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Translations for v10


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Fixpack 10 features a number of new or altered strings that are relevant for translations. With the exception of @156, all strings differ in a few numbers. Fixing them should be straightforward, since you can simply take the existing string in your language and alter the corresponding numbers. @156 differ in one or two sentences and can also be adapted from the existing string. The original string number (from a ToB installation) is provided in all cases, to make it easier for you.

 

There is plenty of time until Fixpack 10 is due.

 

 

 

//Change: the old string made mention of a saving throw.
//Originally string #25894
@156 = ~Teleport Field (Alteration)
Level: 4
Range: Visual sight of caster
Duration: 1 turn
Casting Time: 4
Area of Effect: 30' radius
Saving Throw: None

With this spell, the wizard may create a random teleportation effect as far as the wizard can see. All enemies caught in the area of effect are randomly teleported for the duration of the spell. This spell is best used against multiple enemies, serving to confuse them, and allowing the wizard to concentrate on activating his or her defenses.~ []


//Changes for the following strings: altered the value for speed factor and/or weight. The strings are otherwise identical to vanilla.

//Originally string #71131
@176 = ~Typically carried by travelling healers, this leather case folds open and allows the user to strap delicate potion bottles to its cushioned side with numerous leather thongs for safe storage during travel.

STATISTICS:

Weight: 2~

//Originally string #19359
@177 = ~The flail is a sturdy wooden handle attached to an iron rod, a wooden rod with spikes, or a spiked iron ball. Between the handle and its implement is either a hinge or chain link.  The weapon has been enhanced magically, effectively forming a bond between the weapon and its wielder.

STATISTICS:

Damage:  1D6 + 2
THACO:  +1
Damage type:  crushing
Weight: 13
Speed Factor: 6
Proficiency Type: Flail/Morningstar
Type:  1-handed
Requires: 13 Strength
Not Usable By:
Druid
Mage
Thief~

//Originally string #73912
@178 = ~The head of this morning star appears to be forged from unbreakable ice-blue crystal.  The handle is chill to the touch, and the wielder is surrounded by a soothing nimbus of cool air which protects against even magical fire.


STATISTICS:

+20% Fire Resistance

THACO:  +4
Damage:  2D4 +4 +1-4 extra cold damage
Damage type:  crushing
Weight: 8
Speed Factor: 3
Proficiency Type: Flail/Morningstar
Type:  1-handed
Requires: 11 Strength
Not Usable By:
Druid
Mage
Thief~

//Originally string #39511
@179 = ~Strong Arm +2
This massive bow was the property of the ranger Bearpaw, who reportedly received it from a strangely benevolent ogre.  The reason for the gift was never discussed, but he earned the respect of everyone he met, and likely befriended the creature while patrolling the Cloakwood Forest.  Bearpaw could draw back the bow without the slightest effort, but when he died it was bequeathed to his wife and sons, and not a one could draw the string even halfway.  They eventually sold it to a merchant heading South.

STATISTICS:

THACO:  +3 bonus
Damage:  +3 bonus
Weight: 8
Speed Factor: 5
Proficiency Type: Longbow
Type:  2-handed
Requires: 19 Strength
Not Usable By:
Druid
Cleric
Mage
Thief
Bard~

//Originally string #54340
@180 = ~This mace has been crafted finely by the drow, and specially treated to survive the glare of the sun.  It is made for surface raids by the subterranean race... and its black metal glistens with a dark poison that seems to be generated from within and causes incredible damage upon a successful impact.
The mace seems almost alive and warm to the touch, and slithers away from those whom it does not like... namely drow or those who are similar enough to not make a difference.  In the hands of anyone else, the mace becomes mere dead weight.

STATISTICS:

Combat Ability: A creature hit by this mace must make a saving throw vs. poison or suffer 2 points of damage each round for 10 rounds.
THAC0: +2 bonus
Damage:  1D6 + 3
Damage type:  crushing
Weight: 7
Speed Factor: 6
Proficiency Type: Mace
Type:  1-handed
Not Usable By:
Any who are not either Elf or Half-Elf Evil Clerics~

//Originally string #57897
@181 = ~Kuo-Toa Bolt

This slender bolt is coated with a special poison, developed by Kuo-Toa alchemists.  A target hit by this bolt must making a saving throw vs. spells or be stunned for four rounds.

STATISTICS:

Combat Ability: target must save vs. spells or be stunned for four rounds
Damage:  2D6
Damage type:  missile (piercing)
Weight:  0
Launcher:  Crossbow~

//Originally string #47131
@182 = ~This is a Staff of Goodberries that belonged to the Kobold Shaman in the sewers below the slums.

STATISTICS

Abilities
Create Goodberries once per day
Damage:  1D6
Damage type:  crushing
Weight: 4
Speed Factor: 4
Proficiency Type: Quarterstaff
Type:  2-handed~

//Originally string #39579
@183 = ~Once a very powerful shield used by the clerics of Bane, most of the enchantments fled with their god's demise.  The basic magical protection of still remains, making it useful for any adventurer.

STATISTICS:

Armor Class Bonus: 4
Weight: 4
Requires: 12 Strength
Not Usable By:
Bard
Druid
Mage
Thief~

//Originally string #61580
@184 = ~Shield of Balduran +3
This shield was worn by the hero Balduran.   It is part of a set of weapons and armor that was stolen from the museum in the city of Baldur's Gate.

STATISTICS:

Equipped Abilities:
Reflects beholder rays
-1 Penalty to Strength
Armor Class Bonus: 4
Weight: 4
Requires: 12 Strength
Not Usable By:
Bard
Druid
Mage
Thief~

//Originally string #41389
@185 = ~This two-headed flail causes fire and cold damage.  If the other head for the Flail of Ages could be found, it would make this weapon more powerful.

STATISTICS:

Damage:  1D6 + 3, +1 Fire Damage, +1 Cold Damage
Damage type:  crushing
Weight: 10
Speed Factor: 5
Proficiency Type: Flail/Morningstar
Type:  1-handed
Requires: 13 Strength
Not Usable By:
Druid
Mage
Thief
~

//Originally string #41620
@186 = ~This two-headed flail causes acid and cold damage.  If the other head for the Flail of Ages could be found, it would make this weapon more powerful.

STATISTICS:

Damage:  1D6 + 3, +1 Acid Damage, +1 Cold Damage
Damage type:  crushing
Weight: 10
Speed Factor: 5
Proficiency Type: Flail/Morningstar
Type:  1-handed
Requires: 13 Strength
Not Usable By:
Druid
Mage
Thief~

//Originally string #41621
@187 = ~This two-headed flail causes fire and acid damage.  If the other head for the Flail of Ages could be found, it would make this weapon more powerful.

STATISTICS:

Damage:  1D6 + 3, +1 Fire Damage, +1 Acid Damage
Damage type:  crushing
Weight: 10
Speed Factor: 5
Proficiency Type: Flail/Morningstar
Type:  1-handed
Requires: 13 Strength
Not Usable By:
Druid
Mage
Thief~

//Originally string #71058
@188 = ~The long bow is similar to the short bow, except that the staff is about as high as the archer is, usually 6 to 6.5 feet.  Even though the longbow is slightly slower then the short bow, it has more range and is more accurate.  The smooth staff of this bow is warm to the touch, just a hint of the energy that surges through the wood.

STATISTICS:

THACO: +3 bonus
Weight: 2
Speed Factor: 4
Proficiency Type: Long Bow
Type:  2-handed
Requires: 6 Strength
Not Usable By:
Druid
Cleric
Mage
Thief~

//Originally string #39531
@189 = ~Halberd +3: Dragon's Bane
This was the weapon of Thorvin Dukal, one of seven self-proclaimed Dragonslayers who spent years railing against what they called "an insidious dragon infestation that threatened Faerun."  Thorvin had this weapon enchanted at great expense and used it on many occasions, though of dragons only a single white has fallen to it.  The Dragonslayers met their match in a cantankerous ancient red who slew the entire group in an epic battle.  This weapon did not end up in the beast's hoard however, as the creature returned to its lair to recuperate and when it emerged the field of combat was well scavenged.

STATISTICS:

THAC0: +3 bonus
Damage:  1D10 +3, +6 vs. dragons
Damage type:  piercing
Weight: 12
Speed Factor: 6
Proficiency Type: Halberd
Type:  2-handed
Requires: 13 Strength
Not Usable By:
Druid
Cleric
Mage
Thief~

//Originally string #34732
@190 = ~Embarl's Dagger will prove to Mae'Var that Embarl has been 'dealt with.'

STATISTICS:

Damage:  1D6
Damage type:  Piercing
Weight: 2
Speed Factor: 2
Proficiency Type: Dagger
Type:  1-handed
Not Usable By:
Cleric~

//Originally string #8505
@191 = ~Staff of the High Forest

This staff was the culmination of a cycle of seasons in which Cernd meditated on his role within nature.  His perch for this personal journey was next to a sapling, a young oak that was a particular interest of study; it seemed odd, and yet somehow wonderfully ordered.  At the coming of spring Cernd examined it one last time, and it came loose in his hands, a living staff, granted as boon from nature herself.  It has grown to fit his grip, and few others may wield it.  

STATISTICS:

Equipped Abilities: Regenerate 1 hit point every 12 seconds

THACO:  +2 bonus
Damage:  1D6 + 2
Damage type:  crushing
Weight: 3
Speed Factor: 2
Type:  2-handed

Usable By:
Cernd~

//Originally string #51947
@192 = ~Entropy
This +2 abyssal greensteel blade is one of Haer'Dalis' favorite weapons.  This shortsword is capable of inflicting an additional three points of poison damage if the target fails a saving throw.  This blade may only be used by tieflings.

STATISTICS:

Special Abilities: 3 points of poison damage if target fails save
THACO:  +2 bonus
Damage:  1D6 +2
Damage type:  piercing
Weight: 2
Speed Factor: 1
Proficiency Type: Short Sword
Type:  1-handed
Usable By:
 Tieflings~

//Originally string #51949
@193 = ~Chaos Blade
Chaos is a +2 short-sword usable only by tieflings.  Every time it strikes an opponent, he or she loses 2 points of dexterity (for 30 seconds).  Haer'Dalis prefers using Chaos with its partner -- Entropy.  When dual wielding these two blades, Haer'Dalis is a dangerous opponent.

STATISTICS:

Special Abilities: Target loses 2 points of dexterity each hit (duration: 30 seconds)
THACO:  +2 bonus
Damage:  1D6 +2
Damage type:  piercing
Weight: 2
Speed Factor: 1
Proficiency Type: Short Sword
Type:  1-handed
Usable By:
 Tieflings~

//Originally string #66372
@194 = ~For many generations this magical shaft has been separated from Ixil's Spike, the enchanted head of the legendary spear.  However, even incomplete, this artifact is still a weapon of great power.  

STATISTICS:

THAC0: + 4 bonus
Damage:  1D6 + 4
Damage type:  piercing
Weight: 5
Speed Factor: 2
Proficiency Type: Spear
Type:  2-handed
Requires: 5 Strength
Not Usable By:
Cleric
Mage
Thief~

//Originally string #66474
@195 = ~With shaft and tip reunited, Ixil's Spike is a fearsome weapon.  During the battle the head can detach to pin opponents to the ground even as a new head magically reforms on the end of the spear.

STATISTICS:

Equipped Abilities: Permanent Free Action

Combat Abilities:  With each successful hit, the opponent must save or be pinned for 3 rounds, taking an additional 1D6+5 damage each round.

THAC0: + 6 bonus
Damage:  1D6 + 6
Damage type:  piercing
Weight: 5
Speed Factor: 1
Proficiency Type: Spear
Type:  2-handed
Requires: 5 Strength
Not Usable By:
Cleric
Mage
Thief~

//Originally string #39626
@196 = ~Staff of Curing
Torm is said to manifest these items during times of great trouble, granting them to priests who care for the wounded, diseased, and poisoned.  It is not to be taken for granted however, as the enchantment, though useful, is fleeting.  It must be used with all due care.

STATISTICS

Abilities (one charge):
Cure: 3 - 18 +3 hit points, Disease and Poison

AC: +2 bonus
THAC0: +1 bonus
Damage:  1D6 +1
Damage type:  crushing
Weight: 4
Speed Factor: 3
Proficiency Type: Quarterstaff
Type:  2-handed
Requires: 5 Strength
Not Usable By:
Bard
Thief
Fighter
Mage~

//Originally string #39627
@197 = ~Staff of the Magi
This type of staff is thoroughly linked of the image of the spellcasting profession, rare though it is.  It is among the most powerful tools that a wizard can possess, the culmination of complex enchantment and endless study.  This particular example is good in melee, grants Invisibility, and offers protection from Charms and Evil.  It can also cast a Spell Trap, launch a Fireball-Lighting Bolt combination, and Dispel Magic. The quintessential mage item.

STATISTICS
Armor Class: +2 bonus
Saving Throws: +2 bonus
Equipped Abilities:
Invisibility
Immunity to Charm
Protection From Evil

 Fireball-Lightning
  Damage: combined lightning and fireball damage
  Range: 150 feet
  Use: Three times a day

Abilities: Trap Spell
  Duration: 8 hours or until 30 spell levels have been trapped
  Use: Once a day

Combat Ability (each hit): Dispel Magic  
THAC0: +1 bonus  (strikes as a +5 weapon)
Damage:  1D6 +1
Damage type:  crushing
Weight: 4
Speed Factor: 1
Proficiency Type: Quarterstaff
Type:  2-handed
Requires: 5 Strength
Usable By
Mages~

//Originally string #39629
@198 = ~Staff of Thunder and Lightning +2
There are stories that tell of these staves sprouting in the growth around druid groves when the forest is threatened.  Fanciful tales, but truth or not, this staff is a powerful tool.  It draws energy from storms, and there is a chance that any blow may trigger a thunderclap that knocks enemies down.  It casts Lightning Bolt, and if circumstances warrant it, it can summon a lighting storm to blast enemies to dust.  Some abilities are limited by charges.

STATISTICS

Abilities (one charge):
Lightning Bolt
Damage: 10d6
Range: 140 yards
Saving throw: Spells for half damage

Call Lightning
Lightning strike hits the target
Damage: 3d8 per strike

Melee :
Thunderclap (10% chance on a successful strike)
Range: Melee
Saving Throw: Save vs. spells or be stunned for two rounds

THACO: +2 bonus
Damage:  1D6 +2
Damage type:  crushing
Weight: 4
Speed Factor: 2
Proficiency Type: Staff
Type:  2-handed
Requires: 5 Strength
Usable By:
Clerics
Druids~

//Originally string #39631
@199 = ~Staff of Air
This staff seems to draw from eleven artistic traditions, though tied less to the forest than is usually customary.  It was apparently designed to control air elementals, being able to summon one as a servant to the wielder, and potentially destroying creatures of the same type in a single blow.  When necessary, it can also spawn a cloud of gas causing anyone within the area of effect to fall into a deep slumber.  Some effects are limited by charges.

STATISTICS

Combat Abilities: If an air elemental is hit it must save vs. spells or be destroyed
Abilities: (cost 1 charge)
Summon an 8hd Air Elemental
Duration: 1 hour

Sleep Cloud
Range: 40 feet
Duration: 3 rounds

THAC0: +2 bonus
Damage:  1D6 +2
Damage type:  crushing
Weight: 3
Speed Factor: 2
Proficiency Type: Quarterstaff
Type:  2-handed
Requires: 5 Strength~

//Originally string #39632
@200 = ~Staff of Earth
Linked to the Plane of Earth, this staff may have been fashioned by an ancient druidic sect.  It can summon an Earth Elemental, though it also has the potential to slay such creatures in a single blow, possibly hinting at how difficult it is to control them.  It can also free a person from the earth by casting Stone to Flesh.  Some abilities are limited by charges.

STATISTICS

Combat Abilities: If an earth elemental is hit it must save vs. spells or be destroyed
Abilities: (one charge)
Summon an 8 hit dice Earth Elemental
 Duration: 1 hour
Stone to Flesh
 Revert effects of a petrification attack

THAC0: +2 bonus
Damage:  1D6 +2
Damage type:  crushing
Weight: 3
Speed Factor: 2
Proficiency Type: Quarterstaff
Type:  2-handed
Requires: 5 Strength~

//Originally string #39633
@201 = ~Staff of Fire
This staff bears an ancient rune that may link it to the wizards of faraway Halruaa, but it is impossible to be certain.  Drawing from the Plane of Fire it can erupt in a Fire Shield that damages attackers, it can summon a Fire Elemental under the control of the wielder, and it can potentially draw all the energy from any fire elemental that it hits, destroying them instantly.  Some abilities are limited with charges however.

STATISTICS

Combat Abilities: If a fire elemental is hit it must save vs. spells or be destroyed
Abilities: (one charge)
Summon an 8 hit dice Fire Elemental
Duration: 1 hour
Fire Shield (Red)
A protective shield that surrounds the wielder of the staff as per the 4th level wizard spell Fire Shield (Red).

THAC0: +2 bonus
Damage:  1D6 +2
Damage type:  crushing
Weight: 3
Speed Factor: 2
Proficiency Type: Quarterstaff
Type:  2-handed
Requires: 5 Strength~

//Originally string #39634
@202 = ~Quarter Staff +2
The simplest of staff weapons is the quarterstaff, a length of wood six to nine feet in length.  High quality quarterstaves are made of stout oak and are shod with metal at both ends.  Powerful enchantments during the making of this staff have improved its accuracy and the damage it can cause, but they bear no signature.

STATISTICS:

THACO:  +2 bonus
Damage:  1D6 + 2
Damage type:  crushing
Weight: 3
Speed Factor: 2
Proficiency Type: Quarterstaff
Type:  2-handed
Requires: 5 Strength~

//Originally string #66369
@203 = ~Adorned with serpentine designs, this powerful quarter staff has a chance to release a lethal toxin against its opponents with every blow.  

STATISTICS:

Combat Abilities:
 50% chance of poisoning opponents with every successful attack.  The poison lasts for 1 round, and does 2 hp of damage/second unless the target makes a save vs death.

THACO:  +2 bonus
Damage:  1D6 + 2
Damage type:  crushing
Weight: 3
Speed Factor: 2
Proficiency Type: Quarterstaff
Type:  2-handed
Requires: 5 Strength~

//Originally string #51884
@204 = ~Scimitar +3: 'Water's Edge'
The blade of this weapon seems to shimmer, revealing a fluid, razor edge. Truly there was great skill involved in its construction, as well as a blessing or two from some well-meaning eye above, even though the hilt is comparatively almost clumsily adorned.

STATISTICS:

Damage:  1D8 +3
THAC0: +3
Damage type: slashing
Weight: 3
Speed Factor: 2
Proficiency Type: Scimitar/Wakizashi/Ninja-To
Type:  1-handed
Requires: 8 Strength
Not Usable By:
Cleric
Mage
Thief~

//Originally string #66203
@205 = ~Also known as the Stream of Anguish, this is the legendary burning blade of Frithiof.	

STATISTICS:
Special Abilities:
Once per day increase user's strength to 22 for 60 seconds.

THAC0: +4 bonus
Damage:  1D8 +4, +1 fire damage
Damage type:  slashing
Weight: 2
Speed Factor: 1
Proficiency Type: Long Sword
Type:  1-handed
Requires: 6 Strength
Not Usable By:
Druid
Cleric
Mage~

//Originally string #48658
@206 = ~Silver Sword
This Vorpal Silver Sword radiates a dark aura when you examine it, and the blade is so finely sharpened it could likely sever a head in a single blow.

STATISTICS:

Combat Abilities:
25% chance each hit that target must make a saving throw vs death (-2 penalty) or die.

THAC0: +3 bonus
Damage:  1D10 +3
Damage type:  slashing
Weight: 15
Speed Factor: 7
Proficiency Type: Two Handed sword
Type:  2-handed
Requires: 14 Strength
Not Usable By:
Druid
Cleric
Mage
Thief~

//Originally string #70785
@207 = ~Long Sword +3

This exquisitely-crafted sword has been enchanted with a powerful dweomer to enhance the user's skill and the damage caused...but is otherwise unremarkable.  

STATISTICS:

Damage:  1D8 +3
THACO:  +3 bonus
Damage type:  slashing
Weight: 3
Speed Factor: 2
Proficiency Type: Long Sword
Type:  1-handed
Requires: 6 Strength
Not Usable By:
Druid
Cleric
Mage
~

//Originally string #61593
@208 = ~Harmonium Halberd +3
This weapon is a powerful weapon usually given out to the most important of Harmonium captains.  The Harmonium is an faction based out of the planar city known as 'Sigil'.

STATISTICS:

Equipped Abilities:
+1 strength
-1 Intelligence
-1 Wisdom
THAC0: +3 bonus
Damage:  1D10 +3
Damage type:  piercing
Weight: 12
Speed Factor: 6
Proficiency Type: Halberd
Type:  2-handed
Requires: 11 Strength
Not Usable By:
Druid
Cleric
Mage
Thief~

//Originally string #21957						  
@210 = ~Bala's Axe - Wizard Slayer:
Bala was a foul-tempered prince of a gully dwarf clan, which was enslaved by a cruel elven mage in Thesk. Though Bala managed to escape the more cowardly traits of his race he was even more filthy and obnoxious than the average gully dwarf. Sickened of his enslavement, Bala crept into the mage's lair and cracked the elf's skull open. Although rumor has it that it was the dwarf's stench that overcame the mage, it was, in fact, his enchanted axe that dispelled the elf's magical defenses. It is obvious from the poor workmanship that Bala himself crafted the axe. The mystery lies in where its power originates. After a lengthy career of mage-slaying, Bala died, never having revealed his secret to those who were willing to risk a lice infestation by approaching him. Some say that the axe was powered by Bala's intense hatred of wizards. The axe gives the owner the ability to dispel magic once a day.

STATISTICS:

Damage:  1D8
Damage type:  slashing

Special:  Miscast Magic affects victim on each successful hit
Miscast Magic:  Any spellcasting creature that is affected by this spell has its casting ability severely disabled.  When the creature attempts to cast a spell it has an 80% chance of failure.  Creatures can save vs spells to avoid the affect, but do so at -2.

Weight: 6
Speed Factor: 7
Proficiency Type: Axe
Type:  1-handed
Requires: 10 Strength
Not Usable By:
Druid
Cleric
Mage
Thief~

//Originally string #32186
@211 = ~Defender of Easthaven +3~

//Originally string #32187
@212 = ~Defender of Easthaven +3
This flail was created a century ago to commemorate the defeat of the demon Belhifet.  It was meant to always remain within the town of Easthaven to remind the people of the great evil that had been barely defeated.  

STATISTICS:

Equipped Abilities:
+1 AC bonus
+20% resistance to slashing, piercing, and blunt damage
THACO:  +3 bonus
Damage:  1D6 + 4
Damage type:  crushing
Weight: 12
Speed Factor: 5
Proficiency Type: Flail/Morningstar
Type:  1-handed
Requires: 13 Strength
Not Usable By:
Druid
Mage
Thief~

//Originally string #39461
@213 = ~Blade of Roses, Long Sword +3
This blade possesses an unearthly splendor, and it is likely that Sune, the goddess of beauty and passion, had a hand in its creation.  The effect it has on the wielder is immediate, and more than once in its history has this sword been the secret behind a lackluster soldier's sudden elevation at court.

STATISTICS:

Equipped Abilities:
Charisma: +2 bonus
THACO:  +3 bonus
Damage:  1D8 + 3
Damage type:  slashing
Weight: 3
Speed Factor: 2
Proficiency Type: Long sword
Type:  1-handed
Requires: 6 Strength
Not Usable By:
Druid
Cleric
Mage~

 

 

Link to comment

In addition to the above, we've also been missing some Korean strings since forever:

 

 

// fix speed factor, originally string #176
@146 = ~The long bow is similar to the short bow, except that the staff is about as high as the archer is, usually 6 to 6.5 feet. Even though the long bow is slightly slower then the short bow, it has more range and is more accurate. The smooth staff of this bow is warm to the touch, just a hint of the energy that surges through the wood.

STATISTICS:

THAC0: +2 bonus
Weight: 3
Speed Factor: 5
Proficiency Type: Long Bow
Type: 2-handed
Requires: 6 Strength
Not Usable By:
Druid
Cleric
Mage
Thief~ []

// fix speed factor, originally string #199
@147 = ~Short bows were the first bows to be developed, although they were not called such. This is more of a default term that refers to anything which is not a long bow. Short bow staves are about 5 feet long on the average. This short bow is the rival of any of the larger bows. The magic inherent within it, whether from the wood or the spellcasting of a mage, makes this bow more accurate and damaging than a normal bow.

STATISTICS:

THAC0: +2 bonus
Weight: 2
Speed Factor: 4
Proficiency Type: Short Bow
Type: 2-handed
Requires: 3 Strength
Not Usable By:
Druid
Cleric
Mage~

// fix weight, originally string #1768
@148 = ~Full plate armor is the best armor a warrior can buy, both in appearance and protection. The perfectly fitted interlocking plates are specially angled to deflect arrows and blows, and the entire suit is carefully adorned with rich engraving and embossed detail. This +2 armor was created with the Limited Wish spell.

STATISTICS:

Armor Class: -1
Weight: 40
Requires: 15 Strength
Not Usable By:
Bard
Druid
Mage
Thief~

// fix speed factor, originally string #2494
@149 = ~Spear of Withering +4
Carved from the heart of a rotten Treant, this spear smells of death. When held in your hands it groans a little, as if reluctant to allow a living thing to touch it. In battle the Spear of Withering spits a foul poison into its target upon each successful hit.

STATISTICS:

THAC0: +4 bonus
Damage: 1D6 + 4, +4 poison damage
Damage type: piercing
Weight: 5
Speed Factor: 2
Proficiency Type: Spear
Type: 2-handed
Requires: 5 Strength
Not Usable By:
Cleric
Mage
Thief~ []

// adds proper sound file, originally string #4330
@150 = ~Come on, now, don't let me suffer in this place. We've both had enough of that.~ [iMOEN20]

// fix speed factor, originally string #4421
@151 = ~This blade burns with a magical fire, and a charring blast is released whenever a hit is scored. "Meta Infernum" is etched on the hilt, though it appears somewhat faded and may not be original to the sword.

STATISTICS:

THAC0: +1 bonus
Damage: 1D8 + 1, +1 fire damage
Damage type: slashing
Weight: 4
Speed Factor: 4
Proficiency Type: Long Sword
Type: 1-handed
Requires: 6 Strength
Not Usable By:
Druid
Cleric
Mage~ []

// easiest translation evar
@152 = ~~ [MUSTR08]

// wrong listed save v. death penalty for claw of kazgaroth, originally string #11848
@153 = ~Little is known about this item, other than that the claw itself was taken from the corpse of the great beast Kazgaroth. It has multiple enchantments that all become activated when the claw is worn as a ring. The image of the wearer become blurred and more difficult to hit with weapons or target with spells. It has one drawback however, as it seems to fuel its power with the blood of its wearer. Because of this, the wearer of the claw will often be more sickly and therefore more susceptible to poisons.

STATISTICS:

Armor Class: +1 bonus
Missile Armor Class bonus: +4 bonus
Save vs Death: -3 penalty
Save vs Wands: +3 bonus
Save vs Polymorph: +3 bonus
Save vs Breath: +3 bonus
Save vs Spells: +3 bonus
Constitution modifier: -2 penalty~

// MGoI claims that dispel magic works against it, but does not, originally string #12164
@154 = ~Minor Globe of Invulnerability (Abjuration)
Level: 4
Range: 0
Duration: 1 round/level
Casting Time: 4
Area of Effect: 5-foot-radius sphere
Saving Throw: None

This spell creates a faintly shimmering magical sphere around the caster that prevents any 1st-, 2nd-, or 3rd-level spell effects from penetrating (i.e., the area of effect of any such spells does not include the area of the minor globe of invulnerability). This includes innate abilities and effects from devices. However, any type of spell can be cast out of the magical sphere, and these pass from the caster of the globe to their subject without affecting the minor globe. Fourth and higher level spells are not affected by the globe. The globe can be brought down by forms of magical attack such as Spellstrike and Pierce Magic.~

// GoI claims that dispel magic works against it, but does not, originally string #12164
@155 = ~Globe of Invulnerability (Abjuration)
Level: 6
Range: 0
Duration: 1 round/level
Casting Time: 6
Area of Effect: 5-foot-radius sphere
Saving Throw: None

This spell creates an immobile, faintly shimmering magical sphere around the caster that prevents any 1st-, 2nd-, 3rd- or 4th-level spell effects from penetrating (i.e., the area of effect of any such spells does not include the area of the globe of invulnerability). This includes innate abilities and effects from devices. However, any type of spell can be cast out of the magical sphere, and these pass from the caster of the globe to their subject without affecting the globe. Fifth and higher level spells are not affected by the globe. The globe can be brought down by forms of magical attack such as Spellstrike and Pierce Magic.~

// teleport field has no saving throw, originally string #25894
@156 = ~Teleport Field (Alteration)
Level: 4
Range: Visual sight of caster
Duration: 1 turn
Casting Time: 4
Area of Effect: 30' radius
Saving Throw: None

With this spell, the wizard may create a random teleportation effect as far as the wizard can see. All enemies caught in the area of effect are randomly teleported for the duration of the spell. This spell is best used against multiple enemies, serving to confuse them, and allowing the wizard to concentrate on activating his or her defenses.~ []
@157 = ~For that, I give you the first spoils of war. Take the treasury key from Ixilthetocal's corpse... use it to enter the city's treasury and take what you will.~
@158 = ~I am feeling generous today... to enter the Underdark, you need the magic rope from the king's corpse. Use it to go down the pit behind my former throne.~
@159 = ~Find Familiar
(Conjuration/Summoning)
Level: 1
Range: n/a
Duration: Special
Casting Time: 1 round
Area of Effect: 1 familiar
Saving Throw: Special

This spell enables the caster to attempt to summon a familiar to act as his aide and companion. Familiars are typically small creatures. A creature acting as a familiar can benefit a wizard, conveying its sensory powers to its master, conversing with him, and serving as a guard/scout/spy as well. A wizard can have only one familiar at a time, and he has no control over what sort of creature answers the summoning, if any come at all.
(Note: This spell may only be cast by the protagonist.)

The creature is always more intelligent than others of its type (typically by 2 or 3 Intelligence points), and its bond with the wizard confers upon it an exceptionally long life.

The wizard has an empathic link with the familiar and can issue it mental commands.

The caster receives half the familiar's total hit points as bonus hit points. However the caster must take care to treat his familiar well, for if the familiar should die, the caster loses the bonus hit points and half the familiar's hit points again as damage. Also when a familiar dies, the caster loses 1 point of constitution PERMANENTLY.

Example: A mage has 12 hit points and casts find familiar. The imp summoned has 18 hit points, so the caster gets a bonus of 9 hit points. The caster now has 21 hit points. If the familiar dies the caster loses those 9 hit points (putting him back at 12), 1 point of constitution permanently (which may cause additional hit point loss), and takes 9 damage.

Here is a list of the familiars that the player receives according to alignment:

LAWFUL GOOD, NEUTRAL GOOD: Pseudo Dragon
Armor Class: -2
Hit Points: 24
Magic Resistance: 50%
Special abilities: 2 attacks per round at THAC0: 13 for 1d3 damage, save vs. death or be rendered unconscious for 120 seconds. It can also cast 'Blur' once per day. Regenerates 1hp/round. Immune to level drain, sleep, and petrification.

LAWFUL NEUTRAL: Ferret
Armor Class: 0
Hit Points: 24
Magic Resistance: 50%
Special abilities: Has 75% Pick Pockets ability, 40% Hide in Shadows/Move Silently, and 20% Detect Traps. It can also cast 'Blur' once per day. Immune to level drain, sleep, and petrification.

LAWFUL EVIL: Imp
Armor Class: 2
Hit Points: 18
Magic Resistance: 25%
Special abilities: Has 100% resistance to fire, cold, and electricity. It can also cast 'Polymorph Self' once per day. Regenerates 1hp/round.

NEUTRAL: Rabbit
Armor Class: 1
Hit Points: 24
Magic Resistance: 65%
Special abilities: Has 50% Detect Traps ability, and 30% Hide in Shadows/Move Silently. Has 75% resistance to fire, cold, and electricity. It can also cast 'Blur' once per day. Immune to level drain, sleep, and petrification.

NEUTRAL EVIL: Dust Mephit
Armor Class: 6
Hit Points: 24
Magic Resistance: 10%
Special abilities: Has 100% resistance to fire and 50% resistance to slashing, piercing, and missile damage. It can also cast 'Glitterdust' once per day and 'Glass Dust' twice per day. Regenerates 1hp/round. Immune to level drain, sleep, and petrification.

CHAOTIC GOOD: Fairy Dragon
Armor Class: 4
Hit Points: 24
Magic Resistance: 32%
Special abilities: Can cast cast 'Mirror Image' and 'Invisibility 10' Radius' once per day. Immune to level drain, sleep, and petrification.

CHAOTIC NEUTRAL: Cat
Armor Class: 0
Hit Points: 24
Magic Resistance: 50%
Special abilities: Has 99% Move Silently/Hide in Shadows ability and 30% Pick Pockets. It can also cast 'Blur' once per day. Immune to level drain, sleep, and petrification.

CHAOTIC EVIL: Quasit
Armor Class: 2
Hit Points: 24
Magic Resistance: 25%
Special abilities: Has 100% resistance to fire, cold, and electricity. Can cast cast 'Horror' and 'Blur' once per day. Regenerates 1hp/round.~
@160 = ~This is your familiar, a pseudo-dragon, currently curled up and safe within your backpack. The lizard-like creature is quite intelligent and fairly well-armored and quick... it does not do much damage in combat, but its magical claws are able to render some enemies unconscious. It is also quite resistant to magical spells.

Abilities:
Armor Class: -2
Hit Points: 24
Magic Resistance: 50%
Special abilities: 2 attacks per round at THAC0: 13 for 1d3 damage, save vs. death or be rendered unconscious for 120 seconds. It can also cast 'Blur' once per day. Regenerates 1hp/round. Immune to level drain, sleep, and petrification.~
@161 = ~This is your familiar, a pseudo-dragon, currently curled up and safe within your backpack. The lizard-like creature is quite intelligent and fairly well-armored and quick.

Abilities:
Armor Class: -2
Hit Points: 48
Magic Resistance: 50%
Special abilities: 2 attacks per round at THAC0: 8 for 1d6 damage, save vs. death or be rendered unconscious for 120 seconds. It can also cast 'Blur' and 'Ghost Armor' once per day and 'Detect Illusions' twice per day. Regenerates 1hp/round. Immune to level drain, sleep, and petrification.~
@162 = ~This is your familiar, a ferret, currently curled up and safe in your backpack. The ferret is an incredibly quick and agile animal, hard to hit and magically resistant to both damage and spells. The ferret's uncanny ability to get into almost anything unseen makes it a handy pickpocket.

Abilities:
Armor Class: 0
Hit Points: 24
Magic Resistance: 50%
Special abilities: Has 75% Pick Pockets ability, 40% Hide in Shadows/Move Silently, and 20% Detect Traps. It can also cast 'Blur' once per day. Immune to level drain, sleep, and petrification.~
@163 = ~This is your familiar, a ferret, currently curled up and safe in your backpack. The ferret is an incredibly quick and agile animal, hard to hit and magical made resistant to both damage and spells. The ferret's uncanny ability to get into almost anything unseen makes it a handy pickpocket.

Abilities:
Armor Class: -4
Hit Points: 48
Magic Resistance: 65%
Special abilities: Has 95% pick pockets ability, 60% Hide in Shadows/Move Silently, and 60% Detect Traps. It can also cast 'Blur' once per day. Immune to level drain, sleep, and petrification.~
@164 = ~This is your familiar, an imp, currently grumpy yet safe within your backpack. The imp is an unusual creature that is fairly quick and quite resistant to magical spells... and has the ability to cast its own spells on behalf of its master.

Abilities:
Armor Class: 2
Hit Points: 18
Magic Resistance: 25%
Special abilities: Has 100% resistance to fire, cold, and electricity. It can also cast 'Polymorph Self' once per day. Regenerates 1hp/round.~
@165 = ~This is your familiar, an imp, currently grumpy yet safe within your backpack. The imp is an unusual creature that is fairly quick and quite resistant to magical spells... and has the ability to cast its own spells on behalf of its master.

Abilities:
Armor Class: -2
Hit Points: 48
Magic Resistance: 35%
Special abilities:  Has 100% resistance to fire, cold, and electricity. It can also cast 'Polymorph Self' once per day, attack does 1d6 damage with poison (save vs. death or die). Regenerates 1hp/round. Immune to level drain, sleep, and petrification. Immune to non-magical weapons.~
@166 = ~This is your familiar, a rabbit, currently curled up and safe within your backpack. The rabbit might not be one's first choice for a familiar, but this creature is incredibly quick and difficult to hit in combat... and has been augmented by magic to become quite resistant to physical harm as well as spells. The rabbit also has a keen nose for sniffing out traps on behalf of its master.

Abilities:
Armor Class: 1
Hit Points: 24
Magic Resistance: 65%
Special abilities: Has 50% Detect Traps ability, and 30% Hide in Shadows/Move Silently. Has 75% resistance to fire, cold, and electricity. It can also cast 'Blur' once per day. Immune to level drain, sleep, and petrification.~
@167 = ~This is your familiar, a rabbit, currently curled up and safe within your backpack. The rabbit might not be one's first choice for a familiar, but this creature is incredibly quick and difficult to hit in combat... The rabbit also has a keen nose for sniffing out traps on behalf of its master.

Abilities:
Armor Class: 1
Hit Points:  48
Magic Resistance: 65%
Special abilities: Has 85% Detect Traps ability, 60% Hide in Shadows/Move Silently, and 50% Detect Illusions. Has 75% resistance to fire, cold, and electricity. It can also cast 'Blur' once per day. The rabbit moves as if under a constant 'Haste' spell. Immune to level drain, sleep, and petrification. spell.~
@168 = ~This is your familiar, a dust mephit currently safe within your backpack. The dust mephit is not strong in combat, but it is slightly resistant to magical attack and has the ability to cast spells to assist its master.

Abilities:
Armor Class: 6
Hit Points: 24
Magic Resistance: 10%
Special abilities: Has 100% resistance to fire and 50% resistance to slashing, piercing, and missile damage. It can also cast 'Glitterdust' once per day and 'Glass Dust' twice per day. Regenerates 1hp/round. Immune to level drain, sleep, and petrification.~
@169 = ~This is your familiar, a dust mephit currently safe within your backpack. The dust mephit is not strong in combat, but it is slightly resistant to magical attack and has the ability to cast spells to assist its master.

Abilities:
Armor Class: 3
Hit Points: 48
Magic Resistance: 25%
Special abilities: Has 100% resistance to fire and 60% resistance to slashing, piercing, and missile damage. It can also cast 'Glitterdust', 'Prismatic Spray', and 'Stoneskin' once per day and 'Glass Dust' twice per day. Regenerates 1hp/second. Immune to level drain, sleep, and petrification.~
@170 = ~This is your familiar, a fairy dragon, currently curled up and safe within your backpack. The mischievous fairy dragon is fairly resistant to magic... and has the ability to both protect and obscure itself with illusionary magic of its own.

Abilities:
Armor Class: 4
Hit Points: 24
Magic Resistance: 32%
Special abilities: Can cast cast 'Mirror Image' and 'Invisibility 10' Radius' once per day. Immune to level drain, sleep, and petrification.~
@171 = ~This is your familiar, a fairy dragon, currently curled up and safe within your backpack. The mischievous fairy dragon is fairly resistant to magic... and has the ability to both protect and obscure itself with illusionary magic of its own.

Abilities:
Armor Class: 0
Hit Points: 48
Magic Resistance: 45%
Special abilities: Can cast cast 'Mirror Image', 'Invisibility 10' Radius', and 'Improved Invisibility' once per day. Immune to level drain, sleep, and petrification.~
@172 = ~This is your cat familiar, currently curled up and safe within your backpack. The cat familiar is a master scout, able to move in the shadows with the ability of a master thief. It is also difficult to hit in combat, and the magic of the spell has made this cat resistant to both physical and magical attacks.

Abilities:
Armor Class: 0
Hit Points: 24
Magic Resistance: 50%
Special abilities: Has 99% Move Silently/Hide in Shadows ability and 30% Pick Pockets. It can also cast 'Blur' once per day. Immune to level drain, sleep, and petrification.~
@173 = ~This is your cat familiar, currently curled up and safe within your backpack. The cat familiar is a master scout, able to move in the shadows with the ability of a master thief. It is also difficult to hit in combat, and the magic of the spell has made this cat resistant to both physical and magical attacks.

Abilities:
Armor Class: -4
Hit Points: 48
Magic Resistance: 65%
Special abilities: Has 60% Detect Traps ability, 99% Hide in Shadows/Move Silently, 60% Pick Pockets, and 60% Detect Illusions. It can also cast 'Blur' once per day. Immune to level drain, sleep, and petrification.~
@174 = ~This is your familiar, a quasit, currently grumpy yet safe within your backpack. The quasit is a small, infernal creature that is fairly quick and quite resistant to magical spells... and has the ability to cast its own spells on behalf of its master.

Abilities:
Armor Class: 2
Hit Points: 24
Magic Resistance: 25%
Special abilities: Has 100% resistance to fire, cold, and electricity. Can cast cast 'Horror' and 'Blur' once per day. Regenerates 1hp/round.~
@175 = ~This is your familiar, a quasit, currently grumpy yet safe within your backpack. The quasit is a small, infernal creature that is fairly quick and quite resistant to magical spells... and has the ability to cast its own spells on behalf of its master.

Abilities:
Armor Class: -2
Hit Points: 48
Magic Resistance: 35%
Special abilities: 3 attacks per round 1d6 damage, save vs. death or lose one point of dexterity for 36 seconds. Has 100% resistance to fire, cold, and electricity. Can cast cast 'Horror' and 'Blur' once per day. Regenerates 1hp/round. Immune to level drain, sleep, and petrification. Immune to non-magical weapons.~

 

Link to comment

French Translation

 

 

//Change: the old string made mention of a saving throw.

//Originally string #25894

@156 = ~Champ de téléportation (Altération)

Niveau : 4

Portée : Champ visuel du lanceur

Durée : 1 tour

Temps d'incantation : 4

Zone d'effet : rayon de 10 m

Jet de Sauvegarde : Aucun

 

Ce sort crée une zone de téléportation dans le champ visuel du lanceur. Toutes les créatures de la zone sont téléportées aléatoirement. Ce sort est très efficace contre les groupes d'ennemis, ce qui permet de les disperser et de donner un répit au magicien.~ []

 

 

//Changes for the following strings: altered the value for speed factor and/or weight. The strings are otherwise identical to vanilla.

 

//Originally string #71131

@176 = ~Généralement utilisé par les guérisseurs itinérants, cette boîte de cuir aux renforts de plumes et aux lanières de cuir permet de protéger des chocs les potions et les fioles les plus fragiles.

 

PARAMETRES

 

Poids : 2~

 

//Originally string #19359

@177 = ~Le fléau est une solide poignée en bois attachée à une tringle en fer, une baguette de bois comportant des pointes, ou une balle en fer pointue. La poignée et l'équipement qui l'accompagne sont reliés par une charnière ou une chaîne. Cette arme a été renforcée par magie, si bien qu'il semble se nouer un lien entre elle et la personne qui la manie.

 

PARAMETRES :

 

Dégâts : 1D6 + 2

TAC0 : +1

Type de dégâts : contondant

Poids : 13

Facteur de vitesse : 6

Type de compétence : Fléau/Etoile du matin

Type: arme à 1 main

Force nécessaire : 13

Non utilisable par :

Druide

Mage

Voleur~

 

//Originally string #73912

@178 = ~La tête de cette étoile du matin est faite de glace incassable. Son manche est glacial et son porteur est aussitôt enveloppé d'un air froid qui le protège contre le feu.

 

PARAMETRES :

 

Capacité d'équipement :

+20% de résistance au feu

 

TAC0 : +4

Dégâts : 2D4 +4 +1D4 de froid

Type de dégâts : tranchant

Poids : 8

Facteur de vitesse : 3

Compétence : Fléau/Etoile du matin

Type d'arme : à 1 main

Force nécessaire : 11

Inutilisable par :

Druides

Mages

Voleurs~

 

//Originally string #39511

@179 = ~Bras puissant +2

Cet arc massif appartenait au rôdeur Patte d'Ours, qui l'aurait reçu d'un ogre étonnamment amical. Nul ne connaît la raison de ce présent qui lui valut le respect de tous ceux qu'il croisait, et lui permit sans doute de se lier avec les créatures de la forêt de Bois-Manteau. Patte d'Ours pouvait bander l'arc sans aucun effort, mais quand après sa mort l'arc fut remis à sa femme et à ses fils, aucun d'entre eux ne pouvait même ramener la corde de moitié. Ils finirent par le vendre à un marchand qui partait vers le sud.

 

PARAMETRES :

 

TAC0 : +3

Dégâts : +3

Poids : 8

Facteur de vitesse : 5

Type de compétence : arc long

Type : arme à 2 mains

Force nécessaire : 19

Inutilisable par :

Druide

Clerc

Mage

Voleur

Barde~

 

//Originally string #54340

@180 = ~Forgée par les elfes noirs, cette masse a été spécialement traitée pour résister aux rayons du soleil en vue de raids à la surface. Son métal noir est luisant d'un poison violent qu'elle semble générer elle-même et qui cause des dégâts énormes en cas d'impact.

Cette masse semble presque vivante ; elle est chaude au toucher et semble vouloir glisser des mains de ceux qu'elle n'aime pas... tout autre qu'un elfe noir ou approchant. Dans les mains d'une autre personne, elle ne constitue qu'un poids mort.

 

PARAMETRES :

 

Capacités de combat : toute cible touchée doit réussir un jet de sauvegarde contre les poisons ou subir 2 points de dégâts par round dans 20 rounds.

TAC0 : +2

Dégâts : 1D6+3

Type de dégâts : contondant

Poids : 7

Facteur de vitesse : 6

Type de compétence : masse

Type : arme à 1 main

Non utilisable par :

Tout autre qu'un elfe ou demi-elfe clerc mauvais~

 

//Originally string #57897

@181 = ~Carreau Kuo-Toa

 

Ce carreau est enduit d'un poison spécial créé par les alchimistes Kuo-Toa. Toute cible touchée doit réussir un jet de sauvegarde contre les sorts ou être sonnée pendant 4 rounds

 

PARAMETRES :

 

Capacités de combat : la cible doit réussir un jet de sauvegarde contre les sorts ou être étourdie pendant 4 rounds

Dégâts : 2D6

Type de dégâts : missile (perforant)

Poids : 0

Arme de jet : arbalète~

 

//Originally string #47131

@182 = ~Il s'agit d'un Bâton des baies qui appartenait au chaman kobold des égouts.

 

PARAMETRES :

Créer des baies magiques une fois par jour

Dégâts : 1D6

Type de dégâts : contondant

Poids : 4

Facteur de vitesse : 4

Type de compétence : bâton

Type : arme à 2 mains~

 

//Originally string #39579

@183 = ~Autrefois un bouclier très puissant utilisé par les prêtres de Bane le Fléau, mais dont la plupart des enchantements ont disparu consécutivement à la chute du dieu. Il lui reste toutefois la base de sa protection magique, ce qui peut le rendre utile à n'importe quel aventurier.

 

PARAMETRES :

 

Bonus de Classe d'Armure : 4

Poids : 4

Force nécessaire : 12

Inutilisable par :

Barde

Druide

Mage

Voleur~

 

//Originally string #61580

@184 = ~Bouclier +3 de Balduran

Le bouclier du célèbre héros. Il fait partie des objets volés au musée de la ville de la Porte de Baldur.

 

PARAMETRES :

 

Capacités d'équipement :

Renvoi des rayons de spectateur

-1 à la Force

Bonus CA : 4

Poids : 4

Force nécessaire : 12

Non utilisable par :

Barde

Druide

Mage

Voleur~

 

//Originally string #41389

@185 = ~Ce fléau à deux têtes inflige des dégâts de feu et de froid. Si l'autre tête du Fléau de l'éternité peut être trouvée, l'arme deviendra encore plus puissante.

 

PARAMETRES :

 

Dégâts : 1D6+3, +1 de feu, +1 de froid

Type de dégâts : contondant

Poids : 10

Facteur de vitesse : 5

Type de compétence : Fléau/Etoile du matin

Type : arme à 1 main

Force nécessaire : 13

Non utilisable par :

Druides

Magiciens

Voleurs~

 

//Originally string #41620

@186 = ~Ce fléau à deux têtes inflige des dégâts d'acide et de froid. Si l'autre tête du Fléau de l'éternité peut être trouvée, l'arme deviendra encore plus puissante.

 

PARAMETRES :

 

Dégâts : 1D6+3, +1 d'acide, +1 de froid

Type de dégâts : contondant

Poids : 10

Facteur de vitesse : 5

Type de compétence : Fléau/Etoile du matin

Type : arme à 1 main

Force nécessaire : 13

Non utilisable par :

Druides

Magiciens

Voleurs~

 

//Originally string #41621

@187 = ~Ce fléau à deux têtes inflige des dégâts de feu et d'acide. Si l'autre tête du Fléau de l'éternité peut être trouvée, l'arme deviendra encore plus puissante.

 

PARAMETRES :

 

Dégâts : 1D6+3, +1 de feu, +1 d'acide

Type de dégâts : contondant

Poids : 10

Facteur de vitesse : 5

Type de compétence : Fléau/Etoile du matin

Type : arme à 1 main

Force nécessaire : 13

Non utilisable par :

Druides

Magiciens

Voleurs~

 

//Originally string #71058

@188 = ~L'arc long est très similaire à l'arc court, sauf en ce qui concerne sa hauteur, généralement égale à celle d'un homme. Bien qu'un peu plus lent à utiliser, il a une plus grand précision et portée. La hampe de cet arc est chaude au toucher, signe évident de propriétés magiques.

 

PARAMETRES

 

TAC0 : +3

Poids : 2

Facteur de Vitesse : 4

Compétence : Arc long

Type d'arme : à 2 mains

Force nécessaire : 6

Inutilisable par :

Druides

Clercs

Mages

Voleurs~

 

//Originally string #39531

@189 = ~Ruine-dragons, Hallebarde +3

Cette arme était celle de Thorvin Dukal, l'un des sept autoproclamés 'Tueurs de dragons' qui passèrent des années à vitupérer contre ce qu'ils appelaient "une infestation insidieuse de dragons menaçant Féérune". Thorvin fit enchanter son arme à grand frais et s'en servi assez souvent, quoiqu'en matière de dragons, seul un jeune blanc ait péri sous ses coups. Les Tueurs de dragons tombèrent finalement sur un ancien et grincheux dragon rouge qui les tua tous au cours d'un épique combat. Cependant, l'arme ne finit pas dans le butin de la créature, car celle-ci rentra dans son antre pour se remettre de ses blessures, et quand elle en ressortit, le champ de bataille avait été consciencieusement pillé.

 

CARACTERISTIQUES :

 

TAC0 : +3

Dégâts : 1D10 +3, +6 contre les dragons

Type de dégât : perforant

Poids : 12

Facteur de vitesse : 6

Type de compétence : Hallebarde

Type d'arme : à deux mains

Nécessite : 13 de Force

Inutilisable par :

Druide

Clerc

Mage

Voleur~

 

//Originally string #34732

@190 = ~La dague d'Embarl prouvera à Mae'var qu'on s'est 'occupé' de lui.

 

PARAMETRES :

 

Dégâts : 1D6

Type de dégâts : perforant

Poids : 2

Facteur de vitesse : 2

Type de compétence : dague

Type : arme à 1 main

Inutilisable:

Clerc~

 

//Originally string #8505

@191 = ~Bâton de la Haute Forêt

 

Ce bâton est issu d'un cycle de saisons lors desquelles Cernd a médité sur son rôle dans la nature. Il avait accompli ce voyage intérieur près d'un jeune arbre, un chêne particulièrement intéressant à étudier, étrange tout en étant merveilleusement ordonné. Au début du printemps, Cernd l'a examiné une dernière fois et il lui est venu dans la main, un bâton vivant, comme un cadeau de dame nature. Il a grandi pour sa main et peu d'autres que lui sauraient le porter.

 

PARAMETRES :

 

Porté: Régénère 1 point de vie toutes les 12 secondes

 

TAC0 : +2

Dégâts : 1D6 + 2

Type de dégâts : contondant

Poids : 3

Facteur de vitesse : 2

Type : arme à 2 mains

 

Utilisable par:

Cernd~

 

//Originally string #51947

@192 = ~Entropie

Cette lame +2 de couleur verte est l'une des armes préférées de Haer'Dalis. Cette épée courte inflige trois points de dégâts supplémentaires dus au poison si la victime rate son Jet de Sauvegarde. Cette lame ne peut être utilisée que par un tieffelin.

 

PARAMETRES :

 

Capacités spéciales : 3 points de dégâts de poison si Jet de sauvegarde raté.

TAC0 : +2

Dégâts : 1D6+2

Type de dégâts : perforant

Poids : 2

Facteur de vitesse : 1

Type de compétence : épée courte

Type : arme à 1 main

Utilisable par :

Tieffelin~

 

//Originally string #51949

@193 = ~Lame du chaos

Chaos est une épée courte +2 utilisable seulement par les tieffelins. A chaque fois qu'elle touche un adversaire, il perd 2 points de dextérité (pour 30 secondes). Haer'Dalis se sert de cette épée en conjonction avec Entropie, ce qui fait de lui un adversaire redoutable.

 

PARAMETRES :

 

Capacités spéciales : la cible perd deux points de Dextérité pendant 30 secondes.

TAC0 : +2

Dégâts : 1D6+2

Type de dégâts : perforant

Poids : 2

Facteur de vitesse : 1

Type de compétence : épée courte

Type : arme à 1 main

Utilisable par :

Tieffelin~

 

//Originally string #66372

@194 = ~Depuis des générations immémorables, ce bâton magique est séparé de la Pointe d'Ixil, la tête de la lance légendaire. Cependant, même incomplet, cet artéfact n'en conserve pas moins une grande puissance.

 

PARAMETRES

 

TAC0 : +4

Dégâts : 1D6 +4

Type de Dégâts : Perforant

Poids : 5

Facteur de Vitesse : 2

Compétence : Lance

Type d'arme : à 2 mains

Force nécessaire : 5

Inutilisable par :

Clercs

Mages

Voleurs~

 

//Originally string #66474

@195 = ~Une fois que le manche et la pointe ont été réunis, le Pieu d'Ixil devient une arme redoutable. Au cous des combats, la pointe peut se détacher pour empaler au col l'adversaire, pendant qu'une nouvelle pointe réapparaît au bout de la lance.

 

PARAMETRES

 

Capacité d'équipement :

Action libre en permanence.

 

Capacité de combat :

La cible doit réussir un jet de sauvegarde contre les sorts à chaque coup réussi ou être empalé au sol pour trois rounds, et subir 1D6+5 points de dégâts par round.

 

TAC0 : +6

Dégâts : 1D6 +6

Type de dégâts : Perforant

Poids : 5

Facteur de Vitesse : 1

Compétence : Lance

Type d'arme : à 2 mains

Force nécessaire : 5

Inutilisable par :

Clercs

Mages

Voleurs~

 

//Originally string #39626

@196 = ~Bâton de soins

On dit que Torm fait apparaître ces objets pendant les périodes de grands troubles, les confiant à ses prêtres qui soignent les blessés, les malades, et les empoisonnés. Il ne faut cependant pas le tenir pour acquis, car quoique très utile, son enchantement est fugitif. Il faut l'utiliser avec la plus grande précaution.

 

PARAMETRES :

 

Capacités (une charge) :

Soins : 3D6 +3 points de dégâts, maladie et poison

 

AC : +2

TAC0 : +1

Dégâts : 1D6 +1

Type de dégât : contondant

Poids : 4

Facteur de vitesse : 3

Type de compétence : bâton

Type : arme à 2 mains

Force nécessaire : 5

Inutilisable par :

Voleur

Guerrier

Mage~

 

//Originally string #39627

@197 = ~Bâton du Mage

Quoi que très rare, ce type de bâton est parfaitement lié à l'image du lanceur de sort. C'est l'un des outils les plus puissants dont un mage puisse disposer, la culmination d'enchantement complexes et d'études interminables. Celui-ci est efficace en combat de mêlée, peut rendre invisible, offre une protection contre les charmes et le mal. Il peut aussi piéger un sort, lancer une combinaison de boule de feu et d'éclair magique, et dissiper la magie. C'est la quintessence d'un objet de mage.

 

PARAMETRES :

 

Capacités d'équipement :

Invisibilité

Immunité aux charmes

Protection contre le mal

 

Capacités spéciales :

Eclair-Boule de feu

Dégâts : dégâts combinés d'Eclair magique et de Boule de feu

Portée : 50 mètres

Utilisation : 3 fois par jour

Emprisonnement de sort

Durée : 8 heures ou jusqu'à ce que 30 niveaux de sort ait été emprisonnés

Utilisation : une fois par jour

 

Capacités de combat (chaque coup) : Dissipation de la magie

Classe d'armure : bonus de 2

Jets de protection : bonus de 2

TAC0 : +1 (frappe comme une arme +5)

Dégâts : 1D6 +1

Type de dégât : contondant

Poids : 4

Facteur de vitesse : 1

Type de compétence : bâton

Type : arme à 2 mains

Force nécessaire : 5

Utilisable uniquement par :

Mage~

 

//Originally string #39629

@198 = ~Bâton de foudre et tonnerre +2

Certaines histoires racontent comment ces bâtons auraient poussé dans la végétation autour des bosquets aux druides quand la forêt était menacée. De folles légendes, mais qui ne doivent pas nous faire ignorer que ce bâton est un outil puissant. Il absorbe l'énergie des tempêtes, et il peut déclencher un coup de tonnerre capable de renverser les adversaires chaque fois qu'il est utilisé en combat. Il peut aussi projeter des éclairs, et si les circonstance le permettent, il peut invoquer une tempête de foudre pour réduire les ennemis en poussière. Certaines de ses capacités sont limitées par le nombre de charges.

 

PARAMETRES :

 

Capacités (une charge) :

Eclair

Dégâts : 10D6

Portée : 45 mètres

Jet de sauvegarde : contre les sorts pour la moitié des dégâts

Appel de la foudre

La foudre touche la cible

Dégâts : 3D8 par coup

 

Capacité de combat :

Coup de tonnerre (10 % de chance sur chaque coup réussi)

Portée : Mêlée

Jet de sauvegarde : contre les sorts pour ne pas être étourdi pendant deux rounds

 

TAC0 : +2

Dégâts : 1D6 +2

Type de dégât : contondant

Poids : 4

Facteur de vitesse : 2

Type de compétence : bâton

Type : arme à 2 mains

Force nécessaire : 5

Utilisable uniquement par :

Clerc

Druide~

 

//Originally string #39631

@199 = ~Bâton de l'Air

L'aspect de ce bâton semble venir des traditions artistiques des elfes, bien qu'il soit moins lié à la forêt que ce qui est courant. Il a apparemment été conçu pour contrôler les élémentaux de l'air, étant capable d'en invoquer pour servir son porteur, et potentiellement de détruire d'un seul coup les créatures de ce type. Quand c'est nécessaire, il peut aussi émettre un nuage de gaz qui plonge tous ceux se trouvant dans la zone d'effet dans un profond sommeil. Certaines de ses capacités sont limitées par le nombre de charges.

 

PARAMETRES :

 

Capacités de combat : si un élémental de l'air est touché, il doit réussir un jet de sauvegarde contre les sorts pour ne pas être détruit.

 

Capacités spéciales (pour 1 charge) :

Invoquer un élémental de l'air de 8 DV

Durée : 1 heure

Nuage de sommeil

Portée : 12 mètres

Durée : 3 rounds

 

TAC0 : +2

Dégâts : 1D6 +2

Type de dégât : contondant

Poids : 3

Facteur de vitesse : 2

Type de compétence : bâton

Type : arme à 2 mains

Force nécessaire : 5~

 

//Originally string #39632

@200 = ~Bâton de la Terre

Lié au Plan élémentaire de Terre, ce bâton a pu être façonné par une ancienne secte druidique. Il peut invoquer un élémental de terre, bien qu'il ait également le potentiel pour détruire ces créatures d'un seul coup, ce qui est peut-être un indice de la difficulté qu'il y a à les contrôler. Il peut aussi libérer une personne de l'emprise de la terre en transmutant la pierre en chair. Certaines de ses capacités sont limitées par le nombre de charges.

 

PARAMETRES :

 

Capacités de combat : si un élémental de terre est touché, il doit réussir un jet de sauvegarde contre les sorts pour ne pas être détruit.

 

Capacités spéciales (pour 1 charge) :

Invoquer un élémental de terre de 8 DV

Durée : 1 heure

Transmutation de la pierre en chair

Effet inverse d'une attaque de pétrification

 

TAC0 : +2

Dégâts : 1D6 +2

Type de dégât : contondant

Poids : 3

Facteur de vitesse : 2

Force nécessaire : 5

Type de compétence : bâton

Type : arme à 2 mains

Force nécessaire : 5~

 

//Originally string #39633

@201 = ~Bâton du Feu

Ce bâton porte une rune antique qui pourrait constituer un lien avec les mages de la lointaine Halruaa, mais rien n'est sûr. Tirant son énergie du Plan élémentaire du Feu, il peut s'entourer d'un bouclier de feu qui endommage les assaillants, invoquer un élémental de feu sous le contrôle de son porteur, et peut potentiellement aspirer toute l'énergie d'un élémental de feu qu'il touche, le détruisant instantanément. Certaines de ses capacités sont cependant limitées par le nombre de charges.

 

PARAMETRES :

 

Capacités de combat : si un élémental de feu est touché, il doit réussir un jet de sauvegarde contre les sorts pour ne pas être détruit.

 

Capacités spéciales (pour 1 charge) :

Invoquer un élémental de feu de 8 DV

Durée : 1 heure

Bouclier de feu (rouge)

Une enceinte de flammes protège le porteur du bâton de même façon que le sort de magicien de quatrième niveau Bouclier de feu (rouge)

 

TAC0 : +2

Dégâts : 1D6 +2

Type de dégât : contondant

Poids : 3

Facteur de vitesse : 2

Type de compétence : bâton

Type : arme à 2 mains

Force nécessaire : 5~

 

//Originally string #39634

@202 = ~Bâton de combat +2

Le bâton est une des armes les plus simples qui soient, un morceau de bois de deux mètres à deux mètres cinquante de long. Les bâtons de combat de bonne qualité sont fait dans du chêne solide, et sont renforcés de métal aux deux extrémités. Ce bâton a été enchanté pendant sa fabrication pour que sa frappe soit plus précise et plus dévastatrice.

 

PARAMETRES :

 

TAC0 : +2

Dégâts : 1D6 +2

Type de dégât : contondant

Poids : 3

Facteur de vitesse : 2

Type de compétence : bâton

Type : arme à 2 mains

Force nécessaire : 5~

 

//Originally string #66369

@203 = ~Orné de décorations ophidiennes, ce puissant bâton peut empoisonner sa cible à chaque coup porté.

 

PARAMETRES

 

Capacité de combat :

50% de chance d'empoisonner la cible à chaque coup réussi. Le poison agit pendant 1 round et inflige 2 points de dégâts par seconde, à moins de réussir un jet de sauvegarde contre la mort

 

TAC0 : +2

Dégâts : 1D6 +2

Type de Dégâts : Contondant

Poids : 3

Facteur de Vitesse : 2

Compétence : Bâton

Type d'arme : à 2 mains

Force nécessaire : 5~

 

//Originally string #51884

@204 = ~Cimeterre +3 : "Bord de l'eau"

La lame de cette arme semble miroiter, révélant un tranchant de rasoir. De grandes compétences furent nécessaires pour forger cette arme, ainsi que les bénédictions de plusieurs instances supérieures, même si en comparaison, le travail effectué sur la poignée semble maladroit.

 

PARAMETRES :

 

Dégâts : 1D8+3

TAC0 : +3

Type de dégâts : tranchant

Poids : 3

Facteur de vitesse : 2

Type de compétence : Cimeterre/Wakizashi/Ninja-To

Type : arme à 1 main

Force nécessaire : 8

Non utilisable par :

Clerc

Magicien

Voleur~

 

//Originally string #66203

@205 = ~Egalement connu sous le nom de Fleuve d'angoisse, il s'agit de la légendaire lame enflammée de Frithiof.

 

PARAMETRES

 

Capacité spéciale :

Force de l'utilisateur portée à 22 pour 60 secondes, 1 fois par jour

 

TAC0 : +4

Dégâts : 1D8 +4, +1 de feu

Type de Dégâts : Tranchant

Poids : 2

Facteur de Vitesse : 1

Compétence : Epée longue

Type d'arme : à 1 main

Inutilisable par :

Druides

Clercs

Mages~

 

//Originally string #48658

@206 = ~Epée d'Argent

Elle exsude une sombre aura quand examinée de près, et la lame est si aiguisée qu'on pourrait couper une tête en un seul coup.

 

PARAMETRES :

 

Capacités de combat : à chaque fois qu'elle est touchée, la cible doit réussir un Jet de Sauvegarde contre la mort (à -2) ou mourir.

TAC0 : +3

Dégâts : 1D10+3

Type de dégâts : tranchant

Poids : 15

Facteur de vitesse : 7

Type de compétence : épée à 2 mains

Type : arme à 2 mains

Force nécessaire : 14

Non utilisable par :

Druide

Clerc

Magicien

Voleur~

 

//Originally string #70785

@207 = ~Epée longue +3

 

Cette magnifique épée a été enchantée de façon à améliorer les compétences et les dégâts infligés par son porteur. En dehors de ça, elle n'a rien de remarquable...

 

PARAMETRES

 

TAC0 : +3

Dégâts : 1D8 +3

Type de dégâts : Tranchant

Poids : 3

Facteur de Vitesse : 2

Compétence : Epée longue

Type d'arme : à 1 main

Force nécessaire : 6

Inutilisable par :

Druides

Clercs

Mages~

 

//Originally string #61593

@208 = ~Hallebarde d'Harmonie +3

Cette arme est généralement destinée au plus puissant des capitaines de l'Harmonie. Rappelons que l'Harmonie est un groupe de guerriers qui opère à l'extérieur de la ville planaire de 'Sigil'.

 

PARAMETRES :

 

Capacités d'équipement :

+1 Force

-1 Intelligence

-1 Sagesse

TAC0 : +3

Dégâts : 1D10 +3

Type de dégâts : perforant

Poids : 12

Facteur de vitesse : 6

Type de compétence : hallebarde

Type : arme à 2 mains

Force nécessaire : 11

Non utilisable par :

Druide

Clerc

Mage

Voleur~

 

//Originally string #21957

@210 = ~Hache de Bala, Tueuse de mages :

 

Bala était le prince au caractère exécrable d'un clan de nains. Il avait été capturé et réduit en esclavage par un magicien elfe de Thesk. Moins couard, mais plus malpropre et sale que ceux de sa race, Bala en eut vite assez de l'esclavage. Il se glissa furtivement dans l'étude du magicien, et lui ouvrit promptement le crâne d'un coup de hache. La rumeur prétend que c'est l'odeur pestilentielle qu'il dégage qui a achevé le mage, mais il s'agit plutôt de la hache enchantée de Bala. De par sa facture rudimentaire, il est évident qu'elle a été créée par Bala lui-même. Par contre, personne ne sait d'où en émane la magie. Après une longue carrière de tueur de mages, Bala mourut, sans avoir révélé à quiconque, même à ceux assez téméraires pour risquer d'attraper des puces en l'approchant, l'origine de cet enchantement. Certains suggèrent que c'est la haine de Bala pour les magiciens qui en est à l'origine. Cette hache donne à son porteur la capacité de dissiper la magie une fois par jour.

 

PARAMETRES :

 

Dégâts : 1D8

Type de dégâts : tranchant

 

Spécial : Fourvoiement magique affecte la victime à chaque coup porté

Fourvoiement magique : Toute créature lanceuse de sorts affectée par ce sort voit ses capacités d'incantation sévèrement pénalisées. Quand elle tente de lancer un sort, celui-ci a 80 % de chances d'échouer. Les créatures peuvent faire un jet de sauvegarde à -2 pour tenter de résister.

 

Poids : 6

Facteur de vitesse : 7

Type de compétence : hache

Type : arme à 1 main

Force nécessaire : 4

Non utilisable par :

Druide

Clerc

Mage

Voleur~

 

//Originally string #32186

@211 = ~Protecteur de Easthaven +3~

 

//Originally string #32187

@212 = ~Protecteur de Easthaven +3

Ce fléau fut forgé il y a un siècle environ, en l'honneur de la défaite du démon Balhifet. Il devait toujours être conservé dans la ville de Easthaven pour rappeler à la population que le démon n'avait été vaincu qu'après de terribles combats.

 

PARAMETRES :

 

Capacités :

+1 CA

+20 % résistance aux dégâts physiques

TAC0 : +2

Dégâts : 1D6 + 2

Type de dégâts : contondant

Poids : 12

Facteur de vitesse : 5

Type de compétence : Fléau/Etoile du matin

Type : arme à 1 main

Force nécessaire : 13

Non utilisable par :

Druide

Mage

Voleur~

 

//Originally string #39461

@213 = ~Lame des Roses, épée longue +3

Cette arme est d'une splendeur surnaturelle, et il est possible que Sunie, la déesse de la beauté et de la passion, ait contribué à sa création. Les effets sur son porteur sont immédiats, et cette épée a été plusieurs fois dans l'histoire le secret de l'élévation soudaine au rang de courtisan d'un soldat sans éclat.

 

PARAMETRES :

 

Capacités d'équipement :

Charisme : +2

TAC0 : +3

Dégâts : 2D4 +3

Type de dégât : tranchant

Poids : 3

Facteur de vitesse : 2

Type de compétence : épée longue

Type : arme à 1 main

Force nécessaire : 6

Inutilisable par :

Druide

Clerc

Mage~

 

Link to comment

could you send me or post here the files to translate, please?

If you click the 'Show' button in the OP, the strings that need to be translated will be revealed.

The actual file can be viewed here, but a large portion of it has already been translated, so doing it that way would involved a lot of manual labour sorting out which strings are missing from the Spanish tra.

Link to comment

I've completed the German translation for all current strings, up to and including @215. So as of RC3, the German setup.tra I'm submitting is equivalent to the English file. From now on, if we are adding more strings in the future, I'll do my best to instantaneously provide the additional strings in German.

 

German setup.tra.rar

 

To other German translators: Besides adding the new content, I also went through the trouble of rechecking every single of the existing strings. I touched up a lot of them, but it's mostly minor corrections and improving consistency.

 

-------------------------------------

 

Now the fun part. While updating the German translation, I found dozens of mistakes in the English setup.tra. Here we go:

 

- My notepad counts 14 instances of "THACO" that I'm not gonna list individually. Should be "THAC0".

 

- 109, 110, 111, 112, 113: line begins with a blank

 

- 146: then >> than

 

- 153: The image of the wearer become blurred >> becomes blurred

 

- 154: the comment preceding that string says "originally string #12164", should be #12146

 

- 155: the comment preceding that string says "originally string #12164", should be #8064

 

- 159: Find Familiar description says Saving Throw: Special, but the effect called by the spell (spwi123.spl) certainly has no saving throw, so should't this be None?

 

- 159, 170, 171, 174, 175: 6 instances of "Can cast cast" >> "Can cast"

 

- 165: Description of the ToB imp's poison attack says "save vs. death OR DIE". This is BS of course. Tested it in-game, it turns out the imp is NOT a secret instakilling machine. The relevant item (imp's attack) is impclaw.itm. The item only has the poison effect. What's more though is that this effect has duration = 0, meaning in-game, when the opponent fails the saving throw, the "Poisoned" string is displayed, but that's it. There is no poison damage (due to the lack of duration), and certainly no instakill. Leaves me wondering what we should do about it. Any ideas? In any case, if we activate some poison damage, we additionally have to add the appropriate display portrait icon effect to impclaw's melee header as well, since this is currently missing.

 

- 167: excess word at the end

 

- 181: must making >> must make

 

- 183: protection of still remains >> protection still remains

 

- 185: excess linefeed at the end

 

- 188: then >> than; after the latest revision, the bow25 now has thac0 +4 instead of +3

 

- 197: is thoroughly linked of the image >> to the image; as noted previously, the speed factor is 1, and the description needs to reflect that

 

- 198: summon a lighting storm >> lightning storm

 

- 199: eleven >> elven

 

- 204: remove "not usable by: thief"

 

- 207: excess linefeed at the end

 

- 208: The Harmonium is an faction >> a faction

 

- And finally, after CamDawg's valid intervention, string 209 is no different from the original, since Bruenor's Axe does 1D8+3 damage now. The setting of "STRING_SET 1764 @209" can be removed. Maybe remove the whole string as well?

 

 

Additionally, I'd suspect that gtu.tra and gtul.tra share some of these mistakes, so they would need to be weeded out there as well.

Link to comment

- 109, 110, 111, 112, 113: line begins with a blank

This is not an error. It's one of the game's conventions. Also, there are at least 2 million strings with trailing newlines; fixing the current two won't help.

 

I've fixed everything else but this:

- 159: Find Familiar description says Saving Throw: Special, but the effect called by the spell (spwi123.spl) certainly has no saving throw, so should't this be None?

 

- 165: Description of the ToB imp's poison attack says "save vs. death OR DIE". This is BS of course. Tested it in-game, it turns out the imp is NOT a secret instakilling machine. The relevant item (imp's attack) is impclaw.itm. The item only has the poison effect. What's more though is that this effect has duration = 0, meaning in-game, when the opponent fails the saving throw, the "Poisoned" string is displayed, but that's it. There is no poison damage (due to the lack of duration), and certainly no instakill. Leaves me wondering what we should do about it. Any ideas? In any case, if we activate some poison damage, we additionally have to add the appropriate display portrait icon effect to impclaw's melee header as well, since this is currently missing.

 

Edit: the changes to @188 and @197 will need to be made to the translations when they are included.

Link to comment

I've added the French, Chinese and Russian translations. Edit: also German, sorry.

 

I've fixed the THAC0, Speed Factor and strref-comment errors in the French and Russian translations, as applicable.

 

I did not make any alterations to the Chinese translations for fear of fouling up the character encoding. The translation for Simplified Chinese seems to use Microsoft's code page 936, but the one for Traditional Chinese does not seem to be properly expressible as either code page 950, big5 or big5-hkscs. Possibly there's some stupid hack on Microsoft's part ("code page 951") that prevents non-native systems from getting it right.

MephistoSatanDevil, if you want to post an updated translation, I will be happy to include it.

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Concerning the texts in the final v10 release, I have 3 issues to report:

 

1. In the final version of the tp2 of v10 it still says:

ACTION_IF ("%LANGUAGE%" STRING_COMPARE_CASE "english" = 0) THEN BEGIN // english only for now

 STRING_SET  6526 @215 // flame tongue: descript missing thac0 bonuses, +3 bonuses are against cold-using not cold/fire
 STRING_SET  7345 @214 // kondar: descript not mentioning extra thac0 vs. shapeshifters

END

 

But when I submitted the German setup.tra three posts earlier I explicitly said I've translated all lines there are, all the way up to @215. For the German setup of v10, these new strings are now available in German but are not being used yet due to the check above. What gives?

 

 

2. See Github's diff stats on gtul.tra for v10: Somebody reverted the change "must making" -> "must make" back to "must making". Is there a reason for that?

 

 

3. English setup.tra in the final v10 release: What the hell? Most of the errors I posted above, which were then corrected in the file by Wisp, are now present again? What happened?

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Okay then. Let's also use this as an opportunity to settle the remaining issues:

 

I've fixed everything else but this:

- 159: Find Familiar description says Saving Throw: Special, but the effect called by the spell (spwi123.spl) certainly has no saving throw, so should't this be None?

 

- 165: Description of the ToB imp's poison attack says "save vs. death OR DIE". This is BS of course. Tested it in-game, it turns out the imp is NOT a secret instakilling machine. The relevant item (imp's attack) is impclaw.itm. The item only has the poison effect. What's more though is that this effect has duration = 0, meaning in-game, when the opponent fails the saving throw, the "Poisoned" string is displayed, but that's it. There is no poison damage (due to the lack of duration), and certainly no instakill. Leaves me wondering what we should do about it. Any ideas? In any case, if we activate some poison damage, we additionally have to add the appropriate display portrait icon effect to impclaw's melee header as well, since this is currently missing.

 

Edit: the changes to @188 and @197 will need to be made to the translations when they are included.

 

@159

At least I can't detect spwi123.spl having any kind of saving throw attached. Therefore it seems to me we should really change the description to "Saving Throw: None". Maybe this "Saving Throw: Special" is somehow supposed to complement the description text saying "... and he has no control over what sort of creature answers the summoning, if any come at all." Although I don't know what exactly is meant by that, either.

 

@165

No new insights here. As I said earlier, impclaw.itm doesn't slay opponents who miss the saving throw. Its only melee ability effect is a poison effect with zero duration. All ToB familiars receive mild improvements over their SoA versions, such as changing the melee damage from 1d3 to 1d6 (the ferret) or gaining the ability to drain dexterity (the quasit), for instance. I don't think being able to kill an opponent like a vorpal sword is in line with your typical familiar's ability. Interestingly, the SoA imp's attack (imp.itm) already has the poison effect but with zero probability and zero duration, and for ToB (impclaw.itm) they "activated" the poison effect by changing the probability to 100%, but they left the duration at zero. My idea would be to let the ToB imp do some actual poison damage by changing the duration to non-zero.

 

@188

As of v10, the generic longbow +3 (bow25.itm) already has its +4 tha0 bonus instead of +3, thanks to the "bows are a mess" revision here and here. Description needs to reflect that.

 

@197

The Staff of the Magi has speed factor 1 already as of v10, initially thanks to CamDawg's intervention, which was then supported by my explanation of two-handed items' speed factors. Description needs to reflect that.

 

New

Minor correction: In the English setup.tra, some paragraphs *within* a description end with an unnecessary blank (e.g. @159). These could be removed.

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