# THE ITEM TOOLTIP AND BONUS LINES (item tooltips, the "Total bonuses" tab).
#
# Most tooltip lines are the game's own templates in the chosen language. Here are our words: where
# the game has no template, and the fallback text for when there is no game or the tag was not found.
# The labels are in Title Case, as the game writes its own lines, so that they sit well next to them.

# DoT duration tail: "+31% Frostburn Damage with +45% Increased Duration". Normally the game's template
# (`ImprovedTimeFormat`); this text is used only when it is missing.
item.durationWith=with {0}% Increased Duration

# Damage type names in a conversion line ("50% conversion: Vitality Damage to Acid Damage").
# Normally taken from the game (`tagConversion<Type>`); these are the fallback. The game has no tag for bleeding.
item.conv.Physical=Physical Damage
item.conv.Pierce=Pierce Damage
item.conv.Fire=Fire Damage
item.conv.Cold=Cold Damage
item.conv.Lightning=Lightning Damage
item.conv.Poison=Acid Damage
item.conv.Life=Vitality Damage
item.conv.Aether=Aether Damage
item.conv.Chaos=Chaos Damage
item.conv.Bleeding=Bleeding

# ============ TOOLTIP LINE LABELS ============
# An item line is built like this: first the game's template in the chosen language is looked up, and only
# if there is none is the label taken from here. So these words show where the game does not translate a
# line, and in languages the game has no translation for.

# Damage types: the full form ("+31% Cold Damage"), the short one for duration, and the word for conversions.
item.type.Physical=Physical Damage
item.type.Pierce=Pierce Damage
item.type.Fire=Fire Damage
item.type.Cold=Cold Damage
item.type.Lightning=Lightning Damage
item.type.Poison=Acid Damage
item.type.Life=Vitality Damage
item.type.Aether=Aether Damage
item.type.Chaos=Chaos Damage
item.type.Bleeding=Bleeding Damage
item.type.Elemental=Elemental Damage
item.typeShort.Physical=Physical
item.typeShort.Pierce=Pierce
item.typeShort.Fire=Fire
item.typeShort.Cold=Cold
item.typeShort.Lightning=Lightning
item.typeShort.Poison=Acid
item.typeShort.Life=Vitality
item.typeShort.Aether=Aether
item.typeShort.Chaos=Chaos
item.typeShort.Bleeding=Bleeding
item.typeShort.Elemental=Elemental

# Labels built from a type name.
item.label.overTime={0} over Time
item.label.dotDuration={0} Damage Duration
item.label.retaliation={0} Retaliation
item.label.resist=Resistance to {0}
item.label.maxResist=Maximum Resistance to {0}
item.label.duration={0} Duration

# Words shared by several fields.
item.label.action=Duration
item.label.armour=Armor
item.label.cooldown=Skill Recharge
item.label.projectiles=Projectile(s)
item.label.pierceChance=Chance to Pass Through Enemies
item.label.radius=Radius
item.label.resCutAll=Reduced Target's Resistances
item.label.resCutAllOf=Reduced Target's Resistances
item.label.resCut=Reduced Target's Resistance
item.label.resCutOf=Reduced Target's Resistance
item.label.petBaseDamage=Pet Base Damage
item.unit.sec=Second
item.unit.m=Meter
item.unit.s=Second

# Damage, DoTs and hindrances to the target.
item.stat.offensiveBonusPhysical=Physical Damage
item.stat.offensivePierceRatio=Pierce Ratio
item.stat.offensiveLifeLeech=of Attack Damage converted to Health
item.stat.offensiveManaLeech=of Attack Damage converted to Energy
item.stat.offensivePercentCurrentLife=Reduction to Enemy's Health
item.stat.offensiveTotalDamageModifier=to All Damage
item.stat.offensiveCritDamageModifier=Crit Damage
item.stat.offensiveDamageMultModifier=Total Damage Modified by
item.stat.offensivePierceRatioModifier=Pierce Ratio
item.stat.offensiveSlowManaLeach=Energy Leech
item.stat.offensiveSlowManaLeachDurationModifier=Energy Leech Duration
item.stat.offensiveFumble=Reduced Target's Accuracy
item.stat.offensiveProjectileFumble=Reduced Target's Projectile Accuracy
item.stat.offensiveSlowOffensiveAbility=Reduced Target's Offensive Ability
item.stat.offensiveSlowDefensiveAbility=Reduced Target's Defensive Ability
item.stat.offensiveSlowRunSpeed=Reduced Target's Movement Speed
item.stat.offensiveSlowAttackSpeed=Reduced Target's Attack Speed
item.stat.offensiveSlowSpellCastSpeed=Reduced Target's Casting Speed
item.stat.offensiveKnockdown=Knockdown target
item.stat.offensiveStun=Stun target
item.stat.offensiveStunModifier=Stun Duration
item.stat.offensiveFreeze=Freeze target
item.stat.offensivePetrify=Petrify target
item.stat.offensiveSleep=Sleep target
item.stat.offensiveTrap=Immobilize target
item.stat.offensiveConfusion=Confuse target
item.stat.offensiveTaunt=Taunt target
item.stat.offensiveFear=Terrify target
item.stat.offensiveConvert=Convert target
item.stat.offensiveDisruption=Skill Disruption
item.stat.offensiveManaBurnDrain=Energy Burn
item.stat.offensiveManaBurnDamageRatio=of Burned Energy dealt as Damage
item.stat.offensiveTotalDamageReductionPercent=Reduced Target's Damage
item.stat.offensiveSlowTotalSpeed=Slow target

# Retaliation damage and retaliation hindrances.
item.stat.retaliationFreeze=Freeze Retaliation
item.stat.retaliationConfusion=Confusion Retaliation
item.stat.retaliationSlowLightning=Electrocute Retaliation
item.stat.retaliationFear=Fear Retaliation
item.stat.retaliationSlowAttackSpeed=Attack Speed Reduction Retaliation
item.stat.retaliationSlowRunSpeed=Movement Speed Reduction Retaliation
item.stat.retaliationSlowPoison=Poison Retaliation
item.stat.retaliationSlowManaLeach=Energy Leech Retaliation
item.stat.retaliationTotalDamageModifier=to All Retaliation Damage

# Armor, block and resistances.
item.stat.defensiveAbsorptionModifier=Armor Absorption
item.stat.defensiveBlockChance=Chance to Block
item.stat.defensiveBlock=Damage Blocked
item.stat.blockRecoveryTime=second Block Recovery
item.stat.defensiveBlockModifier=Shield Block Chance
item.stat.defensiveBlockAmountModifier=Shield Damage Blocked
item.stat.blockAbsorption=Block Absorption
item.stat.skillComboChargeSpendReduction=Chance to not consume Momentum charges
item.stat.characterDefensiveBlockRecoveryReduction=Shield Recovery Time
item.stat.defensiveElementalResistance=Elemental Resistance
item.stat.defensiveAllResistance=All Resistances
item.stat.defensiveAllMaxResist=to All Maximum Resistances
item.stat.defensivePercentReflectionResistance=Reflected Damage Taken
item.stat.defensiveSlowLifeLeach=Life Leech Resistance
item.stat.defensiveSlowManaLeach=Energy Leech Resistance
item.stat.defensiveBonusProtection=Bonus Armor
item.stat.defensiveStun=Stun Resistance
item.stat.defensiveFreeze=Freeze Resistance
item.stat.defensivePetrify=Petrify Resistance
item.stat.defensiveSleep=Sleep Resistance
item.stat.defensiveTrap=Entrapment Resistance
item.stat.defensiveDisruption=Disruption Resistance
item.stat.defensiveKnockdown=Knockdown Resistance
item.stat.defensiveConfusion=Confusion Resistance
item.stat.defensiveFear=Fear Resistance
item.stat.defensiveTaunt=Taunt Resistance
item.stat.defensiveLifeLeach=Life Drain Resistance
item.stat.defensiveManaLeach=Energy Drain Resistance
item.stat.defensiveReflect=Damage Reflected
item.stat.defensiveTotalSpeedResistance=Slow Resistance
item.stat.defensivePercentCurrentLife=Resistance to Current Health Damage
item.stat.defensiveCrowdControl=Reduced Crowd Control Duration
item.stat.defensiveConvert=Reduced Mind Control Duration

# Character attributes — as a number and as a percentage.
item.stat.characterStrength=Physique
item.stat.characterDexterity=Cunning
item.stat.characterIntelligence=Spirit
item.stat.characterLife=Health
item.stat.characterMana=Energy
item.stat.characterLifeRegen=Health Regenerated per Second
item.stat.characterManaRegen=Energy Regenerated per Second
item.stat.characterOffensiveAbility=Offensive Ability
item.stat.characterDefensiveAbility=Defensive Ability
item.stat.characterConstitution=Constitution
item.stat.characterRunSpeedMax=Maximum Movement Speed
item.stat.characterManaLimitReserve=Energy Reserved
item.stat.characterStrengthModifier=Physique
item.stat.characterDexterityModifier=Cunning
item.stat.characterIntelligenceModifier=Spirit
item.stat.characterLifeModifier=Health
item.stat.characterManaModifier=Energy
item.stat.characterLifeRegenModifier=Health Regeneration
item.stat.characterManaRegenModifier=Energy Regeneration
item.stat.characterOffensiveAbilityModifier=Offensive Ability
item.stat.characterDefensiveAbilityModifier=Defensive Ability
item.stat.characterAttackSpeedModifier=Attack Speed
item.stat.characterSpellCastSpeedModifier=Casting Speed
item.stat.characterRunSpeedModifier=Movement Speed
item.stat.characterTotalSpeedModifier=Total Speed
item.stat.characterDodgePercent=Chance to Avoid Melee Attacks
item.stat.characterDeflectProjectile=Chance to Avoid Projectiles
item.stat.characterHealIncreasePercent=Healing Increased
item.stat.characterEnergyAbsorptionPercent=Energy Absorbed from Enemy Spells
item.stat.characterIncreasedExperience=Experience Gained
item.stat.characterLightRadius=Light Radius
item.stat.characterGlobalReqReduction=Reduced Attribute Requirements
item.stat.characterLevelReqReduction=Reduced Level Requirement
item.stat.characterManaLimitReserveReduction=Energy Reservation
item.stat.characterConstitutionModifier=Constitution
item.stat.characterRunSpeedMaxModifier=Maximum Movement Speed
item.stat.characterAttackSpeedMaxModifier=Maximum Attack Speed
item.stat.characterSpellCastSpeedMaxModifier=Maximum Casting Speed
item.stat.characterArmorStrengthReqReduction=Reduced Physique Requirement for Armor
item.stat.characterMeleeStrengthReqReduction=Reduced Physique Requirement for Melee Weapons
item.stat.characterMeleeDexterityReqReduction=Reduced Cunning Requirement for Melee Weapons
item.stat.characterWeaponStrengthReqReduction=Reduced Physique Requirement for Weapons
item.stat.characterHuntingDexterityReqReduction=Reduced Cunning Requirement for Ranged Weapons
item.stat.characterJewelryIntelligenceReqReduction=Reduced Spirit Requirement for Jewelry
item.stat.characterShieldStrengthReqReduction=Reduced Physique Requirement for Shields
item.stat.skillCooldownReduction=Skill Cooldown Reduction
item.stat.skillManaCostReduction=Skill Energy Cost

# What a skill costs and how far it reaches; below are fields found only on a skill modifier.
item.stat.skillActiveLifeCost=Health Cost per Second
item.stat.skillActiveManaCost=Energy Cost per Second
item.stat.skillManaCost=Energy Cost
item.stat.skillActiveDuration=Duration
item.stat.skillTargetNumber=Target(s)
item.stat.weaponDamagePct=Weapon Damage
item.stat.retaliationDamagePct=of Retaliation Damage added to Attack
item.stat.skillChanceWeight=to Chance of Use
item.stat.skillTargetAngle=Degree Attack Angle
item.stat.cooldownCharges=Charge(s)
item.stat.petLimit=Summon Limit
item.stat.damageAbsorptionPercent=Damage Absorbed
item.stat.projectileLaunchRotation=Firing Arc
item.stat.spawnObjectsTimeToLive=Second Lifetime

# Item header: armor and attack speed — the same lines the game prints under the item's name.
item.head.armour={0} Armor
item.head.aps={0} Attacks per Second

# Item requirements. Normally taken from the game; these are the fallback.
item.need.level=Required Player Level
item.need.strength=Required Physique
item.need.dexterity=Required Cunning
item.need.intelligence=Required Spirit

# Headings of the item's parts. The game has none: it writes the parts' bonuses straight into the common
# list, and we need to show where a line comes from. The game has "Component" and "Augment" — those two are fallback.
item.part.prefix=Prefix
item.part.suffix=Suffix
item.part.modifier=Awakening
item.part.component=Component
item.part.relicBonus=Completion Bonus
item.part.augment=Augment
item.part.ascension=Ascended Bonus

# Item rarity. Normally taken from the game; these are the fallback.
item.rarity.common=Common
item.rarity.magical=Magical
item.rarity.rare=Rare
item.rarity.epic=Epic
item.rarity.legendary=Legendary
item.rarity.quest=Quest

# The note under the item tooltip about the rolled numbers, and the item's size in cells.
item.rolled.note=The numbers in the lines are what rolled on THIS PARTICULAR item, not the middle of the range: its rolling order is fully worked out, so the game will show the same.
item.rolled.noteDoubt=The numbers in the lines are what rolled on THIS PARTICULAR item, as the game would show them. For lines with the red mark we have not yet measured the field's place in the rolling order: the record's number is kept there, and the calculated one is added as "rolled N ?" — it may differ from the game by one step.
item.cells={0} cells
item.allFields=— all non-zero fields of the record —

# Other tooltip lines. Where the game has its own template, that one is printed; these are the fallback.
item.weaponDamageHand={0}% {1} Weapon Damage
item.hand.main=Main Hand
item.hand.off=Off-hand
item.missing.noGame=the game database is not connected
item.missing.noRecord=the record was removed by a game patch
item.restore.life=Health
item.restore.mana=Energy
item.restore.head=Restores
item.need.short=— not enough, have {0}
item.chanceOfOne={0}% chance of one of:
item.chanceOfAll={0}% chance of:
item.chanceOf={0}% chance of
item.forSeconds=over {0} Seconds
item.petBonusAll=Bonus to All Pets
item.set=Set
item.setNamed=Set: {0}
item.setWorn=({0}) Set
item.conversionField=damage conversion
item.conversion={0}% conversion: {1} to {2}
item.noGameWords=(this line has no game words here)
item.rolledValue=rolled {0} ?
item.racial.damage=Damage to:
item.racial.defence=Less Damage from:
item.skillPlus=+{0} to {1}
item.masteryPlus=+{0} to all skills of the {1} mastery
item.allSkillsPlus=+{0} to all Skills
item.summonCount={0} Summoned
item.activationChance=Activation Chance
