# THE "SKILLS" WINDOW: masteries, skill tooltips, devotion, rifts.
# The names of masteries, skills and constellations come from the game.

skills.title=Skills — {0}
skills.levelParen=(level {0})

# Choosing and dropping a mastery
skills.choose.first=First mastery
skills.choose.second=Second mastery
skills.choose.intro=A mastery counts as taken as soon as the first point goes into its bar — and that is exactly what we do, spending one skill point. The same mastery cannot be taken twice.
skills.choose.opensAt=In the game it opens at level {0}.
skills.choose.freePoints=Free skill points: {0}.
skills.noPoints.text=There are no free skill points, and a mastery is taken by putting a point into its bar.\n\nAdd a point in the "Skill points" field of the main window, and then it can be spent here. Spending a point that does not exist is not allowed: the character would have spent more than earned.
skills.noPoints.title=Not enough skill points
skills.take.ask=Take the mastery «{0}»?\n\nOne skill point will go into its bar — that is how a mastery becomes taken. Free right now: {1}.
skills.take.undo=You can change your mind with the "Drop mastery" button — the points come back.
skills.take.title=Choosing a mastery
skills.drop.ask=Drop the mastery «{0}»?\n\nEvery point put into it will be taken out — {1} of them, the bar point included — and returned to the free ones. The skills of this mastery will be gone, and the devotion stars bound to them will be left unbound.
skills.drop.title=Dropping a mastery
skills.drop.button=Drop the mastery «{0}»
skills.drop.secondFirst=Drop the second mastery first
skills.mastery.fallbackName=mastery {0}
skills.mastery.tooEarlyFirst=In the game the first mastery opens at level {0}, and the character is {1}.
skills.mastery.tooEarlySecond=In the game the second mastery opens at level {0}, and the character is {1}.

# Skill tooltip
skills.kind.mastery=mastery
skills.kind.active=active skill
skills.kind.weaponPool=default weapon attack (weapon pool skill)
skills.kind.modifier=skill modifier
skills.kind.transmuter=transmuter
skills.kind.passive=passive skill
skills.tip.poolChance=Chance to be used instead of the default weapon attack: {0}%
skills.tip.poolShared=Default weapon attacks taken: {0}, their chances add up to {1}%. Only one of them fires per attack.
skills.tip.poolSharedFull=Default weapon attacks taken: {0}, their chances add up to {1}%. Only one of them fires per attack; the plain weapon attack will not happen at all.
skills.tip.dependsOn=Unlocked through: {0}
skills.tip.level=Current level: {0}
skills.tip.levelWithBonus=Current level: {0} + {1} from items
skills.tip.max=(can be raised to {0})
skills.tip.maxWithGear=(can be raised to {0}, cap with items {1})
skills.tip.recordNumbers=These are the numbers of the skill record, before the character's bonuses. In its own tooltip the game shows them already multiplied by all the damage you carry — which is why its figures are larger. Damage with the bonuses: "Damage calculation…" → "Damage per hit".
skills.tip.recordNumbersHand=Except the yellow line about the hand: the bracket there already holds the damage of that hand, exactly as the game shows it.
skills.tip.celestialPower=Celestial power
skills.tip.fromItem=From an item: {0}
skills.tip.nextLevel=Next level: {0}

# Devotion
skills.devotion.tab=Devotion
skills.devotion.spent=Devotion points spent: {0} of {1} earned, free {2}
skills.devotion.split=Of those {0} are passive stars (summed below) and {1} are stars with a skill (shown separately).
skills.devotion.sums=Total bonuses
skills.devotion.none=none
skills.devotion.granted=Granted skills
skills.devotion.boundTo=bound to: {0}
skills.devotion.unbound=bound to nothing — it will not fire
skills.devotion.levels=Change the level of devotion skills
skills.devotion.starOf={0}, star {1}
skills.devotion.total=total {0}
skills.devotionLevels.title=Level of devotion skills — {0}
skills.devotionLevels.of=of {0}
skills.devotionLevels.none=The character has no devotion stars that grant a skill.
skills.constellations.count=Constellations in the game: {0}. Completed: {1}, started: {2}.
skills.constellations.legend=Taken stars are marked; in brackets next to a constellation — how many of its stars are taken, what it gives and what it requires.
skills.constellations.gives=gives: {0}
skills.constellations.needs=requires: {0}
skills.constellations.star=star {0}
skills.constellations.notTaken=(not taken)

# Rifts
skills.portals.tab=Rifts
skills.portals.column=Rift
skills.portals.notBuilt=The list of rifts is not built. It is read from the game's world files and takes about a minute.
skills.portals.build=Build the list of rifts
skills.portals.reading=Reading the world files…
skills.portals.readingWhat=Reading the world files: {0}
skills.portals.readError=Could not read the world files: {0}
skills.portals.layer=Riftgates layer in {0}: {1} records
skills.portals.openAll=Open every rift on every difficulty
skills.portals.openDifficulty={0}: open all ({1} of {2})
skills.portals.closeAll=Close every rift on every difficulty?\n\nThis also removes the ones the character found on their own. A backup copy stays next to the save.
skills.portals.closeOne=Close every rift on the «{0}» difficulty?\n\nThis also removes the ones the character found on their own. A backup copy stays next to the save.
skills.portals.title=Rifts
skills.portals.summary=Rifts in the game: {0}.   Open: {1}
skills.portals.source=The list is read from the game's world files; only the character's save is edited.
skills.portals.open=open

# What the skill summons — the lines under a summoning skill's tooltip.
skills.pet.summons=Summons: {0}
skills.pet.limit=up to {0} at once
skills.pet.lives={0} sec. lifetime
skills.pet.permanent=permanent
skills.pet.life={0} health
skills.pet.lifeNote=we work health out by our own rules, and it may disagree with the game
