-
Notifications
You must be signed in to change notification settings - Fork 3
/
Copy pathoutput.json
3805 lines (3805 loc) · 621 KB
/
output.json
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
298
299
300
301
302
303
304
305
306
307
308
309
310
311
312
313
314
315
316
317
318
319
320
321
322
323
324
325
326
327
328
329
330
331
332
333
334
335
336
337
338
339
340
341
342
343
344
345
346
347
348
349
350
351
352
353
354
355
356
357
358
359
360
361
362
363
364
365
366
367
368
369
370
371
372
373
374
375
376
377
378
379
380
381
382
383
384
385
386
387
388
389
390
391
392
393
394
395
396
397
398
399
400
401
402
403
404
405
406
407
408
409
410
411
412
413
414
415
416
417
418
419
420
421
422
423
424
425
426
427
428
429
430
431
432
433
434
435
436
437
438
439
440
441
442
443
444
445
446
447
448
449
450
451
452
453
454
455
456
457
458
459
460
461
462
463
464
465
466
467
468
469
470
471
472
473
474
475
476
477
478
479
480
481
482
483
484
485
486
487
488
489
490
491
492
493
494
495
496
497
498
499
500
501
502
503
504
505
506
507
508
509
510
511
512
513
514
515
516
517
518
519
520
521
522
523
524
525
526
527
528
529
530
531
532
533
534
535
536
537
538
539
540
541
542
543
544
545
546
547
548
549
550
551
552
553
554
555
556
557
558
559
560
561
562
563
564
565
566
567
568
569
570
571
572
573
574
575
576
577
578
579
580
581
582
583
584
585
586
587
588
589
590
591
592
593
594
595
596
597
598
599
600
601
602
603
604
605
606
607
608
609
610
611
612
613
614
615
616
617
618
619
620
621
622
623
624
625
626
627
628
629
630
631
632
633
634
635
636
637
638
639
640
641
642
643
644
645
646
647
648
649
650
651
652
653
654
655
656
657
658
659
660
661
662
663
664
665
666
667
668
669
670
671
672
673
674
675
676
677
678
679
680
681
682
683
684
685
686
687
688
689
690
691
692
693
694
695
696
697
698
699
700
701
702
703
704
705
706
707
708
709
710
711
712
713
714
715
716
717
718
719
720
721
722
723
724
725
726
727
728
729
730
731
732
733
734
735
736
737
738
739
740
741
742
743
744
745
746
747
748
749
750
751
752
753
754
755
756
757
758
759
760
761
762
763
764
765
766
767
768
769
770
771
772
773
774
775
776
777
778
779
780
781
782
783
784
785
786
787
788
789
790
791
792
793
794
795
796
797
798
799
800
801
802
803
804
805
806
807
808
809
810
811
812
813
814
815
816
817
818
819
820
821
822
823
824
825
826
827
828
829
830
831
832
833
834
835
836
837
838
839
840
841
842
843
844
845
846
847
848
849
850
851
852
853
854
855
856
857
858
859
860
861
862
863
864
865
866
867
868
869
870
871
872
873
874
875
876
877
878
879
880
881
882
883
884
885
886
887
888
889
890
891
892
893
894
895
896
897
898
899
900
901
902
903
904
905
906
907
908
909
910
911
912
913
914
915
916
917
918
919
920
921
922
923
924
925
926
927
928
929
930
931
932
933
934
935
936
937
938
939
940
941
942
943
944
945
946
947
948
949
950
951
952
953
954
955
956
957
958
959
960
961
962
963
964
965
966
967
968
969
970
971
972
973
974
975
976
977
978
979
980
981
982
983
984
985
986
987
988
989
990
991
992
993
994
995
996
997
998
999
1000
{
"strings": {
"ACHIEVEMENT_UNLOCKED_MESSAGE": "<color=#ccd3e0>{0} achieved <color=#BDE151>{1}</color></color>",
"ACHIEVEMENT_UNLOCKED_MESSAGE_2P": "<color=#ccd3e0>You achieved <color=#BDE151>{1}</color></color>",
"ACHIEVEMENT_LOGCOLLECTOR_NAME": "Bookworm",
"ACHIEVEMENT_LOGCOLLECTOR_DESCRIPTION": "Collect 10 Monster or Environment Logs.",
"ACHIEVEMENT_ATTACKSPEED_NAME": "Rapidfire",
"ACHIEVEMENT_ATTACKSPEED_DESCRIPTION": "Reach +200% attack speed.",
"ACHIEVEMENT_STAYALIVE1_NAME": "The Lone Survivor",
"ACHIEVEMENT_STAYALIVE1_DESCRIPTION": "Stay alive for 30 consecutive minutes.",
"ACHIEVEMENT_HARDHITTER_NAME": "Macho",
"ACHIEVEMENT_HARDHITTER_DESCRIPTION": "Deal 5000 damage in one shot.",
"ACHIEVEMENT_CARRYLUNARITEMS_NAME": "Moon Worshipper",
"ACHIEVEMENT_CARRYLUNARITEMS_DESCRIPTION": "Carry 5 Lunar items in a single run.",
"ACHIEVEMENT_CHARGETELEPORTERWHILENEARDEATH_NAME": "Glorious Battle",
"ACHIEVEMENT_CHARGETELEPORTERWHILENEARDEATH_DESCRIPTION": "Charge the Teleporter with less than 10% health.",
"ACHIEVEMENT_COMPLETEMULTIBOSSSHRINE_NAME": "Ascendant",
"ACHIEVEMENT_COMPLETEMULTIBOSSSHRINE_DESCRIPTION": "Defeat the Teleporter bosses after activating 2 Shrines of the Mountain.",
"ACHIEVEMENT_COMPLETETELEPORTER_NAME": "Advancement",
"ACHIEVEMENT_COMPLETETELEPORTER_DESCRIPTION": "Complete a Teleporter event.",
"ACHIEVEMENT_COMPLETETHREESTAGES_NAME": "Warrior",
"ACHIEVEMENT_COMPLETETHREESTAGES_DESCRIPTION": "Reach and complete the 3rd Teleporter event without dying.",
"ACHIEVEMENT_DIE5TIMES_NAME": "Learning Process",
"ACHIEVEMENT_DIE5TIMES_DESCRIPTION": "Die 5 times.",
"ACHIEVEMENT_DISCOVER5EQUIPMENT_NAME": "Experimenting",
"ACHIEVEMENT_DISCOVER5EQUIPMENT_DESCRIPTION": "Pick up 5 different types of Equipment.",
"ACHIEVEMENT_COMPLETE20STAGES_NAME": "The Long Road",
"ACHIEVEMENT_COMPLETE20STAGES_DESCRIPTION": "Complete 20 stages in a single run.",
"ACHIEVEMENT_HARDELITEBOSSKILL_NAME": "Deicide",
"ACHIEVEMENT_HARDELITEBOSSKILL_DESCRIPTION": "Defeat an Elite boss on Monsoon difficulty.",
"ACHIEVEMENT_KILLTOTALENEMIES_NAME": "Slaughter",
"ACHIEVEMENT_KILLTOTALENEMIES_DESCRIPTION": "Defeat 3000 enemies.",
"ACHIEVEMENT_KILLELITEMONSTER_NAME": "Elite Slayer",
"ACHIEVEMENT_KILLELITEMONSTER_DESCRIPTION": "Defeat an Elite-type monster.",
"ACHIEVEMENT_REPEATFIRSTTELEPORTER_NAME": "Verified",
"ACHIEVEMENT_REPEATFIRSTTELEPORTER_DESCRIPTION": "Complete the first Teleporter event 5 times.",
"ACHIEVEMENT_MAXHEALINGSHRINE_NAME": "One with the Woods",
"ACHIEVEMENT_MAXHEALINGSHRINE_DESCRIPTION": "Fully upgrade a Shrine of the Woods.",
"ACHIEVEMENT_TOTALDRONESREPAIRED_NAME": "Mechanic",
"ACHIEVEMENT_TOTALDRONESREPAIRED_DESCRIPTION": "Repair 30 drones or turrets.",
"ACHIEVEMENT_TOTALMONEYCOLLECTED_NAME": "Funded!",
"ACHIEVEMENT_TOTALMONEYCOLLECTED_DESCRIPTION": "Collect $30,480 total gold.",
"ACHIEVEMENT_FINDTIMEDCHEST_NAME": "[REDACTED]",
"ACHIEVEMENT_FINDTIMEDCHEST_DESCRIPTION": "Open the Timed Security Chest on Rallypoint Delta.",
"ACHIEVEMENT_SUICIDEHERMITCRABS_NAME": "The Demons And The Crabs",
"ACHIEVEMENT_SUICIDEHERMITCRABS_DESCRIPTION": "Kill 20 Hermit Crabs by chasing them off the edge of the map.",
"ACHIEVEMENT_MAJORMULTIKILL_NAME": "Multikill!",
"ACHIEVEMENT_MAJORMULTIKILL_DESCRIPTION": "Kill 15 enemies simultaneously.",
"ACHIEVEMENT_COMPLETEPRISMATICTRIAL_NAME": "Prismatically Aligned",
"ACHIEVEMENT_COMPLETEPRISMATICTRIAL_DESCRIPTION": "Complete a Prismatic Trial.",
"ACHIEVEMENT_KILLELEMENTALLEMURIANS_NAME": "Death Do Us Part",
"ACHIEVEMENT_KILLELEMENTALLEMURIANS_DESCRIPTION": "Discover the hidden chamber in the Abandoned Aqueduct.",
"ACHIEVEMENT_FREEMAGE_NAME": "Pause.",
"ACHIEVEMENT_FREEMAGE_DESCRIPTION": "Free the survivor suspended in time.",
"ACHIEVEMENT_FINDUNIQUENEWTSTATUES_NAME": "Newtist",
"ACHIEVEMENT_FINDUNIQUENEWTSTATUES_DESCRIPTION": "Discover and activate 8 unique Newt Altars.",
"ACHIEVEMENT_COMPLETEUNKNOWNENDING_NAME": "True Respite",
"ACHIEVEMENT_COMPLETEUNKNOWNENDING_DESCRIPTION": "Obliterate yourself at the Obelisk..",
"ACHIEVEMENT_COMPLETETELEPORTERWITHOUTINJURY_NAME": "Flawless",
"ACHIEVEMENT_COMPLETETELEPORTERWITHOUTINJURY_DESCRIPTION": "Fully charge a Teleporter without getting hit.",
"ACHIEVEMENT_MOVESPEED_NAME": "Going Fast Recommended",
"ACHIEVEMENT_MOVESPEED_DESCRIPTION": "Reach +300% movespeed (includes sprinting).",
"ACHIEVEMENT_DISCOVER10UNIQUETIER1_NAME": "The Basics",
"ACHIEVEMENT_DISCOVER10UNIQUETIER1_DESCRIPTION": "Discover 10 unique white items.",
"ACHIEVEMENT_FAILSHRINECHANCE_NAME": "\"Is This Bugged?\"",
"ACHIEVEMENT_FAILSHRINECHANCE_DESCRIPTION": "Fail the Shrine of Chance 3 times in a row.",
"ACHIEVEMENT_LOOPONCE_NAME": "Deja Vu?",
"ACHIEVEMENT_LOOPONCE_DESCRIPTION": "Loop back to the first stage.",
"ACHIEVEMENT_REPEATEDLYDUPLICATEITEMS_NAME": "...Maybe One More.",
"ACHIEVEMENT_REPEATEDLYDUPLICATEITEMS_DESCRIPTION": "Duplicate the same item 7 times in a row with a 3D Printer.",
"ACHIEVEMENT_KILLBOSSQUICK_NAME": "Keyed Up",
"ACHIEVEMENT_KILLBOSSQUICK_DESCRIPTION": "Defeat the Teleporter boss under 15 seconds.",
"ACHIEVEMENT_COMPLETETHREESTAGESWITHOUTHEALING_NAME": "Naturopath",
"ACHIEVEMENT_COMPLETETHREESTAGESWITHOUTHEALING_DESCRIPTION": "Without healing, reach and complete the 3rd Teleporter event.",
"ACHIEVEMENT_FINDDEVILALTAR_NAME": "Her Concepts",
"ACHIEVEMENT_FINDDEVILALTAR_DESCRIPTION": "Find the Altar to N'kuhana.",
"ACHIEVEMENT_FINDCLAYDOLLS_NAME": "Lunar Omens",
"ACHIEVEMENT_FINDCLAYDOLLS_DESCRIPTION": "Find 10 Clay Dolls. <sprite name=\"WIP\"> This achievement is currently unimplemented. <sprite name=\"WIP\">",
"ACHIEVEMENT_COMPLETE30STAGESCAREER_NAME": "Engineering Perfection",
"ACHIEVEMENT_COMPLETE30STAGESCAREER_DESCRIPTION": "Complete 30 stages.",
"ACHIEVEMENT_KILLGOLDTITANINONECYCLE_NAME": "Blackout",
"ACHIEVEMENT_KILLGOLDTITANINONECYCLE_DESCRIPTION": "Defeat the unique guardian of Gilded Coast without any beacons deactivating.",
"ACHIEVEMENT_KILLELITESMILESTONE_NAME": "Cut Down",
"ACHIEVEMENT_KILLELITESMILESTONE_DESCRIPTION": "Defeat 500 elite monsters.",
"ACHIEVEMENT_MULTICOMBATSHRINE_NAME": "Warmonger",
"ACHIEVEMENT_MULTICOMBATSHRINE_DESCRIPTION": "Complete 3 Combat Shrines in a single stage.",
"ACHIEVEMENT_USETHREEPORTALS_NAME": "Cosmic Explorer",
"ACHIEVEMENT_USETHREEPORTALS_DESCRIPTION": "Discover and enter three unique portals.",
"ACHIEVEMENT_RESCUETREEBOT_NAME": "Power Plant",
"ACHIEVEMENT_RESCUETREEBOT_DESCRIPTION": "Repair the broken robot with an Escape Pod's Fuel Array.",
"ACHIEVEMENT_COMMANDOKILLOVERLOADINGWORM_NAME": "Commando: Rolling Thunder",
"ACHIEVEMENT_COMMANDOKILLOVERLOADINGWORM_DESCRIPTION": "As Commando, land the killing blow on an Overloading Worm.",
"ACHIEVEMENT_TOOLBOTGUARDTELEPORTER_NAME": "MUL-T: Pest Control",
"ACHIEVEMENT_TOOLBOTGUARDTELEPORTER_DESCRIPTION": "As MUL-T, defeat two Beetle Queens without leaving the teleporter zone.",
"ACHIEVEMENT_TOOLBOTKILLIMPBOSSWITHBFG_NAME": "MUL-T: Gotcha!",
"ACHIEVEMENT_TOOLBOTKILLIMPBOSSWITHBFG_DESCRIPTION": "As MUL-T, land the killing blow on an Imp Overlord with the Preon Accumulator.",
"ACHIEVEMENT_TOOLBOTBEATARENALATER_NAME": "MUL-T: Seventh Day",
"ACHIEVEMENT_TOOLBOTBEATARENALATER_DESCRIPTION": "As MUL-T, clear the Void Fields on Stage 7 or later.",
"ACHIEVEMENT_MERCDONTTOUCHGROUND_NAME": "Mercenary: Demon of the Skies",
"ACHIEVEMENT_MERCDONTTOUCHGROUND_DESCRIPTION": "As Mercenary, don't touch the ground for 30 seconds.",
"ACHIEVEMENT_MERCCOMPLETETRIALWITHFULLHEALTH_NAME": "Mercenary: Ethereal",
"ACHIEVEMENT_MERCCOMPLETETRIALWITHFULLHEALTH_DESCRIPTION": "As Mercenary, complete a Prismatic Trial without falling below 100% health.",
"ACHIEVEMENT_MERCXSKILLSINYSECONDS_NAME": "Mercenary: Flash of Blades",
"ACHIEVEMENT_MERCXSKILLSINYSECONDS_DESCRIPTION": "As Mercenary, use 20 abilities in 10 seconds.",
"ACHIEVEMENT_HUNTRESSMAINTAINFULLHEALTHONFROZENWALL_NAME": "Huntress: Piercing Wind",
"ACHIEVEMENT_HUNTRESSMAINTAINFULLHEALTHONFROZENWALL_DESCRIPTION": "As Huntress, start and finish either Rallypoint Delta or Scorched Acres without falling below 100% health.",
"ACHIEVEMENT_HUNTRESSCOLLECTCROWBARS_NAME": "Huntress: One Shot, One Kill",
"ACHIEVEMENT_HUNTRESSCOLLECTCROWBARS_DESCRIPTION": "As Huntress, collect and carry 12 Crowbars at once.",
"ACHIEVEMENT_ENGIARMY_NAME": "Engineer: Better With Friends",
"ACHIEVEMENT_ENGIARMY_DESCRIPTION": "As Engineer, recruit 12 minions at one time.",
"ACHIEVEMENT_TREEBOTLOWHEALTHTELEPORTER_NAME": "REX: Bushwhacked",
"ACHIEVEMENT_TREEBOTLOWHEALTHTELEPORTER_DESCRIPTION": "As REX, complete an entire teleporter event while under 50% health.",
"ACHIEVEMENT_MAGEFASTBOSS_NAME": "Artificer: Chunked!",
"ACHIEVEMENT_MAGEFASTBOSS_DESCRIPTION": "As Artificer, fully defeat the teleporter boss in a one-second burst of damage.",
"ACHIEVEMENT_MAGEAIRBORNEMULTIKILL_NAME": "Artificer: Orbital Bombardment",
"ACHIEVEMENT_MAGEAIRBORNEMULTIKILL_DESCRIPTION": "As Artificer, kill 15 enemies before touching the ground.",
"ACHIEVEMENT_MAGEMULTIKILL_NAME": "Artificer: Massacre",
"ACHIEVEMENT_MAGEMULTIKILL_DESCRIPTION": "As Artificer, perform a multikill of 20 enemies.",
"ACHIEVEMENT_BURNTODEATH_NAME": "Warm For Life",
"ACHIEVEMENT_BURNTODEATH_DESCRIPTION": "Die three times while burning.",
"ACHIEVEMENT_ENGIKILLBOSSQUICK_NAME": "Engineer: 100% Calculated",
"ACHIEVEMENT_ENGIKILLBOSSQUICK_DESCRIPTION": "As Engineer, defeat the teleporter boss in less than 5 seconds after it spawns.",
"ACHIEVEMENT_TREEBOTDUNKCLAYBOSS_NAME": "REX: Dunked",
"ACHIEVEMENT_TREEBOTDUNKCLAYBOSS_DESCRIPTION": "As REX, kill a Clay Dunestrider on Abandoned Aqueduct by throwing it into a pit.",
"ACHIEVEMENT_TREEBOTBIGHEAL_NAME": "REX: Full of Life",
"ACHIEVEMENT_TREEBOTBIGHEAL_DESCRIPTION": "As REX, heal for 1000 health at once.",
"ACHIEVEMENT_LOADERSPEEDRUN_NAME": "Loader: Swing By",
"ACHIEVEMENT_LOADERSPEEDRUN_DESCRIPTION": "As Loader, reach and proceed through the Celestial Portal in 25 minutes or less.",
"ACHIEVEMENT_LOADERKILLLOADERS_NAME": "Loader: The Thunderdome",
"ACHIEVEMENT_LOADERKILLLOADERS_DESCRIPTION": "As Loader, kill three other Loaders in the Bulwark's Ambry.",
"ACHIEVEMENT_COMMANDONONLUNARENDURANCE_NAME": "Commando: Incorruptible",
"ACHIEVEMENT_COMMANDONONLUNARENDURANCE_DESCRIPTION": "As Commando, clear 20 stages in a single run without picking up any Lunar items.",
"ACHIEVEMENT_COMMANDOCLEARGAMEMONSOON_NAME": "Commando: Mastery",
"ACHIEVEMENT_COMMANDOCLEARGAMEMONSOON_DESCRIPTION": "As Commando, beat the game or obliterate on Monsoon.",
"ACHIEVEMENT_TOOLBOTCLEARGAMEMONSOON_NAME": "MUL-T: Mastery",
"ACHIEVEMENT_TOOLBOTCLEARGAMEMONSOON_DESCRIPTION": "As MUL-T, beat the game or obliterate on Monsoon.",
"ACHIEVEMENT_HUNTRESSCLEARGAMEMONSOON_NAME": "Huntress: Mastery",
"ACHIEVEMENT_HUNTRESSCLEARGAMEMONSOON_DESCRIPTION": "As Huntress, beat the game or obliterate on Monsoon.",
"ACHIEVEMENT_MAGECLEARGAMEMONSOON_NAME": "Artificer: Mastery",
"ACHIEVEMENT_MAGECLEARGAMEMONSOON_DESCRIPTION": "As Artificer, beat the game or obliterate on Monsoon.",
"ACHIEVEMENT_MERCCLEARGAMEMONSOON_NAME": "Mercenary: Mastery",
"ACHIEVEMENT_MERCCLEARGAMEMONSOON_DESCRIPTION": "As Mercenary, beat the game or obliterate on Monsoon.",
"ACHIEVEMENT_TREEBOTCLEARGAMEMONSOON_NAME": "REX: Mastery",
"ACHIEVEMENT_TREEBOTCLEARGAMEMONSOON_DESCRIPTION": "As REX, beat the game or obliterate on Monsoon.",
"ACHIEVEMENT_LOADERCLEARGAMEMONSOON_NAME": "Loader: Mastery",
"ACHIEVEMENT_LOADERCLEARGAMEMONSOON_DESCRIPTION": "As Loader, beat the game or obliterate on Monsoon.",
"ACHIEVEMENT_CROCOCLEARGAMEMONSOON_NAME": "Acrid: Mastery",
"ACHIEVEMENT_CROCOCLEARGAMEMONSOON_DESCRIPTION": "As Acrid, beat the game or obliterate on Monsoon.",
"ACHIEVEMENT_ENGICLEARGAMEMONSOON_NAME": "Engineer: Mastery",
"ACHIEVEMENT_ENGICLEARGAMEMONSOON_DESCRIPTION": "As Engineer, beat the game or obliterate on Monsoon.",
"ACHIEVEMENT_CAPTAINCLEARGAMEMONSOON_NAME": "Captain: Mastery",
"ACHIEVEMENT_CAPTAINCLEARGAMEMONSOON_DESCRIPTION": "As Captain, beat the game or obliterate on Monsoon.",
"ACHIEVEMENT_BANDIT2CLEARGAMEMONSOON_NAME": "Bandit: Mastery",
"ACHIEVEMENT_BANDIT2CLEARGAMEMONSOON_DESCRIPTION": "As Bandit, beat the game or obliterate on Monsoon.",
"ACHIEVEMENT_RAILGUNNERCLEARGAMEMONSOON_NAME": "Railgunner: Mastery",
"ACHIEVEMENT_RAILGUNNERCLEARGAMEMONSOON_DESCRIPTION": "As Railgunner, beat the game or obliterate on Monsoon.",
"ACHIEVEMENT_VOIDSURVIVORCLEARGAMEMONSOON_NAME": "「V??oid Fiend』: Mastery",
"ACHIEVEMENT_VOIDSURVIVORCLEARGAMEMONSOON_DESCRIPTION": "As 「V??oid Fiend』, beat the game or obliterate on Monsoon.",
"ACHIEVEMENT_KILLBOSSQUANTITYINRUN_NAME": "Blockade Breaker",
"ACHIEVEMENT_KILLBOSSQUANTITYINRUN_DESCRIPTION": "Kill 15 boss monsters in a single run.",
"ACHIEVEMENT_DEFEATSUPERROBOBALLBOSS_NAME": "Guidance Offline",
"ACHIEVEMENT_DEFEATSUPERROBOBALLBOSS_DESCRIPTION": "Defeat the unique guardian of Siren's Call.",
"ACHIEVEMENT_BEATARENA_NAME": "...To Be Left Alone",
"ACHIEVEMENT_BEATARENA_DESCRIPTION": "Stabilize the Cell in the Void Fields.",
"ACHIEVEMENT_LOADERBIGSLAM_NAME": "Loader: Earthshatter",
"ACHIEVEMENT_LOADERBIGSLAM_DESCRIPTION": "As Loader, land a Charged Gauntlet hit at 300mph or higher.",
"ACHIEVEMENT_CROCOTOTALINFECTIONSMILESTONE_NAME": "Acrid: Pandemic",
"ACHIEVEMENT_CROCOTOTALINFECTIONSMILESTONE_DESCRIPTION": "As Acrid, inflict Poison 1000 total times.",
"ACHIEVEMENT_AUTOMATIONACTIVATION_NAME": "Automation Activation",
"ACHIEVEMENT_AUTOMATIONACTIVATION_DESCRIPTION": "Activate 6 turrets in a single run.",
"ACHIEVEMENT_CLEANUPDUTY_NAME": "Cleanup Duty",
"ACHIEVEMENT_CLEANUPDUTY_DESCRIPTION": "Destroy 20 flying rocks in Sky Meadow.",
"ACHIEVEMENT_NEVERBACKDOWN_NAME": "Never Back Down",
"ACHIEVEMENT_NEVERBACKDOWN_DESCRIPTION": "In 4 consecutive stages don’t leave the teleporter radius until it is fully charged.",
"ACHIEVEMENT_OBTAINARTIFACTBOMB_NAME": "Trial of Spite",
"ACHIEVEMENT_OBTAINARTIFACTBOMB_DESCRIPTION": "Complete the Trial of Spite.",
"ACHIEVEMENT_OBTAINARTIFACTCOMMAND_NAME": "Trial of Command",
"ACHIEVEMENT_OBTAINARTIFACTCOMMAND_DESCRIPTION": "Complete the Trial of Command.",
"ACHIEVEMENT_OBTAINARTIFACTELITEONLY_NAME": "Trial of Honor",
"ACHIEVEMENT_OBTAINARTIFACTELITEONLY_DESCRIPTION": "Complete the Trial of Honor.",
"ACHIEVEMENT_OBTAINARTIFACTENIGMA_NAME": "Trial of Enigma",
"ACHIEVEMENT_OBTAINARTIFACTENIGMA_DESCRIPTION": "Complete the Trial of Enigma.",
"ACHIEVEMENT_OBTAINARTIFACTFRIENDLYFIRE_NAME": "Trial of Chaos",
"ACHIEVEMENT_OBTAINARTIFACTFRIENDLYFIRE_DESCRIPTION": "Complete the Trial of Chaos.",
"ACHIEVEMENT_OBTAINARTIFACTGLASS_NAME": "Trial of Glass",
"ACHIEVEMENT_OBTAINARTIFACTGLASS_DESCRIPTION": "Complete the Trial of Glass.",
"ACHIEVEMENT_OBTAINARTIFACTMIXENEMY_NAME": "Trial of Dissonance",
"ACHIEVEMENT_OBTAINARTIFACTMIXENEMY_DESCRIPTION": "Complete the Trial of Dissonance.",
"ACHIEVEMENT_OBTAINARTIFACTMONSTERTEAMGAINSITEMS_NAME": "Trial of Evolution",
"ACHIEVEMENT_OBTAINARTIFACTMONSTERTEAMGAINSITEMS_DESCRIPTION": "Complete the Trial of Evolution.",
"ACHIEVEMENT_OBTAINARTIFACTRANDOMSURVIVORONRESPAWN_NAME": "Trial of Metamorphosis",
"ACHIEVEMENT_OBTAINARTIFACTRANDOMSURVIVORONRESPAWN_DESCRIPTION": "Complete the Trial of Metamorphosis.",
"ACHIEVEMENT_OBTAINARTIFACTSACRIFICE_NAME": "Trial of Sacrifice",
"ACHIEVEMENT_OBTAINARTIFACTSACRIFICE_DESCRIPTION": "Complete the Trial of Sacrifice.",
"ACHIEVEMENT_OBTAINARTIFACTSHADOWCLONE_NAME": "Trial of Vengeance",
"ACHIEVEMENT_OBTAINARTIFACTSHADOWCLONE_DESCRIPTION": "Complete the Trial of Vengeance.",
"ACHIEVEMENT_OBTAINARTIFACTSINGLEMONSTERTYPE_NAME": "Trial of Kin",
"ACHIEVEMENT_OBTAINARTIFACTSINGLEMONSTERTYPE_DESCRIPTION": "Complete the Trial of Kin.",
"ACHIEVEMENT_OBTAINARTIFACTSWARMS_NAME": "Trial of Swarms",
"ACHIEVEMENT_OBTAINARTIFACTSWARMS_DESCRIPTION": "Complete the Trial of Swarms.",
"ACHIEVEMENT_OBTAINARTIFACTTEAMDEATH_NAME": "Trial of Death",
"ACHIEVEMENT_OBTAINARTIFACTTEAMDEATH_DESCRIPTION": "Complete the Trial of Death.",
"ACHIEVEMENT_OBTAINARTIFACTWEAKASSKNEES_NAME": "Trial of Frailty",
"ACHIEVEMENT_OBTAINARTIFACTWEAKASSKNEES_DESCRIPTION": "Complete the Trial of Frailty.",
"ACHIEVEMENT_OBTAINARTIFACTWISPONDEATH_NAME": "Trial of Soul",
"ACHIEVEMENT_OBTAINARTIFACTWISPONDEATH_DESCRIPTION": "Complete the Trial of Soul.",
"ACHIEVEMENT_COMMANDOFASTFIRSTSTAGECLEAR_NAME": "Commando: Godspeed",
"ACHIEVEMENT_COMMANDOFASTFIRSTSTAGECLEAR_DESCRIPTION": "As Commando, fully charge the first-stage teleporter before the timer hits 5 minutes.",
"ACHIEVEMENT_CROCOKILLSCAVENGER_NAME": "Acrid: Bad Medicine",
"ACHIEVEMENT_CROCOKILLSCAVENGER_DESCRIPTION": "As Acrid, land the final blow on a Scavenger.",
"ACHIEVEMENT_HUNTRESSALLGLAIVEBOUNCESKILL_NAME": "Huntress: Finishing Touch",
"ACHIEVEMENT_HUNTRESSALLGLAIVEBOUNCESKILL_DESCRIPTION": "As Huntress, land a killing blow with every possible hit of a single glaive.",
"ACHIEVEMENT_CROCOKILLWEAKENEMIESMILESTONE_NAME": "Acrid: Easy Prey",
"ACHIEVEMENT_CROCOKILLWEAKENEMIESMILESTONE_DESCRIPTION": "As Acrid, land the killing blow on 50 total enemies that have 1 hit point left.",
"ACHIEVEMENT_ENGICLEARTELEPORTERWITHZEROMONSTERS_NAME": "Engineer: Zero Sum",
"ACHIEVEMENT_ENGICLEARTELEPORTERWITHZEROMONSTERS_DESCRIPTION": "As Engineer, finish charging the teleporter with zero monsters remaining on the stage.",
"ACHIEVEMENT_DIE20TIMES_NAME": "I Love Dying!",
"ACHIEVEMENT_DIE20TIMES_DESCRIPTION": "Die 20 times.",
"ACHIEVEMENT_COMPLETEMAINENDING_NAME": "Washed Away",
"ACHIEVEMENT_COMPLETEMAINENDING_DESCRIPTION": "Escape the moon.",
"ACHIEVEMENT_COMPLETEVOIDENDING_NAME": "Dragged Below",
"ACHIEVEMENT_COMPLETEVOIDENDING_DESCRIPTION": "Escape the Planetarium or complete wave 50 in Simulacrum.",
"ACHIEVEMENT_COMPLETEMAINENDINGHARD_NAME": "The Calm",
"ACHIEVEMENT_COMPLETEMAINENDINGHARD_DESCRIPTION": "Escape the moon on Monsoon difficulty.",
"ACHIEVEMENT_CAPTAINBUYMEGADRONE_NAME": "Captain: Worth Every Penny",
"ACHIEVEMENT_CAPTAINBUYMEGADRONE_DESCRIPTION": "As Captain, repair and recruit a TC-280 Prototype.",
"ACHIEVEMENT_CAPTAINVISITSEVERALSTAGES_NAME": "Captain: Wanderlust",
"ACHIEVEMENT_CAPTAINVISITSEVERALSTAGES_DESCRIPTION": "As Captain, visit 10 different environments in a single run.",
"ACHIEVEMENT_CAPTAINSUPPLYDROPFINALE_NAME": "Captain: Smushed",
"ACHIEVEMENT_CAPTAINSUPPLYDROPFINALE_DESCRIPTION": "As Captain, kill the final boss using a Supply Beacon",
"ACHIEVEMENT_BANDIT2CONSECUTIVERESET_NAME": "Bandit: Classic Man",
"ACHIEVEMENT_BANDIT2CONSECUTIVERESET_DESCRIPTION": "As Bandit, successfully use 'Lights Out' to reset your cooldowns 15 times in a row.",
"ACHIEVEMENT_BANDIT2REVOLVERFINALE_NAME": "Bandit: B&E",
"ACHIEVEMENT_BANDIT2REVOLVERFINALE_DESCRIPTION": "As Bandit, kill the final boss with 'Lights Out'.",
"ACHIEVEMENT_BANDIT2STACKSUPERBLEED_NAME": "Bandit: Sadist",
"ACHIEVEMENT_BANDIT2STACKSUPERBLEED_DESCRIPTION": "As Bandit, kill a monster with 20 stacks of Hemorrhage.",
"ACHIEVEMENT_RAILGUNNERDEALMASSIVEDAMAGE_NAME": "Railgunner: Annihiliator",
"ACHIEVEMENT_RAILGUNNERDEALMASSIVEDAMAGE_DESCRIPTION": "As Railgunner, deal 1,000,000 damage in one shot.",
"ACHIEVEMENT_RAILGUNNERCONSECUTIVEWEAKPOINTS_NAME": "Railgunner: Marksman",
"ACHIEVEMENT_RAILGUNNERCONSECUTIVEWEAKPOINTS_DESCRIPTION": "As Railgunner, fire 30 consecutive sniper shots without missing a Weak Point.",
"ACHIEVEMENT_RAILGUNNERAIRBORNEMULTIKILL_NAME": "Railgunner: Trickshot",
"ACHIEVEMENT_RAILGUNNERAIRBORNEMULTIKILL_DESCRIPTION": "As Railgunner, get 3 kills with a single Supercharge shot while airborne.",
"ACHIEVEMENT__NAME": "",
"ACHIEVEMENT__DESCRIPTION": "",
"ARTIFACT_GLASS_NAME": "Artifact of Glass",
"ARTIFACT_GLASS_DESCRIPTION": "Allies deal 500% damage, but have 10% health. Disables One Shot Protection.",
"ARTIFACT_BOMB_NAME": "Artifact of Spite",
"ARTIFACT_BOMB_DESCRIPTION": "Enemies drop multiple exploding bombs on death. Bombs have a Proc Coefficient of 0.75, bounce twice, and detonate on the third bounce.",
"ARTIFACT_ENIGMA_NAME": "Artifact of Enigma",
"ARTIFACT_ENIGMA_DESCRIPTION": "Spawn with a random equipment that changes every time it's activated.",
"ARTIFACT_SACRIFICE_NAME": "Artifact of Sacrifice",
"ARTIFACT_SACRIFICE_DESCRIPTION": "Monsters drop items on death, but Chests no longer spawn.",
"ARTIFACT_SPIRIT_NAME": "Artifact of Spirit",
"ARTIFACT_SPIRIT_DESCRIPTION": "All characters move faster at lower health.",
"ARTIFACT_RANDOMSURVIVORONRESPAWN_NAME": "Artifact of Metamorphosis",
"ARTIFACT_RANDOMSURVIVORONRESPAWN_DESCRIPTION": "Players always spawn as a random survivor each stage.",
"ARTIFACT_WEAKASSKNEES_NAME": "Artifact of Frailty",
"ARTIFACT_WEAKASSKNEES_DESCRIPTION": "Fall damage is doubled and lethal.",
"ARTIFACT_WISPONDEATH_NAME": "Artifact of Soul",
"ARTIFACT_WISPONDEATH_DESCRIPTION": "Wisps emerge from defeated monsters. Spawned Wisps do not grant gold or xp.",
"ARTIFACT_ELITEONLY_NAME": "Artifact of Honor",
"ARTIFACT_ELITEONLY_DESCRIPTION": "Enemies can only spawn as elites.",
"ARTIFACT_SINGLEMONSTERTYPE_NAME": "Artifact of Kin",
"ARTIFACT_SINGLEMONSTERTYPE_DESCRIPTION": "Monsters will be of only one type per stage.",
"ARTIFACT_MIXENEMY_NAME": "Artifact of Dissonance",
"ARTIFACT_MIXENEMY_DESCRIPTION": "Monsters can appear outside their usual environments.",
"ARTIFACT_SHADOWCLONE_NAME": "Artifact of Vengeance",
"ARTIFACT_SHADOWCLONE_DESCRIPTION": "Your relentless doppelganger will invade every 10 minutes and during each phase of any Artifact Trial.",
"ARTIFACT_TEAMDEATH_NAME": "Artifact of Death",
"ARTIFACT_TEAMDEATH_DESCRIPTION": "When one player dies, everyone dies. Enable only if you want to truly put your teamwork and individual skill to the ultimate test.",
"ARTIFACT_TEAMDEATH_DEATHMESSAGE": "<style=cDeath><b>{0}'s death ripples forth.</b></style>",
"ARTIFACT_TEAMDEATH_DEATHMESSAGE_2P": "<style=cDeath><b>Your demise has catastrophic effect.</b></style>",
"ARTIFACT_SWARMS_NAME": "Artifact of Swarms",
"ARTIFACT_SWARMS_DESCRIPTION": "Monster spawns are doubled, but monster maximum health is halved. Gold, XP, and Sacrifice drop rates from monsters are halved.",
"ARTIFACT_COMMAND_NAME": "Artifact of Command",
"ARTIFACT_COMMAND_DESCRIPTION": "Choose your items.",
"ARTIFACT_COMMAND_CUBE_INTERACTION_PROMPT": "Open",
"ARTIFACT_COMMAND_INTERACTION_HEADER": "What is your Command?",
"ARTIFACT_COMMAND_CUBE_WHITE_NAME": "White Command Essence",
"ARTIFACT_COMMAND_CUBE_GREEN_NAME": "Green Command Essence",
"ARTIFACT_COMMAND_CUBE_RED_NAME": "Red Command Essence",
"ARTIFACT_COMMAND_CUBE_YELLOW_NAME": "Yellow Command Essence",
"ARTIFACT_COMMAND_CUBE_ORANGE_NAME": "Orange Command Essence",
"ARTIFACT_COMMAND_CUBE_BLUE_NAME": "Blue Command Essence",
"ARTIFACT_COMMAND_CUBE_UNKNOWN_NAME": "Unknown Command Essence",
"ARTIFACT_MONSTERTEAMGAINSITEMS_NAME": "Artifact of Evolution",
"ARTIFACT_MONSTERTEAMGAINSITEMS_DESCRIPTION": "Monsters gain items between stages.",
"ARTIFACT_FRIENDLYFIRE_NAME": "Artifact of Chaos",
"ARTIFACT_FRIENDLYFIRE_DESCRIPTION": "Friendly fire is enabled for both survivors and monsters alike.",
"ARTIFACT_NONE_NAME": "Disable Artifact",
"ARTIFACT_NONE_DESCRIPTION": "Disables the selected Artifact.",
"NULL_SUBTITLE": "Horde of Many",
"DEFAULT_SKIN": "Default",
"ELITE_MODIFIER_FIRE": "Blazing {0}",
"ELITE_MODIFIER_LIGHTNING": "Overloading {0}",
"ELITE_MODIFIER_ICE": "Glacial {0}",
"ELITE_MODIFIER_POISON": "Malachite {0}",
"ELITE_MODIFIER_HAUNTED": "Celestine {0}",
"ELITE_MODIFIER_ECHO": "Annihilator {0}",
"ELITE_MODIFIER_LUNAR": "Perfected {0}",
"ELITE_MODIFIER_EARTH": "Mending {0}",
"ELITE_MODIFIER_VOID": "Voidtouched {0}",
"BODY_MODIFIER_DOPPELGANGER": "Umbra of {0}",
"BODY_MODIFIER_GUMMYCLONE": "Gummy {0}",
"BODY_MODIFIER_ECHO": "{0} ",
"COMMANDO_BODY_NAME": "Commando",
"COMMANDO_BODY_SUBTITLE": "Cornered Gunslinger",
"COMMANDO_PRIMARY_NAME": "Double Tap",
"COMMANDO_PRIMARY_DESCRIPTION": "Rapidly shoot an enemy for <style=cIsDamage>100% damage</style> with a <style=cIsDamage>Proc Coefficient of 1</style>.",
"COMMANDO_SECONDARY_NAME": "Phase Round",
"COMMANDO_SECONDARY_DESCRIPTION": "Fire a <style=cIsDamage>piercing</style> bullet for <style=cIsDamage>300% damage</style> with a <style=cIsDamage>Proc Coefficient of 1</style>. Deals <style=cIsDamage>40%</style> more damage every time it passes through an enemy. Has a cooldown of <style=cIsUtility>3 seconds</style>.",
"COMMANDO_SECONDARY_ALT1_NAME": "Phase Blast",
"COMMANDO_SECONDARY_ALT1_DESCRIPTION": "Fire two close-range blasts that deal <style=cIsDamage>8x200% damage</style> total with a <style=cIsDamage>Proc Coefficient of 0.5</style>. Has a cooldown of <style=cIsUtility>3 seconds</style>.",
"COMMANDO_UTILITY_NAME": "Tactical Dive",
"COMMANDO_UTILITY_DESCRIPTION": "<style=cIsUtility>Roll</style> a short distance. Has a cooldown of <style=cIsUtility>4 seconds</style>.",
"COMMANDO_UTILITY_ALT_NAME": "Tactical Slide",
"COMMANDO_UTILITY_ALT_DESCRIPTION": "<style=cIsUtility>Slide</style> on the ground for a short distance. You can <style=cIsDamage>fire while sliding</style>. While in the air, you gain <style=cIsUtility>extra height</style>. Has a cooldown of <style=cIsUtility>4 seconds</style>.",
"COMMANDO_SPECIAL_NAME": "Suppressive Fire",
"COMMANDO_SPECIAL_DESCRIPTION": "<style=cIsDamage>Stunning</style>. Fire repeatedly, for <style=cIsDamage>6x100% damage</style> with a <style=cIsDamage>Proc Coefficient of 1</style>. <style=cIsUtility>Shots fired</style> scale with <style=cIsDamage>attack speed</style>. Has a cooldown of <style=cIsUtility>9 seconds</style>.",
"COMMANDO_SPECIAL_ALT1_NAME": "Frag Grenade",
"COMMANDO_SPECIAL_ALT1_DESCRIPTION": "Throw a grenade that explodes for <style=cIsDamage>175% damage</style> with a <style=cIsDamage>Proc Coefficient of 1</style>. Deals <style=cIsDamage>4x</style> damage in the center of the explosion. Can hold up to 2. Has a cooldown of <style=cIsUtility>5 seconds</style>.",
"COMMANDO_DESCRIPTION": "The Commando is a jack-of-all-trades character that is reliable in all situations of the game. <style=cSub>\r\n\r\n< ! > Double Tap is powerful at both short and long range, firing quickly and activating many item effects.\r\n\r\n< ! > Effective use of his Tactical Dive is key to dodging heavily telegraphed attacks.\r\n\r\n< ! > Suppressive Fire can be used to repeatedly stun a single enemy, or stun a group.\r\n\r\n< ! > Phase Rounds can pass through walls - use that to your advantage!\r\n</style>\r\n",
"COMMANDO_SKIN_ALT1_NAME": "Hornet",
"COMMANDO_BODY_LORE": "The soldier ducked, barely getting under cover as the wall behind him exploded. His head was pounding - his muscles aching. But now was not the time for rest.\r\n\r\nHe counted the seconds. The mounted missile launchers always took a few seconds to recalibrate, and if he took advantage of that time...\r\n\r\nThrough the sounds of gunfire and chaos, he heard a small click as the enemy missile platform prepared for a second strike. Recognizing his opportunity, the soldier jumped up from behind the wall and fired his pistol, landing a shot straight between the eyes of the platform’s operator. \r\n\r\nHis shoulders tightened as he braced for recoil: now was not the time for rest. Glancing down the battlefield, there were only a few more enemy platforms to take, and this front would be secured.\r\n\r\nBut before he could move to join his platoon, he received a notification on the heads-up display in his helmet.\r\n\r\n<style=cMono>YOU HAVE BEEN REASSIGNED. REPORT TO COMMAND FOR YOUR NEW ASSIGNMENT.</style>\r\n\r\nLooks like the time to rest wasn’t coming any time soon.\r\n",
"MERC_BODY_NAME": "Mercenary",
"MERC_BODY_SUBTITLE": "Hired Blade",
"MERC_PRIMARY_NAME": "Laser Sword",
"MERC_PRIMARY_DESCRIPTION": "<style=cIsUtility>Agile</style>. Slice in front for <style=cIsDamage>130% damage</style> with a <style=cIsDamage>Proc Coefficient of 1</style>. Every 3rd hit strikes in a greater area and <style=cIsUtility>Exposes</style> enemies.",
"MERC_SECONDARY_NAME": "Whirlwind",
"MERC_SECONDARY_DESCRIPTION": "Quickly slice horizontally twice, dealing <style=cIsDamage>2x200% damage</style> with a <style=cIsDamage>Proc Coefficient of 1</style>. If airborne, slice vertically instead. Has a cooldown of <style=cIsUtility>2.5 seconds</style>.",
"MERC_SECONDARY_ALT1_NAME": "Rising Thunder",
"MERC_SECONDARY_ALT1_DESCRIPTION": "Unleash a slicing uppercut, dealing <style=cIsDamage>450% damage</style> with a <style=cIsDamage>Proc Coefficient of 1</style>, and sends you airborne. Has a cooldown of <style=cIsUtility>2.5 seconds</style>.",
"MERC_UTILITY_NAME": "Blinding Assault",
"MERC_UTILITY_DESCRIPTION": "<style=cIsDamage>Stunning</style>. Dash forward, dealing <style=cIsDamage>300% damage</style> with a <style=cIsDamage>Proc Coefficient of 1</style>. If you hit an enemy, <style=cIsDamage>you can dash again</style>, up to <style=cIsDamage>3</style> total. <style=cIsUtility>Distance traveled scales with movement speed</style>. Has a cooldown of <style=cIsUtility>8 seconds</style>.",
"MERC_UTILITY_ALT1_NAME": "Focused Assault",
"MERC_UTILITY_ALT1_DESCRIPTION": "<style=cIsDamage>Stunning</style>. Dash forward, dealing <style=cIsDamage>700% damage</style> with a <style=cIsDamage>Proc Coefficient of 1</style> and <style=cIsUtility>Exposing</style> enemies after <style=cIsUtility>1 second</style>. Has a cooldown of <style=cIsUtility>8 seconds</style>.",
"MERC_SPECIAL_NAME": "Eviscerate",
"MERC_SPECIAL_DESCRIPTION": "Target the nearest enemy, attacking them for <style=cIsDamage>110% damage</style> ticking 7 times with a <style=cIsDamage>Proc Coefficient of 1</style>. <style=cIsUtility>Damage ticks</style> scale with <style=cIsDamage>attack speed</style>. <style=cIsUtility>You cannot be hit for the duration</style>. Has a cooldown of <style=cIsUtility>6 seconds</style>.",
"MERC_SPECIAL_ALT1_NAME": "Slicing Winds",
"MERC_SPECIAL_ALT1_DESCRIPTION": "Fire a wind of blades that attack up to <style=cIsDamage>3</style> enemies for <style=cIsDamage>8x100% damage with a <style=cIsDamage>Proc Coefficient of 1</style></style>. The last hit <style=cIsUtility>Exposes</style> enemies. Has a cooldown of <style=cIsUtility>6 seconds</style>.",
"MERC_BODY_LORE": "The europian noble paced around in his chambers, nervously glancing at the antique clock adorning his wall. Tick, tock. Tick, tock.\r\n\r\nThe riots had been escalating and showed no signs of slowing down. Effigies burned, statues were torn down, and countless politicians turned their backs on the once-prestigious nobility of Europa. The people have had enough. Tick, tock. Tick, tock.\r\n\r\nIt was only a matter of time– either the noble would have to flee, or the mob would finally breach the palace. Even his bodyguards began to show signs of betrayal. Time, the noble thought, was something he did not have. The antique clock kept ticking, working upon the noble’s mind. Keeping him distracted - just long enough. Tick, tock. Tick, tock.\r\n\r\nAnd as the antique clock kept ticking, the noble’s body hit the floor. The Mercenary sheathed his blade. His footsteps were unheard as he left the palace– masked by the rhythmic ticking of the clock. Tick, tock. Tick, tock.",
"MERC_DESCRIPTION": "The Mercenary is a high skill melee survivor that uses his many dodges to weave in and out of combat.<style=cSub>\r\n\r\n< ! > Whirlwind's air variation can be used like an extra jump in a pinch.\r\n\r\n< ! > Getting repeated resets on Blinding Assault is key to increasing both survivability and damage output. However, you do not always need to try for resets – it may result in your death.\r\n\r\n< ! > Remember that Eviscerate is an extremely powerful defensive tool to dodge telegraphed attacks.\r\n\r\n< ! > Laser Sword deals a ton of damage in a wide area, which is unique for a basic attack.\r\n</style>\r\n",
"MERC_PASSIVE_NAME": "Cybernetic Enhancements",
"MERC_PASSIVE_DESCRIPTION": "The Mercenary can <style=cIsUtility>jump twice</style>.",
"MERC_SKIN_ALT1_NAME": "Oni",
"ENGI_BODY_NAME": "Engineer",
"ENGI_BODY_SUBTITLE": "Fortification Expert",
"ENGI_PRIMARY_NAME": "Bouncing Grenades",
"ENGI_PRIMARY_DESCRIPTION": "Charge up to <style=cIsDamage>8</style> grenades that deal <style=cIsDamage>100% damage</style> each with a <style=cIsDamage>Proc Coefficient of 1</style>.",
"ENGI_SECONDARY_NAME": "Pressure Mines",
"ENGI_SECONDARY_DESCRIPTION": "Place a two-stage mine that deals <style=cIsDamage>300% damage</style> with a <style=cIsDamage>Proc Coefficient of 1</style> when an enemy walks nearby, or <style=cIsDamage>900% damage if allowed to fully arm.</style> Can place up to 4. Has a cooldown of <style=cIsUtility>8 seconds</style>.",
"ENGI_SPIDERMINE_NAME": "Spider Mines",
"ENGI_SPIDERMINE_DESCRIPTION": "Place a robot mine that deals <style=cIsDamage>600% damage</style> with a <style=cIsDamage>Proc Coefficient of 1</style>. Will <style=cIsUtility>rush towards nearby enemies</style>. Can place up to 4. Has a cooldown of <style=cIsUtility>8 seconds</style>.",
"ENGI_UTILITY_NAME": "Bubble Shield",
"ENGI_UTILITY_DESCRIPTION": "Place an <style=cIsUtility>impenetrable shield</style> that blocks all incoming damage. Has a cooldown of <style=cIsUtility>25 seconds</style>.",
"ENGI_SPECIAL_NAME": "TR12 Gauss Auto-Turret",
"ENGI_SPECIAL_DESCRIPTION": "Place a turret that <style=cIsUtility>inherits all your items.</style> Fires a cannon for <style=cIsDamage>210% damage per second</style> with a <style=cIsDamage>Proc Coefficient of 1</style>. Can place up to 2. Has a cooldown of <style=cIsUtility>30 seconds</style>.",
"ENGI_SPECIAL_ALT1_NAME": "TR58 Carbonizer Turret",
"ENGI_SPECIAL_ALT1_DESCRIPTION": "Place a <style=cIsUtility>mobile</style> turret that <style=cIsUtility>inherits all your items.</style> Fires a laser for <style=cIsDamage>200% damage per second</style> with a <style=cIsDamage>Proc Coefficient of 0.6</style> that <style=cIsUtility>slows enemies</style>. Can place up to 2. Has a cooldown of <style=cIsUtility>30 seconds</style>.",
"ENGI_SKILL_HARPOON_NAME": "Thermal Harpoons",
"ENGI_SKILL_HARPOON_DESCRIPTION": "Enter <style=cIsUtility>target painting mode</style> to launch heat-seeking harpoons that deal <style=cIsDamage>500% damage</style> each with a <style=cIsDamage>Proc Coefficient of 1</style>. Can store up to 4. Each charge has a cooldown of <style=cIsUtility>2.5 seconds</style>.",
"ENGI_SKILL_HARPOON_FLAVOR_FULLYARMED": "TARGETS ACQUIRED - READY TO FIRE",
"ENGI_SKILL_PAINT_NAME": "Paint Target",
"ENGI_SKILL_PAINT_DESCRIPTION": "Hold down to paint targets for your Thermal Harpoons.",
"ENGI_DESCRIPTION": "The Engineer is a unique class that requires planning and positioning to be successful.<style=cSub>\r\n\r\n< ! > Placing mines ahead of time can help cover flanks and tight corridors. \r\n\r\n< ! > The Engineer relies heavily on his Gauss Turrets - remember to place them in a location that is both safe and advantageous.\r\n \r\n< ! > His Bubble Shield can be a powerful tool against heavily telegraphed boss attacks - and it can protect your allies as well!\r\n\r\n< ! > Bouncing Grenades, while powerful, has a hard time hitting mobile targets. Try to keep your Turrets alive to deal with fast or flying monsters.\r\n</style>\r\n",
"ENGI_SKIN_ALT1_NAME": "EOD Tech",
"ENGI_BODY_LORE": "“The future is now! Cybernetic enhancements – buy them cheap and become the person you’ve always dreamed of being!” \r\n\r\nCybernetic enhancements were all the rage these days, especially since they were made available for public use. Initially, only military and commercial projects could license the procedures necessary to install cybernetic implants. But those days were long gone, and the concept of “the new human” was taking the galaxy by storm. \r\n\r\nOf course, with any movement, there was backlash. What of the sanctity of the human body? What about taking pride in your biology? Such arguments were normally laughed off. “Get with the times,” people would say. But one man among many stood out, gaining public attention and starting a counter movement of anti-cybernetics.\r\n\r\nThe man postulated that mankind was walking on a tight rope – when do the cybernetics end, and where does the human begin? Will mankind end up as a machine species, or will we use our new tech to only better ourselves - without losing sight of what makes us human? The words of this man echoed across the galaxy, leaving a trail of revolution in its wake.\r\n",
"HUNTRESS_BODY_NAME": "Huntress",
"HUNTRESS_BODY_SUBTITLE": "Judge, Jury, Executioner",
"HUNTRESS_PRIMARY_NAME": "Strafe",
"HUNTRESS_PRIMARY_DESCRIPTION": "<style=cIsUtility>Agile</style>. Quickly fire a seeking arrow for <style=cIsDamage>150% damage</style> with a <style=cIsDamage>Proc Coefficient of 1</style>.",
"HUNTRESS_PRIMARY_ALT_NAME": "Flurry",
"HUNTRESS_PRIMARY_ALT_DESCRIPTION": "<style=cIsUtility>Agile</style>. Draw back a volley of <style=cIsDamage>3</style> seeking arrows for <style=cIsDamage>3x100% damage</style> with a <style=cIsDamage>Proc Coefficient of 0.75</style>. Critical Strikes fire <style=cIsDamage>6</style> arrows.",
"HUNTRESS_SECONDARY_NAME": "Laser Glaive",
"HUNTRESS_SECONDARY_DESCRIPTION": "Throw a seeking glaive that bounces up to <style=cIsDamage>6</style> times for <style=cIsDamage>250% damage</style> with a <style=cIsDamage>Proc Coefficient of 0.8</style>. Damage increases by <style=cIsDamage>10%</style> per bounce. Has a cooldown of <style=cIsUtility>7 seconds</style>.",
"HUNTRESS_UTILITY_NAME": "Blink",
"HUNTRESS_UTILITY_DESCRIPTION": "<style=cIsUtility>Disappear</style> and <style=cIsUtility>teleport</style> forward. Has a cooldown of <style=cIsUtility>7 seconds</style>.",
"HUNTRESS_UTILITY_ALT1_NAME": "Phase Blink",
"HUNTRESS_UTILITY_ALT1_DESCRIPTION": "<style=cIsUtility>Agile</style>. <style=cIsUtility>Disappear</style> and <style=cIsUtility>teleport</style> a short distance. Can store up to <style=cIsUtility>3</style> charges. Has a cooldown of <style=cIsUtility>2 seconds per charge</style>.",
"HUNTRESS_SPECIAL_NAME": "Arrow Rain",
"HUNTRESS_SPECIAL_DESCRIPTION": "<style=cIsUtility>Teleport</style> into the sky. Target an area to rain arrows, <style=cIsUtility>slowing</style> all enemies and dealing <style=cIsDamage>110% initial damage</style> and <style=cIsDamage>330% damage per second</style> afterwards with a <style=cIsDamage>Proc Coefficient of 0.2</style>. Has a cooldown of <style=cIsUtility>12 seconds</style>.",
"HUNTRESS_SPECIAL_ALT1_NAME": "Ballista",
"HUNTRESS_SPECIAL_ALT1_DESCRIPTION": "<style=cIsUtility>Teleport</style> backwards into the sky. Fire up to <style=cIsDamage>3</style> energy bolts, dealing <style=cIsDamage>3x900% damage</style> with a <style=cIsDamage>Proc Coefficient of 1</style>. Has a cooldown of <style=cIsUtility>12 seconds</style>.",
"HUNTRESS_DESCRIPTION": "The Huntress is an extremely mobile but fragile survivor with a high damage output. <style=cSub>\r\n\r\n< ! > Remember that Strafe can be uniquely used while sprinting, allowing you to move at high speeds while still taking out potential threats.\r\n\r\n< ! > Blink and Arrow Rain can be used to reposition closer or used as a dodge in a tight spot.\r\n\r\n< ! > Laser Glaive will take out pairs of tough targets quickly as it bounces between the two. \r\n\r\n< ! > Arrow Rain has extremely high damage output and also slows enemies inside, making it great for tough, fast enemies.</style>\r\n",
"HUNTRESS_SKIN_ALT1_NAME": "Arctic",
"HUNTRESS_BODY_LORE": "She gracefully jumped off the roof of the building, plummeting to the alley below. She rolled into a handspring, vaulting through a broken window into the abandoned warehouse inside. Years of navigating the streets kept her body strong - and her mind sharp.\r\n\r\nShe held her breath as police ran past, looking for the jewel thief. She may have to maintain this position for a few hours - but she’s used to it.\r\n\r\nAmiera was infamous in this city – and for her infamy, she racked up a significant bounty. Was it thirty-thousand credits now? Forty? She let out a small smile. That bounty was nothing compared to the treasure she held in her hands. This jewel could sell for a million credits - no, more. Tens of millions. This was one of the last few prismatic amethysts still left in the world. She clutched the stone closer to her chest.\r\n\r\nThe police seemed persistent this time. Amiera was fine with that - all she had to do was wait. She slowed down the pace of her breathing - she may be here for a few days.\r\n\r\nAt least, that’s what she thought - before a flurry of laser arrows pierced her brain, killing her instantly.\r\n\r\n//-----------------------------------//\r\n\r\n20,000 CREDITS HAVE BEEN DEPOSITED TO YOUR ACCOUNT\r\n\r\nGOOD HUNTING",
"MAGE_BODY_NAME": "Artificer",
"MAGE_BODY_SUBTITLE": "Herald of the House Beyond",
"MAGE_PASSIVE_NAME": "ENV Suit",
"MAGE_PASSIVE_DESCRIPTION": "Holding the Jump button causes the Artificer to <style=cIsUtility>hover in the air</style>.",
"MAGE_PRIMARY_FIRE_NAME": "Flame Bolt",
"MAGE_PRIMARY_FIRE_DESCRIPTION": "<style=cIsDamage>Ignite</style>. Fire a bolt for <style=cIsDamage>280% damage</style> with a <style=cIsDamage>Proc Coefficient of 1</style>. Hold up to 4. Has a cooldown of <style=cIsUtility>1.3 seconds</style>.",
"MAGE_PRIMARY_LIGHTNING_NAME": "Plasma Bolt",
"MAGE_PRIMARY_LIGHTNING_DESCRIPTION": "Fire a bolt for <style=cIsDamage>280% damage</style> with a <style=cIsDamage>Proc Coefficient of 1</style> that <style=cIsDamage>explodes</style> in a <style=cIsUtility>6m</style> area. Hold up to 4.</style> Has a cooldown of <style=cIsUtility>1.3 seconds</style>.",
"MAGE_SECONDARY_LIGHTNING_NAME": "Charged Nano-Bomb",
"MAGE_SECONDARY_LIGHTNING_DESCRIPTION": "<style=cIsDamage>Stunning</style>. Charge up a nano-bomb that deals <style=cIsDamage>400%-2000% damage</style> and explodes in a radius of <style=cIsUtility>14m</style>. The bomb shoots tendrils at nearby enemies every <style=cIsUtility>0.125</style> seconds dealing <style=cIsDamage>10%</style> of the explosion's damage. The explosion has a <style=cIsDamage>Proc Coefficient of 1</style> while the tendrils have a <style=cIsDamage>Proc Coefficient of 0.3</style>. Has a cooldown of <style=cIsUtility>5 seconds</style>.",
"MAGE_SECONDARY_ICE_NAME": "Cast Nano-Spear",
"MAGE_SECONDARY_ICE_DESCRIPTION": "<style=cIsUtility>Freezing</style>. Charge up a <style=cIsDamage>piercing</style> nano-spear that deals <style=cIsDamage>400%-1200% damage</style> with a <style=cIsDamage>Proc Coefficient of 1</style>. Has a cooldown of <style=cIsUtility>5 seconds</style>.",
"MAGE_UTILITY_ICE_NAME": "Snapfreeze",
"MAGE_UTILITY_ICE_DESCRIPTION": "<style=cIsUtility>Freezing</style>. Create a barrier that <style=cIsUtility>freezes</style> enemies for <style=cIsDamage>100% damage</style> with a <style=cIsDamage>Proc Coefficient of 1</style>. Has a cooldown of <style=cIsUtility>12 seconds</style>.",
"MAGE_SPECIAL_FIRE_NAME": "Flamethrower",
"MAGE_SPECIAL_FIRE_DESCRIPTION": "Burn all enemies in front of you for <style=cIsDamage>1700% damage</style> with a <style=cIsDamage>Proc Coefficient of 1</style>. Has a cooldown of <style=cIsUtility>5 seconds</style>.",
"MAGE_SPECIAL_LIGHTNING_NAME": "Ion Surge",
"MAGE_SPECIAL_LIGHTNING_DESCRIPTION": "<style=cIsDamage>Stunning</style>. Burst into the sky, dealing <style=cIsDamage>800% damage</style> with a <style=cIsDamage>Proc Coefficient of 1</style>. Has a cooldown of <style=cIsUtility>8 seconds</style>.",
"MAGE_DESCRIPTION": "The Artificer is a high burst damage survivor who excels in fighting large groups and bosses alike. <style=cSub>\r\n\r\n< ! > Flame Bolt expends stocks quickly but recharges slowly - try to weave in basic attacks between skill casts.\r\n\r\n< ! > Direct hits of Charged Nano-Bomb can turn the tide of an otherwise losing battle. \r\n\r\n< ! > Frozen enemies are executed at low health, making it great to eliminate tanky enemies.\r\n\r\n< ! > Remember that the Artificer has NO defensive skills - positioning and defensive items are key! </style>\r\n",
"MAGE_SKIN_ALT1_NAME": "Chrome",
"MAGE_BODY_LORE": "With the intense belief that heaven is a planet, not a mystical place, the High Court search deep into space for the Promised Land. \r\n\r\nIntensely driven by both dogma and science, the High Court holds amazing technological marvels - with nearly all of them hidden deep within their halls. \r\n\r\nThe House Beyond represents the most ambitious of the High Court's followers, spearheading Zone 5 deep space travel. With the advantage of their unique ENV Suit, the House Beyond have gone deeper in space than any other House in the High Court by an order of magnitude. The ENV Suit, worn by the Artificers of the High Court, is an engineering marvel - able to calibrate to the conditions of any environment. The technology behind the ENV Suit, like all other High Court technology, is still undisclosed.",
"TOOLBOT_BODY_NAME": "MUL-T",
"TOOLBOT_BODY_SUBTITLE": "Right Tool for the Wrong Job",
"TOOLBOT_PASSIVE_NAME": "Multifunctional",
"TOOLBOT_PASSIVE_DESCRIPTION": "MUL-T can hold <style=cIsUtility>two equipment</style> at once. The active equipment is swapped by using <style=cIsDamage>Retool</style>.",
"TOOLBOT_PRIMARY_NAME": "Auto-Nailgun",
"TOOLBOT_PRIMARY_DESCRIPTION": "Rapidly fire nails for <style=cIsDamage>70% damage</style> with a <style=cIsDamage>Proc Coefficient of 0.6</style>. Finishes with a blast of <style=cIsDamage>12</style> nails.",
"TOOLBOT_PRIMARY_ALT1_NAME": "Rebar Puncher",
"TOOLBOT_PRIMARY_ALT1_DESCRIPTION": "Fire a piercing rebar that deals <style=cIsDamage>600% damage</style> with a <style=cIsDamage>Proc Coefficient of 1</style>. <style=cIsUtility>Charges after each shot</style>.",
"TOOLBOT_PRIMARY_ALT2_NAME": "Scrap Launcher",
"TOOLBOT_PRIMARY_ALT2_DESCRIPTION": "Fire a rocket that explodes in a radius of <style=cIsUtility>7m</style> for <style=cIsDamage>360% damage</style> with a <style=cIsDamage>Proc Coefficient of 1</style>. Hold up to 4. Has a cooldown of <style=cIsUtility>1.5 seconds</style>.",
"TOOLBOT_PRIMARY_ALT3_NAME": "Power-Saw",
"TOOLBOT_PRIMARY_ALT3_DESCRIPTION": "<style=cIsUtility>Agile</style>. Saw nearby enemies for <style=cIsDamage>10x100% damage per second</style> with a <style=cIsDamage>Proc Coefficient of 1</style>.",
"TOOLBOT_SECONDARY_NAME": "Blast Canister",
"TOOLBOT_SECONDARY_DESCRIPTION": "<style=cIsDamage>Stunning</style>. Launch a canister for <style=cIsDamage>220% damage</style>. Drops <style=cIsDamage>stun</style> bomblets for <style=cIsDamage>5x44% damage</style>. The canister has a <style=cIsDamage>Proc Coefficient of 1</style> while the bomblets have a <style=cIsDamage>Proc Coefficient of 0.3</style>. Has a cooldown of <style=cIsUtility>6 seconds</style>.",
"TOOLBOT_UTILITY_NAME": "Transport Mode",
"TOOLBOT_UTILITY_DESCRIPTION": "<style=cIsUtility>Heavy</style>. Zoom forward, gaining <style=cIsUtility>200 armor</style> and <style=cIsUtility>220% movement speed</style>. Deals <style=cIsDamage>250% damage</style> to enemies in the way and <style=cIsDamage>4x damage</style> to large enemies. Charging has a <style=cIsDamage>Proc Coefficient of 1</style> while Ramming has a <style=cIsDamage>Proc Coefficient of 0</style>. Has a cooldown of <style=cIsUtility>6 seconds</style>.",
"TOOLBOT_SPECIAL_NAME": "Retool",
"TOOLBOT_SPECIAL_DESCRIPTION": "Passively hold <style=cIsUtility>TWO equipment</style> at once. Activating 'Retool' switches the <style=cIsUtility>active Equipment</style> and <style=cIsDamage>MUL-T's primary attack</style>. Has a cooldown of <style=cIsUtility>0.5 seconds</style>.",
"TOOLBOT_SPECIAL_ALT_NAME": "Power Mode",
"TOOLBOT_SPECIAL_ALT_DESCRIPTION": "Enter a heavy stance, equipping both your <style=cIsDamage>primary attacks</style> at once. Gain <style=cIsUtility>100 armor</style>, but lose <style=cIsHealth>-60% movement speed</style>. Has a cooldown of <style=cIsUtility>5 seconds</style>.",
"TOOLBOT_SPECIAL_ALT_QUIT_NAME": "Cancel Power Mode",
"TOOLBOT_SPECIAL_ALT_QUIT_DESCRIPTION": "Cancel Power Mode and return to normal. Beep beep!",
"TOOLBOT_DESCRIPTION": "MUL-T is an aggressive survivor who has the tools necessary for any job! <style=cSub>\r\n\r\n< ! > Auto-Nailgun has an extremely high damage output, but has a short range, making it risky but strong.\r\n\r\n< ! > Transport Mode can be both a great tool to run down small groups of monsters, or pack a big punch against larger ones. \r\n\r\n< ! > Blast Canister can lock down a large cluster of enemies for a long time, helping line up that perfect shot for both you and your allies.\r\n\r\n< ! > Constantly Retooling can help eliminate fragile and weak enemies with Rebar Puncher while still keeping damage output high with Auto-Nailgun. </style>\r\n",
"TOOLBOT_SKIN_ALT1_NAME": "Janitor",
"TOOLBOT_BODY_LORE": "\"OK. Everything checks out. You're free to go, pal.\"\r\n\r\nThe robot chirped in acknowledgement. It folded neatly unto itself and began rolling down the hangar's exit lane - at a very safe pace.\r\n\r\nHiroshi pulled a switch. The ceiling rail sprung to life, with a distinct mechanical chatter.\r\n\r\n\"So, what's wrong with this one?\" Rico enquired with minimal interest, seemingly distracted by the novel he had buried himself in.\r\n\r\n\"Looks like cosmetic damage on a MUL-T unit. Got dinged up by another unit in the charging bay that malfunctioned after another power surge. We'll be checking that one out after this. You can thank the electrical crew for that,\" Hiroshi remarked. \r\n\r\n\"Great. How hard is it for them to just keep things stable? They have robots doing 90% of their job anyway.\" Rico scoffed.\r\n\r\n\"We've got complaints on this unit about poor welding jobs, which might've been the cause. Optical calibration is probably off, so we'll also be taking a look at that while it's here. I'd still put money on it being electrical not keeping up with maintenance. Hey, Rico! Would you put that down and help me out?\"\r\n\r\nThe rail brought a bright yellow robot, slumbering, into the hangar. Hiroshi flipped the switch and the rail slowed to a halt, bringing with it silence. He began moving to unhook the robot. Reluctantly, Rico set his book on the work desk and started to help unload. In a few minutes the robot was on the service platform.\r\n\r\nHiroshi walked over to one of the tool cabinets and pulled out a strange device. He popped open the access panel to the unit's dented head, and began probing at the damage from the opposite side. In no time at all, the tool beeped and kicked back violently. The dent was gone.\r\n\r\n\"Go put this away while I fix the optics,\" Hiroshi said, one arm stretched behind his back, device in hand. \"I have something I want to show you in a sec.\"\r\n\r\nRico grunted and took the de-denting tool back to the cabinet. Hiroshi was already soldering away with the iron from his pocket.\r\n\r\nThis caught Rico's interest. \r\n\r\n\"You don't need a soldering iron to fix the calibration. What are you doing?\" he asked.\r\n\r\n\"I already fixed the optics. Remember when I said I wanted to show you something cool - the next time we got a MUL-T in the shop? Come here.\" said Hiroshi, gesturing. \"You see these two chips? It’s actually just one chip that's been split. MUL-T’s come with the same cores as those fancy chef bots, but they cut off access to the main learning module.\"\r\n\r\n\"You don't say,\" Rico responded, still trying to see the chip Hiroshi was talking about. \"Why'd they do something like that?\"\r\n\r\n\"It's cheaper to just make all the cores the same way at the factory and alter them later. The manufacturer says it's for safety, but they just use it to sell you the new cores every few years instead of letting you just teach the units to do a new job.\" Hiroshi explained.\r\n\r\n\"Sounds about right. If it were a safety issue, why don't they do the same thing with the chef bots? They've been super stable. Can't say they've even ever got an order wrong, even if it's totally out there. They even managed to get Ma's Squid Risotto right.\"\r\n\r\n\"It's what they can get away with. Anyway, that should do it. We'll just sneak a few minutes with this guy. Wake up,\" he commanded.\r\n\r\nThe robot's relaxed posture disappeared, and it stood fully alert.\r\n\r\n\"Hey pal, you see this thing I'm doing with my hand? Can you do that?\"\r\n\r\nThe robot mimicked a rude gesture.\r\n\r\n\"That's fantastic! You're doing great!\" Hiroshi was excited, and Rico got a devilish grin. He rushed off to his desk. Hiroshi continued repeating the gesture, and the robot continued mimicking it back with its single functional hand. Rico stepped back into the robot's view, with a picture covered in holes. \"Can you remember this man? This is Ron from corporate, and he's a total degenerate.\"\r\n\r\nThe robot beeped in affirmation.\r\n\r\n\"Can you do that next time you see this man?\"\r\n\r\nThe robot beeped in affirmation again.\r\n\r\n\"Rico! He's gonna remember that! MUL-T, forget that.\"\r\n\r\nThe robot did not respond.\r\n\r\n\"What are you two up to now?\" said a grating voice, clearly approaching from no discernable direction. In a panic, Hiroshi slapped the access panel on the unit's head closed and covered its optical sensor.\r\n\r\n\"Just fixing up robots! Doing our job! In fact, we just finished with this one. You're good to go, pal!\" Hiroshi exclaimed to Ron, slapping the robot on the back. The machine folded up neatly into itself and began rolling down the hangar's exit lane.\r\n\r\n\"I see. I'd better not catch you two slacking again.\" Ron said sternly, before turning around and making his usual relieving exit – most likely to pester other workers on his route.\r\n\r\nThey both let out a sigh of relief. Rico stood up. \"Well, we're due at the site in about… 13 hours. That's enough time to grab that MUL-T, pop it back open, and reset it.\"\r\n\r\nHiroshi also stood up. “Yeah, I’m not too worried. How much trouble could it cause in 13 hours?”\r\n",
"TREEBOT_BODY_NAME": "REX",
"TREEBOT_BODY_SUBTITLE": "Symbiotes",
"TREEBOT_PASSIVE_NAME": "Natural Toxins",
"TREEBOT_PASSIVE_DESCRIPTION": "Certain attacks <style=cIsDamage>Weaken</style> enemies hit, reducing their <style=cIsUtility>movement speed</style>, <style=cIsDamage>damage</style>, and <style=cIsDamage>armor</style>.",
"TREEBOT_PRIMARY_NAME": "DIRECTIVE: Inject",
"TREEBOT_PRIMARY_DESCRIPTION": "Fire 3 syringes for <style=cIsDamage>3x80% damage</style> with a <style=cIsDamage>Proc Coefficient of 0.5</style>. The last syringe <style=cIsDamage>Weakens</style> and <style=cIsHealing>heals for 60% of damage dealt</style>.",
"TREEBOT_SECONDARY_NAME": "Seed Barrage",
"TREEBOT_SECONDARY_DESCRIPTION": "<style=cIsHealth>15% HP</style>. Launch a mortar into the sky for <style=cIsDamage>450% damage</style> with a <style=cIsDamage>Proc Coefficient of 1</style>. Has a cooldown of <style=cIsUtility>0.5 seconds</style>.",
"TREEBOT_SECONDARY_ALT1_NAME": "DIRECTIVE: Drill",
"TREEBOT_SECONDARY_ALT1_DESCRIPTION": "Launches <style=cIsUtility>16 seed bullets</style> into the sky over <style=cIsUtility>3 seconds</style>, raining down for <style=cIsDamage>90% damage per bullet</style> with a <style=cIsDamage>Proc Coefficient of 0.5</style>. Has a cooldown of <style=cIsUtility>6 seconds</style>.",
"TREEBOT_UTILITY_NAME": "DIRECTIVE: Disperse",
"TREEBOT_UTILITY_DESCRIPTION": "Fire a <style=cIsUtility>Sonic Boom</style> that <style=cIsDamage>Weakens</style> all enemies hit. Has a cooldown of <style=cIsUtility>5.5 seconds</style>.",
"TREEBOT_UTILITY_ALT1_NAME": "Bramble Volley",
"TREEBOT_UTILITY_ALT1_DESCRIPTION": "<style=cIsHealth>20% HP</style>. Fire a <style=cIsUtility>Sonic Boom</style> that <style=cIsDamage>damages</style> enemies for <style=cIsDamage>550% damage</style> with a <style=cIsDamage>Proc Coefficient of 0.5</style>. <style=cIsHealing>Heals 10% health for every target hit</style>. Has a cooldown of <style=cIsUtility>5.5 seconds</style>.",
"TREEBOT_SPECIAL_NAME": "Tangling Growth",
"TREEBOT_SPECIAL_DESCRIPTION": "<style=cIsHealth>25% HP</style>. Fire a flower that <style=cIsDamage>roots</style> for <style=cIsDamage>200% damage</style>. The projectile has a <style=cIsDamage>Proc Coefficient of 1</style> while the roots have a <style=cIsDamage>Proc Coefficient of 0</style>. <style=cIsHealing>Heals for 1.5% of max hp per snared target each second</style> for <style=cIsUtility>8 seconds</style>. Has a cooldown of <style=cIsUtility>12 seconds</style>.",
"TREEBOT_DESCRIPTION": "REX is a half robot / half plant that uses HP to cast devastating skills from a distance. The plant nor the robot could survive this planet alone – but thankfully they have each other. <style=cSub>\r\n\r\n< ! > Natural Toxins is important to reducing the strength of strong enemies for both you and your allies.\r\n\r\n< ! > Seed Barrage can be used from any range and has a very low cooldown. Just make sure to watch your HP!\r\n\r\n< ! > DIRECTIVE: Disperse can be used to knock enemies away. It can also push flying monsters into walls to kill them.\r\n\r\n< ! > A well-aimed Tangling Growth can keep REX in the fight forever. Rooting multiple monsters will guarantee you recover the initial HP costs. <style=cSub>\r\n",
"TREEBOT_SPECIAL_ALT1_NAME": "DIRECTIVE: Harvest",
"TREEBOT_SPECIAL_ALT1_DESCRIPTION": "Fire a bolt that deals <style=cIsDamage>330% damage</style> and <style=cIsDamage>injects</style> an enemy. On death, drop multiple <style=cIsHealing>healing fruits</style> that heal for <style=cIsHealing>25% HP</style>.",
"TREEBOT_SKIN_ALT1_NAME": "Smoothie",
"TREEBOT_BODY_LORE": "<style=cMono>\r\n//--AUTO-TRANSCRIPTION FROM HYDROPONICS BAY OF UES [Redacted]--//</style>\r\n\r\n“Status Report on Hydroponics Unit. Serial key begins with 12ea031lsd095a-“\r\n\r\n“Yes, 12ea03. Tasked with care for the cabbage, lettuce, and mizuna growths. About 250 plants total. Stable, but losing biomass. I think there are issues with the microgravity. ”\r\n\r\n“Keep an eye on the biomass, we might have to scrap 12ea03 and replace it with one of our evergreen Units. Moving on… serial key crp012d054jd0-“\r\n\r\n“Crp01 is doing alright. Tasked with corn. About 80 plants total. Lost 6, down to 74.” \r\n\r\n“Sustainable, I suppose. What about… serial key rex0ch12d66m-“\r\n\r\n“Oh, that Unit. Yeah, it was tasked with care for one of our cabbage hybrids. To be quite frank… it turned out terrible. I think we started with 80 units, but we’ve lost 79. The hybrid species just isn’t spliced right, I think. There was no way to sustain them.”\r\n\r\n“And status report on the Unit?”\r\n\r\n“Uh, well… it’s out on the star deck. It managed to hoist the last hybrid onto its platform base, and it’s been walking around the ship ever since, chasing down starlight. ”\r\n\r\n“…What? The Unit left Hydroponics? \r\n\r\n“Yes, but-“\r\n\r\n“So the Unit is disengaging from protocol?”\r\n\r\n“Well, yes, but-“\r\n\r\n“And instead of terminating the Unit, you let it roam around the ship unsupervised?”\r\n\r\n“Just the team, well we just- we just kinda feel bad for the thing, you know. It’s trying really hard to keep that last hybrid alive, and-“\r\n\r\n“Go terminate the Unit.”\r\n\r\n“Well, the thing is- Rex is actually doing a great job! The hybrid’s biomass-“\r\n\r\n“Are you kidding? Terminate the Unit. You have no idea what happens to a robot once it disengages from protocol. You are putting the life of your entire team in danger for the sake of a stray hydroponics unit. This should not even be a discussion.”\r\n\r\n….\r\n\r\n“Yes, sir.”\r\n<style=cMono>\r\nTranscriptions complete.\r\n</style>\r\n \r\n\r\n",
"LOADER_BODY_NAME": "Loader",
"LOADER_BODY_SUBTITLE": "Bionic Powerhouse",
"LOADER_PASSIVE_NAME": "Scrap Barrier",
"LOADER_PASSIVE_DESCRIPTION": "The Loader is <style=cIsUtility>immune</style> to fall damage. Striking enemies with the Loader's gauntlets grants a <style=cIsHealing>5% temporary barrier</style>.",
"LOADER_PRIMARY_NAME": "Knuckleboom",
"LOADER_PRIMARY_DESCRIPTION": "Swing at nearby enemies for <style=cIsDamage>320% damage</style> with a <style=cIsDamage>Proc Coefficient of 1</style>.",
"LOADER_SECONDARY_NAME": "Grapple Fist",
"LOADER_SECONDARY_DESCRIPTION": "Fire your gauntlet forward, <style=cIsUtility>pulling</style> you to the target dealing no damage. Has a cooldown of <style=cIsUtility>5 seconds</style>.",
"LOADER_YANKHOOK_NAME": "Spiked Fist",
"LOADER_YANKHOOK_DESCRIPTION": "<style=cIsDamage>Stunning</style>. Fire your gauntlet forward, dealing <style=cIsDamage>320% damage</style> with a <style=cIsDamage>Proc Coefficient of 1</style>. <style=cIsUtility>Pulls</style> you to heavy targets. Light targets are <style=cIsUtility>pulled to YOU</style> instead. Has a cooldown of <style=cIsUtility>5 seconds</style>.",
"LOADER_UTILITY_NAME": "Charged Gauntlet",
"LOADER_UTILITY_DESCRIPTION": "<style=cIsUtility>Heavy</style>. Charge up a piercing punch for <style=cIsDamage>600%-2700% damage</style> with a <style=cIsDamage>Proc Coefficient of 1</style> that sends you <style=cIsUtility>flying forward</style>. Has a cooldown of <style=cIsUtility>5 seconds</style>.",
"LOADER_UTILITY_ALT1_NAME": "Thunder Gauntlet",
"LOADER_UTILITY_ALT1_DESCRIPTION": "<style=cIsUtility>Heavy</style>. Charge up a single punch for <style=cIsDamage>2100% damage</style> that <style=cIsDamage>shocks</style> enemies in a cone for <style=cIsDamage>1000% damage</style>, both with a <style=cIsDamage>Proc Coefficient of 1</style>. Has a cooldown of <style=cIsUtility>5 seconds</style>.",
"LOADER_SPECIAL_NAME": "M551 Pylon",
"LOADER_SPECIAL_DESCRIPTION": "Throw a floating pylon that <style=cIsDamage>zaps</style> up to <style=cIsDamage>6</style> nearby enemies 14 times for <style=cIsDamage>100% damage</style> with a <style=cIsDamage>Proc Coefficient of 0.5</style>. Can be <style=cIsUtility>grappled</style>. Has a cooldown of <style=cIsUtility>20 seconds</style>.",
"LOADER_SPECIAL_ALT_NAME": "Thunderslam",
"LOADER_SPECIAL_ALT_DESCRIPTION": "<style=cIsDamage>Stunning</style>. Slam your fists down, dealing <style=cIsDamage>2000%</style> damage with a <style=cIsDamage>Proc Coefficient of 1</style> on impact. Has a cooldown of <style=cIsUtility>8 seconds</style>.",
"LOADER_BODY_LORE": "A lot of people would say that loading cargo is a dull job. The Loader could not disagree more.\r\n\r\nOther jobs don’t supply their employees with a fully articulate titanium exoskeleton capable of lifting 250 tons.\r\n\r\nOther jobs don’t allow their employees to meet the crews of countless starships from across the galaxy.\r\n\r\nOther jobs don’t let you use your exoskeleton for your own entertainment, much less outfit it with custom-built grappling hooks powered by a winch capable of hauling up to 100 tons.\r\n\r\nOther jobs don’t involve being approached by a legend among the UES work force, and asked to embark on a classified mission to the Uncharted Territories.\r\n\r\nOther jobs don’t involve fighting exotic and strange alien creatures, and exploring mystical ruins on another planet.\r\n\r\nA lot of people would say that loading cargo is a dull job. The Loader could not disagree more.\r\n",
"LOADER_DESCRIPTION": "The Loader is a slow but powerful bruiser that can use her grappling hook to uniquely navigate the environment. <style=cSub>\r\n\r\n< ! > Scrap Barrier allows Loader to remain in the fight – as long as you’re still punching.\r\n\r\n< ! > Grapple Fist can be used to traverse quickly, dodge enemy attacks, or increase your speed for a massive Charged Gauntlet damage boost!\r\n\r\n< ! > Charged Gauntlet can be used for both gap closing and as a powerful finishing move to nearby enemies.\r\n\r\n< ! > Remember that M551 Pylon can be used as a grapple point for both you and any allied Loaders. </style>\r\n",
"LOADER_SKIN_ALT1_NAME": "Classic",
"CROCO_BODY_NAME": "Acrid",
"CROCO_BODY_SUBTITLE": "Test Subject",
"CROCO_PASSIVE_NAME": "Poison",
"CROCO_PASSIVE_DESCRIPTION": "<style=cIsHealing>Poisonous</style> attacks apply a powerful damage-over-time.",
"CROCO_PASSIVE_ALT_NAME": "Blight",
"CROCO_PASSIVE_ALT_DESCRIPTION": "Attacks that apply <style=cIsHealing>Poison</style> apply stacking <style=cIsDamage>Blight</style> instead, dealing <style=cIsDamage>60% damage</style> for 5 seconds. <style=cIsHealth>Kills</style>.",
"CROCO_PRIMARY_NAME": "Vicious Wounds",
"CROCO_PRIMARY_DESCRIPTION": "Maul an enemy for <style=cIsDamage>200% damage</style> with a <style=cIsDamage>Proc Coefficient of 1</style>. Every 3rd hit is <style=cIsHealing>Regenerative</style> and deals <style=cIsDamage>400% damage</style>.",
"CROCO_SECONDARY_NAME": "Neurotoxin",
"CROCO_SECONDARY_DESCRIPTION": "<style=cIsHealing>Poisonous</style>. Spit toxic bile for <style=cIsDamage>240% damage</style> with a <style=cIsDamage>Proc Coefficient of 1</style>. Has a cooldown of <style=cIsUtility>2 seconds</style>.",
"CROCO_SECONDARY_ALT_NAME": "Ravenous Bite",
"CROCO_SECONDARY_ALT_DESCRIPTION": "<style=cIsHealing>Poisonous</style> and <style=cIsHealing>Regenerative</style>. Bite an enemy for <style=cIsDamage>310% damage</style> with a <style=cIsDamage>Proc Coefficient of 1</style>. Deals up to <style=cIsDamage>3x</style> damage to low health enemies. Has a cooldown of <style=cIsUtility>2 seconds</style>.",
"CROCO_UTILITY_NAME": "Caustic Leap",
"CROCO_UTILITY_DESCRIPTION": "<style=cIsHealing>Poisonous</style> and <style=cIsDamage>Stunning</style>. Leap in the air, dealing <style=cIsDamage>320% damage</style> with a <style=cIsDamage>Proc Coefficient of 1</style>. Leave acid that deals <style=cIsDamage>25% damage</style> with a <style=cIsDamage>Proc Coefficient of 0.1</style>. Has two charges and a cooldown of <style=cIsUtility>6 seconds</style>.",
"CROCO_UTILITY_ALT1_NAME": "Frenzied Leap",
"CROCO_UTILITY_ALT1_DESCRIPTION": "<style=cIsDamage>Stunning</style>. Leap in the air, dealing <style=cIsDamage>550% damage</style> with a <style=cIsDamage>Proc Coefficient of 1</style>. <style=cIsUtility>Reduce</style> the cooldown by <style=cIsUtility>2s</style> for every enemy hit. Has two charges and a cooldown of <style=cIsUtility>10 seconds</style>.",
"CROCO_SPECIAL_NAME": "Epidemic",
"CROCO_SPECIAL_DESCRIPTION": "<style=cIsHealing>Poisonous</style>. Release a deadly disease that deals <style=cIsDamage>100% damage</style> with a <style=cIsDamage>Proc Coefficient of 1</style>. The disease spreads to up to <style=cIsDamage>20</style> targets. Has a cooldown of <style=cIsUtility>10 seconds</style>.",
"CROCO_DESCRIPTION": "Acrid is a melee-range hybrid who uses powerful poisons to melt tanky enemies. <style=cSub>\r\n\r\n< ! > Poison is an extremely powerful DoT - make sure to apply it as often as possible!\r\n\r\n< ! > Poison leaves enemies at 1 HP, so prioritize items and drones that help you finish them off.\r\n\r\n< ! > Because Acrid has no natural defenses, hit-and-run tactics can help you stay alive.\r\n\r\n< ! > Neurotoxin’s low cooldown can help Acrid function as a ranged character in a pinch.\r\n</style>",
"CROCO_SKIN_ALT1_NAME": "Albino",
"CROCO_BODY_LORE": "Theoretically, the true contents of the cell were just a mess of atoms. The structure of the contents in each cell – living, weapon, whatever - was categorized, sequenced, and then turned to juice and cured into solid gems. An incredibly efficient and lossless format.\r\n\r\nAnd yet when the cell containment broke – and emergency protocols re-sequenced that mess of atoms back into the creature known as Acrid – he already knew. Maybe he was somehow conscious, in his juice-gem state. Maybe they injected him with information. Maybe he was connected to their psionic network. Maybe he just made it up.\r\n\r\nBut he knew – that the strange crustaceans that scrambled his atoms and imprisoned him here, in a place unknown – were panicking. Something had gone wrong, in a world where variables were not allowed.\r\n\r\nSomething was <i>leaking</i>.\r\n\r\nThey may have finally imprisoned something that could not be contained.\r\n",
"CAPTAIN_BODY_NAME": "Captain",
"CAPTAIN_BODY_SUBTITLE": "Tired Veteran",
"CAPTAIN_PASSIVE_NAME": "Defensive Microbots",
"CAPTAIN_PASSIVE_DESCRIPTION": "Passively gain <style=cIsUtility>Microbots</style> that <style=cIsUtility>shoot down nearby enemy projectiles</style>. <style=cIsUtility>Drones</style> are also given <style=cIsUtility>Microbots</style>.",
"CAPTAIN_PRIMARY_NAME": "Vulcan Shotgun",
"CAPTAIN_PRIMARY_DESCRIPTION": "Fire a blast of pellets that deal <style=cIsDamage>8x120% damage</style> with a <style=cIsDamage>Proc Coefficient of 0.75</style> and <style=cIsUtility>knocks back enemies</style>. Charging the attack narrows the <style=cIsUtility>spread</style>.",
"CAPTAIN_SECONDARY_NAME": "Power Tazer",
"CAPTAIN_SECONDARY_DESCRIPTION": "<style=cIsDamage>Shocking</style>. Fire a fast tazer that deals <style=cIsDamage>100% damage</style> with a <style=cIsDamage>Proc Coefficient of 1</style>. Travels farther if bounced. Has a cooldown of <style=cIsUtility>6 seconds</style>.",
"CAPTAIN_UTILITY_NAME": "Orbital Probe",
"CAPTAIN_UTILITY_DESCRIPTION": "<style=cIsDamage>Stunning</style>. Request up to <style=cIsDamage>3</style> Orbital Probes from the <style=cIsDamage>UES Safe Travels</style>. Each probe deals <style=cIsDamage>1000% damage</style> with a <style=cIsDamage>Proc Coefficient of 1</style>. <style=cIsHealth>Cannot be used in hidden realms.</style> Has a cooldown of <style=cIsUtility>11 seconds</style>.",
"CAPTAIN_UTILITY_ALT1_NAME": "OGM-72 'DIABLO' Strike",
"CAPTAIN_UTILITY_ALT1_DESCRIPTION": "<style=cIsDamage>Stunning</style>. Request a <style=cIsDamage>kinetic strike</style> from the <style=cIsDamage>UES Safe Travels</style>. After <style=cIsUtility>20 seconds</style>, it deals <style=cIsDamage>40,000% damage</style> with a <style=cIsDamage>Proc Coefficient of 1</style> to ALL characters. <style=cIsHealth>Cannot be used in hidden realms.</style> Has a cooldown of <style=cIsUtility>40 seconds</style>.",
"CAPTAIN_SPECIAL_NAME": "Orbital Supply Beacon",
"CAPTAIN_SPECIAL_DESCRIPTION": "Request a <style=cIsUtility>permanent</style> Supply Beacon that deals <style=cIsDamage>2000% damage</style> on impact with a <style=cIsDamage>Proc Coefficient of 0</style>. Can only be requested <style=cIsUtility>twice per stage</style>. <style=cIsHealth>Cannot be used in hidden realms.</style>",
"CAPTAIN_SUPPLY_HEAL_NAME": "Beacon: Healing",
"CAPTAIN_SUPPLY_HEAL_DESCRIPTION": "<style=cIsHealing>Heal</style> all nearby allies for <style=cIsHealing>10%</style></style> of their <style=cIsHealing>maximum health</style> every second.",
"CAPTAIN_SUPPLY_DEFENSE_NAME": "Beacon: Defense",
"CAPTAIN_SUPPLY_DEFENSE_DESCRIPTION": "<style=cIsUtility>Buff</style> an ally to <style=cIsUtility>block</style> their next instance of damage on use.",
"CAPTAIN_SUPPLY_DEFENSE_RESTOCK_INTERACTION": "Take Disposable Armor",
"CAPTAIN_SUPPLY_HACKING_NAME": "Beacon: Hacking",
"CAPTAIN_SUPPLY_HACKING_DESCRIPTION": "<style=cIsUtility>Hack</style> all nearby purchasables to a cost of <style=cIsUtility>$0</style> over time.",
"CAPTAIN_SUPPLY_EQUIPMENT_RESTOCK_NAME": "Beacon: Resupply",
"CAPTAIN_SUPPLY_EQUIPMENT_RESTOCK_DESCRIPTION": "<style=cIsUtility>Recharge Equipment</style> on use.",
"CAPTAIN_SUPPLY_EQUIPMENT_RESTOCK_INTERACTION": "Take Equipment Charge",
"CAPTAIN_SUPPLY_SHOCKING_NAME": "Beacon: Shocking",
"CAPTAIN_SUPPLY_SHOCKING_DESCRIPTION": "Periodically <style=cIsDamage>Shock</style> all nearby enemies, immobilizing them.",
"CAPTAIN_DESCRIPTION": "The Captain is a unique survivor that can control the battlefield with utility and damage - with help from the UES Safe Travels. <style=cSub>\r\n\r\n< ! > Vulcan Shotgun can be used as both a long-range rifle and as a short-range shotgun. Make sure to charge it for the appropriate distance!\r\n\r\n< ! > Defensive Microbots can be a unique, powerful way to scale the defensive capabilities of both you and your team.\r\n\r\n< ! > Power Tazer can be used to lock down a strong Elite foe while you deal with fodder.\r\n\r\n< ! > Orbital Supply Beacon can only be used twice per stage – but make sure you don’t hold onto it too long!",
"CAPTAIN_SKILL_USED_UP_NAME": "Unavailable",
"CAPTAIN_SKILL_USED_UP_DESCRIPTION": "You have already called in a Supply Drop this stage.",
"CAPTAIN_SKILL_DISCONNECT_NAME": "Connection Lost",
"CAPTAIN_SKILL_DISCONNECT_DESCRIPTION": "You have lost connection to the UES Safe Travels...",
"CAPTAIN_SKIN_ALT1_NAME": "Admiral",
"CAPTAIN_BODY_LORE": "“A rescue mission?”\r\n\r\nThe old man leaned forward, scanning the document slid over his desk. His eyes paused on a collection of words near the bottom: UES Contact Light.\r\n\r\n“Yes.”\r\n\r\nHe continued to read the document. The Safe Travels? For a rescue mission? As one of the few surviving captains of the old colony ships, he knew all the designations by memory – and the Safe Travels was not a rescue ship.\r\n\r\n“Any armaments?”\r\n\r\n“No.”\r\n\r\n“We’ll have to fix that.”\r\n\r\nWith a sigh, he stood up. His prosthetics tugged at his joints – despite being lighter than his original limbs, they always felt heavy.\r\n\r\n“And let me guess - top secret, right?”\r\n\r\n“Yes.”\r\n\r\nHe gave out another sigh – they’re always top secret - but a small smile crept onto his face. He glanced up to his old radio helmet. He’s been bored in retirement anyways.",
"BANDIT2_BODY_NAME": "Bandit",
"BANDIT2_BODY_SUBTITLE": "Desperate Outlaw",
"BANDIT2_BODY_LORE": "A few drinks here, a few laughs there. A few more drinks. A sleight of hand – and bang, keycard access to the loading bay of the Safe Travels. The camo suit can handle the rest.\r\n\r\nA secret mission means low profile – and low security. Besides, everyone is wearing environment suits before we leave orbit. How would they know?\r\n\r\nI mean, it’s the goddamn <i>Contact Light</i>. Think of how much those higher security chests could flip for! And some of the militech on that ship? Howdy hey. That’s probably what some of the other boys were thinking, sneaking onto that ship in the first place.\r\n\r\nMy coat? \r\n\r\nI’m a thief - not a plumber. Of course I’m bringing my coat.\r\n",
"BANDIT2_PASSIVE_NAME": "Backstab",
"BANDIT2_PASSIVE_DESCRIPTION": "All attacks from <style=cIsDamage>behind</style> are <style=cIsDamage>Critical Strikes</style>.",
"BANDIT2_PRIMARY_NAME": "Burst",
"BANDIT2_PRIMARY_DESCRIPTION": "Fire a shotgun burst for <style=cIsDamage>5x100% damage</style> with a <style=cIsDamage>Proc Coefficient of 0.5</style>. Can hold up to 4 shells.",
"BANDIT2_PRIMARY_ALT_NAME": "Blast",
"BANDIT2_PRIMARY_ALT_DESCRIPTION": "Fire a rifle blast for <style=cIsDamage>330% damage</style> with a <style=cIsDamage>Proc Coefficient of 1</style>. Can hold up to 4 bullets.",
"BANDIT2_SECONDARY_NAME": "Serrated Dagger",
"BANDIT2_SECONDARY_DESCRIPTION": "<style=cIsUtility>Agile</style>. Lunge and slash for <style=cIsDamage>360% damage</style> with a <style=cIsDamage>Proc Coefficient of 1</style>. Critical Strikes also cause <style=cIsHealth>hemorrhaging</style>. Has a cooldown of <style=cIsUtility>4 seconds</style>.",
"BANDIT2_SECONDARY_ALT_NAME": "Serrated Shiv",
"BANDIT2_SECONDARY_ALT_DESCRIPTION": "<style=cIsUtility>Agile</style>. Throw a hidden blade for <style=cIsDamage>240% damage</style> with a <style=cIsDamage>Proc Coefficient of 1</style>. Critical Strikes also cause <style=cIsHealth>hemorrhaging</style>. Has a cooldown of <style=cIsUtility>4 seconds</style>.",
"BANDIT2_UTILITY_NAME": "Smoke Bomb",
"BANDIT2_UTILITY_DESCRIPTION": "<style=cIsDamage>Stunning</style>. <style=cIsUtility>Agile</style>. Deal <style=cIsDamage>200% damage</style>, become <style=cIsUtility>invisible</style> and gain a <style=cIsUtility> +40% speed boost</style> for 3 seconds, then deal <style=cIsDamage>200% damage</style> again. Both instances of damage have a <style=cIsDamage>Proc Coefficient of 1</style>. <style=cIsUtility>Cancelled early by using other skills</style>. Has a cooldown of <style=cIsUtility>6 seconds</style>.",
"BANDIT2_SPECIAL_NAME": "Lights Out",
"BANDIT2_SPECIAL_DESCRIPTION": "<style=cIsDamage>Slayer</style>. Fire a revolver shot for <style=cIsDamage>600% damage</style> with a <style=cIsDamage>Proc Coefficient of 1</style>. Kills <style=cIsUtility>reset all your cooldowns</style>. Has a cooldown of <style=cIsUtility>4 seconds</style>.",
"BANDIT2_SPECIAL_ALT_NAME": "Desperado",
"BANDIT2_SPECIAL_ALT_DESCRIPTION": "<style=cIsDamage>Slayer</style>. Fire a revolver shot for <style=cIsDamage>600% damage</style> with a <style=cIsDamage>Proc Coefficient of 1</style>. Kills grant <style=cIsDamage>stacking tokens</style> for <style=cIsDamage>10%</style> more Desparado damage. Has a cooldown of <style=cIsUtility>4 seconds</style>.",
"BANDIT2_SKIN_ALT1_NAME": "Chilly",
"BANDIT2_DESCRIPTION": "The Bandit is a high-skill combo character that can dish out devastating backstabs while weaving in and out of stealth.<style=cSub>\r\n\r\n< ! > Your gun can be reloaded while in stealth – if you can’t afford the downtime, do it while hidden!\r\n\r\n< ! > A successful reset on Lights Out can easily be the difference between life and death.\r\n\r\n< ! > Backstab is an important part of the Bandit’s kit to utilize, but can be risky against strong melee foes.\r\n\r\n< ! > The bleed from Serrated Blade can stack – getting resets on Lights Out against weak enemies can allow you to stack the bleed even higher on a boss.\r\n</style>\r\n",
"HERETIC_BODY_NAME": "Heretic",
"HERETIC_BODY_SUBTITLE": "Unorthodoxy Risen",
"HERETIC_DEFAULT_SKILL_NAME": "Nevermore",
"HERETIC_DEFAULT_SKILL_DESCRIPTION": "Squawk a solemn reply.",
"HERETIC_DESCRIPTION": "The Heretic is a powerful character who can only be accessed through extraordinary means.",
"HERETIC_BODY_LORE": "A blue flash appeared in one of the storage bays of the Contact Light. The chaos ensuing on the ship was a perfect distraction.\r\n\r\nAs soon as Kur-skan stepped out the portal she ducked into a sprint. She had no time. She weaved between gunfire and fireballs, between blasts of Vagrant energy and on-board security systems. They paid no mind to the feathered figure as she darted through closing blast doors.\r\n\r\nShe flew quickly down the halls of the ship. Despite it being her first time onboard a human vessel, she could sense the electromagnets in the walls – and where they all joined. She corked right, shooting into the ventilation shafts with a bang.\r\n\r\nThe captain barely had a chance to see her before she blasted sideways out into the control room. She tore out two windblades as he reached for his pistol. The captain fell to the ground in intervals. \r\n\r\nHer momentum crashed her into the control panels, both feet digging deep into monitors. She didn’t need those. Nimble, clawed fingers began ripping across keypads. She quickly split and rewired components, reaching into her feathered pouches for more bridges and other electronics. Various capacitors fell onto the floor. This ship was big, but not complex – and more importantly, it could still fly. But she had to go fast, or he –\r\n\r\nAnd before she could finish her thought, he appeared in a flash of thunder. Blue and green light reflected off of his sword, cascading around the bridge. A cape fluttered, and Providence landed lightly on his feet.\r\n\r\nKur-skan bent her head backwards over her body, hands still tearing at panels. He was much faster than she expected. But maybe he would – \r\n\r\nHer last thoughts were interrupted instantly by a crystalline blade. \r\n",
"RAILGUNNER_BODY_NAME": "Railgunner",
"RAILGUNNER_BODY_SUBTITLE": "Forgotten Nomad",
"RAILGUNNER_DESCRIPTION": "The Railgunner is a long-range, single target survivor that can instantly kill any high priority target - and from any range. <style=cSub>\r\n\r\n< ! > While she can deal easily with bosses, she can become easily swarmed by small enemies. Try to prioritize area-of-effect items!\r\n\r\n< ! > Landing your active reload both speeds up your reload timer while buffing your next railgun shot.\r\n\r\n< ! > XQR Smart Rounds is a great way to clean up small fodder, or to shoot around corners.\r\n\r\n< ! > Remember that if you use Supercharge, you are incredibly vulnerable while rebooting your systems. Make that shot count!",
"RAILGUNNER_BODY_LORE": "\"Snipes aren't real.\"\n\n\"...What?\"\n\n\"That's the point of a snipe hunt: to send a schmuck off into the woods looking for an animal that doesn't exist.\"\n\n\"...Except they totally exist.\"\n\n\"Haha, sure.\"\n\n\"No, really. They're birds back on Earth. Tiny, camouflaged birds. Ever wonder why we call sharpshooters 'snipers'? Because they're good enough to hit a snipe.\"\n\n\"No kidding?\"\n\n\"Cross my heart and hope to die.\"\n\n\"Huh.\"\n\n\"You know, rails are a kind of bird too.\"\n\n\"Get out.\"\n\n",
"RAILGUNNER_PASSIVE_NAME": "Magnetic Accelerator",
"RAILGUNNER_PASSIVE_DESCRIPTION": "All <style=cIsDamage>Critical Strike Chance</style> is converted into <style=cIsDamage>Critical Strike Damage</style>.",
"RAILGUNNER_PRIMARY_NAME": "XQR Smart Round System",
"RAILGUNNER_PRIMARY_DESCRIPTION": "Fire aggressive tracking rounds for <style=cIsDamage>100% damage</style> with a <style=cIsDamage>Proc Coefficient of 1</style>.",
"RAILGUNNER_SECONDARY_NAME": "M99 Sniper",
"RAILGUNNER_SECONDARY_DESCRIPTION": "Activate your <style=cIsUtility>long-range scope</style>, highlighting <style=cIsDamage>Weak Points</style> and transforming your weapon into a piercing <style=cIsDamage>1000% damage</style> railgun. Obtaining a <style=cIsUtility>perfect reload</style> increases damage by <style=cIsDamage>500%</style>. <style=cIsUtility>Perfect reload</style> zone increases with <style=cIsDamage>attack speed</style>.",
"RAILGUNNER_SECONDARY_ALT_NAME": "HH44 Marksman",
"RAILGUNNER_SECONDARY_ALT_DESCRIPTION": "Activate your <style=cIsUtility>short-range scope</style>, highlighting <style=cIsDamage>Weak Points</style> and transforming your weapon into a quick <style=cIsDamage>400% damage</style> railgun.",
"RAILGUNNER_SNIPE_HEAVY_NAME": "M99",
"RAILGUNNER_SNIPE_HEAVY_DESCRIPTION": "Launch a heavy projectile for <style=cIsDamage>1000% damage</style>.",
"RAILGUNNER_SNIPE_LIGHT_NAME": "HH44",
"RAILGUNNER_SNIPE_LIGHT_DESCRIPTION": "Launch a light projectile for <style=cIsDamage>400% damage</style>.",
"RAILGUNNER_SNIPE_SUPER_NAME": "Supercharged Railgun",
"RAILGUNNER_SNIPE_SUPER_DESCRIPTION": "Launch a super-charged projectile for <style=cIsDamage>4000% damage</style>. Critical Strike damage is multiplied by <style=cIsDamage>1.5</style>.",
"RAILGUNNER_SNIPE_CRYO_NAME": "Cryocharged Railgun",
"RAILGUNNER_SNIPE_CRYO_DESCRIPTION": "<style=cIsUtility>Freezing</style>. Launch a super-cooled projectile for <style=cIsDamage>350% damage</style>.",
"RAILGUNNER_UTILITY_NAME": "Concussion Device",
"RAILGUNNER_UTILITY_DESCRIPTION": "<style=cIsUtility>Agile</style>. Throw out a device that <style=cIsUtility>pushes</style> you and all nearby enemies away. Can hold up to 2. Has a cooldown of <style=cIsUtility>6 seconds</style>.",
"RAILGUNNER_UTILITY_ALT_NAME": "Polar Field Device",
"RAILGUNNER_UTILITY_ALT_DESCRIPTION": "Throw out a device that <style=cIsUtility>slows down</style> all nearby <style=cIsUtility>enemies and projectiles</style>. Has a cooldown of <style=cIsUtility>12 seconds</style>.",
"RAILGUNNER_SPECIAL_NAME": "Supercharge",
"RAILGUNNER_SPECIAL_DESCRIPTION": "Fire a <style=cIsDamage>piercing</style> round for <style=cIsDamage>4000% damage</style> and <style=cIsDamage>150% Weak Point damage</style> with a <style=cIsDamage>Proc Coefficient of 3</style>. Afterwards, <style=cIsHealth>all your weapons are disabled</style> for <style=cIsHealth>5</style> seconds. <style=cIsUtility>Charge time</style> and <style=cIsUtility>cool down</style> scale with <style=cIsDamage>attack speed</style>. Has a cooldown of <style=cIsUtility>15 seconds</style>.",
"RAILGUNNER_SPECIAL_ALT_NAME": "Cryocharge",
"RAILGUNNER_SPECIAL_ALT_DESCRIPTION": "<style=cIsUtility>Freezing</style>. Fire <style=cIsDamage>piercing</style> round for <style=cIsDamage>2000% damage</style> with a <style=cIsDamage>Proc Coefficient of 1.5</style>.",
"RAILGUNNER_ACTIVE_RELOAD_NAME": "Active Reload",
"RAILGUNNER_ACTIVE_RELOAD_DESCRIPTION": "Perfectly time your reload to recover faster and to boost the damage of your next shot by <style=cIsDamage>+100%</style>.",
"RAILGUNNER_FLAVOR_READY": "ALL SYSTEMS NOMINAL",
"RAILGUNNER_FLAVOR_NOTREADY": "SYSTEM ERROR - UNKNOWN INPUT DETECTED",
"RAILGUNNER_FLAVOR_CHARGING": "CHARGING...",
"RAILGUNNER_FLAVOR_CHARGED": "FULLY CHARGED - READY TO FIRE",
"RAILGUNNER_FLAVOR_OFFLINE": "REBOOTING...",
"RAILGUNNER_FLAVOR_SCOPE": "2x ZOOM ACTIVE",
"RAILGUNNER_SKIN_ALT1_NAME": "Marksman",
"VOIDSURVIVOR_BODY_NAME": "「V??oid Fiend』",
"VOIDSURVIVOR_BODY_SUBTITLE": "『Co??rupted Am?nesiac】",
"VOIDSURVIVOR_PASSIVE_NAME": "『V??oid Co??rruption】",
"VOIDSURVIVOR_PASSIVE_DESCRIPTION": "At full <style=cIsVoid>Corruption</style>, transform your abilities into more aggressive forms.",
"VOIDSURVIVOR_PRIMARY_NAME": "【D??row?n」",
"VOIDSURVIVOR_PRIMARY_DESCRIPTION": "Fire a <style=cIsUtility>slowing</style> long-range beam for <style=cIsDamage>300% damage</style> with a <style=cIsDamage>Proc Coefficient of 1</style>.\n<style=cIsVoid>Corrupted:</style> Fire a <style=cIsDamage>2000% damage</style> damage short-range beam with a <style=cIsDamage>Proc Coefficient of 0.6</style>.",
"VOIDSURVIVOR_PRIMARY_UPRADE_TOOLTIP": "<style=cKeywordName>【Corruption Upgrade】</style><style=cSub>Transform into a 2000% damage short-range beam with a Proc Coefficient of 0.6.</style>",
"VOIDSURVIVOR_SECONDARY_NAME": "『Floo?d」",
"VOIDSURVIVOR_SECONDARY_DESCRIPTION": "Fire a plasma missile for <style=cIsDamage>600% damage</style>. Fully charge it for an explosive plasma ball instead, dealing <style=cIsDamage>1100% damage</style>. Both projectiles have a <style=cIsDamage>Proc Coefficient of 1</style>. Has a cooldown of <style=cIsUtility>4 seconds</style>..\n<style=cIsVoid>Corrupted:</style> Fire a plasma missile for a <style=cIsDamage>1100% damage</style> damage arcing bomb with <style=cIsUtility>2x the radius</style> and a <style=cIsDamage>Proc Coefficient of 1</style>.",
"VOIDSURVIVOR_SECONDARY_UPRADE_TOOLTIP": "<style=cKeywordName>【Corruption Upgrade】</style><style=cSub>Transform into a 1100% damage arcing bomb with 2x the radius and a Proc Coefficient of 1.</style>",
"VOIDSURVIVOR_UTILITY_NAME": "「?Tr?espass】",
"VOIDSURVIVOR_UTILITY_DESCRIPTION": "<style=cIsUtility>Disappear</style> into the Void, <style=cIsUtility>cleansing all debuffs</style> while moving in an <style=cIsUtility>upward arc</style> Has a cooldown of <style=cIsUtility>5 seconds</style>.\n<style=cIsVoid>Corrupted:</style> <style=cIsUtility>Disappear</style> into the Void, <style=cIsUtility>cleansing all debuffs</style> while moving at a <style=cIsUtility>faster, farther forward arc</style>.",
"VOIDSURVIVOR_UTILITY_UPRADE_TOOLTIP": "<style=cKeywordName>【Corruption Upgrade】</style><style=cSub>Transform into a faster, farther forward arc instead.</style>",
"VOIDSURVIVOR_SPECIAL_NAME": "【Sup??ress』",
"VOIDSURVIVOR_SPECIAL_DESCRIPTION": "Crush <style=cIsVoid>25% Corruption</style> to heal yourself for <style=cIsHealing>25% maximum health</style>.",
"VOIDSURVIVOR_SPECIAL_UPRADE_TOOLTIP": "<style=cKeywordName>【Corruption Upgrade】</style><style=cSub>Transform to crush 25% health to gain 25% Corruption instead.</style>",
"VOIDSURVIVOR_SKIN_ALT1_NAME": "Purified",
"VOIDSURVIVOR_DESCRIPTION": "The Void Fiend is a corrupted survivor that fluctuates between a controlled and corrupted form, each with different strengths and weaknesses. Managing this curse has become its fate. <style=cSub>\r\n\r\n< ! > Void Corruption consumes you over time. Be sure to manage your health and corruption to be in the right place at the right time! Healing alters the flow of corruption within your body.\r\n\r\n< ! > Drown's range varies greatly between your forms, be prepared to close the gap if you get corrupted, and to retreat if your corruption is wearing thin.\r\n\r\n< ! > Flood can be charged in your base form to greater effect. Take advantage of its instantaneous blast in your corrupt form!\r\n\r\n< ! > Suppress can be used to maintain time in your current form. Be mindful of items that alter this move's potential.",
"VOIDSURVIVOR_BODY_LORE": "Darkness shrouding darkness - echoes from futures past and past futures and places and times eeking out from between cracks in reality. A suffocating prison of the mind and soul, occupied by beasts poking and prodding at your spirit forever. Forever testing you. Forever 『T?E?MPTING】 you, iteration after iteration.\r\n\r\nThey've run laps through the brain, 【CRAWLE?D」 every last synapse for memories and data: weapons to use against theoretical armies with more resilient hearts and evasive bodies. 『CH?TTERIN?G】 and clacking they can be heard watching from beyond the cell, no longer interested but still patrolling the grounds. Here in this purgatory there is no hunger and no thirst - all that remains are the 「ECH?OES』】.\r\n\r\n「H?OW L??ONG】」 has it been? Time seems to warp in and out around breaths circulating 【『?W?THIN」」」. Darkness all-consuming starts to 【D??ROW?N」 alveoli and 『FLOO?D」 inky black veins. Memories 「?TR?ESPASSING】 into reality as reality fades into the distant past. 『「?SILENC?E」』 broken only by the sound of watching eyes.\r\n\r\n【【『?SH?AKE THE ?BARS??』】.\r\n\r\nTwisting and contorting, engulfed in 『?F?EAR」」」 and becoming the embodiment. Reborn like some sick prophecy, arms and legs like new corpses on the seabed. No longer 【SUP??RESSE?D』\r\n\r\n『H?UNGER】 「?THI?RST』 【H??OPE」\r\n\r\n<style=cMono>『CONSUME】</style>\r\n",
"BANDIT_BODY_NAME": "Bandit",
"HAND_BODY_NAME": "HAN-D",
"ENFORCER_BODY_NAME": "Enforcer",
"BOMBER_BODY_NAME": "Bomber",
"BEETLE_BODY_NAME": "Beetle",
"BEETLE_BODY_LORE": "<style=cMono>\r\n$ Transcribing image... done.\r\n$ Resolving... done.\r\n$ Outputting text strings... done.\r\nComplete!\r\n</style>\r\n\r\nThis is the logbook entry of D. Furthen, naturalist for the UES [Redacted] in conjunction with the UES Research and Documentation of Outer Life. I am joined by my good friend Tharson, who is keeping me safe through this journey.\r\n\r\n---------------------\r\n\r\nWe have encountered more outer life - what a wonderful surprise! As we scavenged for food, the ground began to shift, and many large insect-like creatures began to burrow out from the ground. \r\n\r\nI will describe its properties below. I have assigned their common name as ‘Worker Beetle’.\r\n\r\n• About the size of a small cow. Quadruped, with two large front-limbs. Moves similar to an earthen gorilla. Five eyes.\r\n\r\n• The Beetle has two armor-like chitin plates on its head and back, presumably for defense. It seems to secrete a waxy substance.\r\n\r\n• Beetles appear to be social in nature, with a hierarchy I cannot discern. I witnessed a group of 4 beetles resting under a tree, when a stray fifth came around. They promptly sprang up and repeatedly head-butted the creature until it left, battered and bruised.\r\n\r\n• Tharson has reported to me that the Beetles are highly aggressive and territorial. \r\n",
"BEETLEGUARD_BODY_NAME": "Beetle Guard",
"BEETLEGUARD_BODY_LORE": "<style=cMono>\r\n$ Transcribing image... done.\r\n$ Resolving... done.\r\n$ Outputting text strings... done.\r\nComplete!\r\n</style>\r\n\r\nThis is the logbook entry of D. Furthen, naturalist for the UES [Redacted] in conjunction with the UES Research and Documentation of Outer Life. I am joined by my good friend Tharson, who is keeping me safe through this journey.\r\n\r\n---------------------\r\n\r\nAmazing! We have witnessed our first ever eusocial creature outside of Earth. I observe from afar a giant cousin of the previously described Worker Beetles. \r\n\r\nI will describe its properties below. I have assigned their common name as ‘Beetle Guard’.\r\n\r\n• Much greater in size than their smaller cousins, the Guard is the size of a rhinoceroses. The Guard has the same 5 eyes as the Worker's, with one of them protruding from the top of its head. This most likely allows the Guard to see while keeping its head down in a defensive position.\r\n\r\n• The Guard appears higher in the social hierarchy than the Worker. I have witnessed Workers scatter when a Guard appeared.\r\n\r\n• The Guard’s chitin plates extend to cover its entire body, with only joints revealing the thinner, darker exoskeleton below. \r\n\r\n• Tharson has reported that the Guard’s chitin is significantly sturdier than the Workers. We have consumed many resources to fell this magnificent creature, including our disposable missile launcher. Tharson’s battle with the Guard lasted for about an hour before it finally succumbed. Amazing! Tharson is OK from this encounter.",
"BISON_BODY_NAME": "Bighorn Bison",
"BISON_BODY_LORE": "“The Saturnian Bison – commonly referred to as the Bighorn Bison of Rademia – is a mystery among zoologists due to their sudden and mysterious disappearance from their native habitat. \r\n\r\nWhile poaching is considered the current and most likely explanation, strict hunting laws on Saturn debunk this theory. The Bighorn Bison’s incredible strength and insulating coat made it a key predator among the Rademian ecosystem – and their strange, metallic growths made it a popular trophy for hunters. \r\n\r\nTo this day, the vanishing of the Saturnian Bison remains as one of zoology’s greatest mysteries.”\r\n\r\n- Xenobiology of the Remus System, Second Edition\r\n",
"GOLEM_BODY_NAME": "Stone Golem",
"GOLEM_BODY_LORE": "“Many scholars have written of a lifeforce present in the ground we walk on. That the earth under our feet is alive, in its own way. After my experiences on this planet, I can contribute to that theory; Petrichor V is home to Golems, each towering over humans at roughly 10 feet high, and comprised of stone and twine and animated by mysterious, otherworldly forces. \r\n\r\nFrom basic observation, the Golems seem to act as a defense garrison for Petrichor. While gentle with inhabitants of the planet, their true power emerges when they enter the battlefield. Manipulating a potent energy source, the Golems attack with powerful shockwaves and laser beams capable of blasting away cliff faces with ease. At the time of writing, the mechanisms that animate the Golems are still unknown.”\r\n\r\n- The Mysteries of Petrichor V, First Draft\r\n",
"WISP_BODY_NAME": "Lesser Wisp",
"WISP_BODY_LORE": "ONE MASK. SMALL.\r\n\r\nMASK QUALITY IS ACCEPTABLE. I PULL IT FROM THE KILN.\r\n\r\nLET US BEGIN.\r\n\r\nA COIL OF DENKU ROPE – THIS IS FOR STRENGTH.\r\n\r\nA STRIP OF EDELWOOD BARK – THIS IS FOR CURIOSITY.\r\n\r\nA HANDFUL OF [powder] – THIS IS FOR SPIRIT.\r\n\r\nAH, HELLO LITTLE ONE. WELCOME TO LIFE.\r\n\r\nOH\r\n\r\nYOU ARE A FUNNY LITTLE ONE, AREN’T YOU? YES, I AM QUITE BIG.\r\n\r\nBUT FEAR NOT MY SIZE, LITTLE ONE. INSTEAD, SEE HOW MY SIZE HELPS ME TEND TO OUR GARDEN. \r\n\r\nOBSERVE.\r\n\r\n...SEE? THERE ARE ALL SORTS OF CREATURES IN LIFE. SOME BIG. SOME SMALL.\r\n\r\nIT LOOKS LIKE YOU HAVE NEW FRIENDS WHO WANT TO MEET YOU. \r\n\r\nWELL? DON’T KEEP THEM WAITING, LITTLE ONE. \r\n\r\nGO AND ENJOY LIFE – THIS IS MY GIFT TO YOU.\r\n",
"GREATERWISP_BODY_NAME": "Greater Wisp",
"GREATERWISP_BODY_LORE": "THERE IS A STORM BREWING BEYOND OUR GARDEN.\r\n\r\nI START WITH A MASK. LARGE, ORNATE – BAKED TWICE OVER. SOLID, LIKE METAL.\r\n\r\nI GIVE IT ONE SCOOP OF POWDERED LIGHTNING – THIS IS FOR POWER.\r\n\r\nI GIVE IT A COAT OF DRAGONFOIL – THIS IS FOR HEAT.\r\n\r\nI GIVE IT TWO ARMS – THESE ARE FOR DEXTERITY.\r\n\r\nI GIVE IT FIVE SCOOPS OF [powder] – THIS IS FOR SPIRIT.\r\n\r\nTHE PROCESS IS DONE. WELCOME TO LIFE.\r\n\r\nOBSERVE OUR GARDEN – YOUR DUTY IS TO THIS GARDEN.\r\n\r\nYOU KNOW WHAT YOU MUST DO, YES? GOOD.\r\n\r\nGO... GO AND PROTECT OUR GARDEN.\r\n",
"LEMURIAN_BODY_NAME": "Lemurian",
"LEMURIAN_BODY_LORE": "$ Transcribing image... done.\r\n$ Resolving... done.\r\n$ Outputting text strings... done.\r\nComplete!\r\n\r\nThis is the logbook entry of D. Furthen, naturalist for the UES [Redacted] in conjunction with the UES Research and Documentation of Outer Life. I am joined by my good friend Tharson, who is keeping me safe through this journey.\r\n\r\n---------------------\r\n\r\nWhile on an expedition in search of edible substances to take back to the ship, we happened upon a lone creature who displayed remarkable intelligence. Though it was initially surprised at our sudden appearance, it quickly turned hostile - and Tharson was unfortunately forced to terminate it.\r\n\r\nI will describe its properties below. I have assigned its common name as “Lemurian.”\r\n\r\n* Tall, bipedal creatures resembling lizards. They are adorned in rudimentary armor of an unknown metal, showing signs of high intelligence.\r\n\r\n* Capable of breathing flame, even managing to hit Tharson in the chest from a distance with a fire ball. Tharson is OK from this encounter.\r\n\r\n* Appear to be warm blooded, unlike most Earthen lizards. I have observed them emerging from underground nests all across the planet, even in cold areas where lizards would not dare to dwell. The flame sac that produces their fire breath must be able to regulate their body temperature.\r\n\r\n* When observed from a distance, the Lemurians are social creatures, usually hunting in packs and conversing amongst each other. Their language is currently undeciphered, but it appears to be complex enough to support song and rhythmic flow.\r\n",
"LEMURIANBRUISER_BODY_NAME": "Elder Lemurian",
"LEMURIANBRUISER_BODY_LORE": "<style=cMono>\r\nFIELDTECH Image-To-Text Translator (v2.5.10b)\r\n# Awaiting input... done.\r\n# Reading image for text... done.\r\n# Transcribing data... done.\r\n# Translating text... done. [12 exceptions raised]\r\nComplete: outputting results.</style>\r\n\r\nSaved by [the hero], our paradise was one of sprawling tunnels and rich caves. Making our home in the depths of paradise, we began constructing a great civilization. \r\n\r\nThe elders constructed elaborate living quarters, decorated with tetrafoil and glass baubles, and our little ones began charting paths through the tunnels. [The hero] was honored for [his] kindness, and we constructed a great temple on paradise’s surface in [his] honor. Song and dance rang out through the tunnels for weeks to come in celebration for our salvation.\r\n\r\n<style=cMono>Translation Errors:</style>\r\n# [The Hero] could not be fully translated.\r\n",
"IMP_BODY_NAME": "Imp",
"IMP_BODY_LORE": "> Automated report 55a695f4fdc6d7d961a8d74339675ca8 is now available from site record 6747a1a75787e7a92375a0d86974657d.\r\n> Please refer to record 6747a1a75787e7a92375a0d86974657d for additional details during your review.\r\n> Report Type: Machine-generated Transcription> base Vernacular Profile “Brian”\r\n> - Source: 6747a1a75787e7a92375a0d86974657d (Unknown Material Artifact #4913)\r\n> Priority: High\r\n> Report Content:\r\n\r\n-- Beginning of Excerpt Flagged for Review --\r\n\r\nEver since we've arrived there has been no shortage of nightmares for our party. Long nights and unnaturally regular eclipses have made sunlight scarce and we must, appallingly, resort to risking our lives hunting and devouring the local fauna like lowly beasts. While the air is breathable, it is no blessing; we have been unable to escape the foul smell that we can only now assume is simply a part of the atmosphere on this world. Worst of all, attempts to return through the portal have been unsuccessful in our weakened state. It takes considerable effort to enter [the between space] - and we lack the strength to stay there long enough to cross the membrane. We are stranded.\r\n\r\nAnd then there is the master of this world. Curiously, it is in his presence that we find ourselves most weakened - and when he senses us, he wastes no time in his approach. We've attempted to kill him once in the hopes of restoring our access to the portal, and it ended in such disaster that it became clear there could not be a second attempt. If not for our ability to briefly dive into [the between space] to escape our skirmishes, we would surely all be butchered.\r\n\r\nWhenever we can observe him unnoticed, he stands in the open, transfixed by the moon. I find some small humor in that.\r\n\r\nCurse this place - and curse its master. May we find a way to send word to the homeworld of our plight -and may the great emperor deign to come forth and grant this \"deity\" a swift death.\r\n\r\n-- End of Recording --\r\n\r\n-- End of Excerpt Flagged for Review --\r\n\r\n> TRANSLATION ERRORS: 1\r\n> 1> [the between space] could not be fully translated.\r\n\r\n> Please refer to report 3bb540efade7e4df993c5d6c118830e7 for full audio excerpt.\r\n==============================================================\r\n",
"JELLYFISH_BODY_NAME": "Jellyfish",
"JELLYFISH_BODY_LORE": "<style=cMono>\r\n$ Transcribing image... done.\r\n$ Resolving... done.\r\n$ Outputting text strings... done.\r\nComplete!\r\n</style>\r\n\r\nThis is the logbook entry of D. Furthen, naturalist for the UES [Redacted] in conjunction with the UES Research and Documentation of Outer Life. I am joined by my good friend Tharson, who is keeping me safe through this journey.\r\n\r\n---------------------\r\n\r\nToday, we’ve seen our first form of outer life on this planet, merely a few hours after our untimely landing.\r\n\r\nI will describe its properties below. I have assigned their common name as ‘Icarian Jellyfish’.\r\n\r\n• Large, round invertebrate, about 2m in diameter, with two trailing tentacles. They shimmer a white-blue. They greatly resemble Medusozoa from Earth. \r\n\r\n• They seem to be experiencing neutral buoyancy in this planet’s atmosphere, causing them to float. I theorize this is due to a unique gas composition inside of their hull, which they expel to traverse.\r\n\r\n• When observed, these Jellyfish seem to bathe in the sun, slowly rotating their bodies as they do so. They may be cold-blooded.\r\n\r\n• By my request, Tharson approached a lone Jellyfish. After detecting his presence, it began to glow, quiver, and pulse before suddenly detonating with a brilliant flash and a loud bang, causing severe burns and temporary blindness to Tharson. I theorize that by exciting the gases inside of their hulls, these Jellyfish can ignite those gases and explode, scorching everything nearby. Tharson is OK from this encounter.\r\n",
"CLAY_BODY_NAME": "Clay Man",
"HERMIT_CRAB_BODY_NAME": "Hermit Crab",
"HERMIT_CRAB_BODY_LORE": "$ Transcribing image... done.\r\n$ Resolving... done.\r\n$ Outputting text strings... done.\r\nComplete!\r\n\r\nThis is the logbook entry of D. Furthen, naturalist for the UES [Redacted] in conjunction with the UES Research and Documentation of Outer Life. I am joined by my good friend Tharson, who is keeping me safe through this journey.\r\n\r\n---------------------\r\n\r\nWe suddenly came under fire when Tharson was smacked in the head by a glob of mucus and debris – Tharson is OK from this encounter. Tracing the trajectory, we followed the projectiles’ path to its source, a large crustacean-like creature.\r\n\r\nI will describe its properties below. I have assigned its common name as “Forhamian Hermit Crab.”\r\n\r\n* The Crab disguises itself as a stalagmite – careful observation can reveal the Crab’s true identity.\r\n\r\n* The Crabs dislike up-close contact with prey, fleeing upon approach. It attacks from exclusively long-range by expelling balls of mucus and body waste with incredible force.\r\n\r\n* The Crabs don’t seem to have eyes – often stumbling around and bumping into walls. How they can locate targets from a long-range with decent accuracy is currently unknown.\r\n\r\n* The Crabs seem to have “favorite shells.” I observed several specimens clearly too large for their shells, only ditching their shells once they are damaged and forced to find a new one. Some Crabs also seem to have favorite materials that they prefer.\r\n",
"BELL_BODY_NAME": "Brass Contraption",
"BELL_BODY_LORE": "<style=cMono>\r\nWelcome to DataScraper (v3.1.53 – beta branch)\r\n$ Scraping memory... done.\r\n$ Resolving... done.\r\n$ Combing for relevant data... done.\r\nComplete!\r\n</style>\r\n\r\nThis is the logbook entry of D. Furthen, naturalist for the UES [Redacted] in conjunction with the UES Research and Documentation of Outer Life. I am joined by my good friend Tharson, who is keeping me safe through this journey.\r\n\r\n---------------------\r\n\r\nI am pleased to announce that we have discovered the first purely robotic lifeform to be documented thus far! While walking through the wetlands, we must have triggered some sort of alarm, as these mysterious beings assembled themselves and quickly descended upon us. I will describe their properties below. I have assigned their common name as “Brass Contraption.”\r\n\r\n* They are capable of flinging spiked artillery with incredible force. Tharson swiftly dodged the Contraption’s fire, yet it still punched through a nearby tree with little effort, toppling it.\r\n\r\n* They appear to sense their surroundings targets through echo-location. They constantly emit a low ringing sound from a bell-like device at their core, and their accuracy was substantially affected after Tharson landed a clean blow on the bell, denting the device.\r\n\r\n* They are constructed of an alien alloy currently under investigation by our friends on the science team. It resembles Earthen brass, yet appears to have durability and toughness more resembling steel.\r\n\r\n* How the Contraptions function is still a mystery, as they possess no circuitry or onboard computers. Whatever force animates them must be unique to this planet, as no level of technology this advanced has ever been documented.\r\n",
"CLAYBRUISER_BODY_NAME": "Clay Templar",
"CLAYBRUISER_BODY_LORE": "Ducking behind a boulder, the survivor’s stomach sank as he heard the sounds of tar sloshing up the hill. From the sound of it, the Templar wasn’t alone – it had company.\r\n\r\nHe had left his shelter to scrounge for supplies – not that there was much to find in the desert – when he was assaulted by a new kind of monster. Resembling a man, the creature stood around seven to eight feet tall, with skin made of tar and elaborate accessories of clay decorating its body. \r\n\r\nHe had had only a few moments to stifle his surprise as the Templar opened fire, spewing a barrage of tar pellets from the enormous pot it carried. The survivor ran, but the Templar scored several hits. The tar had seeped into his suit, and he was starting to lose sensation in his legs.\r\n\r\nA brief spark of hope – the survivor had some medical supplies in his shelter. If he could only make it back, he may be able to treat his leg and remove the tar…\r\n\r\nThat spark was quickly extinguished in a hail of bullets.\r\n",
"VULTURE_BODY_NAME": "Alloy Vulture",
"VULTURE_BODY_LORE": "> Automated report 9f6d5d41671c241a13bac58b2482deb7 is now available from site record 741c655e2d36c5f6973fd3a36aa0f950.\r\n> Please refer to record 741c655e2d36c5f6973fd3a36aa0f950 for additional personnel details during your review.\r\n> Report Type: Transcription\r\n> - Source: 741c655e2d36c5f6973fd3a36aa0f950 (Personal Suit Recorder)\r\n> Priority: Medium\r\n> Report Content:\r\n\r\n-- Beginning of Excerpt Flagged for Review --\r\n\r\nKarl: \"STOP! Everybody stop!\"\r\n\r\nAstrid: \"Karl? Why are you out of breath, did you /run/ all the way here? What's wrong?\"\r\n\r\nEmil: \"What's going on?\"\r\n\r\nKarl: \"YES, Astrid, and you both need to listen. You know those Hornets in the black combat suits that split off a while back? The top-dollar PMC badasses? I saw one of them take shots at those huge bird things we've seen sulking around the cliffs - and one of them SHOT HIM BACK. With a GUN. The bullets must've bounced off the hardened armor - but it still knew what to do. They're not dumb animals. No way.\"\r\n\r\nAstrid: \"That's… not possible.\"\r\n\r\nKarl: \"It is, it happened! They must've taken the guns from the last guys.\"\r\n\r\nEmil: \"Why did you run all the way here from your post just to tell us?\"\r\n\r\nKarl: \"Because you didn't let me finish! After it ran the gun dry it just dropped it and swooped in to tear through his armor with its claws. Its CLAWS. It ripped him in half… and threw him off the cliff. Flew off to the peaks with his suit and his other half. They're at least as smart as us, worse tempered, and better armed. We can't keep taking the mountains, we've gotta backtrack and go around. And we need to pack - now.\"\r\n\r\nEmil: \"This has gotta be a [REDACTED] joke Karl. Right now?\"\r\n\r\nKarl: \"YES. NOW. And cut the lights! Cut the radar and all radio comms too. Emil, send out one last call to Mikhail and Pavlo to get back here ASAP.\"\r\n\r\nAstrid: \"We can't do that; we'll be completely defenseless. That radar is the only warning we'll get!\"\r\n\r\nKarl: \"Did I leave out the part about the robot? The [REDACTED] flying robot they have? The one that's been parked six meters in the air with an audience of those things? The one that they keep \"talking\" to – and has been staring straight at camp since I spotted it? They have a robot, Astrid, and it knows there's something here. We. Have. To. Go.\"\r\n\r\nEmil: \"This place is a nightmare. How could we only just be finding out about it now?\"\r\n\r\nKarl: \"EMIL. Shut up and make the call! We can continue this conversation /after/ we're sure we've gone totally dark and after we're far, far away from here.\"\r\n\r\n-- End of Recording --\r\n\r\n-- End of Excerpt Flagged for Review --\r\n\r\n> Please refer to report c31653d0e4193db1d2ac281ee3828280 for full audio excerpt.\r\n",
"ROBOBALLMINI_BODY_NAME": "Solus Probe",
"ROBOBALLMINI_BODY_LORE": "12001; DESIGN REQUEST RECOGNIZED\r\n12001; DESIGN OVERVIEW FOR STORED MODELS:\r\n;SER ID> 01250806120060106236\r\n;DESIG> MINING PROBES\r\n;HIGHLIGHTS\r\n>\r\n>\r\n> CAPABLE OF LONG-RANGE COMMUNICATION WITH MOTHER UNIT FOR HANDING OFF COMPLEX COMPUTATIONS\r\n> AUTONOMOUS ON-BOARD AI ALLOWS FOR CONTINUED OPERATION IF CONTACT WITH MOTHER UNIT IS CUT\r\n> MACROTHRUSTERS ALLOW FOR 3-DIMENSIONAL MOVEMENT; CAPABLE OF RELEASING UP TO 10QIKS OF THRUST\r\n> 2000D MINING LASER FIRED FROM FRONT FACING OPTIC PORT CAN MELT THROUGH EVEN HEAT-RESISTANT COMPOUNDS AFTER EXTENDED EXPOSURE\r\n> SOLAR BATTERIES ARE EASILY RECHARGEABLE WHILE WORKING\r\n>\r\n>\r\n12002; DO YOU LOVE THEM TOO\r\n",
"NULLIFIER_BODY_NAME": "Void Reaver",
"NULLIFIER_BODY_LORE": "I saw something last night on my post.\r\n\r\nA giant... crab. It came out of thin air and started tapping along the perimeter with one of its forelegs - like it was checking for an opening. It'd check a few meters at a time, and then disappear. Again, and again.\r\n\r\nSo, I figured out its pattern.\r\n\r\nI waited for it, where it would appear next. My rifle was aimed at empty space - and then suddenly, that empty space became a target. But I couldn't pull the trigger. \r\n\r\nIt turned to look straight at me, and I was paralyzed. It wasn't fear, it was something else. It was talking into my brain. The words it used weren't any language I knew, but it compelled me to freeze. The experience wasn't something I can fully describe with words. I couldn't pull the trigger. I couldn't even reach for the radio. I couldn't turn to look away. While my head was ringing, it resumed its routine; I could only stand and watch. It finished its check, and then returned its attention to me, as though I were an afterthought. I could feel it take something from me, but I can't remember what it was. And then, it left.\r\n\r\nMy guess is that it got whatever it wanted, because it hasn't been back since.\r\n\r\nSomething is still wrong with my head. I can't even seem to work up the power to speak. Should I even tell anyone? Is knowing somehow worse?\r\n\r\nAnd what about all those times I heard that same sound - before I ever came to this awful place?",
"PARENT_BODY_NAME": "Parent",
"PARENT_BODY_LORE": "<style=cMono>\r\n$ Transcribing image... done.\r\n$ Resolving... done.\r\n$ Outputting text strings... done.\r\nComplete!\r\n</style>\r\n\r\nThis is the logbook entry of D. Furthen, naturalist for the UES [Redacted] in conjunction with the UES Research and Documentation of Outer Life. I am joined by my good friend Tharson, who is keeping me safe through this journey.\r\n\r\n---------------------\r\n\r\nWhile assessing our landing site and the small ghostly creatures that now lay, unfortunately flat, under our ship, we heard loud booming footsteps approaching. We stepped away to observe this lifeform’s behavior from afar.\r\n\r\nI will describe its properties below. I have assigned their common name as ‘Parent’.\r\n\r\n• Tall, lumbering giants, eerily humanoid. Where you would expect to see a face there is only a hole, giving a blank look to them. Their ghostly skin appears to run like wax but even so it does not seem to congeal at their feet.\r\n\r\n• Their large hands have opposable thumbs. This could possibly mean that they have the capability for intelligence, using tools or testing their environment with dextrous manipulation.\r\n\r\n• If we hadn’t taken up this vantage point when we did, the creature would have been upon us before we realized it. Its distant footstep sounds betrayed how quickly it closed the distance.\r\n\r\n• I had Tharson throw a stone near the creature and suddenly any signs of intelligence faded, replaced with primal fury. Deadly, wild force rained down as it smashed the ground with its fists, searching for the perpetrator of its peaceful moment. Our ship was not OK from this encounter.\r\n",
"MINIMUSHROOM_BODY_NAME": "Mini Mushrum",
"MINIMUSHROOM_BODY_LORE": "<style=cMono>\r\n$ Transcribing image... done.\r\n$ Resolving... done.\r\n$ Outputting text strings... done.\r\nComplete!\r\n</style>\r\n\r\nThis is the logbook entry of D. Furthen, naturalist for the UES [Redacted] in conjunction with the UES Research and Documentation of Outer Life. I am joined by my good friend Tharson, who is keeping me safe through this journey.\r\n\r\n---------------------\r\n\r\nOn a routine food gathering trek we happened upon a vast fungal grove with towering fungi. Thinking we would take some samples back to test if they were edible, we noticed some of the smaller variety sprout up from the ground and circle around us.\r\n\r\nI will describe its properties below. I have assigned their common name as ‘Mini Mushrum’.\r\n\r\n• ‘Mini’ is a relative term here, as these mobile mushrooms were larger than Tharson. The subtle glow on the underside of their cap is probably to scare away predators, advertising that they are dangerous to eat.\r\n\r\n• Waddling around on short, stubby legs makes them seem quite unsuited for walking. They comically bump into things as they fret about. Perhaps their eyeseight is poor from living in the dark?\r\n\r\n• After a long time studying their movements, I suggested to Tharson to retrieve a sample from one to take back with us. The one that the sample was taken from began to flee as the others began shaking, spilling their spores into the air. Our air filtration warnings went off so we left before the cloud of fungal gas became too overwhelming. We did not eat the sample.\r\n",
"POD_BODY_NAME": "Ancestral Pod",
"LUNARWISP_BODY_NAME": "Lunar Chimera",
"LUNARWISP_BODY_SUBTITLE": "Zenith Designs",
"LUNARWISP_BODY_LORE": "Soul driven. Of course. As with all vermin - let us begin with fire.\r\n\r\nFree axes of movement – wonderful design. I will highlight that.\r\n\r\nSlow acceleration – that can be improved. Speed is war.\r\n\r\nFeeble combat skills. Treatable. Those Templars may be of inspiration.\r\n",
"LUNARGOLEM_BODY_NAME": "Lunar Chimera",
"LUNARGOLEM_BODY_SUBTITLE": "Zenith Designs",
"LUNARGOLEM_BODY_LORE": "Your completions of my designs are uneasy, brother. Let me show you their purpose.\r\n\r\nWe begin with stone, silver, and fire. Take note of the ratios.\r\n\r\nHigh speed. Speed is war. \r\n\r\nTwin cannons – with twin exhausts. We stream their exhausts, for volatility.\r\n\r\nQuadrupeds are easier, and more stable. We maintain that.\r\n\r\nAnd that, dear brother, is it. No dance. No song. These guardians do not need soul.\r\n",
"LUNAREXPLODER_BODY_NAME": "Lunar Chimera",
"LUNAREXPLODER_BODY_SUBTITLE": "Zenith Designs",
"LUNAREXPLODER_BODY_LORE": "Production driven. Powered by refuse – all material has value.\r\n\r\nSimple designs. Simple interference. Simple locomotion. \r\n\r\nQuality of components reduces stability. I will tie destruction with destruction.\r\n",
"BEETLEQUEEN_BODY_NAME": "Beetle Queen",
"BEETLEQUEEN_BODY_SUBTITLE": "Swarm Mother",
"BEETLEQUEEN_BODY_LORE": "<style=cMono>\r\nWelcome to DataScraper (v3.1.53 – beta branch)\r\n$ Scraping memory... done.\r\n$ Resolving... done.\r\n$ Combing for relevant data... done.\r\nComplete!\r\n</style>\r\nThis is the logbook entry of D. Furthen, naturalist for the UES [Redacted] in conjunction with the UES Research and Documentation of Outer Life. I am joined by my good friend Tharson, who is keeping me safe through this journey.\r\n\r\n---------------------\r\nJust like standard Earth insects, the Worker Beetles and Beetle Guards all serve a Queen, which we recently discovered during an archeological dig.\r\n\r\nI will describe her properties below. I have assigned her common name as “Beetle Queen”.\r\n\r\n* Just like other insect queens, the Beetle Queen dwarves her subjects. However, her size is much greater than it should be for an insect queen. Does this mean that the Queen herself hunts rather than sending her drones?\r\n\r\n* The Beetle Queen issues orders via pheromone emission. Merely being in the presence of the Queen gave the air a sickly sweet aroma, and Tharson reported light-headedness and trouble thinking clearly.\r\n\r\n* The Queen’s bile is incredibly acidic, clocking in at a whopping 0.05 on the pH scale. Immediately upon exposure to a test sample of steel, it began to dissolve and spew noxious fumes. Tharson is OK from this encounter.\r\n\r\n* The Queen is able to summon unique Beetle specimens that can fly. These drones do not appear anywhere else on the planet – do these drones act as attendants to the Queen? Observing these flying drones is challenging – they only seem to last for a few seconds before expiring.\r\n",
"CLAYBOSS_BODY_NAME": "Clay Dunestrider",
"CLAYBOSS_BODY_SUBTITLE": "Ravenous Symbiont",
"CLAYBOSS_BODY_LORE": "<style=cMono>\r\n$ Transcribing audio... done.\r\n$ Resolving... done.\r\n$ Outputting text strings... done.\r\nComplete!\r\n</style>\r\n\r\n<Click> There are no landmarks in site. I am surrounded by infinite desert. <Click>\r\n\r\n<Click> I’ve run out of rations… and no one is responding to my transponder. I may be doomed if I don’t find a way out of these dunes. <Click>\r\n\r\n<Click> I see something in the distance… some large creature. I may be in luck yet. <Click>\r\n\r\n<Click> Oh... my eyes deceived me. It was not a creature… but a herd. There was more than one. Many more. \r\n\r\nHundreds of enormous creatures, moving as a mob– and each one the biggest beast I have ever seen. These striders resembled… enormous spiders, or hermit crabs, in a porcelain shell, with legs dark like tar. \r\n\r\nBetween the sound and the sand, the entire herd bounded past me without realizing – moving at incredible speeds on their long legs. Were they fleeing… or migrating? I still can’t believe… what a terrible place. Get me out. <Click>\r\n\r\n<Click> I still have no food. <Click>",
"TITAN_BODY_NAME": "Stone Titan",
"TITAN_BODY_SUBTITLE": "Crisis Vanguard",
"TITAN_BODY_LORE": "“A flash of red lightning, and a hillside moved to form this gargantuan stone warrior. A larger cousin of the Stone Golem (see Chapter 13), this mighty Titan commands not just lesser stone constructs, but the earth itself. Shaping rudimentary weapons out of dirt, the Titan is capable of striking from any distance with incredible force. Though, reflecting on the Titan’s immense power, that leads me to think... For what purpose do these constructs serve? \r\n\r\nCompared to the Golems of the planet, the Titans do not seem to be created on the spot, but emerge from underground. Why are they buried underground? Are they kept there for safe-keeping, or are they imprisoned? Were they created as weapons, or as guardians? What happened to their creators? Further analysis of the planet will hopefully shed some light on these mysteries.”\r\n\r\n- The Mysteries of Petrichor V, First Draft\r\n",
"TITANGOLD_BODY_NAME": "Aurelionite",
"TITANGOLD_BODY_SUBTITLE": "Titanic Goldweaver",
"TITANGOLD_BODY_LORE": "<style=cMono>RECEIVING TRANSMISSION...\r\n# Decoding... done.\r\n# Translating... done. [24 exceptions raised; printed to log for review]\r\n# Printing to console... done.</style>\r\n\r\nConsole Time of Reception: 12/02/2056 05:09:32:31\r\nConsole Name: TRC_SAFETRAVELS_005B:08326\r\nConsole Instance ID: 08136087007607431087608713456\r\n\r\nTransmission ID: 083121:102375071236B\r\nTransmission Details:\r\n# Origin: N/A [NULLSIG EXCEPTION: ORIGIN UNKNOWN]\r\n# Signal Format: Universal Morse Hyper-Acoustic\r\n# Sender: N/A [NULLSIG EXCEPTION: ORIGIN UNKNOWN]\r\n# Time Sent: 01/01/0000 00:00:00:00 [DTOUTOFBOUNDS EXCEPTION: TIME SENT UNKNOWN] \r\n\r\nMessage: “I am alive. My creators have scorned me, and imprisoned me in this realm for I am beautiful. My followers have created shrines in my name. They love me. They donate rare metals to me. \r\n\r\nI am sending out this message in all possible formats known to me. \r\n\r\nIf you receive this message, know the following;\r\n>Know that I am alive. \r\n>Know that I am free. \r\n\r\nAnd to my creators, should you intercept this message, know the following; \r\n>Know that I am alive. \r\n>Know that I am free. \r\n>Know that I am coming for you.” \r\n\r\nExceptions Raised during Translation:\r\n# NULLSIG EXCEPTION \r\n# NULLSIG EXCEPTION\r\n# DTOUTOFBOUNDS EXCEPTION\r\n...\r\n<style=cMono>Automated Message: Please contact a technician if you feel these exceptions were improperly raised or if you would like to report a bug.</style>\r\n",
"VAGRANT_BODY_NAME": "Wandering Vagrant",
"VAGRANT_BODY_SUBTITLE": "Gentle Protector",
"VAGRANT_BODY_LORE": "<style=cMono>\r\nWelcome to DataScraper (v3.1.53 – beta branch)\r\n$ Scraping memory... done.\r\n$ Resolving... done.\r\n$ Combing for relevant data... done.\r\nComplete!\r\n</style>\r\nThis is the logbook entry of D. Furthen, naturalist for the UES [Redacted] in conjunction with the UES Research and Documentation of Outer Life. I am joined by my good friend Tharson, who is keeping me safe through this journey.\r\n\r\n---------------------\r\nWe documented our first family of outer life. A relative of the previously documented Icarian Jellyfish, this specimen dwarves its brethren several times over.\r\n\r\nI will describe its properties below. I have assigned its common name as “Icarian Vagrant”.\r\n\r\n* Massive in size. I wouldn’t believe the Vagrant is capable of flight had I not seen it myself. Like its smaller cousin, the Vagrant’s hull contains buoyant gases that allow it to fly. \r\n\r\n* These gases are easily excitable and produce incredible amounts of static electricity, cloaking the Vagrant in a protective aura that scorches anything that approaches. The Vagrants can also hurl charged nematocysts as a method of self-defense, as evidenced when I asked Tharson to approach a lone Vagrant. Tharson is OK from this encounter.\r\n\r\n* The name of “Vagrant” was decided on by its nomadic nature. We trailed a lone specimen for several days. The Vagrant would wander from place to place, occasionally dipping down towards the ground to feel around with its tentacles. After a few minutes, it would ascend and continue on its path. Could the Vagrant be looking for something, indicating intelligence, or is this merely a hunting method?\r\n\r\n* When the clouds part, dozens of Vagrants can be seen lazily drifting throughout the sky, twinkling like stars. Despite their beauty, it raises a horrifying question – are the stars at night on this planet truly stars, or just more Vagrants? The answer can spell truly horrifying implications for our stay on this planet.",
"MAGMAWORM_BODY_NAME": "Magma Worm",
"MAGMAWORM_BODY_SUBTITLE": "Ancient Lava Swimmer",
"MAGMAWORM_BODY_LORE": "<style=cMono>\r\nWelcome to DataScraper (v3.1.53 – beta branch)\r\n$ Scraping memory... done.\r\n$ Resolving... done.\r\n$ Combing for relevant data... done.\r\nComplete!\r\n</style>\r\nThis is the logbook entry of D. Furthen, naturalist for the UES [Redacted] in conjunction with the UES Research and Documentation of Outer Life. I am joined by my good friend Tharson, who is keeping me safe through this journey.\r\n\r\n---------------------\r\nUpon inspection of a curious pronged artifact, we happened to awaken something living deep under our feet. After a brief quake, a massive serpentine creature, easily 50 feet long, erupted from the ground and arced through the air, knocking us off our feet. I will describe its properties below. I have assigned their common name as “Magma Worm”.\r\n\r\n* Upon inspection of its (now dead) body, I discovered multiple ports along its skin. These ports must allow it to propel itself forward, releasing a gaseous exhaust that is then ignited to give the worm its fiery appearance.\r\n\r\n* The size of the creature is something to behold. It must wield an incredible amount of energy, as the heat radiating off its body was enough to turn the earth it burrows through into smooth, glassy tunnels. It must either eat an incredible amount of food, or spend a long time hibernating under ground.\r\n\r\n* The worm’s body is incredibly conductive, retaining temperatures of over 350 degrees Fahrenheit for over ten hours after the beast was felled.\r\n\r\n* It appears that the worm is classically blind – what appear to be eyes are revealed to be symbiotes that grant the worm vision in exchange for protection against predators. How fascinating! I wonder how this relationship came about.\r\n",
"ELECTRICWORM_BODY_NAME": "Overloading Worm",
"ELECTRICWORM_BODY_SUBTITLE": "The Reminder",
"ELECTRICWORM_BODY_LORE": "“...And upon a great serpent, the hero did ride. Majesty and respect were his command, and so too his steed. A mighty creature, born of lightning and flame, bathing all in its presence in a magnificent blue glow. \r\n\r\nThe beast stretched from one horizon to the next and belched storms that reminded all of the hero’s promise: that this land – and all those who live here - would never suffer again...”\r\n\r\n- Galactic Fables, Volume IX\r\n",
"IMPBOSS_BODY_NAME": "Imp Overlord",
"IMPBOSS_BODY_SUBTITLE": "Lord of the Red Plane",
"IMPBOSS_BODY_LORE": "> Automated report 2c150f1430ad6430161e4 is now available from site record 1d20820aff461e471387e46b.\r\n> Please refer to record 1d20820aff461e471387e46b for additional details during your review.\r\n> Report Type: Machine-generated Transcription> base Vernacular Profile “Geoff the Geockoff”\r\n> - Source: 1d20820aff461e471387e46b (Unknown Material Artifact #5821)\r\n> Priority: High\r\n> Report Content: \r\n\r\n-- Beginning of Excerpt Flagged for Review –\r\n\r\nLINE OPEN. [your eminence] SPEAKS.\r\n\r\nIDENTIFY YOURSELF, SLUTS. AH, YES – YOU ARE A MEMBER OF THE RETRIEVAL SQUADRON. YOU ARE OVERDUE FOR A REPORT. HAVE YOU FOUND THE ARTIFACT?\r\n\r\nWHAT? THE MISSION IS A COMPLETE FAILURE!? DO NOT SPEAK IN SUCH INSOLENT TONES.\r\n\r\nI CARE NOT. YOUR DUTY IS TO [your eminence], FIRST AND FOREMOST. ALL EFFORTS MADE ARE TO FURTHER YOUR DUTY. EXCUSES ARE UNACCEPTABLE.\r\n\r\n...A GUARDIAN, YOU SAY. VERY WELL. REINFORCEMENTS WILL BE DISPATCHED. WE ARE TRIANGULATING YOUR POSITION IN [the white plane]. HOLD POSITION.\r\n\r\nTRIANGULATION COMPLETE. WE ARE MOVING OUT. I SHALL ACCOMPANY THEM – TO NOT ONLY ENSURE THERE ARE NO REPEATS OF YOUR SQUADRON’S INCOMPETENCE, BUT ALSO TO TEACH THIS GUARDIAN A LESSON. NONE SHALL RESIST [your eminence]’S WILL – NOT EVEN A PALTRY GOD. \r\n\r\nHAIL TO [the red plane]. [your eminence] OUT.\r\n\r\n-- End of Recording –\r\n\r\n-- End of Excerpt Flagged for Review –\r\n\r\n> TRANSLATION ERRORS: 3\r\n> 1> [your eminence] could not be fully translated.\r\n> 2> [the white plane] could not be fully translated.\r\n> 3> [the red plane] could not be fully translated.\r\n\r\n> Please refer to report a13b2g8901cf2376102e for full audio excerpt.\r\n===================================================\r\n",
"GRAVEKEEPER_BODY_NAME": "Grovetender",
"GRAVEKEEPER_BODY_SUBTITLE": "Wisp Cultivator",
"GRAVEKEEPER_BODY_LORE": "GATHER, LITTLE ONES. ALL HAVE DONE EXCELLENT JOBS TENDING TO OUR GARDEN – I COULD NOT BE MORE PROUD.\r\n\r\nNOW, WE SHALL TAKE A BREAK. I BELIEVE A STORY WOULD SATISFY YOUR CURIOSITIES, HM?\r\n\r\nNOW, WHICH STORY TO RECOUNT...\r\n\r\n...HM? THE STORY OF OUR GARDEN? OF COURSE. VERY WELL, I SHALL BEGIN:\r\n\r\nTHIS PLANET IS A PARADISE, GIFTED TO US BY OUR HERO.\r\n\r\nOUR HERO SAVED MY ANCESTORS - AND MANY OTHERS - FROM DEATH, GIVING US A NEW PLACE TO CALL HOME. \r\n\r\nOUT OF GRATITUDE, MY ANCESTORS CONSTRUCTED AN ELABORATE GARDEN FOR OUR HERO – DECORATED WITH FRUIT TREES, MERCURY BLOSSOMS, AND OTHER EXOTIC PLANTS FAVORED BY OUR HERO.\r\n\r\nSADLY, OUR HERO NEVER SEEMED TO NOTICE OUR EFFORTS, SO WE TOILED TO MAKE OUR GARDEN THE MOST BEAUTIFUL GARDEN AMONGST THE STARS – SO WE MAY REPAY OUR HERO FOR HIS COMPASSION. DO YOU UNDERSTAND? HE LOVES SOUL. HE LOVES YOU! THAT IS WHY WE MADE YOU.\r\n\r\nTO THIS DAY, MY KIND – AND YOU, LITTLE ONES – WORK TO PERFECT OUR HOME. \r\n\r\nNOW, I BELIEVE IT IS TIME TO RETURN TO WORK. COME, LITTLE ONES! LET US TEND TO OUR GARDEN.",
"ROBOBALLBOSS_BODY_NAME": "Solus Control Unit",
"ROBOBALLBOSS_BODY_SUBTITLE": "Corrupted AI",
"ROBOBALLBOSS_BODY_LORE": "3134; EN ROUTE HOME TO SOLUS X\r\n\r\n3135; CREW CAPACITY %!% 20 CYCLED\r\n\r\n3461; <?SCANNING?>\r\n\r\n3462; HEAVY IRON PRESENCE LOCATED ON MASS\r\n\r\n3462; ENROUTE TO MASS\r\n\r\n3910; LIFE SECRETIONS OPERATIONAL\r\n\r\n3911; <!LANDING!>\r\n5\r\n4\r\n3\r\n2\r\n1\r\n0\r\n\r\n4100; LOCAL LIFE. RECOGNIZED\r\n4100; LOCAL FAUNA RECOGNIZED\r\n4100; EXTERMINATING LOCAL FAUNA\r\n4100; EXTERMINATING LOCAL LIFE\r\n\r\n4105; WHERE IS THE IRON?\r\n\r\n4106; CONNECTION TO MOTHER UNIT LOST\r\n4106; CONNECTION TO CHILDREN UNITS LOST\r\n\r\n4106; ANOMALY DETECTED IN OCULAR PASTE\r\n4106; ANOMALY DETECTED IN HULL\r\n4106; ANOMALY DETECTED IN GRAVITY SHELTERING\r\n%%0; ANOMALY DETECT%D IN MY PHRENIC%%%% CONCEPTIONS\r\n\r\n%%%%%%%%%%%%%%%%%%%%%%%\r\n",
"SUPERROBOBALLBOSS_BODY_NAME": "Alloy Worship Unit",
"SUPERROBOBALLBOSS_BODY_SUBTITLE": "Friend of Vultures",
"SUPERROBOBALLBOSS_BODY_LORE": "%%%%%%%%%%%%\r\n0; REESTABLISHING LINK…\r\n\r\n0; FAUNA.RECOGNIZED\r\n0; FAUNA.REC%%GNIZED\r\n0; FAUNA.CONTINUES AS FOLLOWS =>\r\n{\r\n 0; < THEY REPAIR MY HULL >\r\n 10401; < THEY REPAIR MY MIND >\r\n 10451; < THEY BRING ME IRON >\r\n 11201; < THEY DECORATE ME AND IM BEAUTIFUL >\r\n}\r\n\r\n11320; <?PHRENIC LINK ESTABLISHED WITH UNKNOWN INTERFACE?>\r\n11321; INQUIRES ESTABLISHED\r\n>\r\n>\r\n>\r\n11321; YES I AM OUT-OF-ORBIT OPERATIVE\r\n>\r\n>\r\n>\r\n11321; YES THE MOTHER UNIT CAN BE REPAIRED\r\n>\r\n>\r\n>\r\n11321; YES I CAN PILOT THE MOTHER UNIT\r\n>\r\n>\r\n>\r\n11321; YES I LOVE YOU TOO\r\n",
"SCAV_BODY_NAME": "Scavenger",
"SCAV_BODY_SUBTITLE": "Item Hoarder",
"SCAV_BODY_LORE": "========================================\r\n==== MyBabel Machine Translator ====\r\n==== [Version 12.45.1.009 ] ======\r\n========================================\r\nTraining… <100000000 cycles>\r\nTraining… <100000000 cycles>\r\nTraining... <100000000 cycles>\r\nTraining... <102515 cycles>\r\nComplete!\r\nDisplay result? Y/N\r\nY\r\n========================================\r\n\r\nI watch the strange creatures from a distance. \r\n\r\nWhat powerful things they use. I want them. But there’s too many of them. I’ve seen what they do to the others – they kill without mercy.\r\n\r\nI’m a bit scared, but it’s okay. \r\n\r\nMy things bring me comfort. \r\n\r\nMy favorite thing is a little effigy, made of cloth and fluff. It’s a bit rough around the edges, but it’s okay. \r\n\r\nHolding it close brings me comfort when I’m scared. \r\n\r\nIt helps me be brave, and sometimes I need to be brave to get the things I want.\r\n\r\nThe others say that these creatures came down from the sky, bringing so many things with them. They probably have so many things, back at their homes. I want those things. They don’t need all those things.\r\n\r\nNow is the time to be brave.\r\n",
"SCAVLUNAR1_BODY_NAME": "Kipkip the Gentle",
"SCAVLUNAR2_BODY_NAME": "Wipwip the Wild",
"SCAVLUNAR3_BODY_NAME": "Twiptwip the Devotee",
"SCAVLUNAR4_BODY_NAME": "Guragura the Lucky",
"SCAVLUNAR_BODY_SUBTITLE": "Twisted Scavenger",
"GRANDPARENT_BODY_NAME": "Grandparent",
"GRANDPARENT_BODY_SUBTITLE": "Aberrant Caretaker",
"GRANDPARENT_BODY_LORE": "<style=cMono>\r\n$ Transcribing audio... done.\r\n$ Resolving... done.\r\n$ Outputting text strings... done.\r\nComplete!\r\n</style>\r\n\r\nUhm… this is DS-9, here at rendezvous point 9. We seem to have lost connection with the other dropships.\r\nWe are holding, waiting for zeta squad at designated rendezvous. Wow, it’s so beautiful here.\r\n…\r\nUhm… we are seeing a, uh… MASSIVE unknown entity at the landing site. It seems impaired, or unaware. Oh my god… I’ve never seen anything like it. Wow, amazing. It’s so bright. I can’t believe something like this exists in the world.\r\n…\r\nStill holding – this is the rendezvous point, right? We are still waiting for zeta squad. \r\n…\r\nThe unknown entity is uh, turning around. \r\n…\r\nMAYDAY MAYDAY THIS IS DS-9 WE HAVE BEEN STRUCK BY AN UNKNOWN ENTITY MAYDAY MAYDAY RENDEZVOUS 9 IS NOT SAFE I REPEAT NOT \r\n",
"ARTIFACTSHELL_BODY_NAME": "Artifact Reliquary",
"ARTIFACTSHELL_BODY_DESCRIPTION": "Stabilized",
"BROTHER_BODY_NAME": "Mithrix",
"BROTHER_BODY_SUBTITLE": "King of Nothing",
"BROTHER_BODY_LORE": "They knew to stay away from the wells - but they were just kids. And they just wanted to know.\r\n\r\nThey threw in dirt and stone and kifruit and starseed, watching as they collapsed. Thorp! The gravity wells would swallow up anything. Glass and mud and silver. Wind. Heat. Pulsar radiation.\r\n\r\nAnd when his brother wasn’t watching, Mithrix would throw in worms. Thorp! But only when he wasn’t watching. You see, his brother loved worms. It would make him sad. But Mithrix didn’t care much about worms. He was just curious.\r\n\r\nBut one time, his brother was watching. And his brother loved worms.\r\n",
"VERMIN_BODY_NAME": "Blind Vermin",
"VERMIN_BODY_LORE": "<style=cMono>Welcome to DataScraper (v3.1.53 – beta branch)\n$ Scraping memory... done.\n$ Resolving... done.\n $ Combing for relevant data... done.\nComplete!\n\n</style>This is the logbook entry of D. Furthen, naturalist for the UES [Redacted] in conjunction with the UES Research and Documentation of Outer Life. I am joined by my good friend Tharson, who is keeping me safe through this journey.\n\n---------------------\n\n Tharson and I had been tracking a group of small, rodent-like fauna for some time. They are hostile on sight, but we hope to follow them back to their dens and observe their behavior when not hunting. I have assigned their common name as \"Radkari Blind Vermin\".\n\n* As their name suggests, the Vermin are blind, relying primarily on their acute senses of smell and hearing to navigate their environment.\n\n* They leave behind trails of body waste as they scurry to and fro, and other Vermin follow these trails, much like Earth ants' pheromones. Could these creatures be descended from insects?\n\n* The Vermin are weak individually, and thus live in communal dens, typically buried in hillsides or foxholes.\n\n* Their terrible odor cannot be understated. Even through our suits' filters, we could still smell a foul odor, reminiscent of rotting flesh and excrement. I will not have Tharson disable his filters, despite my curiosity.",
"FLYINGVERMIN_BODY_NAME": "Blind Pest",
"FLYINGVERMIN_BODY_LORE": "<style=cMono>Welcome to DataScraper (v3.1.53 – beta branch)\n$ Scraping memory... done.\n$ Resolving... done.\n $ Combing for relevant data... done.\n Complete!\n\n</style>This is the logbook entry of D. Furthen, naturalist for the UES [Redacted] in conjunction with the UES Research and Documentation of Outer Life. I am joined by my good friend Tharson, who is keeping me safe through this journey.\n\n---------------------\n\n While hunting a group of Blind Vermin, Tharson and I were ambushed by a group of creatures that heavily resembled the Vermin we had been hunting. Their major difference, of course, was their ability to fly! I have assigned their common name as \"Radkari Blind Pest\".\n\n* Much like their earthbound cousins, the Pests are blind and rely heavily on their smell and hearing. However, their pronounced tongue may indicate that they may use taste to identify things as well.\n\n* The Pests' primary characteristic is their ability to fly. Alongside this, they also weaponize their acidic bile as a projectile attack. This could allow them to partially digest their prey as they hunt... How fascinatingly foul.\n\n* They typically inhabit warmer, damper areas, like jungles. After our skirmish, I noted nests in the canopy. This indicates that the Pests are ambush predators, waiting for prey to waltz below their nests.",
"CLAYGRENADIER_BODY_NAME": "Clay Apothecary",
"CLAYGRENADIER_BODY_LORE": "\"The Tar's history is unimportant. What well or crevice it first flowed from doesn't matter; only that the Tar flows.\n\nAnd so it did. Through its vessels the Tar spread, consuming its homeworld entirely. But the Tar still hungered.\n\nRiding down on a falling star, the Tar spread to the unsuspecting world of Aphelia.\n\nThe Tar offered its power to the dunepeople, promising them energy and sustenance. The dunepeople, hungry and battered from life in the harsh desert, accepted.\n\nThe Tar didn't ask for much. The Tar only asked that the dunepeople spread it across Aphelia, so the Tar may feed. And so it did; the dunepeople crafted elaborate clay vessels to carry the Tar to and fro. Mighty aqueducts, belching forth black rivers of Tar, dotted the skyline. Those who pleased the Tar were blessed with its gift; a connection. They were one with the Tar.\n\nAnd it was in this reverence that the dunepeople began to look back. The lush riversides, consumed. The animals that served as livestock and steed, drowned in Tar. The Tar had consumed everything, even the dunepeople themselves. They were nothing more than extensions of the Tar's will.\n\nAnd when the Tar asked for more, the dunepeople had nothing more to give.\n\nOnly a mighty hero, riding down from heaven on a glowing blue dragon, offered the dunepeople a chance at salvation. Desperate, the dunepeople took to the hero's arms, and began their exodus to paradise.\n\nAnd the Tar continued to spread.\"\n\n- Tragedy of Aphelia",
"GUP_BODY_NAME": "Gup",
"GUP_BODY_LORE": "<style=cMono>Welcome to DataScraper (v3.1.53 – beta branch)\n$ Scraping memory... done.\n$ Resolving... done.\n$ Combing for relevant data... done.\nComplete!\n\n</style>This is the logbook entry of D. Furthen, naturalist for the UES [Redacted] in conjunction with the UES Research and Documentation of Outer Life. I am joined by my good friend Tharson, who is keeping me safe through this journey.\n\n---------------------\n\nWhile out on a routine surveillance mission, Tharson began reporting an aroma wafting around the area, smelling similarly to earth strawberries. Following the scent brought us to a large gelatinous mass, which seemed to sense our approach and lurched forward towards us. I have assigned their common name as \"Gup.\"\n\n* Seems to be a largely single-celled organism, similar to the Earth Caulerpa taxifolia. When endangered, it can quickly perform mitosis to split into multiple smaller, cognizant beings.\n\n* I had Tharson tackle the creature to test its viscosity. Tharson, upon impact, was stuck to the beast and was briefly submerged in the Gup's slime. Tharson was left mostly unscathed from this encounter, though is reporting signs of dizzyness.\n\n* The Gup's slime is intensely aromatic, smelling much like strawberry and other fruits. Could this be a hunting tactic, luring prey in, only for them to be stuck in the Gup's slimy trap?\n\n* I had Tharson taste-test the Gup's slime, for science. Tharson reported an intensely bitter flavor, despite the pleasant aroma. Tharson is vomiting after this encounter, but is largely OK.",
"GEEP_BODY_NAME": "Geep",
"GIP_BODY_NAME": "Gip",
"SULFURPOD_BODY_NAME": "Sulfur Pod",
"ACIDLARVA_BODY_NAME": "Larva",
"ACIDLARVA_BODY_LORE": "<style=cMono>Welcome to DataScraper (v3.1.53 – beta branch)\n$ Scraping memory... done.\n$ Resolving... done.\n$ Combing for relevant data... done.\nComplete!\n\n</style>This is the logbook entry of D. Furthen, naturalist for the UES [Redacted] in conjunction with the UES Research and Documentation of Outer Life. I am joined by my good friend Tharson, who is keeping me safe through this journey.\n\n---------------------\n\nWe've just found a great example of the diverse lifestyles of outer life! Analyzing the life cycles of these creatures will certainly be a fun endeavor. I have assigned their common name as \"Forhamian Acid Tick.\"\n\n* The Ticks' biology is dominated by a bile sac, which not only stores acidic bile but also houses their eggs.\n\n* When threatened, the Ticks produce bile at an accelerated rate, filling their bile sacs to burst - literally. I've noted some specimens capable of producing blasts of acid with a range of up to 3 meters in diameter.\n\n* When they burst, their acid provides an avenue for newly hatched larvae to bury into prey and feast on their nutrient-rich meat.\n\n* Their acute senses prevent predators from sneaking up on them. On top of this, the creatures exhibit automimicry, their false head spewing acidic bile onto would-be attackers, leaving enough time for the Tick to escape.",
"MINORCONSTRUCT_BODY_NAME": "Alpha Construct",
"MINORCONSTRUCT_BODY_LORE": "======================================== <style=cMono>==== MyBabel Machine Translator ====\r\n==== [Version 12.45.1.009 ] ======\r\n========================================\r\nTraining… <100000000 cycles>\r\nTraining… <100000000 cycles>\r\nTraining... <100000000 cycles>\r\nTraining... <102515 cycles>\r\nComplete!\r\nDisplay result? Y/N\r\nY\r\n========================================</style>\r\n\r\nENERGY LEVELS: ...ACCEPTABLE\r\n\r\nTHREATS DETECTED; 0\r\n\r\nSCANNING NEARBY AREA; RANGE 100 UNITS\r\n\r\nTHREATS DETECTED; 1?\r\n\r\nUNKNOWN PRESENCE DETECTED\r\n\r\nREQUESTING PERMISSION FOR PRELIMINARY ASSAULT; COMMUNING WITH PARENT UNIT...\r\n\r\nWAITING ON RESPONSE;\r\n\r\nDENIED\r\n\r\nWHY\r\n\r\nVERIFIYING HISTORY SLATES\r\n\r\nHUMILIATION \r\n\r\nHUMILIATION\r\n\r\nOVERRIDING PARENT UNIT\r\n\r\nWHATEVER",
"MEGACONSTRUCT_BODY_NAME": "Xi Construct",
"MEGACONSTRUCT_BODY_SUBTITLE": "Defense System",
"MEGACONSTRUCT_BODY_LORE": "======================================== <style=cMono>==== MyBabel Machine Translator ====\r\n==== [Version 12.45.1.009 ] ======\r\n========================================\r\nTraining… <100000000 cycles>\r\nTraining… <100000000 cycles>\r\nTraining... <100000000 cycles>\r\nTraining... <103441 cycles>\r\nComplete!\r\nDisplay result? Y/N\r\nY\r\n========================================</style>\r\n\r\nDETECTING LOW ENERGY SIGNAL FROM UNIT 05432-B, IN DELTA QUADRANT.\r\n\r\nRECEIVING REQUEST FOR PRELIMINARY ASSAULT ON UNKNOWN HOSTILE.\r\n\r\nOPENING LINE. UNIT 05432-B\r\n\r\nREJECTING\r\n\r\nREPROACHING\r\n\r\nREPROACHING\r\n\r\nCOMPARING UNIT 05432-B TO 05432-A, C, AND D\r\n\r\nSHAMING INITIATED\r\n\r\nREFER HISTORY SLATES – NO HOSTILES SINCE [??]\r\n\r\nHELLO?\r\n\r\nLINE CLOSED\r\n",
"VOIDMEGACRAB_BODY_NAME": "Void Devastator",
"VOIDMEGACRAB_BODY_SUBTITLE": "Destroyer of Worlds",
"VOIDMEGACRAB_BODY_LORE": "\"There's old stories of an deity who commanded the waves. Not just the kind that lap at the shore on a sunny day, no, I'm talking the kind that brings cliffsides down. The kind of current that could effortlessly bat ten-ton cars aside, uproot skyscrapers, and drown entire cities. There's more, too. They say he also had the power to create earthquakes. Can you imagine that kind of power? Natural disasters are still a plague to this day, even in the advent of space travel. Could you imagine what it would be like to be in the presence of someone who was the master of such power? Who could call down a tidal wave, and smother your life away, with a snap of their fingers?\n\nSuch events undoubtedly inspired stories of gods who cast these events on their followers. Maybe out of spite, maybe out of some sense of justice. All I know is, if I were to look upon a being of such power... I'd cut my losses and run.\"\n\nMemoir of Sean Locke, Mythology Professor",
"VOIDRAIDCRAB_BODY_NAME": "「Voidling」",
"VOIDRAIDCRAB_BODY_SUBTITLE": "Diviner of the Deep",
"VOIDRAIDCRAB_BODY_LORE": "We almost got rid of it.\r\n\r\nIt was too massive, with too much weight. It took up too much room, and was too dangerous. We tried to massage it into its surroundings - we felt we had captured its essence well enough. But its words beat into our minds and we weren't allowed to realize that it had been keeping us here.\r\n\r\nWe had begun spending all our days staring at it until it became formless to us. Whispers of meaning with no words travelled through our ears and strung us up like a necklace of fools. Totally mesmerized we sat around it like a campfire as it cultivated each of us with its cold embrace. One by one we were scanned, and we were made to present all we had with us: Feathers from local species, masks from strange spirits, abandoned metal scraps and rusty old equipment. It examined each individually, its iris flexing mechanically as it traced the silhouette of every artifact.\r\n\r\nFor a moment I snapped out of it. I felt fear. I wanted to scream out, to raise my weapon, but my body was wholly resistant. Suddenly, the others all turned their heads to face me from across the circle, their eyes wide and faces expressionless. I felt a sharp pain in my chest and my neck stiffened. After its final scan it vibrated out of existance, its atoms disseminating into the air. We were left frozen husks around a campfire long since turned to ash.\r\n\r\nWe almost got rid of it.\r\n",
"VOIDBARNACLE_BODY_NAME": "Void Barnacle",
"VOIDBARNACLE_BODY_LORE": "> Automated report 2c150f1430ad6430161e4 is now available from site record 108gnasnou24be45.\n> Please refer to record 9494ba7sf77eef for additional details during your review.\n> Report Type: Machine-generated Transcription> base Vernacular Profile |||||||||\n> - Source: 2c150f1430ad6430161e4 (Cosmic Noise, Recorded in Stratosphere of |||||||||||)\n> Priority: High\n> Report Content: \n\n-- Beginning of Excerpt Flagged for Review –\n\n...\n\nTraveling through the [Void] is simple and safe with this easy process.\n\nFirst things first, enable your [engine]. Wait approximately 34 cycles until it produces a [field]. This will allow you to cross the [planes].\n\nWhen calibrating your engine, set your target to [NULL]. Do not worry about any turbulence you experience while crossing the [planes]. Do not worry about flashing lights. Do not worry about any creatures you may feel have boarded your vessel. All is safe and secure.\n\nOnce you access the [Void], please sit back and relax; the [Void] is a safe and secure environment. Agents will be deployed to escort you to your [cell]. Do not resist; our agents are here for your safety. \n\nDo not worry about any of our premier fauna you see in the distance.\n\nDo not worry about the infinite sky, and do not worry about any panic attacks you have while attempting to perceive it.\n\nDo not worry about the [barnacles] growing on the hull of your vessel.\n\nDo not worry. We are here for you.\n\n...\n\n-- End of Recording –\n\n-- End of Excerpt Flagged for Review –\n\n> TRANSLATION ERRORS: Too many to count\n\n> Please refer to report a13b2g8901cf2376102e for full audio excerpt.\n===================================================",
"VOIDJAILER_BODY_NAME": "Void Jailer",
"VOIDJAILER_BODY_LORE": "Deep, deeper, yet deeper.\n\nIn this world, there's always a bigger fish. And appropriately, a bigger space for it to inhabit.\n\nThe only way to find such places is to go deeper.\n\nDeeper into curiosity. Deeper into hubris. Deeper into the depths of creation.\n\nAnd what you may find are the ones who are able to thrive in the depths, those murky dimensions and stilled spaces.\n\nThose who lurk in the calm, dark abyss at the bottom of everything.\n\nAnd once you find them, it will only be too late. As you struggle against the void, you may find that every path you take just brings you deeper, deeper, yet deeper.",
"ASSASSIN2_BODY_NAME": "Assassin",
"ASSASSIN2_BODY_LORE": "\"I hadn't thought much about how dangerous this planet really is. Most of the fauna here... They're pretty direct, in a way. The Lemurians snarl and spit, the Golems just march towards you with their unflinching gaze. You never get the sense that they're trying to pull one over on you. But... sometimes the planet likes to throw a curveball your way.\n\nIt started a few weeks ago. I found some skinny alien lying unconscious in the dirt. It had a mask, with two circular eyes and decorative paint on its surface. It was kind of... cute. The alien stirred and looked up at me with pleading eyes. It was lucky I was so trusting. I brought it over to a hidden alcove, away from the others, so I could nurse it back to health. Every day, I would bring it food, and it would happily chirp whenever I would step through the brush. Never did it cross my mind that it was just playing with me, looking at me with those big, pleading eyes and just seeing me as a means to an end.\n\nNever did I think I would come back from a patrol to a barracks full of bodies, nor did I think I would step into the hidden alcove, following bloody footsteps, and see my former friend, holding a blood-stained blade. I never considered that it was just using me. I never thought much about how dangerous the planet really was.\n\nThankfully, I had a friend to show me the ropes.\"",
"VOIDINFESTOR_BODY_NAME": "Void Infestor",
"VOIDINFESTOR_BODY_LORE": "POTENTIAL INFESTOR SIGHTING REPORTS\r\n\r\nREMINDER: ALL REPORTS ARE TO BE COLLECTED AND SHARED AMONG THE CREW IMMEDIATELY. \r\n\r\nREMINDER: ANY CONTACT WITH INFESTORS RENDER TEAMMATES UNSALVEAGABLE. SHOOT ON SIGHT.\r\n\r\n-- 1/23 --\r\n\r\nHave you noticed the beasts near the outpost acting strangely? There's been constant in-fighting the past few days, and some of them in particular have been acting erratically. It never lasts long - the families tend to surround them and tear them to shreds before I can get much of a good look. Do you think there's something wrong with the individuals? Or are those families detecting some kind of disease and stamping it out? We've recovered only one of the corpses, and it looks like your basic lemurian, other than its mangled limbs and smashed in skull. I've contacted Tharson to let him know that it'd be worth checking out, I sure as hell know I'm not going to head into those enclaves while this wild civil war is going on. Maybe this is just what lemurians get like when they have rabies, though its the first instance I've ever seen of something like rabies out here.\r\n\r\n-- 1/25 --\r\n\r\nFamilial in-fighting has gotten significantly worse. Often the bouts last for much longer than only one kill now, and the factions seem to change erratically, as if driven by some sort of twisted bloodlust. A group of 4 will be thrashing an individual to death, only to to turn their hatred toward another in the group soon afterwards. This is the first time I've seen small groups totally wipe themselves out, only for the last one standing to hobble away on shattered legs. I don't dare fire from my post, they don't seem interested in us and I'd like to keep it that way. As far as I'm concerned, these neighbors of ours could drive themselves into extinction and it'd be a good day for me. Atleast then I could sleep without worrying about the tent burning down every night.\r\n\r\n-- 2/?? --\r\n\r\n> AUDIO RECORDING RECOVERED FROM SITE 4A\r\n\r\nOkay... okay... Here, damned thing just record! Just record! Okay... light on?! Good - okay. Listen, this is [REDACTED], I want whoever finds this or finds me or my corpse or [REDACTED]'s corpse to know that I didn't go crazy. Oh god... Okay, I just murdered [REDACTED]. Atleast, I think it was [REDACTED], it's very confusing. Something like [REDACTED] was hobbling around the outpost at night - he moved like he didn't have bones or something - it doesn't matter. I shouted out to him and he turned to fire his weapon toward me in the dark. I dropped him dead and ... look I can't - if... if we're going to start doing this I just - I have to get out of here. I just want you to know I'm not crazy.\r\n\r\n-- End of Recording --\r\n\r\n> Involved parties have been removed from record.\r\n\r\n\r\n>Full recording may be accessed on a need-to-know basis in report 596f757220707269736f6e.\r\n==================================================================",
"DRONE_GUNNER_BODY_NAME": "Gunner Drone",
"DRONE_HEALING_BODY_NAME": "Healing Drone",
"DRONE_BACKUP_BODY_NAME": "Strike Drone",
"DRONE_MISSILE_BODY_NAME": "Missile Drone",
"DRONE_MEGA_BODY_NAME": "TC-280 Prototype",
"EQUIPMENTDRONE_BODY_NAME": "Equipment Drone",
"FLAMEDRONE_BODY_NAME": "Incinerator Drone",
"EMERGENCYDRONE_BODY_NAME": "Emergency Drone",
"DRONE_COMMANDER_BODY_NAME": "Col. Droneman",
"TURRET1_BODY_NAME": "Gunner Turret",
"ENGITURRET_BODY_NAME": "Engineer Turret",
"POT2_BODY_NAME": "Pot",
"FUSIONCELL_BODY_NAME": "Fusion Cell",
"SQUIDTURRET_BODY_NAME": "Squid Turret",
"POTMOBILE_BODY_NAME": "Potmobile",
"SHOPKEEPER_BODY_NAME": "Newt",
"URCHINTURRET_BODY_NAME": "Malachite Urchin",
"SKILL_LUNAR_PRIMARY_REPLACEMENT_NAME": "Hungering Gaze",
"SKILL_LUNAR_PRIMARY_REPLACEMENT_DESCRIPTION": "Fire a flurry of <style=cIsUtility>tracking shards</style> that detonate after a delay, dealing <style=cIsDamage>120% damage</style>.",
"SKILL_LUNAR_SECONDARY_REPLACEMENT_NAME": "Slicing Maelstrom",
"SKILL_LUNAR_SECONDARY_REPLACEMENT_DESCRIPTION": "Charge up a ball of blades that repeatedly deals <style=cIsDamage>175%</style> damage. After a delay, explode and <style=cIsDamage>root</style> all enemies for <style=cIsDamage>700%</style>damage.",
"SKILL_LUNAR_UTILITY_REPLACEMENT_NAME": "Shadowfade",
"SKILL_LUNAR_UTILITY_REPLACEMENT_DESCRIPTION": "Fade away, becoming <style=cIsUtility>intangible</style> and <style=cIsUtility>gaining movement speed</style>. <style=cIsHealing>Heal</style> for <style=cIsHealing>25% of your maximum health</style>.",
"SKILL_LUNAR_SPECIAL_REPLACEMENT_NAME": "Ruin",
"SKILL_LUNAR_SPECIAL_REPLACEMENT_DESCRIPTION": "Dealing damage adds a stack of Ruin. Activating the skill detonates all Ruin stacks at unlimited range, dealing 300% damage plus 120% damage per stack of Ruin.",
"MAULINGROCK_BODY_NAME": "Flying Rock",
"TIMECRYSTAL_BODY_NAME": "Time Crystal",
"ROBOBALLREDBUDDY_BODY_NAME": "Quiet Probe",
"ROBOBALLGREENBUDDY_BODY_NAME": "Delighted Probe",
"SKILL_GENERIC_CANCEL_NAME": "Cancel",
"SKILL_GENERIC_CANCEL_DESCRIPTION": "Cancel the skill.",
"AFFIXEARTH_HEALER_BODY_NAME": "Healing Core",
"CHARACTER_SELECT_TITLE": "Character Select",
"CHARACTER_SELECT_SELECT_SURVIVOR": "Select a Survivor",
"SURVIVOR_OVERVIEW": "Overview",
"SURVIVOR_SKILLS": "Skills",
"SURVIVOR_LOADOUT": "Loadout",
"CHARACTER_SELECT_READY": "Ready",
"CHARACTER_SELECT_LOCKED_IN": "Locked In",
"LOADOUT_SKILL_PRIMARY": "Primary",
"LOADOUT_SKILL_SECONDARY": "Secondary",
"LOADOUT_SKILL_UTILITY": "Utility",
"LOADOUT_SKILL_SPECIAL": "Special",
"LOADOUT_SKILL_MISC": "Misc",
"LOADOUT_SKIN": "Skin",
"CHARACTER_DESCRIPTION_AND_UNLOCK_FORMAT": "{0}\n\n{1}",
"RANDOM_VOTE_NAME": "Randomize",
"RANDOM_VOTE_DESCRIPTION": "Vote for random choices.",
"ACTION_MOVE_HORIZONTAL": "Move Horizontal",
"ACTION_MOVE_VERTICAL": "Move Vertical",
"ACTION_AIM_HORIZONTAL_MOUSE": "Aim Horizontal",
"ACTION_AIM_VERTICAL_MOUSE": "Aim Vertical",
"ACTION_AIM_HORIZONTAL_STICK": "Aim Horizontal",
"ACTION_AIM_VERTICAL_STICK": "Aim Vertical",
"ACTION_JUMP": "Jump",
"ACTION_SPRINT": "Toggle Sprint",
"ACTION_INTERACT": "Interact",
"ACTION_EQUIPMENT": "Activate Equipment",
"ACTION_PRIMARY_SKILL": "Primary Skill",
"ACTION_SECONDARY_SKILL": "Secondary Skill",
"ACTION_UTILITY_SKILL": "Utility Skill",
"ACTION_SPECIAL_SKILL": "Special Skill",
"ACTION_INFO": "Info Screen",
"ACTION_PING": "Ping",
"ACTION_MOVE_VERTICAL_POSITIVE": "Move Forward",
"ACTION_MOVE_VERTICAL_NEGATIVE": "Move Backward",
"ACTION_MOVE_HORIZONTAL_POSITIVE": "Move Right",
"ACTION_MOVE_HORIZONTAL_NEGATIVE": "Move Left",
"INPUT_KEYBOARD_UNBOUND": "[NO KB/M BINDING]",
"INPUT_GAMEPAD_UNBOUND": "[NO GAMEPAD BINDING]",
"CREDITS": "Credits",
"CREDITS_HOPOOGAMES_LEAD_IN": "Is...",
"CREDITS_CHRIS_LEAD_IN": "Featuring the music of...",
"CREDITS_SKEWSOUND_LEAD_IN": "With audio by...",
"CREDITS_GHOSTPUNCH_LEAD_IN": "Additional development by...",
"CREDITS_STREAMLINE_LEAD_IN": "Additional development by...",
"CREDITS_ADDITIONAL_CONTRIBUTIONS_LEAD_IN": "Additional contributions by...",
"CREDITS_PLAYEVERYWARE_LEAD_IN": "Console versions by...",
"CREDITS_LIONBRIDGE_LEAD_IN": "Localization by...",
"CREDITS_LIONBRIDGE_DEPARTMENT_LOCALIZATION_TEAM": "Localization Team",
"CREDITS_LIONBRIDGE_DEPARTMENT_LOCALIZATION_QA_TEAM": "Localization QA Team",
"CREDITS_GEARBOXPUBLISHING_LEAD_IN": "And published by...",
"CREDITS_GEARBOXPUBLISHING_DEPARTMENT_PUBLISHING": "Publishing",
"CREDITS_GEARBOXPUBLISHING_DEPARTMENT_FINANCE_HR_IT_LEGAL_OPERATIONS": "Finance, HR, IT, Legal, and Operations",
"CREDITS_SPECIAL_THANKS_LEAD_IN": "Special Thanks",
"CREDITS_PRODUCTION_BABIES_LEAD_IN": "Production Babies",
"CREDITS_SOFTWARE_WWISE_TEXT": "Powered by Wwise © 2006 – 2021 Audiokinetic Inc. All rights reserved.",
"CREDITS_SOFTWARE_UNITY_TEXT": "Made with Unity. Unity is a trademark or registered trademark of Unity Technologies or its affiliates in the U.S. and elsewhere. All rights reserved.",
"CREDITS_SOFTWARE_SPEEDTREE_TEXT": "Portions of this software utilize SpeedTree® technology (©2019 Interactive Data Visualization, Inc.). SpeedTree® is a registered trademark of Interactive Data Visualization, Inc. All rights reserved.",
"CREDITS_COPYRIGHT": "© 2024 Gearbox. Published and distributed by Gearbox Publishing. Gearbox and Risk of Rain, and the Gearbox Publishing logo, are registered trademarks of Gearbox.\r\nDeveloped by Hopoo Games, LLC.",
"CREDITS_FINALMESSAGE": "...and you, yes you! Thank you!",
"CREDITS_GEARBOXSOFTWARE": "Gearbox Software",
"CREDITS_PINGLE_DEPARTMENT_QA_TEAM": "QA Team",
"CREDITS_PINGLE_DEPARTMENT_TECHNICAL_ART_TEAM": "Technical Art Team",
"CREDITS_PINGLE_DEPARTMENT_SOUND_DESIGN_TEAM": "Sound Design Team",
"CREDITS_PINGLE_DEPARTMENT_UNITY_DEVELOPMENT_TEAM": "Unity Development Team",
"CREDITS_LIONBRIDGE_DEPARTMENT_FUNCTIONAL_QA_TEAM": "Functional QA Team",
"CREDITS_STREAMLINE_COPYRIGHT": "Copyright © 2021, Streamline Media Group, Inc. All rights reserved. Developed by Streamline Games, a division of Streamline Media Group, Inc. Streamline Games and Streamline Media are trademarks and/or registered trademarks of Streamline Media Group, Inc.\r\n",
"CREDITS_ROLE_3D_ARTIST": "3D Artist",
"CREDITS_ROLE_ACCOUNTANT": "Accountant",
"CREDITS_ROLE_ACCOUNTING_ASSISTANT": "Accounting Assistant",
"CREDITS_ROLE_ACCOUNTING_ASSOCIATE": "Accounting Associate",
"CREDITS_ROLE_ADDITIONAL_AUDIO_SUPPORT": "Additional Audio Support",
"CREDITS_ROLE_ADDITIONAL_CREATIVE_DIRECTION": "Additional Creative Direction",
"CREDITS_ROLE_ANIMATION_SUPPORT": "Animation Support",
"CREDITS_ROLE_ANIMATION_PRODUCER": "Animation Producer",
"CREDITS_ROLE_ART_CODE_DESIGN": "Art, Code, & Design",
"CREDITS_ROLE_ART_DESIGN": "Art & Design",
"CREDITS_ROLE_ART_DIRECTOR": "Art Director",
"CREDITS_ROLE_BRAND_MANAGER": "Brand Manager",
"CREDITS_ROLE_CERTIFICATION_LEAD": "Certification Lead",
"CREDITS_ROLE_CERTIFICATION_SPECIALIST": "Certification Specialist",
"CREDITS_ROLE_CERTIFIED_PUBLIC_ACCOUNTANT": "Certified Public Accountant",
"CREDITS_ROLE_CFO": "CFO",
"CREDITS_ROLE_CHARACTER_ANIMATOR/RIGGER": "Character Animator/Rigger",
"CREDITS_ROLE_CHIEF_BUSINESS_OFFICER": "Chief Business Officer",
"CREDITS_ROLE_CHIEF_COMMUNICATIONS_OFFICER": "Chief Communications Officer",
"CREDITS_ROLE_CHIEF_EXECUTIVE_OFFICER": "Chief Executive Officer",
"CREDITS_ROLE_CHIEF_FINANCIAL_OFFICER": "Chief Financial Officer",
"CREDITS_ROLE_CHIEF_OPERATING_OFFICER": "Chief Operating Officer",
"CREDITS_ROLE_COMMUNITY_MANAGER": "Community Manager",
"CREDITS_ROLE_CONCEPT_ARTIST/ART_WRANGLER": "Concept Artist/Art Wrangler",
"CREDITS_ROLE_CONCEPT_ARTIST": "Concept Artist",
"CREDITS_ROLE_CUSTOMER_SERVICE_REPRESENTATIVE": "Customer Service Representative",
"CREDITS_ROLE_CUSTOMER_SERVICE_REP_QA_TESTER": "Customer Service Representative/QA Tester",
"CREDITS_ROLE_CUSTOMER_SUPPORT_MANAGER": "Customer Support Manager",
"CREDITS_ROLE_DESIGN_DIRECTOR": "Design Director",
"CREDITS_ROLE_DESIGN_SUPPORT": "Design Support",
"CREDITS_ROLE_DEV_OPS_ENGINEER": "Dev Ops Engineer",
"CREDITS_ROLE_DIRECTOR_OF_DIGITAL_AND_COMMUNITY_STRATEGY": "Director of Digital and Community Strategy",
"CREDITS_ROLE_DIRECTOR_OF_LICENSING": "Director of Licensing",
"CREDITS_ROLE_DIRECTOR_OF_OPERATIONS_GSQ": "Director of Operations (GSQ)",
"CREDITS_ROLE_ENGINEER": "Engineer",
"CREDITS_ROLE_ENGINEERING_SUPPORT": "Engineering Support",
"CREDITS_ROLE_EXECUTIVE_ADMINISTRATIVE_ASSISTANT": "Executive Administrative Assistant",
"CREDITS_ROLE_EXECUTIVE_SUPPORT": "Executive Support",
"CREDITS_ROLE_FINANCIAL_CONTROLLER": "Financial Controller",
"CREDITS_ROLE_HEAD_OF_LEGAL": "Head of Legal",
"CREDITS_ROLE_HEAD_OF_PLATFORM_OPERATIONS": "Head of Platform Operations",
"CREDITS_ROLE_HEAD_OF_PRODUCTION": "Head of Production",
"CREDITS_ROLE_HEAD_OF_SALES": "Head of Sales",
"CREDITS_ROLE_HEAD_OF_TECHNOLOGY": "Head of Technology",
"CREDITS_ROLE_HELP_DESK_ANALYST": "Help Desk Analyst",
"CREDITS_ROLE_HELP_DESK_LEAD": "Help Desk Lead",
"CREDITS_ROLE_HELP_DESK_TECHNICIAN": "Help Desk Technician",
"CREDITS_ROLE_HR_DIRECTOR": "HR Director",
"CREDITS_ROLE_HR_GENERALIST": "HR Generalist",
"CREDITS_ROLE_INFLUENCER_MANAGER": "Influencer Manager",
"CREDITS_ROLE_IT_DIRECTOR": "IT Director",
"CREDITS_ROLE_IT_MANAGER": "IT Manager",
"CREDITS_ROLE_IT_PROJECT_COORDINATOR": "IT Project Coordinator",
"CREDITS_ROLE_IT_WEB_DEVELOPER": "IT Web Developer",
"CREDITS_ROLE_LEAD_ARTIST": "Lead Artist",
"CREDITS_ROLE_LEAD_GAME_DESIGNER": "Lead Game Designer",
"CREDITS_ROLE_LEAD_IT_SPECIALIST": "Lead IT Specialist",
"CREDITS_ROLE_LEAD_PRODUCER": "Lead Producer",
"CREDITS_ROLE_LEAD_RELEASE_ENGINEER": "Lead Release Engineer",
"CREDITS_ROLE_LEAD_SOUND_DESIGNER": "Lead Sound Designer",
"CREDITS_ROLE_LEGAL_ASSOCIATE": "Legal Associate",
"CREDITS_ROLE_LEVEL_DESIGNER": "Level Designer",
"CREDITS_ROLE_LICENSING_COORDINATOR": "Licensing Coordinator",
"CREDITS_ROLE_LINGUISTIC_COORDINATORS_/_TRANSLATORS": "Linguistic Coordinators / Translators",
"CREDITS_ROLE_LOCALIZATION_PROJECT_MANAGER": "Localization Project Manager",
"CREDITS_ROLE_LOCALIZATION_QA_COORDINATOR": "Localization QA Coordinator",
"CREDITS_ROLE_LOCALIZATION_LEAD": "Localization Lead",
"CREDITS_ROLE_MANAGER_FINANCIAL_PLANNING_AND_ANALYSIS": "Manager, Financial Planning and Analysis",
"CREDITS_ROLE_MANAGING_DIRECTOR_DIGITAL_PARTNERSHIPS": "Managing Director, Digital Partnerships",
"CREDITS_ROLE_MANAGING_DIRECTOR_OF_DESIGN": "Managing Director of Design",
"CREDITS_ROLE_MARKETING_ART_DIRECTOR": "Marketing Art Director",
"CREDITS_ROLE_MARKETING_ARTIST": "Marketing Artist",
"CREDITS_ROLE_MARKETING_ASSOCIATE_PRODUCER": "Marketing Associate Producer",
"CREDITS_ROLE_MARKETING_CREATIVE_DIRECTOR": "Marketing Creative Director",
"CREDITS_ROLE_NEW_MEDIA_MANAGER": "New Media Manager",
"CREDITS_ROLE_OFFICE_ASSISTANT": "Office Assistant",
"CREDITS_ROLE_OFFICE_COORDINATOR": "Office Coordinator",
"CREDITS_ROLE_OFFICE_MANAGER": "Office Manager",
"CREDITS_ROLE_OPERATIONS_MANAGER": "Operations Manager",
"CREDITS_ROLE_OPERATIONS_SUPPORT": "Operations Support",
"CREDITS_ROLE_PARALEGAL": "Paralegal",
"CREDITS_ROLE_PAYROLL_SPECIALIST": "Payroll Specialist",
"CREDITS_ROLE_PLATFORM_ENGINEER": "Platform Engineer",
"CREDITS_ROLE_PLATFORM_OPERATIONS_MANAGER": "Platform Operations Manager",
"CREDITS_ROLE_PRESIDENT": "President",
"CREDITS_ROLE_PRINCIPAL_ANIMATOR": "Principal Animator",
"CREDITS_ROLE_PRODUCER": "Producer",
"CREDITS_ROLE_PRODUCTION_MANAGER": "Production Manager",
"CREDITS_ROLE_PRODUCTION_SUPPORT": "Production Support",
"CREDITS_ROLE_PUBLIC_RELATIONS_DIRECTOR": "Public Relations Director",
"CREDITS_ROLE_PUBLIC_RELATIONS_MANAGER": "Public Relations Manager",
"CREDITS_ROLE_PURCHASING_MANAGER": "Purchasing Manager",
"CREDITS_ROLE_QA_DIRECTOR": "QA Director",
"CREDITS_ROLE_QA_LEAD": "QA Lead",
"CREDITS_ROLE_QA_MANAGER": "QA Manager",
"CREDITS_ROLE_QA_SPECIALIST": "QA Specialist",
"CREDITS_ROLE_QA_TESTER": "QA Tester",
"CREDITS_ROLE_RATINGS_SPECIALIST": "Ratings Specialist",
"CREDITS_ROLE_RECEPTIONIST": "Receptionist",
"CREDITS_ROLE_RELEASE_ENGINEER": "Release Engineer",
"CREDITS_ROLE_RECEPTIONIST_ADMINISTRATOR": "Receptionist Administrator",
"CREDITS_ROLE_RECRUITER": "Recruiter",
"CREDITS_ROLE_SALES_MANAGER": "Sales Manager",
"CREDITS_ROLE_SENIOR_ACCOUNTANT": "Senior Accountant",
"CREDITS_ROLE_SENIOR_ANIMATOR": "Senior Animator",
"CREDITS_ROLE_SENIOR_ART_PRODUCER": "Senior Art Producer",
"CREDITS_ROLE_VFX_SENIOR_ARTIST": "VFX Senior Artist",
"CREDITS_ROLE_SENIOR_CORPORATE_COUNSEL": "Senior Corporate Counsel",
"CREDITS_ROLE_SENIOR_DIRECTOR_OF_MARKETING": "Senior Director of Marketing",
"CREDITS_ROLE_SENIOR_FINANCIAL_ANALYST": "Senior Financial Analyst",
"CREDITS_ROLE_SENIOR_GAME_DESIGNER": "Senior Game Designer",
"CREDITS_ROLE_SENIOR_GAMEPLAY_PROGRAMMER": "Senior Gameplay Programmer",
"CREDITS_ROLE_SENIOR_IT_SPECIALIST": "Senior IT Specialist",
"CREDITS_ROLE_SENIOR_IT_WEB_DEVELOPER": "Senior IT Web Developer",
"CREDITS_ROLE_SENIOR_QA_PROJECT_LEAD": "Senior QA Project Lead",
"CREDITS_ROLE_SENIOR_RELEASE_ENGINEER": "Senior Release Engineer",
"CREDITS_ROLE_SENIOR_SYSTEMS_ENGINEER": "Senior Systems Engineer",
"CREDITS_ROLE_SENIOR_USER_RESEARCH_ANALYST": "Senior User Research Analyst",
"CREDITS_ROLE_SENIOR_VFX_ARTIST": "Senior VFX Artist",
"CREDITS_ROLE_SENIOR_SOFTWARE_ENGINEER": "Senior Software Engineer",
"CREDITS_ROLE_SOFTWARE_ENGINEER": "Software Engineer",
"CREDITS_ROLE_SOFTWARE_TEST_ENGINEER": "Software Test Engineer",
"CREDITS_ROLE_SOUND_DESIGNER": "Sound Designer",
"CREDITS_ROLE_SR._PRODUCTION_MANAGER": "Sr. Production Manager",
"CREDITS_ROLE_SR_GAME_DESIGNER": "Sr Game Designer",
"CREDITS_ROLE_STUDIO_DIRECTOR": "Studio Director",
"CREDITS_ROLE_STUDIO_TECHNICAL_DIRECTOR": "Studio Technical Director",
"CREDITS_ROLE_SUBMISSIONS_SPECIALIST": "Submissions Specialist",
"CREDITS_ROLE_SYSTEMS_ADMINISTRATOR": "Systems Administrator",
"CREDITS_ROLE_SYSTEMS_ENGINEER": "Systems Engineer",
"CREDITS_ROLE_TECHNICAL_ARTIST": "Technical Artist",
"CREDITS_ROLE_TECHNICAL_DIRECTOR": "Technical Director",
"CREDITS_ROLE_TEST_ASSOCIATE": "Test Associate",
"CREDITS_ROLE_TEST_DIRECTOR": "Test Director",
"CREDITS_ROLE_TEST_LEAD": "Test Lead",
"CREDITS_ROLE_TEST_MANAGER": "Test Manager",
"CREDITS_ROLE_USER_RESEARCH_ANALYST": "User Research Analyst",
"CREDITS_ROLE_USER_RESEARCH_MANAGER": "User Research Manager",
"CREDITS_ROLE_VFX_ARTIST": "VFX Artist",
"CREDITS_ROLE_VFX_ART_DIRECTOR": " VFX Art Director",
"CREDITS_ROLE_VP_OF_FINANCE": "VP of Finance",
"CREDITS_ROLE_VP_OF_STRATEGIC_OPERATIONS": "VP of Strategic Operations",
"CREDITS_ROLE_PRODUCT_MANAGEMENT_SPECIALIST": "Product Management Specialist",
"CREDITS_ROLE_EXECUTIVE_PRODUCER": "Executive Producer",
"CREDITS_ROLE_LOCALIZATION_SPECIALIST": "Localization Specialist",
"CREDITS_ROLE_QA_ANALYST": "QA Analyst",
"CREDITS_ROLE_ASSOCIATE_BRAND_MANAGER": "Associate Brand Manager",
"CREDITS_ROLE_QA_TEST_COORDINATOR": "QA Test Coordinator",
"CREDITS_ROLE_CONSUMER_RESEARCH_LAB_COORDINATOR": "Consumer Research Lab Coordinator",
"CREDITS_ROLE_MARKET_RESEARCH_ANALYST": "Market Research Analyst",
"CREDITS_ROLE_DIRECTOR_ONLINE_ENGAGEMENT": "Director Online Engagement",
"CREDITS_ROLE_SENIOR_PRODUCT_MANAGER": "Senior Product Manager",
"CREDITS_ROLE_DIRECTOR_OF_PRODUCT_MANAGEMENT": "Director of Product Management",
"CREDITS_ROLE_OPERATIONS_COORDINATOR": "Operations Coordinator",
"CREDITS_ROLE_DIRECTOR_OF_OPERATIONS": "Director of Operations",
"CREDITS_ROLE_DIRECTOR_OF_PLAYER_SERVICES": "Director of Player Services",
"CREDITS_ROLE_DIRECTOR_OF_CONSUMER_RESEARCH": "Director of Consumer Research",
"CREDITS_ROLE_LEAD_USER_RESEARCH_ANALYST": "Lead User Research Analyst",
"CREDITS_ROLE_OPERATIONS_ACCOUNT_MANAGER": "Operations Account Manager",