cbr\u003E\u003Cbr\u003E Rabbits are small and \u003CPanel class=\"AbilityPropertyIcon prop_move_speed\"\u003E \u003Cspan class=\"highlight\"\u003Emove faster\u003C/span\u003E, but take increased \u003CPanel class=\"AbilityPropertyIcon prop_damage\"\u003E\u003Cspan class=\"highlight\"\u003EDamage\u003C/span\u003E and are \u003CPanel class=\"AbilityPropertyIcon prop_cast\"\u003E\u003Cspan class=\"highlight\"\u003Eunable to perform most actions\u003C/span\u003E.\u003Cbr\u003E\u003Cspan class=\"diminish\"\u003EHex does not interrupt abilities.\u003C/span\u003E",
"ability_magician_animalhexarea_desc": "Hex a target area and transforming all enemies into a \u003Cspan class=\"highlight\"\u003ERabbit\u003C/span\u003E for a limited duration.\u003Cbr\u003E\u003Cbr\u003E Rabbits are small and \u003CPanel class=\"AbilityPropertyIcon prop_move_speed\"\u003E \u003Cspan class=\"highlight\"\u003Emove faster\u003C/span\u003E, but take increased \u003CPanel class=\"AbilityPropertyIcon prop_damage\"\u003E\u003Cspan class=\"highlight\"\u003EDamage\u003C/span\u003E and are \u003CPanel class=\"AbilityPropertyIcon prop_cast\"\u003E\u003Cspan class=\"highlight\"\u003Eunable to perform most actions\u003C/span\u003E.\u003Cbr\u003E\u003Cspan class=\"diminish\"\u003EHex does not interrupt abilities.\u003C/span\u003E",
"ability_magician_animalhexarea_t3_desc": "\u003Cspan class=\"highlight\"\u003E+5%\u003C/span\u003E Damage Amp and \u003Cspan class=\"highlight\"\u003E+3m\u003C/span\u003E Radius",
"ability_magician_animalhexarea_t3_desc": "\u003Cspan class=\"highlight\"\u003E+5%\u003C/span\u003E Damage Amp and \u003Cspan class=\"highlight\"\u003E+3m\u003C/span\u003E Radius",
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"ability_magician_cloneturret_trigger": "Spectral Assistant",
"ability_magician_cloneturret_trigger": "Spectral Assistant",
"ability_magician_copyult": "Audience Participation",
"ability_magician_copyult": "Audience Participation",
"ability_magician_copyult/copyult_modifier": "Tada!",
"ability_magician_copyult/ultcopied": "Ultimate Copied...!",
"ability_magician_copyult_desc": "\u003Cspan class=\"highlight\"\u003ECopy the Ultimate\u003C/span\u003E of an enemy hero for a limited time. Reactivating the ability will use the \u003Cspan class=\"highlight\"\u003ECopied Ultimate\u003C/span\u003E instead.\u003Cbr\u003E\u003Cbr\u003E\u003Cspan class=\"diminish\"\u003ECopies will inherit this ability's upgrade points.\u003Cbr\u003EAudience Participation will also copy the cooldown.",
"ability_magician_copyult_desc": "\u003Cspan class=\"highlight\"\u003ECopy the Ultimate\u003C/span\u003E of an enemy hero for a limited time. Reactivating the ability will use the \u003Cspan class=\"highlight\"\u003ECopied Ultimate\u003C/span\u003E instead.\u003Cbr\u003E\u003Cbr\u003E\u003Cspan class=\"diminish\"\u003ECopies will inherit this ability's upgrade points.\u003Cbr\u003EAudience Participation will also copy the cooldown.",
"ability_magician_copyult_quip": "Copy an enemy's Ultimate for a limited time",
"ability_magician_copyult_quip": "Copy an enemy's Ultimate for a limited time",
Line 6,525: Line 6,492:
"ability_magician_copyult_t3_desc": "\u003Cspan class=\"highlight\"\u003EUpgrade\u003C/span\u003E the Copy ONCE AGAIN!",
"ability_magician_copyult_t3_desc": "\u003Cspan class=\"highlight\"\u003EUpgrade\u003C/span\u003E the Copy ONCE AGAIN!",
"ability_magician_escape": "Escape Artist",
"ability_magician_escape": "Escape Artist",
"ability_magician_escape/escape_buff_modifier": "Ready to Escape",
"ability_magician_escape/escape_escaped_modifier": "Escaped!",
"ability_magician_escape_desc": "Blink to the target location. On arrival, briefly gain \u003CPanel class=\"AbilityPropertyIcon prop_move_speed\"\u003E \u003Cspan class=\"highlight\"\u003Emovement speed\u003C/span\u003E and become \u003Cspan class=\"highlight\"\u003EInvisible\u003C/span\u003E. \u003Cbr\u003E\u003Cbr\u003E\u003Cspan class=\"highlight\"\u003E[Cast]\u003C/span\u003E Appear at the target location.\u003Cbr\u003E\u003Cspan class=\"highlight\"\u003E{g:citadel_binding:'AltCast'}\u003C/span\u003E Appear in place.\u003C/span\u003E\u003Cbr\u003E\u003Cspan class=\"diminish\"\u003EEnemies will not know which cast you performed.\u003C/span\u003E",
"ability_magician_escape_desc": "Blink to the target location. On arrival, briefly gain \u003CPanel class=\"AbilityPropertyIcon prop_move_speed\"\u003E \u003Cspan class=\"highlight\"\u003Emovement speed\u003C/span\u003E and become \u003Cspan class=\"highlight\"\u003EInvisible\u003C/span\u003E. \u003Cbr\u003E\u003Cbr\u003E\u003Cspan class=\"highlight\"\u003E[Cast]\u003C/span\u003E Appear at the target location.\u003Cbr\u003E\u003Cspan class=\"highlight\"\u003E{g:citadel_binding:'AltCast'}\u003C/span\u003E Appear in place.\u003C/span\u003E\u003Cbr\u003E\u003Cspan class=\"diminish\"\u003EEnemies will not know which cast you performed.\u003C/span\u003E",
"ability_magician_magicbolt": "Vexing Bolt",
"ability_magician_magicbolt": "Vexing Bolt",
Line 6,563: Line 6,528:
"ability_mirv_grenade_buff_t3_desc": "Infinite Shots while Mad Bomber is active",
"ability_mirv_grenade_buff_t3_desc": "Infinite Shots while Mad Bomber is active",
"ability_nano_catform": "Ava",
"ability_nano_catform": "Ava",
"ability_nano_catform/modifier_catform": "Ava",
"ability_nano_catform_desc": "Turn to shadows and possess Ava. You gain {g:citadel_inline_attribute:'BonusMoveSpeed'} and become \u003CPanel class=\"AbilityPropertyIcon prop_invisible\"\u003E \u003Cspan class=\"highlight\"\u003Ehidden on the minimap\u003C/span\u003E, but cannot use your weapon or cast abilities.  \u003Cbr\u003E{g:citadel_keybind:'AbilityMelee'} : Pounce to break boxes. \u003Cbr\u003E\u003Cbr\u003E\u003Cspan class=\"diminish\"\u003EWhen taking damage from an enemy hero, bonus move speed is reduced by 65% and you are unable to activate Ava for 6s.\u003C/span\u003E",
"ability_nano_catform_desc": "Turn to shadows and possess Ava. You gain {g:citadel_inline_attribute:'BonusMoveSpeed'} and become \u003CPanel class=\"AbilityPropertyIcon prop_invisible\"\u003E \u003Cspan class=\"highlight\"\u003Ehidden on the minimap\u003C/span\u003E, but cannot use your weapon or cast abilities.  \u003Cbr\u003E{g:citadel_keybind:'AbilityMelee'} : Pounce to break boxes. \u003Cbr\u003E\u003Cbr\u003E\u003Cspan class=\"diminish\"\u003EWhen taking damage from an enemy hero, bonus move speed is reduced by 65% and you are unable to activate Ava for 6s.\u003C/span\u003E",
"ability_nano_catform_quip": "Take control of Ava",
"ability_nano_catform_quip": "Take control of Ava",
Line 6,589: Line 6,553:
"ability_nano_proximity_ritual_trigger": "Recall Ava",
"ability_nano_proximity_ritual_trigger": "Recall Ava",
"ability_nano_shadow_pulse": "Return to Shadows",
"ability_nano_shadow_pulse": "Return to Shadows",
"ability_nano_shadow_pulse/buff": "Strength from Shadows",
"ability_nano_shadow_pulse_desc": "Instantly turn to shadows, becoming \u003Cspan class=\"highlight\"\u003Euntargetable\u003C/span\u003E, gaining {g:citadel_inline_attribute:'BonusMoveSpeed'}, and dealing {g:citadel_inline_attribute:'SpiritDamage'}.\u003Cbr\u003E\u003Cbr\u003E After a delay, return from the shadows, dealing {g:citadel_inline_attribute:'SpiritDamage'} again.",
"ability_nano_shadow_pulse_desc": "Instantly turn to shadows, becoming \u003Cspan class=\"highlight\"\u003Euntargetable\u003C/span\u003E, gaining {g:citadel_inline_attribute:'BonusMoveSpeed'}, and dealing {g:citadel_inline_attribute:'SpiritDamage'}.\u003Cbr\u003E\u003Cbr\u003E After a delay, return from the shadows, dealing {g:citadel_inline_attribute:'SpiritDamage'} again.",
"ability_nano_shadow_pulse_quip": "Turn to Shadows, gaining movespeed and dealing delayed damage",
"ability_nano_shadow_pulse_quip": "Turn to Shadows, gaining movespeed and dealing delayed damage",
Line 6,605: Line 6,568:
"ability_perched_predator_quip": "Send out a Spirit Cat to grab enemies",
"ability_perched_predator_quip": "Send out a Spirit Cat to grab enemies",
"ability_power_jump": "Rain of Arrows",
"ability_power_jump": "Rain of Arrows",
"ability_power_jump/modifier_air_raid/modifier_slow_base": "Slowed",
"ability_power_jump/modifier_citadel_archer_air_raid/modifier_slow_base": "Slowing Bullets",
"ability_power_jump_desc": "Launches you high in the air, allowing you to glide slowly. While airborne, you gain \u003Cspan class=\"highlight\"\u003EWeapon Damage\u003C/span\u003E and \u003Cspan class=\"highlight\"\u003Emultishot on your weapon\u003C/span\u003E. \u003Cbr\u003E{g:citadel_binding:'AltCast'}for reduced jump height.  \u003Cbr\u003EPress{g:citadel_binding:'Mantle'}to cancel the glide.",
"ability_power_jump_desc": "Launches you high in the air, allowing you to glide slowly. While airborne, you gain \u003Cspan class=\"highlight\"\u003EWeapon Damage\u003C/span\u003E and \u003Cspan class=\"highlight\"\u003Emultishot on your weapon\u003C/span\u003E. \u003Cbr\u003E{g:citadel_binding:'AltCast'}for reduced jump height.  \u003Cbr\u003EPress{g:citadel_binding:'Mantle'}to cancel the glide.",
"ability_power_jump_quip": "Jump high up in the air and unleash multishots",
"ability_power_jump_quip": "Jump high up in the air and unleash multishots",
Line 6,627: Line 6,588:
"ability_rocket_drone_t3_desc": "Maximum rockets per second \u003Cspan class=\"highlight\"\u003E+{s:RocketsPerSecond}\u003C/span\u003E",
"ability_rocket_drone_t3_desc": "Maximum rockets per second \u003Cspan class=\"highlight\"\u003E+{s:RocketsPerSecond}\u003C/span\u003E",
"ability_scrap_blast": "Bio Blast",
"ability_scrap_blast": "Bio Blast",
"ability_scrap_blast/modifier_scrap_blast_debuff": "Slowed",
"ability_scrap_blast_desc": "Shoots out a blast of consumed remains, \u003Cspan class=\"highlight\"\u003Edamaging\u003C/span\u003E and \u003Cspan class=\"highlight\"\u003Eslowing\u003C/span\u003E enemies. Multiple hits increase the slow.",
"ability_scrap_blast_desc": "Shoots out a blast of consumed remains, \u003Cspan class=\"highlight\"\u003Edamaging\u003C/span\u003E and \u003Cspan class=\"highlight\"\u003Eslowing\u003C/span\u003E enemies. Multiple hits increase the slow.",
"ability_scrap_blast_quip": "Shoot a blast of bio mass",
"ability_scrap_blast_quip": "Shoot a blast of bio mass",
Line 6,639: Line 6,599:
"ability_skyrunner_swingline_desc": "Fire a line that attaches to the world, allowing you to swing. \u003Cbr\u003E\u003Cbr\u003ELifethread resets all air jumps and air dashes.",
"ability_skyrunner_swingline_desc": "Fire a line that attaches to the world, allowing you to swing. \u003Cbr\u003E\u003Cbr\u003ELifethread resets all air jumps and air dashes.",
"ability_sleep_dagger": "Sleep Dagger",
"ability_sleep_dagger": "Sleep Dagger",
"ability_sleep_dagger/modifier_citadel_sleep_bomb/modifier_citadel_sleep_dagger_asleep": "Sleeping",
"ability_sleep_dagger_desc": "Throw a dagger that \u003Cspan class=\"highlight\"\u003Edamages\u003C/span\u003E and \u003Cspan class=\"highlight\"\u003Esleeps\u003C/span\u003E the target. Sleeping targets wake up shortly after being damaged. Throwing a Dagger does not break your invisibility. Sleep Dagger does not interrupt enemies' channeling abilities.",
"ability_sleep_dagger_desc": "Throw a dagger that \u003Cspan class=\"highlight\"\u003Edamages\u003C/span\u003E and \u003Cspan class=\"highlight\"\u003Esleeps\u003C/span\u003E the target. Sleeping targets wake up shortly after being damaged. Throwing a Dagger does not break your invisibility. Sleep Dagger does not interrupt enemies' channeling abilities.",
"ability_sleep_dagger_quip": "Put an enemy to sleep",
"ability_sleep_dagger_quip": "Put an enemy to sleep",
Line 6,658: Line 6,617:
"ability_smelt_desc": "Every time Heavy takes damage from a bullet it goes into his weapon clip and reduces ability cooldowns.",
"ability_smelt_desc": "Every time Heavy takes damage from a bullet it goes into his weapon clip and reduces ability cooldowns.",
"ability_smoke_bomb": "Smoke Bomb",
"ability_smoke_bomb": "Smoke Bomb",
"ability_smoke_bomb/modifier_buff": "Stabilizer",
"ability_smoke_bomb_desc": "Fade out of sight, becoming \u003Cspan class=\"highlight\"\u003Einvisible\u003C/span\u003E and gaining \u003Cspan class=\"highlight\"\u003Esprint speed\u003C/span\u003E. Attacking removes invisibility, but using items does not. Close enemies can see through your invisibility.",
"ability_smoke_bomb_desc": "Fade out of sight, becoming \u003Cspan class=\"highlight\"\u003Einvisible\u003C/span\u003E and gaining \u003Cspan class=\"highlight\"\u003Esprint speed\u003C/span\u003E. Attacking removes invisibility, but using items does not. Close enemies can see through your invisibility.",
"ability_smoke_bomb_quip": "Fade out of sight",
"ability_smoke_bomb_quip": "Fade out of sight",
Line 6,667: Line 6,625:
"ability_speed_drone_desc": "Deploy a energy drone which helps you run faster, and reduces your windup and reload times.\"nReplaces any other drone.",
"ability_speed_drone_desc": "Deploy a energy drone which helps you run faster, and reduces your windup and reload times.\"nReplaces any other drone.",
"ability_stacking_damage": "Fixation",
"ability_stacking_damage": "Fixation",
"ability_stacking_damage/modifier_passive_haze_stacking_damage": "Fixated",
"ability_stacking_damage/modifier_passive_haze_stacking_damage/slow": "Slowed",
"ability_stacking_damage_desc": "Shooting a target \u003Cspan class=\"highlight\"\u003Eincreases your bullet damage on that target\u003C/span\u003E. Gain one \u003Cspan class=\"highlight\"\u003Estack\u003C/span\u003E per bullet hit, two if the hit is a headshot.",
"ability_stacking_damage_desc": "Shooting a target \u003Cspan class=\"highlight\"\u003Eincreases your bullet damage on that target\u003C/span\u003E. Gain one \u003Cspan class=\"highlight\"\u003Estack\u003C/span\u003E per bullet hit, two if the hit is a headshot.",
"ability_stacking_damage_quip": "Deal increasing bullet damage to a target",
"ability_stacking_damage_quip": "Deal increasing bullet damage to a target",
Line 6,674: Line 6,630:
"ability_stacking_damage_t2_desc": "\u003Cspan class=\"highlight\"\u003E+40\u003C/span\u003E Max Stacks and \u003Cspan class=\"highlight\"\u003E+5s\u003C/span\u003E Duration",
"ability_stacking_damage_t2_desc": "\u003Cspan class=\"highlight\"\u003E+40\u003C/span\u003E Max Stacks and \u003Cspan class=\"highlight\"\u003E+5s\u003C/span\u003E Duration",
"ability_swan_acrobat": "Acrobat",
"ability_swan_acrobat": "Acrobat",
"ability_swan_acrobat/stack": "Acrobat",
"ability_swan_acrobat_desc": "Gain stacking bonuses every time you \u003Cspan class=\"highlight\"\u003Edash\u003C/span\u003E, \u003Cspan class=\"highlight\"\u003Edouble jump\u003C/span\u003E, \u003Cspan class=\"highlight\"\u003Ewall jump\u003C/span\u003E, or \u003Cspan class=\"highlight\"\u003Eteleport\u003C/span\u003E.\u003Cbr\u003E\u003Cbr\u003EGaining new stacks refreshes the duration.",
"ability_swan_acrobat_desc": "Gain stacking bonuses every time you \u003Cspan class=\"highlight\"\u003Edash\u003C/span\u003E, \u003Cspan class=\"highlight\"\u003Edouble jump\u003C/span\u003E, \u003Cspan class=\"highlight\"\u003Ewall jump\u003C/span\u003E, or \u003Cspan class=\"highlight\"\u003Eteleport\u003C/span\u003E.\u003Cbr\u003E\u003Cbr\u003EGaining new stacks refreshes the duration.",
"ability_swan_leap": "Jeté",
"ability_swan_leap": "Jeté",
"ability_swan_leap/leapmodifier": "Jeté",
"ability_swan_leap_desc": "Leap in a target direction. If no direction is chosen, then leap straight up instead.",
"ability_swan_leap_desc": "Leap in a target direction. If no direction is chosen, then leap straight up instead.",
"ability_target_practice": "Target Practice",
"ability_target_practice": "Target Practice",
Line 6,684: Line 6,638:
"ability_target_practice_t3_desc": "Your bullets reduce your target's \u003Cspan class=\"highlight\"\u003EBullet Resist by {s:BulletArmorReduction}%\u003C/span\u003E for {s:DebuffDuration}s",
"ability_target_practice_t3_desc": "Your bullets reduce your target's \u003Cspan class=\"highlight\"\u003EBullet Resist by {s:BulletArmorReduction}%\u003C/span\u003E for {s:DebuffDuration}s",
"ability_teammate_armor_buff": "Protective Shell",
"ability_teammate_armor_buff": "Protective Shell",
"ability_teammate_armor_buff/modifier_consumed_armor_buff": "Protective Shell",
"ability_teammate_armor_buff_desc": "Apply a temporary Bullet and Spirit barrier to a friendly unit or yourself.",
"ability_teammate_armor_buff_desc": "Apply a temporary Bullet and Spirit barrier to a friendly unit or yourself.",
"ability_teammate_armor_buff_t1_desc": "Add move speed bonus effect \u003Cspan class=\"highlight\"\u003E+{s:SpeedBonus}m/s\u003C/span\u003E",
"ability_teammate_armor_buff_t1_desc": "Add move speed bonus effect \u003Cspan class=\"highlight\"\u003E+{s:SpeedBonus}m/s\u003C/span\u003E",
Line 6,693: Line 6,646:
"ability_tempest_ion_dagger": "Ion Dagger",
"ability_tempest_ion_dagger": "Ion Dagger",
"ability_tempest_ion_dagger_desc": "Tempest throws a dagger that damages the target and applies an ionizing charge to it for a duration. Tech damage dealt to that target is increased and a cleaves for a percentage of that damage to nearby targets. Ionizing a target multiple times increases the duration.",
"ability_tempest_ion_dagger_desc": "Tempest throws a dagger that damages the target and applies an ionizing charge to it for a duration. Tech damage dealt to that target is increased and a cleaves for a percentage of that damage to nearby targets. Ionizing a target multiple times increases the duration.",
"ability_tempest_tesla_coil": "Tesla Coil",
"ability_tempest_tesla_coil": "Tesla Coil Nearby",
"ability_tempest_tesla_coil/modifier_tesla_coil_aura_alert/modifier_tesla_coil_alert": "Tesla Coil Nearby",
"ability_tempest_tesla_coil/modifier_tesla_coil_aura_damage_amp/modifier_tesla_coil_damage_amp": "Tesla Coil Nearby",
"ability_tempest_tesla_coil_desc": "Build a Tesla Coil that builds a charge on itself then discharges on the closest enemy within range. Holds the charge and builds overcharge if no enemies are in range. When Tempest fights in range of the coil, his gun is amp'd and his bullets deal bonus spirit damage.",
"ability_tempest_tesla_coil_desc": "Build a Tesla Coil that builds a charge on itself then discharges on the closest enemy within range. Holds the charge and builds overcharge if no enemies are in range. When Tempest fights in range of the coil, his gun is amp'd and his bullets deal bonus spirit damage.",
"ability_tempest_weathermaker": "Weathermaker",
"ability_tempest_weathermaker": "Weathermaker",
"ability_tempest_weathermaker/modifier_citadel_tempest_weathermaker_lightning_incoming": "100% Chance of Lightning",
"ability_tempest_weathermaker/modifier_citadel_tempest_weathermaker_lightning_incoming/modifier_reveal_enemy": "Revealed",
"ability_tempest_weathermaker_desc": "A ray of sun shines on each enemy hero anywhere on the map. Moments later, any enemy that did not find cover is struck by a powerful bolt of lightning, dealing damage to them and revealing them through walls for a duration. Can pass through Faraday Cage.",
"ability_tempest_weathermaker_desc": "A ray of sun shines on each enemy hero anywhere on the map. Moments later, any enemy that did not find cover is struck by a powerful bolt of lightning, dealing damage to them and revealing them through walls for a duration. Can pass through Faraday Cage.",
"ability_throw_sand": "Sand Blast",
"ability_throw_sand": "Sand Blast",
Line 6,706: Line 6,655:
"ability_throw_sand_t3_desc": "Slow targets by \u003Cspan class=\"highlight\"\u003E-40%\u003C/span\u003E",
"ability_throw_sand_t3_desc": "Slow targets by \u003Cspan class=\"highlight\"\u003E-40%\u003C/span\u003E",
"ability_trapper_fear": "Spectral Silk",
"ability_trapper_fear": "Spectral Silk",
"ability_trapper_fear/trapper_fear_modifier": "Fear",
"ability_trapper_fear_desc": "Dealing Spirit Damage builds an increasing \u003Cspan class=\"highlight\"\u003ESlow\u003C/span\u003E. Once full, the buildup is consumed to apply an \u003Cspan class=\"highlight\"\u003EImmobilize\u003C/span\u003E and a burst of \u003Cspan class=\"highlight_spirit\"\u003ESpirit Damage\u003C/span\u003E.\u003Cbr\u003E\u003Cbr\u003EThis effect has a cooldown per target.",
"ability_trapper_fear_desc": "Dealing Spirit Damage builds an increasing \u003Cspan class=\"highlight\"\u003ESlow\u003C/span\u003E. Once full, the buildup is consumed to apply an \u003Cspan class=\"highlight\"\u003EImmobilize\u003C/span\u003E and a burst of \u003Cspan class=\"highlight_spirit\"\u003ESpirit Damage\u003C/span\u003E.\u003Cbr\u003E\u003Cbr\u003EThis effect has a cooldown per target.",
"ability_trapper_poisonjar": "Bottled Phantasmicide",
"ability_trapper_poisonjar": "Bottled Phantasmicide",
Line 6,716: Line 6,664:
"ability_trapper_spidershield_quip": "Apply a damaging barrier",
"ability_trapper_spidershield_quip": "Apply a damaging barrier",
"ability_trapper_spiderwave": "Crawling Plague",
"ability_trapper_spiderwave": "Crawling Plague",
"ability_trapper_spiderwave/trapper_stealspirit_buff": "Spidertide",
"ability_trapper_spiderwave/trapper_stealspirit_debuff": "Spidertide",
"ability_trapper_spiderwave_desc": "Release a wave of spectral spiders that \u003Cspan class=\"highlight\"\u003Echase enemies\u003C/span\u003E and explode, dealing \u003CPanel class=\"AbilityPropertyIcon prop_tech_damage\"\u003E \u003Cspan class=\"highlight_spirit\"\u003ESpirit Damage\u003C/span\u003E. \u003Cbr\u003E\u003Cbr\u003EHit enemies are \u003Cspan class=\"highlight\"\u003Epoisoned\u003C/span\u003E, temporarily losing \u003CPanel class=\"AbilityPropertyIcon StatDesc_TechPower\"\u003E \u003Cspan class=\"highlight_spirit\"\u003ESpirit\u003C/span\u003E and \u003CPanel class=\"AbilityPropertyIcon prop_tech_armor_up\"\u003E \u003Cspan class=\"highlight_spirit\"\u003ESpirit Resist\u003C/span\u003E. This effect can stack multiple times.",
"ability_trapper_spiderwave_desc": "Release a wave of spectral spiders that \u003Cspan class=\"highlight\"\u003Echase enemies\u003C/span\u003E and explode, dealing \u003CPanel class=\"AbilityPropertyIcon prop_tech_damage\"\u003E \u003Cspan class=\"highlight_spirit\"\u003ESpirit Damage\u003C/span\u003E. \u003Cbr\u003E\u003Cbr\u003EHit enemies are \u003Cspan class=\"highlight\"\u003Epoisoned\u003C/span\u003E, temporarily losing \u003CPanel class=\"AbilityPropertyIcon StatDesc_TechPower\"\u003E \u003Cspan class=\"highlight_spirit\"\u003ESpirit\u003C/span\u003E and \u003CPanel class=\"AbilityPropertyIcon prop_tech_armor_up\"\u003E \u003Cspan class=\"highlight_spirit\"\u003ESpirit Resist\u003C/span\u003E. This effect can stack multiple times.",
"ability_trapper_spiderwave_quip": "Release a wave of spectral spiders",
"ability_trapper_spiderwave_quip": "Release a wave of spectral spiders",
Line 6,723: Line 6,669:
"ability_trapper_spiderwave_t3_desc": "Summon \u003Cspan class=\"highlight\"\u003E+5 Spiders\u003C/span\u003E",
"ability_trapper_spiderwave_t3_desc": "Summon \u003Cspan class=\"highlight\"\u003E+5 Spiders\u003C/span\u003E",
"ability_trapper_webwall": "Silktrap",
"ability_trapper_webwall": "Silktrap",
"ability_trapper_webwall/modifier_webwall_debuff": "Webbed",
"ability_trapper_webwall_desc": "Create a thread of web between two surfaces. Enemies who touch the web take \u003CPanel class=\"AbilityPropertyIcon prop_tech_damage\"\u003E \u003Cspan class=\"highlight_spirit\"\u003EDamage over time\u003C/span\u003E, become \u003CPanel class=\"AbilityPropertyIcon prop_move_speed\"\u003E \u003Cspan class=\"highlight\"\u003ESlowed\u003C/span\u003E and are \u003CPanel class=\"AbilityPropertyIcon prop_revealed\"\u003E \u003Cspan class=\"highlight\"\u003ERevealed\u003C/span\u003E.",
"ability_trapper_webwall_desc": "Create a thread of web between two surfaces. Enemies who touch the web take \u003CPanel class=\"AbilityPropertyIcon prop_tech_damage\"\u003E \u003Cspan class=\"highlight_spirit\"\u003EDamage over time\u003C/span\u003E, become \u003CPanel class=\"AbilityPropertyIcon prop_move_speed\"\u003E \u003Cspan class=\"highlight\"\u003ESlowed\u003C/span\u003E and are \u003CPanel class=\"AbilityPropertyIcon prop_revealed\"\u003E \u003Cspan class=\"highlight\"\u003ERevealed\u003C/span\u003E.",
"ability_trapper_webwall_quip": "Create a dangerous web",
"ability_trapper_webwall_quip": "Create a dangerous web",
Line 6,745: Line 6,690:
"ability_vampirebat_batblink_t2_desc": "On Cast: Gain \u003Cspan class=\"highlight\"\u003E+30%\u003C/span\u003E Fire Rate \u0026 reload \u003Cspan class=\"highlight\"\u003E8\u003C/span\u003E bullets",
"ability_vampirebat_batblink_t2_desc": "On Cast: Gain \u003Cspan class=\"highlight\"\u003E+30%\u003C/span\u003E Fire Rate \u0026 reload \u003Cspan class=\"highlight\"\u003E8\u003C/span\u003E bullets",
"ability_vampirebat_batswarm": "Nox Nostra",
"ability_vampirebat_batswarm": "Nox Nostra",
"ability_vampirebat_batswarm/debuff": "Nox Nostra",
"ability_vampirebat_batswarm_desc": "\u003Cspan class=\"diminish\"\u003EActive:\u003C/span\u003E Unleash a cloud of bats that seek out targets, each dealing {g:citadel_inline_attribute:'SpiritDamage'} and applying {g:citadel_inline_attribute:'Silence'}.\u003Cbr\u003E\u003Cbr\u003E\u003Cspan class=\"diminish\"\u003EPassive:\u003C/span\u003E Triggering Love Bites against heroes permanently increases the \u003Cspan class=\"highlight\"\u003Enumber of bats\u003C/span\u003E released.",
"ability_vampirebat_batswarm_desc": "\u003Cspan class=\"diminish\"\u003EActive:\u003C/span\u003E Unleash a cloud of bats that seek out targets, each dealing {g:citadel_inline_attribute:'SpiritDamage'} and applying {g:citadel_inline_attribute:'Silence'}.\u003Cbr\u003E\u003Cbr\u003E\u003Cspan class=\"diminish\"\u003EPassive:\u003C/span\u003E Triggering Love Bites against heroes permanently increases the \u003Cspan class=\"highlight\"\u003Enumber of bats\u003C/span\u003E released.",
"ability_vampirebat_batswarm_t3_desc": "On Hit: Deal \u003Cspan class=\"highlight\"\u003E+1%\u003C/span\u003E Current Health as Damage",
"ability_vampirebat_batswarm_t3_desc": "On Hit: Deal \u003Cspan class=\"highlight\"\u003E+1%\u003C/span\u003E Current Health as Damage",
Line 6,754: Line 6,698:
"ability_vampirebat_doubledagger_t3_desc": "On Double Hit: Reduce Spirit Resist by \u003Cspan class=\"highlight\"\u003E{s:TechArmorDamageReduction}%\u003C/span\u003E for {s:DebuffDuration}s",
"ability_vampirebat_doubledagger_t3_desc": "On Double Hit: Reduce Spirit Resist by \u003Cspan class=\"highlight\"\u003E{s:TechArmorDamageReduction}%\u003C/span\u003E for {s:DebuffDuration}s",
"ability_vampirebat_lovebites": "Love Bites",
"ability_vampirebat_lovebites": "Love Bites",
"ability_vampirebat_lovebites/lovebites_proc": "Love Bites",
"ability_vampirebat_lovebites_desc": "Bullets and abilities apply {g:citadel_inline_attribute:'SpiritDamage'}, building up to a burst of {g:citadel_inline_attribute:'BonusSpiritDamage'}. \u003Cbr\u003E\u003Cbr\u003E\u003Cspan class=\"diminish\"\u003ELove Bites has a unique cooldown per target.\u003C/span\u003E",
"ability_vampirebat_lovebites_desc": "Bullets and abilities apply {g:citadel_inline_attribute:'SpiritDamage'}, building up to a burst of {g:citadel_inline_attribute:'BonusSpiritDamage'}. \u003Cbr\u003E\u003Cbr\u003E\u003Cspan class=\"diminish\"\u003ELove Bites has a unique cooldown per target.\u003C/span\u003E",
"ability_vampirebat_lovebites_flatdamage": "Love Bites (On-Hit)",
"ability_vampirebat_lovebites_flatdamage": "Love Bites (On-Hit)",
Line 6,770: Line 6,713:
"ability_viper_hookdagger_t3_desc": "Throw an additional \u003Cspan class=\"highlight\"\u003E2 Daggers\u003C/span\u003E",
"ability_viper_hookdagger_t3_desc": "Throw an additional \u003Cspan class=\"highlight\"\u003E2 Daggers\u003C/span\u003E",
"ability_viper_petrifybola": "Petrifying Bola",
"ability_viper_petrifybola": "Petrifying Bola",
"ability_viper_petrifybola/petrifybola_petrify": "Petrified",
"ability_viper_petrifybola_desc": "Throw an explosive bola. On exploding, the bola \u003CPanel class=\"AbilityPropertyIcon prop_move_speed\"\u003E \u003Cspan class=\"highlight\"\u003ESlows\u003C/span\u003E and \u003CPanel class=\"AbilityPropertyIcon prop_tech_damage\"\u003E \u003Cspan class=\"highlight_spirit\"\u003EDamages\u003C/span\u003E all enemies in the area. \u003Cbr\u003E\u003Cbr\u003EDirect hits deal  \u003CPanel class=\"AbilityPropertyIcon prop_tech_damage\"\u003E \u003Cspan class=\"highlight_spirit\"\u003EAdditional Damage\u003C/span\u003E and \u003Cspan class=\"highlight\"\u003EPetrify\u003C/span\u003E instead. \u003Cspan class=\"highlight\"\u003EPetrified\u003C/span\u003E units block all damage, but cannot take actions.",
"ability_viper_petrifybola_desc": "Throw an explosive bola. On exploding, the bola \u003CPanel class=\"AbilityPropertyIcon prop_move_speed\"\u003E \u003Cspan class=\"highlight\"\u003ESlows\u003C/span\u003E and \u003CPanel class=\"AbilityPropertyIcon prop_tech_damage\"\u003E \u003Cspan class=\"highlight_spirit\"\u003EDamages\u003C/span\u003E all enemies in the area. \u003Cbr\u003E\u003Cbr\u003EDirect hits deal  \u003CPanel class=\"AbilityPropertyIcon prop_tech_damage\"\u003E \u003Cspan class=\"highlight_spirit\"\u003EAdditional Damage\u003C/span\u003E and \u003Cspan class=\"highlight\"\u003EPetrify\u003C/span\u003E instead. \u003Cspan class=\"highlight\"\u003EPetrified\u003C/span\u003E units block all damage, but cannot take actions.",
"ability_viper_petrifybola_quip": "Toss a petrifying bola",
"ability_viper_petrifybola_quip": "Toss a petrifying bola",
Line 6,779: Line 6,721:
"ability_viper_snakedash_t3_desc": "\u003Cspan class=\"highlight\"\u003E+20% Spirit \u0026 Bullet Resist\u003C/span\u003E while Sliding",
"ability_viper_snakedash_t3_desc": "\u003Cspan class=\"highlight\"\u003E+20% Spirit \u0026 Bullet Resist\u003C/span\u003E while Sliding",
"ability_viper_ult": "Petrify",
"ability_viper_ult": "Petrify",
"ability_viper_ult/viper_ult_petrify": "Petrified",
"ability_viper_ult_desc": "Create a hexed area on the ground. After a delay, ALL units in the cylindrical area are \u003Cspan id=\"TestID\"/\u003E\u003C/span\u003E\u003Cspan class=\"highlight\"\u003EPetrified\u003C/span\u003E. Enemies also suffer \u003Cspan class=\"highlight_spirit\"\u003ESpirit Damage\u003C/span\u003E. Petrified units block all damage, but cannot take actions.",
"ability_viper_ult_desc": "Create a hexed area on the ground. After a delay, ALL units in the cylindrical area are \u003Cspan id=\"TestID\"/\u003E\u003C/span\u003E\u003Cspan class=\"highlight\"\u003EPetrified\u003C/span\u003E. Enemies also suffer \u003Cspan class=\"highlight_spirit\"\u003ESpirit Damage\u003C/span\u003E. Petrified units block all damage, but cannot take actions.",
"ability_viper_ult_quip": "Turn both allies and enemies into stone",
"ability_viper_ult_quip": "Turn both allies and enemies into stone",
"ability_viper_venom": "Lethal Venom",
"ability_viper_venom": "Lethal Venom",
"ability_viper_venom/viper_venom_modifier_subclass": "Lethal Venom",
"ability_viper_venom_desc": "Inject a target with lethal venom. After a delay the venom triggers, dealing \u003Cspan class=\"highlight_spirit\"\u003ESpirit Damage\u003C/span\u003E. The damage is increased by the target's missing health.\u003Cbr\u003E\u003Cbr\u003E\u003Cspan class=\"diminish\"\u003ELethal Venom will ignore Petrify's damage block.\u003C/span\u003E",
"ability_viper_venom_desc": "Inject a target with lethal venom. After a delay the venom triggers, dealing \u003Cspan class=\"highlight_spirit\"\u003ESpirit Damage\u003C/span\u003E. The damage is increased by the target's missing health.\u003Cbr\u003E\u003Cbr\u003E\u003Cspan class=\"diminish\"\u003ELethal Venom will ignore Petrify's damage block.\u003C/span\u003E",
"ability_viper_venom_quip": "Inject your enemies with a deadly venom",
"ability_viper_venom_quip": "Inject your enemies with a deadly venom",
Line 6,806: Line 6,746:
"ability_warden_riot_protocol_t3_desc": "+50.0% Bullet Resist\u003Cbr\u003E+50.0% Spirit Resist\u003Cbr\u003E+2.5s Duration",
"ability_warden_riot_protocol_t3_desc": "+50.0% Bullet Resist\u003Cbr\u003E+50.0% Spirit Resist\u003Cbr\u003E+2.5s Duration",
"ability_wrecker_salvage": "Consume",
"ability_wrecker_salvage": "Consume",
"ability_wrecker_salvage/modifier_wrecker_salvage": "Tethered",
"ability_wrecker_salvage_desc": "Latches onto an Enemy, \u003Cspan class=\"highlight\"\u003Edamaging\u003C/span\u003E them and \u003Cspan class=\"highlight\"\u003Ehealing\u003C/span\u003E yourself while attached. Targets must be in line of sight and within max range to stay latched. A successful kill also restores a \u003Cspan class=\"highlight\"\u003EBio Blast\u003C/span\u003E charge.",
"ability_wrecker_salvage_desc": "Latches onto an Enemy, \u003Cspan class=\"highlight\"\u003Edamaging\u003C/span\u003E them and \u003Cspan class=\"highlight\"\u003Ehealing\u003C/span\u003E yourself while attached. Targets must be in line of sight and within max range to stay latched. A successful kill also restores a \u003Cspan class=\"highlight\"\u003EBio Blast\u003C/span\u003E charge.",
"ability_wrecker_salvage_quip": "Consume an enemy trooper or neutral",
"ability_wrecker_salvage_quip": "Consume an enemy trooper or neutral",
Line 6,819: Line 6,758:
"ability_wrecking_ball_desc": "Create a large ball of scrap that can be thrown, \u003Cspan class=\"highlight\"\u003Edamaging and stunning\u003C/span\u003E the first enemy hit. The ball takes time to create and you move slower while carrying it.",
"ability_wrecking_ball_desc": "Create a large ball of scrap that can be thrown, \u003Cspan class=\"highlight\"\u003Edamaging and stunning\u003C/span\u003E the first enemy hit. The ball takes time to create and you move slower while carrying it.",
"ability_wrecking_ball_quip": "Throw a ball of scrap that stuns enemies",
"ability_wrecking_ball_quip": "Throw a ball of scrap that stuns enemies",
"active": "Surging Power",
"active_buff": "Enraged",
"active_bullet_shield": "Bullet Shield",
"active_bullet_shield": "Bullet Shield",
"afterburn_spirit_stolen_buff": "Spirit Taken",
"afterburn_spirit_stolen_buff": "Spirit Taken",
"afterburn_spirit_stolen_debuff": "Spirit Stolen",
"afterburn_spirit_stolen_debuff": "Spirit Stolen",
"akimbo_bulletshield": "Bullet Shield",
"akimbo_bulletshield": "Bullet Shield",
"akimbo_bulletshield/modifier_duration": "{s:hero_name}'s Bullet Shield",
"akimbo_bulletshield_desc": "Creates a shield that protects {s:hero_name} from bullets and prevents bullet based procs. Bullet shield explodes when it expires.  \u003Cbr\u003EPrevents",
"akimbo_bulletshield_desc": "Creates a shield that protects {s:hero_name} from bullets and prevents bullet based procs. Bullet shield explodes when it expires.  \u003Cbr\u003EPrevents",
"akimbo_chargedshot": "Overload",
"akimbo_chargedshot": "Overload",
Line 6,832: Line 6,772:
"akimbo_rocketman_desc": "{s:hero_name} transforms into a grenade that stuns enemies.",
"akimbo_rocketman_desc": "{s:hero_name} transforms into a grenade that stuns enemies.",
"akimbo_stealammo": "Steal Clip",
"akimbo_stealammo": "Steal Clip",
"akimbo_stealammo/modifier_bonus_tech_power": "Spirit Bonus",
"akimbo_stealammo/modifier_reload_speed": "Slow Reload",
"akimbo_stealammo_desc": "Force targets to reload. {s:hero_name} gains \u003Cspan class=\"highlight\"\u003E{s:StealTechPower}% Spirit Power\u003C/span\u003E per target.",
"akimbo_stealammo_desc": "Force targets to reload. {s:hero_name} gains \u003Cspan class=\"highlight\"\u003E{s:StealTechPower}% Spirit Power\u003C/span\u003E per target.",
"ammo_permanent_pickup_label": "+3% Max Ammo",
"ammo_permanent_pickup_label": "+3% Max Ammo",
"ammo_permanent_pickup_label_lv2": "+5% Max Ammo",
"ammo_permanent_pickup_label_lv2": "+5% Max Ammo",
"ammo_permanent_pickup_label_lv3": "+7% Max Ammo",
"ammo_permanent_pickup_label_lv3": "+7% Max Ammo",
"animalhex_curse_modifier": "Hexed!",
"apocalypse_armageddon": "Armageddon",
"apocalypse_armageddon": "Armageddon",
"apocalypse_armageddon_desc": "A pool of light marks a safe zone surrounding {s:hero_name} as meteors fall from the sky in a wide radius around the safe zone. Meteors damage allies as well as enemies, but damage to allies is reduced and non-lethal.",
"apocalypse_armageddon_desc": "A pool of light marks a safe zone surrounding {s:hero_name} as meteors fall from the sky in a wide radius around the safe zone. Meteors damage allies as well as enemies, but damage to allies is reduced and non-lethal.",
"apocalypse_discharge_soul": "Discharge Soul",
"apocalypse_discharge_soul": "Tombstone Nearby",
"apocalypse_discharge_soul/modifier_tombstone_nearby_aura/modifier_tombstone_nearby": "Tombstone Nearby",
"apocalypse_discharge_soul_desc": "Fires a projectile that damages, EMPs, and slows. Charges do not refresh with time. Collect charges by kneeling next to tombstones that appear near fallen friendly troopers.",
"apocalypse_discharge_soul_desc": "Fires a projectile that damages, EMPs, and slows. Charges do not refresh with time. Collect charges by kneeling next to tombstones that appear near fallen friendly troopers.",
"apocalypse_four_horsemen": "Four Horsemen",
"apocalypse_four_horsemen": "Four Horsemen",
Line 6,848: Line 6,786:
"apocalypse_gigantic_sword_desc": "{s:hero_name}'s staff turns into a gigantic sword. When active, Apocalypse's melee attack deal extra damage and cover extra range.",
"apocalypse_gigantic_sword_desc": "{s:hero_name}'s staff turns into a gigantic sword. When active, Apocalypse's melee attack deal extra damage and cover extra range.",
"assassin_modifier": "+Weapon Damage",
"assassin_modifier": "+Weapon Damage",
"aura_target": "Picking up Soul Urn",
"aura_target_modifier": "Slowed Attack Speed",
"base_stat_regen": "Hero Base Regen",
"base_stat_regen": "Hero Base Regen",
"berserker_stack": "Berserker",
"berserker_stack": "Berserker",
"breakable_pickup_missing_loc": "PICKUP MISSING LOC NAME",
"breakable_pickup_missing_loc": "PICKUP MISSING LOC NAME",
"breakoutProgress": "Breaking out",
"buff": "Strength from Shadows",
"cadence_ability_anthem": "Anthem",
"cadence_ability_anthem": "Anthem",
"cadence_ability_anthem_desc": "Burst into an inspiring song! You and any ally that comes within range get an instant reload with an extra large clip, and have a Fire Rate bonus that increases until the song ends.",
"cadence_ability_anthem_desc": "Burst into an inspiring song! You and any ally that comes within range get an instant reload with an extra large clip, and have a Fire Rate bonus that increases until the song ends.",
Line 6,866: Line 6,808:
"cadence_ability_silencecontraptions_desc": "Disarm yourself perform a long-range dash melee attack. For the duration of the song, you remain disarmed and your melee abilities apply a debuff that disarms and EMP's enemy targets.",
"cadence_ability_silencecontraptions_desc": "Disarm yourself perform a long-range dash melee attack. For the duration of the song, you remain disarmed and your melee abilities apply a debuff that disarms and EMP's enemy targets.",
"cadence_ability_silencecontraptions_quip": "Start a melee brawl. No guns allowed.",
"cadence_ability_silencecontraptions_quip": "Start a melee brawl. No guns allowed.",
"capture_point_escort/capturing_escort": "Capturing",
"capture_point_escort": "Capturing",
"capturing_escort": "Capturing",
"casting_powerup_pickup": "Casting",
"casting_powerup_pickup": "Casting",
"cd_permanent_pickup_label": "+0.75% Cooldown Reduction",
"cd_permanent_pickup_label": "+0.75% Cooldown Reduction",
Line 6,881: Line 6,824:
"citadel_ability_ballista_ammo_pack_t1_desc": "\u003Cspan class=\"highlight\"\u003E+{s:ClipSize}\u003C/span\u003E shells",
"citadel_ability_ballista_ammo_pack_t1_desc": "\u003Cspan class=\"highlight\"\u003E+{s:ClipSize}\u003C/span\u003E shells",
"citadel_ability_ballista_bullet_storm": "Bullet Storm",
"citadel_ability_ballista_bullet_storm": "Bullet Storm",
"citadel_ability_ballista_bullet_storm/modifier_ballista_bullet_storm_aura/modifier_ballista_bullet_storm_debuff": "Bullet Storm",
"citadel_ability_ballista_bullet_storm_desc": "Fires a shell into the air which explodes into a rain of shrapnel. Deals damage over time and slows.",
"citadel_ability_ballista_bullet_storm_desc": "Fires a shell into the air which explodes into a rain of shrapnel. Deals damage over time and slows.",
"citadel_ability_ballista_fusion_bomb": "Fusion Bomb",
"citadel_ability_ballista_fusion_bomb": "Fusion Bomb",
"citadel_ability_ballista_fusion_bomb/modifier_ballista_fusion_bomb_warning_aura/modifier_ballista_fusion_bomb_warning_target": "Take cover!",
"citadel_ability_ballista_fusion_bomb/modifier_citadel_ballista_fusion_bomb_plant": "Planting bomb...",
"citadel_ability_ballista_fusion_bomb/modifier_citadel_ballista_fusion_bomb_slow": "Slowed",
"citadel_ability_ballista_fusion_bomb_desc": "Plants a fused bomb that deals light damage every second, until it explodes after {s:Fuse}.",
"citadel_ability_ballista_fusion_bomb_desc": "Plants a fused bomb that deals light damage every second, until it explodes after {s:Fuse}.",
"citadel_ability_ballista_mine_field": "Mine Field",
"citadel_ability_ballista_mine_field": "Mine Field",
Line 6,907: Line 6,846:
"citadel_ability_bull_charge_t2_desc": "On Wall Hit: \u003Cspan class=\"highlight\"\u003E+0.45s\u003C/span\u003E Stun Duration",
"citadel_ability_bull_charge_t2_desc": "On Wall Hit: \u003Cspan class=\"highlight\"\u003E+0.45s\u003C/span\u003E Stun Duration",
"citadel_ability_bull_heal": "Siphon Life",
"citadel_ability_bull_heal": "Siphon Life",
"citadel_ability_bull_heal/modifier_bull_heal_aura": "Siphon Life",
"citadel_ability_bull_heal_desc": "Drain health from nearby enemies in front of you, dealing {g:citadel_inline_attribute:'SpiritDPS'} and {g:citadel_inline_attribute:'Healing'} for a portion of the damage dealt.",
"citadel_ability_bull_heal_desc": "Drain health from nearby enemies in front of you, dealing {g:citadel_inline_attribute:'SpiritDPS'} and {g:citadel_inline_attribute:'Healing'} for a portion of the damage dealt.",
"citadel_ability_bull_heal_quip": "Drain health from nearby enemies in front of you",
"citadel_ability_bull_heal_quip": "Drain health from nearby enemies in front of you",
Line 6,926: Line 6,864:
"citadel_ability_chain_lightning_t3_desc": "Chain lightning can hit any enemies around the target.",
"citadel_ability_chain_lightning_t3_desc": "Chain lightning can hit any enemies around the target.",
"citadel_ability_charged_tackle": "Charged Tackle",
"citadel_ability_charged_tackle": "Charged Tackle",
"citadel_ability_charged_tackle/modifier_charge_pull_enemy": "Charged Tackle",
"citadel_ability_charged_tackle_cancel_channel": "Stop Charging",
"citadel_ability_charged_tackle_cancel_channel": "Stop Charging",
"citadel_ability_charged_tackle_desc": "Build up power then enter a charge, \u003Cspan class=\"highlight\"\u003Edragging and damaging enemies\u003C/span\u003E in your path. Can be canceled early.",
"citadel_ability_charged_tackle_desc": "Build up power then enter a charge, \u003Cspan class=\"highlight\"\u003Edragging and damaging enemies\u003C/span\u003E in your path. Can be canceled early.",
Line 6,934: Line 6,871:
"citadel_ability_charged_tackle_t3_desc": "\u003Cspan class=\"highlight\"\u003ERemove Prepare Time\u003C/span\u003E and \u003Cspan class=\"highlight\"\u003E{s:AbilityCooldown}s\u003C/span\u003E Ability Cooldown",
"citadel_ability_charged_tackle_t3_desc": "\u003Cspan class=\"highlight\"\u003ERemove Prepare Time\u003C/span\u003E and \u003Cspan class=\"highlight\"\u003E{s:AbilityCooldown}s\u003C/span\u003E Ability Cooldown",
"citadel_ability_chrono_kinetic_carbine": "Kinetic Carbine",
"citadel_ability_chrono_kinetic_carbine": "Kinetic Carbine",
"citadel_ability_chrono_kinetic_carbine/modifier_chrono_kinetic_carbine": "Kinetic Carbine",
"citadel_ability_chrono_kinetic_carbine_charged": "CHARGED!",
"citadel_ability_chrono_kinetic_carbine_charged": "CHARGED!",
"citadel_ability_chrono_kinetic_carbine_desc": "Charge up a powerful shot of time energy, dealing {g:citadel_inline_attribute:'SpiritDamage'} and applying a \u003Cspan class=\"highlight\"\u003ETime-Stop\u003C/span\u003E to enemies hit. The damage dealt increases with {g:citadel_inline_attribute:'WeaponDamage'}. Move speed is increased while charging.  \u003Cbr\u003E\u003Cbr\u003EWhile in the air and charging, {g:citadel_binding:'ADS'} to timeslow your movement.",
"citadel_ability_chrono_kinetic_carbine_desc": "Charge up a powerful shot of time energy, dealing {g:citadel_inline_attribute:'SpiritDamage'} and applying a \u003Cspan class=\"highlight\"\u003ETime-Stop\u003C/span\u003E to enemies hit. The damage dealt increases with {g:citadel_inline_attribute:'WeaponDamage'}. Move speed is increased while charging.  \u003Cbr\u003E\u003Cbr\u003EWhile in the air and charging, {g:citadel_binding:'ADS'} to timeslow your movement.",
Line 7,000: Line 6,936:
"citadel_ability_duo_summon_drone_t3_desc": "Immobilize targets in place in attack mode",
"citadel_ability_duo_summon_drone_t3_desc": "Immobilize targets in place in attack mode",
"citadel_ability_fissure_wall": "Spectral Wall",
"citadel_ability_fissure_wall": "Spectral Wall",
"citadel_ability_fissure_wall/modifier_fissure_wall/modifier_bonus_damage_percent": "Wall Damage Debuff",
"citadel_ability_fissure_wall_cancel": "Cancel Fissure Wall",
"citadel_ability_fissure_wall_cancel": "Cancel Fissure Wall",
"citadel_ability_fissure_wall_desc": "Creates a wall that \u003Cspan class=\"highlight\"\u003Edivides the terrain\u003C/span\u003E in half. On creation, the wall \u003Cspan class=\"highlight\"\u003Edeals damage\u003C/span\u003E and \u003Cspan class=\"highlight\"\u003Eapplies slow\u003C/span\u003E to enemies nearby. \u003Cbr\u003EAfter casting, press{g:citadel_binding:'Attack'}or{g:citadel_binding:'Ability3'}to erupt the wall early.",
"citadel_ability_fissure_wall_desc": "Creates a wall that \u003Cspan class=\"highlight\"\u003Edivides the terrain\u003C/span\u003E in half. On creation, the wall \u003Cspan class=\"highlight\"\u003Edeals damage\u003C/span\u003E and \u003Cspan class=\"highlight\"\u003Eapplies slow\u003C/span\u003E to enemies nearby. \u003Cbr\u003EAfter casting, press{g:citadel_binding:'Attack'}or{g:citadel_binding:'Ability3'}to erupt the wall early.",
Line 7,008: Line 6,943:
"citadel_ability_fissure_wall_trigger": "Trigger Fissure Wall",
"citadel_ability_fissure_wall_trigger": "Trigger Fissure Wall",
"citadel_ability_flying_strike": "Flying Strike",
"citadel_ability_flying_strike": "Flying Strike",
"citadel_ability_flying_strike/slow": "Flying Strike Slow",
"citadel_ability_flying_strike/weapon_buff": "+Weapon Damage",
"citadel_ability_flying_strike_desc": "Throw a grappling hook to \u003Cspan class=\"highlight\"\u003Ereel yourself towards an enemy, damaging and slowing the target\u003C/span\u003E when you arrive.",
"citadel_ability_flying_strike_desc": "Throw a grappling hook to \u003Cspan class=\"highlight\"\u003Ereel yourself towards an enemy, damaging and slowing the target\u003C/span\u003E when you arrive.",
"citadel_ability_flying_strike_quip": "Fly towards an enemy target",
"citadel_ability_flying_strike_quip": "Fly towards an enemy target",
Line 7,017: Line 6,950:
"citadel_ability_grapplehook_desc": "Launches out a hook, and pull {s:hero_name} towards the wall it hits.",
"citadel_ability_grapplehook_desc": "Launches out a hook, and pull {s:hero_name} towards the wall it hits.",
"citadel_ability_healing_slash": "Crimson Slash",
"citadel_ability_healing_slash": "Crimson Slash",
"citadel_ability_healing_slash/debuff": "Crimson Slash",
"citadel_ability_healing_slash_desc": "Slash enemies in front of you, \u003Cspan class=\"highlight\"\u003Edamaging them and slowing their fire rate\u003C/span\u003E. If any enemy heroes are hit, you \u003Cspan class=\"highlight\"\u003Eheal\u003C/span\u003E.",
"citadel_ability_healing_slash_desc": "Slash enemies in front of you, \u003Cspan class=\"highlight\"\u003Edamaging them and slowing their fire rate\u003C/span\u003E. If any enemy heroes are hit, you \u003Cspan class=\"highlight\"\u003Eheal\u003C/span\u003E.",
"citadel_ability_healing_slash_quip": "Damage enemies nearby, healing on hit",
"citadel_ability_healing_slash_quip": "Damage enemies nearby, healing on hit",
Line 7,031: Line 6,963:
"citadel_ability_hook_t1_desc": "\u003Cspan class=\"highlight\"\u003E+20% weapon damage\u003C/span\u003E against victims for 6s",
"citadel_ability_hook_t1_desc": "\u003Cspan class=\"highlight\"\u003E+20% weapon damage\u003C/span\u003E against victims for 6s",
"citadel_ability_hornet_chain": "Stake",
"citadel_ability_hornet_chain": "Stake",
"citadel_ability_hornet_chain/modifier_citadel_hornet_chain_connection": "Tethered to the ground",
"citadel_ability_hornet_chain_desc": "Throw a stake that \u003Cspan class=\"highlight\"\u003Etethers enemies\u003C/span\u003E to the location where the stake lands. Enemy movement is restricted to the length of the tether.",
"citadel_ability_hornet_chain_desc": "Throw a stake that \u003Cspan class=\"highlight\"\u003Etethers enemies\u003C/span\u003E to the location where the stake lands. Enemy movement is restricted to the length of the tether.",
"citadel_ability_hornet_chain_quip": "Tether your enemies to the ground",
"citadel_ability_hornet_chain_quip": "Tether your enemies to the ground",
Line 7,055: Line 6,986:
"citadel_ability_hornet_snipe_t3_desc": "Assassinate kills grant +600 souls",
"citadel_ability_hornet_snipe_t3_desc": "Assassinate kills grant +600 souls",
"citadel_ability_hornet_sting": "Crow Familiar",
"citadel_ability_hornet_sting": "Crow Familiar",
"citadel_ability_hornet_sting/modifier_citadel_hornet_sting_debuff": "Crow Familiar",
"citadel_ability_hornet_sting_desc": "Your crow familiar deals \u003Cspan class=\"highlight\"\u003Eimpact damage\u003C/span\u003E, reduces their bullet resist and applies a \u003Cspan class=\"highlight\"\u003Ebleed\u003C/span\u003E that deals damage based on the \u003Cspan class=\"highlight\"\u003Etarget's current health\u003C/span\u003E.",
"citadel_ability_hornet_sting_desc": "Your crow familiar deals \u003Cspan class=\"highlight\"\u003Eimpact damage\u003C/span\u003E, reduces their bullet resist and applies a \u003Cspan class=\"highlight\"\u003Ebleed\u003C/span\u003E that deals damage based on the \u003Cspan class=\"highlight\"\u003Etarget's current health\u003C/span\u003E.",
"citadel_ability_hornet_sting_quip": "Make a target bleed over time",
"citadel_ability_hornet_sting_quip": "Make a target bleed over time",
Line 7,061: Line 6,991:
"citadel_ability_hornet_sting_t3_desc": "-8% Bullet Resist and -8% Spirit Resist",
"citadel_ability_hornet_sting_t3_desc": "-8% Bullet Resist and -8% Spirit Resist",
"citadel_ability_infinity_slash": "Shadow Transformation",
"citadel_ability_infinity_slash": "Shadow Transformation",
"citadel_ability_infinity_slash/timer": "Shadow Form",
"citadel_ability_infinity_slash_buff_header": "Per Hero Hit",
"citadel_ability_infinity_slash_buff_header": "Per Hero Hit",
"citadel_ability_infinity_slash_desc": "Become infused with Yamato's shadow soul. After an initial \u003Cspan class=\"highlight\"\u003Einvincible\u003C/span\u003E transformation your \u003Cspan class=\"highlight\"\u003Eabilities are refreshed and are 60% faster\u003C/span\u003E. You gain \u003Cspan class=\"highlight\"\u003Eimmunity to negative status effects\u003C/span\u003E and have greatly increased \u003Cspan class=\"highlight\"\u003Ebullet and spirit resist\u003C/span\u003E.\u003Cbr\u003EWhen you get a hero kill, you \u003Cspan class=\"highlight\"\u003Eheal\u003C/span\u003E and the \u003Cspan class=\"highlight\"\u003Eduration\u003C/span\u003E is extended.",
"citadel_ability_infinity_slash_desc": "Become infused with Yamato's shadow soul. After an initial \u003Cspan class=\"highlight\"\u003Einvincible\u003C/span\u003E transformation your \u003Cspan class=\"highlight\"\u003Eabilities are refreshed and are 60% faster\u003C/span\u003E. You gain \u003Cspan class=\"highlight\"\u003Eimmunity to negative status effects\u003C/span\u003E and have greatly increased \u003Cspan class=\"highlight\"\u003Ebullet and spirit resist\u003C/span\u003E.\u003Cbr\u003EWhen you get a hero kill, you \u003Cspan class=\"highlight\"\u003Eheal\u003C/span\u003E and the \u003Cspan class=\"highlight\"\u003Eduration\u003C/span\u003E is extended.",
Line 7,092: Line 7,021:
"citadel_ability_lash_throw_grenade": "Throw Explosive",
"citadel_ability_lash_throw_grenade": "Throw Explosive",
"citadel_ability_lash_ultimate": "Death Slam",
"citadel_ability_lash_ultimate": "Death Slam",
"citadel_ability_lash_ultimate/modifier_lash_grapple_enemy_debuff": "Death Slam",
"citadel_ability_lash_ultimate_debuff": "Movement Slow",
"citadel_ability_lash_ultimate_debuff": "Movement Slow",
"citadel_ability_lash_ultimate_desc": "Focus on enemies to connect whips to them. After channeling, connected enemies are \u003Cspan class=\"highlight\"\u003Elifted and stunned\u003C/span\u003E then slammed into the ground. Your victims and any enemies in the landing zone will be \u003Cspan class=\"highlight\"\u003Edamaged and slowed\u003C/span\u003E. \u003Cbr\u003EPress{g:citadel_binding:'Attack'}to throw connected enemies early. Enemies that are not in line of sight or go out of range during the latch time will not be grabbed.",
"citadel_ability_lash_ultimate_desc": "Focus on enemies to connect whips to them. After channeling, connected enemies are \u003Cspan class=\"highlight\"\u003Elifted and stunned\u003C/span\u003E then slammed into the ground. Your victims and any enemies in the landing zone will be \u003Cspan class=\"highlight\"\u003Edamaged and slowed\u003C/span\u003E. \u003Cbr\u003EPress{g:citadel_binding:'Attack'}to throw connected enemies early. Enemies that are not in line of sight or go out of range during the latch time will not be grabbed.",
Line 7,098: Line 7,026:
"citadel_ability_lash_ultimate_t3_desc": "\u003Cspan class=\"highlight\"\u003EStun\u003C/span\u003E enemies in the landing zone for 1s",
"citadel_ability_lash_ultimate_t3_desc": "\u003Cspan class=\"highlight\"\u003EStun\u003C/span\u003E enemies in the landing zone for 1s",
"citadel_ability_lightning_ball": "Lightning Ball",
"citadel_ability_lightning_ball": "Lightning Ball",
"citadel_ability_lightning_ball/modifier_citadel_lightningball": "Lightning Ball Slow",
"citadel_ability_lightning_ball_desc": "Shoot a ball of lightning that travels in a straight line. Does \u003Cspan class=\"highlight\"\u003Edamage to all targets in its radius\u003C/span\u003E. Slows down when damaging enemies and stops if it hits the world.",
"citadel_ability_lightning_ball_desc": "Shoot a ball of lightning that travels in a straight line. Does \u003Cspan class=\"highlight\"\u003Edamage to all targets in its radius\u003C/span\u003E. Slows down when damaging enemies and stops if it hits the world.",
"citadel_ability_lightning_ball_quip": "Launch a damaging ball of lightning",
"citadel_ability_lightning_ball_quip": "Launch a damaging ball of lightning",
Line 7,136: Line 7,063:
"citadel_ability_melee_kali": "Melee",
"citadel_ability_melee_kali": "Melee",
"citadel_ability_melee_parry": "Parry",
"citadel_ability_melee_parry": "Parry",
"citadel_ability_melee_parry/parry_cooldown_display": "Parry Cooldown",
"citadel_ability_melee_phalanx": "Melee",
"citadel_ability_melee_phalanx": "Melee",
"citadel_ability_melee_revenant": "Melee",
"citadel_ability_melee_revenant": "Melee",
Line 7,147: Line 7,073:
"citadel_ability_melee_wraith": "Melee",
"citadel_ability_melee_wraith": "Melee",
"citadel_ability_mobile_resupply": "Medicinal Specter",
"citadel_ability_mobile_resupply": "Medicinal Specter",
"citadel_ability_mobile_resupply/modifier_mobile_resupply_aura/modifier_mobile_resupply": "Medicating",
"citadel_ability_mobile_resupply_desc": "Deploy a spirit that provides \u003Cspan class=\"highlight\"\u003E{g:citadel_inline_attribute:'Healing'}\u003C/span\u003E and stamina recovery to nearby allies.",
"citadel_ability_mobile_resupply_desc": "Deploy a spirit that provides \u003Cspan class=\"highlight\"\u003E{g:citadel_inline_attribute:'Healing'}\u003C/span\u003E and stamina recovery to nearby allies.",
"citadel_ability_mobile_resupply_quip": "Deploy a healing spirit",
"citadel_ability_mobile_resupply_quip": "Deploy a healing spirit",
Line 7,158: Line 7,083:
"citadel_ability_mortarsentry_t3_desc": "Bombs per volley \u003Cspan class=\"highlight\"\u003E+{s:GrenadesPerVolley}\u003C/span\u003E",
"citadel_ability_mortarsentry_t3_desc": "Bombs per volley \u003Cspan class=\"highlight\"\u003E+{s:GrenadesPerVolley}\u003C/span\u003E",
"citadel_ability_nikuman": "Rejuvenating Aurora",
"citadel_ability_nikuman": "Rejuvenating Aurora",
"citadel_ability_nikuman/modifier_nikuman": "Rejuvenating Aurora",
"citadel_ability_nikuman_desc": "While channeling, \u003Cspan class=\"highlight\"\u003Erestore health over time\u003C/span\u003E to you and any allies nearby.\u003Cbr\u003E\u003Cspan class=\"diminish\"\u003EYou can dash and melee without breaking the channel.\u003C/span\u003E",
"citadel_ability_nikuman_desc": "While channeling, \u003Cspan class=\"highlight\"\u003Erestore health over time\u003C/span\u003E to you and any allies nearby.\u003Cbr\u003E\u003Cspan class=\"diminish\"\u003EYou can dash and melee without breaking the channel.\u003C/span\u003E",
"citadel_ability_nikuman_quip": "Heal yourself and those around you",
"citadel_ability_nikuman_quip": "Heal yourself and those around you",
Line 7,193: Line 7,117:
"citadel_ability_power_slash_t2_desc": "\u003Cspan class=\"highlight\"\u003E-2s\u003C/span\u003E Ability Cooldown and apply \u003Cspan class=\"highlight\"\u003E40%\u003C/span\u003E movement slow for \u003Cspan class=\"highlight\"\u003E3s\u003C/span\u003E",
"citadel_ability_power_slash_t2_desc": "\u003Cspan class=\"highlight\"\u003E-2s\u003C/span\u003E Ability Cooldown and apply \u003Cspan class=\"highlight\"\u003E40%\u003C/span\u003E movement slow for \u003Cspan class=\"highlight\"\u003E3s\u003C/span\u003E",
"citadel_ability_projectmind": "Project Mind",
"citadel_ability_projectmind": "Project Mind",
"citadel_ability_projectmind/modifier_citadel_projectmind/modifier_wraith_project_mind_shield": "Barrier",
"citadel_ability_projectmind_desc": "\u003Cspan class=\"highlight\"\u003ETeleport\u003C/span\u003E to the targeted location.",
"citadel_ability_projectmind_desc": "\u003Cspan class=\"highlight\"\u003ETeleport\u003C/span\u003E to the targeted location.",
"citadel_ability_projectmind_quip": "Teleport to the targeted location",
"citadel_ability_projectmind_quip": "Teleport to the targeted location",
Line 7,202: Line 7,125:
"citadel_ability_psychic_daggers_t3_desc": "Each card \u003Cspan class=\"highlight\"\u003Ebounces once\u003C/span\u003E onto another enemy in range",
"citadel_ability_psychic_daggers_t3_desc": "Each card \u003Cspan class=\"highlight\"\u003Ebounces once\u003C/span\u003E onto another enemy in range",
"citadel_ability_psychic_lift": "Telekinesis",
"citadel_ability_psychic_lift": "Telekinesis",
"citadel_ability_psychic_lift/lift": "Telekinesis",
"citadel_ability_psychic_lift_desc": "Lift an enemy hero into the air, \u003Cspan class=\"highlight\"\u003Estunning\u003C/span\u003E them, then slam them into the ground. Targets are silenced and disarmed afterwards.",
"citadel_ability_psychic_lift_desc": "Lift an enemy hero into the air, \u003Cspan class=\"highlight\"\u003Estunning\u003C/span\u003E them, then slam them into the ground. Targets are silenced and disarmed afterwards.",
"citadel_ability_psychic_lift_quip": "Lift an enemy, interrupting and silencing them",
"citadel_ability_psychic_lift_quip": "Lift an enemy, interrupting and silencing them",
Line 7,222: Line 7,144:
"citadel_ability_revenant_siphon_energy_desc": "Shock your target and steal their energy whenever you strike them with your gun.",
"citadel_ability_revenant_siphon_energy_desc": "Shock your target and steal their energy whenever you strike them with your gun.",
"citadel_ability_rocket_barrage": "Heavy Barrage",
"citadel_ability_rocket_barrage": "Heavy Barrage",
"citadel_ability_rocket_barrage/modifier_forge_heavy_barrage_stacking_slow": "Heavy Barrage Slow",
"citadel_ability_rocket_barrage_desc": "Unleashes a volley of rockets that home in on a targeted location. \u003Cbr\u003E\u003Cbr\u003E\u003Cspan class=\"diminish\"\u003EMcGinnis is slowed and is still able to use stamina.\u003C/span\u003E",
"citadel_ability_rocket_barrage_desc": "Unleashes a volley of rockets that home in on a targeted location. \u003Cbr\u003E\u003Cbr\u003E\u003Cspan class=\"diminish\"\u003EMcGinnis is slowed and is still able to use stamina.\u003C/span\u003E",
"citadel_ability_rocket_barrage_quip": "Bombard an area with rockets",
"citadel_ability_rocket_barrage_quip": "Bombard an area with rockets",
Line 7,237: Line 7,158:
"citadel_ability_shield_toss_desc": "{s:hero_name} tosses his shield with great force, causing it to bounce between enemies, damaging and stunning them.",
"citadel_ability_shield_toss_desc": "{s:hero_name} tosses his shield with great force, causing it to bounce between enemies, damaging and stunning them.",
"citadel_ability_shieldedsentry": "Mini Turret",
"citadel_ability_shieldedsentry": "Mini Turret",
"citadel_ability_shieldedsentry/modifier_bullet_resist_reduction_stack": "Sentry Bullet Resist Debuff",
"citadel_ability_shieldedsentry_desc": "Deploy a turret that shoots enemies, dealing {g:citadel_inline_attribute:'SpiritDPS'}. The turret expires after a limited lifetime.\u003Cbr\u003ETurrets gain \u003Cspan class=\"highlight\"\u003E10HP per Boon\u003C/span\u003E. They deal reduced damage to troopers and objectives.",
"citadel_ability_shieldedsentry_desc": "Deploy a turret that shoots enemies, dealing {g:citadel_inline_attribute:'SpiritDPS'}. The turret expires after a limited lifetime.\u003Cbr\u003ETurrets gain \u003Cspan class=\"highlight\"\u003E10HP per Boon\u003C/span\u003E. They deal reduced damage to troopers and objectives.",
"citadel_ability_shieldedsentry_quip": "Deploy an automated turret",
"citadel_ability_shieldedsentry_quip": "Deploy an automated turret",
Line 7,260: Line 7,180:
"citadel_ability_shiv_defer_damage_quip": "Defer a portion of damage taken",
"citadel_ability_shiv_defer_damage_quip": "Defer a portion of damage taken",
"citadel_ability_shiv_killing_blow": "Killing Blow",
"citadel_ability_shiv_killing_blow": "Killing Blow",
"citadel_ability_shiv_killing_blow/active_buff": "Enraged",
"citadel_ability_shiv_killing_blow_active_desc": "Activate to leap towards an enemy hero and \u003Cspan class=\"highlight\"\u003Einstantly kill\u003C/span\u003E them if their health is \u003Cspan class=\"highlight\"\u003Ebelow the kill threshold\u003C/span\u003E, otherwise deal 200 damage to them.",
"citadel_ability_shiv_killing_blow_active_desc": "Activate to leap towards an enemy hero and \u003Cspan class=\"highlight\"\u003Einstantly kill\u003C/span\u003E them if their health is \u003Cspan class=\"highlight\"\u003Ebelow the kill threshold\u003C/span\u003E, otherwise deal 200 damage to them.",
"citadel_ability_shiv_killing_blow_passive_desc": "Passive: Damaging enemies fills you with rage. While at full rage, Shiv gains increased damage and \u003Cspan class=\"highlight\"\u003Especial properties\u003C/span\u003E on his other abilities.",
"citadel_ability_shiv_killing_blow_passive_desc": "Passive: Damaging enemies fills you with rage. While at full rage, Shiv gains increased damage and \u003Cspan class=\"highlight\"\u003Especial properties\u003C/span\u003E on his other abilities.",
Line 7,274: Line 7,193:
"citadel_ability_silencecontraptions_t3_desc": "Melee also EMP's enemies",
"citadel_ability_silencecontraptions_t3_desc": "Melee also EMP's enemies",
"citadel_ability_spade_draw": "Draw",
"citadel_ability_spade_draw": "Draw",
"citadel_ability_spade_draw/modifier_citadel_spade_card": "Cards",
"citadel_ability_spade_draw/modifier_citadel_spade_card/modifier_citadel_disarmed": "Disarmed",
"citadel_ability_spade_draw/modifier_citadel_spade_card/modifier_citadel_root": "Immobilized",
"citadel_ability_spade_draw/modifier_citadel_spade_card/modifier_citadel_spade_card_cooldown": "Reduced Cooldown",
"citadel_ability_spade_draw/modifier_citadel_spade_card/modifier_citadel_spade_card_regen": "Regeneration",
"citadel_ability_spade_draw/modifier_citadel_spade_card/modifier_spade_card_hattrickdisarm": "Hat Trick Disarms",
"citadel_ability_spade_draw/modifier_citadel_spade_card/modifier_spade_card_kingofclubs": "Sleeve Toss Immobilizes",
"citadel_ability_spade_draw/modifier_citadel_spade_card/modifier_spade_dot": "Bleeding",
"citadel_ability_spade_draw/modifier_citadel_spade_card/modifier_spade_emp": "Abilities Disabled",
"citadel_ability_spade_draw/modifier_citadel_spade_card/modifier_spade_joker": "Metal Skin",
"citadel_ability_spade_draw/modifier_citadel_spade_card/modifier_spade_joker_debuff": "Glitched",
"citadel_ability_spade_draw/modifier_citadel_spade_card/modifier_spade_speed": "Increased Move Speed",
"citadel_ability_spade_draw/modifier_citadel_spade_card/modifier_spade_strength": "Strength",
"citadel_ability_spade_draw/modifier_citadel_spade_card/modifier_spade_weakness": "Bullet Armor Reduced",
"citadel_ability_spade_draw/modifier_citadel_spade_card/modifier_spade_weapon": "Increased Attack Speed",
"citadel_ability_spade_draw_desc": "Spade draws a card from her deck. This card can be played, or used to add an effect to Sleeve Toss",
"citadel_ability_spade_draw_desc": "Spade draws a card from her deck. This card can be played, or used to add an effect to Sleeve Toss",
"citadel_ability_spade_draw_t2_desc": "+100% card bonus",
"citadel_ability_spade_draw_t2_desc": "+100% card bonus",
"citadel_ability_spade_draw_t3_desc": "Draw two cards",
"citadel_ability_spade_draw_t3_desc": "Draw two cards",
"citadel_ability_spade_hat_trick": "Hat Trick",
"citadel_ability_spade_hat_trick": "Hat Trick",
"citadel_ability_spade_hat_trick/modifier_citadel_spade_hattrick_tracker": "Damage Stacks",
"citadel_ability_spade_hat_trick_desc": "Spade throws her hat, striking enemies along its path. Deals additional damage with \u003Cspan class=\"highlight\"\u003Esuccessive hits\u003C/span\u003E\u003Cbr\u003E\u003Cbr\u003ERestores all charges when cooldown completes.",
"citadel_ability_spade_hat_trick_desc": "Spade throws her hat, striking enemies along its path. Deals additional damage with \u003Cspan class=\"highlight\"\u003Esuccessive hits\u003C/span\u003E\u003Cbr\u003E\u003Cbr\u003ERestores all charges when cooldown completes.",
"citadel_ability_spade_hat_trick_t1_desc": "Reduce total cooldown by 1s per unit hit",
"citadel_ability_spade_hat_trick_t1_desc": "Reduce total cooldown by 1s per unit hit",
"citadel_ability_spade_hat_trick_t3_desc": "Hero kills refill all charges",
"citadel_ability_spade_hat_trick_t3_desc": "Hero kills refill all charges",
"citadel_ability_spade_misdirection": "Shadow Box",
"citadel_ability_spade_misdirection": "Shadow Box",
"citadel_ability_spade_misdirection/citadel_modifier_spade_misdirection": "Misdirection",
"citadel_ability_spade_misdirection/citadel_modifier_spade_misdirection/modifier_spade_misdirection_aura": "Misdirection zone",
"citadel_ability_spade_misdirection_desc": "Creates a barrier which deals damage when crossed.",
"citadel_ability_spade_misdirection_desc": "Creates a barrier which deals damage when crossed.",
"citadel_ability_spade_play": "Play",
"citadel_ability_spade_play": "Play",
"citadel_ability_spade_play_desc": "Plays your current card, gaining bonuses depending on which card is drawn.\u003Cbr\u003E\u003Cbr\u003EBUG: Play your card to show upgrades in the shop",
"citadel_ability_spade_play_desc": "Plays your current card, gaining bonuses depending on which card is drawn.\u003Cbr\u003E\u003Cbr\u003EBUG: Play your card to show upgrades in the shop",
"citadel_ability_spade_puppeteer": "Puppeteer",
"citadel_ability_spade_puppeteer": "Puppeteer",
"citadel_ability_spade_puppeteer/modifier_citadel_spade_pupeteer_puppet": "Puppeted",
"citadel_ability_spade_puppeteer_desc": "Spade turns the target into a puppet, forcing them to \u003Cspan class=\"highlight\"\u003Eshoot nearby allies\u003C/span\u003E. Control is reduced if no targets are in range.\u003Cbr\u003E\u003Cbr\u003EPuppets take reduced damage while being controlled.",
"citadel_ability_spade_puppeteer_desc": "Spade turns the target into a puppet, forcing them to \u003Cspan class=\"highlight\"\u003Eshoot nearby allies\u003C/span\u003E. Control is reduced if no targets are in range.\u003Cbr\u003E\u003Cbr\u003EPuppets take reduced damage while being controlled.",
"citadel_ability_spade_sleeve_toss": "Sleeve toss",
"citadel_ability_spade_sleeve_toss": "Sleeve toss",
"citadel_ability_spade_sleeve_toss/modifier_citadel_architect_lock_on": "Movement deals damage!",
"citadel_ability_spade_sleeve_toss/modifier_citadel_spade_rupture": "Bleeding, don't move!",
"citadel_ability_spade_sleeve_toss/modifier_citadel_spade_sleeve_toss_card_draw": "Sleeve Toss",
"citadel_ability_spade_sleeve_toss_desc": "Spade pulls dove from her sleeve and throws it into the air. It will follow Spade's crosshair until detonation.",
"citadel_ability_spade_sleeve_toss_desc": "Spade pulls dove from her sleeve and throws it into the air. It will follow Spade's crosshair until detonation.",
"citadel_ability_spade_sleight_of_hand": "Sleight of Hand",
"citadel_ability_spade_sleight_of_hand": "Sleight of Hand",
"citadel_ability_spade_sleight_of_hand/modifier_slow_base": "Slowed",
"citadel_ability_spade_sleight_of_hand_desc": "Stab a nearby enemy. If done from \u003Cspan class=\"highlight\"\u003Ebehind\u003C/span\u003E, heavily slows the target.",
"citadel_ability_spade_sleight_of_hand_desc": "Stab a nearby enemy. If done from \u003Cspan class=\"highlight\"\u003Ebehind\u003C/span\u003E, heavily slows the target.",
"citadel_ability_spade_translocate": "Smoke and Mirrors",
"citadel_ability_spade_translocate": "Smoke and Mirrors",
"citadel_ability_spade_translocate/modifier_citadel_spade_translocate": "Returning...",
"citadel_ability_spade_translocate_desc": "Spade marks an enemy hero's position. After a short duration, they will be returned to that spot.",
"citadel_ability_spade_translocate_desc": "Spade marks an enemy hero's position. After a short duration, they will be returned to that spot.",
"citadel_ability_spade_translocate_t3_desc": "Disable armor after teleport",
"citadel_ability_spade_translocate_t3_desc": "Disable armor after teleport",
"citadel_ability_spade_vanishing_act": "Vanishing Act",
"citadel_ability_spade_vanishing_act": "Vanishing Act",
"citadel_ability_spade_vanishing_act/modifier_citadel_spade_vanishing_act": "Vanished",
"citadel_ability_spade_vanishing_act_desc": "Disappear from the world, becoming invisible and damage immune. The first action taken while under the effect gains \u003Cspan class=\"highlight\"\u003Ebonus damage\u003C/span\u003E.",
"citadel_ability_spade_vanishing_act_desc": "Disappear from the world, becoming invisible and damage immune. The first action taken while under the effect gains \u003Cspan class=\"highlight\"\u003Ebonus damage\u003C/span\u003E.",
"citadel_ability_spade_vanishing_act_t3_desc": "\u003Cspan class=\"highlight\"\u003E+50%\u003C/span\u003E bonus damage",
"citadel_ability_spade_vanishing_act_t3_desc": "\u003Cspan class=\"highlight\"\u003E+50%\u003C/span\u003E bonus damage",
Line 7,325: Line 7,219:
"citadel_ability_sprint_roll": "Sprint",
"citadel_ability_sprint_roll": "Sprint",
"citadel_ability_static_charge": "Static Charge",
"citadel_ability_static_charge": "Static Charge",
"citadel_ability_static_charge/modifier_citadel_staticcharge": "Static Charge",
"citadel_ability_static_charge_desc": "Apply a charge to a target enemy hero. After a short duration, the static charge \u003Cspan class=\"highlight\"\u003Estuns and damages\u003C/span\u003E enemies within the radius.",
"citadel_ability_static_charge_desc": "Apply a charge to a target enemy hero. After a short duration, the static charge \u003Cspan class=\"highlight\"\u003Estuns and damages\u003C/span\u003E enemies within the radius.",
"citadel_ability_static_charge_quip": "Apply a delayed area stun to an enemy hero",
"citadel_ability_static_charge_quip": "Apply a delayed area stun to an enemy hero",
Line 7,381: Line 7,274:
"citadel_ability_tengu_lightningcrash_t3_desc": "\u003Cspan class=\"highlight\"\u003E+{s:Damage}\u003C/span\u003E Damage, and \u003Cspan class=\"highlight\"\u003E+{s:Regeneration}\u003C/span\u003E Regeneration",
"citadel_ability_tengu_lightningcrash_t3_desc": "\u003Cspan class=\"highlight\"\u003E+{s:Damage}\u003C/span\u003E Damage, and \u003Cspan class=\"highlight\"\u003E+{s:Regeneration}\u003C/span\u003E Regeneration",
"citadel_ability_tengu_stone_form": "Stone Form",
"citadel_ability_tengu_stone_form": "Stone Form",
"citadel_ability_tengu_stone_form/modifier_citadel_tengu_stone_form": "Stone Form",
"citadel_ability_tengu_stone_form_desc": "Turn yourself into \u003Cspan class=\"highlight\"\u003Eimpervious stone\u003C/span\u003E and smash into the ground, \u003Cspan class=\"highlight\"\u003Estunning and damaging\u003C/span\u003E enemies nearby. Heals you for a percentage of your max health. You have some air control before falling.",
"citadel_ability_tengu_stone_form_desc": "Turn yourself into \u003Cspan class=\"highlight\"\u003Eimpervious stone\u003C/span\u003E and smash into the ground, \u003Cspan class=\"highlight\"\u003Estunning and damaging\u003C/span\u003E enemies nearby. Heals you for a percentage of your max health. You have some air control before falling.",
"citadel_ability_tengu_stone_form_quip": "Turn into impervious stone and stun enemies nearby",
"citadel_ability_tengu_stone_form_quip": "Turn into impervious stone and stun enemies nearby",
Line 7,416: Line 7,308:
"citadel_ability_wing_blast_desc": "Create a blast of air that pushes enemies away and damages them.",
"citadel_ability_wing_blast_desc": "Create a blast of air that pushes enemies away and damages them.",
"citadel_ability_wraith_rapidfire": "Full Auto",
"citadel_ability_wraith_rapidfire": "Full Auto",
"citadel_ability_wraith_rapidfire/modifier_rapidfire": "Rapid Fire",
"citadel_ability_wraith_rapidfire_desc": "Temporarily boosts your \u003Cspan class=\"highlight\"\u003Efire rate\u003C/span\u003E. Nearby allies receive half the fire rate bonus.",
"citadel_ability_wraith_rapidfire_desc": "Temporarily boosts your \u003Cspan class=\"highlight\"\u003Efire rate\u003C/span\u003E. Nearby allies receive half the fire rate bonus.",
"citadel_ability_wraith_rapidfire_quip": "Boost your fire rate",
"citadel_ability_wraith_rapidfire_quip": "Boost your fire rate",
Line 7,754: Line 7,645:
"citadel_modifier_passive_hijack_weapon_jammer_buildup": "Weapon Jammer",
"citadel_modifier_passive_hijack_weapon_jammer_buildup": "Weapon Jammer",
"citadel_modifier_passive_hijack_weapon_jammer_buildup_desc": "Weapon Jammer Building",
"citadel_modifier_passive_hijack_weapon_jammer_buildup_desc": "Weapon Jammer Building",
"citadel_modifier_spade_misdirection": "Misdirection zone",
"citadel_modifier_tangotether_tether_receiver": "Covenant",
"citadel_modifier_tangotether_tether_receiver": "Covenant",
"citadel_modifier_teleport": "Teleporting",
"citadel_modifier_teleport": "Teleporting",
Line 8,199: Line 8,091:
"clawdril_plasma_laser": "Plasma Laser",
"clawdril_plasma_laser": "Plasma Laser",
"clawdril_plasma_laser_desc": "Fire a short-range plasma laser that deals massive damage to units in its way.",
"clawdril_plasma_laser_desc": "Fire a short-range plasma laser that deals massive damage to units in its way.",
"clip_size_pickup/clip_size": "3 Large clips",
"clip_size": "3 Large clips",
"clip_size_pickup": "3 Large clips",
"clip_size_pickup_label": "3 Large clips",
"clip_size_pickup_label": "3 Large clips",
"coldmetal_charged_rocket": "Charged Rocket",
"coldmetal_charged_rocket": "Charged Rocket",
Line 8,206: Line 8,099:
"coldmetal_cold_metal_killer_desc": "Launch a fan of knives in a cone in front of Cold Metal, slowing enemies upon impact.",
"coldmetal_cold_metal_killer_desc": "Launch a fan of knives in a cone in front of Cold Metal, slowing enemies upon impact.",
"coldmetal_contract_to_kill": "Contract to Kill",
"coldmetal_contract_to_kill": "Contract to Kill",
"coldmetal_contract_to_kill/modifier_coldmetal_contract_to_kill": "Contract",
"coldmetal_contract_to_kill_desc": "Take out a contract on a target hero for a duration. The contract takes extra bullet damage and extra damage from Cold Metal's missiles. You have no move speed penalty while shooting at the contract and no aim speed penalty at the contract while moving.",
"coldmetal_contract_to_kill_desc": "Take out a contract on a target hero for a duration. The contract takes extra bullet damage and extra damage from Cold Metal's missiles. You have no move speed penalty while shooting at the contract and no aim speed penalty at the contract while moving.",
"coldmetal_impenetrable_cube": "Impenetrable Cube",
"coldmetal_impenetrable_cube": "Impenetrable Cube",
"coldmetal_impenetrable_cube_desc": "Fold up into an impenetrable cube for a duration, unable to shoot or take damage, then explode into a flurry of tactical heat-seaking missiles.",
"coldmetal_impenetrable_cube_desc": "Fold up into an impenetrable cube for a duration, unable to shoot or take damage, then explode into a flurry of tactical heat-seaking missiles.",
"cooldown_reduction_pickup/cooldown_reduction": "Reduced Cooldown",
"contributor": "Capturing Point",
"cooldown_reduction": "Reduced Cooldown",
"cooldown_reduction_pickup": "Reduced Cooldown",
"cooldown_reduction_pickup_label": "Lower Cooldowns",
"cooldown_reduction_pickup_label": "Lower Cooldowns",
"copyult_modifier": "Tada!",
"damage_reduction_label": "Damage Reduction",
"damage_reduction_label": "Damage Reduction",
"damage_reduction_postfix": "%",
"damage_reduction_postfix": "%",
"damageshare": "Weave Fate",
"debuff": "Crimson Slash",
"demonmark": "Demon Mark",
"demonmark_buff": "Mark Claimed",
"detach_buff": "Fire Rate",
"detention_immune": "Detention Immune",
"detention_immune": "Detention Immune",
"disarm_immune": "Disarm Immune",
"disarm_immune": "Disarm Immune",
"double_jump_pickup/double_jump": "Double Jump and Zipline Speed",
"double_jump": "Double Jump and Zipline Speed",
"extra_gold_pickup/extra_gold_pickup": "Bonus Bounty Next Hero Kill",
"double_jump_pickup": "Double Jump and Zipline Speed",
"extra_stamina_pickup/extra_stamina": "Extra Stamina",
"empowerbullet_watcher": "Empowered Round",
"escape_buff_modifier": "Ready to Escape",
"escape_escaped_modifier": "Escaped!",
"extra_gold_pickup": "Bonus Bounty Next Hero Kill",
"extra_stamina": "Extra Stamina",
"extra_stamina_pickup": "Extra Stamina",
"extra_stamina_pickup_label": "Extra Stamina",
"extra_stamina_pickup_label": "Extra Stamina",
"fathom_breach": "Breach",
"fathom_breach": "Breach",
Line 8,224: Line 8,129:
"fathom_breach_quip": "Launch forward into enemies",
"fathom_breach_quip": "Launch forward into enemies",
"fathom_lurkers_ambush": "Lurker's Ambush",
"fathom_lurkers_ambush": "Lurker's Ambush",
"fathom_lurkers_ambush/immobilize": "Immobilized",
"fathom_lurkers_ambush/invis": "Invisible",
"fathom_lurkers_ambush/regen": "Health Regen",
"fathom_lurkers_ambush_active_desc": "Hold 4 to \u003Cspan class=\"highlight\"\u003Echarge up\u003C/span\u003E a mouthful of sticky spit that \u003Cspan class=\"highlight\"\u003Edamages and slows enemies\u003C/span\u003E. Damage and slow duration increase the longer you hold the spit.\u003Cbr\u003EDuration is halved if you are not latched to a wall.",
"fathom_lurkers_ambush_active_desc": "Hold 4 to \u003Cspan class=\"highlight\"\u003Echarge up\u003C/span\u003E a mouthful of sticky spit that \u003Cspan class=\"highlight\"\u003Edamages and slows enemies\u003C/span\u003E. Damage and slow duration increase the longer you hold the spit.\u003Cbr\u003EDuration is halved if you are not latched to a wall.",
"fathom_lurkers_ambush_passive_desc": "Passive: While out of combat and not seen by enemies, \u003Cspan class=\"highlight\"\u003Eheal a portion of your max health\u003C/span\u003E every second. \u003Cspan class=\"highlight\"\u003EIf you stand still, you also become invisible\u003C/span\u003E, so long as you stay still or crouched and don't perform any actions. While completely invisible, you are \u003Cspan class=\"highlight\"\u003Einvulnerable\u003C/span\u003E.",
"fathom_lurkers_ambush_passive_desc": "Passive: While out of combat and not seen by enemies, \u003Cspan class=\"highlight\"\u003Eheal a portion of your max health\u003C/span\u003E every second. \u003Cspan class=\"highlight\"\u003EIf you stand still, you also become invisible\u003C/span\u003E, so long as you stay still or crouched and don't perform any actions. While completely invisible, you are \u003Cspan class=\"highlight\"\u003Einvulnerable\u003C/span\u003E.",
"fathom_lurkers_ambush_quip": "Become invisible and launch an immobilizing spit.",
"fathom_lurkers_ambush_quip": "Become invisible and launch an immobilizing spit.",
"fathom_reefdweller_harpoon": "Reefdweller Harpoon",
"fathom_reefdweller_harpoon": "Reefdweller Harpoon",
"fathom_reefdweller_harpoon/detach_buff": "Fire Rate",
"fathom_reefdweller_harpoon/regen": "Reefdweller Harpoon Regen",
"fathom_reefdweller_harpoon_desc": "Throw a harpoon that latches to a wall or ceiling, and \u003Cspan class=\"highlight\"\u003Epulls you in\u003C/span\u003E. Activates \u003Cspan class=\"highlight\"\u003ELurker's Ambush's invisibility\u003C/span\u003E while being pulled in. Once hanging attached to the harpoon surface, \u003Cspan class=\"highlight\"\u003Egain additional charges\u003C/span\u003E.\u003Cbr\u003E\u003Cbr\u003E\u003Cspan class=\"diminish\"\u003ECasting Reefdweller Harpoon does not break invisibility.\u003C/span\u003E",
"fathom_reefdweller_harpoon_desc": "Throw a harpoon that latches to a wall or ceiling, and \u003Cspan class=\"highlight\"\u003Epulls you in\u003C/span\u003E. Activates \u003Cspan class=\"highlight\"\u003ELurker's Ambush's invisibility\u003C/span\u003E while being pulled in. Once hanging attached to the harpoon surface, \u003Cspan class=\"highlight\"\u003Egain additional charges\u003C/span\u003E.\u003Cbr\u003E\u003Cbr\u003E\u003Cspan class=\"diminish\"\u003ECasting Reefdweller Harpoon does not break invisibility.\u003C/span\u003E",
"fathom_reefdweller_harpoon_passive_desc": "Passive: While out of combat and hidden on the minimap, \u003Cspan class=\"highlight\"\u003Eheal a portion of your max health\u003C/span\u003E every second.",
"fathom_reefdweller_harpoon_passive_desc": "Passive: While out of combat and hidden on the minimap, \u003Cspan class=\"highlight\"\u003Eheal a portion of your max health\u003C/span\u003E every second.",
Line 8,240: Line 8,140:
"fathom_scalding_spray_desc": "Spray scalding water in a cone ahead of you. You build up bonus weapon damage as the spray damages an enemy hero.",
"fathom_scalding_spray_desc": "Spray scalding water in a cone ahead of you. You build up bonus weapon damage as the spray damages an enemy hero.",
"fathom_scalding_spray_quip": "Spray scalding water in a cone ahead of you.",
"fathom_scalding_spray_quip": "Spray scalding water in a cone ahead of you.",
"fire_rate_pickup/small_fire_rate": "Increased fire rate",
"fire_rate_pickup": "Increased fire rate",
"fire_rate_pickup_label": "Fire Rate",
"fire_rate_pickup_label": "Fire Rate",
"firerate_permanent_pickup_label": "+1.5% Fire Rate",
"firerate_permanent_pickup_label": "+1.5% Fire Rate",
Line 8,327: Line 8,227:
"gun_powerup_pickup": "Gun",
"gun_powerup_pickup": "Gun",
"gunslinger_demonMark": "Infernal Brand",
"gunslinger_demonMark": "Infernal Brand",
"gunslinger_demonMark/demonmark": "Demon Mark",
"gunslinger_demonMark/demonmark/demonmark_buff": "Mark Claimed",
"gunslinger_demonMark_desc": "Passively mark nearby enemies with a \u003Cspan class=\"highlight\"\u003EBrand\u003C/span\u003E. Shooting an enemy with a \u003Cspan class=\"highlight\"\u003EBrand\u003C/span\u003E consumes the effect, dealing bonus \u003CPanel class=\"AbilityPropertyIcon prop_tech_damage\"\u003E \u003Cspan class=\"highlight_spirit\"\u003EDamage\u003C/span\u003E and granting \u003CPanel class=\"AbilityPropertyIcon prop_fire_rate\"\u003E \u003Cspan class=\"highlight\"\u003EFire Rate\u003C/span\u003E and \u003CPanel class=\"AbilityPropertyIcon prop_move_speed\"\u003E \u003Cspan class=\"highlight\"\u003EMovement Speed\u003C/span\u003E.",
"gunslinger_demonMark_desc": "Passively mark nearby enemies with a \u003Cspan class=\"highlight\"\u003EBrand\u003C/span\u003E. Shooting an enemy with a \u003Cspan class=\"highlight\"\u003EBrand\u003C/span\u003E consumes the effect, dealing bonus \u003CPanel class=\"AbilityPropertyIcon prop_tech_damage\"\u003E \u003Cspan class=\"highlight_spirit\"\u003EDamage\u003C/span\u003E and granting \u003CPanel class=\"AbilityPropertyIcon prop_fire_rate\"\u003E \u003Cspan class=\"highlight\"\u003EFire Rate\u003C/span\u003E and \u003CPanel class=\"AbilityPropertyIcon prop_move_speed\"\u003E \u003Cspan class=\"highlight\"\u003EMovement Speed\u003C/span\u003E.",
"gunslinger_rapid_fire": "Rapid Fire",
"gunslinger_rapid_fire": "Rapid Fire",
"gunslinger_rapid_fire/modifier_citadel_rapid_fire": "Rapid Fire",
"gunslinger_rapid_fire_desc": "Rapidly fire your guns at a target with perfect accuracy and 50% increased damage for {s:AbilityChannelTime}s.  Causes {s:hero_name} and the target to float if in the air.",
"gunslinger_rapid_fire_desc": "Rapidly fire your guns at a target with perfect accuracy and 50% increased damage for {s:AbilityChannelTime}s.  Causes {s:hero_name} and the target to float if in the air.",
"gunslinger_rocket_launcher": "Rocket Launcher",
"gunslinger_rocket_launcher": "Rocket Launcher",
"gunslinger_rocket_launcher_desc": "Equip a rocket launcher that fires explosive rockets.  Rocket blasts can launch enemies and {s:hero_name} into the air.",
"gunslinger_rocket_launcher_desc": "Equip a rocket launcher that fires explosive rockets.  Rocket blasts can launch enemies and {s:hero_name} into the air.",
"gunslinger_salvo_warning_modifier": "Take Cover..!",
"gunslinger_sleep_bomb": "Sleep Bomb",
"gunslinger_sleep_bomb": "Sleep Bomb",
"gunslinger_sleep_bomb_desc": "Throw out a sleep bomb that explodes on impact, creating an expanding cloud that sleeps enemies it touches.",
"gunslinger_sleep_bomb_desc": "Throw out a sleep bomb that explodes on impact, creating an expanding cloud that sleeps enemies it touches.",
Line 8,344: Line 8,242:
"headed_to_purple": "{s:param_1} headed to Green",
"headed_to_purple": "{s:param_1} headed to Green",
"headed_to_yellow": "{s:param_1} headed to Yellow",
"headed_to_yellow": "{s:param_1} headed to Yellow",
"health_regen_pickup/small_health_regen": "Increased health regen",
"headshot_cooldown_modifier": "Head Shot Bonus Cooldown",
"heal_on_level_buff": "Heal On Level",
"health_regen_pickup": "Increased health regen",
"health_regen_pickup_label": "Healing",
"health_regen_pickup_label": "Healing",
"hero_akimbo": "Akimbo",
"hero_akimbo_lore": "Though he was built by a lonely gunslinger, Akimbo was taught that he couldn't use a gun to solve all his problems.  This frustrated the robot outlaw immensely, but as time passed Akimbo realized that his human father was right.  A gun only solved about 75% of his problems.  To solve ALL his problems, he would need at least 2 guns.",
"hero_akimbo_lore": "Though he was built by a lonely gunslinger, Akimbo was taught that he couldn't use a gun to solve all his problems.  This frustrated the robot outlaw immensely, but as time passed Akimbo realized that his human father was right.  A gun only solved about 75% of his problems.  To solve ALL his problems, he would need at least 2 guns.",
"hero_akimbo_playstyle": "Akimbo excels at close range combat, where he relies on speed, cone attacks, and a whole lot of bullets to hit as many targets as possible.",
"hero_akimbo_playstyle": "Akimbo excels at close range combat, where he relies on speed, cone attacks, and a whole lot of bullets to hit as many targets as possible.",
"hero_apocalypse": "Apocalypse",
"hero_architect": "Architect",
"hero_assassin": "Assassin",
"hero_astro": "Holliday",
"hero_astro_lore": "There are people who spent their whole lives dreaming about moving to New York.  Holliday isn't one of those people.  Content with being a Sheriff in a small town, Holliday enjoyed a career where the only time she had to use her gun was when trick shooting at the county fair...then the murders started.\"n\"nGrisly and inhumane; the bodies were found with their ribcages ripped open... their innards picked apart as if by birds.  Holliday tracked down the killer, a travelling folk musician that the media dubbed \"The Troubadour\", but when she confronted him he exploded into a murder of crows and flew away.\"n\"nThat was 6 months ago, and while the murders in central Illinois have stopped, Holliday's investigation has not.  She believes that The Troubadour is travelling to New York, and when she finds him she's going to kill that evil son of a bitch.",
"hero_astro_lore": "There are people who spent their whole lives dreaming about moving to New York.  Holliday isn't one of those people.  Content with being a Sheriff in a small town, Holliday enjoyed a career where the only time she had to use her gun was when trick shooting at the county fair...then the murders started.\"n\"nGrisly and inhumane; the bodies were found with their ribcages ripped open... their innards picked apart as if by birds.  Holliday tracked down the killer, a travelling folk musician that the media dubbed \"The Troubadour\", but when she confronted him he exploded into a murder of crows and flew away.\"n\"nThat was 6 months ago, and while the murders in central Illinois have stopped, Holliday's investigation has not.  She believes that The Troubadour is travelling to New York, and when she finds him she's going to kill that evil son of a bitch.",
"hero_astro_playstyle": "Holliday depends on her skills as a crack shot, shooting things she's bounced into the air. With good aim she can lay out heavy damage. Her movement skills let her isolate her enemies or beat a hasty retreat.",
"hero_astro_playstyle": "Holliday depends on her skills as a crack shot, shooting things she's bounced into the air. With good aim she can lay out heavy damage. Her movement skills let her isolate her enemies or beat a hasty retreat.",
"hero_astro_role": "Bounces about dispensing trick shots",
"hero_astro_role": "Bounces about dispensing trick shots",
"hero_atlas": "Abrams",
"hero_atlas_lore": "Hard hitting, hard headed, and hard drinking; Detective Abrams has been a fixture on the New York investigating scene for years.  From stolen art, to missing persons, to ritual murders; Abrams didn't just take any case that came across his desk... he solved them.\"n\"nBut his days of following cheating spouses came to an end the day he opened his office door and found The Tome sitting on his desk.\"n\"nNo instruction was left for him save for a brief note scrawled in onyx blood that read \"Don't let them have it\".  Abrams hasn't figured where the thing came from; but seeing as his home has been broken into, his office tossed on 3 different occasions, and his car firebombed he has a vested interest in figuring out what the hell is going on.",
"hero_atlas_lore": "Hard hitting, hard headed, and hard drinking; Detective Abrams has been a fixture on the New York investigating scene for years.  From stolen art, to missing persons, to ritual murders; Abrams didn't just take any case that came across his desk... he solved them.\"n\"nBut his days of following cheating spouses came to an end the day he opened his office door and found The Tome sitting on his desk.\"n\"nNo instruction was left for him save for a brief note scrawled in onyx blood that read \"Don't let them have it\".  Abrams hasn't figured where the thing came from; but seeing as his home has been broken into, his office tossed on 3 different occasions, and his car firebombed he has a vested interest in figuring out what the hell is going on.",
"hero_atlas_playstyle": "Abrams has the bulk and sustain to lead from the front, often running into the middle of his foes and watching them scatter. If his enemies waste their fire on him, his backline teammates can lay out damage with impunity.",
"hero_atlas_playstyle": "Abrams has the bulk and sustain to lead from the front, often running into the middle of his foes and watching them scatter. If his enemies waste their fire on him, his backline teammates can lay out damage with impunity.",
"hero_atlas_role": "Charges into close combat",
"hero_atlas_role": "Charges into close combat",
"hero_ballista": "Ballista",
"hero_ballista_playstyle": "You know what people hate?  Being knocked back by a shotgun.  You know what they hate even more?  Being knocked back into a mine field.  Do you know what they hate even more than that?  Being atomized by a fusion bomb.  Ballista turns the battlefield into an explosive Rube Goldberg device.",
"hero_ballista_playstyle": "You know what people hate?  Being knocked back by a shotgun.  You know what they hate even more?  Being knocked back into a mine field.  Do you know what they hate even more than that?  Being atomized by a fusion bomb.  Ballista turns the battlefield into an explosive Rube Goldberg device.",
"hero_ballista_role": "Shields up to drop the bomb",
"hero_ballista_role": "Shields up to drop the bomb",
"hero_bebop": "Bebop",
"hero_bebop_lore": "Forged by the hands of a widowed junk yard attendant; Bebop was more than just some scrap golem laborer... he was the son she couldn't have.  Together they would work in the iron yard during the day, and listen to jazz at night. It was a predictable, if not comforting routine.  But now, Bebop's creator has fallen ill and while Miss Shelly wouldn't approve of the activities that Bebop does at night to pay for her medicine, what she doesn't know can't hurt her.",
"hero_bebop_lore": "Forged by the hands of a widowed junk yard attendant; Bebop was more than just some scrap golem laborer... he was the son she couldn't have.  Together they would work in the iron yard during the day, and listen to jazz at night. It was a predictable, if not comforting routine.  But now, Bebop's creator has fallen ill and while Miss Shelly wouldn't approve of the activities that Bebop does at night to pay for her medicine, what she doesn't know can't hurt her.",
"hero_bebop_playstyle": "Bebop can string together his abilities in many different ways. Disrupting enemy positions, saving an ally or dealing bursts of damage. When the situation doesn't require subtlety his giant laser still solves many problems.",
"hero_bebop_playstyle": "Bebop can string together his abilities in many different ways. Disrupting enemy positions, saving an ally or dealing bursts of damage. When the situation doesn't require subtlety his giant laser still solves many problems.",
"hero_bebop_role": "Hooks an enemy for a knockout combo",
"hero_bebop_role": "Hooks an enemy for a knockout combo",
"hero_boho": "Boho",
"hero_bomber": "Bomber",
"hero_bookworm": "Paige",
"hero_cadence": "Cadence",
"hero_chrono": "Paradox",
"hero_chrono_lore": "Paradox.  An artifact of time, and the name of a notorious thieves' guild... one that prides themselves on constructing elaborate heists that target the most untouchable of individuals and institutions.  What does Paradox do with the countless artifacts, state secrets, and celebrity paternity tests that they have stolen?  Put it on display at pop-up museums, so that they can show the world that no one is out of Paradox’s reach.\"n\"nShrouded in mystery, each member of Paradox dons a mask and takes on the organization's name.  They are everywhere.  They are nowhere.  And if they want something, they are inevitable.",
"hero_chrono_lore": "Paradox.  An artifact of time, and the name of a notorious thieves' guild... one that prides themselves on constructing elaborate heists that target the most untouchable of individuals and institutions.  What does Paradox do with the countless artifacts, state secrets, and celebrity paternity tests that they have stolen?  Put it on display at pop-up museums, so that they can show the world that no one is out of Paradox’s reach.\"n\"nShrouded in mystery, each member of Paradox dons a mask and takes on the organization's name.  They are everywhere.  They are nowhere.  And if they want something, they are inevitable.",
"hero_chrono_playstyle": "Manipulating time lets Paradox outpace an enemy in one on one combat. She thrives by subjecting her enemies to timely swaps into a waiting pulse grenade, her wall, or into the middle of her teammates.",
"hero_chrono_playstyle": "Manipulating time lets Paradox outpace an enemy in one on one combat. She thrives by subjecting her enemies to timely swaps into a waiting pulse grenade, her wall, or into the middle of her teammates.",
"hero_chrono_role": "Manipulates Space and Time",
"hero_chrono_role": "Manipulates Space and Time",
"hero_clawdril": "Clawdril",
"hero_coldmetal": "Cold Metal",
"hero_cowboy": "Cowboy",
"hero_demoman": "Demolitions Expert",
"hero_doorman": "The Doorman",
"hero_doorman_sort": "Doorman",
"hero_drifter": "Drifter",
"hero_druid": "Druid",
"hero_duo": "Duo",
"hero_dynamo": "Dynamo",
"hero_dynamo_lore": "As a Scientist, Professor Dynamo always had an inquisitive mind.  So when a rift in space and time opened up in central park he was first on the scene to investigate – and while he expected such a majestic sight to be life changing, he was thinking more in a metaphorical way as opposed to having his body atomized and reduced to a tiny dying star.\"n\"nBut while his body is gone, his spirit and lust for knowledge lives on.  A tenured professor at Columbia College, Dynamo looks to learn more about his condition while maintaining his class load, after all: he has future minds to inspire.",
"hero_dynamo_lore": "As a Scientist, Professor Dynamo always had an inquisitive mind.  So when a rift in space and time opened up in central park he was first on the scene to investigate – and while he expected such a majestic sight to be life changing, he was thinking more in a metaphorical way as opposed to having his body atomized and reduced to a tiny dying star.\"n\"nBut while his body is gone, his spirit and lust for knowledge lives on.  A tenured professor at Columbia College, Dynamo looks to learn more about his condition while maintaining his class load, after all: he has future minds to inspire.",
"hero_dynamo_playstyle": "Dynamo keeps himself and his allies healthy while waiting for his moment. Few things can warp a team fight more than a well-coordinated use of Singularity.",
"hero_dynamo_playstyle": "Dynamo keeps himself and his allies healthy while waiting for his moment. Few things can warp a team fight more than a well-coordinated use of Singularity.",
"hero_dynamo_role": "Locks down the enemy team",
"hero_dynamo_role": "Locks down the enemy team",
"hero_forge": "McGinnis",
"hero_forge_lore": "Maggie McGinnis always had a knack for building things.  At 4 she was using Lincoln Logs to recreate architectural marvels.  At 10 she built and rewired a custom light fixture for her parent's anniversary.  At 15 she designed a machine that refined the souls of the dead...that last one got a little more attention than the Lincoln Logs.\"n\"nNow the head of Fairfax Industries Military R\u0026D department, McGinnis spends her time in the machine shop, not in a lab.  She's not interested in theory, to her science is magic you can touch.",
"hero_forge_lore": "Maggie McGinnis always had a knack for building things.  At 4 she was using Lincoln Logs to recreate architectural marvels.  At 10 she built and rewired a custom light fixture for her parent's anniversary.  At 15 she designed a machine that refined the souls of the dead...that last one got a little more attention than the Lincoln Logs.\"n\"nNow the head of Fairfax Industries Military R\u0026D department, McGinnis spends her time in the machine shop, not in a lab.  She's not interested in theory, to her science is magic you can touch.",
"hero_forge_playstyle": "Precise placement is everything for McGinnis, whether she's creating a killzone or splitting the enemy team. She can help keep her team running making them hard to dislodge when entrenched.",
"hero_forge_playstyle": "Precise placement is everything for McGinnis, whether she's creating a killzone or splitting the enemy team. She can help keep her team running making them hard to dislodge when entrenched.",
"hero_forge_role": "Controls the battle with combat turrets",
"hero_forge_role": "Controls the battle with combat turrets",
"hero_fortuna": "Fortuna",
"hero_frank": "Victor",
"hero_gadgeteer": "Gadgeteer",
"hero_gadgetman": "Gadget Man",
"hero_genericperson": "Generic Person",
"hero_ghost": "Lady Geist",
"hero_ghost_lore": "Once, Lady Jeanne Geist was the toast of the town.  But as time passed and her beauty faded she found herself further and further from her glory days in High Society until finally she was nothing more than a frail woman in a nursing home, telling stories of a glorious past.  And that’s when Oathkeeper revealed himself.  A powerful spirit from another plane, Oathkeeper offered her a path to reclaim her past glories… he could restore her youth; all she had to do was drain the essence of the living to sustain herself. \"n\"nGeist was torn.  Obviously murder was ghoulish business, and undoubtedly Oathkeeper was not an entity that could be trusted… but still, the thought of having a second chance of reliving her youth was too good to pass up.  And so she concocted a plan: after making a pact with Oathkeeper she would bind and ward him, limiting his influence and pull over her.  Oathkeeper would still get fed; but on her terms, not his.\"n\"nHowever, as years have turned to decades; the strength of the Ward has weakened, and Oathkeeper hungers more than he ever has in the past…",
"hero_ghost_lore": "Once, Lady Jeanne Geist was the toast of the town.  But as time passed and her beauty faded she found herself further and further from her glory days in High Society until finally she was nothing more than a frail woman in a nursing home, telling stories of a glorious past.  And that’s when Oathkeeper revealed himself.  A powerful spirit from another plane, Oathkeeper offered her a path to reclaim her past glories… he could restore her youth; all she had to do was drain the essence of the living to sustain herself. \"n\"nGeist was torn.  Obviously murder was ghoulish business, and undoubtedly Oathkeeper was not an entity that could be trusted… but still, the thought of having a second chance of reliving her youth was too good to pass up.  And so she concocted a plan: after making a pact with Oathkeeper she would bind and ward him, limiting his influence and pull over her.  Oathkeeper would still get fed; but on her terms, not his.\"n\"nHowever, as years have turned to decades; the strength of the Ward has weakened, and Oathkeeper hungers more than he ever has in the past…",
"hero_ghost_playstyle": "Expending health to achieve devastating effects is the source of Lady Geist's power. When running low, she can drain the life out of her rivals.",
"hero_ghost_playstyle": "Expending health to achieve devastating effects is the source of Lady Geist's power. When running low, she can drain the life out of her rivals.",
"hero_ghost_role": "Sacrifices health then drains it back",
"hero_ghost_role": "Sacrifices health then drains it back",
"hero_gigawatt": "Seven",
"hero_gigawatt_lore": "When mystic energy awoke on Earth, the world changed... anything was possible.  But just because anything WAS possible, didn’t mean that anything SHOULD be possible.  And so the government made rules.  Laws.  A means for US citizens to enjoy the benefits of the supernatural world in safety.  But rules and laws are for lesser men.  Men with limitations.  Men who were not Seven.  \"n\"nThere are many rumors about what Seven did to land himself in Lost Whisper, an oubliette for the most dangerous of occultists.  But there is no doubt about what happened on the night of his execution. \"n\"nWards placed by the most powerful ritualists of 7 different nations… wards designed to not just prevent mystical interference with the execution, but to simultaneously obliterate Seven's soul so that it could never be contacted, resurrected, or otherwise be used by someone looking to follow in his footsteps... failed.\"n\"nOnlookers viewed in horror as the strongest mentalist employed by the US Army’s head popped like a grape.  They screamed as Scotland Yard’s premiere occult investigator, the one who allegedly captured Seven, crumbled to ash.  Seven's body buckled and writhed against his restraints; his skin burning from eldritch electricity... and yet he would not die.  He laughed.\"n\"nHe laughed as he tore himself free from his bondage.\"n\"nHe laughed as his captors cowered in fear.\"n\"nHe laughed as he massacred his tormentors.\"n\"nHe laughed as he tasted the fresh air that was denied to him for years.\"n\"nAnd he laughed when he thought about what he was going to do once he reached New York City.",
"hero_gigawatt_lore": "When mystic energy awoke on Earth, the world changed... anything was possible.  But just because anything WAS possible, didn’t mean that anything SHOULD be possible.  And so the government made rules.  Laws.  A means for US citizens to enjoy the benefits of the supernatural world in safety.  But rules and laws are for lesser men.  Men with limitations.  Men who were not Seven.  \"n\"nThere are many rumors about what Seven did to land himself in Lost Whisper, an oubliette for the most dangerous of occultists.  But there is no doubt about what happened on the night of his execution. \"n\"nWards placed by the most powerful ritualists of 7 different nations… wards designed to not just prevent mystical interference with the execution, but to simultaneously obliterate Seven's soul so that it could never be contacted, resurrected, or otherwise be used by someone looking to follow in his footsteps... failed.\"n\"nOnlookers viewed in horror as the strongest mentalist employed by the US Army’s head popped like a grape.  They screamed as Scotland Yard’s premiere occult investigator, the one who allegedly captured Seven, crumbled to ash.  Seven's body buckled and writhed against his restraints; his skin burning from eldritch electricity... and yet he would not die.  He laughed.\"n\"nHe laughed as he tore himself free from his bondage.\"n\"nHe laughed as his captors cowered in fear.\"n\"nHe laughed as he massacred his tormentors.\"n\"nHe laughed as he tasted the fresh air that was denied to him for years.\"n\"nAnd he laughed when he thought about what he was going to do once he reached New York City.",
"hero_gigawatt_playstyle": "Seven thrives in a skirmish waiting for the time to strike. Then he rolls into the fight like a storm and batters his enemies with a cascade of lightning.",
"hero_gigawatt_playstyle": "Seven thrives in a skirmish waiting for the time to strike. Then he rolls into the fight like a storm and batters his enemies with a cascade of lightning.",
"hero_gigawatt_role": "Electrocutes crowds of enemies",
"hero_gigawatt_role": "Electrocutes crowds of enemies",
"hero_glider": "Glider",
"hero_graf": "Graf",
"hero_gunner": "Gunner",
"hero_gunslinger": "Gunslinger",
"hero_haze": "Haze",
"hero_haze_lore": "The Occult Security and Investigation Commission is a black box government organization that makes the CIA look transparent.  It falls on the men, women, and entities of the OSIC to keep the country safe from sinister forces that are beyond the capabilities of local law enforcement.\"n\"nAs a member of the notorious Sandman Division, Haze is routinely tasked with infiltrating the dreams of persons of interest, to assess their threat level, and if needed... to put them to sleep.",
"hero_haze_lore": "The Occult Security and Investigation Commission is a black box government organization that makes the CIA look transparent.  It falls on the men, women, and entities of the OSIC to keep the country safe from sinister forces that are beyond the capabilities of local law enforcement.\"n\"nAs a member of the notorious Sandman Division, Haze is routinely tasked with infiltrating the dreams of persons of interest, to assess their threat level, and if needed... to put them to sleep.",
"hero_haze_playstyle": "When Haze fixates on a target she can hold her own in a firefight. She prefers to create one sided exchanges, avoiding damage then picking off unsuspecting targets up close.",
"hero_haze_playstyle": "When Haze fixates on a target she can hold her own in a firefight. She prefers to create one sided exchanges, avoiding damage then picking off unsuspecting targets up close.",
"hero_haze_role": "Sneaks in and sprays bullets",
"hero_haze_role": "Sneaks in and sprays bullets",
"hero_heavy_role": "Heavy Weapon Expert",
"hero_heavy_role": "Heavy Weapon Expert",
"hero_hijack": "Hijack",
"hero_hornet": "Vindicta",
"hero_hornet_lore": "A victim of John Hathorne during the Salem Witch Trials, Vindicta got a second chance of life when her spirit was brought back to the mortal plane during the first Maelstrom (the event that introduced the supernatural to the public at large).\"n\"nWaging a one ghost war against \"The Friends of Humanity\", a neo inquisition formed by Hathorne's descendants; Vindicta looks to keep the supernatural safe from Hathorne's ilk, and she isn't afraid to stack as many bodies as needed to do it.",
"hero_hornet_lore": "A victim of John Hathorne during the Salem Witch Trials, Vindicta got a second chance of life when her spirit was brought back to the mortal plane during the first Maelstrom (the event that introduced the supernatural to the public at large).\"n\"nWaging a one ghost war against \"The Friends of Humanity\", a neo inquisition formed by Hathorne's descendants; Vindicta looks to keep the supernatural safe from Hathorne's ilk, and she isn't afraid to stack as many bodies as needed to do it.",
"hero_hornet_playstyle": "Vindicta has the mobility to engage at her leisure, picking at her prey and bleeding them out slowly. Injured enemies at any distance should fear being picked off when she is on the map.",
"hero_hornet_playstyle": "Vindicta has the mobility to engage at her leisure, picking at her prey and bleeding them out slowly. Injured enemies at any distance should fear being picked off when she is on the map.",
"hero_hornet_role": "Snipes the unsuspecting",
"hero_hornet_role": "Snipes the unsuspecting",
"hero_inferno": "Infernus",
"hero_inferno_lore": "Like most teenagers; Infernus was wild, rebellious, and impetuous.  Unlike most teenagers, Infernus was a creature from another plane and had a supernatural mastery over fire.  Needless to say:  his youth was filled with no small amount of arson, murder, and evidence disposal.  But that was then.  Now an adult, Infernus has mellowed out considerably.  He’s happy working at a bar with good live music, and talking to interesting people.  That being said when someone at the bar gets belligerent or violent, he’s not afraid to dust off the skills he once honed.",
"hero_inferno_lore": "Like most teenagers; Infernus was wild, rebellious, and impetuous.  Unlike most teenagers, Infernus was a creature from another plane and had a supernatural mastery over fire.  Needless to say:  his youth was filled with no small amount of arson, murder, and evidence disposal.  But that was then.  Now an adult, Infernus has mellowed out considerably.  He’s happy working at a bar with good live music, and talking to interesting people.  That being said when someone at the bar gets belligerent or violent, he’s not afraid to dust off the skills he once honed.",
"hero_inferno_playstyle": "Infernus has many ways to deal damage over time, burning foes before swooping in for the kill. Due to Infernus' blazing speed, his enemies won't be able to escape the flames.",
"hero_inferno_playstyle": "Infernus has many ways to deal damage over time, burning foes before swooping in for the kill. Due to Infernus' blazing speed, his enemies won't be able to escape the flames.",
"hero_inferno_role": "Lights up enemies and watches them burn",
"hero_inferno_role": "Lights up enemies and watches them burn",
"hero_kali": "Kali",
"hero_kali_playstyle": "Kali is positively lethal with his boomerang, however if he misses catching the blade on it's return path his effectiveness reduces dramatically.",
"hero_kali_playstyle": "Kali is positively lethal with his boomerang, however if he misses catching the blade on it's return path his effectiveness reduces dramatically.",
"hero_kelvin": "Kelvin",
"hero_kelvin_lore": "A famed adventuring scientist, Kelvin made it his life's mission to explore and understand the unknowable.  So naturally when rumors surfaced regarding an 8th astral gate hidden in the arctic, Kelvin couldn't build an expedition team fast enough.  Assembling the brightest minds of his generation, Kelvin and his team set forth with much fanfare.\"n\"nThey never returned.\"n\"nA year and a half later the frozen body of Kelvin was found by a fishing trawler, his corpse clutching a rock etched with glowing runes.  The crew chipped away at the ice, looking to get a closer look at the body and were shocked when Kelvin opened his eyes.  They checked his vitals... there was no pulse.  They sought to bandage his open wounds... there was no blood.  And yet, impossibly, Kelvin was \"alive\".\"n\"nHaving no memory of what happened on the expedition, Kelvin is looking for answers.",
"hero_kelvin_lore": "A famed adventuring scientist, Kelvin made it his life's mission to explore and understand the unknowable.  So naturally when rumors surfaced regarding an 8th astral gate hidden in the arctic, Kelvin couldn't build an expedition team fast enough.  Assembling the brightest minds of his generation, Kelvin and his team set forth with much fanfare.\"n\"nThey never returned.\"n\"nA year and a half later the frozen body of Kelvin was found by a fishing trawler, his corpse clutching a rock etched with glowing runes.  The crew chipped away at the ice, looking to get a closer look at the body and were shocked when Kelvin opened his eyes.  They checked his vitals... there was no pulse.  They sought to bandage his open wounds... there was no blood.  And yet, impossibly, Kelvin was \"alive\".\"n\"nHaving no memory of what happened on the expedition, Kelvin is looking for answers.",
"hero_kelvin_playstyle": "Timely heals and splitting a teamfight properly is the difference between an easy victory or a ruinous defeat. Gliding around slowing enemies gives Kelvin's team the maneuvering advantage to make this happen.",
"hero_kelvin_playstyle": "Timely heals and splitting a teamfight properly is the difference between an easy victory or a ruinous defeat. Gliding around slowing enemies gives Kelvin's team the maneuvering advantage to make this happen.",
"hero_kelvin_role": "Freezes enemies in their tracks",
"hero_kelvin_role": "Freezes enemies in their tracks",
"hero_krill": "Mo \u0026 Krill",
"hero_krill_lore": "Mo and Krill are members of The Tunnel Rats, a group that help facilitate illicit trade and commerce between the boroughs thanks to a network of underground tunnels.  But while most denizens of the New York underworld respect the work The Rats do, every once in a while a gang tries to exploit the tunnel system for personal vendettas...that's when Mo and Krill step in and remind the city what happens to those who disrespect their hospitality.",
"hero_krill_lore": "Mo and Krill are members of The Tunnel Rats, a group that help facilitate illicit trade and commerce between the boroughs thanks to a network of underground tunnels.  But while most denizens of the New York underworld respect the work The Rats do, every once in a while a gang tries to exploit the tunnel system for personal vendettas...that's when Mo and Krill step in and remind the city what happens to those who disrespect their hospitality.",
"hero_krill_playstyle": "By burrowing through the ground, Mo and Krill can get the drop on almost anyone; and once they get in close the results can be devastating.",
"hero_krill_playstyle": "By burrowing through the ground, Mo and Krill can get the drop on almost anyone; and once they get in close the results can be devastating.",
"hero_krill_role": "Burrows underneath his enemies",
"hero_krill_role": "Burrows underneath his enemies",
"hero_lash": "Lash",
"hero_lash_lore": "Jacob Lash is an asshole.",
"hero_lash_lore": "Jacob Lash is an asshole.",
"hero_lash_playstyle": "Lash gives his enemies little room to breathe, either by flying in from long distances to initiate combat with unsuspecting enemies, or pursuing said enemies when they try to run.",
"hero_lash_playstyle": "Lash gives his enemies little room to breathe, either by flying in from long distances to initiate combat with unsuspecting enemies, or pursuing said enemies when they try to run.",
"hero_lash_role": "Dives down to stomp his foes",
"hero_lash_role": "Dives down to stomp his foes",
"hero_magician": "Sinclair",
"hero_magician_lore": "Henry's parents told him he was too young and impulsive to mess with real magic, and so they gave him a deck of cards to play with.  He took to sleight of hand naturally and soon was dazzling his classmates with fantastic feats of illusions that were done without mystic artifacts or incantation.\"n\"nWhen he was in high school he met Savannah, and their mutual love of stage magic sparked a whirlwind romance.  Soon they fell in love and created an act together.  Obviously they were meant to be; and so at prom, Henry proposed to Savannah and they married soon after graduation.\"n\"nUnsurprisingly both sets of parents were not thrilled at this prospect, but Henry and Savannah knew they were soulmates.  And so they cemented their love for one another by having a blood mystic bind their souls for eternity.\"n\"nWhen an on-stage accident claimed both their lives, no one was sure who to blame.  Henry claims Savannah was out of position.  Savannah says Henry didn't wait for his cue.  But one thing's for sure, since their souls are tied to each other neither one of them have been able to move on.  Now a bickering pair of ghosts, Henry and Savannah need to work together if they want to have any chance of undoing their eternal union.",
"hero_magician_lore": "Henry's parents told him he was too young and impulsive to mess with real magic, and so they gave him a deck of cards to play with.  He took to sleight of hand naturally and soon was dazzling his classmates with fantastic feats of illusions that were done without mystic artifacts or incantation.\"n\"nWhen he was in high school he met Savannah, and their mutual love of stage magic sparked a whirlwind romance.  Soon they fell in love and created an act together.  Obviously they were meant to be; and so at prom, Henry proposed to Savannah and they married soon after graduation.\"n\"nUnsurprisingly both sets of parents were not thrilled at this prospect, but Henry and Savannah knew they were soulmates.  And so they cemented their love for one another by having a blood mystic bind their souls for eternity.\"n\"nWhen an on-stage accident claimed both their lives, no one was sure who to blame.  Henry claims Savannah was out of position.  Savannah says Henry didn't wait for his cue.  But one thing's for sure, since their souls are tied to each other neither one of them have been able to move on.  Now a bickering pair of ghosts, Henry and Savannah need to work together if they want to have any chance of undoing their eternal union.",
"hero_magician_playstyle": "With the help of their unwilling assistant, \u003Ci\u003EThe Magnificent Sinclair\u003C/i\u003E can confuse enemies with curving hexes and rapid bolts.",
"hero_magician_playstyle": "With the help of their unwilling assistant, \u003Ci\u003EThe Magnificent Sinclair\u003C/i\u003E can confuse enemies with curving hexes and rapid bolts.",
"hero_magician_role": "Misdirect and hex enemies",
"hero_magician_role": "Misdirect and hex enemies",
"hero_mechaguy": "Mecha Guy",
"hero_mirage": "Mirage",
"hero_mirage_lore": "The Djinn are one of the more curious groups of people in the modern world.  Possessing great power in controlled doses, Djinn are incapable of maintaining corporeal form for longer than 48 minutes without resting within a vessel.  As a result, most Djinn employ human bodyguards for transport, protection, and companionship.\"n\"nMirage is one such bodyguard.  Employed by Djinn ambassador Nashala Dion, Mirage is in New York on a diplomatic mission.  It's the hope of the Djinn that they can negotiate with the US government for a sale of part of Wyoming so that they can build a sovereign nation for their people.",
"hero_mirage_lore": "The Djinn are one of the more curious groups of people in the modern world.  Possessing great power in controlled doses, Djinn are incapable of maintaining corporeal form for longer than 48 minutes without resting within a vessel.  As a result, most Djinn employ human bodyguards for transport, protection, and companionship.\"n\"nMirage is one such bodyguard.  Employed by Djinn ambassador Nashala Dion, Mirage is in New York on a diplomatic mission.  It's the hope of the Djinn that they can negotiate with the US government for a sale of part of Wyoming so that they can build a sovereign nation for their people.",
"hero_mirage_playstyle": "Mirage can envelop himself in a violent tornado to catch up to enemies and lift them up. His scarabs help him sustain against multiple enemies, and he's always ready to help an ally or punish an enemy anywhere.",
"hero_mirage_playstyle": "Mirage can envelop himself in a violent tornado to catch up to enemies and lift them up. His scarabs help him sustain against multiple enemies, and he's always ready to help an ally or punish an enemy anywhere.",
"hero_mirage_role": "Times his shots and catches fleeing targets",
"hero_mirage_role": "Times his shots and catches fleeing targets",
"hero_nano": "Calico",
"hero_nano_lore": "Once a decorated member of The Baxter Society, Calico left the august order once she realized that killing monsters for free was less profitable than killing people for money.\"n\"nNow an in demand contract killer, Calico is living her best life ending someone else's.",
"hero_nano_lore": "Once a decorated member of The Baxter Society, Calico left the august order once she realized that killing monsters for free was less profitable than killing people for money.\"n\"nNow an in demand contract killer, Calico is living her best life ending someone else's.",
"hero_nano_playstyle": "Calico uses the shadows to her advantage, weaving in and out of combat to hunt down her enemies one by one.",
"hero_nano_playstyle": "Calico uses the shadows to her advantage, weaving in and out of combat to hunt down her enemies one by one.",
"hero_nano_role": "Wreaks havoc from the sidelines",
"hero_nano_role": "Wreaks havoc from the sidelines",
"hero_operative": "Raven",
"hero_operative_lore": "Led by the specter of Catherine the Great, the Soviet Empire has flourished in a brave new world of mysticism.  But while her deeper motivations are often obfuscated from the world stage, one thing is for certain: she hates being a ghost.  To this end she has tasked The Empire’s spymaster with one goal: find a way to make her corporeal once more.\"n\"nRelentless in pursuit of his task; the operative known only as \"The Raven\" has scoured the Earth looking for strange artifacts, apocryphal writings, and wisdom of the life beyond. Now in New York, Raven looks to find a way to tether Catherine’s spirit to the mortal coil.",
"hero_operative_lore": "Led by the specter of Catherine the Great, the Soviet Empire has flourished in a brave new world of mysticism.  But while her deeper motivations are often obfuscated from the world stage, one thing is for certain: she hates being a ghost.  To this end she has tasked The Empire’s spymaster with one goal: find a way to make her corporeal once more.\"n\"nRelentless in pursuit of his task; the operative known only as \"The Raven\" has scoured the Earth looking for strange artifacts, apocryphal writings, and wisdom of the life beyond. Now in New York, Raven looks to find a way to tether Catherine’s spirit to the mortal coil.",
"hero_operative_playstyle": "By impeding enemy movement and punishing those who look in his direction, Raven creates opportunites to stab his enemies in the back.",
"hero_operative_playstyle": "By impeding enemy movement and punishing those who look in his direction, Raven creates opportunites to stab his enemies in the back.",
"hero_operative_role": "Uses cunning to maximize damage",
"hero_operative_role": "Uses cunning to maximize damage",
"hero_orion": "Grey Talon",
"hero_orion_lore": "A founding member of \"The Baxter Society\", Wesley Grey Talon spent close to 40 years hunting monsters that preyed on man before finally deciding to find a replacement and lay down his bow. Grey Talon's duties had meant that he never spent much time with his wife and kid, and now that his son had started a family of his own he realized that this was his last chance to reconnect with the people he loved.\"n\"nRetirement suited Wesley.  He made up for lost time with his wife.  He doted on his grandkids.  He cooked dinner for the whole family every Wednesday.  He was happy.\"n\"nThen he got the call.\"n\"nThe authorities claimed that it was a freak accident... that the fire consumed his son's house before anyone got a chance to escape.  But Wesley knew better.  His son's wife was an Ixian who could snuff out flame with a thought.  If their bodies were found burned they had to be dead long before there was a fire.\"n\"nAnd so Grey Talon has picked up his bow once more, and when he finds who's responsible there will be a bloody reckoning.",
"hero_orion_lore": "A founding member of \"The Baxter Society\", Wesley Grey Talon spent close to 40 years hunting monsters that preyed on man before finally deciding to find a replacement and lay down his bow. Grey Talon's duties had meant that he never spent much time with his wife and kid, and now that his son had started a family of his own he realized that this was his last chance to reconnect with the people he loved.\"n\"nRetirement suited Wesley.  He made up for lost time with his wife.  He doted on his grandkids.  He cooked dinner for the whole family every Wednesday.  He was happy.\"n\"nThen he got the call.\"n\"nThe authorities claimed that it was a freak accident... that the fire consumed his son's house before anyone got a chance to escape.  But Wesley knew better.  His son's wife was an Ixian who could snuff out flame with a thought.  If their bodies were found burned they had to be dead long before there was a fire.\"n\"nAnd so Grey Talon has picked up his bow once more, and when he finds who's responsible there will be a bloody reckoning.",
"hero_orion_playstyle": "A cunning predator, Grey Talon uses a combination of deadly accuracy, traps, and clever positioning to bring down the toughest of opponents.",
"hero_orion_playstyle": "A cunning predator, Grey Talon uses a combination of deadly accuracy, traps, and clever positioning to bring down the toughest of opponents.",
"hero_orion_role": "Delivers long range skill-shots",
"hero_orion_role": "Delivers long range skill-shots",
"hero_phalanx": "Phalanx",
"hero_phoenix": "Phoenix",
"hero_priest": "Venator",
"hero_punkgoat": "Billy",
"hero_revenant": "Revenant",
"hero_rutger": "Rutger",
"hero_rutger_playstyle": "Rocket Launcher gives him some rocket-jumping capabilities, Force Field allows him to close off movement options, Cheat Death lets him turn bad fights around, and a Pulse released in the middle of a teamfight can dictate the outcome.",
"hero_rutger_playstyle": "Rocket Launcher gives him some rocket-jumping capabilities, Force Field allows him to close off movement options, Cheat Death lets him turn bad fights around, and a Pulse released in the middle of a teamfight can dictate the outcome.",
"hero_sapper": "Sapper",
"hero_shieldguy": "Shield Guy",
"hero_shiv": "Shiv",
"hero_shiv_lore": "A loyal member of \"The Baxter Society\", an international order of monster hunters, Shiv travels across North America looking to put down creatures that prey on the living.\"n\"nWhile his less polished nature and criminal past make some of the more traditional members of the Society wary, no one can deny his effectiveness.",
"hero_shiv_lore": "A loyal member of \"The Baxter Society\", an international order of monster hunters, Shiv travels across North America looking to put down creatures that prey on the living.\"n\"nWhile his less polished nature and criminal past make some of the more traditional members of the Society wary, no one can deny his effectiveness.",
"hero_shiv_playstyle": "Shiv has zero interest in playing fair, which is why he relies on hit and run tactics to weaken enemies before he dives in for the kill.",
"hero_shiv_playstyle": "Shiv has zero interest in playing fair, which is why he relies on hit and run tactics to weaken enemies before he dives in for the kill.",
"hero_shiv_role": "Bleeds out foes, then goes in for a kill",
"hero_shiv_role": "Bleeds out foes, then goes in for a kill",
"hero_skymonk": "Sky Monk",
"hero_skymonk_role": "Initiation",
"hero_skymonk_role": "Initiation",
"hero_skymonk_strengths": "Crafty",
"hero_skymonk_strengths": "Crafty",
"hero_skyrunner": "Skyrunner",
"hero_slingshot": "Slingshot",
"hero_slork": "Fathom",
"hero_slork_lore": "A notorious monster of The Deep, Fathom enjoyed cultivating an aura of mystery and fear around him.  He was content feasting on wayward sailors and demanding tithes from selkies, but then The Adversary came and ruined everything.  After all, when it came to sowing terror, how could he compete with a genocidal force of nature?  It wasn't fair.  Something had to be done to save himself from fading into obscurity...and so he seeks to summon the Patrons to ensure that he will always be the apex predator of The Deep.",
"hero_slork_lore": "A notorious monster of The Deep, Fathom enjoyed cultivating an aura of mystery and fear around him.  He was content feasting on wayward sailors and demanding tithes from selkies, but then The Adversary came and ruined everything.  After all, when it came to sowing terror, how could he compete with a genocidal force of nature?  It wasn't fair.  Something had to be done to save himself from fading into obscurity...and so he seeks to summon the Patrons to ensure that he will always be the apex predator of The Deep.",
"hero_slork_playstyle": "A short-ranged assassin, Fathom can slip in and out of combat and win long engagements.",
"hero_slork_playstyle": "A short-ranged assassin, Fathom can slip in and out of combat and win long engagements.",
"hero_slork_role": "Slips into combat and then hides to recover",
"hero_slork_role": "Slips into combat and then hides to recover",
"hero_spade": "Spade",
"hero_spade_playstyle": "Lorem ipsum dolor sit amet, consectetur adipiscing elit, sed do eiusmod tempor incididunt ut labore et dolore magna aliqua.",
"hero_spade_playstyle": "Lorem ipsum dolor sit amet, consectetur adipiscing elit, sed do eiusmod tempor incididunt ut labore et dolore magna aliqua.",
"hero_swan": "Swan",
"hero_synth": "Pocket",
"hero_synth_lore": "Arin Fairfax, the eldest heir to Fairfax Industries, has been living in hiding for the past 5 years after being shot and left for dead on their 18th birthday.  Arin doesn't know who is trying to keep them from taking control of their parent's company... but in the avarice fueled viper's nest that is Fairfax Industries it could be anyone.\"n\"nTaking on the name \"Pocket\", Arin desperately wants to keep their true identity a secret… not only for their own protection; but because they want to forge their own identity separate from their parents.",
"hero_synth_lore": "Arin Fairfax, the eldest heir to Fairfax Industries, has been living in hiding for the past 5 years after being shot and left for dead on their 18th birthday.  Arin doesn't know who is trying to keep them from taking control of their parent's company... but in the avarice fueled viper's nest that is Fairfax Industries it could be anyone.\"n\"nTaking on the name \"Pocket\", Arin desperately wants to keep their true identity a secret… not only for their own protection; but because they want to forge their own identity separate from their parents.",
"hero_synth_playstyle": "With a powerful shotgun and a thin frame, Pocket relies on their ability to briefly escape into a mystic suitcase and teleport via a flying cloak in order to survive close encounters.",
"hero_synth_playstyle": "With a powerful shotgun and a thin frame, Pocket relies on their ability to briefly escape into a mystic suitcase and teleport via a flying cloak in order to survive close encounters.",
"hero_synth_role": "Infiltrates and disrupts the backline",
"hero_synth_role": "Infiltrates and disrupts the backline",
"hero_targetdummy": "TargetDummy",
"hero_tempest": "Tempest",
"hero_tempest_playstyle": "Much like how a child has no idea how a TV works, no one knows exactly HOW Tempest kills you.  Was it a tesla coil?  You didn't see a tesla coil.  Either way, you're dead and Tempest is laughing.",
"hero_tempest_playstyle": "Much like how a child has no idea how a TV works, no one knows exactly HOW Tempest kills you.  Was it a tesla coil?  You didn't see a tesla coil.  Either way, you're dead and Tempest is laughing.",
"hero_tengu": "Ivy",
"hero_tengu_lore": "The gargoyle didn't know what was happening when it sprang to life...  just that a big human and a small human were being hurt.  And so the gargoyle leapt to action, sending the attackers fleeing in horror.  The small human said thank you and asked the gargoyle's name.  The gargoyle didn't have one.  And so the small human said, \"I'm going to call you Ivy.\"  The gargoyle, being covered in ivy at the time, thought it was a bit obvious, but decided to go along with it for the small human's sake.\"n\"nThe humans asked if Ivy would come home with them so they could show their appreciation, and so Ivy walked with them.  That night she learned much.  The family were called The Arroyo's.  The little one, Sophia.  Mofongo is what they called a plate of deliciousness.  But most importantly, she learned that the people attacking them were called \"The Mendoza Syndicate\", and they were hurting people...nice people like The Arroyo's.\"n\"n18 years have passed since the day the Arroyo's took Ivy home... and during that time she made it her mission to dismantle the Mendoza Syndicate and free Spanish Harlem from its grasp.  However the thing about dedicating your life to a single pursuit for nearly 2 decades is that you don't really know what to do once you achieve it.  For the first time in her life, Ivy is prepared to venture outside of Spanish Harlem and see what the world has to offer beyond vigilante justice.",
"hero_tengu_lore": "The gargoyle didn't know what was happening when it sprang to life...  just that a big human and a small human were being hurt.  And so the gargoyle leapt to action, sending the attackers fleeing in horror.  The small human said thank you and asked the gargoyle's name.  The gargoyle didn't have one.  And so the small human said, \"I'm going to call you Ivy.\"  The gargoyle, being covered in ivy at the time, thought it was a bit obvious, but decided to go along with it for the small human's sake.\"n\"nThe humans asked if Ivy would come home with them so they could show their appreciation, and so Ivy walked with them.  That night she learned much.  The family were called The Arroyo's.  The little one, Sophia.  Mofongo is what they called a plate of deliciousness.  But most importantly, she learned that the people attacking them were called \"The Mendoza Syndicate\", and they were hurting people...nice people like The Arroyo's.\"n\"n18 years have passed since the day the Arroyo's took Ivy home... and during that time she made it her mission to dismantle the Mendoza Syndicate and free Spanish Harlem from its grasp.  However the thing about dedicating your life to a single pursuit for nearly 2 decades is that you don't really know what to do once you achieve it.  For the first time in her life, Ivy is prepared to venture outside of Spanish Harlem and see what the world has to offer beyond vigilante justice.",
"hero_tengu_playstyle": "Ivy has disruptive combat tricks that slow and stun enemies. She's most effective when linking up with an ally, empowering her and her ally's guns as well as sharing heals.",
"hero_tengu_playstyle": "Ivy has disruptive combat tricks that slow and stun enemies. She's most effective when linking up with an ally, empowering her and her ally's guns as well as sharing heals.",
"hero_tengu_role": "Sets up a power duo with a lucky ally",
"hero_tengu_role": "Sets up a power duo with a lucky ally",
"hero_test": "Test Hero",
"hero_thumper": "Thumper",
"hero_tokamak": "Tokamak",
"hero_tokamak_playstyle": "Shooting Tokamak's weapon builds heat which bleeds off whenever the gun isn't shooting. High heat levels can be used to increase the power of some abilities.",
"hero_tokamak_playstyle": "Shooting Tokamak's weapon builds heat which bleeds off whenever the gun isn't shooting. High heat levels can be used to increase the power of some abilities.",
"hero_trapper": "Trapper",
"hero_trapper_lore": "An employee of the New York Municipal Coven; Trapper spends his days building Spirit Urns, luring giant rats, and capturing various invasive species from The Outer Planes.  It's not a particularly glamorous job, and he really hates working with spiders, but those Knickerbocker season tickets don't pay for themselves.",
"hero_trapper_lore": "An employee of the New York Municipal Coven; Trapper spends his days building Spirit Urns, luring giant rats, and capturing various invasive species from The Outer Planes.  It's not a particularly glamorous job, and he really hates working with spiders, but those Knickerbocker season tickets don't pay for themselves.",
"hero_trapper_playstyle": "The Trapper can infest the battlefield with their haunted spiders, leaving latent curses in key areas. If you let the Trapper have their way, you won't be able to navigate the map without springing some sort of trap.",
"hero_trapper_playstyle": "The Trapper can infest the battlefield with their haunted spiders, leaving latent curses in key areas. If you let the Trapper have their way, you won't be able to navigate the map without springing some sort of trap.",
"hero_trapper_role": "Entrap enemies and control space",
"hero_trapper_role": "Entrap enemies and control space",
"hero_vampire": "Vampire",
"hero_vampirebat": "Mina",
"hero_vampirebat_lore": "Mina Ha had it all...rich parents, elite education, and an arranged marriage that would see her ascend from run-of-the-mill upper class to American royalty.  She was happy.\"n\"nThen her betrothed was assassinated.\"n\"nMina wept; not for the life of her fiancé, but for the future that was stolen from her.  Why couldn’t the killer just wait until after the wedding? Then she’d have the last name she always dreamed of and no one would even have to pretend to love anyone.  It could have been perfect, but life wasn’t fair...and so Mina did what she always does when things don’t go her way: she told her parents to fix it.\"n\"nMr. And Mrs. Ha knew that the only way to appease their daughter was to offer her something greater than what she lost... and marrying into one of the world’s most lauded families was a tall order to top.  They had to think big.  They had to think outside of the box.  They had to promise their daughter immortality.\"n\"nIt took a small fortune, but eventually they found a vampire who was willing to turn her.  Unsurprisingly, Mina thought the idea of eternal youth and a trust fund was an acceptable plan B and happily agreed to the proposal.  Now a fledgling vampire, Mina is quickly discovering that the clout she held as a human has no weight in vampire high society...and while at first that annoyed her, if there is one thing Mina has a knack for, it's learning the rules so she can subvert them.  She will be the Viscount of New York, the other vampires just don't know it yet.",
"hero_vampirebat_lore": "Mina Ha had it all...rich parents, elite education, and an arranged marriage that would see her ascend from run-of-the-mill upper class to American royalty.  She was happy.\"n\"nThen her betrothed was assassinated.\"n\"nMina wept; not for the life of her fiancé, but for the future that was stolen from her.  Why couldn’t the killer just wait until after the wedding? Then she’d have the last name she always dreamed of and no one would even have to pretend to love anyone.  It could have been perfect, but life wasn’t fair...and so Mina did what she always does when things don’t go her way: she told her parents to fix it.\"n\"nMr. And Mrs. Ha knew that the only way to appease their daughter was to offer her something greater than what she lost... and marrying into one of the world’s most lauded families was a tall order to top.  They had to think big.  They had to think outside of the box.  They had to promise their daughter immortality.\"n\"nIt took a small fortune, but eventually they found a vampire who was willing to turn her.  Unsurprisingly, Mina thought the idea of eternal youth and a trust fund was an acceptable plan B and happily agreed to the proposal.  Now a fledgling vampire, Mina is quickly discovering that the clout she held as a human has no weight in vampire high society...and while at first that annoyed her, if there is one thing Mina has a knack for, it's learning the rules so she can subvert them.  She will be the Viscount of New York, the other vampires just don't know it yet.",
"hero_vandal": "Vandal",
"hero_viper": "Vyper",
"hero_viper_lore": "When it comes to breaking the law, not getting caught is a pretty important part of the job.  Vyper never got that memo.  Luckily for her, if there’s one thing she’s better at than being arrested, it’s escaping out of jail.\"n\"nHaving done time in every major prison in the tri-state area, Vyper has built an impressive network of street level lowlifes that owe her one.  She’s also built an impressive network of street level lowlifes that want her dead, but she tries to focus on the positive.",
"hero_viper_lore": "When it comes to breaking the law, not getting caught is a pretty important part of the job.  Vyper never got that memo.  Luckily for her, if there’s one thing she’s better at than being arrested, it’s escaping out of jail.\"n\"nHaving done time in every major prison in the tri-state area, Vyper has built an impressive network of street level lowlifes that owe her one.  She’s also built an impressive network of street level lowlifes that want her dead, but she tries to focus on the positive.",
"hero_viper_playstyle": "With a powerful weapon (and deadly venom to match), Vyper can slither into the back of teams and assassinate high-priority targets in a storm of bullets.",
"hero_viper_playstyle": "With a powerful weapon (and deadly venom to match), Vyper can slither into the back of teams and assassinate high-priority targets in a storm of bullets.",
"hero_viper_role": "Slither in and assassinate enemies",
"hero_viper_role": "Slither in and assassinate enemies",
"hero_viscous": "Viscous",
"hero_viscous_lore": "The Bermuda Triangle was never a myth, it was a shadowline nexus deep underneath the Atlantic Ocean.  For the most part, the things that escaped this astral gate were benign (like Nessie), but now something dark and predatory known only as The Adversary hunts the seas... and ocean denizens are scared to death.\"n\"nOne of those inhabitants, a psychic sea anemone, wants to do something about it.  Summoning an ectoplasmic goo body to traverse the surface, Viscous is desperately trying to summon the Patrons in order to keep The Deep safe from the horror that lurks below.",
"hero_viscous_lore": "The Bermuda Triangle was never a myth, it was a shadowline nexus deep underneath the Atlantic Ocean.  For the most part, the things that escaped this astral gate were benign (like Nessie), but now something dark and predatory known only as The Adversary hunts the seas... and ocean denizens are scared to death.\"n\"nOne of those inhabitants, a psychic sea anemone, wants to do something about it.  Summoning an ectoplasmic goo body to traverse the surface, Viscous is desperately trying to summon the Patrons in order to keep The Deep safe from the horror that lurks below.",
"hero_viscous_playstyle": "Viscous vexes his opponents through clever evasion and strategic uses of healing, enabling him to withstand the most brutal of enemy attacks.",
"hero_viscous_playstyle": "Viscous vexes his opponents through clever evasion and strategic uses of healing, enabling him to withstand the most brutal of enemy attacks.",
"hero_viscous_role": "Rolls around deflecting bullets",
"hero_viscous_role": "Rolls around deflecting bullets",
"hero_warden": "Warden",
"hero_warden_lore": "Most people think the supernatural came into the world 50 years ago.  They’re wrong.  Its presence shaped folklore for generations… and as long as there have been people afraid of the shadows, there have been those who dedicated their lives to fighting in them.\"n\"nComing from a lineage of militant alchemists, Warden’s family always trained for the day they would have to stave off a mystic apocalypse… but as time passed the importance of the lessons seemed less and less important.  What once was viewed as a sincere warning slowly morphed into being perceived as amusing anecdotes told by their superstitious grandparents.\"n\"nWhen the portal opened in Central Park, Warden’s parents realized not only was everything they were told was true, they were unprepared.  Refusing to let the next generation fall asleep on the job, Warden was trained since birth to be a supernatural killing machine with one purpose: stopping the Patrons from ever entering our world.",
"hero_warden_lore": "Most people think the supernatural came into the world 50 years ago.  They’re wrong.  Its presence shaped folklore for generations… and as long as there have been people afraid of the shadows, there have been those who dedicated their lives to fighting in them.\"n\"nComing from a lineage of militant alchemists, Warden’s family always trained for the day they would have to stave off a mystic apocalypse… but as time passed the importance of the lessons seemed less and less important.  What once was viewed as a sincere warning slowly morphed into being perceived as amusing anecdotes told by their superstitious grandparents.\"n\"nWhen the portal opened in Central Park, Warden’s parents realized not only was everything they were told was true, they were unprepared.  Refusing to let the next generation fall asleep on the job, Warden was trained since birth to be a supernatural killing machine with one purpose: stopping the Patrons from ever entering our world.",
"hero_warden_playstyle": "Warden leads from the front, jumping into the fray and hindering his opponents' ability to fight effectively. But what Warden considers brave, others consider reckless, and if he's not careful he can easily find himself in over his head.",
"hero_warden_playstyle": "Warden leads from the front, jumping into the fray and hindering his opponents' ability to fight effectively. But what Warden considers brave, others consider reckless, and if he's not careful he can easily find himself in over his head.",
"hero_warden_role": "Weakens his enemies and chases them down",
"hero_warden_role": "Weakens his enemies and chases them down",
"hero_wraith": "Wraith",
"hero_wraith_lore": "The cornerstone of the New York gambling scene, Wraith's organization is about as open a secret as it comes.  However, thanks to a non-trivial amount of bribes, shakedowns, and blackmail, Wraith knows that she's above the law.",
"hero_wraith_lore": "The cornerstone of the New York gambling scene, Wraith's organization is about as open a secret as it comes.  However, thanks to a non-trivial amount of bribes, shakedowns, and blackmail, Wraith knows that she's above the law.",
"hero_wraith_playstyle": "Excelling at one-on-one combat, Wraith isolates targets, eliminating them with ruthless efficiency. Then teleporting away before anyone can retaliate.",
"hero_wraith_playstyle": "Excelling at one-on-one combat, Wraith isolates targets, eliminating them with ruthless efficiency. Then teleporting away before anyone can retaliate.",
"hero_wraith_role": "Melts isolated targets",
"hero_wraith_role": "Melts isolated targets",
"hero_wrecker": "Wrecker",
"hero_wrecker_lore": "When the Maelstrom  first hit New York, it didn’t just usher in a new age of mysticism to the world… it changed geopolitics.  From CIA employed seers identifying threats decades before they rise to power to occult pacts made in smoky backrooms;  countless wars and atrocities have been prevented that would otherwise have shaped history.  But that doesn’t mean there is no war… just that war has changed.\"n\"nParanormal Military Companies have risen to prominence.  These groups, using a combination of extra-planar creatures and various blood magics; have found ways to circumvent the guardrails established by the nation’s watchdog oracles, allowing them to function as proxies for nations seeking to wage war.\"n\"nWrecker is one such soldier.\"n\"nEmployed by Eldritch Tactical Solutions (a subsidiary of Fairfax Industries), Wrecker is an elite soldier of fortune with a reputation for doing dirty work that other PMC’s don’t have the stomach for.",
"hero_wrecker_lore": "When the Maelstrom  first hit New York, it didn’t just usher in a new age of mysticism to the world… it changed geopolitics.  From CIA employed seers identifying threats decades before they rise to power to occult pacts made in smoky backrooms;  countless wars and atrocities have been prevented that would otherwise have shaped history.  But that doesn’t mean there is no war… just that war has changed.\"n\"nParanormal Military Companies have risen to prominence.  These groups, using a combination of extra-planar creatures and various blood magics; have found ways to circumvent the guardrails established by the nation’s watchdog oracles, allowing them to function as proxies for nations seeking to wage war.\"n\"nWrecker is one such soldier.\"n\"nEmployed by Eldritch Tactical Solutions (a subsidiary of Fairfax Industries), Wrecker is an elite soldier of fortune with a reputation for doing dirty work that other PMC’s don’t have the stomach for.",
"hero_wrecker_playstyle": "Salvaging and scrapping for parts, Wrecker can disassemble troopers, crush foes with his Wrecking Ball, and capture all enemies in his Stasis Trap.",
"hero_wrecker_playstyle": "Salvaging and scrapping for parts, Wrecker can disassemble troopers, crush foes with his Wrecking Ball, and capture all enemies in his Stasis Trap.",
"hero_wrecker_role": "Salvages scrap to create weapons",
"hero_wrecker_role": "Salvages scrap to create weapons",
"hero_yakuza": "The Boss",
"hero_yamato": "Yamato",
"hero_yamato_lore": "犯罪組織のボスの家に生まれた花桜梨とその兄の大和にとって、\"n父の死後に「セブンスムーン」の跡目を継ぐのは自明のことでもあった。\"nそして何年もの間、かれらは対等の立場で組織を率いて利益と成功を\"nもたらし、やがてはアメリカへの進出をも目論むようになった。\"n\"n思い描いていた計画は単純で、 大和がアメリカに渡って花桜梨の\"n国際的な存在感を高め、その間花桜梨は日本に残って国内を統制する、\"nといったものだった。 兄妹にとって不運だったのは、花桜梨が日本で\"n指揮をとるという計画を快く思わない部下たちがいたことだった。\"n\"nそして迅速かつ暴力的な形で、反乱は発生した。大和は花桜梨を\"n守るために命を落とし、花桜梨と数人の忠実な部下たちは、\"nその大和の犠牲のおかげもあって、日本からアメリカへと\"n逃げ延びることに成功した。\"n\"nアメリカに着いた花桜梨たちを出迎えたのは、本来であれば大和が\"n会う予定となっていた男であった。彼は日本人の名前になじみが\"nなかったため性別の区別がついておらず、花桜梨のことを\"n「ヤマト」と呼んだ。花桜梨は男の間違いを正そうと思ったが、\"n結局そのままにした。兄の記憶を残し続けるためにも、その名を名乗り、\"nその夢を受け継ぐことが最善の道であろうと考えたからだ。",
"hero_yamato_lore": "犯罪組織のボスの家に生まれた花桜梨とその兄の大和にとって、\"n父の死後に「セブンスムーン」の跡目を継ぐのは自明のことでもあった。\"nそして何年もの間、かれらは対等の立場で組織を率いて利益と成功を\"nもたらし、やがてはアメリカへの進出をも目論むようになった。\"n\"n思い描いていた計画は単純で、 大和がアメリカに渡って花桜梨の\"n国際的な存在感を高め、その間花桜梨は日本に残って国内を統制する、\"nといったものだった。 兄妹にとって不運だったのは、花桜梨が日本で\"n指揮をとるという計画を快く思わない部下たちがいたことだった。\"n\"nそして迅速かつ暴力的な形で、反乱は発生した。大和は花桜梨を\"n守るために命を落とし、花桜梨と数人の忠実な部下たちは、\"nその大和の犠牲のおかげもあって、日本からアメリカへと\"n逃げ延びることに成功した。\"n\"nアメリカに着いた花桜梨たちを出迎えたのは、本来であれば大和が\"n会う予定となっていた男であった。彼は日本人の名前になじみが\"nなかったため性別の区別がついておらず、花桜梨のことを\"n「ヤマト」と呼んだ。花桜梨は男の間違いを正そうと思ったが、\"n結局そのままにした。兄の記憶を残し続けるためにも、その名を名乗り、\"nその夢を受け継ぐことが最善の道であろうと考えたからだ。",
"hero_yamato_playstyle": "Yamato uses precise strikes to decimate her rivals. However, such damaging attacks often will leave her exposed, so she needs to make every shot count.",
"hero_yamato_playstyle": "Yamato uses precise strikes to decimate her rivals. However, such damaging attacks often will leave her exposed, so she needs to make every shot count.",
"hero_yamato_role": "Delivers charged attacks with finesse",
"hero_yamato_role": "Delivers charged attacks with finesse",
"hero_zealot": "Zealot",
"hexarea_modifier": "Hexed!",
"hint_throw_wrecking_ball": "Throw Ball",
"hint_throw_wrecking_ball": "Throw Ball",
"hold_up": "Hold up {s:param_1}",
"hold_up": "Hold up {s:param_1}",
Line 8,470: Line 8,454:
"hud_spectate_next_prev": "Next / Prev",
"hud_spectate_next_prev": "Next / Prev",
"hud_spectating": "Spectating",
"hud_spectating": "Spectating",
"ice_dome_enemy_aura": "Frozen Shelter",
"immobilize": "Immobilized",
"in_mid": "{s:param_1} inside mid",
"in_mid": "{s:param_1} inside mid",
"invis": "Invisible",
"item_disabled_playtest": "Item Disabled",
"item_disabled_playtest": "Item Disabled",
"item_info_abilities": "Abilities",
"item_info_abilities": "Abilities",
Line 8,493: Line 8,480:
"item_info_tier_tier3": "T3",
"item_info_tier_tier3": "T3",
"item_info_tier_tier4": "T4",
"item_info_tier_tier4": "T4",
"kelvin_ice_grenade_slow": "Ice Grenade Slow",
"kill_hype_FirstBlood": "first blood",
"kill_hype_FirstBlood": "first blood",
"kill_hype_KillStreak:p{kills}": "{i:kills} kill streak#|#{i:kills} kill streak",
"kill_hype_KillStreak:p{kills}": "{i:kills} kill streak#|#{i:kills} kill streak",
"lash_down_strike_slow_modifier": "Slowed",
"lash_down_strike_slow_modifier": "Slowed",
"lash_grapple_buff": "Weapon Damage",
"lash_grapple_buff": "Weapon Damage",
"leapmodifier": "Jeté",
"lift": "Telekinesis",
"lovebites_proc": "Love Bites",
"menu_abandon": "ABANDON Match",
"menu_abandon": "ABANDON Match",
"menu_announcements": "Announcements",
"menu_announcements": "Announcements",
Line 8,616: Line 8,607:
"modifier_acolytes_glove_triggered": "Spirit Strike",
"modifier_acolytes_glove_triggered": "Spirit Strike",
"modifier_aerial_assault": "Aerial Assault",
"modifier_aerial_assault": "Aerial Assault",
"modifier_aerial_assault_watcher": "Aerial Assault",
"modifier_afterburn_dot": "Burning from Afterburn",
"modifier_afterburn_dot": "Burning from Afterburn",
"modifier_afterburn_watcher": "Burning from Afterburn",
"modifier_air_raid": "Slowed",
"modifier_airlift_ally": "Air Drop",
"modifier_airlift_ally": "Air Drop",
"modifier_aoe_silence": "Silenced - Abilities Disabled",
"modifier_aoe_silence": "Silenced - Abilities Disabled",
Line 8,630: Line 8,624:
"modifier_astro_lasso_tether": "Lasso Chained",
"modifier_astro_lasso_tether": "Lasso Chained",
"modifier_astro_rifle_slow": "Movement Slow",
"modifier_astro_rifle_slow": "Movement Slow",
"modifier_ballista_bullet_storm_aura": "Bullet Storm",
"modifier_ballista_bullet_storm_debuff": "Bullet Storm",
"modifier_ballista_fusion_bomb_warning_aura": "Take cover!",
"modifier_ballista_fusion_bomb_warning_target": "Take cover!",
"modifier_base": "Spirit Armor Reduced",
"modifier_base_aura": "Slowed Attack Speed",
"modifier_bebop_laser_beam": "Hyper Beam",
"modifier_bebop_laser_beam": "Hyper Beam",
"modifier_berserker": "Berserker",
"modifier_berserker_damage_stack": "Berserker",
"modifier_blood_exchange": "Blood Exchange",
"modifier_blood_exchange": "Blood Exchange",
"modifier_blood_shard_debuff": "Malice",
"modifier_bolo_immobilized": "Immobilized",
"modifier_bolo_immobilized": "Immobilized",
"modifier_bolo_leech": "Leeching...",
"modifier_bolo_leech": "Leeching...",
"modifier_bonus_damage_percent": "Wall Damage Debuff",
"modifier_bonus_tech_power": "Spirit Bonus",
"modifier_buff": "Stabilizer",
"modifier_buildup": "Freezing",
"modifier_bull_heal_aura": "Siphon Life",
"modifier_bullet_armor_reduction": "Bullet Resist Reduced",
"modifier_bullet_armor_reduction": "Bullet Resist Reduced",
"modifier_bullet_armor_reduction_aura": "Bullet Armor Reduced",
"modifier_bullet_armor_shredder": "Reduced bullet armor",
"modifier_bullet_armor_shredder_proc": "Reduced bullet armor",
"modifier_bullet_resist_reduction_stack": "Sentry Bullet Resist Debuff",
"modifier_burst_fire_actuator": "Burst Actuator",
"modifier_burst_fire_actuator": "Burst Actuator",
"modifier_burst_fire_buff": "Burst Fire",
"modifier_burstaura": "Upswing",
"modifier_cadence_anthem_aoe": "Singing Anthem",
"modifier_cadence_anthem_aoe": "Singing Anthem",
"modifier_cadence_anthem_buff": "Cadence Anthem",
"modifier_cadence_anthem_buff": "Cadence Anthem",
Line 8,646: Line 8,660:
"modifier_cadence_sleeping": "Sleeping",
"modifier_cadence_sleeping": "Sleeping",
"modifier_camouflage_invis": "Camouflaged",
"modifier_camouflage_invis": "Camouflaged",
"modifier_catform": "Ava",
"modifier_charge_drag_enemy": "Shoulder Charge",
"modifier_charge_drag_enemy": "Shoulder Charge",
"modifier_charge_pull_enemy": "Charged Tackle",
"modifier_charged_bomb": "Charged Bomb",
"modifier_charged_bomb": "Charged Bomb",
"modifier_charged_tackle_active": "Tackling",
"modifier_charged_tackle_active": "Tackling",
"modifier_charged_tackle_prepare": "Building Power",
"modifier_charged_tackle_prepare": "Building Power",
"modifier_charm": "Charmed",
"modifier_cheat_death_immunity": "Death Immune",
"modifier_cheat_death_immunity": "Death Immune",
"modifier_chrono_kinetic_carbine": "Kinetic Carbine",
"modifier_chrono_pulse_grenade_tech_resist_debuff": "Pulse Grenade - Spirit Resist Down",
"modifier_chrono_pulse_grenade_tech_resist_debuff": "Pulse Grenade - Spirit Resist Down",
"modifier_chrono_sphere_friendly": "Time Accelerated",
"modifier_chrono_sphere_friendly": "Time Accelerated",
Line 8,659: Line 8,677:
"modifier_citadel_archer_air_raid": "Power Jump",
"modifier_citadel_archer_air_raid": "Power Jump",
"modifier_citadel_archer_guided_arrow": "Guided Owl",
"modifier_citadel_archer_guided_arrow": "Guided Owl",
"modifier_citadel_architect_lock_on": "Movement deals damage!",
"modifier_citadel_armor_out_of_combat_health_regen": "Metabolic Nanites",
"modifier_citadel_assassinate_target": "Assassination Target - Find Cover!",
"modifier_citadel_assassinate_target": "Assassination Target - Find Cover!",
"modifier_citadel_ballista_ammo_pack_pickup_timer": "Picking up ammo pack...",
"modifier_citadel_ballista_ammo_pack_pickup_timer": "Picking up ammo pack...",
"modifier_citadel_ballista_fusion_bomb_plant": "Planting bomb...",
"modifier_citadel_ballista_fusion_bomb_slow": "Slowed",
"modifier_citadel_banished": "Banished",
"modifier_citadel_banished": "Banished",
"modifier_citadel_barrier": "Barrier",
"modifier_citadel_barrier": "Barrier",
"modifier_citadel_base_buildup": "Explosive Rounds",
"modifier_citadel_basicdamagereflect": "Reflecting Damage",
"modifier_citadel_basicdamagereflect": "Reflecting Damage",
"modifier_citadel_bolo": "Immobilizing...",
"modifier_citadel_bolo": "Immobilizing...",
Line 8,668: Line 8,691:
"modifier_citadel_bull_charging": "Charging",
"modifier_citadel_bull_charging": "Charging",
"modifier_citadel_bull_leap": "Boosting",
"modifier_citadel_bull_leap": "Boosting",
"modifier_citadel_capture_point_meteor/contributor": "Capturing Point",
"modifier_citadel_bullet_flurry": "Bullet Flurry",
"modifier_citadel_capture_point_meteor": "Capturing Point",
"modifier_citadel_capture_zipline_timer": "Capturing Hyperline",
"modifier_citadel_capture_zipline_timer": "Capturing Hyperline",
"modifier_citadel_charging": "Charging",
"modifier_citadel_charging": "Charging",
Line 8,697: Line 8,721:
"modifier_citadel_enemy_uppercutted": "Uppercutted!",
"modifier_citadel_enemy_uppercutted": "Uppercutted!",
"modifier_citadel_grapplehook_wall_hanging": "Grapple Hook Wall Hanging",
"modifier_citadel_grapplehook_wall_hanging": "Grapple Hook Wall Hanging",
"modifier_citadel_gravity_lasso_enemy": "Spirit Lasso",
"modifier_citadel_gravity_lasso_self": "Spirit Lasso",
"modifier_citadel_hijack_weapon_jammer_proc": "Weapon Jammed",
"modifier_citadel_hijack_weapon_jammer_proc": "Weapon Jammed",
"modifier_citadel_hijack_weapon_jammer_proc_desc": "Weapon has been Jammed",
"modifier_citadel_hijack_weapon_jammer_proc_desc": "Weapon has been Jammed",
Line 8,704: Line 8,730:
"modifier_citadel_hornet_crit_stacking_damage_buff": "Headhunter",
"modifier_citadel_hornet_crit_stacking_damage_buff": "Headhunter",
"modifier_citadel_hornet_crit_vulnerability": "Crit Vulnerable",
"modifier_citadel_hornet_crit_vulnerability": "Crit Vulnerable",
"modifier_citadel_hornet_sting_debuff": "Crow Familiar",
"modifier_citadel_hornetleap": "Vindicta Leap",
"modifier_citadel_hornetleap": "Vindicta Leap",
"modifier_citadel_hornetmark": "Vindicta's Mark",
"modifier_citadel_hornetmark": "Vindicta's Mark",
Line 8,715: Line 8,742:
"modifier_citadel_knockdown": "Stunned",
"modifier_citadel_knockdown": "Stunned",
"modifier_citadel_knockdown_stumble": "Stumble",
"modifier_citadel_knockdown_stumble": "Stumble",
"modifier_citadel_lightningball": "Lightning Ball Slow",
"modifier_citadel_lineslow": "Slowed",
"modifier_citadel_lineslow": "Slowed",
"modifier_citadel_mechaguy_echo": "Echo",
"modifier_citadel_mechaguy_echo": "Echo",
Line 8,721: Line 8,749:
"modifier_citadel_metal_skin": "Metal Skin",
"modifier_citadel_metal_skin": "Metal Skin",
"modifier_citadel_muted": "Muted",
"modifier_citadel_muted": "Muted",
"modifier_citadel_passive_cloak": "Cloaking Device",
"modifier_citadel_pestilence_infection_buildup": "Infecting",
"modifier_citadel_pestilence_infection_buildup": "Infecting",
"modifier_citadel_phalanx_reflect": "Reflect",
"modifier_citadel_phalanx_reflect": "Reflect",
"modifier_citadel_pre_match_wait": "Waiting for match start",
"modifier_citadel_pre_match_wait": "Waiting for match start",
"modifier_citadel_projectmind": "Barrier",
"modifier_citadel_psychiclift": "Being Lifted - Oh No!",
"modifier_citadel_psychiclift": "Being Lifted - Oh No!",
"modifier_citadel_psychiclift_self": "Lifting - Silenced + Disarmed",
"modifier_citadel_psychiclift_self": "Lifting - Silenced + Disarmed",
"modifier_citadel_rapid_fire": "Bullet Storm",
"modifier_citadel_quarantine": "Quarantined",
"modifier_citadel_rapid_fire": "Rapid Fire",
"modifier_citadel_reflect_shield": "Reflect Shield",
"modifier_citadel_reflect_shield": "Reflect Shield",
"modifier_citadel_respawn_credit": "Instant Revive",
"modifier_citadel_respawn_credit": "Instant Revive",
Line 8,738: Line 8,769:
"modifier_citadel_silence_proc_tech_damage_reduction": "-Spirit Damage",
"modifier_citadel_silence_proc_tech_damage_reduction": "-Spirit Damage",
"modifier_citadel_silenced": "Silenced",
"modifier_citadel_silenced": "Silenced",
"modifier_citadel_sleep_dagger_asleep": "Asleep",
"modifier_citadel_sleep_bomb": "Sleeping",
"modifier_citadel_sleep_dagger_asleep": "Sleeping",
"modifier_citadel_sleep_dagger_postsleep": "Damage Reduced",
"modifier_citadel_sleep_dagger_postsleep": "Damage Reduced",
"modifier_citadel_slowtarget": "Slowed",
"modifier_citadel_slowtarget": "Slowed",
"modifier_citadel_smoke_bomb_in_smoke": "In Smoke",
"modifier_citadel_smoke_bomb_in_smoke": "In Smoke",
"modifier_citadel_smoke_bomb_invis": "Invisible",
"modifier_citadel_smoke_bomb_invis": "Invisible",
"modifier_citadel_spade_card": "Cards",
"modifier_citadel_spade_card_cooldown": "Reduced Cooldown",
"modifier_citadel_spade_card_regen": "Regeneration",
"modifier_citadel_spade_hattrick_tracker": "Damage Stacks",
"modifier_citadel_spade_pupeteer_puppet": "Puppeted",
"modifier_citadel_spade_rupture": "Bleeding, don't move!",
"modifier_citadel_spade_sleeve_toss_card_draw": "Sleeve Toss",
"modifier_citadel_spade_translocate": "Returning...",
"modifier_citadel_spade_vanishing_act": "Vanished",
"modifier_citadel_speed_boost": "Speed Boost",
"modifier_citadel_speed_boost": "Speed Boost",
"modifier_citadel_sprint_end": "Unholstering Weapon...",
"modifier_citadel_sprint_end": "Unholstering Weapon...",
"modifier_citadel_sprint_start": "Holstering Weapon...",
"modifier_citadel_sprint_start": "Holstering Weapon...",
"modifier_citadel_staticcharge": "Static Charge",
"modifier_citadel_sticky_bomb_attached": "Bomb on you",
"modifier_citadel_sticky_bomb_attached": "Bomb on you",
"modifier_citadel_stunned": "Stunned",
"modifier_citadel_stunned": "Stunned",
"modifier_citadel_surveillance_drone_alive": "Combat Drone Active",
"modifier_citadel_surveillance_drone_alive": "Combat Drone Active",
"modifier_citadel_tech_shield": "Spirit Shield",
"modifier_citadel_tech_shield": "Spirit Shield",
"modifier_citadel_tempest_weathermaker_lightning_incoming": "Revealed",
"modifier_citadel_tempest_weathermaker_lightning_incoming_remain_covered": "Remain Covered",
"modifier_citadel_tempest_weathermaker_lightning_incoming_remain_covered": "Remain Covered",
"modifier_citadel_tempest_weathermaker_lightning_incoming_seek_shelter": "Seek Shelter",
"modifier_citadel_tempest_weathermaker_lightning_incoming_seek_shelter": "Seek Shelter",
"modifier_citadel_tengu_stone_form": "Stone Form",
"modifier_citadel_throw_sand_debuff": "Sand Blasted",
"modifier_citadel_throw_sand_debuff": "Sand Blasted",
"modifier_citadel_time_bomb_fuse": "Time Bomb Fuse",
"modifier_citadel_time_bomb_fuse": "Time Bomb Fuse",
Line 8,758: Line 8,802:
"modifier_cloaking_device_active_ambush": "Shadow Weave - Ambush",
"modifier_cloaking_device_active_ambush": "Shadow Weave - Ambush",
"modifier_cloaking_device_active_stealth": "Shadow Weave - Stealth",
"modifier_cloaking_device_active_stealth": "Shadow Weave - Stealth",
"modifier_coldmetal_contract_to_kill": "Contract",
"modifier_colossus_active": "Colossus",
"modifier_colossus_active": "Colossus",
"modifier_combo_breaker": "Combo Breaker",
"modifier_consumed_armor_buff": "Spirit and Bullet Armor",
"modifier_consumed_armor_buff": "Spirit and Bullet Armor",
"modifier_cqc_proc": "Slowed",
"modifier_damageovertime": "Bleeding",
"modifier_damageovertime": "Bleeding",
"modifier_debuff": "Frozen Shelter",
"modifier_debuff_immunity": "Immune to Debuffs",
"modifier_decoy_self_buff": "Decoy Active",
"modifier_decoy_self_buff": "Decoy Active",
"modifier_dps_aura_active": "Heroic Active",
"modifier_dps_aura_active": "Heroic Active",
Line 8,774: Line 8,823:
"modifier_drone_uber_charging": "Uber Charging",
"modifier_drone_uber_charging": "Uber Charging",
"modifier_duo_drone_health": "Drone",
"modifier_duo_drone_health": "Drone",
"modifier_duration": "{s:hero_name}'s Bullet Shield",
"modifier_dust_storm_debuff": "Slow Firerate \u0026 Movement",
"modifier_dust_storm_debuff": "Slow Firerate \u0026 Movement",
"modifier_early_gold_pickup_aura/aura_target/timer": "Capturing Team Souls",
"modifier_early_gold_pickup_aura": "Capturing Team Souls",
"modifier_explosive_bullets": "Explosive Rounds",
"modifier_fervor": "Fervor Stack",
"modifier_fervor_aura_active": "Frenzied",
"modifier_fervor_aura_active": "Frenzied",
"modifier_fervor_bonuses": "Enrage Bonuses",
"modifier_fervor_damage_stack": "Fervor Stack",
"modifier_fire_rate_aura": "Fire Rate Aura",
"modifier_fire_rate_aura_target": "Fire Rate Aura",
"modifier_fire_rate_reduction_aura": "Weapon Jammer",
"modifier_fire_rate_reduction_aura": "Weapon Jammer",
"modifier_fissure_wall": "Wall Damage Debuff",
"modifier_flamedash": "Flame Dashing",
"modifier_flamedash": "Flame Dashing",
"modifier_flamedash_debuff": "Flame Dash",
"modifier_flamedash_debuff": "Flame Dash",
"modifier_fleetfoot_boots": "Fleetfoot",
"modifier_fleetfoot_boots": "Fleetfoot",
"modifier_forge_heavy_barrage_stacking_slow": "Heavy Barrage Slow",
"modifier_forge_mini_turret_debuff": "Mini Turret - Slow",
"modifier_forge_mini_turret_debuff": "Mini Turret - Slow",
"modifier_frenzy_aura": "Killed Frenzy",
"modifier_frenzy_kill": "Killed Frenzy",
"modifier_frenzy_lowhealth": "Low HP Frenzy",
"modifier_galvanic_storm": "Galvanic Storm",
"modifier_galvanic_storm": "Galvanic Storm",
"modifier_gigantic_sword": "You have a Gigantic Sword",
"modifier_gigantic_sword": "You have a Gigantic Sword",
"modifier_glitch_debuff": "Cursed!",
"modifier_healaura": "Healing",
"modifier_healaura": "Healing",
"modifier_healbuff": "Healing Tempo",
"modifier_healbuff_buff": "Healing Tempo",
"modifier_health_nova": "Healing Nova",
"modifier_health_nova": "Healing Nova",
"modifier_health_swap_buff": "Soul Exchange",
"modifier_health_swap_buff": "Soul Exchange",
"modifier_health_swap_debuff": "Health Swap",
"modifier_hemorrhage": "Eviscerator Rounds",
"modifier_hemorrhage": "Eviscerator Rounds",
"modifier_hint_can_cancel": "Press {g:citadel_binding:'Mantle'} to cancel",
"modifier_hint_can_cancel": "Press {g:citadel_binding:'Mantle'} to cancel",
"modifier_hint_vertical_movement": "Press {g:citadel_binding:'Mantle'} to cancel. {g:citadel_binding:'Roll'}/ {g:citadel_binding:'Crouch'} to move Up/Down",
"modifier_hint_vertical_movement": "Press {g:citadel_binding:'Mantle'} to cancel. {g:citadel_binding:'Roll'}/ {g:citadel_binding:'Crouch'} to move Up/Down",
"modifier_hollow_point_stack": "Hollow Point",
"modifier_hollow_point_stack": "Hollow Point",
"modifier_ice_dome": "Frozen Shelter",
"modifier_icebeam_stacking_slow": "Arctic Beam",
"modifier_icebeam_stacking_slow": "Arctic Beam",
"modifier_idol_pickup_aura/aura_target/timer": "Picking up Soul Urn",
"modifier_icepath": "Ice Path",
"modifier_icepath_buff": "Ice Path",
"modifier_icepath_friendly_aura": "Ice Path",
"modifier_idol_pickup_aura": "Picking up Soul Urn",
"modifier_infinite_magazine_active": "Endless Magazine",
"modifier_infuse_weapon_active": "Weapon Infused",
"modifier_infuse_weapon_active": "Weapon Infused",
"modifier_infuse_weapon_proc_buildup": "Weakening",
"modifier_infuse_weapon_proc_buildup": "Weakening",
Line 8,801: Line 8,871:
"modifier_invis_fading": "Fading",
"modifier_invis_fading": "Fading",
"modifier_invis_start_delay": "Entering Stealth",
"modifier_invis_start_delay": "Entering Stealth",
"modifier_item_bleeding_bullets_active": "Serrated Bullets",
"modifier_item_bleeding_bullets_damageovertime": "Serrated Bullets",
"modifier_item_burning_bullets_damageovertime": "Bleeding",
"modifier_item_burning_bullets_damageovertime": "Bleeding",
"modifier_item_disarmed": "Disarmed",
"modifier_item_disarmed": "Disarmed",
"modifier_item_hemorrhage": "Bleeding",
"modifier_item_weapon_power_for_health": "Overdrive",
"modifier_item_weapon_power_for_health": "Overdrive",
"modifier_kinetic_sash_triggered": "Kinetic Dash",
"modifier_kinetic_sash_triggered": "Kinetic Dash",
"modifier_knocked_off_zipline_slow": "Knocked off zipline",
"modifier_knocked_off_zipline_slow": "Knocked off zipline",
"modifier_lash_charge_grenade": "High Explosive",
"modifier_lash_charge_grenade": "High Explosive",
"modifier_lash_flog_debuff": "Flog",
"modifier_lash_grapple_enemy_debuff": "Death Slam",
"modifier_lash_shoryuken": "Shoryuken",
"modifier_lash_shoryuken": "Shoryuken",
"modifier_lasso_enemy": "Being dragged",
"modifier_lasso_enemy": "Being dragged",
"modifier_lasso_self": "Dragging someone",
"modifier_lasso_self": "Dragging someone",
"modifier_learning_hero_ability": "Learning",
"modifier_learning_hero_ability": "Learning",
"modifier_life_drain": "Life Drain",
"modifier_life_drain_caster": "Life Drain",
"modifier_life_drain_silence": "Silenced",
"modifier_life_drain_silence": "Silenced",
"modifier_limit_ability_cooldown": "Quick Cooldowns",
"modifier_limit_ability_cooldown": "Quick Cooldowns",
"modifier_long_range_slowing_tech_proc": "Slowed",
"modifier_magewalk_empoweredattacks": "Lucky Card",
"modifier_magewalk_empoweredattacks": "Lucky Card",
"modifier_magiccarpet": "Magic Carpet",
"modifier_magiccarpet": "Magic Carpet",
"modifier_mark": "Tempted...",
"modifier_mechaguy_defense_field_aura_thinker": "Reactive Armor",
"modifier_mechaguy_defense_field_aura_thinker": "Reactive Armor",
"modifier_mirage_fire_beetles_launch_window": "Launch Fire Scarabs",
"modifier_mirage_fire_beetles_launch_window": "Launch Fire Scarabs",
Line 8,828: Line 8,907:
"modifier_mirv_grenades": "Mad Bomber",
"modifier_mirv_grenades": "Mad Bomber",
"modifier_mobile_resupply": "Medicinal Specter",
"modifier_mobile_resupply": "Medicinal Specter",
"modifier_mobile_resupply_aura": "Medicating",
"modifier_nano_shadow_debuff": "-Bullet Resist",
"modifier_nano_shadow_debuff": "-Bullet Resist",
"modifier_nano_shadow_step": "Shadow Step",
"modifier_nano_shadow_step": "Shadow Step",
"modifier_neutral_gold_pickup_aura/aura_target/timer": "Picking up Unsecured Souls",
"modifier_neutral_gold_pickup_aura": "Picking up Unsecured Souls",
"modifier_nikuman": "Rejuvenating Aurora",
"modifier_nikuman_buff": "+Fire Rate",
"modifier_nikuman_buff": "+Fire Rate",
"modifier_nikuman_self_buff": "+Move Speed",
"modifier_nikuman_self_buff": "+Move Speed",
Line 8,840: Line 8,921:
"modifier_operative_umbrella_maneuver_watcher": "Umbrella Maneuver",
"modifier_operative_umbrella_maneuver_watcher": "Umbrella Maneuver",
"modifier_overcharge_rapidfire": "Energy Surge",
"modifier_overcharge_rapidfire": "Energy Surge",
"modifier_passive_haze_stacking_damage": "Fixated",
"modifier_passive_heavy_rage_stacks": "Rage Stacks",
"modifier_passive_heavy_rage_stacks": "Rage Stacks",
"modifier_phantom_strike_bulletshield": "Bullet Shield",
"modifier_phantom_strike_bulletshield": "Bullet Shield",
Line 8,849: Line 8,931:
"modifier_predator_vision": "Predator Vision",
"modifier_predator_vision": "Predator Vision",
"modifier_prevent_healing": "Healing Disabled",
"modifier_prevent_healing": "Healing Disabled",
"modifier_proc_watcher": "Escalating Exposure",
"modifier_progressbar": "Harnessing Power",
"modifier_pullaura": "Pulled",
"modifier_pullaura": "Pulled",
"modifier_pulsegrenade_magic_resist_debuff": "Pulse Grenade",
"modifier_pulsegrenade_magic_resist_debuff": "Pulse Grenade",
"modifier_quick_silver_buff": "+Fire Rate",
"modifier_quick_silver_buff": "+Fire Rate",
"modifier_rapidfire": "Rapid Fire",
"modifier_reinforcing_casings": "Escalating Resilience",
"modifier_reinforcing_casings": "Escalating Resilience",
"modifier_rejuv_pickup_aura/aura_target/timer": "Picking up Team Rejuvenator",
"modifier_rejuv_pickup_aura": "Picking up Team Rejuvenator",
"modifier_reload_speed": "Slow Reload",
"modifier_restorative_goo": "The Cube",
"modifier_restorative_goo": "The Cube",
"modifier_restorative_locket_stacks": "Restorative Locket",
"modifier_restorative_locket_stacks": "Restorative Locket",
"modifier_reveal_enemy": "Revealed",
"modifier_rupture": "Decay",
"modifier_scrap_blast_debuff": "Slowed",
"modifier_sentry_deploy": "Initializing...",
"modifier_sentry_deploy": "Initializing...",
"modifier_shifting_veil_buff": "Ethereal Shift",
"modifier_shifting_veil_buff": "Ethereal Shift",
Line 8,877: Line 8,966:
"modifier_slork_scald": "Slork Scalding Spray",
"modifier_slork_scald": "Slork Scalding Spray",
"modifier_slork_visible": "Can't hide",
"modifier_slork_visible": "Can't hide",
"modifier_slow_base": "Slowed",
"modifier_slow": "Arctic Beam Slow",
"modifier_slow_base": "Slowing Bullets",
"modifier_slow_immunity": "Unstoppable",
"modifier_slow_immunity": "Unstoppable",
"modifier_slowaura": "Slowed",
"modifier_slowaura": "Slowed",
"modifier_slowing_bullets_proc": "Slowed",
"modifier_slowing_tech_proc": "Slowed",
"modifier_slowing_tech_slow": "Slowing Spirit",
"modifier_slowing_tech_slow": "Slowing Spirit",
"modifier_snakedash": "Snakeform",
"modifier_snakedash": "Snakeform",
"modifier_spade_card_hattrickdisarm": "Hat Trick Disarms",
"modifier_spade_card_kingofclubs": "Sleeve Toss Immobilizes",
"modifier_spade_dot": "Bleeding",
"modifier_spade_emp": "Abilities Disabled",
"modifier_spade_joker": "Metal Skin",
"modifier_spade_joker_debuff": "Glitched",
"modifier_spade_misdirection_aura": "Misdirection zone",
"modifier_spade_speed": "Increased Move Speed",
"modifier_spade_strength": "Strength",
"modifier_spade_weakness": "Bullet Armor Reduced",
"modifier_spade_weapon": "Increased Attack Speed",
"modifier_spellshield_buff": "Hexafoil Ward",
"modifier_spellshield_linger_buff": "Hexafoil Ward Broken!",
"modifier_spin": "Spin",
"modifier_spin": "Spin",
"modifier_spreadingfire_dot": "Spreading Flames",
"modifier_stabilizing_tripod_self_debuff": "Field Sentry",
"modifier_stabilizing_tripod_self_debuff": "Field Sentry",
"modifier_stimpak_regen": "Healing Rite",
"modifier_stimpak_regen": "Healing Rite",
Line 8,889: Line 8,995:
"modifier_summon_magiccarpet": "Summoning Magic Carpet",
"modifier_summon_magiccarpet": "Summoning Magic Carpet",
"modifier_summon_spirits": "Energy Spirits",
"modifier_summon_spirits": "Energy Spirits",
"modifier_superacoloytes_glove": "Knuckles Unsealed!",
"modifier_surging_power": "Vampiric Burst",
"modifier_surging_power": "Vampiric Burst",
"modifier_synth_affliction_debuff": "Affliction",
"modifier_synth_affliction_debuff": "Affliction",
"modifier_synth_barrage_amp": "Barrage - Damage Amp",
"modifier_synth_barrage_amp": "Barrage - Damage Amp",
"modifier_synth_barrage_debuff": "Barrage Slow",
"modifier_synth_barrage_debuff": "Barrage Slow",
"modifier_synth_blitz": "Blitz",
"modifier_synth_blitz_tech_amp": "Blitz - Spirit Amp",
"modifier_synth_grasp_caster": "Grasp",
"modifier_synth_grasp_caster": "Grasp",
"modifier_synth_grasp_victim": "Grasp",
"modifier_synth_grasp_victim": "Grasp",
Line 8,903: Line 9,012:
"modifier_tech_armor_reduction": "Spirit Armor Reduced",
"modifier_tech_armor_reduction": "Spirit Armor Reduced",
"modifier_tech_armor_reduction_aura": "Spirit Armor Reduction Aura",
"modifier_tech_armor_reduction_aura": "Spirit Armor Reduction Aura",
"modifier_tech_bleed": "Mystic Reverb",
"modifier_tech_bleed_proc": "Mystic Reverb",
"modifier_tech_defense_shredders": "Spirit Armor Reduced",
"modifier_tech_defense_shredders": "Spirit Armor Reduced",
"modifier_tech_defense_shredders_debuff": "Spirit Shredder Bullets",
"modifier_tech_defense_shredders_debuff": "Spirit Shredder Bullets",
"modifier_tech_defense_shredders_proc": "Spirit Armor Reduced",
"modifier_tech_overflow": "Spiritual Overflow",
"modifier_tech_overflow": "Spiritual Overflow",
"modifier_tech_overflow_building": "Spiritual Overflow Building...",
"modifier_tech_overflow_building": "Spiritual Overflow Building...",
"modifier_tempest_ionized_bullets_buildup": "Ionizing",
"modifier_tempest_ionized_bullets_buildup": "Ionizing",
"modifier_tempest_ionized_bullets_charged": "Charged!",
"modifier_tempest_ionized_bullets_charged": "Charged!",
"modifier_tempo_bullet": "Tempo",
"modifier_tengu_lightningcrash_regeneration": "Falling Grace Regeneration",
"modifier_tengu_lightningcrash_regeneration": "Falling Grace Regeneration",
"modifier_tesla_coil_alert": "Tesla Coil Nearby",
"modifier_tesla_coil_aura_alert": "Tesla Coil Nearby",
"modifier_tesla_coil_aura_damage_amp": "Tesla Coil Nearby",
"modifier_tesla_coil_damage_amp": "Tesla Coil Nearby",
"modifier_time_bank_save_time": "Slow time",
"modifier_time_bank_save_time": "Slow time",
"modifier_time_bank_speed_time": "Accelerating time",
"modifier_time_bank_speed_time": "Accelerating time",
Line 8,916: Line 9,033:
"modifier_tokamak_enemy_in_smoke": "Peeking In Smoke",
"modifier_tokamak_enemy_in_smoke": "Peeking In Smoke",
"modifier_tokamak_radiance": "Blinding Light",
"modifier_tokamak_radiance": "Blinding Light",
"modifier_tombstone_nearby": "Tombstone Nearby",
"modifier_tombstone_nearby_aura": "Tombstone Nearby",
"modifier_unstoppable": "Unstoppable",
"modifier_unstoppable": "Unstoppable",
"modifier_upgrade_detention_ammo_detaining": "Detaining...",
"modifier_upgrade_detention_ammo_detaining": "Detaining...",
"modifier_upgrade_magic_storm": "Surge of Power",
"modifier_upgrade_magic_storm": "Surge of Power",
"modifier_upgrade_overdrive_clip": "Overdrive Clip",
"modifier_upgrade_overdrive_clip": "Overdrive Clip",
"modifier_upgrade_overdrive_clip_reload": "Overdrive Reload",
"modifier_upgrade_siphon_buff": "Siphon",
"modifier_upgrade_siphon_buff": "Siphon",
"modifier_upgrade_siphon_debuff": "Health Stolen",
"modifier_upgrade_siphon_debuff": "Health Stolen",
Line 8,926: Line 9,046:
"modifier_veil_walker_stealth": "Veil Walker Invisibility",
"modifier_veil_walker_stealth": "Veil Walker Invisibility",
"modifier_veil_walker_triggered": "Veil Fire Rate",
"modifier_veil_walker_triggered": "Veil Fire Rate",
"modifier_viscous_goo_grenade_debuff": "Slowed",
"modifier_void_sphere": "Quantum Entanglement",
"modifier_void_sphere": "Quantum Entanglement",
"modifier_voidsphere_buff": "Void Sphere +Fire Rate",
"modifier_voidsphere_buff": "Void Sphere +Fire Rate",
Line 8,940: Line 9,061:
"modifier_weapon_drain_pulse": "Weapon Drain Pulse",
"modifier_weapon_drain_pulse": "Weapon Drain Pulse",
"modifier_weapon_drain_pulse_debuff": "Zealot Courage Drain",
"modifier_weapon_drain_pulse_debuff": "Zealot Courage Drain",
"modifier_weapon_eater_display": "Weapon Eater",
"modifier_webwall_debuff": "Webbed",
"modifier_withering_whip_debuff": "-Fire Rate",
"modifier_withering_whip_debuff": "-Fire Rate",
"modifier_wraith_project_mind_shield": "Combat Barrier",
"modifier_wraith_project_mind_shield": "Combat Barrier",
"modifier_wrecker_salvage": "Tethered",
"modifier_wrecker_salvage_buff": "Fire Rate Increased",
"modifier_wrecker_salvage_buff": "Fire Rate Increased",
"modifier_wrecking_ball_auto_throw": "Wrecking Ball",
"modifier_wrecking_ball_auto_throw": "Wrecking Ball",
Line 8,949: Line 9,073:
"modifier_zealot_tether_self": "Tether",
"modifier_zealot_tether_self": "Tether",
"mortar_sentry_grenade": "Mortar Sentry Grenade",
"mortar_sentry_grenade": "Mortar Sentry Grenade",
"move_speed_pickup/small_move_speed": "Increased Movement Speed",
"move_speed_pickup": "Increased Movement Speed",
"move_speed_pickup_label": "Faster Movement",
"move_speed_pickup_label": "Faster Movement",
"movement_powerup_pickup": "Movement",
"movement_powerup_pickup": "Movement",
"movement_slow": "-move speed",
"movement_slow": "-move speed",
"mudshield_modifier": "Mud Shield",
"not_ready": "{s:param_1} is on cooldown for {s:param_2}s",
"not_ready": "{s:param_1} is on cooldown for {s:param_2}s",
"notification_crushing_fists_stun": "Crushing Fists - Stun!",
"notification_crushing_fists_stun": "Crushing Fists - Stun!",
Line 8,968: Line 9,093:
"operative_umbrella_maneuver_desc": "Use your umbrella to catch a gust of wind that lifts you backwards. You then charge up your umbrella to fire a projectile that explodes on impact.",
"operative_umbrella_maneuver_desc": "Use your umbrella to catch a gust of wind that lifts you backwards. You then charge up your umbrella to fire a projectile that explodes on impact.",
"operative_umbrella_maneuver_t3_desc": "[Not Yet Implemented]",
"operative_umbrella_maneuver_t3_desc": "[Not Yet Implemented]",
"parry_cooldown_display": "Parry Cooldown",
"petrifybola_petrify": "Petrified",
"ping_ability_on_cooldown": "{s:param_1} is on cooldown for {s:param_2}s",
"ping_ability_on_cooldown": "{s:param_1} is on cooldown for {s:param_2}s",
"ping_ability_ready": "{s:param_1} is ready!",
"ping_ability_ready": "{s:param_1} is ready!",
Line 9,037: Line 9,164:
"psychic_lift_debuff_duration_postvalue_label": "Silence and Disarm Duration",
"psychic_lift_debuff_duration_postvalue_label": "Silence and Disarm Duration",
"refresh_powerup_pickup": "Refresh",
"refresh_powerup_pickup": "Refresh",
"regen": "Reefdweller Harpoon Regen",
"respawn_bonus_health_modifier": "Rebirth Bonus Health",
"respond_no": "No!",
"respond_no": "No!",
"respond_yes": "Yes!",
"respond_yes": "Yes!",
Line 9,074: Line 9,203:
"slork_scald_t1_desc": "Spray in a wide arc",
"slork_scald_t1_desc": "Spray in a wide arc",
"slork_scald_t3_desc": "+{s:DPS} DPS and +{s:ImpactDamage} Impact damage",
"slork_scald_t3_desc": "+{s:DPS} DPS and +{s:ImpactDamage} Impact damage",
"slow": "Slowed",
"small_fire_rate": "Increased fire rate",
"small_gold_pickup_label:p": "Soul#|#Souls",
"small_gold_pickup_label:p": "Soul#|#Souls",
"small_health_regen": "Increased health regen",
"small_move_speed": "Increased Movement Speed",
"speed_on_land": "Move Speed",
"spirit_permanent_pickup_label": "+2 Spirit Power",
"spirit_permanent_pickup_label": "+2 Spirit Power",
"spirit_permanent_pickup_label_lv2": "+3 Spirit Power",
"spirit_permanent_pickup_label_lv2": "+3 Spirit Power",
"spirit_permanent_pickup_label_lv3": "+4 Spirit Power",
"spirit_permanent_pickup_label_lv3": "+4 Spirit Power",
"stack": "Acrobat",
"stomp_buff_modifier": "+Fire Rate",
"stomp_buff_modifier": "+Fire Rate",
"super_neutral_charge": "Mid Boss Charge",
"super_neutral_charge": "Mid Boss Charge",
Line 9,083: Line 9,218:
"superior_stamina_buff": "Bonus Spirit Power",
"superior_stamina_buff": "Bonus Spirit Power",
"suppressor_debuff": "-Fire Rate",
"suppressor_debuff": "-Fire Rate",
"surge": "Surging Power",
"survival_powerup_pickup": "Survival",
"survival_powerup_pickup": "Survival",
"synth_affliction": "Affliction",
"synth_affliction": "Affliction",
Line 9,094: Line 9,230:
"synth_barrage_t3_desc": "\u003Cspan class=\"highlight\"\u003E+4%\u003C/span\u003E Amp Per Stack and \u003Cspan class=\"highlight\"\u003E2m\u003C/span\u003E Radius",
"synth_barrage_t3_desc": "\u003Cspan class=\"highlight\"\u003E+4%\u003C/span\u003E Amp Per Stack and \u003Cspan class=\"highlight\"\u003E2m\u003C/span\u003E Radius",
"synth_blitz": "Blitz",
"synth_blitz": "Blitz",
"synth_blitz/modifier_synth_blitz": "Blitz",
"synth_blitz/modifier_synth_blitz_tech_amp": "Blitz - Spirit Amp",
"synth_blitz_desc": "Gain \u003Cspan class=\"highlight\"\u003Efast firing rate\u003C/span\u003E and \u003Cspan class=\"highlight\"\u003Ebullet lifesteal\u003C/span\u003E for a brief flurry of shots.",
"synth_blitz_desc": "Gain \u003Cspan class=\"highlight\"\u003Efast firing rate\u003C/span\u003E and \u003Cspan class=\"highlight\"\u003Ebullet lifesteal\u003C/span\u003E for a brief flurry of shots.",
"synth_blitz_quip": "Your bullets fire faster and apply spirit amp",
"synth_blitz_quip": "Your bullets fire faster and apply spirit amp",
Line 9,133: Line 9,267:
"thumper_ability_4": "Vortex",
"thumper_ability_4": "Vortex",
"thumper_ability_4_desc": "Blow enemies away with a high powered blast of air.",
"thumper_ability_4_desc": "Blow enemies away with a high powered blast of air.",
"timer": "Picking up Soul Urn",
"titan_unit": "Patron",
"titan_unit": "Patron",
"tokamak_breach": "Breach",
"tokamak_breach": "Breach",
Line 9,156: Line 9,291:
"tokamak_radiance_desc": "Bring your core to the brink of criticality, blinding and damaging any that look in your direction. Damage increases when enemies look directly at you.",
"tokamak_radiance_desc": "Bring your core to the brink of criticality, blinding and damaging any that look in your direction. Damage increases when enemies look directly at you.",
"top_of_garage": "{s:param_1} is on top of the garage",
"top_of_garage": "{s:param_1} is on top of the garage",
"trap_debuff": "Spirit Armor Reduced",
"trapper_fear_modifier": "Fear",
"trapper_stealspirit_buff": "Spidertide",
"trapper_stealspirit_debuff": "Spidertide",
"trooper_boss_grenade": "Stun Grenade",
"trooper_boss_grenade": "Stun Grenade",
"trooper_neutral_grenade": "Stun Grenade",
"trooper_neutral_grenade": "Stun Grenade",
"trooper_neutral_gun": "Tincan Gun",
"trooper_neutral_gun": "Tincan Gun",
"ultcopied": "Ultimate Copied...!",
"under_garage": "{s:param_1} is inside the garage",
"under_garage": "{s:param_1} is inside the garage",
"upgrade_ability_power_shard": "Echo Shard",
"upgrade_ability_power_shard_active": "\u003Cspan class=\"highlight\"\u003EReset the cooldown\u003C/span\u003E of the imbued non-ultimate ability.",
"upgrade_ability_power_shard_active": "\u003Cspan class=\"highlight\"\u003EReset the cooldown\u003C/span\u003E of the imbued non-ultimate ability.",
"upgrade_ability_refresher": "Refresher",
"upgrade_ability_refresher_desc": "\u003Cspan class=\"highlight\"\u003EReset the cooldown\u003C/span\u003E of all your abilities and \u003Cspan class=\"highlight\"\u003Erestore all your charges\u003C/span\u003E.",
"upgrade_ability_refresher_desc": "\u003Cspan class=\"highlight\"\u003EReset the cooldown\u003C/span\u003E of all your abilities and \u003Cspan class=\"highlight\"\u003Erestore all your charges\u003C/span\u003E.",
"upgrade_ability_refresher_innate_desc": "Health\u003Cbr\u003ESpirit Power",
"upgrade_ability_refresher_innate_desc": "Health\u003Cbr\u003ESpirit Power",
"upgrade_ability_speed": "Ability Speed",
"upgrade_ability_speed_desc": "Increases your move speed while using any movement-based ability",
"upgrade_ability_speed_desc": "Increases your move speed while using any movement-based ability",
"upgrade_ablative_coat": "Ablative Coat",
"upgrade_ablative_coat_desc": "Provides \u003Cspan class=\"highlight\"\u003EBullet Resist\u003C/span\u003E but you lose some each time you take Weapon Damage. Loss can only happen once every {s:StackLossFrequency}s. Bullet Resist is restored when out of combat.",
"upgrade_ablative_coat_desc": "Provides \u003Cspan class=\"highlight\"\u003EBullet Resist\u003C/span\u003E but you lose some each time you take Weapon Damage. Loss can only happen once every {s:StackLossFrequency}s. Bullet Resist is restored when out of combat.",
"upgrade_ablative_coat_innate": "Increases your \u003Cspan class=\"highlight\"\u003Eforward move speed\u003C/span\u003E over time. If Ablative Coat is reduced to 0 Bullet Resist, taking damage will reset the effect for \u003Cspan class=\"highlight\"\u003E1.5s\u003C/span\u003E",
"upgrade_ablative_coat_innate": "Increases your \u003Cspan class=\"highlight\"\u003Eforward move speed\u003C/span\u003E over time. If Ablative Coat is reduced to 0 Bullet Resist, taking damage will reset the effect for \u003Cspan class=\"highlight\"\u003E1.5s\u003C/span\u003E",
"upgrade_absorbing_armor": "Witchmail",
"upgrade_absorbing_armor_desc": "Taking heavy hits of {g:citadel_inline_attribute:'SpiritDamage'} from an enemy reduces a \u003Cspan class=\"highlight\"\u003Erandom ability cooldown\u003C/span\u003E.",
"upgrade_absorbing_armor_desc": "Taking heavy hits of {g:citadel_inline_attribute:'SpiritDamage'} from an enemy reduces a \u003Cspan class=\"highlight\"\u003Erandom ability cooldown\u003C/span\u003E.",
"upgrade_acolytes_glove": "Spirit Strike",
"upgrade_acolytes_glove_desc": "When you perform a \u003Cspan class=\"highlight\"\u003ELight or Heavy Melee\u003C/span\u003E attack against a hero, deal extra \u003Cspan class=\"highlight\"\u003ESpirit Damage\u003C/span\u003E with the attack and reduce the target's \u003Cspan class=\"highlight\"\u003ESpirit Resist\u003C/span\u003E.\u003Cspan class=\"diminish\"\u003E\u003Cbr\u003E\u003Cbr\u003ECooldown is {s:LightMeleeCooldownMult}x longer for Light Melee hits.\u003C/span\u003E",
"upgrade_acolytes_glove_desc": "When you perform a \u003Cspan class=\"highlight\"\u003ELight or Heavy Melee\u003C/span\u003E attack against a hero, deal extra \u003Cspan class=\"highlight\"\u003ESpirit Damage\u003C/span\u003E with the attack and reduce the target's \u003Cspan class=\"highlight\"\u003ESpirit Resist\u003C/span\u003E.\u003Cspan class=\"diminish\"\u003E\u003Cbr\u003E\u003Cbr\u003ECooldown is {s:LightMeleeCooldownMult}x longer for Light Melee hits.\u003C/span\u003E",
"upgrade_active_bullet_shield/modifier_duration": "Bullet Barrier",
"upgrade_active_bullet_shield": "Shield Rush",
"upgrade_active_bullet_shield_desc": "Give temporary \u003Cspan class=\"highlight\"\u003Ebullet shield\u003C/span\u003E for you and nearby allied Heros and their minions.",
"upgrade_active_bullet_shield_desc": "Give temporary \u003Cspan class=\"highlight\"\u003Ebullet shield\u003C/span\u003E for you and nearby allied Heros and their minions.",
"upgrade_active_reload/buff": "Active Reload",
"upgrade_active_reload": "Active Reload",
"upgrade_active_reload_desc": "While reloading, pressing {g:citadel_binding:'Reload'} during the highlighted portion will \u003Cspan class=\"highlight\"\u003Einstantly finish your reload\u003C/span\u003E and grant you \u003Cspan class=\"highlight\"\u003EFire Rate\u003C/span\u003E, \u003Cspan class=\"highlight\"\u003EBullet Lifesteal\u003C/span\u003E and \u003Cspan class=\"highlight\"\u003EMove Speed\u003C/span\u003E.",
"upgrade_active_reload_desc": "While reloading, pressing {g:citadel_binding:'Reload'} during the highlighted portion will \u003Cspan class=\"highlight\"\u003Einstantly finish your reload\u003C/span\u003E and grant you \u003Cspan class=\"highlight\"\u003EFire Rate\u003C/span\u003E, \u003Cspan class=\"highlight\"\u003EBullet Lifesteal\u003C/span\u003E and \u003Cspan class=\"highlight\"\u003EMove Speed\u003C/span\u003E.",
"upgrade_aerial_assault/modifier_aerial_assault_watcher/modifier_aerial_assault": "Aerial Assault",
"upgrade_aerial_assault": "Aerial Assault",
"upgrade_aerial_assault_active": "\u003Cspan class=\"highlight\"\u003ELaunch straight up\u003C/span\u003E high into the air. While in the air you will pause your aerial movement for {s:AssaultDuration}s\u003C/span\u003E.  During this time you gain \u003Cspan class=\"highlight\"\u003E+{s:AssaultLifestealPercent}% bullet lifesteal\u003C/span\u003E, \u003Cspan class=\"highlight\"\u003Eunlimited clip\u003C/span\u003E, \u003Cspan class=\"highlight\"\u003E+{s:AssaultFireRate}% fire rate\u003C/span\u003E, and bullets that \u003Cspan class=\"highlight\"\u003Eexplode\u003C/span\u003E in a {s:ExplodeRadius}m radius.",
"upgrade_aerial_assault_active": "\u003Cspan class=\"highlight\"\u003ELaunch straight up\u003C/span\u003E high into the air. While in the air you will pause your aerial movement for {s:AssaultDuration}s\u003C/span\u003E.  During this time you gain \u003Cspan class=\"highlight\"\u003E+{s:AssaultLifestealPercent}% bullet lifesteal\u003C/span\u003E, \u003Cspan class=\"highlight\"\u003Eunlimited clip\u003C/span\u003E, \u003Cspan class=\"highlight\"\u003E+{s:AssaultFireRate}% fire rate\u003C/span\u003E, and bullets that \u003Cspan class=\"highlight\"\u003Eexplode\u003C/span\u003E in a {s:ExplodeRadius}m radius.",
"upgrade_ammo_scavenger": "Ammo Scavenger",
"upgrade_ammo_scavenger_desc": "Any time you secure or deny a Soul from an entity you \u003Cspan class=\"highlight\"\u003Eget ammo back\u003C/span\u003E and gain stacking \u003Cspan class=\"highlight\"\u003ESpirit Power\u003C/span\u003E.\u003Cbr\u003EAt Max Stacks, gain bonus Sprint speed",
"upgrade_ammo_scavenger_desc": "Any time you secure or deny a Soul from an entity you \u003Cspan class=\"highlight\"\u003Eget ammo back\u003C/span\u003E and gain stacking \u003Cspan class=\"highlight\"\u003ESpirit Power\u003C/span\u003E.\u003Cbr\u003EAt Max Stacks, gain bonus Sprint speed",
"upgrade_aoe_root": "Vortex Web",
"upgrade_aoe_root_active": "Throw a \u003Cspan class=\"highlight\"\u003Evacuum\u003C/span\u003E grenade, pulling all enemies into a small area and applying \u003Cspan class=\"highlight\"\u003ESlowing Hex\u003C/span\u003E.",
"upgrade_aoe_root_active": "Throw a \u003Cspan class=\"highlight\"\u003Evacuum\u003C/span\u003E grenade, pulling all enemies into a small area and applying \u003Cspan class=\"highlight\"\u003ESlowing Hex\u003C/span\u003E.",
"upgrade_aoe_silence": "EMP Grenade",
"upgrade_aoe_silence_desc": "Throw a grenade that \u003Cspan class=\"highlight\"\u003Esilences\u003C/span\u003E enemies and lowers their \u003Cspan class=\"highlight\"\u003Espirit resistance\u003C/span\u003E.",
"upgrade_aoe_silence_desc": "Throw a grenade that \u003Cspan class=\"highlight\"\u003Esilences\u003C/span\u003E enemies and lowers their \u003Cspan class=\"highlight\"\u003Espirit resistance\u003C/span\u003E.",
"upgrade_aoe_smoke_bomb/modifier_invis": "Stealthed",
"upgrade_aoe_smoke_bomb": "Smoke",
"upgrade_aoe_smoke_bomb_desc": "Give you and teammates \u003Cspan class=\"highlight\"\u003Einvisibility\u003C/span\u003E and a \u003Cspan class=\"highlight\"\u003Emove speed\u003C/span\u003E bonus.  Attacking or taking damage will remove the invisibility.\u003Cbr\u003ECast delay: {s:AbilityCastDelay}s.",
"upgrade_aoe_smoke_bomb_desc": "Give you and teammates \u003Cspan class=\"highlight\"\u003Einvisibility\u003C/span\u003E and a \u003Cspan class=\"highlight\"\u003Emove speed\u003C/span\u003E bonus.  Attacking or taking damage will remove the invisibility.\u003Cbr\u003ECast delay: {s:AbilityCastDelay}s.",
"upgrade_aoe_tech_shield/modifier_duration": "Spirit Barrier Pulse",
"upgrade_aoe_tech_shield": "Spirit Barrier Pulse",
"upgrade_aoe_tech_shield_desc": "Temporarily gain \u003Cspan class=\"highlight\"\u003Espirit barrier\u003C/span\u003E for you and all nearby allied units.",
"upgrade_aoe_tech_shield_desc": "Temporarily gain \u003Cspan class=\"highlight\"\u003Espirit barrier\u003C/span\u003E for you and all nearby allied units.",
"upgrade_aprounds": "Armor Piercing Rounds",
"upgrade_aprounds_desc": "Your Bullets have a chance to become unavoidable, \u003Cspan class=\"highlight\"\u003Epiercing through\u003C/span\u003E enemies and \u003Cspan class=\"highlight\"\u003Eignoring their Bullet Resistance\u003C/span\u003E.",
"upgrade_aprounds_desc": "Your Bullets have a chance to become unavoidable, \u003Cspan class=\"highlight\"\u003Epiercing through\u003C/span\u003E enemies and \u003Cspan class=\"highlight\"\u003Eignoring their Bullet Resistance\u003C/span\u003E.",
"upgrade_arcane_eater": "Arcane Eater",
"upgrade_arcane_eater_desc": "Your bullets \u003Cspan class=\"highlight\"\u003ESteal Spirit Power\u003C/span\u003E from enemy Heroes.  Steal {s:HeadshotBonusSteal} extra Spirit Power with Headshots.  This effect stacks.",
"upgrade_arcane_eater_desc": "Your bullets \u003Cspan class=\"highlight\"\u003ESteal Spirit Power\u003C/span\u003E from enemy Heroes.  Steal {s:HeadshotBonusSteal} extra Spirit Power with Headshots.  This effect stacks.",
"upgrade_arcane_extension": "Duration Extender",
"upgrade_arcane_extension_desc": "Imbue an ability to increase its \u003Cspan class=\"highlight\"\u003EDuration\u003C/span\u003E.",
"upgrade_arcane_extension_desc": "Imbue an ability to increase its \u003Cspan class=\"highlight\"\u003EDuration\u003C/span\u003E.",
"upgrade_arcane_medallion": "Arcane Medallion",
"upgrade_arcane_medallion_desc": "Whenever you deal \u003Cspan class=\"highlight\"\u003E{s:MinimumDamage} Spirit damage\u003C/span\u003E or more in a single hit against an enemy hero, gain \u003Cspan class=\"highlight\"\u003Etemporary Spirit Power\u003C/span\u003E.",
"upgrade_arcane_medallion_desc": "Whenever you deal \u003Cspan class=\"highlight\"\u003E{s:MinimumDamage} Spirit damage\u003C/span\u003E or more in a single hit against an enemy hero, gain \u003Cspan class=\"highlight\"\u003Etemporary Spirit Power\u003C/span\u003E.",
"upgrade_arcane_surge": "Arcane Surge",
"upgrade_arcane_surge_desc": "When you \u003Cspan class=\"highlight\"\u003EDash-Jump\u003C/span\u003E the \u003Cspan class=\"highlight\"\u003Enext ability you use\u003C/span\u003E will have bonus \u003Cspan class=\"highlight\"\u003ERange, Duration,\u003C/span\u003E and \u003Cspan class=\"highlight\"\u003ESpirit Power\u003C/span\u003E. Lasts up to {s:AbilityDuration}s.",
"upgrade_arcane_surge_desc": "When you \u003Cspan class=\"highlight\"\u003EDash-Jump\u003C/span\u003E the \u003Cspan class=\"highlight\"\u003Enext ability you use\u003C/span\u003E will have bonus \u003Cspan class=\"highlight\"\u003ERange, Duration,\u003C/span\u003E and \u003Cspan class=\"highlight\"\u003ESpirit Power\u003C/span\u003E. Lasts up to {s:AbilityDuration}s.",
"upgrade_arctic_blast": "Arctic Blast",
"upgrade_arctic_blast_desc": "Release an expanding ice blast that deals \u003Cspan class=\"highlight\"\u003ESpirit Damage\u003C/span\u003E, \u003Cspan class=\"highlight\"\u003EFreezing\u003C/span\u003E and then \u003Cspan class=\"highlight\"\u003ESlowing\u003C/span\u003E targets it hits. Targets take increased damage while frozen.",
"upgrade_arctic_blast_desc": "Release an expanding ice blast that deals \u003Cspan class=\"highlight\"\u003ESpirit Damage\u003C/span\u003E, \u003Cspan class=\"highlight\"\u003EFreezing\u003C/span\u003E and then \u003Cspan class=\"highlight\"\u003ESlowing\u003C/span\u003E targets it hits. Targets take increased damage while frozen.",
"upgrade_armor_reduction_debuff": "Armor Piercing Rounds",
"upgrade_armor_reduction_debuff_desc": "Your bullets reduce the target's \u003Cspan class=\"highlight\"\u003Ebullet resistance by {s:ResistReduction}%\u003C/span\u003E of their current value for {s:AbilityDuration}s and deal bonus damage \u003Cspan class=\"highlight\"\u003Eagainst bullet shields\u003C/span\u003E.",
"upgrade_armor_reduction_debuff_desc": "Your bullets reduce the target's \u003Cspan class=\"highlight\"\u003Ebullet resistance by {s:ResistReduction}%\u003C/span\u003E of their current value for {s:AbilityDuration}s and deal bonus damage \u003Cspan class=\"highlight\"\u003Eagainst bullet shields\u003C/span\u003E.",
"upgrade_attack_speed_1": "Fire Rate",
"upgrade_attack_speed_1_desc": "Increases your \u003Cspan class=\"highlight\"\u003EFire Rate\u003C/span\u003E.",
"upgrade_attack_speed_1_desc": "Increases your \u003Cspan class=\"highlight\"\u003EFire Rate\u003C/span\u003E.",
"upgrade_attack_speed_2": "Improved Fire Rate",
"upgrade_attack_speed_2_desc": "Increases your \u003Cspan class=\"highlight\"\u003EFire Rate\u003C/span\u003E.",
"upgrade_attack_speed_2_desc": "Increases your \u003Cspan class=\"highlight\"\u003EFire Rate\u003C/span\u003E.",
"upgrade_banshee_slugs": "Crippling Headshot",
"upgrade_banshee_slugs_headshots_desc": "Landing a \u003Cspan class=\"highlight\"\u003EHeadshot\u003C/span\u003E on Heroes will reduce their \u003Cspan class=\"highlight\"\u003EBullet and Spirit Resist\u003C/span\u003E and applies \u003Cspan class=\"highlight\"\u003EHealing Reduction\u003C/span\u003E.",
"upgrade_banshee_slugs_headshots_desc": "Landing a \u003Cspan class=\"highlight\"\u003EHeadshot\u003C/span\u003E on Heroes will reduce their \u003Cspan class=\"highlight\"\u003EBullet and Spirit Resist\u003C/span\u003E and applies \u003Cspan class=\"highlight\"\u003EHealing Reduction\u003C/span\u003E.",
"upgrade_belt_fed_magazine": "Belt-Fed Magazine",
"upgrade_belt_fed_magazine_desc": "Your weapon gains a \u003Cspan class=\"highlight\"\u003Emuch larger magazine that \u003C/span\u003E\u003Cspan class=\"isNegative\"\u003Erequires spin-up time\u003C/span\u003E, starting with a \u003Cspan class=\"highlight\"\u003Eslower initial fire rate and becoming faster over the spin-up time\u003C/span\u003E.",
"upgrade_belt_fed_magazine_desc": "Your weapon gains a \u003Cspan class=\"highlight\"\u003Emuch larger magazine that \u003C/span\u003E\u003Cspan class=\"isNegative\"\u003Erequires spin-up time\u003C/span\u003E, starting with a \u003Cspan class=\"highlight\"\u003Eslower initial fire rate and becoming faster over the spin-up time\u003C/span\u003E.",
"upgrade_berserker/modifier_berserker/modifier_berserker_damage_stack": "Berserker",
"upgrade_berserker": "Berserker",
"upgrade_berserker_desc": "Your \u003Cspan class=\"highlight\"\u003EWeapon Damage\u003C/span\u003E increases as you take sustained damage.",
"upgrade_berserker_desc": "Your \u003Cspan class=\"highlight\"\u003EWeapon Damage\u003C/span\u003E increases as you take sustained damage.",
"upgrade_bleeding_bullets/modifier_item_bleeding_bullets_active/modifier_item_bleeding_bullets_damageovertime": "Serrated Bullets",
"upgrade_bleeding_bullets": "Serrated Bullets",
"upgrade_bleeding_bullets_buildup": "Serrated building...",
"upgrade_bleeding_bullets_buildup": "Serrated building...",
"upgrade_blitz_bullets": "Swift Striker",
"upgrade_blood_tribute": "Blood Tribute",
"upgrade_blood_tribute_desc": "Toggle: Continually sacrifice Health to improve {g:citadel_inline_attribute:'FireRate'}, \u003Cspan class=\"highlight\"\u003EDebuff Resistance\u003C/span\u003E and \u003Cspan class=\"highlight\"\u003EMove Speed\u003C/span\u003E. Healing received is reduced during the sacrifice.",
"upgrade_blood_tribute_desc": "Toggle: Continually sacrifice Health to improve {g:citadel_inline_attribute:'FireRate'}, \u003Cspan class=\"highlight\"\u003EDebuff Resistance\u003C/span\u003E and \u003Cspan class=\"highlight\"\u003EMove Speed\u003C/span\u003E. Healing received is reduced during the sacrifice.",
"upgrade_bonus_ability_charge_3": "Hyper Charge",
"upgrade_bonus_ability_charge_3_desc": "\u003Cspan class=\"highlight\"\u003E+{s:BonusAbilityCharges}\u003C/span\u003E to your max ability \u003Cspan class=\"highlight\"\u003Echarges\u003C/span\u003E.",
"upgrade_bonus_ability_charge_3_desc": "\u003Cspan class=\"highlight\"\u003E+{s:BonusAbilityCharges}\u003C/span\u003E to your max ability \u003Cspan class=\"highlight\"\u003Echarges\u003C/span\u003E.",
"upgrade_boundless_spirit": "Boundless Spirit",
"upgrade_boxing_glove": "Lifestrike",
"upgrade_boxing_glove_desc": "Your \u003Cspan class=\"highlight\"\u003EMelee Attack\u003C/span\u003E applies \u003Cspan class=\"highlight\"\u003EMovement Slow\u003C/span\u003E and \u003Cspan class=\"highlight\"\u003Eheals you\u003C/span\u003E for {s:LifestealHealPercent}% of the \u003Cspan class=\"highlight\"\u003EMelee Damage\u003C/span\u003E dealt plus {s:LifestealHeal}. \u003Cspan class=\"diminish\"\u003E\u003Cbr\u003E\u003Cbr\u003EThis heal is {s:NonHeroHealPct}% effective vs non-heroes. \u003Cbr\u003ECooldown is {s:LightMeleeCooldownMult}x as long for Light Melee hits.\u003C/span\u003E",
"upgrade_boxing_glove_desc": "Your \u003Cspan class=\"highlight\"\u003EMelee Attack\u003C/span\u003E applies \u003Cspan class=\"highlight\"\u003EMovement Slow\u003C/span\u003E and \u003Cspan class=\"highlight\"\u003Eheals you\u003C/span\u003E for {s:LifestealHealPercent}% of the \u003Cspan class=\"highlight\"\u003EMelee Damage\u003C/span\u003E dealt plus {s:LifestealHeal}. \u003Cspan class=\"diminish\"\u003E\u003Cbr\u003E\u003Cbr\u003EThis heal is {s:NonHeroHealPct}% effective vs non-heroes. \u003Cbr\u003ECooldown is {s:LightMeleeCooldownMult}x as long for Light Melee hits.\u003C/span\u003E",
"upgrade_bullet_armor": "Bullet Armor",
"upgrade_bullet_armor_2": "Bullet Resilience Disabled",
"upgrade_bullet_armor_2_desc": "Decreases \u003Cspan class=\"highlight\"\u003Edamage taken\u003C/span\u003E from bullets.",
"upgrade_bullet_armor_2_desc": "Decreases \u003Cspan class=\"highlight\"\u003Edamage taken\u003C/span\u003E from bullets.",
"upgrade_bullet_armor_desc": "Decreases \u003Cspan class=\"highlight\"\u003Edamage taken\u003C/span\u003E from bullets.",
"upgrade_bullet_armor_desc": "Decreases \u003Cspan class=\"highlight\"\u003Edamage taken\u003C/span\u003E from bullets.",
"upgrade_bullet_armor_reduction_aura/modifier_bullet_armor_reduction_aura/modifier_bullet_armor_reduction": "Bullet Armor Reduced",
"upgrade_bullet_armor_reduction_aura": "Hunter's Aura",
"upgrade_bullet_armor_reduction_aura_desc": "Reduces nearby enemies' \u003Cspan class=\"highlight\"\u003EBullet Resist and Fire Rate\u003C/span\u003E. If there is only one enemy hero nearby, this \u003Cspan class=\"highlight\"\u003Eeffect is tripled\u003C/span\u003E.",
"upgrade_bullet_armor_reduction_aura_desc": "Reduces nearby enemies' \u003Cspan class=\"highlight\"\u003EBullet Resist and Fire Rate\u003C/span\u003E. If there is only one enemy hero nearby, this \u003Cspan class=\"highlight\"\u003Eeffect is tripled\u003C/span\u003E.",
"upgrade_bullet_damage_reduction_aura/modifier_base_aura/aura_target_modifier": "Slowed Attack Speed",
"upgrade_bullet_damage_reduction_aura": "Weapon Jammer",
"upgrade_bullet_damage_reduction_aura_desc": "Reduces the \u003Cspan class=\"highlight\"\u003EFire Rate\u003C/span\u003E of all nearby enemies.",
"upgrade_bullet_damage_reduction_aura_desc": "Reduces the \u003Cspan class=\"highlight\"\u003EFire Rate\u003C/span\u003E of all nearby enemies.",
"upgrade_bullet_resist_shredder/modifier_bullet_armor_shredder_proc/modifier_bullet_armor_shredder": "Reduced bullet armor",
"upgrade_bullet_resist_shredder": "Bullet Resist Shredder",
"upgrade_bullet_resist_shredder_desc": "Reduces \u003Cspan class=\"highlight\"\u003EBullet Resist\u003C/span\u003E on enemies when you deal \u003Cspan class=\"highlight\"\u003ESpirit Damage\u003C/span\u003E.",
"upgrade_bullet_resist_shredder_desc": "Reduces \u003Cspan class=\"highlight\"\u003EBullet Resist\u003C/span\u003E on enemies when you deal \u003Cspan class=\"highlight\"\u003ESpirit Damage\u003C/span\u003E.",
"upgrade_burst_fire/modifier_burst_fire_buff": "Burst Fire",
"upgrade_burst_fire": "Burst Fire",
"upgrade_burst_fire_actuator": "Burst Fire Actuator",
"upgrade_burst_fire_actuator_desc": "Your weapon \u003Cspan class=\"highlight\"\u003E fires an additional percentage of your gun's starting clip as a burst\u003C/span\u003E.  If all bullets in a burst connect with an enemy Hero, \u003Cspan class=\"highlight\"\u003Egain temporary Base Bullet Damage\u003C/span\u003E for the rest of the clip.",
"upgrade_burst_fire_actuator_desc": "Your weapon \u003Cspan class=\"highlight\"\u003E fires an additional percentage of your gun's starting clip as a burst\u003C/span\u003E.  If all bullets in a burst connect with an enemy Hero, \u003Cspan class=\"highlight\"\u003Egain temporary Base Bullet Damage\u003C/span\u003E for the rest of the clip.",
"upgrade_burst_fire_desc": "Briefly gain \u003Cspan class=\"highlight\"\u003EFire Rate\u003C/span\u003E and \u003Cspan class=\"highlight\"\u003EMove Speed\u003C/span\u003E when one of your bullets hits an enemy hero.",
"upgrade_burst_fire_desc": "Briefly gain \u003Cspan class=\"highlight\"\u003EFire Rate\u003C/span\u003E and \u003Cspan class=\"highlight\"\u003EMove Speed\u003C/span\u003E when one of your bullets hits an enemy hero.",
"upgrade_camouflage": "Camouflage Suit",
"upgrade_camouflage_desc": "Go \u003Cspan class=\"highlight\"\u003Einvisible\u003C/span\u003E and maintain invisibility by \u003Cspan class=\"highlight\"\u003Enot moving or attacking\u003C/span\u003E.  Taking damage will not reveal the Hero.  Bonus Regen while Invisible.",
"upgrade_camouflage_desc": "Go \u003Cspan class=\"highlight\"\u003Einvisible\u003C/span\u003E and maintain invisibility by \u003Cspan class=\"highlight\"\u003Enot moving or attacking\u003C/span\u003E.  Taking damage will not reveal the Hero.  Bonus Regen while Invisible.",
"upgrade_capacitor": "Capacitor",
"upgrade_capacitor": "Capacitor",
"upgrade_capacitor_desc": "Launch a projectile that deals \u003Cspan class=\"highlight\"\u003E{g:citadel_inline_attribute:'SpiritIcon'}damage\u003C/span\u003E, removes all their non-ultimate buffs and applies a strong slow that recovers over time.",
"upgrade_capacitor_desc": "Launch a projectile that deals \u003Cspan class=\"highlight\"\u003E{g:citadel_inline_attribute:'SpiritIcon'}damage\u003C/span\u003E, removes all their non-ultimate buffs and applies a strong slow that recovers over time.",
"upgrade_cardio_calibrator": "Enduring Speed",
"upgrade_cardio_calibrator_desc": "Reduces the effect of enemy \u003Cspan class=\"highlight\"\u003EMove Speed\u003C/span\u003E penalties.",
"upgrade_cardio_calibrator_desc": "Reduces the effect of enemy \u003Cspan class=\"highlight\"\u003EMove Speed\u003C/span\u003E penalties.",
"upgrade_chain_lightning": "Tesla Bullets",
"upgrade_chain_lightning_desc": "Your bullets have a chance to \u003Cspan class=\"highlight\"\u003Eshock\u003C/span\u003E your target.  The \u003Cspan class=\"highlight\"\u003Eshock\u003C/span\u003E will jump to a nearby enemy.",
"upgrade_chain_lightning_desc": "Your bullets have a chance to \u003Cspan class=\"highlight\"\u003Eshock\u003C/span\u003E your target.  The \u003Cspan class=\"highlight\"\u003Eshock\u003C/span\u003E will jump to a nearby enemy.",
"upgrade_charge_mastery": "Charge Mastery",
"upgrade_charge_mastery_passive": "Charged abilities have \u003Cspan class=\"highlight\"\u003E{s:BonusChargedAbilityDamage}%\u003C/span\u003E increased damage and \u003Cspan class=\"highlight\"\u003E{s:BonusChargedCooldownReduction}%\u003C/span\u003E reduced cooldown.",
"upgrade_charge_mastery_passive": "Charged abilities have \u003Cspan class=\"highlight\"\u003E{s:BonusChargedAbilityDamage}%\u003C/span\u003E increased damage and \u003Cspan class=\"highlight\"\u003E{s:BonusChargedCooldownReduction}%\u003C/span\u003E reduced cooldown.",
"upgrade_charmed_wraps": "Charmed Wraps",
"upgrade_charmed_wraps_desc": "Your abilities get their \u003Cspan class=\"highlight\"\u003Ecooldowns reduced\u003C/span\u003E when you perform a \u003Cspan class=\"highlight\"\u003Eheavy melee\u003C/span\u003E attack against a hero (or \u003Cspan class=\"highlight\"\u003Etwo light melee\u003C/span\u003E attacks within {s:LightMeleeTimeWindow}s).",
"upgrade_charmed_wraps_desc": "Your abilities get their \u003Cspan class=\"highlight\"\u003Ecooldowns reduced\u003C/span\u003E when you perform a \u003Cspan class=\"highlight\"\u003Eheavy melee\u003C/span\u003E attack against a hero (or \u003Cspan class=\"highlight\"\u003Etwo light melee\u003C/span\u003E attacks within {s:LightMeleeTimeWindow}s).",
"upgrade_cheat_death": "Cheat Death",
"upgrade_cheat_death_pulse_passive": "Releases a \u003Cspan class=\"highlight\"\u003Eperiodic pulse\u003C/span\u003E, damaging nearby enemies.\u003Cbr\u003EWhile death immune, the \u003Cspan class=\"highlight\"\u003Erate of the damage pulse\u003C/span\u003E is greatly increased.",
"upgrade_cheat_death_pulse_passive": "Releases a \u003Cspan class=\"highlight\"\u003Eperiodic pulse\u003C/span\u003E, damaging nearby enemies.\u003Cbr\u003EWhile death immune, the \u003Cspan class=\"highlight\"\u003Erate of the damage pulse\u003C/span\u003E is greatly increased.",
"upgrade_cheat_death_unkillable_passive": "When you would take lethal damage, instead become \u003Cspan class=\"highlight\"\u003Etemporarily death immune\u003C/span\u003E.\u003Cbr\u003E\u003Cbr\u003EWhile death immune, you deal \u003Cspan class=\"highlight\"\u003Ereduced damage\u003C/span\u003E, have \u003Cspan class=\"highlight\"\u003Ereduced healing\u003C/span\u003E and \u003Cspan class=\"highlight\"\u003Emove slower\u003C/span\u003E.",
"upgrade_cheat_death_unkillable_passive": "When you would take lethal damage, instead become \u003Cspan class=\"highlight\"\u003Etemporarily death immune\u003C/span\u003E.\u003Cbr\u003E\u003Cbr\u003EWhile death immune, you deal \u003Cspan class=\"highlight\"\u003Ereduced damage\u003C/span\u003E, have \u003Cspan class=\"highlight\"\u003Ereduced healing\u003C/span\u003E and \u003Cspan class=\"highlight\"\u003Emove slower\u003C/span\u003E.",
"upgrade_chonky": "Fortitude",
"upgrade_chonky_desc": "After not taking damage for \u003Cspan class=\"highlight\"\u003E{s:RestoreDelay}s\u003C/span\u003E, gain \u003Cspan class=\"highlight\"\u003E{s:HealLifePercentOutOfCombat}% Max Health Regen\u003C/span\u003E.",
"upgrade_chonky_desc": "After not taking damage for \u003Cspan class=\"highlight\"\u003E{s:RestoreDelay}s\u003C/span\u003E, gain \u003Cspan class=\"highlight\"\u003E{s:HealLifePercentOutOfCombat}% Max Health Regen\u003C/span\u003E.",
"upgrade_chonky_high_health_passive_desc": "When you are \u003Cspan class=\"highlight\"\u003Eabove {s:HealthThreshold}% health\u003C/span\u003E, you have bonus \u003Cspan class=\"highlight\"\u003EMove Speed\u003C/span\u003E.",
"upgrade_chonky_high_health_passive_desc": "When you are \u003Cspan class=\"highlight\"\u003Eabove {s:HealthThreshold}% health\u003C/span\u003E, you have bonus \u003Cspan class=\"highlight\"\u003EMove Speed\u003C/span\u003E.",
"upgrade_clip_size": "Extended Magazine",
"upgrade_clip_size_2": "Big Clip",
"upgrade_clip_size_2_desc": "Big Increase \u003Cspan class=\"highlight\"\u003Eammo\u003C/span\u003E.",
"upgrade_clip_size_2_desc": "Big Increase \u003Cspan class=\"highlight\"\u003Eammo\u003C/span\u003E.",
"upgrade_clip_size_3": "Extra Large Magazine",
"upgrade_clip_size_3_desc": "Greatly Increases \u003Cspan class=\"highlight\"\u003Eammo\u003C/span\u003E.",
"upgrade_clip_size_3_desc": "Greatly Increases \u003Cspan class=\"highlight\"\u003Eammo\u003C/span\u003E.",
"upgrade_clip_size_desc": "Increases \u003Cspan class=\"highlight\"\u003Eammo\u003C/span\u003E.",
"upgrade_clip_size_desc": "Increases \u003Cspan class=\"highlight\"\u003Eammo\u003C/span\u003E.",
"upgrade_clip_size_fixed": "Extended Magazine",
"upgrade_clip_size_fixed_desc": "Increases \u003Cspan class=\"highlight\"\u003Eammo\u003C/span\u003E.",
"upgrade_clip_size_fixed_desc": "Increases \u003Cspan class=\"highlight\"\u003Eammo\u003C/span\u003E.",
"upgrade_clip_size_fixed_t3": "Extra Large Magazine",
"upgrade_clip_size_fixed_t3_desc": "Greatly Increases \u003Cspan class=\"highlight\"\u003Eammo\u003C/span\u003E.",
"upgrade_clip_size_fixed_t3_desc": "Greatly Increases \u003Cspan class=\"highlight\"\u003Eammo\u003C/span\u003E.",
"upgrade_cloaking_device/modifier_citadel_passive_cloak": "Cloaking Device",
"upgrade_cloaking_device": "Cloaking Device",
"upgrade_cloaking_device/modifier_citadel_passive_cloak/modifier_invis": "Stealthed",
"upgrade_cloaking_device_active": "Shadow Weave",
"upgrade_cloaking_device_active/modifier_invis": "Stealthed",
"upgrade_cloaking_device_active_ambush_desc": "\u003Cbr\u003EAttacking or using an ability will end your stealth and start an \u003Cspan class=\"highlight\"\u003Eambush\u003C/span\u003E, temporarily granting you bonus \u003Cspan class=\"highlight\"\u003EFire Rate\u003C/span\u003E, \u003Cspan class=\"highlight\"\u003ESpirit Power\u003C/span\u003E and \u003Cspan class=\"highlight\"\u003EMelee Damage\u003C/span\u003E.",
"upgrade_cloaking_device_active_ambush_desc": "\u003Cbr\u003EAttacking or using an ability will end your stealth and start an \u003Cspan class=\"highlight\"\u003Eambush\u003C/span\u003E, temporarily granting you bonus \u003Cspan class=\"highlight\"\u003EFire Rate\u003C/span\u003E, \u003Cspan class=\"highlight\"\u003ESpirit Power\u003C/span\u003E and \u003Cspan class=\"highlight\"\u003EMelee Damage\u003C/span\u003E.",
"upgrade_cloaking_device_active_desc": "Become \u003Cspan class=\"highlight\"\u003EStealthed\u003C/span\u003E. Whenever you take damage while Stealthed you get briefly revealed.",
"upgrade_cloaking_device_active_desc": "Become \u003Cspan class=\"highlight\"\u003EStealthed\u003C/span\u003E. Whenever you take damage while Stealthed you get briefly revealed.",
"upgrade_cloaking_device_desc": "Become \u003Cspan class=\"highlight\"\u003Einvisible\u003C/span\u003E. Nearby enemies will temporaily reveal the hero.  Attacking or taking damage will remove the invisibility for {s:AbilityCooldown}s.",
"upgrade_cloaking_device_desc": "Become \u003Cspan class=\"highlight\"\u003Einvisible\u003C/span\u003E. Nearby enemies will temporaily reveal the hero.  Attacking or taking damage will remove the invisibility for {s:AbilityCooldown}s.",
"upgrade_close_quarter_combat/modifier_cqc_proc/modifier_slow_base": "Slowed",
"upgrade_close_quarter_combat": "Point Blank",
"upgrade_close_quarter_combat_desc": "When in \u003Cspan class=\"highlight\"\u003Eclose range\u003C/span\u003E to your target, gain \u003Cspan class=\"highlight\"\u003EWeapon Damage\u003C/span\u003E and your bullets apply a \u003Cspan class=\"highlight\"\u003EMovement Slow\u003C/span\u003E.",
"upgrade_close_quarter_combat_desc": "When in \u003Cspan class=\"highlight\"\u003Eclose range\u003C/span\u003E to your target, gain \u003Cspan class=\"highlight\"\u003EWeapon Damage\u003C/span\u003E and your bullets apply a \u003Cspan class=\"highlight\"\u003EMovement Slow\u003C/span\u003E.",
"upgrade_close_range": "Close Quarters",
"upgrade_close_range_desc": "Deal additional \u003Cspan class=\"highlight\"\u003EWeapon Damage\u003C/span\u003E when in \u003Cspan class=\"highlight\"\u003Eclose range\u003C/span\u003E to your target.",
"upgrade_close_range_desc": "Deal additional \u003Cspan class=\"highlight\"\u003EWeapon Damage\u003C/span\u003E when in \u003Cspan class=\"highlight\"\u003Eclose range\u003C/span\u003E to your target.",
"upgrade_cold_front": "Cold Front",
"upgrade_cold_front_desc": "Release an expanding ice blast that deals \u003Cspan class=\"highlight\"\u003ESpirit Damage\u003C/span\u003E and \u003Cspan class=\"highlight\"\u003ESlows\u003C/span\u003E targets it hits.",
"upgrade_cold_front_desc": "Release an expanding ice blast that deals \u003Cspan class=\"highlight\"\u003ESpirit Damage\u003C/span\u003E and \u003Cspan class=\"highlight\"\u003ESlows\u003C/span\u003E targets it hits.",
"upgrade_colossus": "Colossus",
"upgrade_colossus_desc": "Gain \u003Cspan class=\"highlight\"\u003EBullet and Spirit Resist\u003C/span\u003E, and \u003Cspan class=\"highlight\"\u003Eslow the move and dash speed\u003C/span\u003E of enemies nearby. Your model size grows by 20%.",
"upgrade_colossus_desc": "Gain \u003Cspan class=\"highlight\"\u003EBullet and Spirit Resist\u003C/span\u003E, and \u003Cspan class=\"highlight\"\u003Eslow the move and dash speed\u003C/span\u003E of enemies nearby. Your model size grows by 20%.",
"upgrade_combo_breaker/modifier_combo_breaker": "Combo Breaker",
"upgrade_combo_breaker": "Combo Breaker",
"upgrade_combo_breaker_desc": "\u003Cspan class=\"highlight\"\u003ERemove all debuffs\u003C/span\u003E and heal yourself. \u003Cbr\u003E\u003Cspan class=\"highlight\"\u003ECan be used while stunned.\u003C/span\u003E",
"upgrade_combo_breaker_desc": "\u003Cspan class=\"highlight\"\u003ERemove all debuffs\u003C/span\u003E and heal yourself. \u003Cbr\u003E\u003Cspan class=\"highlight\"\u003ECan be used while stunned.\u003C/span\u003E",
"upgrade_containment": "Slowing Hex",
"upgrade_containment_desc": "\u003Cspan class=\"highlight\"\u003ESlows movement\u003C/span\u003E of enemy target. Also \u003Cspan class=\"highlight\"\u003ESilences\u003C/span\u003E their \u003Cspan class=\"highlight\"\u003Emovement-based items and abilities\u003C/span\u003E.\u003Cbr\u003E\u003Cspan class=\"diminish\"\u003EDoes not affect target's stamina usage.\u003C/span\u003E",
"upgrade_containment_desc": "\u003Cspan class=\"highlight\"\u003ESlows movement\u003C/span\u003E of enemy target. Also \u003Cspan class=\"highlight\"\u003ESilences\u003C/span\u003E their \u003Cspan class=\"highlight\"\u003Emovement-based items and abilities\u003C/span\u003E.\u003Cbr\u003E\u003Cspan class=\"diminish\"\u003EDoes not affect target's stamina usage.\u003C/span\u003E",
"upgrade_cooldown_reduction": "Superior Cooldown",
"upgrade_cooldown_reduction_desc": "Reduces the \u003Cspan class=\"highlight\"\u003ECooldown\u003C/span\u003E of your abilities.",
"upgrade_cooldown_reduction_desc": "Reduces the \u003Cspan class=\"highlight\"\u003ECooldown\u003C/span\u003E of your abilities.",
"upgrade_corpse_explosion": "Soul Explosion",
"upgrade_corpse_explosion_desc": "Kills or assists cause an \u003Cspan class=\"highlight\"\u003Eexplosion\u003C/span\u003E where the victim dies. Kills against heroes have greater radius and damage.",
"upgrade_corpse_explosion_desc": "Kills or assists cause an \u003Cspan class=\"highlight\"\u003Eexplosion\u003C/span\u003E where the victim dies. Kills against heroes have greater radius and damage.",
"upgrade_counterspell": "Counterspell",
"upgrade_counterspell_desc": "Your next parry \u003Cspan class=\"highlight\"\u003Eprotects you from the damage and effects of enemy abilities and items\u003C/span\u003E. On a successful spell parry {g:citadel_inline_attribute:'Heal'} and gain {g:citadel_inline_attribute:'MoveSpeed'} and {g:citadel_inline_attribute:'Spirit'}.",
"upgrade_counterspell_desc": "Your next parry \u003Cspan class=\"highlight\"\u003Eprotects you from the damage and effects of enemy abilities and items\u003C/span\u003E. On a successful spell parry {g:citadel_inline_attribute:'Heal'} and gain {g:citadel_inline_attribute:'MoveSpeed'} and {g:citadel_inline_attribute:'Spirit'}.",
"upgrade_crackshot": "Mystic Shot",
"upgrade_crackshot_desc": "Your next bullet deals bonus \u003Cspan class=\"highlight\"\u003ESpirit Damage\u003C/span\u003E.",
"upgrade_crackshot_desc": "Your next bullet deals bonus \u003Cspan class=\"highlight\"\u003ESpirit Damage\u003C/span\u003E.",
"upgrade_critshot": "Lucky Shot",
"upgrade_critshot_desc": "Your bullets have a chance to be empowered, causing them to deal \u003Cspan class=\"highlight\"\u003Ebonus weapon damage\u003C/span\u003E on hit.\u003Cbr\u003E\u003Cspan class=\"diminish\"\u003EBonus damage cannot Crit.\u003C/span\u003E",
"upgrade_critshot_desc": "Your bullets have a chance to be empowered, causing them to deal \u003Cspan class=\"highlight\"\u003Ebonus weapon damage\u003C/span\u003E on hit.\u003Cbr\u003E\u003Cspan class=\"diminish\"\u003EBonus damage cannot Crit.\u003C/span\u003E",
"upgrade_crushing_fists": "Crushing Fists",
"upgrade_crushing_fists": "Crushing Fists",
"upgrade_crushing_fists_desc": "Your \u003Cspan class=\"highlight\"\u003E{g:citadel_inline_attribute:'MeleeDamage'}\u003C/span\u003E will \u003Cspan class=\"highlight\"\u003Erestore ammo\u003C/span\u003E and apply a \u003Cspan class=\"highlight\"\u003Estacking bullet resist debuff\u003C/span\u003E on enemies. Heavy melee applies 2 stacks. \u003Cbr\u003E\u003Cbr\u003EIf the target reaches max stacks, they will be \u003Cspan class=\"highlight\"\u003Estunned\u003C/span\u003E.",
"upgrade_crushing_fists_desc": "Your \u003Cspan class=\"highlight\"\u003E{g:citadel_inline_attribute:'MeleeDamage'}\u003C/span\u003E will \u003Cspan class=\"highlight\"\u003Erestore ammo\u003C/span\u003E and apply a \u003Cspan class=\"highlight\"\u003Estacking bullet resist debuff\u003C/span\u003E on enemies. Heavy melee applies 2 stacks. \u003Cbr\u003E\u003Cbr\u003EIf the target reaches max stacks, they will be \u003Cspan class=\"highlight\"\u003Estunned\u003C/span\u003E.",
"upgrade_damage_recycler": "Leech",
"upgrade_damage_recycler_desc": "Reduces the effect of enemy applied \u003Cspan class=\"highlight\"\u003Ehealing reduction\u003C/span\u003E.",
"upgrade_damage_recycler_desc": "Reduces the effect of enemy applied \u003Cspan class=\"highlight\"\u003Ehealing reduction\u003C/span\u003E.",
"upgrade_debuff_absorb": "Tech Defender",
"upgrade_debuff_absorb_desc": "Shield against \u003Cspan class=\"highlight\"\u003Eall spirit damage and debuffs\u003C/span\u003E.",
"upgrade_debuff_absorb_desc": "Shield against \u003Cspan class=\"highlight\"\u003Eall spirit damage and debuffs\u003C/span\u003E.",
"upgrade_debuff_reducer": "Debuff Reducer",
"upgrade_debuff_reducer_desc": "Reduces the \u003Cspan class=\"highlight\"\u003Eduration\u003C/span\u003E of all negative effects applied to you.",
"upgrade_debuff_reducer_desc": "Reduces the \u003Cspan class=\"highlight\"\u003Eduration\u003C/span\u003E of all negative effects applied to you.",
"upgrade_deflecting_armor": "Plated Armor",
"upgrade_deflecting_armor_desc": "Gain a chance to either deflect incoming bullets, preventing all {g:citadel_inline_attribute:'WeaponDamage'} or prevent all \u003Cspan class=\"highlight\"\u003Eon-hit effects\u003C/span\u003E from bullets.",
"upgrade_deflecting_armor_desc": "Gain a chance to either deflect incoming bullets, preventing all {g:citadel_inline_attribute:'WeaponDamage'} or prevent all \u003Cspan class=\"highlight\"\u003Eon-hit effects\u003C/span\u003E from bullets.",
"upgrade_deflector_shield": "Bullet Deflector Shield",
"upgrade_deflector_shield_desc": "Adds \u003Cspan class=\"highlight\"\u003Ebullet armor\u003C/span\u003E, and provides a shield that absorbs bullet damage. Shield regens out of combat (10s no damage).",
"upgrade_deflector_shield_desc": "Adds \u003Cspan class=\"highlight\"\u003Ebullet armor\u003C/span\u003E, and provides a shield that absorbs bullet damage. Shield regens out of combat (10s no damage).",
"upgrade_disarm": "Drain Will",
"upgrade_disarm_desc": "Fires a projectile which reduces the \u003Cspan class=\"highlight\"\u003EFire Rate\u003C/span\u003E of the target and \u003Cspan class=\"highlight\"\u003Esteals Spirit\u003C/span\u003E.",
"upgrade_disarm_desc": "Fires a projectile which reduces the \u003Cspan class=\"highlight\"\u003EFire Rate\u003C/span\u003E of the target and \u003Cspan class=\"highlight\"\u003Esteals Spirit\u003C/span\u003E.",
"upgrade_discord": "Scourge",
"upgrade_discord_desc": "Apply \u003Cspan class=\"highlight\"\u003ESpirit Resistance\u003C/span\u003E and an aura on a friendly target that deals \u003Cspan class=\"highlight\"\u003E{g:citadel_inline_attribute:'SpiritIcon'}damage\u003C/span\u003E to enemies proportional to their max health. \u003Cbr\u003ECan be self cast.",
"upgrade_discord_desc": "Apply \u003Cspan class=\"highlight\"\u003ESpirit Resistance\u003C/span\u003E and an aura on a friendly target that deals \u003Cspan class=\"highlight\"\u003E{g:citadel_inline_attribute:'SpiritIcon'}damage\u003C/span\u003E to enemies proportional to their max health. \u003Cbr\u003ECan be self cast.",
"upgrade_divine_barrier": "Divine Barrier",
"upgrade_divine_barrier_desc": "\u003Cspan class=\"highlight\"\u003ERemove all non-stun debuffs\u003C/span\u003E from the target and provide them with a \u003Cspan class=\"highlight\"\u003EBarrier\u003C/span\u003E and \u003Cspan class=\"highlight\"\u003EMove Speed\u003C/span\u003E. \u003Cspan class=\"diminish\"\u003E\u003Cbr\u003ECan be self-cast. Cooldown is reduced by half when cast on someone else.\u003C/span\u003E",
"upgrade_divine_barrier_desc": "\u003Cspan class=\"highlight\"\u003ERemove all non-stun debuffs\u003C/span\u003E from the target and provide them with a \u003Cspan class=\"highlight\"\u003EBarrier\u003C/span\u003E and \u003Cspan class=\"highlight\"\u003EMove Speed\u003C/span\u003E. \u003Cspan class=\"diminish\"\u003E\u003Cbr\u003ECan be self-cast. Cooldown is reduced by half when cast on someone else.\u003C/span\u003E",
"upgrade_diviners_kevlar": "Diviner's Kevlar",
"upgrade_diviners_kevlar_desc": "Upon casting an \u003Cspan class=\"highlight\"\u003Eultimate ability\u003C/span\u003E gain a \u003Cspan class=\"highlight\"\u003EBarrier\u003C/span\u003E and temporary \u003Cspan class=\"highlight\"\u003ESpirit Power\u003C/span\u003E.",
"upgrade_diviners_kevlar_desc": "Upon casting an \u003Cspan class=\"highlight\"\u003Eultimate ability\u003C/span\u003E gain a \u003Cspan class=\"highlight\"\u003EBarrier\u003C/span\u003E and temporary \u003Cspan class=\"highlight\"\u003ESpirit Power\u003C/span\u003E.",
"upgrade_double_jump": "Double-Jump",
"upgrade_double_jump_desc": "Allows you to perform an additional \u003Cspan class=\"highlight\"\u003Ejump\u003C/span\u003E in mid-air.",
"upgrade_double_jump_desc": "Allows you to perform an additional \u003Cspan class=\"highlight\"\u003Ejump\u003C/span\u003E in mid-air.",
"upgrade_dps_aura": "Heroic Aura",
"upgrade_dps_aura_active_desc": "Provides \u003Cspan class=\"highlight\"\u003E{g:citadel_inline_attribute:'MoveSpeed'}\u003C/span\u003E and \u003Cspan class=\"highlight\"\u003E{g:citadel_inline_attribute:'FireRate'}\u003C/span\u003E to you and nearby allies. \u003Cspan class=\"highlight\"\u003EMinions\u003C/span\u003E get double value.",
"upgrade_dps_aura_active_desc": "Provides \u003Cspan class=\"highlight\"\u003E{g:citadel_inline_attribute:'MoveSpeed'}\u003C/span\u003E and \u003Cspan class=\"highlight\"\u003E{g:citadel_inline_attribute:'FireRate'}\u003C/span\u003E to you and nearby allies. \u003Cspan class=\"highlight\"\u003EMinions\u003C/span\u003E get double value.",
"upgrade_dps_aura_desc": "Provides \u003Cspan class=\"highlight\"\u003EBullet Resist\u003C/span\u003E to nearby friendly units.",
"upgrade_dps_aura_desc": "Provides \u003Cspan class=\"highlight\"\u003EBullet Resist\u003C/span\u003E to nearby friendly units.",
"upgrade_drum_magazine": "Drum Magazine",
"upgrade_drum_magazine_desc": "Provides a large \u003Cspan class=\"highlight\"\u003Eammo bonus\u003C/span\u003E, and \u003Cspan class=\"highlight\"\u003Eincreased reload speed\u003C/span\u003E",
"upgrade_drum_magazine_desc": "Provides a large \u003Cspan class=\"highlight\"\u003Eammo bonus\u003C/span\u003E, and \u003Cspan class=\"highlight\"\u003Eincreased reload speed\u003C/span\u003E",
"upgrade_duration_extender": "[Deprecated] Duration Extender",
"upgrade_duration_extender_desc": "Increases \u003Cspan class=\"highlight\"\u003EDuration\u003C/span\u003E of your abilities and items by \u003Cspan class=\"highlight\"\u003E{s:NonImbuedBonusDuration}%\u003C/span\u003E.",
"upgrade_duration_extender_desc": "Increases \u003Cspan class=\"highlight\"\u003EDuration\u003C/span\u003E of your abilities and items by \u003Cspan class=\"highlight\"\u003E{s:NonImbuedBonusDuration}%\u003C/span\u003E.",
"upgrade_enchanted_holsters": "Enchanted Holsters",
"upgrade_enchanted_holsters": "Spellslinger",
"upgrade_enchanted_holsters_desc": "While in-combat whenever you cast an ability or item, gain a stacking buff that improves fire rate and reload speed. \u003Cbr\u003E\u003Cspan class=\"diminish\"\u003EEach stack refreshes the duration.\u003C/span\u003E",
"upgrade_enchanted_holsters_desc": "While in-combat whenever you cast an ability or item, gain a stacking buff that improves fire rate and reload speed. \u003Cbr\u003E\u003Cspan class=\"diminish\"\u003EEach stack refreshes the duration.\u003C/span\u003E",
"upgrade_escalating_exposure/modifier_proc_watcher/modifier_debuff": "Escalating Exposure",
"upgrade_endurance": "Extra Regen",
"upgrade_escalating_exposure": "Escalating Exposure",
"upgrade_escalating_exposure_desc": "Dealing \u003Cspan class=\"highlight\"\u003ESpirit Damage\u003C/span\u003E applies a stacking \u003Cspan class=\"highlight\"\u003ESpirit Amp\u003C/span\u003E that increases your \u003Cspan class=\"highlight\"\u003ESpirit Damage\u003C/span\u003E to the target.",
"upgrade_escalating_exposure_desc": "Dealing \u003Cspan class=\"highlight\"\u003ESpirit Damage\u003C/span\u003E applies a stacking \u003Cspan class=\"highlight\"\u003ESpirit Amp\u003C/span\u003E that increases your \u003Cspan class=\"highlight\"\u003ESpirit Damage\u003C/span\u003E to the target.",
"upgrade_ethereal_bullets": "Mercurial Magnum",
"upgrade_ethereal_bullets_desc": "Your imbued ability charges up over time with {g:citadel_inline_attribute:'BonusSpiritDamage'}, {g:citadel_inline_attribute:'BonusFireRate'}, and \u003Cspan class=\"highlight\"\u003Ereloads bullets\u003C/span\u003E on use. Until your next reload, your \u003Cspan class=\"highlight\"\u003Ebullets deal bonus Spirit Damage\u003C/span\u003E based on your Spirit Power.",
"upgrade_ethereal_bullets_desc": "Your imbued ability charges up over time with {g:citadel_inline_attribute:'BonusSpiritDamage'}, {g:citadel_inline_attribute:'BonusFireRate'}, and \u003Cspan class=\"highlight\"\u003Ereloads bullets\u003C/span\u003E on use. Until your next reload, your \u003Cspan class=\"highlight\"\u003Ebullets deal bonus Spirit Damage\u003C/span\u003E based on your Spirit Power.",
"upgrade_explosive_bullets/modifier_explosive_bullets/modifier_citadel_base_buildup": "Explosive Rounds",
"upgrade_explosive_bullets": "Explosive Rounds",
"upgrade_express_shot": "Express Shot",
"upgrade_express_shot": "Express Shot",
"upgrade_express_shot_desc": "After not attacking for {s:AbilityCooldown}s, your next attack will \u003Cspan class=\"highlight\"\u003Efire twice\u003C/span\u003E in quick succession with \u003Cspan class=\"highlight\"\u003Eincreased damage\u003C/span\u003E and velocity.  This attack consumes extra ammo.",
"upgrade_express_shot_desc": "After not attacking for {s:AbilityCooldown}s, your next attack will \u003Cspan class=\"highlight\"\u003Efire twice\u003C/span\u003E in quick succession with \u003Cspan class=\"highlight\"\u003Eincreased damage\u003C/span\u003E and velocity.  This attack consumes extra ammo.",
"upgrade_extra_charge": "Extra Charge",
"upgrade_extra_charge_desc": "Adds one to your ability max \u003Cspan class=\"highlight\"\u003Echarges\u003C/span\u003E.",
"upgrade_extra_charge_desc": "Adds one to your ability max \u003Cspan class=\"highlight\"\u003Echarges\u003C/span\u003E.",
"upgrade_fervor/modifier_fervor/modifier_fervor_bonuses": "Enrage Bonuses",
"upgrade_fervor": "Frenzy",
"upgrade_fervor/modifier_fervor/modifier_fervor_damage_stack": "Fervor Stack",
"upgrade_fervor_passive": "While you are \u003Cspan class=\"highlight\"\u003Ebelow {s:LowHealthThreshold}% health\u003C/span\u003E, you gain stat bonuses.",
"upgrade_fervor_passive": "While you are \u003Cspan class=\"highlight\"\u003Ebelow {s:LowHealthThreshold}% health\u003C/span\u003E, you gain stat bonuses.",
"upgrade_fire_rate_aura/modifier_fire_rate_aura/modifier_fire_rate_aura_target": "Fire Rate Aura",
"upgrade_fire_rate_aura": "Fire Rate Aura",
"upgrade_fire_rate_aura_desc": "Provides a \u003Cspan class=\"highlight\"\u003EFire Rate\u003C/span\u003E increase to you and nearby teammates.  Different bonus to non-Heroes",
"upgrade_fire_rate_aura_desc": "Provides a \u003Cspan class=\"highlight\"\u003EFire Rate\u003C/span\u003E increase to you and nearby teammates.  Different bonus to non-Heroes",
"upgrade_fire_rate_reduction_aura/modifier_base_aura/aura_target_modifier": "Fire Rate Reduction Aura",
"upgrade_fire_rate_reduction_aura": "Fire Rate Reduction Aura",
"upgrade_fleetfoot_boots": "Fleetfoot",
"upgrade_fleetfoot_boots_active_desc": "Gain bonus \u003Cspan class=\"highlight\"\u003EMove Speed\u003C/span\u003E and \u003Cspan class=\"highlight\"\u003ESlow Resistance\u003C/span\u003E.",
"upgrade_fleetfoot_boots_active_desc": "Gain bonus \u003Cspan class=\"highlight\"\u003EMove Speed\u003C/span\u003E and \u003Cspan class=\"highlight\"\u003ESlow Resistance\u003C/span\u003E.",
"upgrade_fleetfoot_boots_passive_desc": "Removes the \u003Cspan class=\"highlight\"\u003EMove Speed\u003C/span\u003E penalty while shooting.",
"upgrade_fleetfoot_boots_passive_desc": "Removes the \u003Cspan class=\"highlight\"\u003EMove Speed\u003C/span\u003E penalty while shooting.",
"upgrade_focus_lens": "Focus Lens",
"upgrade_focus_lens_desc": "Target an enemy to \u003Cspan class=\"highlight\"\u003ESilence\u003C/span\u003E them. A portion of \u003Cspan class=\"highlight\"\u003Eall damage dealt\u003C/span\u003E during the silence gets applied to the target when the silence wears off.",
"upgrade_focus_lens_desc": "Target an enemy to \u003Cspan class=\"highlight\"\u003ESilence\u003C/span\u003E them. A portion of \u003Cspan class=\"highlight\"\u003Eall damage dealt\u003C/span\u003E during the silence gets applied to the target when the silence wears off.",
"upgrade_frenzy/modifier_frenzy_aura/modifier_frenzy_kill": "Killed Frenzy",
"upgrade_frenzy": "Low HP Frenzy",
"upgrade_frenzy/modifier_frenzy_lowhealth": "Low HP Frenzy",
"upgrade_frenzy_aura_desc": "Nearby enemies take \u003Cspan class=\"highlight\"\u003Eincreased damage\u003C/span\u003E from bullets.\u003Cbr\u003E\u003Cbr\u003EIf an enemy hero dies under this aura, you gain \u003Cspan class=\"highlight\"\u003E+{s:KillBonusMoveSpeedPerStack} m/s\u003C/span\u003E. This effect \u003Cspan class=\"highlight\"\u003Elasts until you die\u003C/span\u003E and can be stacked up to {s:MaxKillBonusMoveSpeedStack} times.",
"upgrade_frenzy_aura_desc": "Nearby enemies take \u003Cspan class=\"highlight\"\u003Eincreased damage\u003C/span\u003E from bullets.\u003Cbr\u003E\u003Cbr\u003EIf an enemy hero dies under this aura, you gain \u003Cspan class=\"highlight\"\u003E+{s:KillBonusMoveSpeedPerStack} m/s\u003C/span\u003E. This effect \u003Cspan class=\"highlight\"\u003Elasts until you die\u003C/span\u003E and can be stacked up to {s:MaxKillBonusMoveSpeedStack} times.",
"upgrade_frenzy_vampire_desc": "Your \u003Cspan class=\"highlight\"\u003Ebullets heal you\u003C/span\u003E for a percentage of the damage they deal to enemies.\u003Cbr\u003E\u003Cbr\u003EWhen an enemy is below {s:LowHealthPercentThreshold}% health you gain an additional \u003Cspan class=\"highlight\"\u003E{s:LowHealthLifeStealPercent}% Bullet Lifesteal\u003C/span\u003E against them.",
"upgrade_frenzy_vampire_desc": "Your \u003Cspan class=\"highlight\"\u003Ebullets heal you\u003C/span\u003E for a percentage of the damage they deal to enemies.\u003Cbr\u003E\u003Cbr\u003EWhen an enemy is below {s:LowHealthPercentThreshold}% health you gain an additional \u003Cspan class=\"highlight\"\u003E{s:LowHealthLifeStealPercent}% Bullet Lifesteal\u003C/span\u003E against them.",
"upgrade_full_spectrum": "Full Spectrum",
"upgrade_full_spectrum_passive": "Adds \u003Cspan class=\"highlight\"\u003Ebonus damage\u003C/span\u003E for every hero hit from your spirit damage mods or abilities and applies a \u003Cspan class=\"highlight\"\u003Emovement slow\u003C/span\u003E.",
"upgrade_full_spectrum_passive": "Adds \u003Cspan class=\"highlight\"\u003Ebonus damage\u003C/span\u003E for every hero hit from your spirit damage mods or abilities and applies a \u003Cspan class=\"highlight\"\u003Emovement slow\u003C/span\u003E.",
"upgrade_fury_trance": "Fury Trance",
"upgrade_fury_trance_active": "Grants \u003Cspan class=\"highlight\"\u003EFire Rate\u003C/span\u003E and \u003Cspan class=\"highlight\"\u003ESpirit Resistance\u003C/span\u003E but \u003Cspan class=\"highlight\"\u003ESilences\u003C/span\u003E you and \u003Cspan class=\"highlight\"\u003Edisables stamina usage and regeneration\u003C/span\u003E.",
"upgrade_fury_trance_active": "Grants \u003Cspan class=\"highlight\"\u003EFire Rate\u003C/span\u003E and \u003Cspan class=\"highlight\"\u003ESpirit Resistance\u003C/span\u003E but \u003Cspan class=\"highlight\"\u003ESilences\u003C/span\u003E you and \u003Cspan class=\"highlight\"\u003Edisables stamina usage and regeneration\u003C/span\u003E.",
"upgrade_galvanic_storm": "Galvanic Storm",
"upgrade_galvanic_storm_passive1": "Your bullets have a chance to \u003Cspan class=\"highlight\"\u003Eshock\u003C/span\u003E your target.  The shock will jump to a nearby enemy.",
"upgrade_galvanic_storm_passive1": "Your bullets have a chance to \u003Cspan class=\"highlight\"\u003Eshock\u003C/span\u003E your target.  The shock will jump to a nearby enemy.",
"upgrade_galvanic_storm_passive2": "When your spirit barrier is destroyed, you are empowered, granting \u003Cspan class=\"highlight\"\u003E{s:BuffDamageMult}x shock damage\u003C/span\u003E and increased \u003Cspan class=\"highlight\"\u003Emove speed\u003C/span\u003E",
"upgrade_galvanic_storm_passive2": "When your spirit barrier is destroyed, you are empowered, granting \u003Cspan class=\"highlight\"\u003E{s:BuffDamageMult}x shock damage\u003C/span\u003E and increased \u003Cspan class=\"highlight\"\u003Emove speed\u003C/span\u003E",
"upgrade_glass_cannon": "Glass Cannon",
"upgrade_glass_cannon2": "Glass Cannon v2",
"upgrade_glass_cannon2_desc": "Each hero kill grants \u003Cspan class=\"highlight\"\u003Epermanent Weapon Damage\u003C/span\u003E (up to a max of {s:MaxStacks} times).  Death results in the loss of 1 stack.",
"upgrade_glass_cannon2_desc": "Each hero kill grants \u003Cspan class=\"highlight\"\u003Epermanent Weapon Damage\u003C/span\u003E (up to a max of {s:MaxStacks} times).  Death results in the loss of 1 stack.",
"upgrade_glass_cannon_desc": "Each hero kill grants \u003Cspan class=\"highlight\"\u003Epermanent Fire Rate\u003C/span\u003E (up to a max of {s:MaxStacks} times).  Death results in the loss of 1 stack.",
"upgrade_glass_cannon_desc": "Each hero kill grants \u003Cspan class=\"highlight\"\u003Epermanent Fire Rate\u003C/span\u003E (up to a max of {s:MaxStacks} times).  Death results in the loss of 1 stack.",
"upgrade_glitch/modifier_glitch_debuff": "Cursed!",
"upgrade_glitch": "Curse",
"upgrade_glitch_desc": "Curses an enemy - \u003Cspan class=\"highlight\"\u003Einterrupting, Silencing, Disarming\u003C/span\u003E, and \u003Cspan class=\"highlight\"\u003Epreventing item usage\u003C/span\u003E.",
"upgrade_glitch_desc": "Curses an enemy - \u003Cspan class=\"highlight\"\u003Einterrupting, Silencing, Disarming\u003C/span\u003E, and \u003Cspan class=\"highlight\"\u003Epreventing item usage\u003C/span\u003E.",
"upgrade_greater_withering_whip": "Disarming Hex",
"upgrade_greater_withering_whip_debuff": "Disarmed",
"upgrade_greater_withering_whip_debuff": "Disarmed",
"upgrade_greater_withering_whip_desc": "\u003Cspan class=\"highlight\"\u003EDisarms\u003C/span\u003E enemy target and reduces their \u003Cspan class=\"highlight\"\u003EBullet Resist\u003C/span\u003E.",
"upgrade_greater_withering_whip_desc": "\u003Cspan class=\"highlight\"\u003EDisarms\u003C/span\u003E enemy target and reduces their \u003Cspan class=\"highlight\"\u003EBullet Resist\u003C/span\u003E.",
"upgrade_guardian_ward": "Guardian Ward",
"upgrade_guardian_ward_desc": "Provide the target with a \u003Cspan class=\"highlight\"\u003EBarrier\u003C/span\u003E and temporary \u003Cspan class=\"highlight\"\u003EMove Speed\u003C/span\u003E. \u003Cspan class=\"diminish\"\u003E\u003Cbr\u003ECan be self-cast.\u003Cbr\u003ECooldown is reduced by half when cast on someone else.\u003C/span\u003E",
"upgrade_guardian_ward_desc": "Provide the target with a \u003Cspan class=\"highlight\"\u003EBarrier\u003C/span\u003E and temporary \u003Cspan class=\"highlight\"\u003EMove Speed\u003C/span\u003E. \u003Cspan class=\"diminish\"\u003E\u003Cbr\u003ECan be self-cast.\u003Cbr\u003ECooldown is reduced by half when cast on someone else.\u003C/span\u003E",
"upgrade_headhunter": "Headhunter",
"upgrade_headhunter_desc": "Your next \u003Cspan class=\"highlight\"\u003Eheadshot\u003C/span\u003E against an enemy Hero deals {g:citadel_inline_attribute:'BonusWeaponDamage'}, {g:citadel_inline_attribute:'Heal'} you, and briefly grants {g:citadel_inline_attribute:'BonusMoveSpeed'}.",
"upgrade_headhunter_desc": "Your next \u003Cspan class=\"highlight\"\u003Eheadshot\u003C/span\u003E against an enemy Hero deals {g:citadel_inline_attribute:'BonusWeaponDamage'}, {g:citadel_inline_attribute:'Heal'} you, and briefly grants {g:citadel_inline_attribute:'BonusMoveSpeed'}.",
"upgrade_headshot_booster": "Headshot Booster",
"upgrade_headshot_booster2": "Weakening Headshot",
"upgrade_headshot_booster2_desc": "Landing a \u003Cspan class=\"highlight\"\u003EHeadshot\u003C/span\u003E on Heroes reduces their \u003Cspan class=\"highlight\"\u003EBullet Resist\u003C/span\u003E.",
"upgrade_headshot_booster2_desc": "Landing a \u003Cspan class=\"highlight\"\u003EHeadshot\u003C/span\u003E on Heroes reduces their \u003Cspan class=\"highlight\"\u003EBullet Resist\u003C/span\u003E.",
"upgrade_headshot_booster_desc": "Your next \u003Cspan class=\"highlight\"\u003Eheadshot\u003C/span\u003E against an enemy Hero deals {g:citadel_inline_attribute:'BonusWeaponDamage'}.",
"upgrade_headshot_booster_desc": "Your next \u003Cspan class=\"highlight\"\u003Eheadshot\u003C/span\u003E against an enemy Hero deals {g:citadel_inline_attribute:'BonusWeaponDamage'}.",
"upgrade_heal_on_level/heal_on_level_buff": "Heal On Level",
"upgrade_heal_on_level": "Patron's Healing",
"upgrade_heal_on_level_buff": "Heal On Level",
"upgrade_heal_on_level_buff": "Heal On Level",
"upgrade_heal_on_level_desc": "When you receive a \u003Cspan class=\"highlight\"\u003EBoon\u003C/span\u003E, automatically \u003Cspan class=\"highlight\"\u003Eheal\u003C/span\u003E.",
"upgrade_heal_on_level_desc": "When you receive a \u003Cspan class=\"highlight\"\u003EBoon\u003C/span\u003E, automatically \u003Cspan class=\"highlight\"\u003Eheal\u003C/span\u003E.",
"upgrade_healbane": "Healbane",
"upgrade_healbane_desc": "Your \u003Cspan class=\"highlight\"\u003ESpirit Damage\u003C/span\u003E applies \u003Cspan class=\"highlight\"\u003EHealing Reduction\u003C/span\u003E. If an enemy hero dies under this effect, you receive a large heal.",
"upgrade_healbane_desc": "Your \u003Cspan class=\"highlight\"\u003ESpirit Damage\u003C/span\u003E applies \u003Cspan class=\"highlight\"\u003EHealing Reduction\u003C/span\u003E. If an enemy hero dies under this effect, you receive a large heal.",
"upgrade_healbuff/modifier_healbuff/modifier_healbuff_buff": "Healing Tempo",
"upgrade_healbuff": "Healing Tempo",
"upgrade_healbuff_desc": "Applying {g:citadel_inline_attribute:'Heal'} to yourself or an ally grants the target {g:citadel_inline_attribute:'BonusFireRate'} and {g:citadel_inline_attribute:'BonusMoveSpeed'}.\u003Cbr\u003E\u003Cbr\u003E\u003Cspan class=\"diminish\"\u003EDoes not apply on innate Regen or innate Bullet/Spirit Lifesteal.\u003C/span\u003E",
"upgrade_healbuff_desc": "Applying {g:citadel_inline_attribute:'Heal'} to yourself or an ally grants the target {g:citadel_inline_attribute:'BonusFireRate'} and {g:citadel_inline_attribute:'BonusMoveSpeed'}.\u003Cbr\u003E\u003Cbr\u003E\u003Cspan class=\"diminish\"\u003EDoes not apply on innate Regen or innate Bullet/Spirit Lifesteal.\u003C/span\u003E",
"upgrade_healing_booster": "Healing Booster",
"upgrade_healing_booster_desc": "Increases the effectiveness of your \u003Cspan class=\"highlight\"\u003Ehealing\u003C/span\u003E by \u003Cspan class=\"highlight\"\u003E{s:HealAmpRegenPercent}%\u003C/span\u003E.",
"upgrade_healing_booster_desc": "Increases the effectiveness of your \u003Cspan class=\"highlight\"\u003Ehealing\u003C/span\u003E by \u003Cspan class=\"highlight\"\u003E{s:HealAmpRegenPercent}%\u003C/span\u003E.",
"upgrade_health": "Extra Health",
"upgrade_health_2": "Toughness",
"upgrade_health_bullet_deflector": "Bullet Deflector",
"upgrade_health_bullet_deflector_desc": "Prevents \u003Cspan class=\"highlight\"\u003E{s:BulletDamageReductionPct}%\u003C/span\u003E of incoming bullet damage, with a maximum of \u003Cspan class=\"highlight\"\u003E{s:BulletDamageReductionPerSecond}\u003C/span\u003E damage deflected per second.",
"upgrade_health_bullet_deflector_desc": "Prevents \u003Cspan class=\"highlight\"\u003E{s:BulletDamageReductionPct}%\u003C/span\u003E of incoming bullet damage, with a maximum of \u003Cspan class=\"highlight\"\u003E{s:BulletDamageReductionPerSecond}\u003C/span\u003E damage deflected per second.",
"upgrade_health_desc": "Increase \u003Cspan class=\"highlight\"\u003Ehealth\u003C/span\u003E.",
"upgrade_health_desc": "Increase \u003Cspan class=\"highlight\"\u003Ehealth\u003C/span\u003E.",
"upgrade_health_nova": "Healing Nova",
"upgrade_health_nova_desc": "\u003Cspan class=\"highlight\"\u003EHeal\u003C/span\u003E yourself and nearby allies.",
"upgrade_health_nova_desc": "\u003Cspan class=\"highlight\"\u003EHeal\u003C/span\u003E yourself and nearby allies.",
"upgrade_health_regen_1": "Health Regen",
"upgrade_health_regen_1_desc": "Increases \u003Cspan class=\"highlight\"\u003Ehealth regen\u003C/span\u003E.",
"upgrade_health_regen_1_desc": "Increases \u003Cspan class=\"highlight\"\u003Ehealth regen\u003C/span\u003E.",
"upgrade_health_regen_aura": "Healing Aura",
"upgrade_health_regen_aura_desc": "Automatically provides a burst of healing to yourself and nearby friendlies every \u003Cspan class=\"highlight\"\u003E{s:HealInterval} seconds\u003C/span\u003E.  \u003Cbr\u003EEffect does not stack.",
"upgrade_health_regen_aura_desc": "Automatically provides a burst of healing to yourself and nearby friendlies every \u003Cspan class=\"highlight\"\u003E{s:HealInterval} seconds\u003C/span\u003E.  \u003Cbr\u003EEffect does not stack.",
"upgrade_health_regenerative_armor": "Regenerative Armor",
"upgrade_health_regenerative_armor_desc": "Automatically \u003Cspan class=\"highlight\"\u003Erestores health\u003C/span\u003E lost from \u003Cspan class=\"highlight\"\u003Ebullet damage\u003C/span\u003E, regenerating up to \u003Cspan class=\"highlight\"\u003E{s:BulletDamageRecoveredPerSecond} health\u003C/span\u003E per second.",
"upgrade_health_regenerative_armor_desc": "Automatically \u003Cspan class=\"highlight\"\u003Erestores health\u003C/span\u003E lost from \u003Cspan class=\"highlight\"\u003Ebullet damage\u003C/span\u003E, regenerating up to \u003Cspan class=\"highlight\"\u003E{s:BulletDamageRecoveredPerSecond} health\u003C/span\u003E per second.",
"upgrade_health_stealing_magic": "Spirit Lifesteal",
"upgrade_health_stealing_magic_desc": "Your \u003Cspan class=\"highlight\"\u003Espirit items and abilities heal you\u003C/span\u003E for a percentage of the damage they deal. Heals for less on Non-Heroes and does not work on buildings.",
"upgrade_health_stealing_magic_desc": "Your \u003Cspan class=\"highlight\"\u003Espirit items and abilities heal you\u003C/span\u003E for a percentage of the damage they deal. Heals for less on Non-Heroes and does not work on buildings.",
"upgrade_health_stimpak/modifier_stimpak_regen": "Healing Rite",
"upgrade_health_stimpak": "Healing Rite",
"upgrade_health_stimpak_desc": "Grant \u003Cspan class=\"highlight\"\u003ERegen\u003C/span\u003E and \u003Cspan class=\"highlight\"\u003ESprint Speed\u003C/span\u003E to the target. Gets dispelled if you take damage from enemy players or objectives. Can be self-cast.",
"upgrade_health_stimpak_desc": "Grant \u003Cspan class=\"highlight\"\u003ERegen\u003C/span\u003E and \u003Cspan class=\"highlight\"\u003ESprint Speed\u003C/span\u003E to the target. Gets dispelled if you take damage from enemy players or objectives. Can be self-cast.",
"upgrade_height_advantage": "Height Advantage",
"upgrade_height_advantage_desc": "Gain additional \u003Cspan class=\"highlight_weapon\"\u003E{s:HighGroundBonusWeaponPower}% Weapon Damage\u003C/span\u003E when attacking targets that are \u003Cspan class=\"highlight\"\u003Ebelow you\u003C/span\u003E.",
"upgrade_height_advantage_desc": "Gain additional \u003Cspan class=\"highlight_weapon\"\u003E{s:HighGroundBonusWeaponPower}% Weapon Damage\u003C/span\u003E when attacking targets that are \u003Cspan class=\"highlight\"\u003Ebelow you\u003C/span\u003E.",
"upgrade_hemorrhage/modifier_item_hemorrhage/modifier_hemorrhage": "Bleeding",
"upgrade_hemorrhage": "Bleeding",
"upgrade_hemorrhage_buildup": "Eviscerator building...",
"upgrade_hemorrhage_buildup": "Eviscerator building...",
"upgrade_high_impact_armor": "High Impact Armor",
"upgrade_high_impact_armor_desc": "Provides protection against high-damage bullets. Any \u003Cspan class=\"highlight\"\u003Ebullet damage\u003C/span\u003E portion above the threshold is reduced by {s:DamageReduction}%.",
"upgrade_high_impact_armor_desc": "Provides protection against high-damage bullets. Any \u003Cspan class=\"highlight\"\u003Ebullet damage\u003C/span\u003E portion above the threshold is reduced by {s:DamageReduction}%.",
"upgrade_high_velocity_mag": "High-Velocity Rounds",
"upgrade_hollow_point_rounds": "Hollow Point",
"upgrade_hollow_point_rounds_desc": "When you are \u003Cspan class=\"highlight\"\u003Eabove {s:LifeThreshold}% health\u003C/span\u003E, deal additional \u003Cspan class=\"highlight\"\u003EWeapon Damage\u003C/span\u003E and your bullets reduce enemy \u003Cspan class=\"highlight\"\u003EBullet Resist\u003C/span\u003E.",
"upgrade_hollow_point_rounds_desc": "When you are \u003Cspan class=\"highlight\"\u003Eabove {s:LifeThreshold}% health\u003C/span\u003E, deal additional \u003Cspan class=\"highlight\"\u003EWeapon Damage\u003C/span\u003E and your bullets reduce enemy \u003Cspan class=\"highlight\"\u003EBullet Resist\u003C/span\u003E.",
"upgrade_hollow_point_rounds_shield_desc": "Gain a \u003Cspan class=\"highlight\"\u003ESpirit Shield\u003C/span\u003E that blocks incoming \u003Cspan class=\"highlight\"\u003ESpirit Damage\u003C/span\u003E. The shield is restored when out of combat.",
"upgrade_hollow_point_rounds_shield_desc": "Gain a \u003Cspan class=\"highlight\"\u003ESpirit Shield\u003C/span\u003E that blocks incoming \u003Cspan class=\"highlight\"\u003ESpirit Damage\u003C/span\u003E. The shield is restored when out of combat.",
"upgrade_imbued_ability": "Imbued Ability",
"upgrade_imbued_ability_passive1": "Upon purchasing this mod, select an ability to imbue with \u003Cspan class=\"highlight\"\u003E{s:ImbuedBonusDuration}% bonus duration\u003C/span\u003E and \u003Cspan class=\"highlight\"\u003E{s:ImbuedBonusDamage}% bonus damage\u003C/span\u003E.",
"upgrade_imbued_ability_passive1": "Upon purchasing this mod, select an ability to imbue with \u003Cspan class=\"highlight\"\u003E{s:ImbuedBonusDuration}% bonus duration\u003C/span\u003E and \u003Cspan class=\"highlight\"\u003E{s:ImbuedBonusDamage}% bonus damage\u003C/span\u003E.",
"upgrade_imbued_ability_passive2": "Your spirit damage \u003Cspan class=\"highlight\"\u003Eslows\u003C/span\u003E your target's movement.",
"upgrade_imbued_ability_passive2": "Your spirit damage \u003Cspan class=\"highlight\"\u003Eslows\u003C/span\u003E your target's movement.",
"upgrade_imbued_duration_extender": "Superior Duration",
"upgrade_imbued_duration_extender_desc": "Increases the \u003Cspan class=\"highlight\"\u003Eduration\u003C/span\u003E of your abilities and items.",
"upgrade_imbued_duration_extender_desc": "Increases the \u003Cspan class=\"highlight\"\u003Eduration\u003C/span\u003E of your abilities and items.",
"upgrade_improved_bullet_armor": "Bullet Resilience",
"upgrade_improved_bullet_armor": "Bullet Resilience",
"upgrade_improved_bullet_armor_desc": "When below \u003Cspan class=\"highlight\"\u003E{s:HealthThreshold}% health\u003C/span\u003E, gain additional \u003Cspan class=\"highlight\"\u003EBullet Resist\u003C/span\u003E.",
"upgrade_improved_bullet_armor_desc": "When below \u003Cspan class=\"highlight\"\u003E{s:HealthThreshold}% health\u003C/span\u003E, gain additional \u003Cspan class=\"highlight\"\u003EBullet Resist\u003C/span\u003E.",
"upgrade_infinitemagazine/modifier_infinite_magazine_active": "Endless Magazine",
"upgrade_improved_spirit": "Extra Spirit",
"upgrade_improved_stamina": "Extra Stamina",
"upgrade_infinitemagazine": "Endless Magazine",
"upgrade_infinitemagazine_desc": "Gain \u003Cspan class=\"highlight\"\u003Einfinite ammo\u003C/span\u003E and {g:citadel_inline_attribute:'BonusFireRate'}.",
"upgrade_infinitemagazine_desc": "Gain \u003Cspan class=\"highlight\"\u003Einfinite ammo\u003C/span\u003E and {g:citadel_inline_attribute:'BonusFireRate'}.",
"upgrade_infuser": "Infuser",
"upgrade_infuser_desc": "Gain \u003Cspan class=\"highlight\"\u003ESpirit Lifesteal\u003C/span\u003E and \u003Cspan class=\"highlight\"\u003ESpirit Power\u003C/span\u003E.",
"upgrade_infuser_desc": "Gain \u003Cspan class=\"highlight\"\u003ESpirit Lifesteal\u003C/span\u003E and \u003Cspan class=\"highlight\"\u003ESpirit Power\u003C/span\u003E.",
"upgrade_inhibitor": "Inhibitor",
"upgrade_inhibitor_desc": "Your bullets build up to reduce the target's \u003Cspan class=\"highlight\"\u003Eoutgoing damage\u003C/span\u003E and apply \u003Cspan class=\"highlight\"\u003Ehealing reduction\u003C/span\u003E.",
"upgrade_inhibitor_desc": "Your bullets build up to reduce the target's \u003Cspan class=\"highlight\"\u003Eoutgoing damage\u003C/span\u003E and apply \u003Cspan class=\"highlight\"\u003Ehealing reduction\u003C/span\u003E.",
"upgrade_intensifying_clip": "Intensifying Magazine",
"upgrade_intensifying_clip_desc": "Increases \u003Cspan class=\"highlight\"\u003EWeapon Damage\u003C/span\u003E as you continuously fire your weapon.",
"upgrade_intensifying_clip_desc": "Increases \u003Cspan class=\"highlight\"\u003EWeapon Damage\u003C/span\u003E as you continuously fire your weapon.",
"upgrade_juggernaut": "Juggernaut",
"upgrade_juggernaut_slow_desc": "Enemies that shoot you have their \u003Cspan class=\"highlight\"\u003EFire Rate\u003C/span\u003E slowed.",
"upgrade_juggernaut_slow_desc": "Enemies that shoot you have their \u003Cspan class=\"highlight\"\u003EFire Rate\u003C/span\u003E slowed.",
"upgrade_kinetic_sash": "Kinetic Dash",
"upgrade_kinetic_sash_desc": "When you \u003Cspan class=\"highlight\"\u003EDash-Jump\u003C/span\u003E you gain \u003Cspan class=\"highlight\"\u003EFire Rate\u003C/span\u003E and bonus \u003Cspan class=\"highlight\"\u003EAmmo\u003C/span\u003E until your next reload. Lasts up to {s:AbilityDuration}s.",
"upgrade_kinetic_sash_desc": "When you \u003Cspan class=\"highlight\"\u003EDash-Jump\u003C/span\u003E you gain \u003Cspan class=\"highlight\"\u003EFire Rate\u003C/span\u003E and bonus \u003Cspan class=\"highlight\"\u003EAmmo\u003C/span\u003E until your next reload. Lasts up to {s:AbilityDuration}s.",
"upgrade_leveler/headshot_cooldown_modifier": "Head Shot Bonus Cooldown",
"upgrade_leveler": "Leveler",
"upgrade_leveler_active_desc": "Applies a \u003Cspan class=\"highlight\"\u003Etether\u003C/span\u003E to the target and reduces the \u003Cspan class=\"highlight\"\u003Ebullet resist\u003C/span\u003E of both \u003Cspan class=\"highlight\"\u003Eyou and them\u003C/span\u003E.",
"upgrade_leveler_active_desc": "Applies a \u003Cspan class=\"highlight\"\u003Etether\u003C/span\u003E to the target and reduces the \u003Cspan class=\"highlight\"\u003Ebullet resist\u003C/span\u003E of both \u003Cspan class=\"highlight\"\u003Eyou and them\u003C/span\u003E.",
"upgrade_leveler_innate_desc": "Close Range\u003Cbr\u003EDetention Rounds",
"upgrade_leveler_innate_desc": "Close Range\u003Cbr\u003EDetention Rounds",
"upgrade_leveler_passive_desc": "Your headshot deals bonus damage and heavily slows enemy fire rate.",
"upgrade_leveler_passive_desc": "Your headshot deals bonus damage and heavily slows enemy fire rate.",
"upgrade_lifestrike_gauntlets": "Melee Lifesteal",
"upgrade_lifestrike_gauntlets_desc": "Your next \u003Cspan class=\"highlight\"\u003EMelee\u003C/span\u003E attack \u003Cspan class=\"highlight\"\u003Eheals you\u003C/span\u003E. \u003Cspan class=\"diminish\"\u003E\u003Cbr\u003E\u003Cbr\u003EThis heal is {s:NonHeroHealPct}% effective vs non-heroes. \u003Cbr\u003ECooldown is {s:LightMeleeCooldownMult}x as long for Light Melee hits.\u003C/span\u003E",
"upgrade_lifestrike_gauntlets_desc": "Your next \u003Cspan class=\"highlight\"\u003EMelee\u003C/span\u003E attack \u003Cspan class=\"highlight\"\u003Eheals you\u003C/span\u003E. \u003Cspan class=\"diminish\"\u003E\u003Cbr\u003E\u003Cbr\u003EThis heal is {s:NonHeroHealPct}% effective vs non-heroes. \u003Cbr\u003ECooldown is {s:LightMeleeCooldownMult}x as long for Light Melee hits.\u003C/span\u003E",
"upgrade_long_range": "Long Range",
"upgrade_long_range_desc": "Deal additional \u003Cspan class=\"highlight\"\u003EWeapon Damage\u003C/span\u003E when \u003Cspan class=\"highlight\"\u003Ebeyond a minimum distance\u003C/span\u003E from your target.",
"upgrade_long_range_desc": "Deal additional \u003Cspan class=\"highlight\"\u003EWeapon Damage\u003C/span\u003E when \u003Cspan class=\"highlight\"\u003Ebeyond a minimum distance\u003C/span\u003E from your target.",
"upgrade_long_range_slowing_tech/modifier_long_range_slowing_tech_proc/modifier_slow_base": "Slowed",
"upgrade_long_range_slowing_tech": "Omni Spirit",
"upgrade_long_range_slowing_tech_desc": "Applies a \u003Cspan class=\"highlight\"\u003Emovement slow\u003C/span\u003E to enemies when dealing spirit damage.",
"upgrade_long_range_slowing_tech_desc": "Applies a \u003Cspan class=\"highlight\"\u003Emovement slow\u003C/span\u003E to enemies when dealing spirit damage.",
"upgrade_magic_burst": "Mystic Burst",
"upgrade_magic_burst_desc": "Charges up over time with {g:citadel_inline_attribute:'BonusSpiritDamage'}, causing abilities dealing more than \u003Cspan class=\"highlight\"\u003E{s:MinimumDamage}\u003C/span\u003E damage to deal additional damage.",
"upgrade_magic_burst_desc": "Charges up over time with {g:citadel_inline_attribute:'BonusSpiritDamage'}, causing abilities dealing more than \u003Cspan class=\"highlight\"\u003E{s:MinimumDamage}\u003C/span\u003E damage to deal additional damage.",
"upgrade_magic_carpet": "Magic Carpet",
"upgrade_magic_carpet_desc": "Summon a Magic Carpet that will \u003Cspan class=\"highlight\"\u003Efly\u003C/span\u003E you away.  While flying you are immune to slows and doing any action will dismiss the carpet.  \u003Cspan class=\"diminish\"\u003E\u003Cbr\u003ECannot use abilities while the carpet is being summoned.\u003C/span\u003E",
"upgrade_magic_carpet_desc": "Summon a Magic Carpet that will \u003Cspan class=\"highlight\"\u003Efly\u003C/span\u003E you away.  While flying you are immune to slows and doing any action will dismiss the carpet.  \u003Cspan class=\"diminish\"\u003E\u003Cbr\u003ECannot use abilities while the carpet is being summoned.\u003C/span\u003E",
"upgrade_magic_clarity": "Clarity",
"upgrade_magic_clarity_desc": "On ability or item use, gain a \u003Cspan class=\"highlight\"\u003Emove speed\u003C/span\u003E bonus for {s:AbilityDuration}s.  Your next ability cast will remove the move speed bonus and apply a \u003Cspan class=\"highlight\"\u003ESpirit\u003C/span\u003E bonus to that ability.",
"upgrade_magic_clarity_desc": "On ability or item use, gain a \u003Cspan class=\"highlight\"\u003Emove speed\u003C/span\u003E bonus for {s:AbilityDuration}s.  Your next ability cast will remove the move speed bonus and apply a \u003Cspan class=\"highlight\"\u003ESpirit\u003C/span\u003E bonus to that ability.",
"upgrade_magic_missile": "Conjure Missiles",
"upgrade_magic_reach": "Mystic Expansion",
"upgrade_magic_reach_desc": "Imbue an ability to increase its \u003Cspan class=\"highlight\"\u003Erange\u003C/span\u003E and \u003Cspan class=\"highlight\"\u003Eeffect radius\u003C/span\u003E.",
"upgrade_magic_reach_desc": "Imbue an ability to increase its \u003Cspan class=\"highlight\"\u003Erange\u003C/span\u003E and \u003Cspan class=\"highlight\"\u003Eeffect radius\u003C/span\u003E.",
"upgrade_magic_shield": "Enchanter's Emblem",
"upgrade_magic_shield_desc": "While you are \u003Cspan class=\"highlight\"\u003Eabove {s:LifeThreshold}% health\u003C/span\u003E, gain bonus \u003Cspan class=\"highlight\"\u003E{g:citadel_inline_attribute:'Spirit'}\u003C/span\u003E and \u003Cspan class=\"highlight\"\u003ECooldown Reduction\u003C/span\u003E.",
"upgrade_magic_shield_desc": "While you are \u003Cspan class=\"highlight\"\u003Eabove {s:LifeThreshold}% health\u003C/span\u003E, gain bonus \u003Cspan class=\"highlight\"\u003E{g:citadel_inline_attribute:'Spirit'}\u003C/span\u003E and \u003Cspan class=\"highlight\"\u003ECooldown Reduction\u003C/span\u003E.",
"upgrade_magic_shock": "Tankbuster",
"upgrade_magic_shock_desc": "Charges up over time with {g:citadel_inline_attribute:'BonusSpiritDamage'}, causing abilities dealing more than \u003Cspan class=\"highlight\"\u003E{s:MinimumDamage}\u003C/span\u003E damage to deal additional damage. \u003Cspan class=\"highlight\"\u003EIgnores Spirit Resistance.\u003C/span\u003E",
"upgrade_magic_shock_desc": "Charges up over time with {g:citadel_inline_attribute:'BonusSpiritDamage'}, causing abilities dealing more than \u003Cspan class=\"highlight\"\u003E{s:MinimumDamage}\u003C/span\u003E damage to deal additional damage. \u003Cspan class=\"highlight\"\u003EIgnores Spirit Resistance.\u003C/span\u003E",
"upgrade_magic_slow": "Mystic Slow",
"upgrade_magic_slow_desc": "When the target takes \u003Cspan class=\"highlight\"\u003ESpirit Damage\u003C/span\u003E, they have their \u003Cspan class=\"highlight\"\u003EMove Speed\u003C/span\u003E reduced.",
"upgrade_magic_slow_desc": "When the target takes \u003Cspan class=\"highlight\"\u003ESpirit Damage\u003C/span\u003E, they have their \u003Cspan class=\"highlight\"\u003EMove Speed\u003C/span\u003E reduced.",
"upgrade_magic_storm": "Surge of Power",
"upgrade_magic_storm_desc": "Imbue an ability with \u003Cspan class=\"highlight\"\u003Epermanent Spirit Power\u003C/span\u003E. When that ability is used, gain bonus \u003Cspan class=\"highlight\"\u003EMove Speed\u003C/span\u003E and maintain full speed while attacking.",
"upgrade_magic_storm_desc": "Imbue an ability with \u003Cspan class=\"highlight\"\u003Epermanent Spirit Power\u003C/span\u003E. When that ability is used, gain bonus \u003Cspan class=\"highlight\"\u003EMove Speed\u003C/span\u003E and maintain full speed while attacking.",
"upgrade_magic_tempo": "Compress Cooldown",
"upgrade_magic_tempo_desc": "Imbue an ability to reduce its \u003Cspan class=\"highlight\"\u003ECooldown\u003C/span\u003E.",
"upgrade_magic_tempo_desc": "Imbue an ability to reduce its \u003Cspan class=\"highlight\"\u003ECooldown\u003C/span\u003E.",
"upgrade_magic_vulnerability": "Mystic Vulnerability",
"upgrade_magic_vulnerability_desc": "When the target takes \u003Cspan class=\"highlight\"\u003ESpirit Damage\u003C/span\u003E, they have their \u003Cspan class=\"highlight\"\u003ESpirit Resist\u003C/span\u003E reduced.",
"upgrade_magic_vulnerability_desc": "When the target takes \u003Cspan class=\"highlight\"\u003ESpirit Damage\u003C/span\u003E, they have their \u003Cspan class=\"highlight\"\u003ESpirit Resist\u003C/span\u003E reduced.",
"upgrade_medic_bullets": "Restorative Shot",
"upgrade_medic_bullets_desc": "Your next bullet will \u003Cspan class=\"highlight\"\u003Eheal\u003C/span\u003E you based on what target you hit.",
"upgrade_medic_bullets_desc": "Your next bullet will \u003Cspan class=\"highlight\"\u003Eheal\u003C/span\u003E you based on what target you hit.",
"upgrade_melee_charge": "Melee Charge",
"upgrade_melee_charge_desc": "Your next \u003Cspan class=\"highlight\"\u003EHeavy Melee\u003C/span\u003E attack against an enemy \u003Cspan class=\"highlight\"\u003Edeals increased damage\u003C/span\u003E.",
"upgrade_melee_charge_desc": "Your next \u003Cspan class=\"highlight\"\u003EHeavy Melee\u003C/span\u003E attack against an enemy \u003Cspan class=\"highlight\"\u003Edeals increased damage\u003C/span\u003E.",
"upgrade_melee_rebuttal": "Rebuttal",
"upgrade_melee_rebuttal_desc": "On a successful \u003Cspan class=\"highlight\"\u003EParry\u003C/span\u003E against an enemy Hero, \u003Cspan class=\"highlight\"\u003EHeal\u003C/span\u003E yourself for the damage parried and returns that damage to the target, and temporarily gain increased \u003Cspan class=\"highlight\"\u003Emelee damage.\u003C/span\u003E",
"upgrade_melee_rebuttal_desc": "On a successful \u003Cspan class=\"highlight\"\u003EParry\u003C/span\u003E against an enemy Hero, \u003Cspan class=\"highlight\"\u003EHeal\u003C/span\u003E yourself for the damage parried and returns that damage to the target, and temporarily gain increased \u003Cspan class=\"highlight\"\u003Emelee damage.\u003C/span\u003E",
"upgrade_metal_skin": "Metal Skin",
"upgrade_metal_skin_desc": "Become \u003Cspan class=\"highlight\"\u003Eimmune to bullets\u003C/span\u003E.",
"upgrade_metal_skin_desc": "Become \u003Cspan class=\"highlight\"\u003Eimmune to bullets\u003C/span\u003E.",
"upgrade_mod_disruptor": "Soul Disruptor",
"upgrade_mod_disruptor_desc": "Throw a grenade that explodes on contact and applies \u003Cspan class=\"highlight\"\u003Esilence\u003C/span\u003E and \u003Cspan class=\"highlight\"\u003Eincreasing amounts of damage\u003C/span\u003E to each enemy.",
"upgrade_mod_disruptor_desc": "Throw a grenade that explodes on contact and applies \u003Cspan class=\"highlight\"\u003Esilence\u003C/span\u003E and \u003Cspan class=\"highlight\"\u003Eincreasing amounts of damage\u003C/span\u003E to each enemy.",
"upgrade_mystic_regeneration": "Mystic Regeneration",
"upgrade_mystic_regeneration": "Mystic Regeneration",
"upgrade_mystic_regeneration_desc": "Dealing Spirit Damage to enemy Heroes grants you Bonus Health Regen. Stacks when dealing damage to different heroes.",
"upgrade_mystic_regeneration_desc": "Dealing Spirit Damage to enemy Heroes grants you Bonus Health Regen. Stacks when dealing damage to different heroes.",
"upgrade_nearby_enemy_boost": "Adrenaline Rush",
"upgrade_nearby_enemy_boost_desc": "Gain bonus \u003Cspan class=\"highlight\"\u003EWeapon Damage\u003C/span\u003E and \u003Cspan class=\"highlight\"\u003EFire Rate\u003C/span\u003E when there are two or more enemy heroes nearby.",
"upgrade_nearby_enemy_boost_desc": "Gain bonus \u003Cspan class=\"highlight\"\u003EWeapon Damage\u003C/span\u003E and \u003Cspan class=\"highlight\"\u003EFire Rate\u003C/span\u003E when there are two or more enemy heroes nearby.",
"upgrade_non_player_bonus": "Monster Rounds",
"upgrade_non_player_bonus_desc": "Gain additional \u003Cspan class=\"highlight_weapon\"\u003E{s:NonPlayerBonusWeaponPower}% Weapon Damage\u003C/span\u003E when attacking \u003Cspan class=\"highlight\"\u003ETroopers\u003C/span\u003E, \u003Cspan class=\"highlight\"\u003ENeutrals\u003C/span\u003E and \u003Cspan class=\"highlight\"\u003EBosses\u003C/span\u003E.",
"upgrade_non_player_bonus_desc": "Gain additional \u003Cspan class=\"highlight_weapon\"\u003E{s:NonPlayerBonusWeaponPower}% Weapon Damage\u003C/span\u003E when attacking \u003Cspan class=\"highlight\"\u003ETroopers\u003C/span\u003E, \u003Cspan class=\"highlight\"\u003ENeutrals\u003C/span\u003E and \u003Cspan class=\"highlight\"\u003EBosses\u003C/span\u003E.",
"upgrade_non_player_bonus_sacrifice": "Cultlist Sacrifice",
"upgrade_non_player_bonus_sacrifice": "Cultist Sacrifice",
"upgrade_non_player_bonus_sacrifice_desc": "Target an enemy NPC and consume it for \u003Cspan class=\"highlight\"\u003E{s:BonusSoulsPct}% Bonus Souls\u003C/span\u003E and grants a powerful long lasting buff.",
"upgrade_non_player_bonus_sacrifice_desc": "Target an enemy NPC and consume it for \u003Cspan class=\"highlight\"\u003E{s:BonusSoulsPct}% Bonus Souls\u003C/span\u003E and grants a powerful long lasting buff.",
"upgrade_out_of_combat_health_regen/modifier_citadel_armor_out_of_combat_health_regen": "Metabolic Nanites",
"upgrade_out_of_combat_health_regen": "Metabolic Nanites",
"upgrade_personal_rejuvenator": "Rebirth",
"upgrade_personal_rejuvenator_desc": "Respawns the hero at the spot they died.",
"upgrade_personal_rejuvenator_desc": "Respawns the hero at the spot they died.",
"upgrade_phantom_strike": "Phantom Strike",
"upgrade_phantom_strike_desc": "\u003Cspan class=\"highlight\"\u003ETeleport\u003C/span\u003E to an enemy target and pull them to the ground.  Dealing \u003Cspan class=\"highlight\"\u003Edamage\u003C/span\u003E, \u003Cspan class=\"highlight\"\u003EMove speed\u003C/span\u003E reduction and \u003Cspan class=\"highlight\"\u003EDisarm\u003C/span\u003E.",
"upgrade_phantom_strike_desc": "\u003Cspan class=\"highlight\"\u003ETeleport\u003C/span\u003E to an enemy target and pull them to the ground.  Dealing \u003Cspan class=\"highlight\"\u003Edamage\u003C/span\u003E, \u003Cspan class=\"highlight\"\u003EMove speed\u003C/span\u003E reduction and \u003Cspan class=\"highlight\"\u003EDisarm\u003C/span\u003E.",
"upgrade_predator_precision": "Predator Precision",
"upgrade_predator_precision_desc": "Gain additional \u003Cspan class=\"highlight\"\u003Eweapon damage\u003C/span\u003E against enemy Heroes that are \u003Cspan class=\"highlight\"\u003Elow health\u003C/span\u003E",
"upgrade_predator_precision_desc": "Gain additional \u003Cspan class=\"highlight\"\u003Eweapon damage\u003C/span\u003E against enemy Heroes that are \u003Cspan class=\"highlight\"\u003Elow health\u003C/span\u003E",
"upgrade_pristine_emblem": "Opening Rounds",
"upgrade_pristine_emblem_desc": "Your attacks have additional \u003Cspan class=\"highlight\"\u003EWeapon Damage\u003C/span\u003E against \u003Cspan class=\"highlight\"\u003Eenemies above {s:EnemyLifeThreshold}% health\u003C/span\u003E.",
"upgrade_pristine_emblem_desc": "Your attacks have additional \u003Cspan class=\"highlight\"\u003EWeapon Damage\u003C/span\u003E against \u003Cspan class=\"highlight\"\u003Eenemies above {s:EnemyLifeThreshold}% health\u003C/span\u003E.",
"upgrade_proc_disarm": "Disarming Bullets",
"upgrade_proc_disarm_desc": "Your bullets \u003Cspan class=\"highlight\"\u003Edisarm\u003C/span\u003E enemies, them preventing them from shooting their weapon.  Victims are immune to disarming bullets for \u003Cspan class=\"highlight\"\u003E{s:ImmunityDuration}s\u003C/span\u003E after application expires.",
"upgrade_proc_disarm_desc": "Your bullets \u003Cspan class=\"highlight\"\u003Edisarm\u003C/span\u003E enemies, them preventing them from shooting their weapon.  Victims are immune to disarming bullets for \u003Cspan class=\"highlight\"\u003E{s:ImmunityDuration}s\u003C/span\u003E after application expires.",
"upgrade_proc_melee_stun": "Melee Knockdown",
"upgrade_proc_melee_stun_desc": "The 3rd hit of your \u003Cspan class=\"highlight\"\u003Emelee combo\u003C/span\u003E will \u003Cspan class=\"highlight\"\u003Estun\u003C/span\u003E enemies.",
"upgrade_proc_melee_stun_desc": "The 3rd hit of your \u003Cspan class=\"highlight\"\u003Emelee combo\u003C/span\u003E will \u003Cspan class=\"highlight\"\u003Estun\u003C/span\u003E enemies.",
"upgrade_proc_silence": "Silencer",
"upgrade_proc_silence_debuff_desc": "Your bullets reduce the target's \u003Cspan class=\"highlight\"\u003Eoutgoing spirit damage\u003C/span\u003E.",
"upgrade_proc_silence_debuff_desc": "Your bullets reduce the target's \u003Cspan class=\"highlight\"\u003Eoutgoing spirit damage\u003C/span\u003E.",
"upgrade_proc_silence_desc": "Your bullets build up to a \u003Cspan class=\"highlight\"\u003ESilence\u003C/span\u003E. Victims are immune to the build up for \u003Cspan class=\"highlight\"\u003E{s:ImmunityDuration}s\u003C/span\u003E after silence expires.",
"upgrade_proc_silence_desc": "Your bullets build up to a \u003Cspan class=\"highlight\"\u003ESilence\u003C/span\u003E. Victims are immune to the build up for \u003Cspan class=\"highlight\"\u003E{s:ImmunityDuration}s\u003C/span\u003E after silence expires.",
"upgrade_proc_tech_damage": "Magitech Rounds",
"upgrade_proc_tech_damage_desc": "Your bullets also deal your \u003Cspan class=\"highlight\"\u003Ebase bullet damage [{s:BaseDamagePerShot}] \u003C/span\u003E as spirit damage.  Magitech Rounds receives \u003Cspan class=\"highlight\"\u003E{s:SpellAmplificationMultiplier}x\u003C/span\u003E amplification from \u003Cspan class=\"highlight\"\u003ESpirit Power\u003C/span\u003E. Shotguns split the damage between each pellet. This effect can only happen once every {s:ProcCooldown}s.",
"upgrade_proc_tech_damage_desc": "Your bullets also deal your \u003Cspan class=\"highlight\"\u003Ebase bullet damage [{s:BaseDamagePerShot}] \u003C/span\u003E as spirit damage.  Magitech Rounds receives \u003Cspan class=\"highlight\"\u003E{s:SpellAmplificationMultiplier}x\u003C/span\u003E amplification from \u003Cspan class=\"highlight\"\u003ESpirit Power\u003C/span\u003E. Shotguns split the damage between each pellet. This effect can only happen once every {s:ProcCooldown}s.",
"upgrade_quarantine/modifier_citadel_quarantine": "Quarantined",
"upgrade_quarantine": "Quarantine",
"upgrade_quarantine_desc": "Quarantine an enemy Hero, making them \u003Cspan class=\"highlight\"\u003Einvincible\u003C/span\u003E but also \u003Cspan class=\"highlight\"\u003Esilencing and disarming\u003C/span\u003E them.",
"upgrade_quarantine_desc": "Quarantine an enemy Hero, making them \u003Cspan class=\"highlight\"\u003Einvincible\u003C/span\u003E but also \u003Cspan class=\"highlight\"\u003Esilencing and disarming\u003C/span\u003E them.",
"upgrade_quick_silver": "Quicksilver Reload",
"upgrade_quick_silver_desc": "Your imbued ability charges up over time with {g:citadel_inline_attribute:'BonusSpiritDamage'}, {g:citadel_inline_attribute:'BonusFireRate'}, and \u003Cspan class=\"highlight\"\u003Ebonus bullets\u003C/span\u003E on use.",
"upgrade_quick_silver_desc": "Your imbued ability charges up over time with {g:citadel_inline_attribute:'BonusSpiritDamage'}, {g:citadel_inline_attribute:'BonusFireRate'}, and \u003Cspan class=\"highlight\"\u003Ebonus bullets\u003C/span\u003E on use.",
"upgrade_rebirth/respawn_bonus_health_modifier": "Rebirth Bonus Health",
"upgrade_rapid_recharge": "Rapid Recharge",
"upgrade_rapid_rounds": "Rapid Rounds",
"upgrade_rebirth": "Soul Rebirth",
"upgrade_rebirth_passive": "If you die, after {s:RespawnDelay}s you will \u003Cspan class=\"highlight\"\u003Erespawn at your death location\u003C/span\u003E with partial health.",
"upgrade_rebirth_passive": "If you die, after {s:RespawnDelay}s you will \u003Cspan class=\"highlight\"\u003Erespawn at your death location\u003C/span\u003E with partial health.",
"upgrade_recharge_duration_reduction": "Spiritual Recharge",
"upgrade_recharge_duration_reduction_desc": "Reduces the \u003Cspan class=\"highlight\"\u003Erecharge duration\u003C%s\u003E of your ability chages.",
"upgrade_recharge_duration_reduction_desc": "Reduces the \u003Cspan class=\"highlight\"\u003Erecharge duration\u003C%s\u003E of your ability chages.",
"upgrade_reduce_debuff_duration": "Debuff Remover",
"upgrade_reduce_debuff_duration_active_desc": "\u003Cspan class=\"highlight\"\u003EPurge all non-ultimate negative effects\u003C/span\u003E currently applied to you. If any effects were removed, \u003Cspan class=\"highlight\"\u003Eheal yourself\u003C/span\u003E and gain a \u003Cspan class=\"highlight\"\u003Emove speed bonus\u003C/span\u003E. \u003Cbr\u003E\u003Cspan class=\"diminish\"\u003ECannot be used while Stunned or Slept.\u003C/span\u003E",
"upgrade_reduce_debuff_duration_active_desc": "\u003Cspan class=\"highlight\"\u003EPurge all non-ultimate negative effects\u003C/span\u003E currently applied to you. If any effects were removed, \u003Cspan class=\"highlight\"\u003Eheal yourself\u003C/span\u003E and gain a \u003Cspan class=\"highlight\"\u003Emove speed bonus\u003C/span\u003E. \u003Cbr\u003E\u003Cspan class=\"diminish\"\u003ECannot be used while Stunned or Slept.\u003C/span\u003E",
"upgrade_regenerating_bullet_shield": "Battle Vest",
"upgrade_regenerating_bullet_shield_desc": "While you are \u003Cspan class=\"highlight\"\u003Eabove {s:LifeThreshold}% health\u003C/span\u003E, gain \u003Cspan class=\"highlight\"\u003E{g:citadel_inline_attribute:'WeaponDamage'}\u003C/span\u003E and \u003Cspan class=\"highlight\"\u003E{g:citadel_inline_attribute:'BonusFireRate'}\u003C/span\u003E.",
"upgrade_regenerating_bullet_shield_desc": "While you are \u003Cspan class=\"highlight\"\u003Eabove {s:LifeThreshold}% health\u003C/span\u003E, gain \u003Cspan class=\"highlight\"\u003E{g:citadel_inline_attribute:'WeaponDamage'}\u003C/span\u003E and \u003Cspan class=\"highlight\"\u003E{g:citadel_inline_attribute:'BonusFireRate'}\u003C/span\u003E.",
"upgrade_regenerative_armor": "Regenerative Armor",
"upgrade_regenerative_armor_desc": "Gain a short burst of health regeneration when taking bullet damage from heroes",
"upgrade_regenerative_armor_desc": "Gain a short burst of health regeneration when taking bullet damage from heroes",
"upgrade_reinforcing_casings": "Escalating Resilience",
"upgrade_reinforcing_casings_desc": "Grants \u003Cspan class=\"highlight\"\u003EBullet Resist\u003C/span\u003E when your bullets hit an enemy hero. \u003Cspan class=\"highlight\"\u003EEach shot can only grant one stack.\u003C/span\u003E",
"upgrade_reinforcing_casings_desc": "Grants \u003Cspan class=\"highlight\"\u003EBullet Resist\u003C/span\u003E when your bullets hit an enemy hero. \u003Cspan class=\"highlight\"\u003EEach shot can only grant one stack.\u003C/span\u003E",
"upgrade_reload_speed": "Fast Reload",
"upgrade_reload_speed_desc": "Increased \u003Cspan class=\"highlight\"\u003Ereload speed\u003C/span\u003E.",
"upgrade_reload_speed_desc": "Increased \u003Cspan class=\"highlight\"\u003Ereload speed\u003C/span\u003E.",
"upgrade_rescue_beam": "Rescue Beam",
"upgrade_rescue_beam_desc": "\u003Cspan class=\"highlight\"\u003EHeals\u003C/span\u003E a target allied hero and yourself for a percentage of \u003Cspan class=\"highlight\"\u003EMax Health\u003C/span\u003E. Once while healing, you can \u003Cspan class=\"highlight\"\u003EPull\u003C/span\u003E the target towards you. Can be self-cast.",
"upgrade_rescue_beam_desc": "\u003Cspan class=\"highlight\"\u003EHeals\u003C/span\u003E a target allied hero and yourself for a percentage of \u003Cspan class=\"highlight\"\u003EMax Health\u003C/span\u003E. Once while healing, you can \u003Cspan class=\"highlight\"\u003EPull\u003C/span\u003E the target towards you. Can be self-cast.",
"upgrade_rescue_beam_pull": "Pull Target",
"upgrade_rescue_beam_pull": "Pull Target",
"upgrade_resilience": "Enduring Spirit",
"upgrade_resonant_healing": "Radiant Regeneration",
"upgrade_resonant_healing_desc": "\u003Cspan class=\"highlight\"\u003EHeal\u003C/span\u003E and gain bonus \u003Cspan class=\"highlight\"\u003EMovement Speed\u003C/span\u003E for a short duration when you cast an ability.",
"upgrade_resonant_healing_desc": "\u003Cspan class=\"highlight\"\u003EHeal\u003C/span\u003E and gain bonus \u003Cspan class=\"highlight\"\u003EMovement Speed\u003C/span\u003E for a short duration when you cast an ability.",
"upgrade_restorative_locket": "Restorative Locket",
"upgrade_restorative_locket_active_desc": "When an enemy uses an ability within {s:Radius}m range from you, store one \u003Cspan class=\"highlight\"\u003ERestoration Stack\u003C/span\u003E. \u003Cbr\u003E\u003Cbr\u003EConsume all stacks to \u003Cspan class=\"highlight\"\u003Eheal target ally\u003C/span\u003E and replenish \u003Cspan class=\"highlight\"\u003E{s:StaminaToRestore} stamina points\u003C/span\u003E. Can be self-cast.",
"upgrade_restorative_locket_active_desc": "When an enemy uses an ability within {s:Radius}m range from you, store one \u003Cspan class=\"highlight\"\u003ERestoration Stack\u003C/span\u003E. \u003Cbr\u003E\u003Cbr\u003EConsume all stacks to \u003Cspan class=\"highlight\"\u003Eheal target ally\u003C/span\u003E and replenish \u003Cspan class=\"highlight\"\u003E{s:StaminaToRestore} stamina points\u003C/span\u003E. Can be self-cast.",
"upgrade_return_fire": "Return Fire",
"upgrade_return_fire_desc": "Automatically \u003Cspan class=\"highlight\"\u003Efire a bullet\u003C/span\u003E towards any attacker who damages you with their abilities or weapon.",
"upgrade_return_fire_desc": "Automatically \u003Cspan class=\"highlight\"\u003Efire a bullet\u003C/span\u003E towards any attacker who damages you with their abilities or weapon.",
"upgrade_ricochet": "Ricochet",
"upgrade_ricochet_desc": "Your bullets will \u003Cspan class=\"highlight\"\u003Ericochet\u003C/span\u003E on enemies near your target, \u003Cspan class=\"highlight\"\u003Eapplying any bullet procs\u003C/span\u003E and \u003Cspan class=\"highlight\"\u003Edealing a percentage of the original damage.\u003C/span\u003E",
"upgrade_ricochet_desc": "Your bullets will \u003Cspan class=\"highlight\"\u003Ericochet\u003C/span\u003E on enemies near your target, \u003Cspan class=\"highlight\"\u003Eapplying any bullet procs\u003C/span\u003E and \u003Cspan class=\"highlight\"\u003Edealing a percentage of the original damage.\u003C/span\u003E",
"upgrade_rocket_booster": "Majestic Leap",
"upgrade_rocket_booster_desc": "\u003Cspan class=\"highlight\"\u003ELaunch yourself\u003C/span\u003E high into the air and grant yourself a \u003Cspan class=\"highlight\"\u003EBarrier\u003C/span\u003E. While in the air, you can use the active again to drop down faster.\u003Cbr\u003E\u003Cbr\u003E\u003Cspan class=\"diminish\"\u003ECannot be used for {s:InteruptCooldown}s if attacked by enemy Hero.\u003C/span\u003E",
"upgrade_rocket_booster_desc": "\u003Cspan class=\"highlight\"\u003ELaunch yourself\u003C/span\u003E high into the air and grant yourself a \u003Cspan class=\"highlight\"\u003EBarrier\u003C/span\u003E. While in the air, you can use the active again to drop down faster.\u003Cbr\u003E\u003Cbr\u003E\u003Cspan class=\"diminish\"\u003ECannot be used for {s:InteruptCooldown}s if attacked by enemy Hero.\u003C/span\u003E",
"upgrade_rocket_booster_drop_down": "Drop Down",
"upgrade_rocket_booster_drop_down": "Drop Down",
"upgrade_rocket_boots": "Majestic Leap - Disabled",
"upgrade_rocket_boots_desc": "\u003Cspan class=\"highlight\"\u003ELaunch yourself\u003C/span\u003E high into the air. Cannot be used for {s:InteruptCooldown}s if damaged by enemy Hero.",
"upgrade_rocket_boots_desc": "\u003Cspan class=\"highlight\"\u003ELaunch yourself\u003C/span\u003E high into the air. Cannot be used for {s:InteruptCooldown}s if damaged by enemy Hero.",
"upgrade_rupture/modifier_rupture": "Decay",
"upgrade_rupture": "Decay",
"upgrade_rupture_desc": "Inflict \u003Cspan class=\"highlight\"\u003Edamage over time\u003C/span\u003E to a target, dealing damage based on their current health.\u003Cbr\u003EDecay's damage is non-lethal and does not apply item procs.",
"upgrade_rupture_desc": "Inflict \u003Cspan class=\"highlight\"\u003Edamage over time\u003C/span\u003E to a target, dealing damage based on their current health.\u003Cbr\u003EDecay's damage is non-lethal and does not apply item procs.",
"upgrade_self_bubble": "Ethereal Shift",
"upgrade_self_bubble_desc": "You enter a void state and become \u003Cspan class=\"highlight\"\u003Euntargetable and invincible\u003C/span\u003E for a short duration, during which you float slowly and cannot perform actions. Afterwards you gain \u003Cspan class=\"highlight\"\u003ESpirit Power, Move Speed, and Spirit Resist\u003C/span\u003E.\u003Cbr\u003ECan be canceled early.\u003Cbr\u003E\u003Cspan class=\"diminish\"\u003EActivation cancels any active ability.\u003C/span\u003E",
"upgrade_self_bubble_desc": "You enter a void state and become \u003Cspan class=\"highlight\"\u003Euntargetable and invincible\u003C/span\u003E for a short duration, during which you float slowly and cannot perform actions. Afterwards you gain \u003Cspan class=\"highlight\"\u003ESpirit Power, Move Speed, and Spirit Resist\u003C/span\u003E.\u003Cbr\u003ECan be canceled early.\u003Cbr\u003E\u003Cspan class=\"diminish\"\u003EActivation cancels any active ability.\u003C/span\u003E",
"upgrade_sharpshooter": "Sharpshooter",
"upgrade_sharpshooter_desc": "Deal additional \u003Cspan class=\"highlight\"\u003EWeapon Damage\u003C/span\u003E when \u003Cspan class=\"highlight\"\u003Ebeyond a minimum distance\u003C/span\u003E from your target.",
"upgrade_sharpshooter_desc": "Deal additional \u003Cspan class=\"highlight\"\u003EWeapon Damage\u003C/span\u003E when \u003Cspan class=\"highlight\"\u003Ebeyond a minimum distance\u003C/span\u003E from your target.",
"upgrade_silencer": "Silencer",
"upgrade_silencer_active": "For the next {s:AbilityDuration}s, \u003Cspan class=\"highlight\"\u003Eall your bullets immediately apply Silence\u003C/span\u003E. Silence prevents targets from using abilities.",
"upgrade_silencer_active": "For the next {s:AbilityDuration}s, \u003Cspan class=\"highlight\"\u003Eall your bullets immediately apply Silence\u003C/span\u003E. Silence prevents targets from using abilities.",
"upgrade_silencer_passive1": "Your bullets deal \u003Cspan class=\"highlight\"\u003E+{s:BonusBulletDamageToEMPTargets}% damage to Silenced targets\u003C/span\u003E.",
"upgrade_silencer_passive1": "Your bullets deal \u003Cspan class=\"highlight\"\u003E+{s:BonusBulletDamageToEMPTargets}% damage to Silenced targets\u003C/span\u003E.",
"upgrade_silencer_passive2": "Your bullets build up an \u003Cspan class=\"highlight\"\u003EEMP\u003C/span\u003E on enemy heroes, preventing them from using abilities.",
"upgrade_silencer_passive2": "Your bullets build up an \u003Cspan class=\"highlight\"\u003EEMP\u003C/span\u003E on enemy heroes, preventing them from using abilities.",
"upgrade_siphon_bullets": "Siphon Bullets",
"upgrade_siphon_bullets_desc_passive1": "When in \u003Cspan class=\"highlight\"\u003Eclose range\u003C/span\u003E of your target, deal additional \u003Cspan class=\"highlight\"\u003EWeapon Damage\u003C/span\u003E.",
"upgrade_siphon_bullets_desc_passive1": "When in \u003Cspan class=\"highlight\"\u003Eclose range\u003C/span\u003E of your target, deal additional \u003Cspan class=\"highlight\"\u003EWeapon Damage\u003C/span\u003E.",
"upgrade_siphon_bullets_desc_passive2": "Your bullets temporarily \u003Cspan class=\"highlight\"\u003Esteal Max HP\u003C/span\u003E from enemies. Enemies regain their stolen health when the debuff expires.  Permanently steal {s:StealPerKill} stacks of health if a siphoned target dies and lose {s:StackLostPerDeath} stacks if you die.",
"upgrade_siphon_bullets_desc_passive2": "Your bullets temporarily \u003Cspan class=\"highlight\"\u003Esteal Max HP\u003C/span\u003E from enemies. Enemies regain their stolen health when the debuff expires.  Permanently steal {s:StealPerKill} stacks of health if a siphoned target dies and lose {s:StackLostPerDeath} stacks if you die.",
"upgrade_slow_immunity": "Unstoppable - Deprecated",
"upgrade_slow_immunity_desc": "Purges any roots and chains on use and makes you immune to slows for the duration",
"upgrade_slow_immunity_desc": "Purges any roots and chains on use and makes you immune to slows for the duration",
"upgrade_slowing_bullets/modifier_slowing_bullets_proc/modifier_slow_base": "Slowed",
"upgrade_slowing_bullets": "Slowing Bullets",
"upgrade_slowing_bullets_desc": "Your bullets build up a \u003Cspan class=\"highlight\"\u003EMovement Slow\u003C/span\u003E on enemies.",
"upgrade_slowing_bullets_desc": "Your bullets build up a \u003Cspan class=\"highlight\"\u003EMovement Slow\u003C/span\u003E on enemies.",
"upgrade_slowing_tech/modifier_slowing_tech_proc/modifier_slow_base": "Slowed",
"upgrade_slowing_tech": "Slowing Spirit",
"upgrade_slowing_tech_desc": "Dealing \u003Cspan class=\"highlight\"\u003ESpirit Damage\u003C/span\u003E applies \u003Cspan class=\"highlight\"\u003EMovement Slows\u003C/span\u003E to your target.",
"upgrade_slowing_tech_desc": "Dealing \u003Cspan class=\"highlight\"\u003ESpirit Damage\u003C/span\u003E applies \u003Cspan class=\"highlight\"\u003EMovement Slows\u003C/span\u003E to your target.",
"upgrade_small_attack_speed": "Basic Fire Rate",
"upgrade_small_attack_speed_desc": "Increases your \u003Cspan class=\"highlight\"\u003EFire Rate\u003C/span\u003E.",
"upgrade_small_attack_speed_desc": "Increases your \u003Cspan class=\"highlight\"\u003EFire Rate\u003C/span\u003E.",
"upgrade_soaring_spirit": "Improved Spirit",
"upgrade_spell_absorb": "Tech Absorber",
"upgrade_spell_absorb_desc": "\u003Cspan class=\"highlight\"\u003EBlocks\u003C/span\u003E a targeted ability.",
"upgrade_spell_absorb_desc": "\u003Cspan class=\"highlight\"\u003EBlocks\u003C/span\u003E a targeted ability.",
"upgrade_spellbreaker": "Spellbreaker",
"upgrade_spellbreaker_desc": "The next instance of high spirit damage you take is significantly reduced.",
"upgrade_spellbreaker_desc": "The next instance of high spirit damage you take is significantly reduced.",
"upgrade_spellshield/modifier_spellshield_buff": "Hexafoil Ward",
"upgrade_spellshield": "Hexafoil Ward",
"upgrade_spellshield/modifier_spellshield_linger_buff": "Hexafoil Ward Broken!",
"upgrade_spellshield_desc": "Block the next \u003Cspan class=\"highlight\"\u003ESpirit Damage\u003C/span\u003E or \u003Cspan class=\"highlight\"\u003EDebuff\u003C/span\u003E, preventing its effects. Only regenerates outside of combat.",
"upgrade_spellshield_desc": "Block the next \u003Cspan class=\"highlight\"\u003ESpirit Damage\u003C/span\u003E or \u003Cspan class=\"highlight\"\u003EDebuff\u003C/span\u003E, preventing its effects. Only regenerates outside of combat.",
"upgrade_spellshield_shield": "Anti-Spirit Sigil",
"upgrade_spellshield_shield": "Anti-Spirit Sigil",
"upgrade_spellslinger_headshots": "Spirit Rend",
"upgrade_spellslinger_headshots_component_passive_desc": "\u003Cspan class=\"highlight\"\u003ESoul Shredder Bullets\u003C/span\u003E Effect",
"upgrade_spellslinger_headshots_component_passive_desc": "\u003Cspan class=\"highlight\"\u003ESoul Shredder Bullets\u003C/span\u003E Effect",
"upgrade_spellslinger_headshots_part1_desc": "Your bullets apply a debuff that reduces the \u003Cspan class=\"highlight\"\u003ESpirit Resist\u003C/span\u003E of the target and grants you and your allies \u003Cspan class=\"highlight\"\u003ESpirit Lifesteal\u003C/span\u003E against them.",
"upgrade_spellslinger_headshots_part1_desc": "Your bullets apply a debuff that reduces the \u003Cspan class=\"highlight\"\u003ESpirit Resist\u003C/span\u003E of the target and grants you and your allies \u003Cspan class=\"highlight\"\u003ESpirit Lifesteal\u003C/span\u003E against them.",
"upgrade_spellslinger_headshots_part2_desc": "Landing \u003Cspan class=\"highlight\"\u003Eheadshots\u003C/span\u003E against the target reduces their \u003Cspan class=\"highlight\"\u003ESpirit Resist\u003C/span\u003E further.",
"upgrade_spellslinger_headshots_part2_desc": "Landing \u003Cspan class=\"highlight\"\u003Eheadshots\u003C/span\u003E against the target reduces their \u003Cspan class=\"highlight\"\u003ESpirit Resist\u003C/span\u003E further.",
"upgrade_spirit_bubble": "Spirit Bubble",
"upgrade_spirit_bubble": "Spirit Shielding",
"upgrade_spirit_bubble_desc": "Gain a \u003Cspan class=\"highlight\"\u003EBarrier\u003C/span\u003E whenever you take significant {g:citadel_inline_attribute:'SpiritDamage'} from enemy Heroes in a small time frame.",
"upgrade_spirit_bubble_desc": "Gain a \u003Cspan class=\"highlight\"\u003EBarrier\u003C/span\u003E whenever you take significant {g:citadel_inline_attribute:'SpiritDamage'} from enemy Heroes in a small time frame.",
"upgrade_spirit_burn/modifier_proc_watcher/modifier_debuff": "Spirit Burn",
"upgrade_spirit_burn": "Spirit Burn",
"upgrade_spirit_burn_desc": "Dealing significant \u003Cspan class=\"highlight\"\u003ESpirit Damage\u003C/span\u003E to an enemy within {s:DamageThresholdDuration}s causes an explosion dealing damage and a burn to nearby enemies.  While burning, enemies take damage over time and receive reduced healing.\u003Cbr\u003E\u003Cspan class=\"diminish\"\u003EDeals half-damage to non-heroes and does not expend its cooldown unless a hero is hit.\u003C/span\u003E",
"upgrade_spirit_burn_desc": "Dealing significant \u003Cspan class=\"highlight\"\u003ESpirit Damage\u003C/span\u003E to an enemy within {s:DamageThresholdDuration}s causes an explosion dealing damage and a burn to nearby enemies.  While burning, enemies take damage over time and receive reduced healing.\u003Cbr\u003E\u003Cspan class=\"diminish\"\u003EDeals half-damage to non-heroes and does not expend its cooldown unless a hero is hit.\u003C/span\u003E",
"upgrade_spirit_sap": "Spirit Sap",
"upgrade_spirit_sap_desc": "Target an enemy to \u003Cspan class=\"highlight\"\u003Ereduce their Spirit Resist\u003C/span\u003E and \u003Cspan class=\"highlight\"\u003ESpirit Power\u003C/span\u003E.",
"upgrade_spirit_sap_desc": "Target an enemy to \u003Cspan class=\"highlight\"\u003Ereduce their Spirit Resist\u003C/span\u003E and \u003Cspan class=\"highlight\"\u003ESpirit Power\u003C/span\u003E.",
"upgrade_spirit_snatch": "Spirit Snatch",
"upgrade_spirit_snatch_desc": "When you perform a \u003Cspan class=\"highlight\"\u003ELight or Heavy Melee\u003C/span\u003E attack against a hero, the attack deals extra \u003Cspan class=\"highlight\"\u003ESpirit Damage\u003C/span\u003E and steals \u003Cspan class=\"highlight\"\u003ESpirit Resist\u003C/span\u003E and \u003Cspan class=\"highlight\"\u003ESpirit Power\u003C/span\u003E.\u003Cspan class=\"diminish\"\u003E\u003Cbr\u003E\u003Cbr\u003ECooldown is {s:LightMeleeCooldownMult}x longer for Light Melee hits.\u003C/span\u003E",
"upgrade_spirit_snatch_desc": "When you perform a \u003Cspan class=\"highlight\"\u003ELight or Heavy Melee\u003C/span\u003E attack against a hero, the attack deals extra \u003Cspan class=\"highlight\"\u003ESpirit Damage\u003C/span\u003E and steals \u003Cspan class=\"highlight\"\u003ESpirit Resist\u003C/span\u003E and \u003Cspan class=\"highlight\"\u003ESpirit Power\u003C/span\u003E.\u003Cspan class=\"diminish\"\u003E\u003Cbr\u003E\u003Cbr\u003ECooldown is {s:LightMeleeCooldownMult}x longer for Light Melee hits.\u003C/span\u003E",
"upgrade_split_shot": "Split Shot",
"upgrade_split_shot": "Split Shot",
"upgrade_split_shot_desc": "Make your weapon fire \u003Cspan class=\"highlight\"\u003Emultishot\u003C/span\u003E. \u003Cbr\u003E\u003Cbr\u003E Hitting more than one Hero per attack will grant a \u003Cspan class=\"highlight\"\u003Estacking weapon damage bonus\u003C/span\u003E.  \u003Cbr\u003E\u003Cbr\u003E\u003Cspan class=\"diminish\"\u003ETargets can only be hit once per multishot.\u003C/span\u003E",
"upgrade_split_shot_desc": "Make your weapon fire \u003Cspan class=\"highlight\"\u003Emultishot\u003C/span\u003E. \u003Cbr\u003E\u003Cbr\u003E Hitting more than one Hero per attack will grant a \u003Cspan class=\"highlight\"\u003Estacking weapon damage bonus\u003C/span\u003E.  \u003Cbr\u003E\u003Cbr\u003E\u003Cspan class=\"diminish\"\u003ETargets can only be hit once per multishot.\u003C/span\u003E",
"upgrade_split_shot_desc_02": "Splitshot Multi-Hit Bonus",
"upgrade_split_shot_desc_02": "Splitshot Multi-Hit Bonus",
"upgrade_sprint_booster": "Sprint Boots",
"upgrade_sprint_booster_desc": "Increases your \u003Cspan class=\"highlight\"\u003Eforward move speed\u003C/span\u003E over time. Taking damage resets the effect for \u003Cspan class=\"highlight\"\u003E1.5s\u003C/span\u003E",
"upgrade_sprint_booster_desc": "Increases your \u003Cspan class=\"highlight\"\u003Eforward move speed\u003C/span\u003E over time. Taking damage resets the effect for \u003Cspan class=\"highlight\"\u003E1.5s\u003C/span\u003E",
"upgrade_stabilizer": "Stabilizer",
"upgrade_stabilizer_desc": "Removes the \u003Cspan class=\"highlight\"\u003Emove speed penalty\u003C/span\u003E while shooting, and increases \u003Cspan class=\"highlight\"\u003Ebullet speed\u003C/span\u003E.",
"upgrade_stabilizer_desc": "Removes the \u003Cspan class=\"highlight\"\u003Emove speed penalty\u003C/span\u003E while shooting, and increases \u003Cspan class=\"highlight\"\u003Ebullet speed\u003C/span\u003E.",
"upgrade_stabilizing_tripod": "Stabilizing Tripod",
"upgrade_stabilizing_tripod_desc": "\u003Cspan class=\"highlight\"\u003EDisarm yourself\u003C/span\u003E to toss your weapon to the target location where it transforms into a \u003Cspan class=\"highlight\"\u003EField Sentry that will attack enemies using your weapon with an unlimited clip\u003C/span\u003E.  You can melee the sentry to end the effect early.",
"upgrade_stabilizing_tripod_desc": "\u003Cspan class=\"highlight\"\u003EDisarm yourself\u003C/span\u003E to toss your weapon to the target location where it transforms into a \u003Cspan class=\"highlight\"\u003EField Sentry that will attack enemies using your weapon with an unlimited clip\u003C/span\u003E.  You can melee the sentry to end the effect early.",
"upgrade_stasis_bomb/modifier_citadel_bubble": "Stasis Bomb",
"upgrade_stasis_bomb": "Stasis Bomb",
"upgrade_stasis_bomb_active1": "Creates an \u003Cspan class=\"highlight\"\u003EEMP aura\u003C/span\u003E around you and become \u003Cspan class=\"highlight\"\u003Einvincible\u003C/span\u003E for {s:AbilityDuration}s, during which it has {s:MoveSpeedMax}m/s move speed and cannot attack, use abilities, or use special moves. Can be self cast.",
"upgrade_stasis_bomb_active1": "Creates an \u003Cspan class=\"highlight\"\u003EEMP aura\u003C/span\u003E around you and become \u003Cspan class=\"highlight\"\u003Einvincible\u003C/span\u003E for {s:AbilityDuration}s, during which it has {s:MoveSpeedMax}m/s move speed and cannot attack, use abilities, or use special moves. Can be self cast.",
"upgrade_stasis_bomb_active2": "\u003Cspan class=\"spacer\"\u003E\u003C/span\u003E\u003Cbr\u003EIf the Stasis lasts the full duration, it will \u003Cspan class=\"highlight\"\u003Estun and damage\u003C/span\u003E nearby enemies.",
"upgrade_stasis_bomb_active2": "\u003Cspan class=\"spacer\"\u003E\u003C/span\u003E\u003Cbr\u003EIf the Stasis lasts the full duration, it will \u003Cspan class=\"highlight\"\u003Estun and damage\u003C/span\u003E nearby enemies.",
"upgrade_stasis_bomb_desc_passive": "Your bullets charge up an \u003Cspan class=\"highlight\"\u003EEMP\u003C/span\u003E on enemy heroes, preventing them from using abilities.",
"upgrade_stasis_bomb_desc_passive": "Your bullets charge up an \u003Cspan class=\"highlight\"\u003EEMP\u003C/span\u003E on enemy heroes, preventing them from using abilities.",
"upgrade_succor": "Rescue",
"upgrade_succor_desc": "\u003Cspan class=\"highlight\"\u003EPulls\u003C/span\u003E the targeted teammate out of battle and brings them next to you.",
"upgrade_succor_desc": "\u003Cspan class=\"highlight\"\u003EPulls\u003C/span\u003E the targeted teammate out of battle and brings them next to you.",
"upgrade_superacolytes_glove/modifier_superacoloytes_glove": "Knuckles Unsealed!",
"upgrade_superacolytes_glove": "Hex-Sealed Knuckles",
"upgrade_superacolytes_glove_desc": "After dealing an accumulated \u003Cspan class=\"highlight\"\u003E{s:StoredSpiritDamage}\u003C/span\u003E spirit damage, your next \u003Cspan class=\"highlight\"\u003EHeavy Melee Attack\u003C/span\u003E deals an additional \u003Cspan class=\"highlight\"\u003E{s:StoredSpiritDamage} spirit damage\u003C/span\u003E.",
"upgrade_superacolytes_glove_desc": "After dealing an accumulated \u003Cspan class=\"highlight\"\u003E{s:StoredSpiritDamage}\u003C/span\u003E spirit damage, your next \u003Cspan class=\"highlight\"\u003EHeavy Melee Attack\u003C/span\u003E deals an additional \u003Cspan class=\"highlight\"\u003E{s:StoredSpiritDamage} spirit damage\u003C/span\u003E.",
"upgrade_superior_stamina": "Stamina Mastery",
"upgrade_superior_stamina_passive": "Allows an additional use of \u003Cspan class=\"highlight\"\u003EAir Jump\u003C/span\u003E or \u003Cspan class=\"highlight\"\u003EAir Dash\u003C/span\u003E before landing.",
"upgrade_superior_stamina_passive": "Allows an additional use of \u003Cspan class=\"highlight\"\u003EAir Jump\u003C/span\u003E or \u003Cspan class=\"highlight\"\u003EAir Dash\u003C/span\u003E before landing.",
"upgrade_suppressor": "Suppressor",
"upgrade_suppressor_desc": "When you deal \u003Cspan class=\"highlight\"\u003ESpirit Damage\u003C/span\u003E to enemies, you also reduce their \u003Cspan class=\"highlight\"\u003EFire Rate\u003C/span\u003E.",
"upgrade_suppressor_desc": "When you deal \u003Cspan class=\"highlight\"\u003ESpirit Damage\u003C/span\u003E to enemies, you also reduce their \u003Cspan class=\"highlight\"\u003EFire Rate\u003C/span\u003E.",
"upgrade_surging_power/surge": "Surging Power",
"upgrade_surging_power": "Vampiric Burst",
"upgrade_surging_power/surge/active": "Surging Power",
"upgrade_surging_power/surge/windup": "Surging Power",
"upgrade_surging_power_active": "Grants \u003Cspan class=\"highlight\"\u003ELifesteal\u003C/span\u003E, \u003Cspan class=\"highlight\"\u003EFire Rate\u003C/span\u003E, and \u003Cspan class=\"highlight\"\u003EAmmo\u003C/span\u003E. This added Ammo is not limited by your max magazine size.",
"upgrade_surging_power_active": "Grants \u003Cspan class=\"highlight\"\u003ELifesteal\u003C/span\u003E, \u003Cspan class=\"highlight\"\u003EFire Rate\u003C/span\u003E, and \u003Cspan class=\"highlight\"\u003EAmmo\u003C/span\u003E. This added Ammo is not limited by your max magazine size.",
"upgrade_target_stun": "Knockdown",
"upgrade_target_stun_desc": "Apply a \u003Cspan class=\"highlight\"\u003EStun\u003C/span\u003E after \u003Cspan class=\"highlight\"\u003E{s:StunDelay}s\u003C/span\u003E. Stun duration is increased against \u003Cspan class=\"highlight\"\u003Eairborne\u003C/span\u003E targets.",
"upgrade_target_stun_desc": "Apply a \u003Cspan class=\"highlight\"\u003EStun\u003C/span\u003E after \u003Cspan class=\"highlight\"\u003E{s:StunDelay}s\u003C/span\u003E. Stun duration is increased against \u003Cspan class=\"highlight\"\u003Eairborne\u003C/span\u003E targets.",
"upgrade_targeted_silence": "Silence Wave",
"upgrade_targeted_silence_desc": "Launch an expanding projectile which \u003Cspan class=\"highlight\"\u003ESilences\u003C/span\u003E enemies for a short duration. Affected enemies also have their \u003Cspan class=\"highlight\"\u003ESpirit Resist\u003C/span\u003E and \u003Cspan class=\"highlight\"\u003ESpirit Power\u003C/span\u003E reduced for a longer duration. \u003Cbr\u003E\u003Cbr\u003E\u003Cspan class=\"diminish\"\u003ESilence does not interrupt channeling abilities.\u003C/span\u003E",
"upgrade_targeted_silence_desc": "Launch an expanding projectile which \u003Cspan class=\"highlight\"\u003ESilences\u003C/span\u003E enemies for a short duration. Affected enemies also have their \u003Cspan class=\"highlight\"\u003ESpirit Resist\u003C/span\u003E and \u003Cspan class=\"highlight\"\u003ESpirit Power\u003C/span\u003E reduced for a longer duration. \u003Cbr\u003E\u003Cbr\u003E\u003Cspan class=\"diminish\"\u003ESilence does not interrupt channeling abilities.\u003C/span\u003E",
"upgrade_tech_3": "Energy",
"upgrade_tech_3_desc": "Large increase in \u003Cspan class=\"highlight\"\u003EEnergy\u003C/span\u003E.",
"upgrade_tech_3_desc": "Large increase in \u003Cspan class=\"highlight\"\u003EEnergy\u003C/span\u003E.",
"upgrade_tech_armor": "Spirit Armor",
"upgrade_tech_armor_2": "Spirit Armor+",
"upgrade_tech_armor_2_desc": "Reduces the damage you take from \u003Cspan class=\"highlight\"\u003ESpirit\u003C/span\u003E abilities.",
"upgrade_tech_armor_2_desc": "Reduces the damage you take from \u003Cspan class=\"highlight\"\u003ESpirit\u003C/span\u003E abilities.",
"upgrade_tech_armor_desc": "Reduces the damage you take from \u003Cspan class=\"highlight\"\u003ESpirit\u003C/span\u003E abilities.",
"upgrade_tech_armor_desc": "Reduces the damage you take from \u003Cspan class=\"highlight\"\u003ESpirit\u003C/span\u003E abilities.",
"upgrade_tech_armor_reduction_aura": "Spirit Armor Reduction Aura",
"upgrade_tech_armor_reduction_aura_desc": "Increases \u003Cspan class=\"highlight\"\u003ESpirit Damage\u003C/span\u003E taken by nearby enemies.",
"upgrade_tech_armor_reduction_aura_desc": "Increases \u003Cspan class=\"highlight\"\u003ESpirit Damage\u003C/span\u003E taken by nearby enemies.",
"upgrade_tech_bleed/modifier_tech_bleed_proc/modifier_tech_bleed": "Mystic Reverb",
"upgrade_tech_bleed": "Mystic Reverb",
"upgrade_tech_bleed_desc": "Imbue an ability to apply \u003Cspan class=\"highlight\"\u003Eslow\u003C/span\u003E on a hit target and deal an \u003Cspan class=\"highlight\"\u003Eadditional percentage of the damage dealt\u003C/span\u003E to enemies around the target after a short delay.",
"upgrade_tech_bleed_desc": "Imbue an ability to apply \u003Cspan class=\"highlight\"\u003Eslow\u003C/span\u003E on a hit target and deal an \u003Cspan class=\"highlight\"\u003Eadditional percentage of the damage dealt\u003C/span\u003E to enemies around the target after a short delay.",
"upgrade_tech_cleave": "Quantum Chimaera",
"upgrade_tech_cleave_desc": "Your Tech attacks strike additional nearby enemies for \u003Cspan class=\"highlight\"\u003E75% of the total damage\u003C/span\u003E.",
"upgrade_tech_cleave_desc": "Your Tech attacks strike additional nearby enemies for \u003Cspan class=\"highlight\"\u003E75% of the total damage\u003C/span\u003E.",
"upgrade_tech_damage_pulse": "Torment Pulse",
"upgrade_tech_damage_pulse_desc": "Periodically deals \u003Cspan class=\"highlight\"\u003ESpirit Damage\u003C/span\u003E to the closest two enemies nearby.",
"upgrade_tech_damage_pulse_desc": "Periodically deals \u003Cspan class=\"highlight\"\u003ESpirit Damage\u003C/span\u003E to the closest two enemies nearby.",
"upgrade_tech_defender/modifier_debuff_immunity": "Immune to Debuffs",
"upgrade_tech_defender": "Tech Defender",
"upgrade_tech_defender_active": "Protect against \u003Cspan class=\"highlight\"\u003Eall spirit damage and debuffs\u003C/span\u003E.",
"upgrade_tech_defender_active": "Protect against \u003Cspan class=\"highlight\"\u003Eall spirit damage and debuffs\u003C/span\u003E.",
"upgrade_tech_defense_shredders/modifier_tech_defense_shredders_proc/modifier_base": "Spirit Armor Reduced",
"upgrade_tech_defense_shredders": "Spirit Shredder Bullets",
"upgrade_tech_defense_shredders_desc": "Your bullets apply a debuff that reduces the \u003Cspan class=\"highlight\"\u003ESpirit Resist\u003C/span\u003E of the target and grants you and your allies \u003Cspan class=\"highlight\"\u003ESpirit Lifesteal\u003C/span\u003E against them.",
"upgrade_tech_defense_shredders_desc": "Your bullets apply a debuff that reduces the \u003Cspan class=\"highlight\"\u003ESpirit Resist\u003C/span\u003E of the target and grants you and your allies \u003Cspan class=\"highlight\"\u003ESpirit Lifesteal\u003C/span\u003E against them.",
"upgrade_tech_overflow": "Spiritual Overflow",
"upgrade_tech_overflow_desc": "Gain bonus \u003Cspan class=\"highlight\"\u003EFire Rate\u003C/span\u003E and \u003Cspan class=\"highlight\"\u003ESpirit Power\u003C/span\u003E by \u003Cspan class=\"highlight\"\u003Echarging up\u003C/span\u003E when shooting enemy heroes.",
"upgrade_tech_overflow_desc": "Gain bonus \u003Cspan class=\"highlight\"\u003EFire Rate\u003C/span\u003E and \u003Cspan class=\"highlight\"\u003ESpirit Power\u003C/span\u003E by \u003Cspan class=\"highlight\"\u003Echarging up\u003C/span\u003E when shooting enemy heroes.",
"upgrade_tech_purge": "Spirit Resilience",
"upgrade_tech_purge": "Spirit Resilience",
"upgrade_tech_purge_desc": "When below \u003Cspan class=\"highlight\"\u003E{s:HealthThreshold}% health\u003C/span\u003E, gain additional Spirit Resist.",
"upgrade_tech_purge_desc": "When below \u003Cspan class=\"highlight\"\u003E{s:HealthThreshold}% health\u003C/span\u003E, gain additional Spirit Resist.",
"upgrade_tech_range": "Greater Expansion",
"upgrade_tech_range_2": "Mystic Range",
"upgrade_tech_range_2_desc": "Increases your spirit \u003Cspan class=\"highlight\"\u003Erange\u003C/span\u003E, \u003Cspan class=\"highlight\"\u003Eaura radius\u003C/span\u003E, and \u003Cspan class=\"highlight\"\u003Eeffect radius\u003C/span\u003E.",
"upgrade_tech_range_2_desc": "Increases your spirit \u003Cspan class=\"highlight\"\u003Erange\u003C/span\u003E, \u003Cspan class=\"highlight\"\u003Eaura radius\u003C/span\u003E, and \u003Cspan class=\"highlight\"\u003Eeffect radius\u003C/span\u003E.",
"upgrade_tech_range_desc": "Increases the \u003Cspan class=\"highlight\"\u003Erange\u003C/span\u003E and \u003Cspan class=\"highlight\"\u003Eeffect radius\u003C/span\u003E of your abilities and items.",
"upgrade_tech_range_desc": "Increases the \u003Cspan class=\"highlight\"\u003Erange\u003C/span\u003E and \u003Cspan class=\"highlight\"\u003Eeffect radius\u003C/span\u003E of your abilities and items.",
"upgrade_thermal_detonator": "Alchemical Fire",
"upgrade_thermal_detonator_desc": "Throw a flask that explodes on contact, creating an area that does increasing \u003Cspan class=\"highlight\"\u003ESpirit Damage per second\u003C/span\u003E and reduces enemy \u003Cspan class=\"highlight\"\u003EBullet Resist\u003C/span\u003E.\u003Cbr\u003E\u003Cbr\u003E{s:NonHeroReductionPercent}% less effective vs non-heroes.",
"upgrade_thermal_detonator_desc": "Throw a flask that explodes on contact, creating an area that does increasing \u003Cspan class=\"highlight\"\u003ESpirit Damage per second\u003C/span\u003E and reduces enemy \u003Cspan class=\"highlight\"\u003EBullet Resist\u003C/span\u003E.\u003Cbr\u003E\u003Cbr\u003E{s:NonHeroReductionPercent}% less effective vs non-heroes.",
"upgrade_titan_round": "Titanic Magazine",
"upgrade_toughness_3": "Toughness",
"upgrade_toughness_3_desc": "Increases \u003Cspan class=\"highlight\"\u003EHealth\u003C/span\u003E and \u003Cspan class=\"highlight\"\u003Ehealth regen\u003C/span\u003E.",
"upgrade_toughness_3_desc": "Increases \u003Cspan class=\"highlight\"\u003EHealth\u003C/span\u003E and \u003Cspan class=\"highlight\"\u003Ehealth regen\u003C/span\u003E.",
"upgrade_toxic_bullets": "Toxic Bullets",
"upgrade_toxic_bullets_buildup": "Toxic building...",
"upgrade_toxic_bullets_buildup": "Toxic building...",
"upgrade_toxic_bullets_desc": "Your bullets build up a \u003Cspan class=\"highlight\"\u003EBleed\u003C/span\u003E on enemies, causing them to lose a \u003Cspan class=\"highlight\"\u003Epercentage\u003C/span\u003E of their \u003Cspan class=\"highlight\"\u003EMax Health\u003C/span\u003E over time. Also applies \u003Cspan class=\"highlight\"\u003EHealing Reduction\u003C/span\u003E on the bleeding target.",
"upgrade_toxic_bullets_desc": "Your bullets build up a \u003Cspan class=\"highlight\"\u003EBleed\u003C/span\u003E on enemies, causing them to lose a \u003Cspan class=\"highlight\"\u003Epercentage\u003C/span\u003E of their \u003Cspan class=\"highlight\"\u003EMax Health\u003C/span\u003E over time. Also applies \u003Cspan class=\"highlight\"\u003EHealing Reduction\u003C/span\u003E on the bleeding target.",
"upgrade_transcendent_cooldown": "Transcendent Cooldown",
"upgrade_transcendent_cooldown_desc": "Reduces the \u003Cspan class=\"highlight\"\u003ECooldown\u003C/span\u003E of your abilities and items.",
"upgrade_transcendent_cooldown_desc": "Reduces the \u003Cspan class=\"highlight\"\u003ECooldown\u003C/span\u003E of your abilities and items.",
"upgrade_trophy_collector": "Trophy Collector",
"upgrade_trophy_collector": "Trophy Collector",
"upgrade_trophy_collector_desc": "Whenever you score an \u003Cspan class=\"highlight\"\u003Eassist or kill\u003C/span\u003E, gain extra \u003Cspan class=\"highlight\"\u003Ehealth\u003C/span\u003E, \u003Cspan class=\"highlight\"\u003Esprint\u003C/span\u003E, \u003Cspan class=\"highlight\"\u003Eability range\u003C/span\u003E and \u003Cspan class=\"highlight\"\u003Epassive soul generation\u003C/span\u003E. This effect stacks and persists through death.",
"upgrade_trophy_collector_desc": "Whenever you score an \u003Cspan class=\"highlight\"\u003Eassist or kill\u003C/span\u003E, gain extra \u003Cspan class=\"highlight\"\u003Ehealth\u003C/span\u003E, \u003Cspan class=\"highlight\"\u003Esprint\u003C/span\u003E, \u003Cspan class=\"highlight\"\u003Eability range\u003C/span\u003E and \u003Cspan class=\"highlight\"\u003Epassive soul generation\u003C/span\u003E. This effect stacks and persists through death.",
"upgrade_ultimate_burst": "Lightning Scroll",
"upgrade_ultimate_burst_desc": "Damage from your ultimate applies a {g:citadel_inline_attribute:'Stun'} and deals {g:citadel_inline_attribute:'BonusSpiritDamage'} after a short delay.\u003C/span\u003E",
"upgrade_ultimate_burst_desc": "Damage from your ultimate applies a {g:citadel_inline_attribute:'Stun'} and deals {g:citadel_inline_attribute:'BonusSpiritDamage'} after a short delay.\u003C/span\u003E",
"upgrade_ultimate_burst_hint": "\u003Cspan class=\"diminish\"\u003EThis effect can only trigger once per target per ultimate, and cannot activate on ultimates with charges.\u003C/span\u003E",
"upgrade_ultimate_burst_hint": "\u003Cspan class=\"diminish\"\u003EThis effect can only trigger once per target per ultimate, and cannot activate on ultimates with charges.\u003C/span\u003E",
"upgrade_unstoppable": "Unstoppable",
"upgrade_unstoppable_desc": "Temporarily suppress \u003Cspan class=\"highlight\"\u003Enegative status effects\u003C/span\u003E and become \u003Cspan class=\"highlight\"\u003Eimmune\u003C/span\u003E to \u003Cspan class=\"highlight\"\u003EStun, Silence, Sleep, Root, and Disarm\u003C/span\u003E. \u003Cbr\u003ECannot be used while \u003Cspan class=\"highlight\"\u003EStunned\u003C/span\u003E or \u003Cspan class=\"highlight\"\u003ESlept\u003C/span\u003E.",
"upgrade_unstoppable_desc": "Temporarily suppress \u003Cspan class=\"highlight\"\u003Enegative status effects\u003C/span\u003E and become \u003Cspan class=\"highlight\"\u003Eimmune\u003C/span\u003E to \u003Cspan class=\"highlight\"\u003EStun, Silence, Sleep, Root, and Disarm\u003C/span\u003E. \u003Cbr\u003ECannot be used while \u003Cspan class=\"highlight\"\u003EStunned\u003C/span\u003E or \u003Cspan class=\"highlight\"\u003ESlept\u003C/span\u003E.",
"upgrade_vampire": "Bullet Lifesteal",
"upgrade_vampire_desc": "Your \u003Cspan class=\"highlight\"\u003Ebullets heal you\u003C/span\u003E for a percentage of the damage they deal to enemies. Half as effective vs Non-Heroes.",
"upgrade_vampire_desc": "Your \u003Cspan class=\"highlight\"\u003Ebullets heal you\u003C/span\u003E for a percentage of the damage they deal to enemies. Half as effective vs Non-Heroes.",
"upgrade_veil_walker": "Veil Walker",
"upgrade_veil_walker_desc": "Walking through a \u003Cspan class=\"highlight\"\u003Ecosmic veil\u003C/span\u003E grants you \u003Cspan class=\"highlight\"\u003EStealth\u003C/span\u003E, \u003Cspan class=\"highlight\"\u003EHeal\u003C/span\u003E and increased \u003Cspan class=\"highlight\"\u003EMove Speed\u003C/span\u003E.",
"upgrade_veil_walker_desc": "Walking through a \u003Cspan class=\"highlight\"\u003Ecosmic veil\u003C/span\u003E grants you \u003Cspan class=\"highlight\"\u003EStealth\u003C/span\u003E, \u003Cspan class=\"highlight\"\u003EHeal\u003C/span\u003E and increased \u003Cspan class=\"highlight\"\u003EMove Speed\u003C/span\u003E.",
"upgrade_vex_barrier": "Reactive Barrier",
"upgrade_vex_barrier_desc": "Automatically \u003Cspan class=\"highlight\"\u003Erestores one stamina\u003C/span\u003E and gain a \u003Cspan class=\"highlight\"\u003EBarrier\u003C/span\u003E when you are \u003Cspan class=\"highlight\"\u003Emovement locked, Stunned, Chained, Immobilized, or Slept\u003C/span\u003E.",
"upgrade_vex_barrier_desc": "Automatically \u003Cspan class=\"highlight\"\u003Erestores one stamina\u003C/span\u003E and gain a \u003Cspan class=\"highlight\"\u003EBarrier\u003C/span\u003E when you are \u003Cspan class=\"highlight\"\u003Emovement locked, Stunned, Chained, Immobilized, or Slept\u003C/span\u003E.",
"upgrade_vex_barrier_shield": "Reactive Barrier",
"upgrade_vex_barrier_shield": "Reactive Barrier",
"upgrade_warp_stone": "Warp Stone",
"upgrade_warp_stone_desc": "\u003Cspan class=\"highlight\"\u003ETeleport\u003C/span\u003E straight ahead, gaining \u003Cspan class=\"highlight\"\u003EBullet Resist\u003C/span\u003E.",
"upgrade_warp_stone_desc": "\u003Cspan class=\"highlight\"\u003ETeleport\u003C/span\u003E straight ahead, gaining \u003Cspan class=\"highlight\"\u003EBullet Resist\u003C/span\u003E.",
"upgrade_weapon_backstabber": "Backstabber",
"upgrade_weapon_backstabber": "Backstabber",
"upgrade_weapon_backstabber_desc": "Attacking enemies from behind with your weapon or melee opens a wound dealing {g:citadel_inline_attribute:'SpiritDPS'} and reducing their bullet resist.  During this time, if you or any allies are near the target, will see them \u003Cspan class=\"highlight\"\u003Ethrough walls\u003C/span\u003E and be given {g:citadel_inline_attribute:'BonusMoveSpeed'}.",
"upgrade_weapon_backstabber_desc": "Attacking enemies from behind with your weapon or melee opens a wound dealing {g:citadel_inline_attribute:'SpiritDPS'} and reducing their bullet resist.  During this time, if you or any allies are near the target, will see them \u003Cspan class=\"highlight\"\u003Ethrough walls\u003C/span\u003E and be given {g:citadel_inline_attribute:'BonusMoveSpeed'}.",
"upgrade_weapon_detention_ammo": "Detention Rounds",
"upgrade_weapon_detention_ammo_desc": "Your bullets build up on enemies, causing them to be \u003Cspan class=\"highlight\"\u003Etethered\u003C/span\u003E to their position.",
"upgrade_weapon_detention_ammo_desc": "Your bullets build up on enemies, causing them to be \u003Cspan class=\"highlight\"\u003Etethered\u003C/span\u003E to their position.",
"upgrade_weapon_eater/modifier_weapon_eater_display": "Weapon Eater",
"upgrade_weapon_eater": "Weapon Eater",
"upgrade_weapon_eater_desc": "Reduces Courage by \u003Cspan class=\"highlight_weapon\"\u003E{s:BaseBonusCounter}\u003C/span\u003E. \u003Cbr\u003EGain \u003Cspan class=\"highlight_weapon\"\u003E{s:WeaponPowerPerKill} Courage\u003C/span\u003E (Up to \u003Cspan class=\"highlight_weapon\"\u003E{s:MaxWeaponPower}\u003C/span\u003E) for \u003Cspan class=\"highlight\"\u003Ekilling an enemy Hero\u003C/span\u003E but lose \u003Cspan class=\"highlight_weapon\"\u003E{s:WeaponPowerPerDeath} gained Courage\u003C/span\u003E on \u003Cspan class=\"highlight\"\u003EDeath\u003C/span\u003E. Bonus applied if damage was done within {s:KillWindow}s of enemy killed.",
"upgrade_weapon_eater_desc": "Reduces Courage by \u003Cspan class=\"highlight_weapon\"\u003E{s:BaseBonusCounter}\u003C/span\u003E. \u003Cbr\u003EGain \u003Cspan class=\"highlight_weapon\"\u003E{s:WeaponPowerPerKill} Courage\u003C/span\u003E (Up to \u003Cspan class=\"highlight_weapon\"\u003E{s:MaxWeaponPower}\u003C/span\u003E) for \u003Cspan class=\"highlight\"\u003Ekilling an enemy Hero\u003C/span\u003E but lose \u003Cspan class=\"highlight_weapon\"\u003E{s:WeaponPowerPerDeath} gained Courage\u003C/span\u003E on \u003Cspan class=\"highlight\"\u003EDeath\u003C/span\u003E. Bonus applied if damage was done within {s:KillWindow}s of enemy killed.",
"upgrade_weapon_instant_reload": "Reloader + Huge Clip",
"upgrade_weapon_instant_reload_desc": "Press the [Reload] key while reloading to instantly finish your reload",
"upgrade_weapon_instant_reload_desc": "Press the [Reload] key while reloading to instantly finish your reload",
"upgrade_weapon_overdrive_clip/modifier_upgrade_overdrive_clip_reload": "Overdrive Reload",
"upgrade_weapon_overdrive_clip": "Overdrive Clip",
"upgrade_weapon_overdrive_clip_desc": "\u003Cspan class=\"highlight\"\u003EDeal non-lethal damage based on your max health to yourself\u003C/span\u003E and \u003Cspan class=\"highlight\"\u003Ereload bullets in your clip equal to your max ammo, no matter how many bullets are left.\u003C/span\u003E  The bullets in this clip have additional \u003Cspan class=\"highlight\"\u003Ecourage\u003C/span\u003E.",
"upgrade_weapon_overdrive_clip_desc": "\u003Cspan class=\"highlight\"\u003EDeal non-lethal damage based on your max health to yourself\u003C/span\u003E and \u003Cspan class=\"highlight\"\u003Ereload bullets in your clip equal to your max ammo, no matter how many bullets are left.\u003C/span\u003E  The bullets in this clip have additional \u003Cspan class=\"highlight\"\u003Ecourage\u003C/span\u003E.",
"upgrade_weapon_power_and_health_drain": "Overdrive",
"upgrade_weapon_power_and_health_drain_desc": "Increase your \u003Cspan class=\"highlight\"\u003ECourage\u003C/span\u003E while draining your own \u003Cspan class=\"highlight\"\u003Ehealth\u003C/span\u003E.",
"upgrade_weapon_power_and_health_drain_desc": "Increase your \u003Cspan class=\"highlight\"\u003ECourage\u003C/span\u003E while draining your own \u003Cspan class=\"highlight\"\u003Ehealth\u003C/span\u003E.",
"upgrade_weapon_shielding": "Emergency Shielding",
"upgrade_weapon_shielding": "Weapon Shielding",
"upgrade_weapon_shielding_desc": "Gain a \u003Cspan class=\"highlight\"\u003EBarrier\u003C/span\u003E whenever you take significant {g:citadel_inline_attribute:'WeaponDamage'} from enemy Heroes in a small time frame.",
"upgrade_weapon_shielding_desc": "Gain a \u003Cspan class=\"highlight\"\u003EBarrier\u003C/span\u003E whenever you take significant {g:citadel_inline_attribute:'WeaponDamage'} from enemy Heroes in a small time frame.",
"upgrade_weighted_shots": "Weighted Shots",
"upgrade_withering_whip": "Rusted Barrel",
"upgrade_withering_whip_desc": "Target an enemy to reduce their \u003Cspan class=\"highlight\"\u003EFire Rate\u003C/span\u003E and \u003Cspan class=\"highlight\"\u003EBullet Resistance\u003C/span\u003E.",
"upgrade_withering_whip_desc": "Target an enemy to reduce their \u003Cspan class=\"highlight\"\u003EFire Rate\u003C/span\u003E and \u003Cspan class=\"highlight\"\u003EBullet Resistance\u003C/span\u003E.",
"upgrade_zipine_mastery": "Zip Line Mastery",
"upgrade_zipine_mastery_desc": "Zip line speed \u003Cspan class=\"highlight\"\u003Eaccelerates\u003C/span\u003E and allows you to use \u003Cspan class=\"highlight\"\u003Eneutral\u003C/span\u003E zip lines and capture them while zip lining.  Provides a movement speed bonus when jumping off a zip line whose duration increases the longer you are on the zip line.",
"upgrade_zipine_mastery_desc": "Zip line speed \u003Cspan class=\"highlight\"\u003Eaccelerates\u003C/span\u003E and allows you to use \u003Cspan class=\"highlight\"\u003Eneutral\u003C/span\u003E zip lines and capture them while zip lining.  Provides a movement speed bonus when jumping off a zip line whose duration increases the longer you are on the zip line.",
"vampirebat_lovebites": "Love Bites",
"vampirebat_lovebites": "Love Bites",
"viper_ult_petrify": "Petrified",
"viper_venom_modifier_subclass": "Lethal Venom",
"viscous_goo_bowling_ball": "Goo Ball",
"viscous_goo_bowling_ball": "Goo Ball",
"viscous_goo_bowling_ball_desc": "Morph into a large goo ball that \u003Cspan class=\"highlight\"\u003Edeals damage\u003C/span\u003E and \u003Cspan class=\"highlight\"\u003Estuns\u003C/span\u003E enemies on impact. The ball grants large amounts of \u003Cspan class=\"highlight\"\u003EBullet\u003C/span\u003E and \u003Cspan class=\"highlight\"\u003ESpirit\u003C/span\u003E resist, bounces off walls and can \u003Cspan class=\"highlight\"\u003Edouble jump\u003C/span\u003E.",
"viscous_goo_bowling_ball_desc": "Morph into a large goo ball that \u003Cspan class=\"highlight\"\u003Edeals damage\u003C/span\u003E and \u003Cspan class=\"highlight\"\u003Estuns\u003C/span\u003E enemies on impact. The ball grants large amounts of \u003Cspan class=\"highlight\"\u003EBullet\u003C/span\u003E and \u003Cspan class=\"highlight\"\u003ESpirit\u003C/span\u003E resist, bounces off walls and can \u003Cspan class=\"highlight\"\u003Edouble jump\u003C/span\u003E.",
Line 9,492: Line 9,819:
"viscous_goo_bowling_ball_t3_desc": "Can cast abilities and use items while rolling",
"viscous_goo_bowling_ball_t3_desc": "Can cast abilities and use items while rolling",
"viscous_goo_grenade": "Splatter",
"viscous_goo_grenade": "Splatter",
"viscous_goo_grenade/modifier_viscous_goo_grenade_debuff": "Slowed",
"viscous_goo_grenade_bounce_desc": "Multiple hits to the same target deal less damage.",
"viscous_goo_grenade_bounce_desc": "Multiple hits to the same target deal less damage.",
"viscous_goo_grenade_desc": "Throw a ball of goo that \u003Cspan class=\"highlight\"\u003Edeals damage\u003C/span\u003E and leaves puddles of goo behind that apply \u003Cspan class=\"highlight\"\u003Emovement slow\u003C/span\u003E to enemies in the radius.",
"viscous_goo_grenade_desc": "Throw a ball of goo that \u003Cspan class=\"highlight\"\u003Edeals damage\u003C/span\u003E and leaves puddles of goo behind that apply \u003Cspan class=\"highlight\"\u003Emovement slow\u003C/span\u003E to enemies in the radius.",
Line 9,506: Line 9,832:
"viscous_gootapult_hint": "Launch!",
"viscous_gootapult_hint": "Launch!",
"viscous_restorative_goo": "The Cube",
"viscous_restorative_goo": "The Cube",
"viscous_restorative_goo/modifier_restorative_goo/breakoutProgress": "Breaking out",
"viscous_restorative_goo_buff_desc": "After exiting the cube, the target has increased \u003Cspan class=\"highlight\"\u003Emove speed and stamina recovery\u003C/span\u003E for a short duration.",
"viscous_restorative_goo_buff_desc": "After exiting the cube, the target has increased \u003Cspan class=\"highlight\"\u003Emove speed and stamina recovery\u003C/span\u003E for a short duration.",
"viscous_restorative_goo_desc": "Encase the target in a cube of restorative goo that \u003Cspan class=\"highlight\"\u003Eprotects from damage, and increases health regen\u003C/span\u003E. Target is \u003Cspan class=\"highlight\"\u003Eunable to take any new actions\u003C/span\u003E while cubed. Can be used on self. Press \u003Cspan class=\"highlight\"\u003E{g:citadel_binding:'Mantle'}\u003C/span\u003E to escape early.",
"viscous_restorative_goo_desc": "Encase the target in a cube of restorative goo that \u003Cspan class=\"highlight\"\u003Eprotects from damage, and increases health regen\u003C/span\u003E. Target is \u003Cspan class=\"highlight\"\u003Eunable to take any new actions\u003C/span\u003E while cubed. Can be used on self. Press \u003Cspan class=\"highlight\"\u003E{g:citadel_binding:'Mantle'}\u003C/span\u003E to escape early.",
Line 9,518: Line 9,843:
"viscous_telepunch_t3_desc": "-12s Cooldown and now deals \u003Cspan class=\"highlight\"\u003EHeavy Melee Damage\u003C/span\u003E",
"viscous_telepunch_t3_desc": "-12s Cooldown and now deals \u003Cspan class=\"highlight\"\u003EHeavy Melee Damage\u003C/span\u003E",
"walker_unit": "Walker",
"walker_unit": "Walker",
"weapon_buff": "+Weapon Damage",
"windup": "Surging Power",
"wp_permanent_pickup_label": "+3% Weapon Damage",
"wp_permanent_pickup_label": "+3% Weapon Damage",
"wp_permanent_pickup_label_lv2": "+4% Weapon Damage",
"wp_permanent_pickup_label_lv2": "+4% Weapon Damage",
Line 9,536: Line 9,863:
"yamato_flying_strike_t3_header": "Upon reaching target:",
"yamato_flying_strike_t3_header": "Upon reaching target:",
"zipline_boost": "Zipline Boosted",
"zipline_boost": "Zipline Boosted",
"zipline_speed_pickup/zipline_speed": "Increased Zipline Speed",
"zipline_speed": "Increased Zipline Speed",
"zipline_speed_pickup": "Increased Zipline Speed",
"zipline_speed_pickup_label": "Zipline Speed"
"zipline_speed_pickup_label": "Zipline Speed"
}
}