﻿attack_stats_hit_chance=HIT
attack_stats_damage=DMG
attack_stats_crit_chance=CRIT
bark_test_before_skill_attack_crit_grave_robber=Get'em!
battle_number_start_label=Battle {0}!
battle_advance_dungeon_confirmation_title=LAIR
battle_advance_guardian_confirmation_title=GUARDIAN
battle_advance_confirmation_desc=Proceed to the next battle?
battle_advance_confirmation_label=Advance
battle_advance_decline_label=Escape!
buff_tooltip_deaths_door=Death's Door
buff_deaths_door=<color=#{debuff}>Death's Door</color>
buff_tooltip_deaths_door_recovery=Death's Door Recovery
buff_deaths_door_description=The next blow could be fatal!
buff_tooltip_starving=Starving
combat_round_title=Round
combat_round_end_tooltip_label={0} rd remaining
combat_round_end_tooltip_label+plural={0} rds remaining 
combat_round_end_tooltip_label+plural+pl=Polish Plural special case for if a number ends in 2, 3, or 4 and is less than 10 or greater than 20
combat_round_end_tooltip_label+plural+cz=Czech Plural special case for if a number is 2, 3, or 4
combat_round_end_tooltip_label+plural+ru=Russian Plural special case for if a number is 2, 3, or 4
combat_item_display_quantity=Quantity: {0}
dungeon_loot_claimed_rewards_label=Looted
dungeon_loot_upcoming_rewards_label=Next Rewards
duration_display_type_battle=1 Battle
duration_display_type_battle+plural={0} Battles
duration_display_type_battle+plural+pl=Polish Plural special case for if a number ends in 2, 3, or 4 and is less than 10 or greater than 20
duration_display_type_battle+plural+ru=Russian Plural special case for if a number is 2, 3 or 4
duration_display_type_battle+plural+cz=Czech Plural special case for if a number is 2, 3 or 4
duration_display_type_quest=Quest
duration_display_type_turn=1 Turn
duration_display_type_turn+plural={0} Turns
duration_display_type_turn+plural+ru=Russian Plural special case for if a number is 2, 3 or 4
duration_display_type_turn+plural+cz=Czech Plural special case for if a number is 2, 3 or 4
duration_display_type_turn+plural+pl=Polish Plural special case for if a number ends in 2, 3, or 4 and is less than 10 or greater than 20
enemy_stats_hp={0}/{1}
effect_skill_run_searing_strike_u_target_neighbor_random_override_EXAMPLE_1=<sprite name={q}token_combo{q}><sprite name={q}icon_burn{q}>: Chance To Spread <sprite name={q}icon_burn{q}>
effect_skill_runaway_combo_fire_spread_override_EXAMPLE_2=Chance to Spread
effect_skill_condition_runaway_combo_fire_spread_target_is_combo_primed_override_EXAMPLE_2=If OVERRIDE <sprite name={q}token_combo{q}>: {0}
effect_condition_target_neighbor_front_has_burn_dot_override_EXAMPLE_3=<color=#{notable}>Requires <sprite name={q}icon_burn{q}> on unit in front of target</color>
effect_tooltip_add_turn=Extra Action
effect_tooltip_buff=<color=#{buff}>{0}</color>
effect_tooltip_buff_remove_all_tags=Removes {0}
effect_tooltip_chance_per_round=({0}% Chance Per Rd)
effect_tooltip_pct=({0}%)
effect_tooltip_change_class_actor_id=Change Class to {0}
effect_tooltip_summon_class_actor_id=Summon {0}
effect_tooltip_actor_type_performer=Self
effect_tooltip_actor_type_target=Target
effect_tooltip_actor_type_both=Both
effect_tooltip_actor_type_party=Party
effect_tooltip_actor_type_target_neighbor_front=Monster in Front
effect_tooltip_affinity_leaning_change=Affinity Leaning Change {0}
effect_tooltip_skill_effect_performer_after_target=Self
effect_tooltip_skill_effect_performer_team=<color=#{notable}>Allies</color>
effect_tooltip_skill_effect_on_kill_as_performer_to_performer=<color=#{notable}>On Kill</color>
effect_tooltip_skill_effect_target_neighbor_random=Random Adjacent Monster
effect_tooltip_skill_effect_combat_health_damage_friendly_team=To Allies When Damaged
effect_tooltip_skill_effect_combat_health_damage_enemy_team=To Enemies When Damaged
effect_tooltip_skill_effect_combat_health_heal_friendly_team=To Allies When Healed
effect_tooltip_skill_effect_combat_health_heal_enemy_team=To Enemies When Healed
effect_tooltip_skill_effect_combat_stress_damage_friendly_team=To Allies When Stressed
effect_tooltip_skill_effect_combat_stress_damage_enemy_team=To Enemies When Stressed
effect_tooltip_skill_effect_combat_stress_heal_friendly_team=To Allies When Stress Healed
effect_tooltip_skill_effect_combat_stress_heal_enemy_team=To Enemies When Stress Healed
effect_tooltip_skill_effect_turn_start_friendly_team=To Allies On Turn Start
effect_tooltip_skill_effect_turn_start_enemy_team=To Enemies On Turn Start
effect_tooltip_skill_effect_turn_end_friendly_team=To Allies On Turn End
effect_tooltip_skill_effect_turn_end_enemy_team=To Enemies On Turn End
effect_tooltip_skill_effect_combat_health_heal=When Healed
effect_tooltip_skill_effect_combat_stress_heal=When Stress Healed
effect_tooltip_condition_always=If always {0}
effect_tooltip_condition_biome=While in {0}: {1}
effect_tooltip_condition_buff_tag_amount=If {0} {1}{2}: {3}
effect_tooltip_condition_campaign_value=If {0} {1}{2}: {3}
effect_tooltip_condition_dot_tag_amount=If {0} {1}{2}: {3}
effect_tooltip_condition_dot_tag_amount_nonzero=If {0}: {1}
effect_tooltip_condition_dot_tag_amount_nonzero_target=If {0} {1}: {2}
effect_tooltip_condition_dot_tag_amount_zero=If no {0}: {1}
effect_tooltip_condition_health_percent=HP {0}{1}%: {2}
effect_tooltip_condition_health_percent_party=Party HP {0}{1}%: {2}
effect_tooltip_condition_item_amount=If {0} {1}{2}: {3}
effect_tooltip_condition_rank=If Rank {0}{1}: {2}
effect_tooltip_condition_status={1} when Self {0}
effect_tooltip_condition_stress_percent=Stress {0} {1}%: {2}
effect_tooltip_condition_tag={0}: {1}
effect_tooltip_condition_token_amount={0} {1}{2}: {3}
effect_tooltip_condition_token_amount_nonzero=If {0}: {1}
effect_tooltip_condition_token_amount_zero=If no {0}: {1}
effect_tooltip_condition_trinket_equipped=If {0} is equipped:\n{1}
effect_tooltip_condition_skill_tag={0} attacks: {1}
effect_tooltip_condition_token_tag_amount_nonzero={0}: {1}
effect_tooltip_condition_class={0} Only
effect_tooltip_condition_killed_class=If Killed {0}{1}{2}: {3}
effect_tooltip_condition_round=On Round {0}{1}: {2}
effect_tooltip_cooldown=Cooldown: {0}
effect_tooltip_crit_chance=CRIT: {0},{1}%
effect_tooltip_crit_chance+en=CRIT: {0}.{1}%
effect_tooltip_dot_add_amount={0}
effect_tooltip_dot_apply_all_effect_multiplier=x{0}
effect_tooltip_dot_apply_all_tags=Apply {0}
effect_tooltip_dot_remove_all_tags=Remove {0}
effect_tooltip_dot_remove_amount=Remove {0}
effect_tooltip_dot_remove_all_types=Remove {0}
effect_tooltip_health_damage_amount={0} DMG
effect_tooltip_health_damage_percent={0}% DMG
effect_tooltip_health_heal_amount=<color=#{heal}>Heal {0}</color>
effect_tooltip_health_heal_amount_range=<color=#{heal}>Heal {0}-{1}</color>
effect_tooltip_health_heal_percent=<color=#{heal}>Heal {0}%</color>
effect_tooltip_health_heal_percent_range=<color=#{heal}>Heal {0}-{1}%</color>
effect_tooltip_health_heal_up_to_percent=<color=#{heal}>Heal to {0}%</color>
effect_tooltip_ignore_token=Ignores
effect_tooltip_loot_id_LOOTIDHERE=Example String for Loot IDs
effect_tooltip_is_kill=<color=#{red}>Kill</color>
effect_tooltip_move=<color=#{move}>Move {0}</color>
effect_tooltip_move_backward=<color=#{move}>Back</color> {0}
effect_tooltip_move_backward_range=<color=#{move}>Back</color> {0} to {1}
effect_tooltip_move_forward=<color=#{move}>Forward</color> {0}
effect_tooltip_move_forward_range=<color=#{move}>Forward</color> {0} to {1}
effect_tooltip_target_forward=<color=#{move}>Pull</color> {0}
effect_tooltip_target_backward=<color=#{move}>Knockback</color> {0}
effect_tooltip_performer_buff=<color=#{buff}>{0}</color>
effect_tooltip_position=Rank: {0}
effect_tooltip_quirk={0}
effect_tooltip_shuffle=<color=#{move}>Shuffle</color>
effect_tooltip_skill_condition_always=Requires always
effect_tooltip_skill_condition_biome=<color=#{notable}>Requires {0} Complete</color>
effect_tooltip_skill_condition_buff_tag_amount=<color=#{notable}>Requires {0} {1} {2}{3}</color>
effect_tooltip_skill_condition_campaign_value=<color=#{notable}>Requires campaign {0} {1}{2}</color>
effect_tooltip_skill_condition_dot_tag_amount=<color=#{notable}>Requires {0} {1} {2}{3}</color>
effect_tooltip_skill_condition_dot_tag_amount_nonzero=<color=#{notable}>Requires {0} {1}</color>
effect_tooltip_skill_condition_dot_tag_amount_zero=<color=#{notable}>Requires {0} no {1}</color>
effect_tooltip_skill_condition_health_percent=<color=#{notable}>Requires {0} HP {1}{2}%</color>
effect_tooltip_skill_condition_item_amount=<color=#{notable}>Requires {0} {1}{2}</color>
effect_tooltip_skill_condition_rank=<color=#{notable}>Requires {0} Rank {1}{2}</color>
effect_tooltip_skill_condition_stress_percent=<color=#{notable}>Requires {0} Stress {1}{2}%</color>
effect_tooltip_skill_condition_status=<color=#{notable}>Requires {0} Status</color>
effect_tooltip_skill_condition_tag=<color=#{notable}>Requires {0} {1}</color>
effect_tooltip_skill_condition_token_amount=Requires <color=#{notable}>{0} {1} {2}{3}</color>
effect_tooltip_skill_condition_token_amount_nonzero=<color=#{notable}>Requires {0} {1}</color>
effect_tooltip_skill_condition_token_amount_zero=<color=#{notable}>Requires {0} no {1}</color>
effect_tooltip_skill_condition_token_tag_amount_nonzero=<color=#{notable}>Requires {0} has {1}</color>
effect_tooltip_skill_effect_combat_start=Combat Start:
effect_tooltip_skill_effect_death=On Death:
effect_tooltip_skill_effect_deaths_door_enter=On Death's Door:
effect_tooltip_skill_effect_performer=<color=#{notable}>Self:</color>
effect_tooltip_skill_effect_performer_on_crit=<color=#{notable}>Self On CRIT:</color>
effect_tooltip_skill_effect_performer_per_target=<color=#{notable}>Self:</color>
effect_tooltip_skill_effect_round_start=Round Start:
effect_tooltip_skill_effect_round_end=Round End:
effect_tooltip_skill_effect_spawn=On Spawn:
effect_tooltip_skill_effect_stress_damage=When Stressed:
effect_tooltip_skill_effect_target=Target:
effect_tooltip_skill_effect_target_team=Target Team:
effect_tooltip_skill_effect_on_hit_as_performer_to_performer=Gain On Hit:
effect_tooltip_skill_effect_on_miss_as_performer_to_performer=Gain On Miss:
effect_tooltip_skill_effect_on_attack_as_performer_to_performer=Gain On Attack:
effect_tooltip_skill_effect_on_hit_as_performer_to_target=Apply On Hit:
effect_tooltip_skill_effect_on_miss_as_performer_to_target=Apply On Miss:
effect_tooltip_skill_effect_on_attack_as_performer_to_target=Apply On Attack:
effect_tooltip_skill_effect_on_hit_as_target_to_target=Gain When Hit:
effect_tooltip_skill_effect_on_miss_as_target_to_target=Gain When Missed:
effect_tooltip_skill_effect_on_attack_as_target_to_target=Gain When Attacked:
effect_tooltip_skill_effect_on_hit_as_target_to_performer=Apply to Attacker When Hit:
effect_tooltip_skill_effect_on_miss_as_target_to_performer=Apply to Attacker When Missed:
effect_tooltip_skill_effect_on_attack_as_target_to_performer=Apply to Attacker:
effect_tooltip_skill_effect_others=Others:
effect_tooltip_skill_effect_combat_health_damage=When Damaged:
effect_tooltip_skill_effect_turn_start=Turn Start:
effect_tooltip_skill_effect_move=When Moving:
effect_tooltip_skill_effect_enter_biome=On Entering Region:
effect_tooltip_stress_damage=<sprite name={q}icon_stress_black{q}> {0}
effect_tooltip_stress_heal=<sprite name={q}icon_stress_black{q}> -{0}
effect_tooltip_torch_change=Flame {0}
effect_tooltip_target=Target: {0}
effect_tooltip_target_buff=<color=#{buff}>{0}</color>
effect_tooltip_token_add_amount={0}
effect_tooltip_token_add_tag=Adds {0} Token
effect_tooltip_token_add_tag+plural=Adds {0} Tokens
effect_tooltip_token_add_tag+plural+pl=Polish Plural special case for if a number ends in 2, 3, or 4 and is less than 10 or greater than 20
effect_tooltip_token_add_tag+plural+cz=Czech Plural special case for if a number is 2, 3, or 4
effect_tooltip_token_add_tag+plural+ru=Russian Plural special case for if a number is 2, 3, or 4
effect_tooltip_token_convert_amount=Convert {0} to {1}
effect_tooltip_token_remove_amount=Remove {0}
effect_tooltip_token_remove_tag=Destroy {0} Token
effect_tooltip_token_remove_tag+plural=Destroy {0} Tokens
effect_tooltip_token_remove_tag+plural+pl=Polish Plural special case for if a number ends in 2, 3, or 4 and is less than 10 or greater than 20
effect_tooltip_token_remove_tag+plural+cz=Czech Plural special case for if a number is 2, 3, or 4
effect_tooltip_token_remove_tag+plural+ru=Russian Plural special case for if a number is 2, 3, or 4
effect_tooltip_token_steal_tag=Steal {0} Token
effect_tooltip_token_steal_tag+plural=Steal {0} {1} Tokens
effect_tooltip_token_steal_tag+plural+pl=Polish Plural special case for if a number ends in 2, 3, or 4 and is less than 10 or greater than 20
effect_tooltip_token_steal_tag+plural+cz=Czech Plural special case for if a number is 2, 3, or 4
effect_tooltip_token_steal_tag+plural+ru=Russian Plural special case for if a number is 2, 3, or 4
effect_tooltip_token_steal_tags_range=Steal {0}-{1} {2} Tokens
effect_tooltip_skill_effect_combat_stress_damage=When Stress Damaged:
effect_tooltip_skill_effect_friendly_team=<color=#{notable}>Allies</color>
effect_tooltip_skill_effect_friendly_team_member_random=<color=#{notable}>Random Ally</color>
effect_tooltip_skill_effect_turn_start_friendly_team_random=Random Party Member at Turn Start
effect_tooltip_skill_effect_turn_start_enemy_team_random=Random Enemy at Turn Start
effect_tooltip_skill_effect_enemy_team=Enemies
effect_tooltip_skill_effect_enemy_team_member_random=Random Enemy
effect_tooltip_skill_effect_performer_team_others=<color=#{notable}>Allies</color>
effect_tooltip_skill_effect_performer_team_others_member_random=<color=#{notable}>Random Ally</color>
effect_tooltip_skill_effect_target_team_others=Target's Allies
effect_tooltip_skill_effect_target_team_others_member_random=Target's Team Member at Random
effect_tooltip_skill_effect_turn_end=At Turn End:
effect_tooltip_dot_steal_tag=Steal {0}
effect_tooltip_dot_steal_tags=Steal x{0}-{1} {2}
effect_tooltip_skill_limit=Uses: {0}
effect_condition_or_seperator=\nOr\n
effect_condition_and_seperator=\nAnd\n
effect_clear_skill_cooldowns=Clear Skill Cooldowns
invalid_skill_reason_invalid_launch=Out of Position
invalid_skill_reason_invalid_condition=Condition Blocked
invalid_skill_reason_invalid_skill_block=Skill Blocked
invalid_skill_reason_invalid_cooldown=On Cooldown
invalid_skill_reason_invalid_limit=Use Limit Exceeded
invalid_skill_reason_invalid_cost=Invalid Cost
invalid_skill_reason_invalid_forced=Forced Invalid
invalid_skill_reason_invalid_target=Invalid Targets
invalid_skill_reason_invalid_pass=Passed
skill_tooltip_damage=DMG: 
skill_tooltip_damage_range={0}-{1}
skill_tooltip_additional_damage_performer=Performer {0}
skill_tooltip_additional_damage_performer_neighbor_front={0}
skill_tooltip_additional_damage_performer_neighbor_back={0}
skill_tooltip_additional_damage_target=Target {0}
skill_tooltip_additional_damage_target_neighbor_front={0}
skill_tooltip_additional_damage_target_neighbor_back={0}
additional_damage_value_tooltip_dot_tag_total_health_damage_over_time= <color=#{notable}>Variable</color>\n
status_bar_health=<color=#{health}>HP {0}/{1}</color>
status_bar_stress=<color=#{stress}>Stress {0}/{1}</color>
token_amount_format_singular={0}
token_amount_format_plural={0}x{1}
token_amount_format_range={0}x{1}-{2}
token_tooltip_format={0}{1}: {2}
torch_level_tag_hero=Hero
torch_level_tag_monster=Monster
torch_state_name_100=Bright Light
torch_state_name_75=Dim Light
torch_state_name_50=Shadowy
torch_state_name_25=Darkness
torch_state_name_0=Black as Pitch
token_add_tag_random_1=Random
dot_name_bleed=Bleed
dot_bleed=<sprite name={q}icon_bleed{q}>
dot_bleed_amount=<color=#{bleed}><sprite name={q}icon_bleed{q}> {0}</color>
dot_name_blight=Blight
dot_blight=<sprite name={q}icon_blight{q}>
dot_blight_amount=<color=#{blight}><sprite name={q}icon_blight{q}> {0}</color>
dot_name_burn=Burn
dot_burn=<sprite name={q}icon_burn{q}>
dot_burn_amount=<color=#{burn}><sprite name={q}icon_burn{q}> {0}</color>
dot_name_horror=Horror
dot_horror=<sprite name={q}token_horror{q}>
dot_horror_amount=<sprite name={q}token_horror{q}> {0}
dot_name_taproot_strangle=Strangle
dot_taproot_strangle_amount=<color=#{notable}>Strangle {0}</color>
actor_stat_type_health_max=Max HP
actor_stat_type_health_damage=DMG
actor_stat_type_speed=SPD
actor_stat_type_crit_chance=CRIT
actor_stat_type_resistance_stress=<sprite name={q}icon_stress_white{q}> RES
actor_stat_type_resistance_stun=<color=#{neutral}><sprite name={q}icon_stun{q}> RES</color>
actor_stat_type_resistance_move=<color=#{neutral}><sprite name={q}icon_move{q}> RES</color>
actor_stat_type_resistance_blight=<color=#{neutral}><sprite name={q}icon_blight{q}> RES</color>
actor_stat_type_resistance_bleed=<color=#{neutral}><sprite name={q}icon_bleed{q}> RES</color>
actor_stat_type_resistance_burn=<color=#{neutral}><sprite name={q}icon_burn{q}> RES</color>
actor_stat_type_resistance_debuff=<color=#{neutral}><sprite name={q}icon_debuff{q}> RES</color>
actor_stat_type_resistance_ignore_blight=<color=#{neutral}><sprite name={q}icon_blight{q}></color> Chance
actor_stat_type_resistance_ignore_bleed=<color=#{neutral}><sprite name={q}icon_bleed{q}></color> Chance
actor_stat_type_resistance_ignore_burn=<color=#{neutral}><sprite name={q}icon_burn{q}></color> Chance
actor_stat_type_resistance_death=<color=#{neutral}><sprite name={q}icon_death{q}> RES</color>
actor_stat_type_resistance_disease=<color=#{neutral}><sprite name={q}icon_disease{q}> RES</color>
actor_stat_type_health_damage_received_percent=DMG Taken
actor_stat_type_health_damage_dealt_percent=DMG
actor_stat_type_health_heal_received_percent_skill=Healing Received from Skills
actor_stat_type_health_heal_received_percent_food=Passive Healing Rate
actor_stat_type_health_heal_percent_between_nodes=Passive Healing Rate
actor_stat_type_scout_chance=Scout Chance (all nodes)
actor_stat_type_scout_chance_Hospital=Scout Chance for Field Hospitals
actor_stat_type_scout_chance_HeroStory=Scout Chance for Forgotten Shrines
actor_stat_type_scout_chance_Dungeon=Scout Chance for Lairs
actor_stat_type_scout_chance_Cache=Scout Chance for Academic's Caches
actor_stat_type_scout_chance_Store=Scout Chance for Hoarder
actor_stat_type_scout_chance_StoryAssist=Scout Chance for Assistance Encounters
actor_stat_type_scout_chance_StoryResist=Scout Chance for Resistance Encounters
actor_stat_type_scout_chance_StoryCosmic=Scout Chance for Academic's Studies
actor_stat_type_scout_chance_StoryCultist=Scout Chance for Cultist Encounters
actor_stat_type_food_eat=Food Consumed
actor_stat_type_resistance_stun_icon=<sprite name={q}icon_stun{q}>
actor_stat_type_resistance_move_icon=<sprite name={q}icon_move{q}>
actor_stat_type_resistance_blight_icon=<sprite name={q}icon_blight{q}>
actor_stat_type_resistance_bleed_icon=<sprite name={q}icon_bleed{q}>
actor_stat_type_resistance_burn_icon=<sprite name={q}icon_burn{q}>
actor_stat_type_resistance_debuff_icon=<sprite name={q}icon_debuff{q}>
actor_stat_type_resistance_disease_icon=<sprite name={q}icon_disease{q}>
actor_stat_type_store_cost_buy_multiplier_Trinket=Trinket Prices
actor_stat_type_store_cost_sell_multiplier_Trinket=[DISABLED FEATURE REMOVE ME]
actor_stat_type_store_cost_buy_multiplier_SC_Upgrade=SC Upgrade Prices
actor_stat_type_store_cost_sell_multiplier_SC_Upgrade=[DISABLED FEATURE REMOVE ME]
actor_stat_type_store_cost_buy_multiplier_Consumable=Consumable Item Prices
actor_stat_type_store_cost_sell_multiplier_Consumable=[DISABLED FEATURE REMOVE ME]
actor_stat_type_affinity_tick_trigger_positive_chance_multiplier=Chc of + Affinity changes
actor_stat_type_affinity_tick_trigger_negative_chance_multiplier=Chc of - Affinity changes
actor_stat_type_torch_drain_between_nodes=Flame Drain
actor_stat_type_battle_modifier_chance=Enemy Battle Advantage Chance
affinity_tick_relationship_enter_label=The relationship is tested..
affinity_tick_relationship_exit_label=The relationship is lost..
resist_label=<color=#{neutral}>RES</color>
skill_effect_type_ko=KO
skill_effect_type_death=Death
skill_effect_type_combat_start=Combat Start
skill_effect_type_round_start=Round Start
skill_effect_type_round_end=Round End
skill_effect_type_turn_start=Turn Start
skill_effect_type_health_damage= When Damaged
skill_effect_type_stress_damage=When Stressed
skill_effect_type_deaths_door_enter=Death's Door
skill_effect_type_deaths_door_exit=Death's Door Recovery
skill_effect_type_on_hit_as_performer_to_target=Apply On Hit
skill_effect_type_on_hit_as_target_to_target=Gain On Hit
skill_effect_type_on_attack_as_target_to_target=Gain on Attack
skill_effect_type_target_on_attack=Apply On Attack
skill_effect_type_on_miss_as_target_to_target=Gain On Miss
skill_effect_type_on_miss_as_performer_to_target=Apply On Miss
skill_effect_type_move=On Move
pop_text_resist_bleed=<color=#{bleed}>RESIST!</color>
pop_text_resist_blight=<color=#{blight}>RESIST!</color>
pop_text_resist_burn=<color=#{burn}>RESIST!</color>
pop_text_resist_move=<color=#{move}>RESIST!</color>
source_torch=The Flame
source_story=Encounter
pop_text_speed=Speed!
skill_name_move=<color=#{move}>Move</color>
skill_name_pass_stress=Pass <sprite name={q}icon_stress_black{q}>
skill_name_pass_heal=Pass <sprite name={q}icon_healthup{q}><sprite name={q}icon_stress_black{q}>
pass_turn=Pass
status_deaths_door=<color=#{deathdoor}>Death's Door</color>
dot_name_hot=<color=#{heal}>Heal Per Turn</color>
dot_hot=<sprite name={q}icon_healthup{q}>
dot_hot_amount=<color=#{heal}><sprite name={q}icon_healthup{q}> {0}</color>
monster_tag_seperator= / 
tag_corpse=Corpse
tag_grave=Tombstone
tag_not_corpse=not Corpse
tag_melee=Melee
tag_ranged=Ranged
tag_gaunt=Gaunt
tag_swine=Swine
tag_cosmic=Cosmic
tag_gentry=Plague Eater
tag_fanatic=Fanatic
tag_cultist=Cultist
tag_pillager=Pillager
tag_animal=Animal
tag_cadaver=Cadaver
tag_random_1=Random
tag_ghost=Vengeful Spirit
dot_dot=All <color=#{bleed}>Bleed</color>/<color=#{blight}>Blight</color>/<color=#{burn}>Burn</color>
turn_order_next_actor=Active
resistance_stun_short=STN
resistance_blight_short=BLGT
resistance_bleed_short=BLD
resistance_disease_short=DIS
resistance_deaths_door_short=DTH
resistance_move_short=MOV
resistance_debuff_short=DBFF
resistance_burn_short=BURN
campaign_value_torch=Flame
debuffs_label=Debuffs
buffs_label=Buffs
retreat_tooltip_label=Retreat: 
pop_text_retreat_success=<color=#{notable}>Retreated!</color>
pop_text_retreat_fail=<color=#{harmful}>Retreat Failed!</color>
pop_text_quirk_added={0}
skill_tag_melee=Melee
skill_tag_ranged=Ranged
battle_modifier_tooltip_title_gargantuan_monsters=Gargantuan Enemies:
battle_modifier_tooltip_title_frenzied_monsters=Frenzied Enemies:
battle_modifier_tooltip_title_elite_monsters=Elite Enemies:
battle_modifier_tooltip_title_hale_monsters=Hale Enemies:
battle_modifier_tooltip_title_hastened_monsters=Hastened Enemies:
battle_modifier_tooltip_title_unyielding_monsters=Unyielding Enemies:
battle_modifier_tooltip_title_impervious_monsters=Impervious Enemies:
battle_modifier_tooltip_title_infectious_monsters=Infectious Enemies:
battle_modifier_tooltip_title_ambush_monsters=Enemy Ambush!
token_positive=<color=#{buff}>Positive</color> Token
token_negative=<color=#{debuff}>Negative</color> Token
dot_winded=<color=#{debuff}>Winded Debuffs</color>
battle_modifier_title_gargantuan_monsters=Gargantuan Enemies
battle_modifier_title_frenzied_monsters=Frenzied Enemies
battle_modifier_title_elite_monsters=Elite Enemies
battle_modifier_title_hale_monsters=Hale Enemies
battle_modifier_title_hastened_monsters=Hastened Enemies
battle_modifier_title_unyielding_monsters=Unyielding Enemies
battle_modifier_title_impervious_monsters=Impervious Enemies
battle_modifier_title_infectious_monsters=Infectious Enemies
battle_modifier_title_ambush_monsters=Enemy Ambush!
lost_battalion_boss_taproot_status_bar_tooltip_label=Invulnerable
glossary_stealth_label=Stealth
glossary_enemy_type_label=Unique
glossary_special_label=Special
final_round_label=Final Round!
actor_stat_type_resistance_ignore_death=Ignores {0} <color=#{deathdoor}>Deathblow RES</color>
boss_defeated_prompt=Shackles Destroyed!
token_tag_positive=Positive
token_tag_negative=Negative
token_tag_random=Random