Version index
| Version | Stage | Date | Total changes | Gameplay | Dev-internal |
|---|---|---|---|---|---|
| DS_B.0.4.19 | Early Access | 2026-09-06 | +6 / ~35 / -1 | +6 / ~33 / -1 | ~2 |
| DS_B.0.4.17 | Early Access | 2026-09-06 | +1 / ~8 / 0 | +1 / ~8 / 0 | 0 |
| DS_B.0.4.12 | Early Access | 2026-09-05 | +1 / ~33 / -1 | +1 / ~33 / -1 | 0 |
| DS_B.0.4.11 | Early Access | 2026-09-04 | +323 / ~1253 / -189 | +323 / ~1190 / -189 | ~63 |
| DS_B.0.3.44 | Playtest Build 3 | 2026-07-25 | +43 / ~137 / -6 | +43 / ~133 / -6 | ~4 |
| DS_B.0.3.40 | Playtest Build 3 | 2026-07-23 | +1221 / ~1282 / -127 | +1221 / ~1210 / -127 | ~72 |
| DS_B.0.3.26 | Demo | 2026-06-15 | +5 / ~8 / 0 | +5 / ~5 / 0 | ~3 |
| Build 23725069 | 2026-06-14 | +38 / ~50 / 0 | +38 / ~50 / 0 | 0 |
Generated automatically by diffing the game's data tables between Steam builds. Entries link into the current database where the content still exists. Player-visible changes are listed first; dev-only churn (dev comments, editor fields, Korean localization drafts) is collapsed under "Dev-internal changes". Korean dev text is shown in English - hover any translated value for the original.
ItemsUnits & MonstersSkillsSkill TreesTraits & InscriptionsAffectersRecipesBuildingsResearchLoot TablesMerchantsEventsEvent NodesEvent ChoicesNPC EventsRandom EventsQuestsDecisionsDungeon RoomsSpawn GroupsNPC SpawnsHousing RoomsClan RanksRecruit PresetsScenariosFarmingGame ConstantsStatusesStatus ValuesAlertsEmotesText / LocalizationBuild ExpiryBuilding StorageUnit AppearanceAddedModifiedRemoved
DS_B.0.4.19 Early Access- 2026-09-06 · updated from DS_B.0.4.17 · Steam buildid 25154317 ↑ back to top
+6
added
35
modified
-1
removed
+6 / ~33 / -1
gameplay
~2
dev-internal
Gameplay changes +6 / ~33 / -1 - player-visible
Items 0 / ~30 / 0
Modified (30)
| Entry | Changes |
|---|---|
Weight: 15.0 → 5.0 | |
Weight: 3.0 → 1.5 | |
Weight: 15.0 → 5.0 | |
Weight: 3.0 → 2.0 | |
Weight: 10.0 → 2.0 | |
Weight: 10.0 → 3.0 | |
Weight: 10.0 → 4.5 | |
Weight: 3.0 → 2.0 | |
Weight: 5.0 → 3.0 | |
Weight: 2.0 → 1.0 | |
Weight: 2.0 → 3.0 | |
Weight: 5.0 → 3.0 | |
Weight: 5.0 → 3.0 | |
Weight: 8.0 → 3.0 | |
Weight: 2.0 → 3.0 | |
Weight: 5.0 → 3.0 | |
Weight: 5.0 → 3.0 | |
Weight: 10.0 → 3.0 | |
Weight: 8.0 → 5.0 | |
Weight: 8.0 → 5.0 | |
Weight: 12.0 → 5.0 | |
Weight: 8.0 → 5.0 | |
Weight: 8.0 → 5.0 | |
Weight: 15.0 → 5.0 | |
MaxStack: 100 → 200 | |
MaxStack: 100 → 200 | |
MaxStack: 100 → 200 | |
MaxStack: 100 → 200 | |
MaxStack: 100 → 200 | |
MaxStack: 100 → 200 |
Affecters +1 / 0 / 0
Added (1)
Event Choices 0 / ~1 / 0
Modified (1)
| Entry | Changes |
|---|---|
DevComment: But seriously, it's just quests → Quest+TutorialOnSelectAction: "StartQuest_Main5" → "UI_Tutorial_UnitBehaviorOptions,\nStartQuest_Main5" |
Game Constants 0 / ~1 / 0
Modified (1)
| Entry | Changes |
|---|---|
FloatValues: [1.0, 1.0, 1.0, 0.6700000166893005, 0.3400000035762787] → [1.0, 1.0, 1.0, 1.0, 1.0] |
Alerts +1 / 0 / -1
Added (1)
Removed (1)
Text / Localization +4 / ~1 / 0
Added (4)
Create Campaign Locked
Locked
Create Campaign Unlocked
Unlocked
Auto Skill
When the 'Auto Skill' Behavior Option is enabled, during combat the unit prioritizes skills from left to right in the Sk…
Modified (1)
| Entry | Changes |
|---|---|
en: Use 'Behavior Options' in the entity summary panel to control unit behavior.## <Hotkeys> - Auto Skill (F): Automatically uses skills on enemies when … → Use 'Behavior Options' in the entity summary panel to control unit behavior. There are three Behavior Options : 'Auto Skill', 'Wait for Orders', and 'Prioritiz… |
No matching changes in this build.
Dev-internal changes ~2 - dev comments, editor-only fields, Korean localization churn
Event Nodes ~2
| Entry | Changes |
|---|---|
DevComment: You wave them off, and the members scratch their heads and return to their posts.The Expedition Leader surely already … → You wave them off, and the members scratch their heads and return to their posts. The expedition leader surely already … | |
DevComment: You wave them off, and the members scratch their heads and return to their posts.The Expedition Leader surely already … → You wave them off, and the members scratch their heads and return to their posts. The expedition leader surely already … |
DS_B.0.4.17 Early Access- 2026-09-06 · updated from DS_B.0.4.12 · Steam buildid 25143510 ↑ back to top
+1
added
8
modified
0
removed
+1 / ~8 / 0
gameplay
0
dev-internal
Gameplay changes +1 / ~8 / 0 - player-visible
Skills 0 / ~1 / 0
Modified (1)
| Entry | Changes |
|---|---|
Effect: Focus your mind and launch a flaming projectile that deals magic damage equal to 400% of Magic Attack Power to all units within range and applies 5 Burning for 10 seconds. This attack can also damage allies. DevComment_SkillFloatValues: Focuses your mind and launches a flame projectile that deals magic damage equal to {0}% of magic attack power to all uni… → Concentrate and launch a flame projectile that deals magic damage equal to {0}% of Magic Attack Power to all units in ra… |
Text / Localization +1 / ~7 / 0
Added (1)
Game Option Mute In Background
Mute in Background
Modified (7)
| Entry | Changes |
|---|---|
en: Allows the user to absorb a portion of damage dealt as health. → For a limited time, attacks drain a fixed amount of health. | |
en: Basic Attack → Surrender | |
en: Focus your mind and launch a flaming projectile that deals magic damage equal to {0}% of Magic Attack Power to all units within range.Damage increases b… → Focus your mind and launch a flaming projectile that deals magic damage equal to {0}% of Magic Attack Power to all units within range and applies {2} … | |
en: Each time deal damage to an enemy with a melee basic attack, attack speed increases by {1}% for {0} seconds. This effect can stack up to {2}%. The effect resets… → Each time you deal damage to an enemy with a melee basic attack, attack speed increases by {1}% for {0} seconds. This effect can stack up to {2}%. The effect re… | |
en: Right click an item in the 'Inventory' to open the interaction menu.From there, you can equip. or consume items. ## TIP: Use ointment to recover health when un… → Right-click an item in the 'Inventory' to open the interaction menu. From this menu, you can equip or use items. ## Hold Ctrl while dragging an item to another … | |
en: We need to research Carapace Processing II. → We need to research Carapace Processing I. | |
en: We need to research Carapace Processing III. → We need to research Carapace Processing II. |
No matching changes in this build.
DS_B.0.4.12 Early Access- 2026-09-05 · updated from DS_B.0.4.11 · Steam buildid 25124554 ↑ back to top
+1
added
33
modified
-1
removed
+1 / ~33 / -1
gameplay
0
dev-internal
Gameplay changes +1 / ~33 / -1 - player-visible
Loot Tables 0 / ~14 / 0
Modified (14)
| Entry | Changes |
|---|---|
DropItemOne_Amount: 2 → 1 | |
DropItemOne_Amount: 4 → 8DropItemTwo_Amount: 2 → 6 | |
DropItemOne_Amount: 8 → 16DropItemTwo_Amount: 5 → 12 | |
DropItemOne_Amount: 4 → 12DropItemThree_Amount: 4 → 12DropItemTwo_Amount: 4 → 12 | |
DropItemOne_Amount: 8 → 24DropItemThree_Amount: 8 → 24DropItemTwo_Amount: 8 → 24 | |
DropItemOne_Amount: 25 → 30 | |
DropItemOne_Amount: 8 → 12DropItemTwo_Amount: 5 → 9 | |
DropItemOne_Amount: 16 → 24DropItemTwo_Amount: 10 → 18 | |
DropItemOne_Amount: 8 → 18DropItemThree_Amount: 8 → 18DropItemTwo_Amount: 8 → 18 | |
DropItemOne_Amount: 16 → 36DropItemThree_Amount: 16 → 36DropItemTwo_Amount: 16 → 36 | |
DropItemOne_Amount: 25 → 23DropItemThree_Amount: 20 → 30DropItemTwo_Amount: 1 → 2 | |
DropItemOne_Amount: 40 → 45DropItemThree_Amount: 20 → 30DropItemTwo_Amount: 1 → 2 | |
DropItemThree_Amount: 20 → 30DropItemTwo_Amount: 1 → 2 | |
DropItemOne_Amount: 3 → 2DropItemThree_Amount: 30 → 15DropItemTwo_Amount: 30 → 15 |
Alerts 0 / ~2 / 0
Modified (2)
| Entry | Changes |
|---|---|
TypeName: "MAX" → "Status" | |
TypeName: "MAX" → "Status" |
Text / Localization +1 / ~1 / -1
Added (1)
Build various recreational facilities to improve members' mood.
Removed (1)
Modified (1)
| Entry | Changes |
|---|---|
en: Install furniture such as beds and tables to manage mood. → Build furniture such as beds and tables to manage mood. |
Unit Appearance 0 / ~16 / 0
Modified (16)
| Entry | Changes |
|---|---|
FacialDecoType: 7 → 0FacialDecoTypeName: "LycanTattoo_Yellow" → "None" | |
FacialDecoType: 7 → 0FacialDecoTypeName: "LycanTattoo_Yellow" → "None" | |
FacialDecoType: 7 → 0FacialDecoTypeName: "LycanTattoo_Yellow" → "None" | |
FacialDecoType: 7 → 0FacialDecoTypeName: "LycanTattoo_Yellow" → "None" | |
FacialDecoType: 7 → 0FacialDecoTypeName: "LycanTattoo_Yellow" → "None" | |
FacialDecoType: 7 → 0FacialDecoTypeName: "LycanTattoo_Yellow" → "None" | |
FacialDecoType: 7 → 0FacialDecoTypeName: "LycanTattoo_Yellow" → "None" | |
FacialDecoType: 7 → 0FacialDecoTypeName: "LycanTattoo_Yellow" → "None" | |
FacialDecoType: 7 → 0FacialDecoTypeName: "LycanTattoo_Yellow" → "None" | |
FacialDecoType: 7 → 0FacialDecoTypeName: "LycanTattoo_Yellow" → "None" | |
FacialDecoType: 7 → 0FacialDecoTypeName: "LycanTattoo_Yellow" → "None" | |
FacialDecoType: 7 → 0FacialDecoTypeName: "LycanTattoo_Yellow" → "None" | |
FacialDecoType: 7 → 0FacialDecoTypeName: "LycanTattoo_Yellow" → "None" | |
FacialDecoType: 7 → 0FacialDecoTypeName: "LycanTattoo_Yellow" → "None" | |
FacialDecoType: 7 → 0FacialDecoTypeName: "LycanTattoo_Yellow" → "None" | |
FacialDecoType: 7 → 0FacialDecoTypeName: "LycanTattoo_Yellow" → "None" |
No matching changes in this build.
DS_B.0.4.11 Early Access- 2026-09-04 · updated from DS_B.0.3.44 · Early Access release (Steam appid 2798330, buildid 25096615) - first build of the released game; install moved from 'Dungeon Settlers Playtest' to 'Dungeon Settlers' ↑ back to top
+323
added
1253
modified
-189
removed
+323 / ~1190 / -189
gameplay
~63
dev-internal
Gameplay changes +323 / ~1190 / -189 - player-visible
Items +1 / ~25 / -138
Added (1)
Removed (138)
+ 90 more…
Modified (25)
| Entry | Changes |
|---|---|
StandardPrice: 161 → 162 | |
MaxStack: 20 → 100 | |
EquipmentType: 0 → -1EquipmentTypeName: "Primary" → "None" | |
MaxStack: 1 → 20 | |
Equipment_AdditionalStatuses: ["HitChance_-20", "PhysicalAttackPowerPerModifier_20"] → ["HitChance_-20", "PhysicalAttackPowerPerModifier_10"] | |
Equipment_AdditionalStatuses: ["HitChance_-20", "PhysicalAttackPowerPerModifier_20"] → ["HitChance_-20", "PhysicalAttackPowerPerModifier_10"] | |
Equipment_AdditionalStatuses: ["HitChance_-20", "PhysicalAttackPowerPerModifier_20"] → ["HitChance_-20", "PhysicalAttackPowerPerModifier_10"] | |
Equipment_AdditionalStatuses: ["HitChance_-20", "PhysicalAttackPowerPerModifier_20"] → ["HitChance_-20", "PhysicalAttackPowerPerModifier_10"] | |
Equipment_AdditionalStatuses: ["HitChance_-20", "PhysicalAttackPowerPerModifier_20"] → ["HitChance_-20", "PhysicalAttackPowerPerModifier_10"] | |
Equipment_AdditionalStatuses: ["HitChance_-20", "PhysicalAttackPowerPerModifier_20"] → ["HitChance_-20", "PhysicalAttackPowerPerModifier_10"] | |
Equipment_AdditionalStatuses: ["HitChance_-20", "PhysicalAttackPowerPerModifier_20"] → ["HitChance_-20", "PhysicalAttackPowerPerModifier_10"] | |
Equipment_PhysicalAttackPower: 23.0 → 30.0 | |
Equipment_PhysicalAttackPower: 42.0 → 56.0 | |
Equipment_PhysicalAttackPower: 30.0 → 41.0 | |
Equipment_PhysicalAttackPower: 36.0 → 48.0 | |
Equipment_PhysicalAttackPower: 57.0 → 77.0 | |
Equipment_PhysicalAttackPower: 45.0 → 60.0 | |
Equipment_AdditionalStatuses: ["DodgeChance_2"] → ["DodgeChance_3"] | |
Equipment_AdditionalStatuses: ["NULL"] → ["PhysicalAttackPower_4"] | |
Equipment_AdditionalStatuses: ["DodgeChance_3"] → ["DodgeChance_5"] | |
Equipment_AdditionalStatuses: ["NULL"] → ["PhysicalAttackPower_8"] | |
ItemSubType: 402 → 403ItemSubTypeName: "Equipment_MainAccessory" → "Equipment_SubAccessory" | |
StandardPrice: 200 → 300 | |
StandardPrice: 112 → 200 | |
StandardPrice: 286 → 1000 |
Units & Monsters +1 / ~57 / 0
Added (1)
Modified (57)
| Entry | Changes |
|---|---|
AttackSpeed: 0.3 → 1.0Dev_Art: "X" → "O"Dev_CopseArt: "X" → "O"MovementSpeed: 90.0 → 130.0 | |
AttackSpeed: 0.3 → 1.0Dev_Art: "X" → "O"Dev_CopseArt: "X" → "O"MagicResistance: 0.0 → 50.0MovementSpeed: 90.0 → 130.0PhysicalAttackPower: 140.0 → 250.0PhysicalResistance: 0.0 → 50.0 | |
Dev_Art: "X" → "O"Dev_CopseArt: "X" → "O" | |
Dev_Art: "X" → "O"Dev_CopseArt: "X" → "O"MaxHealthTotal: 2000.0 → 356.0 | |
AttackSpeed: 0.3 → 0.5CriticalChance: 5.0 → 20.0Dev_Art: "X" → "O"Dev_CopseArt: "X" → "O"MagicResistance: 0.0 → 3.0MaxHealthTotal: 4000.0 → 356.0MovementSpeed: 90.0 → 82.0PhysicalAttackPower: 0.0 → 70.0PhysicalResistance: 0.0 → 3.0 | |
AttackSpeed: 0.3 → 0.5Dev_Art: "X" → "O"Dev_CopseArt: "X" → "O"MagicResistance: 0.0 → 30.0MaxHealthTotal: 4000.0 → 12000.0PhysicalAttackPower: 120.0 → 200.0PhysicalResistance: 0.0 → 30.0 | |
AttackSpeed: 0.3 → 0.5Dev_Art: "X" → "O"Dev_CopseArt: "X" → "O"MagicResistance: 0.0 → 30.0MaxHealthTotal: 8000.0 → 24000.0PhysicalAttackPower: 140.0 → 300.0PhysicalResistance: 0.0 → 30.0 | |
AttackSpeed: 0.3 → 0.5Dev_Art: "X" → "O"Dev_CopseArt: "X" → "O"MagicResistance: 0.0 → 30.0MaxHealthTotal: 6000.0 → 18000.0PhysicalAttackPower: 80.0 → 200.0PhysicalResistance: 0.0 → 30.0 | |
PhysicalAttackPower: 55.0 → 80.0 | |
DefaultTraits: | |
MagicAttackPower: 117.0 → 80.0MaxHealthTotal: 3000.0 → 2600.0 | |
MagicResistance: 0.0 → 50.0MovementSpeed: 60.0 → 80.0 | |
MagicAttackPower: 120.0 → 60.0MagicResistance: 0.0 → 30.0MaxHealthTotal: 10000.0 → 16000.0 | |
AttackSpeed: 0.4 → 0.6MagicResistance: 0.0 → 20.0MaxHealthTotal: 6800.0 → 6000.0MovementSpeed: 110.0 → 120.0PhysicalAttackPower: 99.0 → 150.0PhysicalResistance: 0.0 → 20.0 | |
MovementSpeed: 110.0 → 80.0 | |
MagicResistance: 0.0 → 20.0PhysicalAttackPower: 34.0 → 68.0PhysicalResistance: 0.0 → 20.0 | |
MagicResistance: 0.0 → 20.0PhysicalResistance: 0.0 → 20.0 | |
MagicResistance: 0.0 → 20.0MaxHealthTotal: 1800.0 → 3600.0PhysicalResistance: 0.0 → 20.0 | |
MagicResistance: 0.0 → 20.0MaxHealthTotal: 2100.0 → 3600.0PhysicalResistance: 0.0 → 20.0 | |
MagicResistance: 0.0 → 20.0MaxHealthTotal: 4000.0 → 6000.0PhysicalAttackPower: 110.0 → 144.0PhysicalResistance: 0.0 → 20.0 | |
MagicAttackPower: 45.0 → 80.0MagicResistance: 0.0 → 20.0MaxHealthTotal: 700.0 → 1800.0PhysicalResistance: 0.0 → 20.0 | |
MagicResistance: 0.0 → 20.0MaxHealthTotal: 700.0 → 1800.0PhysicalResistance: 0.0 → 20.0 | |
MagicResistance: 0.0 → 20.0MaxHealthTotal: 700.0 → 1800.0 | |
MagicResistance: 0.0 → 20.0MaxHealthTotal: 1180.0 → 2400.0 | |
MagicResistance: 0.0 → 20.0MaxHealthTotal: 1600.0 → 3200.0PhysicalAttackPower: 48.0 → 80.0PhysicalResistance: 15.0 → 20.0 | |
MagicResistance: 0.0 → 20.0MaxHealthTotal: 2250.0 → 4000.0PhysicalAttackPower: 60.0 → 120.0 | |
MagicResistance: 0.0 → 20.0MaxHealthTotal: 10500.0 → 10000.0 | |
MagicResistance: 0.0 → 20.0PhysicalResistance: 0.0 → 20.0 | |
MagicResistance: 0.0 → 20.0MaxHealthTotal: 900.0 → 2000.0PhysicalResistance: 0.0 → 20.0 | |
MagicResistance: 0.0 → 20.0PhysicalResistance: 0.0 → 20.0 | |
MagicResistance: 0.0 → 20.0PhysicalResistance: 0.0 → 20.0 | |
MagicResistance: 0.0 → 20.0MaxHealthTotal: 1350.0 → 2700.0 | |
MagicResistance: 0.0 → 20.0MaxHealthTotal: 1560.0 → 3600.0PhysicalAttackPower: 96.0 → 120.0 | |
MagicResistance: 0.0 → 20.0MaxHealthTotal: 2250.0 → 4800.0PhysicalAttackPower: 84.0 → 100.0PhysicalResistance: 0.0 → 20.0 | |
MagicResistance: 0.0 → 20.0MaxHealthTotal: 1350.0 → 2700.0PhysicalResistance: 0.0 → 20.0 | |
MagicResistance: 0.0 → 20.0 | |
MagicResistance: 0.0 → 20.0PhysicalResistance: 0.0 → 20.0 | |
MagicResistance: 0.0 → 20.0MaxHealthTotal: 2400.0 → 4800.0PhysicalResistance: 0.0 → 20.0 | |
MagicResistance: 0.0 → 30.0MaxHealthTotal: 18000.0 → 25000.0PhysicalAttackPower: 144.0 → 188.0PhysicalResistance: 0.0 → 30.0 | |
MagicResistance: 0.0 → 20.0MaxHealthTotal: 750.0 → 2000.0PhysicalResistance: 0.0 → 20.0 |
+ 17 more changed…
MagicResistance: 0.0 → 20.0PhysicalResistance: 0.0 → 20.0 | |
MaxHealthTotal: 1260.0 → 2400.0PhysicalAttackPower: 34.0 → 80.0 | |
MaxHealthTotal: 2142.0 → 3600.0PhysicalAttackPower: 42.0 → 102.0 | |
MaxHealthTotal: 1680.0 → 2800.0PhysicalAttackPower: 42.0 → 90.0 | |
MagicAttackPower: 40.0 → 135.0MaxHealthTotal: 1680.0 → 3000.0 | |
MagicAttackPower: 80.0 → 135.0MaxHealthTotal: 8000.0 → 16000.0 | |
MaxHealthTotal: 2500.0 → 4800.0PhysicalAttackPower: 75.0 → 115.0 | |
MagicAttackPower: 64.0 → 80.0MaxHealthTotal: 1500.0 → 2600.0 | |
MaxHealthTotal: 1125.0 → 2600.0PhysicalAttackPower: 80.0 → 92.0 | |
MaxHealthTotal: 1660.0 → 4000.0PhysicalAttackPower: 100.0 → 130.0 | |
MaxHealthTotal: 4725.0 → 6750.0PhysicalAttackPower: 100.0 → 151.0 | |
MaxHealthTotal: 1680.0 → 2400.0PhysicalAttackPower: 75.0 → 90.0 | |
MaxHealthTotal: 2415.0 → 3400.0PhysicalAttackPower: 80.0 → 117.0 | |
MagicAttackPower: 44.0 → 58.0MaxHealthTotal: 1890.0 → 3200.0 | |
MaxHealthTotal: 2940.0 → 4400.0PhysicalAttackPower: 85.0 → 130.0 | |
MaxHealthTotal: 6300.0 → 20000.0PhysicalAttackPower: 85.0 → 170.0 | |
MagicAttackPower: 170.0 → 180.0MaxHealthTotal: 20000.0 → 38000.0PhysicalAttackPower: 110.0 → 140.0 |
Skills +1 / ~50 / 0
Added (1)
Modified (50)
| Entry | Changes |
|---|---|
DevComment_SkillFloatValues: Emergency Escape - dash to a tile within 3 spaces nearby → Emergency Escape: dash to a nearby space within 2 tilesRange: 1 → 2 | |
Effect: Swings the sword forward, dealing 2 instances of physical damage equal to 80% of Physical Attack Power to all units in the area. Swings the sword forward, dealing 2 instances of physical damage equal to 100% of Physical Attack Power to all units in the area. | |
Cooldown: 30.0 → 18.0EnergyCost: 7 → 4 | |
Effect: Deals 100% of Physical Attack Power as damage to the target and 50% of Physical Attack Power as physical damage to units adjacent to the target. Deals 100% of Physical Attack Power as damage to the target and 40% of Physical Attack Power as physical damage to units adjacent to the target. | |
Effect: Powerfully slashes vertically with the greatsword, dealing 400% of Physical Attack Power to the target and units behind it, applying Stun for 1 seconds. This attack can also damage allies. Powerfully slashes vertically with the greatsword, dealing 320% of Physical Attack Power to the target and units behind it, applying Stun for 1 seconds. This attack can also damage allies. | |
Effect: Deals 500% of Physical Attack Power as damage to a single enemy and grants you 1 Exposed Flaw for 3 seconds. Killing an enemy with this attack reduces the cooldown of this skill by 70%. Deals 450% of Physical Attack Power as damage to a single enemy and grants you 1 Exposed Flaw for 3 seconds. Killing an enemy with this attack reduces the cooldown of this skill by 70%. | |
Effect: Unleashes an intense killing aura, dealing 30% of Physical Attack Power as damage to the enemy unit and granting 1 Exposed Flaw and Slow for 5 seconds. Unleashes an intense killing aura, dealing 30% of Physical Attack Power as damage to the enemy unit and granting 3 Exposed Flaw and Slow for 10 seconds. EnergyCost: 5 → 4 | |
Effect: Increases Damage Dealt of the next melee physical skill by 100% and its Hit Chance by 30%. Increases Damage Dealt of the next melee physical skill by 50% and its Hit Chance by 30%. Cooldown: 8.0 → 12.0DurabilityCost: 5 → 3 | |
Effect: Deals 100% of Physical Attack Power as physical damage to the target. Upon a critical hit, applies 1 Dizziness for 10 seconds. Deals 80% of Physical Attack Power as physical damage to the target. Upon a critical hit, applies 1 Dizziness for 10 seconds. | |
Effect: Deals 280% of Physical Attack Power as physical damage to the target and grants 1 Stiffness and 1 Dizziness for 8 seconds. Deals 260% of Physical Attack Power as physical damage to the target and grants 1 Stiffness and 1 Dizziness for 10 seconds. Cooldown: 8.0 → 10.0EnergyCost: 2 → 3 | |
EnergyCost: 2 → 3 | |
EnergyCost: 2 → 3 | |
Effect: Deals physical damage equal to 120% of Physical Attack Power and knocks the target back by 3 tile. Applies Slow to the target for 5 seconds and Break for 5 seconds. Deals physical damage equal to 180% of Physical Attack Power and knocks the target back by 3 tile. Applies Slow to the target for 5 seconds and Break for 5 seconds. Cooldown: 12.0 → 7.0 | |
Duration: 10.0 → 15.0 | |
EnergyCost: 2 → 3 | |
Duration: 5.0 → 20.0 | |
Effect: Ignite yourself, immediately gaining 1 stacks of Burning for 30 seconds. For 30 seconds, Magic Attack Power increases by current Burning stacks * 30%. Ignite yourself, immediately gaining 2 stacks of Burning for 30 seconds. For 30 seconds, Magic Attack Power increases by current Burning stacks * 12%. Duration: 10.0 → 30.0 | |
Effect: Summons 1 'Bubblings' at the designated location. Bubblings attack nearby enemies and explode on death, dealing magic damage equal to 100% of Magic Attack Power to nearby enemies and granting nearby allies Barrier equal to 250% of Magic Attack Power for 30 seconds. Up to 2 Bubblings can be summoned at once by a single unit, and up to 4 Bubblings can exist on one map. Summons 1 'Bubblings' at the designated location. Bubblings attack nearby enemies and explode on death, dealing magic damage equal to 100% of Magic Attack Power to nearby enemies and granting nearby allies Barrier equal to 150% of Magic Attack Power for 20 seconds. Up to 2 Bubblings can be summoned at once by a single unit, and up to 4 Bubblings can exist on one map. | |
Effect: Consumes the nearest Bubbling 1 to grant Barrier equal to 300% of Magic Attack Power for 30 seconds to a target friendly unit. Bounces up to 4 times to nearby friendly targets within 3 tiles, granting the same Barrier. Priority is given to targets with a lower cumulative hit count. Consumes the nearest Bubbling 1 to grant Barrier equal to 300% of Magic Attack Power for 20 seconds to a target friendly unit. Bounces up to 4 times to nearby friendly targets within 3 tiles, granting the same Barrier. Priority is given to targets with a lower cumulative hit count. | |
Effect: Consumes the nearest 2 Bubblings to summon a Bubbletoad at the target location. A single unit can summon up to 1 Bubbletoads at a time, and no more than 1 Bubbletoads can exist on the same map. Consumes the nearest 1 Bubblings to summon a Bubbletoad at the target location. A single unit can summon up to 1 Bubbletoads at a time, and no more than 1 Bubbletoads can exist on the same map. CreatureAmount: 2 → 1DevComment_SkillFloatValues: Consumes the nearest {0} Bubbling(s) to summon a Bubbletoad at the designated location. If the number of summoned Bubble… → Consumes {0} of the nearest Bubblings to summon a Bubbletoad at the target location.Up to {1} can be summoned at once b… | |
DevComment_SkillFloatValues: Commands all Bubblings to immediately charge to the designated tile, dealing magic damage equal to {0}% of magic attack … → Summons 2 Bubblings and commands all Bubblings to immediately charge to the designated tile, dealing magic damage equal …EnergyCost: 1 → 5 | |
Duration: 10.0 → 25.0 | |
Duration: 10.0 → 4.0 | |
Effect: Deals physical damage equal to 65% of physical attack power to the target. Deals the same damage to enemies positioned in a straight line in the direction of the attack. Deals physical damage equal to 75% of physical attack power to the target. Deals the same damage to enemies positioned in a straight line in the direction of the attack. RequiredEquipment: "Equipment_Spear" → "NULL" | |
Effect: Thrusts the spear toward the target, dealing physical damage equal to 120% of physical attack power to all enemy units, and grants the user Acceleration for 8 seconds. Thrusts the spear toward the target, dealing physical damage equal to 150% of physical attack power to all enemy units, and grants the user Acceleration for 8 seconds. | |
Effect: For 10 seconds, basic attacks are modified to deal physical damage equal to 40% of physical attack power to the target 2 times. For 10 seconds, basic attacks are modified to deal physical damage equal to 50% of physical attack power to the target 2 times. Duration: 0.0 → 10.0 | |
Effect: Deals physical damage equal to 40% of physical attack power to the target 2 times. Deals the same damage to enemies positioned in a straight line in the direction of the attack. Deals physical damage equal to 50% of physical attack power to the target 2 times. Deals the same damage to enemies positioned in a straight line in the direction of the attack. | |
Effect: Deals physical damage equal to 200% of physical attack power to the target and applies Vulnerable for 8 seconds. Deals physical damage equal to 220% of physical attack power to the target and applies Vulnerable for 8 seconds. | |
Effect: If you do not move from your position for 10 seconds during combat, damage dealt increases by 25% and damage taken increases by 15%. This effect resets when your position changes. If you do not move from your position for 10 seconds during combat, damage dealt increases by 30% and damage taken increases by 10%. This effect resets when your position changes. DevComment_SkillFloatValues: If position does not move for {0} seconds during combat, damage dealt increases by {1}% and damage taken decreases by {2… → If you do not move for {0} seconds during combat, damage dealt increases by {1}% and damage taken increases by {2}%. Thi… | |
Cooldown: 30.0 → 7.0 | |
Effect: Deals physical damage equal to 100% of Physical Attack Power and magic damage equal to 100% of Magic Attack Power. Deals physical damage equal to 130% of Physical Attack Power and magic damage equal to 130% of Magic Attack Power. | |
Effect: The Sentinel gains 30 Health Boost for 10 seconds. The Sentinel gains 150 Health Boost for 10 seconds. Cooldown: 120.0 → 180.0 | |
Effect: Deals magic damage equal to 100% of Magic Attack Power and applies 3 Bleeding for 5 seconds. Deals magic damage equal to 100% of Magic Attack Power and applies 3 Bleeding for 10 seconds. | |
Effect: Creates an area that deals magic damage equal to 80% of Magic Attack Power to all enemy units within range and applies 1 Bleeding for 5 seconds. The attack lasts for 5 hits. Creates an area that deals magic damage equal to 80% of Magic Attack Power to all enemy units within range and applies 2 Bleeding for 10 seconds. The attack lasts for 7 hits. | |
Effect: Deals physical damage equal to 100% of Physical Attack Power. If the target is within 1 tile, the damage dealt is reduced by 50%. DevComment_SkillFloatValues: Deals physical damage equal to {0}% of physical attack power to the target. → Deals physical damage equal to {0}% of physical attack power to the target.Damage dealt is reduced by {2}% when attacki… | |
FloatValues: [180.0, 100.0] → [180.0, 60.0] | |
FloatValues: [180.0, 70.0] → [180.0, 30.0] | |
FloatValues: [180.0, 35.0] → [180.0, 10.0] |
+ 10 more changed…
FloatValues: [180.0, 50.0] → [180.0, 30.0] | |
FloatValues: [180.0, 70.0] → [180.0, 30.0] | |
FloatValues: [180.0, 70.0] → [180.0, 30.0] | |
FloatValues: [180.0, 50.0] → [180.0, 30.0] | |
FloatValues: [180.0, 50.0] → [180.0, 15.0] | |
FloatValues: [180.0, 50.0] → [180.0, 15.0] | |
FloatValues: [180.0, 40.0, 30.0] → [180.0, 20.0, 20.0] | |
DevComment_SkillFloatValues: For {0} seconds, magic resistance increases by {1}% → Magic resistance increases by {1}% for {0} secondsMagic resistance increases by {1} for {0} seconds FloatValues: [180.0, 50.0] → [180.0, 25.0] | |
DevComment_SkillFloatValues: For {0} seconds, physical resistance increases by {1}% → Physical resistance increases by {1}% for {0} secondsPhysical resistance increases by {1}% for {0} seconds FloatValues: [180.0, 50.0] → [180.0, 25.0] | |
Effect: Whenever you take damage, Damage Dealt increases by 2% and Damage Taken decreases by 2%. Stacks up to 10 times. Stacks are reset when combat ends. Whenever you take damage, Damage Dealt increases by 2% and Damage Taken decreases by 2%. Stacks up to 7 times. Stacks are reset when combat ends. |
Traits & Inscriptions +1 / ~28 / -3
Added (1)
Removed (3)
Modified (28)
| Entry | Changes |
|---|---|
AdjustStats: ["TamingCapabilityPerModifier_30", "CookingCapabilityPerModifier_20", "CraftingCapabilityPerModifier_20", "BowSkillAptit… → ["TamingCapabilityPerModifier_30", "CookingCapabilityPerModifier_20", "CraftingCapabilityPerModifier_20", "SpearSkillApt… | |
AdjustStats: ["DodgeChance_10", "MaxWeightPerModifier_-20"] → ["DodgeChance_5", "MaxWeightPerModifier_-20"] | |
AdjustStats: ["MaxHealthTotalPerModifier_10", "CriticalChance_-10"] → ["MaxHealthTotalPerModifier_10", "CriticalChance_-5"] | |
AdjustStats: ["PhysicalResistance_10", "MaxEnergyPerModifier_-25"] → ["PhysicalResistance_8", "MaxEnergyPerModifier_-20"]AvaliableMainSkillTreeTypes: ["Blunt", "Shield", "Greatsword"] → ["Blunt", "Shield", "Sword"]AvaliableSubSkillTreeTypes: ["Fortress", "Guardian", "Execution"] → ["Fortress", "Guardian", "Warrior"] | |
AvaliableMainSkillTreeTypes: ["Bow", "Greatsword", "WaterMagic"] → ["Greatsword", "Blunt", "WaterMagic"]AvaliableSubSkillTreeTypes: ["Blitz", "Execution", "Tide"] → ["Execution", "Fortress", "Tide"]DefaultEquipments: | |
AvaliableMainSkillTreeTypes: ["Blunt", "Shield", "Greatsword"] → ["Blunt", "Bow", "Greatsword"]AvaliableSubSkillTreeTypes: ["Fortress", "Guardian", "Execution"] → ["Fortress", "Blitz", "Execution"] | |
AvaliableMainSkillTreeTypes: ["Blunt", "Shield", "Sword"] → ["Blunt", "Shield", "NatureMagic"]AvaliableSubSkillTreeTypes: ["Fortress", "Guardian", "Warrior"] → ["Fortress", "Guardian", "Harmony"] | |
AdjustStats: ["LoggingCapabilityPerModifier_10", "NatureMagicSkillAptitude_1", "MagicResistance_-15"] → ["NatureMagicSkillAptitude_1", "MagicResistance_-8"] | |
AdjustStats: ["BowSkillAptitude_1", "PhysicalResistance_-10"] → ["BowSkillAptitude_1", "PhysicalResistance_-8"] | |
AvaliableMainSkillTreeTypes: ["Greatsword", "Spear", "WaterMagic"] → ["Sword", "Shield", "WaterMagic"]AvaliableSubSkillTreeTypes: ["Execution", "Stake", "Tide"] → ["Warrior", "Guardian", "Tide"] | |
AvaliableMainSkillTreeTypes: ["Greatsword", "Bow", "WaterMagic"] → ["Spear", "Bow", "WaterMagic"]AvaliableSubSkillTreeTypes: ["Execution", "Blitz", "Tide"] → ["Stake", "Blitz", "Tide"] | |
AdjustStats: ["PhysicalAttackPowerPerModifier_10", "DodgeChance_-10"] → ["PhysicalAttackPowerPerModifier_10", "DodgeChance_-5"] | |
AdjustStats: ["DodgeChance_10", "GreatSwordSkillAptitude_-1"] → ["DodgeChance_5", "GreatSwordSkillAptitude_-1"] | |
AdjustStats: ["CriticalDamageBonus_10", "DodgeChance_-10"] → ["CriticalDamageBonus_20", "DodgeChance_-10"] | |
AdjustStats: ["BluntSkillAptitude_1", "MagicAttackPowerPerModifier_-10"] → ["ShieldSkillAptitude_1", "MagicAttackPowerPerModifier_-10"]AvaliableMainSkillTreeTypes: ["Shield", "Sword", "Blunt"] → ["Shield", "Sword", "Greatsword"]AvaliableSubSkillTreeTypes: ["Guardian", "Warrior", "Fortress"] → ["Guardian", "Warrior", "Execution"] | |
AdjustStats: ["CriticalChance_10", "HitChance_-10"] → ["CriticalChance_10", "HitChance_-20"]AvaliableMainSkillTreeTypes: ["Blunt", "Shield", "WaterMagic"] → ["Sword", "Blunt", "FireMagic"]AvaliableSubSkillTreeTypes: ["Fortress", "Guardian", "Tide"] → ["Warrior", "Fortress", "Burst"] | |
AdjustStats: ["SwordSkillAptitude_1", "CriticalChance_-10"] → ["SwordSkillAptitude_1", "CriticalChance_-5"]AvaliableMainSkillTreeTypes: ["Sword", "Shield", "WaterMagic"] → ["Sword", "Shield", "FireMagic"]AvaliableSubSkillTreeTypes: ["Warrior", "Guardian", "Tide"] → ["Warrior", "Guardian", "Burst"] | |
AvaliableMainSkillTreeTypes: ["Bow", "Sword", "Blunt"] → ["Bow", "Greatsword", "Blunt"]AvaliableSubSkillTreeTypes: ["Blitz", "Warrior", "Fortress"] → ["Blitz", "Execution", "Fortress"] | |
AdjustStats: ["MaxHealthTotalPerModifier_10", "DodgeChance_-10"] → ["MaxHealthTotalPerModifier_10", "DodgeChance_-5"] | |
AvaliableMainSkillTreeTypes: ["Bow", "Sword", "Shield"] → ["WaterMagic", "Greatsword", "Spear"]AvaliableSubSkillTreeTypes: ["Blitz", "Warrior", "Guardian"] → ["Tide", "Execution", "Stake"] | |
AvaliableMainSkillTreeTypes: ["Sword", "WaterMagic", "NatureMagic"] → ["Spear", "WaterMagic", "NatureMagic"]AvaliableSubSkillTreeTypes: ["Warrior", "Tide", "Harmony"] → ["Stake", "Tide", "Harmony"]DefaultEquipments: | |
AvaliableMainSkillTreeTypes: ["Bow", "Spear", "NatureMagic"] → ["Sword", "Shield", "NatureMagic"]AvaliableSubSkillTreeTypes: ["Blitz", "Stake", "Harmony"] → ["Warrior", "Guardian", "Harmony"] | |
AdjustStats: ["MagicResistance_-15", "MagicAttackPowerPerModifier_10"] → ["MagicResistance_-8", "MagicAttackPowerPerModifier_10"]AvaliableMainSkillTreeTypes: ["Bow", "FireMagic", "Greatsword"] → ["Bow", "FireMagic", "WaterMagic"]AvaliableSubSkillTreeTypes: ["Blitz", "Burst", "Execution"] → ["Blitz", "Burst", "Tide"] | |
AdjustStats: ["GreatSwordSkillAptitude_1", "PhysicalResistance_10", "DodgeChance_-10", "HungerRegeneration_-0.01"] → ["GreatSwordSkillAptitude_1", "PhysicalResistance_8", "DodgeChance_-5", "HungerRegeneration_-0.01"] | |
AdjustStats: ["HitChance_10", "DodgeChance_-10"] → ["HitChance_10", "DodgeChance_-5"]AvaliableMainSkillTreeTypes: ["Shield", "Sword", "Bow"] → ["Shield", "Greatsword", "Bow"]AvaliableSubSkillTreeTypes: ["Guardian", "Warrior", "Blitz"] → ["Guardian", "Execution", "Blitz"]DefaultEquipments: | |
AdjustStats: ["MagicResistance_-10", "MagicAttackPowerPerModifier_10"] → ["MagicResistance_-8", "MagicAttackPowerPerModifier_10"] | |
Effect: Explodes, dealing 100% of your magic attack power as magic damage to nearby enemies, and granting Barrier equal to 150% of your magic attack power to nearby allies for 10 seconds. Explodes, dealing 100% of your magic attack power as magic damage to nearby enemies, and granting Barrier equal to 150% of your magic attack power to nearby allies for 20 seconds. | |
FloatValues: [2.0, 10.0] → [2.0, 7.0] |
Affecters +5 / ~44 / -3
Added (5)
Removed (3)
Modified (44)
| Entry | Changes |
|---|---|
AdjustStatsData: ["TamingCapabilityPerModifier_30", "CookingCapabilityPerModifier_20", "CraftingCapabilityPerModifier_20", "BowSkillAptit… → ["TamingCapabilityPerModifier_30", "CookingCapabilityPerModifier_20", "CraftingCapabilityPerModifier_20", "SpearSkillApt… | |
AdjustStatsData: ["DodgeChance_10", "MaxWeightPerModifier_-20"] → ["DodgeChance_5", "MaxWeightPerModifier_-20"] | |
AdjustStatsData: ["MaxHealthTotalPerModifier_10", "CriticalChance_-10"] → ["MaxHealthTotalPerModifier_10", "CriticalChance_-5"] | |
AdjustStatsData: ["PhysicalResistance_10", "MaxEnergyPerModifier_-25"] → ["PhysicalResistance_8", "MaxEnergyPerModifier_-20"] | |
AdjustStatsData: ["LoggingCapabilityPerModifier_10", "NatureMagicSkillAptitude_1", "MagicResistance_-15"] → ["NatureMagicSkillAptitude_1", "MagicResistance_-8"] | |
AdjustStatsData: ["BowSkillAptitude_1", "PhysicalResistance_-10"] → ["BowSkillAptitude_1", "PhysicalResistance_-8"] | |
AdjustStatsData: ["PhysicalAttackPowerPerModifier_10", "DodgeChance_-10"] → ["PhysicalAttackPowerPerModifier_10", "DodgeChance_-5"] | |
AdjustStatsData: ["DodgeChance_10", "GreatSwordSkillAptitude_-1"] → ["DodgeChance_5", "GreatSwordSkillAptitude_-1"] | |
AdjustStatsData: ["CriticalDamageBonus_10", "DodgeChance_-10"] → ["CriticalDamageBonus_20", "DodgeChance_-10"] | |
AdjustStatsData: ["BluntSkillAptitude_1", "MagicAttackPowerPerModifier_-10"] → ["ShieldSkillAptitude_1", "MagicAttackPowerPerModifier_-10"] | |
AdjustStatsData: ["CriticalChance_10", "HitChance_-10"] → ["CriticalChance_10", "HitChance_-20"] | |
AdjustStatsData: ["SwordSkillAptitude_1", "CriticalChance_-10"] → ["SwordSkillAptitude_1", "CriticalChance_-5"] | |
AdjustStatsData: ["MaxHealthTotalPerModifier_10", "DodgeChance_-10"] → ["MaxHealthTotalPerModifier_10", "DodgeChance_-5"] | |
AdjustStatsData: ["MagicResistance_-15", "MagicAttackPowerPerModifier_10"] → ["MagicResistance_-8", "MagicAttackPowerPerModifier_10"] | |
AdjustStatsData: ["GreatSwordSkillAptitude_1", "PhysicalResistance_10", "DodgeChance_-10", "HungerRegeneration_-0.01"] → ["GreatSwordSkillAptitude_1", "PhysicalResistance_8", "DodgeChance_-5", "HungerRegeneration_-0.01"] | |
AdjustStatsData: ["HitChance_10", "DodgeChance_-10"] → ["HitChance_10", "DodgeChance_-5"] | |
AdjustStatsData: ["MagicResistance_-10", "MagicAttackPowerPerModifier_10"] → ["MagicResistance_-8", "MagicAttackPowerPerModifier_10"] | |
Effect: Explodes, dealing 100% of your magic attack power as magic damage to nearby enemies, and granting Barrier equal to 150% of your magic attack power to nearby allies for 10 seconds. Explodes, dealing 100% of your magic attack power as magic damage to nearby enemies, and granting Barrier equal to 150% of your magic attack power to nearby allies for 20 seconds. | |
FloatValues: [2.0, 10.0] → [2.0, 7.0] | |
AdjustStatsData: ["NULL"] → ["DamageDealtBonus_30"] | |
IsExposedToPlayer: true → false | |
IsExposedToPlayer: true → false | |
AdjustStatsData: ["Mood_4", "EnergyRegeneration_0.03"] → ["Mood_5", "EnergyRegeneration_0.03"] | |
AdjustStatsData: ["Mood_1"] → ["Mood_3"] | |
AdjustStatsData: ["Mood_3"] → ["Mood_1"] | |
AdjustStatsData: ["Mood_5"] → ["Mood_6"] | |
AdjustStatsData: ["PhysicalAttackPower_{1}"] → ["PhysicalAttackPowerPerModifier_{1}"] | |
AdjustStatsData: ["MagicAttackPower_{1}"] → ["MagicAttackPowerPerModifier_{1}"] | |
AdjustStatsPerStackData: ["DamageDealtBonus_{1}", "DamageTakenBonus_-{2}"] → ["DamageDealtBonus_{1}", "DamageTakenBonus_{2}"]DevComment2: Damage dealt increases by {1}%, and damage taken decreases by {2}%. → Damage dealt increases by {1}%, and damage taken increases by {2}%. | |
MaxStack: 10 → 7 | |
FloatValues: [1.0] → [3.0] | |
Effect: Life Steal increases by 3% during this exploration. Life Steal increases by 5% during this exploration. | |
Effect: Attack Speed increases by 15% during this exploration. Attack Speed increases by 10% during this exploration. | |
Effect: Dodge Chance increases by 10% during this exploration. Dodge Chance increases by 5% during this exploration. | |
Effect: Critical Chance increases by 10% during this exploration. Critical Chance increases by 5% during this exploration. | |
Effect: Magic Resistance increases by 10 during this exploration. Magic Resistance increases by 8 during this exploration. | |
Effect: Physical Resistance increases by 10 during this exploration. Physical Resistance increases by 8 during this exploration. | |
DevComment2: Changes every {0} minutes. → ""FloatValues: [30.0] → [-1.0] | |
DevComment2: Changes every {0} minutes. → ""FloatValues: [30.0] → [-1.0] | |
DevComment2: Changes every {0} minutes. → ""FloatValues: [30.0] → [-1.0] |
+ 4 more changed…
Effect: Every 50 basic attacks apply 5 Bleeding for 100 seconds. Every 3 basic attacks apply 2 Bleeding for 6 seconds. DevComment2: When health falls to {0}% or below, gain a shield equal to {1}% of the health lost, for {2} seconds. → Every {0} basic attacks, applies {2} Bleed for {1} seconds. | |
Effect: When your health drops to 50% or less, you gain Barrier equal to 100% of your lost health for 5 seconds. AdjustStatsData: ["NULL"] → ["MaxHealthTotalPerModifier_30", "PhysicalAttackPowerPerModifier_20", "MagicAttackPowerPerModifier_20"]DevComment2: "-" → When health falls to {0}% or below, gain a shield equal to {1}% of the health lost, for {2} seconds. | |
AdjustStatsData: ["Mood_3"] → ["Mood_1"] | |
AdjustStatsData: ["Mood_2"] → ["Mood_1"] |
Recipes +4 / ~25 / 0
Added (4)
Modified (25)
| Entry | Changes |
|---|---|
IngredientAmounts: [5, 4] → [5, 10] | |
IngredientAmounts: [3, 10] → [3, 14] | |
IngredientAmounts: [3, 10] → [3, 14] | |
IngredientAmounts: [3, 10] → [3, 14] | |
IngredientAmounts: [2] → [3] | |
IngredientAmounts: [2] → [3] | |
IngredientAmounts: [2] → [3] | |
IngredientAmounts: [4] → [1, 4] | |
IngredientAmounts: [4] → [1, 4] | |
IngredientAmounts: [4] → [1, 4] | |
IngredientAmounts: [2] → [1, 2] | |
IngredientAmounts: [2] → [1, 2] | |
IngredientAmounts: [2] → [1, 2] | |
CraftingWorkloadRequired: 600.0 → 1500.0IngredientAmounts: [5] → [30] | |
CraftingWorkloadRequired: 600.0 → 1000.0IngredientAmounts: [3] → [20] | |
CraftingWorkloadRequired: 1000.0 → 2000.0IngredientAmounts: [3, 10] → [5, 60] | |
CraftingWorkloadRequired: 600.0 → 800.0 | |
CraftingWorkloadRequired: 600.0 → 800.0 | |
IngredientAmounts: [24, 12, 6, 4] → [24, 12, 6, 20] | |
IngredientAmounts: [5] → [4] | |
IngredientAmounts: [3, 15] → [5, 60] | |
RecipeSFX: "SFX_CraftingDefault" → "SFX_CraftingFabric" | |
IngredientAmounts: [3, 30] → [3, 60] | |
IngredientAmounts: [3, 30] → [3, 60] | |
IngredientAmounts: [3, 30] → [3, 60] |
Buildings +28 / ~40 / 0
Added (28)
Modified (40)
| Entry | Changes |
|---|---|
IsInDoorOnly: true → false | |
IsInDoorOnly: true → false | |
IsInDoorOnly: true → false | |
IsInDoorOnly: true → false | |
IsInDoorOnly: true → false | |
IsInDoorOnly: true → false | |
IsInDoorOnly: true → false | |
IsInDoorOnly: true → false | |
IsInDoorOnly: true → false | |
IsInDoorOnly: true → false | |
IsInDoorOnly: true → false | |
IsInDoorOnly: true → false | |
Durability: 1000.0 → 100.0Quality: 5 → 0 | |
Durability: 1000.0 → 100.0 | |
Durability: 1000.0 → 100.0 | |
ConstructionCategory: 3 → 6ConstructionCategoryName: "Furniture" → "Special" | |
Quality: 5 → 10 | |
Quality: 5 → 10 | |
Quality: 5 → 7 | |
Quality: 10 → 15 | |
Quality: 10 → 15 | |
Quality: 10 → 25 | |
Quality: 20 → 45 | |
Quality: 15 → 25 | |
GatheringWorkloadRequired: 320.0 → 400.0 | |
GatheringWorkloadRequired: 320.0 → 400.0 | |
GatheringWorkloadRequired: 320.0 → 400.0 | |
GatheringWorkloadRequired: 640.0 → 800.0 | |
GatheringWorkloadRequired: 320.0 → 400.0 | |
GatheringWorkloadRequired: 320.0 → 400.0 | |
GatheringWorkloadRequired: 320.0 → 400.0 | |
GatheringWorkloadRequired: 640.0 → 800.0 | |
GatheringWorkloadRequired: 320.0 → 800.0 | |
GatheringWorkloadRequired: 350.0 → 400.0 | |
GatheringWorkloadRequired: 700.0 → 800.0 |
Research +1 / ~28 / -1
Added (1)
Removed (1)
Modified (28)
Loot Tables +5 / ~84 / 0
Added (5)
Modified (84)
| Entry | Changes |
|---|---|
DropItemOne_Percentage: "23.53%" → "18.75%"DropItemOne_ProbabilityWeight: 200.0 → 150.0DropItemThree_Percentage: "58.82%" → "31.25%"DropItemThree_ProbabilityWeight: 500.0 → 250.0DropItemTwo_Percentage: "17.65%" → "50.00%"DropItemTwo_ProbabilityWeight: 150.0 → 400.0 | |
DropItemOne_Percentage: "50.00%" → "66.67%"DropItemOne_ProbabilityWeight: 100.0 → 200.0DropItemTwo_Percentage: "50.00%" → "33.33%" | |
DropItemOne_Amount: 1 → 3DropItemTwo_Amount: 2 → 4 | |
DropItemOne_Amount: 2 → 1DropItemTwo_Amount: 3 → 2 | |
DropItemOne_Amount: 2 → 1DropItemTwo_Amount: 4 → 2 | |
DropItemOne_Percentage: "66.67%" → "22.22%"DropItemThree_ItemKey: "NOT_USED" → "NULL"DropItemThree_Percentage: "0.00%" → "66.67%"DropItemThree_ProbabilityWeight: 0.0 → 300.0DropItemTwo_Percentage: "33.33%" → "11.11%" | |
DropItemOne_Amount: 8 → 16 | |
DropItemOne_Amount: 24 → 25 | |
DropItemOne_Amount: 7 → 12 | |
DropItemOne_Amount: 18 → 13 | |
DropItemOne_Amount: 5 → 8 | |
DropItemOne_Amount: 12 → 3 | |
DropItemOne_Amount: 1 → 5 | |
DropItemOne_Amount: 5 → 2 | |
DropItemOne_Amount: 1 → 3 | |
DropItemOne_Amount: 2 → 1 | |
DropItemOne_Amount: 6 → 4 | |
DropItemTwo_Amount: 10 → 6 | |
DropItemOne_Amount: 1 → 2 | |
DropItemOne_Percentage: "15.38%" → "26.67%"DropItemOne_ProbabilityWeight: 20.0 → 40.0DropItemThree_Percentage: "76.92%" → "66.67%"DropItemTwo_Percentage: "7.69%" → "6.67%" | |
DropItemOne_Percentage: "15.38%" → "26.67%"DropItemOne_ProbabilityWeight: 20.0 → 40.0DropItemThree_Percentage: "76.92%" → "66.67%"DropItemTwo_Percentage: "7.69%" → "6.67%" | |
DropItemOne_Percentage: "15.38%" → "26.67%"DropItemOne_ProbabilityWeight: 20.0 → 40.0DropItemThree_Percentage: "76.92%" → "66.67%"DropItemTwo_Percentage: "7.69%" → "6.67%" | |
DropItemOne_Percentage: "15.38%" → "26.67%"DropItemOne_ProbabilityWeight: 20.0 → 40.0DropItemThree_Percentage: "76.92%" → "66.67%"DropItemTwo_Percentage: "7.69%" → "6.67%" | |
DropItemOne_Percentage: "15.38%" → "26.67%"DropItemOne_ProbabilityWeight: 20.0 → 40.0DropItemThree_Percentage: "76.92%" → "66.67%"DropItemTwo_Percentage: "7.69%" → "6.67%" | |
DropItemOne_Percentage: "15.38%" → "26.67%"DropItemOne_ProbabilityWeight: 20.0 → 40.0DropItemThree_Percentage: "76.92%" → "66.67%"DropItemTwo_Percentage: "7.69%" → "6.67%" | |
DropItemOne_Percentage: "15.38%" → "26.67%"DropItemOne_ProbabilityWeight: 20.0 → 40.0DropItemThree_Percentage: "76.92%" → "66.67%"DropItemTwo_Percentage: "7.69%" → "6.67%" | |
DropItemOne_Percentage: "15.38%" → "26.67%"DropItemOne_ProbabilityWeight: 20.0 → 40.0DropItemThree_Percentage: "76.92%" → "66.67%"DropItemTwo_Percentage: "7.69%" → "6.67%" | |
DropItemOne_Percentage: "15.38%" → "26.67%"DropItemOne_ProbabilityWeight: 20.0 → 40.0DropItemThree_Percentage: "76.92%" → "66.67%"DropItemTwo_Percentage: "7.69%" → "6.67%" | |
DropItemOne_Percentage: "15.38%" → "26.67%"DropItemOne_ProbabilityWeight: 20.0 → 40.0DropItemThree_Percentage: "76.92%" → "66.67%"DropItemTwo_Percentage: "7.69%" → "6.67%" | |
DropItemOne_Percentage: "15.38%" → "26.67%"DropItemOne_ProbabilityWeight: 20.0 → 40.0DropItemThree_Percentage: "76.92%" → "66.67%"DropItemTwo_Percentage: "7.69%" → "6.67%" | |
DropItemOne_Percentage: "15.38%" → "26.67%"DropItemOne_ProbabilityWeight: 20.0 → 40.0DropItemThree_Percentage: "76.92%" → "66.67%"DropItemTwo_Percentage: "7.69%" → "6.67%" | |
DropItemOne_Percentage: "15.38%" → "26.67%"DropItemOne_ProbabilityWeight: 20.0 → 40.0DropItemThree_Percentage: "76.92%" → "66.67%"DropItemTwo_Percentage: "7.69%" → "6.67%" | |
DropItemOne_Percentage: "15.38%" → "26.67%"DropItemOne_ProbabilityWeight: 20.0 → 40.0DropItemThree_Percentage: "76.92%" → "66.67%"DropItemTwo_Percentage: "7.69%" → "6.67%" | |
DropItemOne_Percentage: "15.38%" → "26.67%"DropItemOne_ProbabilityWeight: 20.0 → 40.0DropItemThree_Percentage: "76.92%" → "66.67%"DropItemTwo_Percentage: "7.69%" → "6.67%" | |
DropItemOne_Percentage: "15.38%" → "26.67%"DropItemOne_ProbabilityWeight: 20.0 → 40.0DropItemThree_Percentage: "76.92%" → "66.67%"DropItemTwo_Percentage: "7.69%" → "6.67%" | |
DropItemOne_Percentage: "15.38%" → "26.67%"DropItemOne_ProbabilityWeight: 20.0 → 40.0DropItemThree_Percentage: "76.92%" → "66.67%"DropItemTwo_Percentage: "7.69%" → "6.67%" | |
DropItemOne_Percentage: "15.38%" → "26.67%"DropItemOne_ProbabilityWeight: 20.0 → 40.0DropItemThree_Percentage: "76.92%" → "66.67%"DropItemTwo_Percentage: "7.69%" → "6.67%" | |
DropItemOne_Percentage: "15.38%" → "26.67%"DropItemOne_ProbabilityWeight: 20.0 → 40.0DropItemThree_Percentage: "76.92%" → "66.67%"DropItemTwo_Percentage: "7.69%" → "6.67%" | |
DropItemOne_Percentage: "15.38%" → "26.67%"DropItemOne_ProbabilityWeight: 20.0 → 40.0DropItemThree_Percentage: "76.92%" → "66.67%"DropItemTwo_Percentage: "7.69%" → "6.67%" | |
DropItemTwo_Amount: 4 → 3 |
+ 44 more changed…
DropItemOne_Amount: 4 → 3DropItemTwo_Amount: 6 → 4 | |
DropItemOne_Amount: 8 → 2 | |
DropItemOne_Amount: 8 → 4DropItemOne_Percentage: "100.00%" → "50.00%"DropItemTwo_Amount: 0 → 2DropItemTwo_Percentage: "0.00%" → "50.00%"DropItemTwo_ProbabilityWeight: 0.0 → 50.0 | |
DropItemOne_Amount: 16 → 8DropItemOne_Percentage: "100.00%" → "50.00%"DropItemTwo_Amount: 0 → 5DropItemTwo_Percentage: "0.00%" → "50.00%"DropItemTwo_ProbabilityWeight: 0.0 → 50.0 | |
DropItemOne_Amount: 8 → 4DropItemThree_Amount: 8 → 4DropItemTwo_Amount: 8 → 4 | |
DropItemOne_Amount: 16 → 8DropItemThree_Amount: 16 → 8DropItemTwo_Amount: 16 → 8 | |
DropItemOne_Amount: 1 → 15DropItemOne_Percentage: "83.33%" → "58.82%"DropItemThree_Amount: 0 → 20DropItemThree_Percentage: "0.00%" → "35.29%"DropItemThree_ProbabilityWeight: 0.0 → 60.0DropItemTwo_Percentage: "16.67%" → "5.88%"DropItemTwo_ProbabilityWeight: 20.0 → 10.0 | |
DropItemOne_Amount: 2 → 25DropItemOne_Percentage: "83.33%" → "58.82%"DropItemThree_Amount: 0 → 20DropItemThree_Percentage: "0.00%" → "35.29%"DropItemThree_ProbabilityWeight: 0.0 → 60.0DropItemTwo_Percentage: "16.67%" → "5.88%"DropItemTwo_ProbabilityWeight: 20.0 → 10.0 | |
DevComment1: Abyss Stage 1 Boss Treasure Chest → Abyss Stage 1 Late Treasure ChestDropItemOne_Amount: 1 → 20DropItemOne_Percentage: "100.00%" → "58.82%"DropItemThree_Amount: 0 → 20DropItemThree_Percentage: "0.00%" → "35.29%"DropItemThree_ProbabilityWeight: 0.0 → 60.0DropItemTwo_Amount: 0 → 1DropItemTwo_Percentage: "0.00%" → "5.88%"DropItemTwo_ProbabilityWeight: 0.0 → 10.0 | |
DevComment1: Abyss Stage 1 Late Treasure Chest → Abyss Stage 1 Boss Treasure ChestDropItemOne_Amount: 3 → 1DropItemOne_Percentage: "83.33%" → "33.33%"DropItemThree_Amount: 0 → 10DropItemThree_Percentage: "0.00%" → "33.33%"DropItemThree_ProbabilityWeight: 0.0 → 100.0DropItemTwo_Amount: 1 → 10DropItemTwo_Percentage: "16.67%" → "33.33%"DropItemTwo_ProbabilityWeight: 20.0 → 100.0 | |
DropItemOne_Percentage: "100.00%" → "50.00%"DropItemTwo_Amount: 0 → 5DropItemTwo_Percentage: "0.00%" → "50.00%"DropItemTwo_ProbabilityWeight: 0.0 → 50.0 | |
DropItemOne_Percentage: "100.00%" → "50.00%"DropItemTwo_Amount: 0 → 10DropItemTwo_Percentage: "0.00%" → "50.00%"DropItemTwo_ProbabilityWeight: 0.0 → 50.0 | |
DropItemOne_Amount: 1 → 25DropItemOne_Percentage: "83.33%" → "58.82%"DropItemThree_Amount: 0 → 20DropItemThree_Percentage: "0.00%" → "35.29%"DropItemThree_ProbabilityWeight: 0.0 → 60.0DropItemTwo_Percentage: "16.67%" → "5.88%"DropItemTwo_ProbabilityWeight: 20.0 → 10.0 | |
DropItemOne_Amount: 2 → 40DropItemOne_Percentage: "83.33%" → "58.82%"DropItemThree_Amount: 0 → 20DropItemThree_Percentage: "0.00%" → "35.29%"DropItemThree_ProbabilityWeight: 0.0 → 60.0DropItemTwo_Percentage: "16.67%" → "5.88%"DropItemTwo_ProbabilityWeight: 20.0 → 10.0 | |
DevComment1: Abyss Stage 2 Boss Treasure Chest → Abyss Stage 2 Late Treasure ChestDropItemOne_Amount: 1 → 30DropItemOne_Percentage: "100.00%" → "58.82%"DropItemThree_Amount: 0 → 20DropItemThree_Percentage: "0.00%" → "35.29%"DropItemThree_ProbabilityWeight: 0.0 → 60.0DropItemTwo_Amount: 0 → 1DropItemTwo_Percentage: "0.00%" → "5.88%"DropItemTwo_ProbabilityWeight: 0.0 → 10.0 | |
DevComment1: Abyss Stage 2 Late Treasure Chest → Abyss Stage 2 Boss Treasure ChestDropItemOne_Percentage: "83.33%" → "33.33%"DropItemThree_Amount: 0 → 30DropItemThree_Percentage: "0.00%" → "33.33%"DropItemThree_ProbabilityWeight: 0.0 → 100.0DropItemTwo_Amount: 1 → 30DropItemTwo_Percentage: "16.67%" → "33.33%"DropItemTwo_ProbabilityWeight: 20.0 → 100.0 | |
DevComment1: Codex Event (Fixed) → Codex Event Fixed>> As an exception, this is not referenced from the building sheet; the code calls this key value dire… DropItemOne_Amount: 3 → 2 | |
DropItemTwo_Amount: 6 → 8 | |
DropItemOne_Amount: 4 → 5DropItemTwo_Amount: 8 → 10 | |
DropItemOne_Amount: 5 → 6DropItemTwo_Amount: 10 → 12 | |
DropItemOne_Amount: 6 → 8DropItemTwo_Amount: 12 → 16 | |
DropItemOne_Amount: 7 → 9DropItemTwo_Amount: 14 → 18 | |
DropItemOne_Amount: 8 → 11DropItemTwo_Amount: 16 → 22 | |
DropItemOne_Amount: 9 → 13DropItemTwo_Amount: 18 → 1 | |
DropItemOne_Amount: 10 → 15DropItemTwo_Amount: 20 → 30 | |
DropItemOne_Amount: 11 → 1DropItemTwo_Amount: 22 → 2 | |
DropItemOne_Amount: 13 → 2DropItemTwo_Amount: 26 → 4 | |
DropItemOne_Amount: 15 → 3DropItemTwo_Amount: 30 → 6 | |
DropItemOne_Amount: 3 → 2 | |
DropItemOne_Amount: 2 → 1 | |
DropItemOne_Amount: 4 → 2 | |
DropItemOne_Amount: 2 → 1 | |
DropItemOne_Amount: 10 → 5 | |
DropItemTwo_Amount: 6 → 9 | |
DropItemOne_Amount: 3 → 4DropItemTwo_Amount: 2 → 4 | |
DropItemTwo_Amount: 2 → 4 | |
DropItemTwo_Amount: 2 → 4 | |
DropItemOne_Amount: 4 → 3 | |
DropItemOne_Amount: 10 → 12 | |
DropItemOne_Amount: 6 → 4DropItemOne_Percentage: "20.00%" → "15.63%"DropItemOne_ProbabilityWeight: 15.0 → 25.0DropItemThree_Percentage: "66.67%" → "62.50%"DropItemThree_ProbabilityWeight: 50.0 → 100.0DropItemTwo_Amount: 10 → 6DropItemTwo_Percentage: "13.33%" → "21.88%"DropItemTwo_ProbabilityWeight: 10.0 → 35.0 | |
DropItemOne_Amount: 10 → 6DropItemOne_Percentage: "20.00%" → "15.63%"DropItemOne_ProbabilityWeight: 15.0 → 25.0DropItemThree_Percentage: "66.67%" → "62.50%"DropItemThree_ProbabilityWeight: 50.0 → 100.0DropItemTwo_Amount: 15 → 8DropItemTwo_Percentage: "13.33%" → "21.88%"DropItemTwo_ProbabilityWeight: 10.0 → 35.0 | |
DropItemOne_Amount: 20 → 10 | |
DropItemOne_Amount: 10 → 4 | |
DropItemOne_Amount: 20 → 2DropItemOne_Percentage: "50.00%" → "80.00%"DropItemOne_ProbabilityWeight: 150.0 → 100.0DropItemThree_Amount: 6 → 1DropItemThree_Percentage: "16.67%" → "4.00%"DropItemThree_ProbabilityWeight: 50.0 → 5.0DropItemTwo_Amount: 4 → 1DropItemTwo_Percentage: "33.33%" → "16.00%"DropItemTwo_ProbabilityWeight: 100.0 → 20.0 |
Merchants +2 / ~4 / 0
Added (2)
Modified (4)
| Entry | Changes |
|---|---|
AppearChancePers: [100.0, 100.0, 100.0, 100.0, 50.0, 50.0, 50.0, 100.0, 100.0, 100.0] → [100.0, 100.0, 100.0, 100.0, 50.0, 50.0, 50.0, 100.0, 100.0]AvailableItems: MaxAmounts: [45, 30, 30, 30, 6, 4, 3, 3, 1, 1] → [45, 30, 60, 30, 6, 4, 3, 3, 1]MaxDiscountPers: [25.0, 25.0, 25.0, 25.0, 25.0, 25.0, -50.0, 25.0, 0.0, 0.0] → [25.0, 25.0, 25.0, 25.0, 25.0, 25.0, -50.0, 25.0, 0.0]MinAmounts: [30, 20, 20, 20, 4, 3, 2, 2, 1, 1] → [30, 20, 40, 20, 4, 3, 2, 2, 1]MinDiscountPers: [-25.0, -25.0, -25.0, -25.0, -25.0, -25.0, -100.0, -25.0, 0.0, 0.0] → [-25.0, -25.0, -25.0, -25.0, -25.0, -25.0, -100.0, -25.0, 0.0] | |
AppearChancePers: [100.0, 100.0, 100.0, 100.0, 100.0, 100.0, 100.0, 50.0, 50.0, 50.0, 100.0, 100.0, 100.0] → [100.0, 100.0, 100.0, 100.0, 100.0, 100.0, 50.0, 50.0, 50.0, 100.0, 100.0]AvailableItems: MaxAmounts: [45, 30, 30, 30, 20, 30, 30, 6, 4, 6, 3, 1, 1] → [90, 60, 120, 20, 30, 30, 6, 4, 6, 3, 1]MaxDiscountPers: [25.0, 25.0, 25.0, 25.0, 25.0, 25.0, 25.0, 25.0, 25.0, -50.0, 25.0, 0.0, 0.0] → [25.0, 25.0, 25.0, 25.0, 25.0, 25.0, 25.0, 25.0, -50.0, 25.0, 0.0]MinAmounts: [30, 20, 20, 20, 10, 20, 20, 4, 3, 4, 2, 1, 1] → [60, 40, 80, 10, 20, 20, 4, 3, 4, 2, 1]MinDiscountPers: [-25.0, -25.0, -25.0, -25.0, -25.0, -25.0, -25.0, -25.0, -25.0, -100.0, -25.0, 0.0, 0.0] → [-25.0, -25.0, -25.0, -25.0, -25.0, -25.0, -25.0, -25.0, -100.0, -25.0, 0.0] | |
AppearChancePers: [100.0, 100.0, 100.0, 100.0, 100.0, 100.0, 30.0, 30.0, 30.0] → [100.0, 100.0, 100.0, 50.0, 100.0, 30.0, 30.0, 30.0]AvailableItems: MaxAmounts: [20, 12, 12, 12, 24, 120, 2, 2, 2] → [20, 12, 12, 3, 24, 2, 2, 2]MaxDiscountPers: [50.0, 50.0, 50.0, 50.0, 50.0, 50.0, 25.0, 25.0, 25.0] → [50.0, 50.0, 50.0, 50.0, 50.0, 25.0, 25.0, 25.0]MinAmounts: [10, 8, 8, 8, 16, 80, 1, 1, 1] → [10, 8, 8, 2, 16, 1, 1, 1]MinDiscountPers: [25.0, 25.0, 25.0, 25.0, 25.0, 25.0, 0.0, 0.0, 0.0] → [25.0, 25.0, 25.0, 25.0, 25.0, 0.0, 0.0, 0.0] | |
AppearChancePers: [100.0, 100.0, 100.0, 100.0, 100.0, 100.0, 100.0, 100.0, 100.0, 100.0, 100.0, 100.0, 100.0, 50.0, 50.0, 50.0] → [100.0, 100.0, 100.0, 100.0, 100.0, 100.0, 100.0, 100.0, 100.0, 100.0, 100.0, 100.0, 100.0, 100.0, 50.0, 50.0, 50.0]AvailableItems: MaxAmounts: [20, 20, 20, 6, 6, 6, 4, 2, 2, 2, 2, 2, 2, 3, 2, 3] → [20, 20, 20, 15, 6, 6, 6, 4, 2, 2, 2, 2, 2, 2, 3, 2, 3]MaxDiscountPers: [25.0, 25.0, 25.0, 25.0, 25.0, 25.0, 25.0, 25.0, 25.0, 25.0, 25.0, 25.0, 25.0, 25.0, 25.0, 25.0] → [25.0, 25.0, 25.0, 25.0, 25.0, 25.0, 25.0, 25.0, 25.0, 25.0, 25.0, 25.0, 25.0, 25.0, 25.0, 25.0, 25.0]MinAmounts: [30, 10, 10, 4, 4, 4, 3, 1, 1, 1, 1, 1, 1, 2, 1, 2] → [30, 10, 10, 10, 4, 4, 4, 3, 1, 1, 1, 1, 1, 1, 2, 1, 2]MinDiscountPers: [-25.0, -25.0, -25.0, -25.0, -25.0, -25.0, -25.0, -25.0, -25.0, -25.0, -25.0, -25.0, -25.0, -25.0, -25.0, -25.0] → [-25.0, -25.0, -25.0, -25.0, -25.0, -25.0, -25.0, -25.0, -25.0, -25.0, -25.0, -25.0, -25.0, -25.0, -25.0, -25.0, -25.0] |
Events +2 / ~5 / 0
Modified (5)
| Entry | Changes |
|---|---|
StartCondition: "(QuestFinish_Main7 && ScenarioType_CrawlingDoom) && ClearDungeon_VeilSilence && CurrentMap_Base" → "ClearDungeon_VeilSilence && CurrentMap_Base" | |
StartCondition: "(QuestFinish_Main7 && ScenarioType_CrawlingDoom) && ClearDungeon_FesteringBurrow && CurrentMap_Base" → "ClearDungeon_FesteringBurrow && CurrentMap_Base" | |
DevComment: Main Quest 7 → Duty of FaithDevComment2: Trio Main Quest 7 → ""KeyWord: Trio Main Quest 7 → "MainAddedTutorial" | |
StartCondition: "OnceOnMapEvent_Fixed45 && HasRemnantInMap_DiscardedSpecimenRemnant_1 && Cooldown_Fixed45_0" → "OnceOnMapEvent_Fixed45 && HasRemnantInMap_DiscardedSpecimen_1 && Cooldown_Fixed45_0" | |
TargetUnitCondition: ["None"] → ["InteractUnit_StrangeNiche"] |
Event Nodes +6 / ~37 / -2
Added (6)
Removed (2)
Modified (37)
| Entry | Changes |
|---|---|
ChoiceIDs: ["ChoiceE0000", "ChoiceE0001"] → ["ChoiceE0000"]DevComment: Thank you for playing the Dungeon Settlers demo.This demo is a version we prepared so you can first experience the cor… → Hello. Thank you very much for playing Dungeon Settlers through STOVE. Thank you for not forgetting the game and coming… | |
ChoiceIDs: ["ChoiceF9110"] → ["ChoiceF9110", "ChoiceF9111"]DevComment: You wave them off, and the members scratch their heads and return to their posts.Surely the Expedition Leader must alr… → You wave them off, and the members scratch their heads and return to their posts. The Expedition Leader surely already … | |
DevComment: Newly added - Create 2 level 2 units quest + build goddess statue → As you're organizing your report on this expedition, a crow flies down and lands on your arm."Greetings, brother." Yo… Type: 1 → 0TypeName: "Hidden" → "Normal" | |
IllustKey: "" → "Illustration_DiscardedSpecimen" | |
IllustKey: "" → "Illustration_DiscardedSpecimen" | |
IllustKey: "" → "Illustration_DiscardedSpecimen" | |
DevComment: Strange crevice→ You find a crack open in the floor. You feel something's gaze on you from the darkness. Thud, thud, thud A pulse sound… IllustKey: "" → "Illustration_StrangeNiche" | |
DevComment: 1 stack→ You hold the meat out in front of the crevice, and thin strands of flesh stretch out and wrap around just the meat. Afte… IllustKey: "" → "Illustration_StrangeNiche" | |
DevComment: 2 stack - Add bonus to monster meat → Sho,,,,geo,,seu.,.. As the second piece of meat disappears, two small bumps rise one after another at the edge of the … IllustKey: "" → "Illustration_StrangeNiche" | |
DevComment: 3 stack → Right after swallowing the third piece of meat, the room's pulsing suddenly stops.A moment later, the crevice twists a… IllustKey: "" → "Illustration_StrangeNiche" | |
DevComment: 4 stack → You hold out the fourth piece of meat, and something inside takes only the meat, precise enough not to touch your finger…IllustKey: "" → "Illustration_StrangeNiche" | |
DevComment: 5 stack → As the fifth piece of meat vanishes, a smell of ginger and mustard mixed with something burning spreads through the room…IllustKey: "" → "Illustration_StrangeNiche" | |
DevComment: 6 stack → After swallowing the sixth piece of meat, the crevice slowly contracts six times, then stops moving.Creak! Tick... shf… IllustKey: "" → "Illustration_StrangeNiche" | |
DevComment: Final reward → As the seventh piece of meat disappears into the darkness, the flesh covering the room shrinks back all at once.Inside… IllustKey: "" → "Illustration_StrangeNiche" | |
ChoiceIDs: ["ChoiceF49110"] → ["ChoiceF49110", "ChoiceF49111"]DevComment: As you wave dismissively, the members scratch their heads and return to their places.Clearly, the expedition leader mu… → You wave them off, and the members scratch their heads and return to their posts. The Expedition Leader surely already … | |
ChoiceIDs: ["ChoiceN2000", "ChoiceN2001"] → ["ChoiceN2000", "ChoiceN2001", "ChoiceN2002"]DevComment: Next to the wooden cage holding trapped insects, someone wearing a mask stands. He stares at the acid bug trapped inside… → Someone wearing a mask stands beside a wooden cage holding insects. You approach and make a sound, but he seems more int… | |
DevComment: As you nod, he looks back at the acid insect without any particular interest.He mutters to himself as he watches the a… → You nod, and he sinks back into his own thoughts. "By what principle does acid form inside the body..." He starts scri… IllustKey: "Illustration_Xenon" → "Illustration_XenonAcidBug" | |
DevComment: As you take the note, he nods with satisfaction."Good. This should be enough to verify the hypothesis." He looks at t… → As you take the note, he nods with satisfaction. "Oh, and don't forget, the Spore Bug only lives deep in the forest." … IllustKey: "Illustration_Xenon" → "Illustration_XenonSporeInsect" | |
IllustKey: "Illustration_Xenon" → "Illustration_XenonMeatGrub" | |
IllustKey: "Illustration_Xenon" → "Illustration_XenonHellLeech" | |
ChoiceIDs: ["ChoiceN12000", "ChoiceN12001"] → ["ChoiceN12000", "ChoiceN12001", "ChoiceN12002"]DevComment: Squatting on the ground and examining the remains of a destroyed golem, he slowly turns to face you with apparent fatigu… → Squatting on the ground, examining the remains of a destroyed golem, he slowly turns to look at you, looking tired."It… | |
DevComment: As you accept the request, he nods with a tired expression."Don't overdo it. A little investigation is enough." → As you accept the request, he nods, looking tired. "Don't push yourself. A bit of investigation is enough. That Mana De… IllustKey: "Illustration_Perion" → "Illustration_PerionDiscardedMagicPowerDevice" | |
IllustKey: "" → "Illustration_Perion" | |
ChoiceIDs: ["ChoiceN14110", "ChoiceN14111"] → ["ChoiceN14110", "ChoiceN14111", "ChoiceN14112"] | |
IllustKey: "Illustration_Endrossi" → "Illustration_EndrossiElderGloth" | |
ChoiceIDs: ["ChoiceN16000", "ChoiceN16001"] → ["ChoiceN16000", "ChoiceN16001", "ChoiceN16002"]DevComment: While she is dressing her kill, she senses your presence and spins around swiftly."You'd better not come any closer." … → While field-dressing her kill, she senses your presence and spins around quickly. "You'd better not come any closer." … | |
IllustKey: "Illustration_Endrossi" → "Illustration_EndrossiMawmurk" | |
DevComment: She smirks at your answer."A white Mawmurk is no ordinary beast. Instead of fleeing at the sight of a person, they hun… → She smirks at your answer. "White Mermoks only live deep in the forest. I'll warn you now, they're no ordinary beasts. … IllustKey: "Illustration_Endrossi" → "Illustration_EndrossiWhiteMawmurk" | |
DevComment: Hearing your words, she's speechless for a moment, then frowns and lets out a hollow laugh."...What? Are you out of yo… → Hearing your words, she is speechless for a moment, then frowns and lets out a bitter laugh. "...What? Are you crazy?" … IllustKey: "Illustration_Endrossi" → "Illustration_EndrossiAlphaAcidSlogel" | |
DevComment: As you nod, Perion also quietly nods."Understood." He reorganizes the mission documents and continues his records. "… → You nod, and Perion quietly nods back. "Understood. I've heard the specimen can be found deep within the Festering Burr… IllustKey: "Illustration_Perion" → "Illustration_PerionDiscardedSpecimen" | |
IllustKey: "" → "Illustration_Perion" | |
IllustKey: "" → "Illustration_GazeMoon" | |
IllustKey: "" → "Illustration_GazeMoon" | |
IllustKey: "" → "Illustration_GazeMoon" | |
DevComment: Loud noises begin coming from the other side.The sound of drums, cheerful whistles, and unintelligible murmuring in an… → A loud noise begins to come from across the way. The sound of beating drums, a lively flute, and muttering in an unknow… IllustKey: "" → "Illustration_FrenziedBall" | |
IllustKey: "" → "Illustration_FrenziedBall" | |
DevComment: A strange smile spreads across their faces."Very well. Then I will make it @##$@ for you." Suddenly, countless voices… → A strange smile spreads across their faces. "Very well. Then we'll &%$& you." In an instant, countless voices, shapes,… IllustKey: "" → "Illustration_FrenziedBall" |
Event Choices +12 / ~75 / -4
Added (12)
Removed (4)
Modified (75)
| Entry | Changes |
|---|---|
DevComment: Check Roadmap → LeaveOnSelectAction: "ModifyClanGold_143,\nShowNextNode_NodeE010_100" → "ModifyClanGold_777" | |
OnSelectAction: "SpawnItemMap_GoddessTears_2_150/150,\nSpawnItemMap_Oats_2_150/150,\nSpawnItemMap_Clay_5_150/150,\nSpawnItemMap_SkillRes… → "SpawnItemMap_Oats_2_150/150,\nSpawnItemMap_Clay_5_150/150,\nSpawnItemMap_SkillResetElixir_1_150/150" | |
DevComment: New Choice → Guess I should build a statue of the goddess.OnSelectAction: "StartQuest_Main7" → "StartQuest_Main7,\nSpawnItemMap_Hardtack_5_150/150"TooltipAction: "None" → "ShowAction" | |
TooltipAction: "Probability_ChoiceF45100" → "None" | |
TooltipAction: "ShowAction" → "None" | |
OnSelectAction: "AddAffecterBuilding_SpawnBlueGoblin_DiscardedSpecimenRemnant_1_1" → "AddAffecterBuilding_SpawnBlueGoblin_DiscardedSpecimenRemnant_1_1,\nPlayBuildingAnimation_DiscardedSpecimenRemnant_Speci… | |
TooltipAction: "None" → "ShowAction" | |
ActiveCondition: "HasItem_Torch_1" → "None"DevComment: Throw in a torch → Pierce InwardOnSelectAction: "RemoveItem_Torch_1,\nAddAffecterBuilding_SpawnEyeball_StrangeNicheRemnant_1_1,\nPlayBuildingAnimation_StrangeNicheRemna… → "AddAffecterBuilding_SpawnEyeball_StrangeNicheRemnant_1_1,\nPlayBuildingAnimation_StrangeNicheRemnant_SpecialSkill1_Trig… | |
ActiveCondition: "None" → "HasNoPlayerAffecter_MentalBreak"DevComment: Leave → StareOnSelectAction: "None" → "PlayBuildingAnimation_StrangeNicheRemnant_SpecialSkill1_Trigger && AddAffecter_SharpInstincts_0_1440 && AddStatus_Stres…TooltipAction: "None" → "ShowAction" | |
ActiveCondition: "HasItem_Torch_1" → "None"DevComment: Throw in a torch → Pierce InwardOnSelectAction: "RemoveItem_Torch_1,\nAddAffecterBuilding_SpawnEyeball_StrangeNicheRemnant_1_1,\nPlayBuildingAnimation_StrangeNicheRemna… → "AddAffecterBuilding_SpawnEyeball_StrangeNicheRemnant_1_1,\nPlayBuildingAnimation_StrangeNicheRemnant_SpecialSkill1_Trig… | |
ActiveCondition: "None" → "HasNoPlayerAffecter_MentalBreak"DevComment: Leave → StareOnSelectAction: "None" → "PlayBuildingAnimation_StrangeNicheRemnant_SpecialSkill1_Trigger && AddAffecter_SharpInstincts_0_1440 && AddStatus_Stres…TooltipAction: "None" → "ShowAction" | |
DevComment: Give Monster Meat → Throw the meatOnSelectAction: "RemoveItem_ToughRawMeat_1,\nSpawnItem_MidGradeManaStone_StrangeNiche_3,\nShowNextNode_NodeF4630_100" → "RemoveItem_ToughRawMeat_1,\nSpawnItem_MidGradeManaStone_StrangeNicheRemnant_3,\nShowNextNode_NodeF4630_100" | |
ActiveCondition: "HasItem_Torch_1" → "None"DevComment: Throw in a torch → Pierce InwardOnSelectAction: "RemoveItem_Torch_1,\nAddAffecterBuilding_SpawnEyeball_StrangeNicheRemnant_1_1,\nPlayBuildingAnimation_StrangeNicheRemna… → "AddAffecterBuilding_SpawnEyeball_StrangeNicheRemnant_1_1,\nPlayBuildingAnimation_StrangeNicheRemnant_SpecialSkill1_Trig… | |
ActiveCondition: "None" → "HasNoPlayerAffecter_MentalBreak"DevComment: Leave → StareOnSelectAction: "None" → "PlayBuildingAnimation_StrangeNicheRemnant_SpecialSkill1_Trigger && AddAffecter_SharpInstincts_0_1440 && AddStatus_Stres…TooltipAction: "None" → "ShowAction" | |
ActiveCondition: "HasItem_Torch_1" → "None"DevComment: Throw in a torch → Pierce InwardOnSelectAction: "RemoveItem_Torch_1,\nAddAffecterBuilding_SpawnEyeball_StrangeNicheRemnant_1_1,\nPlayBuildingAnimation_StrangeNicheRemna… → "AddAffecterBuilding_SpawnEyeball_StrangeNicheRemnant_1_1,\nPlayBuildingAnimation_StrangeNicheRemnant_SpecialSkill1_Trig… | |
ActiveCondition: "None" → "HasNoPlayerAffecter_MentalBreak"DevComment: Leave → StareOnSelectAction: "None" → "PlayBuildingAnimation_StrangeNicheRemnant_SpecialSkill1_Trigger && AddAffecter_SharpInstincts_0_1440 && AddStatus_Stres…TooltipAction: "None" → "ShowAction" | |
ActiveCondition: "HasItem_Torch_1" → "None"DevComment: Throw in a torch → Pierce InwardOnSelectAction: "RemoveItem_Torch_1,\nAddAffecterBuilding_SpawnEyeball_StrangeNicheRemnant_1_1,\nPlayBuildingAnimation_StrangeNicheRemna… → "AddAffecterBuilding_SpawnEyeball_StrangeNicheRemnant_1_1,\nPlayBuildingAnimation_StrangeNicheRemnant_SpecialSkill1_Trig… | |
ActiveCondition: "None" → "HasNoPlayerAffecter_MentalBreak"DevComment: Leave → StareOnSelectAction: "None" → "PlayBuildingAnimation_StrangeNicheRemnant_SpecialSkill1_Trigger && AddAffecter_SharpInstincts_0_1440 && AddStatus_Stres…TooltipAction: "None" → "ShowAction" | |
ActiveCondition: "HasItem_Torch_1" → "None"DevComment: Throw in a torch → Pierce InwardOnSelectAction: "RemoveItem_Torch_1,\nAddAffecterBuilding_SpawnEyeball_StrangeNicheRemnant_1_1,\nPlayBuildingAnimation_StrangeNicheRemna… → "AddAffecterBuilding_SpawnEyeball_StrangeNicheRemnant_1_1,\nPlayBuildingAnimation_StrangeNicheRemnant_SpecialSkill1_Trig… | |
ActiveCondition: "None" → "HasNoPlayerAffecter_MentalBreak"DevComment: Leave → StareOnSelectAction: "None" → "PlayBuildingAnimation_StrangeNicheRemnant_SpecialSkill1_Trigger && AddAffecter_SharpInstincts_0_1440 && AddStatus_Stres…TooltipAction: "None" → "ShowAction" | |
ActiveCondition: "HasItem_Torch_1" → "None"DevComment: Throw in a torch → Pierce InwardOnSelectAction: "RemoveItem_Torch_1,\nAddAffecterBuilding_SpawnEyeball_StrangeNicheRemnant_1_1,\nPlayBuildingAnimation_StrangeNicheRemna… → "AddAffecterBuilding_SpawnEyeball_StrangeNicheRemnant_1_1,\nPlayBuildingAnimation_StrangeNicheRemnant_SpecialSkill1_Trig… | |
ActiveCondition: "None" → "HasNoPlayerAffecter_MentalBreak"DevComment: Leave → StareOnSelectAction: "None" → "PlayBuildingAnimation_StrangeNicheRemnant_SpecialSkill1_Trigger && AddAffecter_SharpInstincts_0_1440 && AddStatus_Stres…TooltipAction: "None" → "ShowAction" | |
DevComment: Leave → Good heavens.OnSelectAction: "SpawnItem_PerceptionElixir_StrangeNiche_3" → "SpawnItem_PerceptionElixir_StrangeNicheRemnant_1,\nPlayBuildingAnimation_StrangeNicheRemnant_SpecialSkill1_Trigger" | |
OnSelectAction: "StartQuest_Main100" → "StartQuest_Main100,\nSpawnItemMap_Hardtack_9_150/150,\nSpawnItemMap_Ointment_28_150/150,\nSpawnItemMap_AidKit_6_150/150…TooltipAction: "None" → "ShowAction" | |
TooltipAction: "None" → "ShowChoiceAction_ChoiceN2100" | |
DevComment: Not interested. → What are you doing here?OnSelectAction: "None" → "ShowNextNode_NodeN211_100" | |
TooltipAction: "None" → "ShowChoiceAction_ChoiceN4100" | |
TooltipAction: "None" → "ShowChoiceAction_ChoiceN5100" | |
TooltipAction: "None" → "ShowChoiceAction_ChoiceN12100" | |
DevComment: Not interested. → Why should I?OnSelectAction: "None" → "ShowNextNode_NodeN1211_100" | |
TooltipAction: "None" → "ShowChoiceAction_ChoiceN14110" | |
OnSelectAction: "ShowNextNode_NodeN1420_100" → "StartQuest_HuntElderGloth,\nShowNextNode_NodeN1420_100"TooltipAction: "ShowChoiceAction_ChoiceN14200" → "ShowAction" | |
DevComment: That's unfortunate. → What happened?OnSelectAction: "None" → "None,\nShowNextNode_NodeN1421_100" | |
OnSelectAction: "StartQuest_HuntElderGloth" → "None" | |
TooltipAction: "None" → "ShowChoiceAction_ChoiceN16100" | |
DevComment: Just ignore it. → Who are you?OnSelectAction: "None" → "ShowNextNode_NodeN1611_100" | |
TooltipAction: "None" → "ShowChoiceAction_ChoiceN17100" | |
TooltipAction: "None" → "ShowChoiceAction_ChoiceN18100" | |
OnSelectAction: "SpawnUnitPresetBase_Endrossi_151/148" → "SpawnUnitPresetBase_Endrossi_151/148 && DespawnNPC_Endrossi" | |
TooltipAction: "None" → "ShowChoiceAction_ChoiceN27100" |
+ 35 more changed…
OnSelectAction: "ShowNextNode_NodeN2720_100" → "ShowNextNode_NodeN2720_100,\nStartQuest_DiscardedSpecimen"TooltipAction: "None" → "ShowAction" | |
OnSelectAction: "StartQuest_DiscardedSpecimen" → "None" | |
DevComment: Understood. → So you'll be joining us. Welcome.OnSelectAction: "SpawnUnitPresetBase_Perion_151/148" → "SpawnUnitPresetBase_Perion_151/148 && DespawnNPC_Perion" | |
OnSelectAction: "AddAffecterByRace_Lycan_FullMoonWolf_1440_Dissatisfaction_1440,\nShowNextNode_NodeR510_100" → "ShowNextNode_NodeR510_100"TooltipAction: "ShowAction" → "ShowChoiceAction_ChoiceR5100" | |
OnSelectAction: "AddAffecterByRace_Lycan_Dissatisfaction_1440_MajorSatisfaction_1440,\nShowNextNode_NodeR511_100" → "ShowNextNode_NodeR511_100"TooltipAction: "ShowAction" → "ShowChoiceAction_ChoiceR5110" | |
OnSelectAction: "None" → "AddAffecterByRace_Lycan_FullMoonWolf_1440_Dissatisfaction_1440"TooltipAction: "None" → "ShowAction" | |
OnSelectAction: "None" → "AddAffecterByRace_Lycan_Dissatisfaction_1440_MajorSatisfaction_1440"TooltipAction: "None" → "ShowAction" | |
OnSelectAction: "ShowNextNode_NodeR610_100,\nAddAffecterAll_AbundantRation_1440,\nAddAffecterAll_Satisfied_1440" → "ShowNextNode_NodeR610_100"TooltipAction: "ShowAction" → "ShowChoiceAction_ChoiceR6100" | |
OnSelectAction: "ShowNextNode_NodeR611_100,\nAddAffecterAll_Dissatisfaction_1440" → "ShowNextNode_NodeR611_100"TooltipAction: "ShowAction" → "ShowChoiceAction_ChoiceR6110" | |
OnSelectAction: "None" → "AddAffecterAll_AbundantRation_1440,\nAddAffecterAll_Satisfied_1440"TooltipAction: "None" → "ShowAction" | |
OnSelectAction: "None" → "AddAffecterAll_Dissatisfaction_1440"TooltipAction: "None" → "ShowAction" | |
TooltipAction: "None" → "ShowAction" | |
TooltipAction: "None" → "ShowAction" | |
TooltipAction: "None" → "ShowChoiceAction_ChoiceR14130" | |
TooltipAction: "None" → "ShowChoiceAction_ChoiceR14130" | |
TooltipAction: "None" → "ShowChoiceAction_ChoiceR14130" | |
TooltipAction: "None" → "ShowChoiceAction_ChoiceR14130" | |
TooltipAction: "None" → "ShowAction" | |
TooltipAction: "None" → "ShowAction" | |
TooltipAction: "None" → "ShowChoiceAction_ChoiceR15100" | |
TooltipAction: "None" → "ShowChoiceAction_ChoiceR15100" | |
TooltipAction: "None" → "ShowChoiceAction_ChoiceR15100" | |
DevComment: Leave → That's enough for now.OnSelectAction: "AddItem_LumaFruit_2_0" → "AddItem_Turnip_2_0" | |
TooltipAction: "None" → "ShowChoiceAction_ChoiceR15100" | |
TooltipAction: "None" → "ShowAction" | |
TooltipAction: "None" → "ShowAction" | |
DevComment: Good heavens. → That... was really amazingTooltipAction: "None" → "ShowAction" | |
DevComment: Injected truth → Ahh.. ah...ah....TooltipAction: "None" → "ShowAction" | |
TooltipAction: "None" → "ShowChoiceAction_ChoiceR19100" | |
OnSelectAction: "ShowNextNode_NodeR1921_100,\nModifyHpTarget_-100_0" → "ShowNextNode_NodeR1921_100,\nModifyHpTarget_-50_0" | |
TooltipAction: "None" → "ShowChoiceAction_ChoiceR19100" | |
TooltipAction: "None" → "ShowAction" | |
OnSelectAction: "SpendMinute_1& UnblockGrid_434/117 & UnblockGrid_434/118,\nBlockInteraction_true,\nMoveCamera_454/121,\nSpendMinute_1,\… → "BlockInteraction_true,\nSpendMinute_1& UnblockGrid_434/117 & UnblockGrid_434/118,\nMoveCamera_454/121,\nSpendMinute_1,\… | |
OnSelectAction: "SpendMinute_5,\nGameSpeed_1,\nUnblockGrid_436/165 & UnblockGrid_435/165& MoveCamera_433/177,\nSpendMinute_1,\nMarkGrid_… → "SpendMinute_5,\nGameSpeed_1,\nUnblockGrid_436/165 & UnblockGrid_435/165& MoveCamera_435/177,\nSpendMinute_1,\nMarkGrid_… | |
OnSelectAction: "BlockInteraction_true,\nUnmarkGrid_433/177,\nUnitSpeech_0_Tuto12,\nStartQuest_Tuto16,\nBlockInteraction_false & BlockCo… → "BlockInteraction_true,\nUnmarkGrid_435/177,\nUnitSpeech_0_Tuto12,\nStartQuest_Tuto16,\nBlockInteraction_false & BlockCo… |
NPC Events +1 / ~6 / 0
Added (1)
Modified (6)
| Entry | Changes |
|---|---|
DefaultEventKey: "Event_Npc15" → "Event_Npc26" | |
DefaultEventKey: "Event_Npc26" → "Event_Npc23" | |
DefaultEventKey: "Event_Npc23" → "Event_Npc11" | |
DefaultEventKey: "Event_Npc11" → "Event_Npc1" | |
DefaultEventKey: "Event_Npc1" → "Event_Npc6" | |
DefaultEventKey: "Event_Npc6" → "" |
Quests 0 / ~9 / 0
Modified (9)
| Entry | Changes |
|---|---|
CompleteCondition: "(Input_ControlModePickUp_1\n&&HasItem_LumaLog_12\n&&HasItem_WildLongGrass_10)\n|| OutTutorial" → "(Input_ControlModePickUp_1\n&&HasUnitItem_LumaLog_12\n&&HasUnitItem_WildLongGrass_10)\n|| OutTutorial" | |
CompleteCondition: "MoveToGrid_433/177\n|| OutTutorial" → "MoveToGrid_435/177\n|| OutTutorial" | |
CompleteCondition: "InspectEntity_AcidInsect" → "KillCount_AcidInsect_3" | |
CompleteCondition: "InspectEntity_SporeInsect" → "KillCount_SporeInsect_3" | |
CompleteCondition: "InspectBuilding_MeatGrub1||\nInspectBuilding_MeatGrub2" → "Gathering_MeatGrub1_1 \n&&Gathering_MeatGrub2_1" | |
CompleteCondition: "InspectBuilding_DiscardedMagicPowerDevice" → "InteractBuilding_DiscardedMagicPowerDevice" | |
CompleteCondition: "InspectBuilding_DiscardedSpecimen" → "InteractBuilding_DiscardedSpecimen" | |
CompleteCondition: "HasItem_Ceramics_30" → "HasItem_Ceramics_15"Dev_Description: Have 30 or More Pottery → Have 15 or More Pottery | |
CompleteCondition: "CompleteResearch_BasicCrafts" → "CompleteResearch_CastingProcessing"Dev_Description: Basic Craft Complete → Casting Complete |
Decisions 0 / ~2 / 0
Modified (2)
| Entry | Changes |
|---|---|
Condition: "HasItemUnder_Ceramics_15" → "HasItemUnder_Ceramics_8"DevComment: Holding fewer than 15 Pottery → Holding fewer than 8 Pottery | |
Condition: "!CompleteResearch_BasicCrafts" → "!CompleteResearch_CastingProcessing"DevComment: Basic Crafting incomplete → Casting Incomplete |
Dungeon Rooms +27 / ~48 / -2
Added (27)
Removed (2)
Modified (48)
+ 8 more changed…
Spawn Groups +1 / ~7 / -1
Added (1)
Removed (1)
Modified (7)
| Entry | Changes |
|---|---|
Weight: 50 → 100 | |
Weight: 50 → 100 | |
Weight: 100 → 130 | |
Weight: 100 → 130 | |
NPC Spawns +2 / ~6 / 0
Added (2)
Modified (6)
| Entry | Changes |
|---|---|
BindingRoom: false → true | |
ProhibitedRecords: ["NpcDead_GuildMerchant"] → ["NpcDead_GuildMerchant", "EventFinish_Fixed18"] | |
BindingRoom: false → trueProhibitedRecords: ["NpcDead_Xenon"] → ["NpcDead_Xenon", "QuestFinish_InteractXenon2"] | |
ProhibitedRecords: ["NpcDead_Endrossi", "KillCount_GiantStoneGolem_1", "QuestFinish_InteractEndrossi4"] → ["NpcDead_Endrossi", "QuestFinish_InteractEndrossi4", "QuestFinish_HuntAlphaAcidSlogel"] | |
BindingRoom: false → trueRequiredRecords: ["NULL"] → ["QuestFinish_InteractXenon2"] | |
BindingRoom: false → true |
Housing Rooms 0 / ~28 / 0
Modified (28)
| Entry | Changes |
|---|---|
RequireDecoTotalQuality: 30 → 48RoomMinSize: 16 → 24 | |
RequireDecoTotalQuality: 60 → 92RoomMinSize: 24 → 32 | |
RequireDecoTotalQuality: 120 → 180RoomMinSize: 32 → 44 | |
RequireDecoTotalQuality: 65 → 72RoomMinSize: 16 → 24 | |
RequireDecoTotalQuality: 130 → 158RoomMinSize: 24 → 32 | |
RequireDecoTotalQuality: 260 → 310RoomMinSize: 32 → 44 | |
RoomMinSize: 14 → 16 | |
RequireDecoTotalQuality: 65 → 72RoomMinSize: 24 → 30 | |
RequireDecoTotalQuality: 130 → 158RoomMinSize: 36 → 48 | |
RequireDecoTotalQuality: 260 → 310RoomMinSize: 48 → 68 | |
RoomMinSize: 14 → 16 | |
RequireDecoTotalQuality: 65 → 72RoomMinSize: 24 → 30 | |
RequireDecoTotalQuality: 130 → 158RoomMinSize: 36 → 48 | |
RequireDecoTotalQuality: 260 → 310RoomMinSize: 48 → 68 | |
RequireDecoTotalQuality: 30 → 48RoomMinSize: 16 → 24 | |
RequireDecoTotalQuality: 60 → 92RoomMinSize: 24 → 32 | |
RequireDecoTotalQuality: 120 → 180RoomMinSize: 32 → 44 | |
RequireDecoTotalQuality: 30 → 48RoomMinSize: 16 → 24 | |
RequireDecoTotalQuality: 60 → 92RoomMinSize: 24 → 32 | |
RequireDecoTotalQuality: 120 → 180RoomMinSize: 32 → 44 | |
RequireDecoTotalQuality: 30 → 48RoomMinSize: 16 → 24 | |
RequireDecoTotalQuality: 60 → 92RoomMinSize: 24 → 32 | |
RequireDecoTotalQuality: 120 → 180RoomMinSize: 32 → 44 | |
RoomMinSize: 14 → 16 | |
RequireDecoTotalQuality: 65 → 72RoomMinSize: 24 → 30 | |
RequireDecoTotalQuality: 130 → 158RoomMinSize: 36 → 48 | |
RequireDecoTotalQuality: 260 → 310RoomMinSize: 48 → 68 | |
HousingType: 9 → 200RequireDecoTotalQuality: 65 → 72RoomMinSize: 24 → 30 |
Clan Ranks 0 / ~7 / 0
Modified (7)
| Entry | Changes |
|---|---|
RecruitRerollAdditionalCost: null → 100 | |
Level1Weight: 100 → 250RecruitCandidateCountMax: 7 → 8RecruitCandidateCountMin: 6 → 7RecruitRerollAdditionalCost: null → 200 | |
Level1Weight: 100 → 450RecruitCandidateCountMax: 8 → 9RecruitCandidateCountMin: 6 → 8RecruitRerollAdditionalCost: null → 250 | |
Level1Weight: 100 → 650Level6Weight: 100 → 0Level7Weight: 30 → 0RecruitCandidateCountMax: 8 → 10RecruitCandidateCountMin: 6 → 9RecruitRerollAdditionalCost: null → 250 | |
Level1Weight: 100 → 850RecruitCandidateCountMax: 9 → 11RecruitCandidateCountMin: 7 → 10RecruitRerollAdditionalCost: null → 250 | |
Level1Weight: 100 → 1050RecruitCandidateCountMax: 9 → 12RecruitCandidateCountMin: 7 → 11RecruitRerollAdditionalCost: null → 250 | |
Level1Weight: 100 → 1250RecruitCandidateCountMax: 10 → 13RecruitCandidateCountMin: 8 → 12RecruitRerollAdditionalCost: null → 250 |
Recruit Presets 0 / ~2 / 0
Modified (2)
| Entry | Changes |
|---|---|
UnitProfileKey: " | |
UnitProfileKey: " |
Scenarios 0 / ~5 / 0
Modified (5)
| Entry | Changes |
|---|---|
ScenarioTypeName: "Sandbox" → "Establish" | |
ScenarioTypeName: "Sandbox" → "Establish" | |
ScenarioTypeName: "Sandbox" → "Establish" | |
ScenarioTypeName: "Sandbox" → "Establish" | |
ScenarioTypeName: "Sandbox" → "Establish" |
Farming 0 / ~2 / 0
Modified (2)
| Entry | Changes |
|---|---|
Rank1Growth: 200 → 300Rank2Growth: 600 → 900Rank3Growth: 1000 → 1500SeedingWorkload: 300.0 → 800.0 | |
Rank1Growth: 400 → 600Rank2Growth: 800 → 1200Rank3Growth: 2000 → 3000SeedingWorkload: 300.0 → 800.0 |
Game Constants +6 / ~12 / -1
Added (6)
Removed (1)
Modified (12)
| Entry | Changes |
|---|---|
DevComment1: Event variable for checking the current build's max region.Once the last floor of that region is reached, the 'Yearning… → Event variable, for checking the max region of the current build. If the last floor of that region is reached, the Exped… FloatValues: [2.0] → [1.0] | |
FloatValues: [10.0, 7.0, 4.0, 1.0, -2.0] → [9.0, 6.0, 2.0, -2.0, -5.0] | |
FloatValues: [8.0, 5.0, 2.0, -1.0, -4.0] → [7.0, 4.0, 0.0, -4.0, -7.0] | |
FloatValues: [5.0, 2.0, -1.0, -4.0, -7.0] → [4.0, 1.0, -3.0, -7.0, -10.0] | |
FloatValues: [4.0, 1.0, 0.0, -3.0, -8.0] → [3.0, 0.0, -4.0, -8.0, -11.0] | |
FloatValues: [3.0, 0.0, -1.0, -4.0, -9.0] → [2.0, -1.0, -5.0, -9.0, -12.0] | |
StringValues: | |
DevComment1: Interval between random events, in in-game minutes → Interval between random events, measured in in-game minutes (1 day = 20 real-time minutes; set to occur every 2-4 days)FloatValues: [4320.0, 7200.0] → [2880.0, 5760.0] | |
FloatValues: [100.0] → [50.0] | |
FloatValues: [0.0, 10.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0] → [10.0, 10.0, 10.0, 10.0, 10.0, 10.0, 10.0, 10.0] | |
FloatValues: [0.0, 10.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0] → [10.0, 10.0, 10.0, 10.0, 10.0, 10.0, 10.0, 10.0] | |
FloatValues: [0.0, 10.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0] → [10.0, 10.0, 10.0, 10.0, 10.0, 10.0, 10.0, 10.0] |
Alerts 0 / ~4 / 0
Modified (4)
| Entry | Changes |
|---|---|
Condition: "CurrentMap_Dungeon\n&& EmptyEquipment_Head" → "CurrentMap_Dungeon\n&& !CurrentRegion_Tutorial\n&& EmptyEquipment_Head" | |
Condition: "CurrentMap_Dungeon\n&& EmptyEquipment_Body" → "CurrentMap_Dungeon\n&& !CurrentRegion_Tutorial\n&& EmptyEquipment_Body" | |
Condition: "CurrentMap_Dungeon\n&& EmptyEquipment_Primary" → "CurrentMap_Dungeon\n&& !CurrentRegion_Tutorial\n&& EmptyEquipment_Primary" | |
OnClickAction: "None" → "ShowUI_Research" |
Text / Localization +194 / ~526 / -34
Added (194)
Interaction Option Win Alt
Alt
Interaction Option Mac Alt
Opt
Interaction Invalid Interact Area Disabled
The interaction area is blocked. The interaction area must be clear to use this.
Title Menu Continue
Continue
Create Campaign Iron Mode
Ironman Mode
Manual saves are unavailable, and only one save slot is maintained. Prayer and recruitment results will not change when …
Manual saves are available, and prayer and recruitment results may change when reloading.
Manual saves are unavailable in Ironman Mode.
Create Campaign Difficulty Tooltip Level Up Lock
Stat Lock Feature Upon Level Up
Create Campaign Difficulty Tooltip Level Up On
On
Create Campaign Difficulty Tooltip Level Up Off
Off
Save Load Iron Mode
Ironman Mode:
Saves cannot be loaded in Ironman Mode.
Save Load Iron Mode Switch Notice
Your current Ironman Mode progress will be saved before loading another campaign. Continue?
Save Load Iron Mode Dungeon Load Notice
Progress made in the dungeon will not be saved. Discard all progress since the last save and load anyway?
The other campaign was not loaded because the current Ironman Mode progress could not be saved. Please try again.
Save Load Quick Load
Loads the most recent save ({0}).
Consume Policy UI Preset
{0}
Consume Policy UI Preset0
Allow All
Consume Policy UI Preset1
Allow Meat
Consume Policy UI Preset2
Allow Vegetarian
Consume Policy UI Preset3
Ban All
Consume Policy UI Copy Preset
Copy
Consume Policy UI Paste Preset
Paste Policy from {0}
Consume Policy UI Paste Preset Not Available
No Policy to Paste
Lock Result
Unlock Result
Game Option Vsync
VSync
Entity Summary UI Building Description Grave Owner
Here lies {0}.
Show/Hide Headgear
Entity Summary UI Unit Task Storage To Storage
Carrying {0}...
Credit Category Development
Development Team
Credit Role Directing
Producer
Credit Role Game Design
Game Design
Credit Role Programming
Programming
Credit Role Art
Art
Credit Role Music
Music
Credit Category License
Licenses
Credit License Sound
Sound
Credit License Font
Fonts
Credit Category Community Event
Community Event
Credit Category Special Thanks
Special Thanks
Credit Category Supporters
Supporters
Credit Category Alpha Testers
Alpha Testers
Credit Category Supporters 1
1st Supporters
Credit Category Supporters 2
2nd Supporters
Credit Category Supporters 3
3rd Supporters
Credit Message Thank You For Playing
And to you as well, thank you for playing!
+ 146 more…
Credit Category Community Event Dungeon Settlers Sharing
Dungeon Settlers Sharing Event
Credit Category Community Event Expedition Party
Expedition Party Event
Credit Category Community Event First Strategist
First Strategist Event
Credit Category Community Event Golem Crusher
Golem Crusher Event
Credit Category Community Event Settlement Showcase
Settlement Showcase Event
Credit Hold Left Click Skip Guide
Hold Left Click to Skip
Credit Category Translation
Translation Review Contributors
Credit Role Translation German
German Translation Review Contributors
Credit Role Translation Russian
Russian Translation Review Contributors
Credit Role Translation Chinese Simplified
Simplified Chinese Translation Review Contributors
Credit Role Translation Chinese Traditional
Traditional Chinese Translation Review Contributors
Credit Role Translation Portuguese Brazil
Brazilian Portuguese Translation Review Contributors
Credit Role Translation French
French Translation Review Contributors
Credit Role SFX
Sound Effects
Credit Category External Partners
External Partners
Credit Role QAManager
QA Manager
Credit Role Senior QAEngineer
Senior QA Engineer
Credit Role QAEngineer
QA Engineer
Credit Role Business Development Manager
Business Development Manager
Credit Role Greater China Publisher
Greater China Publisher
Credit Role Global Publisher
Global Publisher
Stove Load UI
KoreanOnly
Human Deputy Commander Effects
The Deputy Commander gains Exceptional Leadership (Human).
All members and any members who join later gain …
All members and any members who join later gain …
Lizardman Deputy Commander Effects
The Deputy Commander gains Exceptional Leadership (Lizardman) and Greatest Warrior.
Lycan Deputy Commander Effects
The Deputy Commander gains Exceptional Leadership (Lycan).
All members and any members who join later gain …
All members and any members who join later gain …
Elf Deputy Commander Effects
The Deputy Commander gains Exceptional Leadership (Elf).
All members and any members who join later gain …
All members and any members who join later gain …
Action Get Affecter
Grant [{0}] to {1}.
Action Add Trait All
Grant [{0}] to all members.
TASK Recreation
Recreation
Building Sub Type Recreation
Recreational Facility
Key Input Type Camera Zoom In
Camera Zoom In
Key Input Type Camera Zoom Out
Camera Zoom Out
Key Input Type Common Confirm
Confirm Notice
Key Input Type Quick Load
Quick Load
A goblin enhanced through experimentation. It has powerful physical abilities, but has lost its sanity.
An officer-grade Sentinel developed by the empire to safeguard its dungeons. Unlike mass-produced units, each Chain Knig…
Its crude ornaments reflect the savage instincts of those who favor impulse over reason.
Crudely made, yet nearly as tough as the powerful bodies of those who wear it.
Deals physical damage equal to {0}% of Physical Attack Power.
If the target is within {1} tile, the damage dealt …
If the target is within {1} tile, the damage dealt …
When HP is {0}% or lower, Magic Attack increases by {1}% and damage taken increases by {2}%.
When performing a physical attack, damage increases by an amount equal to {0}% of Weight.
When HP is {0}% or lower, basic attacks and skills inflict Fracture on the target for {1} seconds.
Deals magic damage equal to {0}% of Magic Attack Power and applies {2} Bleeding for {1} seconds.
Creates an area that deals magic damage equal to {0}% of Magic Attack Power to all enemy units within range and a…
When your health drops to {0}% or less, you gain Barrier equal to {1}% of your lost health for {2} seconds.
When vitality is {0}% or less, it recovers on its own through the Symbiotic Insect (Effect) parasitizing its body…
A valuable treasure chest found in the higher levels of the Abyss.
PLAYERNAME Human Male 66
Vincent
PLAYERNAME Human Male 67
Rimann
PLAYERNAME Human Female 68
Frin
PLAYERNAME Lizard Man Male 101
Lutz
PLAYERNAME Elf Male 67
Ri
PLAYERNAME Elf Male 68
Garels Da'nelior
QUEST Gathering
Gather {0}
QUEST Has Unit Item
Have a member carry {0}
SPEECH Safe Floor
So, are you the advance party for this portal?
SPEECH Safe Floor2
I look forward to seeing what you can accomplish.
SPEECH Safe Floor3
The Guild will manage this floor from now on.
SPEECH Safe Floor4
Next time, please secure a floor with a tavern!
RANDOMTIP 42
You can queue multiple movement destinations with Shift + Right-click.
RANDOMTIP 43
In dungeons, you can only perform Tasks in the current room and adjacent rooms.
RANDOMTIP 44
As your Expedition Rank increases, you can recruit units of new races and backgrounds.
RANDOMTIP 45
When repairing a staff, Essence and Crystals are not required.
As you organize the report on the expedition, a raven flies down and lands on your arm.
"Greetings, brother."
You real…
"Greetings, brother."
You real…
A raven flies down and lands on your arm.
"I hear you have been making quite a name for yourself lately."
The Inspecto…
"I hear you have been making quite a name for yourself lately."
The Inspecto…
"Me? I go wherever insects can be found."
When he reaches through a gap in the cage, a Metal Scarab clacks its hard she…
When he reaches through a gap in the cage, a Metal Scarab clacks its hard she…
"The more the Guild understands the Dungeon, the easier exploration will become. We will know what dangers lie within an…
"My older sister was a renowned hunter even among our clan. She was the one who taught me how to hunt."
As if to hide h…
As if to hide h…
At your question, she narrows her eyes in displeasure.
"I have no reason to tell you."
"It seems you are not affiliate…
"I have no reason to tell you."
"It seems you are not affiliate…
As you approach, the Chain Knight stares at you and the expedition members.
The members tense up and prepare for battle,…
The members tense up and prepare for battle,…
Hmm, on second thought, I think we need a plan.
We should build a statue of the Goddess.
Hmm, on second thought, I think we need a plan.
Hm, the Abyss...
Not interested.
Hmm...
Not interested.
I see.
That's unfortunate.
That's unfortunate.
Just ignore her.
I see.
Wait! I still have something to ask...
Condition Has No Player Affecter DISABLED
The unit is currently have [{0}]
Action Modify Energy Target
{0}'s Energy {2} by {1}.
Removed (34)
Save Load Ironman Mode
BACKGROUNDBIO Beast Hunter 1
BACKGROUNDBIO Beast Hunter 2
Action Add Affecter Building
Modified (526)
| Entry | Changes |
|---|---|
| Intro Notice Notice | en: Welcome to Dungeon Settlers!By clicking 'Confirm', you agree to the Terms of Service and Privacy Policy, and can proceed with the game. This game is still in … → Welcome to Dungeon Settlers! By clicking 'Confirm', you agree to the Terms of Service and Privacy Policy, and can proceed with the game. If a critical bug occu… |
en: Show unlocked buildings → Show/Hide Locked Buildings | |
| Interaction Option Alt Right Click | en: Alt + RMB : Show all interactions → {0} + RMB : Show all interactions |
| Interaction Invalid Indoor Disabled | en: Unavailable: Indoor conditions not met → Must be indoors, enclosed by walls and doors, to use. Corner sections must also be filled to form a room. |
en: Resources are extremely scarce and goods are expensive.Your long term planning and delicate management skills will be put to the test. → Resources are scarce, requiring careful management and planning ahead. | |
en: Enemies are formidable! For players familiar with the game seeking a merciless challenge. Forcibly disables free saves. → Enemies are extremely powerful! This difficulty is intended for players already familiar with the game who seek a grueling challenge. | |
en: Do not play this difficulty, we warned you. Enemies are unreasonably strong.Forcibly disables free saves. → Do not play this difficulty. We warned you. Enemies are unreasonably strong. Ironman Mode is forcibly enabled. | |
| Entity Work Plan Option Until Limit | en: Do untill you have X → Do until you have X |
en: The Stat suggested by the goddess during prayer will increase or decrease by a certain percentage based on the chosen type of consecretionn. → The Stat suggested by the goddess during prayer will increase or decrease by a certain percentage based on the chosen type of consecretion. | |
en: The following features are currently not implemented.They are planned for future development. - Capture and Domesticate Gloth - More Traits Overall - … → The following features are currently not implemented. They are planned for future development. - Capture and Domesticate Gloth - More Traits Overall - … | |
en: Effects that weaken a player's stats.- Weakened - Vulnerable - Slow - Limping - Critical Weakness -… → Effects that weaken a player's stats. - Weakened - Vulnerable - Slow - Limping - Critical Weakness - … | |
| Stake Skill Tree desc | en: Enhances the supporting ability of spear. → Enhances spear based attacks. |
| Narrative Intro Notice 5 | en: To stop the catastrophic disaster,the Guild dispatched expedition teams to dungeons across the world. → To stop the catastrophic disaster, the Guild hastily assembled numerous expedition teams and dispatched them to dungeons across the world. |
en: A percentage modifier applied to all damage taken by the target. Positive values increase incoming damage, while negative values reduce it. → A percentage modifier applied to all damage taken by the target. Positive values increase incoming damage, while negative values reduce it. It cannot go below -… | |
en: A beast that all Gloths obey at the mere sound of its growling breath. This monstrous giant, with a massive body and fearsome destructive power to match, boasts… → A beast that all Gloths obey at the mere rumble of its breathing. This colossal monster possesses a massive body and equally fearsome destructive power. Its maw… | |
en: TODO → An enraged monstrosity that burst from a gap in the mass of flesh that shook the ground and smothered the surroundings keeps its gaze fixed on us. | |
en: An entity of the Abyss in the form of a rabid dog. → An entity of the Abyss in the form of a wild dog. | |
en: Stone Bid → Stone Bead | |
en: A bid for playing. → A bead for playing. | |
en: A core part of machinery. → A material used to construct buildings that require advanced construction techniques. | |
en: A sturdy gear made of metal, transmitting power within various mechanical devices. → The pinnacle of sophisticated engineering. | |
en: A tough grass that thrives in harsh environments. → A material found in forests and used to make cloth. | |
en: Easily found in dungeons in large quantities. → If things get desperate enough, you might have to make porridge out of it. | |
en: Materials made from processed grass → A simple building material made from processed grass. | |
en: Can be used to build walls → Oh, and be careful not to let it blow away in the wind. | |
en: Construction material by processing stone. → A stone used for various purposes, including crafting and construction. | |
en: It is heavy and robust. → There's no getting around the weight. | |
en: A natural ore containing silver. → An ore containing silver that can be refined into ingots. | |
en: A silver containing ore that can be refined into ingots. → A rough ore imbued with a touch of nobility. | |
en: A refined chunk of pure silver. → An ingot refined from silver, used to craft jewelry. | |
en: A refined silver ingot used for making jewelry and accessories. → Silver has been prized by people since ancient times. | |
en: A common animal bone. → A biological material used for various kinds of crafting. | |
en: → Brutal, but useful. | |
en: A shell useful for armor crafting. Extremely tough and resistant to impact. → It is exceptionally durable. | |
en: A soft and fragrant petal. → A soft and fragrant flower petal. | |
en: → Delicate, yet beautiful. | |
en: A crystal that constantly emits faint flames. → An essence of fire used in alchemy. | |
en: A pure essence of fire, an essential material in alchemy. → Faint flames constantly flicker from within. | |
en: A crystal condensed from clear, pristine water. → An essence of water used in alchemy. |
+ 486 more changed…
en: A pure essence of water, an essential material in alchemy. → Clear droplets of water seem to be condensed within. | |
en: A green crystal pulsating with the energy of life. → An essence of nature used in alchemy. | |
en: A pure essence of nature, an essential material in alchemy. → The green crystal seems to pulse with life. | |
en: A stone that feels slightly warm when held. → A lesser fire elemental stone used for various kinds of crafting. | |
en: A glowing red stone infused with the fiery spirit of flames. → It feels faintly warm in your hand. | |
en: A moist stone that seems to be perpetually covered in water droplets. → A lesser water elemental stone used for various kinds of crafting. | |
en: A shimmering blue stone imbued with the refreshing energy of water. → Tiny droplets of water always cling to its surface. | |
en: A life infused stone that carries the scent of fresh leaves. → A lesser nature elemental stone used for various kinds of crafting. | |
en: A radiant green stone brimming with the boundless energy of nature. → It carries the faint, fresh scent of leaves. | |
en: Raw ore containing copper. Can be smelted to obtain pure copper. → An ore used to produce copper ingots through smelting. | |
en: Red veins are visible within the rock crevices. → Reddish veins can be seen running through the rock. | |
en: A standard block of metal made by melting copper ore. → A copper ingot used for various kinds of crafting. | |
en: An important resource that forms the basis of industry. → Sturdy and easy to work with, it has many uses. | |
en: A fiery red crystal that burns like flames. → An intermediate fire elemental stone used for various kinds of crafting. | |
en: A brilliant red stone infused with intense fire energy. → It glows a vivid red and radiates intense heat. | |
en: A Intermediate elemental stone infused with powerful water energy. → An intermediate water elemental stone used for various kinds of crafting. | |
en: Emits a clear energy like ocean waves, making fingertips feel cool. → It gives off a clear blue glow and feels cold to the touch. | |
en: A Intermediate elemental stone containing the essence of life. → An intermediate nature elemental stone used for various kinds of crafting. | |
en: Exudes the scent of a lush forest, radiating warmth to the touch. → It carries the fresh scent of the forest and a gentle warmth. | |
en: A dish made by roasting an entire chunk of monster meat. → A dish made by roasting a large cut of monster meat whole. | |
en: A roasted monster meat dish. → It looks rough, but when properly roasted, it's surprisingly good. | |
en: A meat dish with a crispy exterior and a juicy interior. → A dish made by grilling meat over a fire. | |
en: Grilled meat. It has a delicious aroma. → Crispy on the outside, juicy on the inside, with an appetizing aroma. | |
en: A turnip dish softened by roasting over fire. → A dish made by roasting turnips over a fire. | |
en: A turnip roasted over a fire. It gives off a sweet aroma. → Well-roasted turnips have a mild sweetness and pleasant aroma. | |
en: A dish of finely chopped turnips mixed with fresh vegetables. → A dish made with finely chopped turnips and fresh vegetables. | |
en: This salad is made with fresh turnips. → Crisp and fresh. Certainly much better than grass porridge. | |
en: It's not very tasty, but it's very filling. → It's not much for flavor, but there's plenty of it to fill your stomach. | |
en: A nutritious dish made with tender turnips and grains. → A thick porridge made by slowly cooking turnips. | |
en: It's not very tasty, but it's very filling. → It's not much for flavor, but there's plenty of it to fill your stomach. | |
en: A last-resort emergency food. → An emergency porridge made by boiling grass. | |
en: A porridge made from grass. It tastes terrible, but it will satisfy your immediate hunger. → It tastes terrible, but when there's truly nothing else to eat, this counts as food. | |
en: A dish that somewhat improves the nauseating taste of grass porridge. → A dish made by adding ground magic stone to grass porridge to improve its flavor. | |
en: A porridge made from grass. It tastes terrible, but it will satisfy your immediate hunger. → It truly deserves to be called magic powder! | |
en: Tastes stuffy like its name, but is a valuable source of moisture. → As its name suggests, the outer skin has a dry, chalky taste, but within lies a subtle sweetness. | |
en: A wooden staff embedded with red crystal. → A wooden staff set with a red crystal. | |
en: → A crystal has been carefully set into the lightweight wooden staff. | |
en: A staff made of blood-soaked wood and red crystal. → A staff made of bloodwood and red crystal. | |
en: → An ominous energy runs through its dark crimson grain. | |
en: A staff made of red crystal and bone. → A staff made of bone and red crystal. | |
en: → Despite its grotesque appearance, it is remarkably sturdy. | |
en: A staff made of red crystal and iron. → A staff made of iron and red crystal. | |
en: → As sturdy as it is heavy. | |
en: A wooden staff embedded with blue crystal. → A wooden staff set with a blue crystal. | |
en: → A crystal has been carefully set into the lightweight wooden staff. | |
en: A staff made of blood-soaked wood and blue crystal. → A staff made of bloodwood and blue crystal. | |
en: → An ominous energy runs through its dark crimson grain. | |
en: A staff made of blue crystal and bone. → A staff made of bone and blue crystal. | |
en: → Despite its grotesque appearance, it is remarkably sturdy. | |
en: A staff made of blue crystal and iron. → A staff made of iron and blue crystal. | |
en: → As sturdy as it is heavy. | |
en: A wooden staff embedded with green crystal. → A wooden staff set with a green crystal. | |
en: → A crystal has been carefully set into the lightweight wooden staff. | |
en: A staff made of blood-soaked wood and green crystal. → A staff made of bloodwood and green crystal. | |
en: → An ominous energy runs through its dark crimson grain. | |
en: A staff made of green crystal and bone. → A staff made of bone and green crystal. | |
en: → Despite its grotesque appearance, it is remarkably sturdy. | |
en: A staff made of green crystal and iron. → A staff made of iron and green crystal. | |
en: → As sturdy as it is heavy. | |
en: Primitive but effective in close combat. → Primitive, but sometimes simple is best. | |
en: A durable club crafted from Bloodwood. → A sturdy club made of bloodwood. | |
en: A heavy club that delivers powerful blows. → An ominous energy runs through its dark crimson grain. | |
en: A heavy and sturdy club made from beast bones. → A club made from the sturdy bone of a beast. | |
en: Extremely solid, unlikely to break. → Despite its grotesque appearance, it is remarkably sturdy. | |
en: A heavy iron club designed for crushing blows. → A heavy club made of iron. | |
en: Simple in design but devastating in impact. → Simple in design, but that hardly matters to whoever gets hit. | |
en: A basic axe made of wood. → A simple axe made of wood. | |
en: Low durability, likely to wear out quickly. → With even the blade made of wood, it probably won't last long. | |
en: A sturdy axe made from Bloodwood. → A sturdy axe made of bloodwood. | |
en: The wood grain remains visible and offers excellent cutting power. → An ominous energy runs through its dark crimson grain. | |
en: An axe made from hardened beast bones. → An axe fashioned from the sturdy bone of a beast. | |
en: Sharpened bone withstands heavy impacts. → Bone makes a fine blade, provided it's hard enough. | |
en: A sturdy axe made of refined iron. → A sturdy axe made of iron. | |
en: Well-balanced and easy to handle. → Heavy and sturdy. What more could you ask of an axe? | |
en: A basic spear crafted from lightweight wood. → A simple spear carved from wood. | |
en: Not very sturdy, but easy to handle. → Simple, but a sharp point is often all you need. | |
en: A sharp spear crafted from Bloodwood. → A sturdy spear fashioned from bloodwood. | |
en: The red grain enhances its sharpness and agility. → An ominous energy runs through its dark crimson grain. | |
en: A spear carved from the bones of a beast. → A spear carved from the sturdy bone of a beast. | |
en: Rough in texture, but possesses high piercing power. → Rough, but the point is sharp enough. | |
en: A solid spear made of iron. → A sturdy spear made of iron. | |
en: Heavy, but delivers powerful strikes. → Heavy, but all the more satisfying when it strikes true. | |
en: Low draw strength, but suitable for beginners. → Nothing remarkable, but it sends arrows where they need to go. | |
en: A sturdy bow crafted from Bloodwood. → A sturdy bow made of bloodwood. | |
en: Retains a red wood grain and boasts high draw strength. → An ominous energy runs through its dark crimson grain. | |
en: A bow crafted from the bones of beasts. → A bow fashioned from the bones of beasts. | |
en: A durable bow combining iron and wood. → A sturdy bow made from a combination of iron and wood. | |
en: Slightly heavy but offers great range. → A little heavy. Then again, that also means it's sturdy. | |
en: Devrick's Talisman → A talisman imbued with the power of a Devrick. | |
en: Devrick's Pendant → A pendant imbued with the power of a Devrick. | |
en: An insignia awarded to the Deputy Commander of a Guild expedition of sufficient size. → The member who uses this insignia is appointed Deputy Commander, and the following effects apply based on their race. All Deputy Commanders grant … | |
en: → The insignia awarded to the Deputy Commander of a Guild expedition of sufficient size shines brightly enough to be seen from afar. | |
en: It hinders the movement of the target with obstructive mucus. → A vine whose sticky mucus hinders the movement of enemies it attacks. | |
en: → Once it clings to something, it doesn't let go easily. | |
en: It is a ring made of a bloodstone that absorbs the blood of enemies. → A ring made from bloodstone that absorbs the blood of enemies. | |
en: → The more blood it drinks, the deeper its crimson glow becomes. | |
en: A basic first aid kit containing essential medical supplies. → An aid kit used to rescue a unit that has entered the Near Death state due to Severely Damaged. | |
en: Useful for treating injuries during battle. → Hard to come by. Best saved for when it's truly needed. | |
en: A serum that grants the power to instantly restore a fainted being. → A serum that rescues a unit that has entered the Near Death state due to Severely Damaged, but causes temporary side effects. | |
en: Useful for treating injuries during battle. → If it can pull someone back from death, perhaps the price that follows is a small one. | |
en: A naturally growing herb with healing properties. → A wild herb with a healing effect. | |
en: Can be used raw, but its effect is minimal. → It's bitter enough to make you regret putting it in your mouth. | |
en: → An extremely valuable medicinal herb that can be consumed. | |
en: It always shows weird facial expression. → After letting out a horrible scream, it wears a terribly contorted expression. | |
en: → A sweet and nutritious food harvested from beehives. | |
en: Taking a bite makes you feel like your whole body is energized. → Sweet and delicious. Even a single bite seems to put some spring back in your step. | |
en: → A strange fruit that causes the body to crave blood when consumed. | |
en: It looks eerie, as if soaked in blood. → It looks unsettling, as though it has been soaked in blood. | |
en: → A grotesque creature that has a powerful temporary effect on the body when consumed. | |
en: It looks eerie, as if soaked in blood. → Watching it squirm makes you wonder whether it is really safe to eat. | |
en: A scroll inscribed with magic that instantly teleports the user to the settlement when used. → A magic scroll that instantly returns the user to the settlement. Cannot be used during combat. | |
en: A stone imbued with the soul of a powerful GoblinChiefShaman. → A stone imbued with the soul of a powerful Goblin Chief Shaman. | |
en: A stone imbued with the soul of a powerful ElderGlothSoul. → A stone imbued with the soul of a powerful Elder Gloth. | |
en: A stone imbued with the soul of a powerful Chain Knigh tSentinel. → A stone imbued with the soul of a powerful Chain Knight Sentinel. | |
en: Easy to handle due to its light weight, but lacks power. → Light and easy to handle, but don't expect much power. | |
en: An arrow made from blood-soaked wood. → A sturdy arrow made of bloodwood. | |
en: → An ominous energy runs through its dark crimson grain. | |
en: Arrows carved from beast bones. Light yet piercing. → An arrow carved from the sturdy bone of a beast. | |
en: Flesh tears away, but shards of bone remain. → Flesh tears in an instant. The bone shards linger much longer. | |
en: Heavier but offers superior piercing power. → Heavy, but it bites deep. | |
en: A condensed essence containing mid-grade fire elemental energy. → A mid-grade fire essence used for various kinds of crafting. | |
en: → The concentrated energy of fire constantly radiates intense heat. | |
en: A condensed essence containing mid-grade water elemental energy. → A mid-grade water essence used for various kinds of crafting. | |
en: → The concentrated energy of water sends a chill through your fingertips. | |
en: A condensed essence containing mid-grade nature elemental energy. → A mid-grade nature essence used for various kinds of crafting. | |
en: → A powerful sense of vitality emanates from the concentrated energy of nature. | |
en: Use this item to construct a Merchant Chamber in your settlement.Once the Merchant Chamber is built, a Guild Merchant will be dispatched. → Use this item to construct a Merchant Chamber in your settlement.Once the Merchant Chamber is built, a Guild Merchant will be dispatched. | |
en: → An accurate scale is the beginning of every fair trade. | |
en: A basic grain resource used for cooking. → The most basic grain. | |
en: → Humble, but a good start to a hearty meal. | |
en: A basic one-handed sword made of copper. → A one-handed sword made of copper. | |
en: → Easy to handle and honed to a respectable edge. | |
en: → Not even a scratch is easily found on its hardened blade. | |
en: → The weighty blade is intimidating with every swing. | |
en: A powerful two-handed greatsword made of Arcron. → A sturdy two-handed greatsword made of Arcron. | |
en: → Despite its massive blade, it is remarkably well balanced. | |
en: A nimble dagger made of Arcron. → A sharp dagger made of Arcron. | |
en: → Its small blade retains all the hardness and sharpness of Arcron. | |
en: A basic dagger made of copper. → A dagger made of copper. | |
en: → Small and light, making it easy to wield quickly. | |
en: → Red flames constantly flicker along the staff. | |
en: → Intense heat radiates from the heated copper. | |
en: → Tiny flames constantly flicker across its metal surface. | |
en: → The bronze glows red with the heat contained within. | |
en: → Cold water energy constantly swirls around the staff. | |
en: → Tiny droplets of water always cling to its cold surface. | |
en: → Droplets running along its surface never seem to dry. | |
en: → The bronze surface glimmers faintly with a cool energy. | |
en: Condensed holy energy. Throw this item to remove the dark thorny vines blocking the path in your settlement. → Condensed holy energy. Throw it to remove the dark thorny vines blocking paths in the settlement. | |
en: The settlement expands by the amount of land cleansed of corruption. → The settlement expands as corrupted land is cleansed. | |
en: → A fresh, vital energy lingers around the staff. | |
en: → Despite being metal, it carries a faint scent of grass and earth. | |
en: → A faint warmth of life can be felt from its surface. | |
en: → The energy of life flows quietly through the aged bronze. | |
en: → The deep red garnet gives the staff a striking presence. | |
en: → The red gemstone pairs remarkably well with the color of copper. | |
en: → The red garnet shines vividly against the silvery metal. | |
en: → The warm bronze and deep red garnet complement each other beautifully. | |
en: → The opal shifts through subtle colors depending on the angle. | |
en: → The opal's colors shimmer softly against the warm hue of copper. | |
en: → The opal's colors stand out vividly against the silvery surface. | |
en: → The aged bronze pairs strangely well with the opal's mysterious glow. | |
en: → The vivid green peridot gleams with a lively brilliance. | |
en: → The vivid green gemstone stands out against the warm copper. | |
en: → The silvery metal and bright green gemstone create a striking contrast. | |
en: → The peridot shines vividly against the deep tone of the bronze. | |
en: → Hard and heavy. A solid hit could make armor seem pointless. | |
en: A basic mace made of copper. → A mace made of copper. | |
en: → Simple, but more than capable of delivering a heavy blow. | |
en: → A little soft, but a mace doesn't need to be sharp. | |
en: A mace made of bronze. → A sturdy mace made of bronze. | |
en: → A reliable weapon with a good balance of weight and hardness. | |
en: A combat axe made of Arcron. → A sturdy axe made of Arcron. | |
en: → Its hardened edge rarely grows dull. | |
en: A basic axe made of copper. → An axe made of copper. | |
en: → Easy to handle and honed to a respectable edge. | |
en: → The edge may not last long, but it cuts well enough for now. | |
en: An axe made of bronze. → A sturdy axe made of bronze. | |
en: → Its well-honed bronze edge gleams with a weighty presence. | |
en: A thrusting spear made of Arcron. → A sturdy spear made of Arcron. | |
en: → Its hard, sharp point neither bends nor dulls easily. | |
en: A basic spear made of copper. → A spear made of copper. | |
en: → Simple, but the point is sharp enough. | |
en: → A little soft, but good enough for thrusting. | |
en: A spear made of bronze. → A sturdy spear made of bronze. | |
en: → The solid bronze point delivers reliable force. | |
en: A sturdy bow made of Arcron. → A sturdy bow reinforced with Arcron. | |
en: → Despite its hard materials, it retains remarkable flexibility. | |
en: A bow reinforced with copper fittings. → A bow reinforced with copper. | |
en: → Copper fittings reinforce the bow at its weakest points. | |
en: A bow reinforced with tin fittings. → A bow reinforced with tin. | |
en: → The silvery fittings make it look rather more elegant than an ordinary bow. | |
en: A bow reinforced with bronze fittings. → A sturdy bow reinforced with bronze. | |
en: → Sturdy bronze fittings reliably withstand its powerful draw. | |
en: → Light and comfortable, though it won't stop a truly heavy blow. | |
en: → Hardened Arcron provides formidable protection for the head. | |
en: → Rather heavy, but more than adequate for protecting your head. | |
en: → A little soft, but far better than a bare head. | |
en: A helmet made of bronze. → A sturdy helmet made of bronze. | |
en: → Heavy and solid, offering reliable protection for the head. | |
en: A basic piece of armor made of leather. → Lightweight armor made of leather. | |
en: → It allows for easy movement and remains comfortable over long periods. | |
en: A sturdy suit of armor made of Arcron. → Sturdy armor made of Arcron. | |
en: → Hardened Arcron encases the body in formidable protection. | |
en: → It carries some weight, but feels reassuringly solid. | |
en: → It looks easy to dent, but it's better than nothing. | |
en: Armor made of bronze. → Sturdy armor made of bronze. | |
en: → Solid, heavy bronze plates provide reliable protection. | |
en: → It looks difficult to even scratch with an ordinary attack. | |
en: → Heavy, but sturdy enough to take a solid hit. | |
en: → A few heavy blows might leave it looking rather different. | |
en: A shield made of bronze. → A sturdy shield made of bronze. | |
en: → The solid bronze plate reliably absorbs blows from the front. | |
en: A basic set of equipment for making a simple camp in the dungeon. The Guardian Stone offsets the effects of staying in the dungeon. → A set of equipment for making a simple camp in the dungeon. Its Guardian Stone offsets the effects of prolonged dungeon exposure. | |
en: → Even in a dangerous dungeon, everyone needs a place to catch their breath. | |
en: An arrow made of Arcron. → A sturdy arrow made of Arcron. | |
en: → Its hard, sharp arrowhead rarely grows dull. | |
en: → Easy to handle and honed to a respectable edge. | |
en: → A little soft, but adequate for an arrowhead. | |
en: An arrow made of bronze. → A sturdy arrow made of bronze. | |
en: → Its solid bronze arrowhead bites deep. | |
en: A sword crafted from hardened carapace. → A sword made from hardened carapace. | |
en: → It is remarkably hard and sharp for something that was once part of a living creature. | |
en: A greatsword crafted from hardened carapace. → A greatsword made from hardened carapace. | |
en: → Its blade, fashioned from a massive piece of carapace, is as grotesque as it is intimidating. | |
en: → The edge of the finely honed carapace is surprisingly sharp. | |
en: A carapace staff imbued with fire energy. → A carapace staff imbued with the power of fire spirits. | |
en: → Fiery heat seeps through the hardened carapace. | |
en: A carapace staff imbued with water energy. → A carapace staff imbued with the power of water spirits. | |
en: → Cold droplets clinging to the carapace never seem to dry. | |
en: A carapace staff imbued with nature energy. → A carapace staff imbued with the power of nature spirits. | |
en: → Strangely, the dead carapace seems to radiate the energy of life. | |
en: → The red crystal set into the rough carapace shines vividly. | |
en: → The blue crystal set into the rough carapace shines vividly. | |
en: → The green crystal set into the rough carapace shines vividly. | |
en: A club made of carapace. → A club made from hardened carapace. | |
en: → Rough and crude, but undeniably hard. | |
en: An axe made of carapace. → An axe made from hardened carapace. | |
en: → The carapace has been honed thin and sharp to form an excellent edge. | |
en: A spear made of carapace. → A spear made from hardened carapace. | |
en: → Sharpened carapace makes for an excellent spearhead. | |
en: A bow made of carapace. → A bow made from processed carapace. | |
en: → The hard yet flexible carapace has been skillfully shaped. | |
en: Arrows made of carapace. → An arrow made from hardened carapace. | |
en: → The finely honed carapace arrowhead is light and sharp. | |
en: A finely ground bone powder. → A powder made from finely ground bone. | |
en: → Once ground into powder, bone has a surprising number of uses. | |
en: A rod made from processed carapace. → A crafting material made from a length of processed carapace. | |
en: → Light and sturdy, making it useful for a variety of crafting. | |
en: Basic Attack → Does not attack. | |
en: → It's trembling, utterly terrified. | |
en: Satisfies Hunger and changes Mood by {1} for {0} seconds. → Satisfies Hunger, changes Mood by {1} for {0} seconds, and increases Energy Regeneration. | |
en: Gloth calls out to his companions. → Gloth calls out to its companions. Used when there are two or fewer Gloths in the current battle. | |
en: Focuses the mind, gaining Rush and Fortification for {0} seconds. → Focuses the mind, gaining Rush and Fortification for {0} seconds.This skill is planned for a future update. | |
en: Unleashes three sword waves forward, dealing {0}% of Physical Attack Power as physical damage to all targets in a straight path. → Unleashes three sword waves forward, dealing physical damage equal to {0}% of Physical Attack Power to all targets in a straight path.This skill is plan… | |
en: Applies Taunt to the target for {0} seconds. Damage Dealt against the taunted target increases by {1}%, and Damage Taken fr… → Applies Taunt to the target for {0} seconds. Damage Dealt against the taunted target increases by {1}%, and Damage Taken re… | |
en: TBD → Gain an Barrier equal to 300% of the skill owner's Physical Attack Power for {0} seconds.This skill is planned for a future update. | |
en: Command all Bubblings to immediately dash to the designated tile, dealing {0}% of the caster's Magic Attack Power as magic damage and bursting immediatel… → Summon 2 Bubblings, then command all Bubblings to immediately dash to the designated tile, dealing {0}% of the caster's Magic Attack Power as magic damag… | |
en: Consumes the nearest {0} Bubblelings to summon a Bubbletoad at the designated location. If the number of summoned Bubbletoads exceeds {1}, the Bubbletoad with t… → Consumes the nearest {0} Bubblings to summon a Bubbletoad at the target location.A single unit can summon up to {1} Bubbletoads at a time, and no more than {1}… | |
en: Deals physical damage equal to {0}% of physical attack power to the target. Deals the same amount of damage to enemies located in a straight line along the atta… → Deals physical damage equal to {0}% of physical attack power to the target. Deals the same damage to enemies positioned in a straight line in the direction of t… | |
en: Thrust spear toward the target, dealing damage equal to {0}% of physical attack power to all enemy units, and gain Acceleration for {1} seconds. → Thrusts the spear toward the target, dealing physical damage equal to {0}% of physical attack power to all enemy units, and grants the user … | |
en: Deals physical damage equal to {0}% of Physical Attack {1} times to the target. Deals the same damage to enemies located in a straight line along the direction … → Deals physical damage equal to {0}% of physical attack power to the target {1} times. Deals the same damage to enemies positioned in a straight line in the dire… | |
en: Deals physical damage equal to {0}% of Physical Attack to the target and applies Vulnerable for {1} seconds. → Deals physical damage equal to {0}% of physical attack power to the target and applies Vulnerable for {1} seconds. | |
en: Deals physical damage equal to {0}% of Physical Attack to the target and knocks them back {1} tiles. The target is afflicted with Slow for {2} second… → Deals physical damage equal to {0}% of physical attack power to the target and knocks it back {1} tiles. The target gains Slow for {2} seconds. | |
en: Restores an ally unit's Current Health by {0}% of Magic Attack Power. → Restores an ally unit's Current Health by {0}% of Magic Attack Power.Cannot target the caster. | |
en: If do not move from your position for {0} seconds during combat, damage dealt increases by {1}% and damage taken decreases by {2}%. This effect resets if positi… → If you do not move from your position for {0} seconds during combat, damage dealt increases by {1}% and damage taken increases by {2}%. This effect resets when … | |
en: Critical Damage Bonus taken from critical hits increases. → Damage taken from critical hits increases by 50%. | |
en: Take defense ignoring magic damage equal to {0}% of Max Health Total per second. This effect cannot stack. → Take defense ignoring magic damage equal to {0}% of Max Health Total per 10 second. This effect cannot stack. | |
en: Comfort → Comfort of Home | |
en: Awe → Dungeon Dread | |
en: Calm Leadership → Following Orders | |
en: → Yes, Deputy Commander! | |
en: Holding Funeral → Grave Dug Up | |
en: Held a funeral for a deceased colleague. → The grave of a deceased companion has been dug up. | |
en: We will all remember. → .... | |
en: This is the time of day when members tend to feel drowsy. → This is the time of day when this race feels drowsy. Overall stats decrease. | |
en: → Now... is the time to lie low... | |
en: This is the time period when the expedition member becomes active. → This is the time of day when this race becomes active. Overall stats increase. | |
en: → Yes... it's time to strike at our enemies from the darkness... | |
en: Damage dealt increases by {1}%, and damage taken decreases by {2}%. → Damage dealt increases by {1}%, and damage taken increases by {2}%. | |
en: Dark Whisper → Endless Night | |
en: At night, an unknown voice is heard in the silence. At night, all units gain Dark Whisper. → The night never ends. | |
en: Abyss Rebound → Abyss Overbleed | |
en: When your health drops to {0}% or less, you gain Barrier equal to {1}% of your lost health for {2} seconds. → Every {0} basic attacks apply {2} Bleeding for {1} seconds. | |
en: Diffusive Flame → Blooming Nature | |
en: Night Watchmen patrol the streets while others sleep, keeping watch for danger. → A Night Watchman patrols the streets even while everyone sleeps, keeping watch for danger.Gains Night Vision. | |
en: Leadership → Pioneering Spirit | |
en: The mood increases starting from dungeon floor {0}. → Gain Pioneering Spirit (Effect) from Dungeon floor {0} onward. | |
en: Leadership → Exceptional Leadership | |
en: Grants nearby allies Following Orders through exceptional leadership. → Grants Following Orders to nearby allies through exceptional leadership. | |
en: Precise commands reduce unnecessary losses. → Precise orders reduce unnecessary losses. | |
en: Leadership → Exceptional Leadership | |
en: Grants nearby allies Following Orders through exceptional leadership.New allies acquire Pioneering Spirit. → Grants Following Orders to nearby allies through exceptional leadership. New members gain Pioneering Spirit. | |
en: Precise commands reduce unnecessary losses. → Precise orders reduce unnecessary losses. | |
en: Leadership → Exceptional Leadership | |
en: Grants nearby allies Following Orders through exceptional leadership.New allies acquire Blessing Of The World Tree. → Grants Following Orders to nearby allies through exceptional leadership. New members gain Blessing Of The World Tree. | |
en: Precise commands reduce unnecessary losses. → Precise orders reduce unnecessary losses. | |
en: Leadership → Exceptional Leadership | |
en: Grants nearby allies Following Orders through exceptional leadership.New allies acquire Survival Instinct. → Grants Following Orders to nearby allies through exceptional leadership. New members gain Survival Instinct. | |
en: Precise commands reduce unnecessary losses. → Precise orders reduce unnecessary losses. | |
en: Settlement-Oriented → Homebody | |
en: Inscription of Guardian → Inscription of the Guardian | |
en: Acquire the guardian skill tree. Gain {0} Sub Skill Points. → Acquire the Guardian skill tree. Gain {0} Sub Skill Point. | |
en: Summoned Creature → Bubble Splash | |
en: Infectious Spores → Spore Explosion | |
en: SelfRepair → Self Repair | |
en: A basic storage for keeping food. → A basic storage container for storing food.Applies Preservation to stored items. | |
en: A pottery storage for food. → A pottery storage container for storing food.Applies Preservation (2) to stored items. | |
en: A tainted and decaying corpse. → A tainted and decaying corpse. Contaminated by a vile ooze. Any unit that gathers it may suffer a random negative effect. | |
en: A tainted and decaying corpse. → A tainted and decaying corpse. Contaminated by a vile ooze. Any unit that gathers it may suffer a random negative effect. | |
en: Wood Floor → Plank Floor | |
en: Wood Floor → Plank Floor | |
en: Wood Floor → Plank Floor | |
| PLAYERNAME Lycan Female 8 | en: Ahmose Nefertari → Ahmose |
en: WIP Notice → Notice | |
en: Hello! Dungeon Settlers is currently in the beta development stage. There are many Not Implemented Feature, and various bugs may occur.## If a critical bug o… → Hello! If a critical bug occurs that seriously disrupts gameplay, please close the game completely and restart it. ## TIP: Dungeon Settlers is designed to be … | |
en: Activate pick up mode by clicking the 'Pick Up' button at the bottom right or pressing the C key.Picked up items are stored in the unit's 'Inventory'. ## TIP:… → You can activate Pick Up Mode by clicking the 'Pick Up' button at the bottom right of the screen or pressing the C key. Picked-up items are added to the unit's… | |
en: Base Building Basics → Construction and Demolition | |
en: When no entity is selected, you can open the 'Construction Menu' at the bottom left of the screen, left click a building to construct, and then left click on a … → When no entity is selected, you can open the 'Construction Menu' at the bottom left of the screen, left click a building to construct, and then left click on a … | |
en: "The eyelids are heavier than a thousand weights, for no strongman can lift them..."- Girim, Guild Scribe Bedrooms where expedition members can stay and sleep… → Private Room Sharing a bedroom with others can make expedition members feel that their personal space is being invaded. To provide expedition members with the h… | |
en: "Muscles strike iron, iron strikes wood, and wood holds fast to magic stones.Everything in the workshop is entwined like grapevines. Human sweat and fruit ming… → Workshop A space prepared for work. Increases work speed. Poor Workshop Mediocre Workshop Normal Workshop Decent Workshop Magic Worksh… | |
en: Room Type: Laboratory → Room Type: Research Lab | |
en: "This place... was prepared for me...A place where I can pour everything into uncovering and discovering, my dim, immaculate, and somehow melancholy..." - Svya… → Research Lab A space prepared for research. Increases research speed. Poor Research Lab Mediocre Research Lab Normal Research Lab … | |
en: "Humanity's longing for the sacred stood steadfast even amid the splendor of the Elos Empire, which acted as though no gods existed."- Miguel, City Hall Secret… → Temple A place for worshipping the Goddess. The more sacred the place becomes, the more willingly the Goddess will bestow her grace upon the faithful. … | |
en: Room Type: Merchant Room → Room Type: Merchant Chamber | |
en: "So, how much were you looking to spend?"- Jake, Lycan Marketplace Merchant Merchant Room Merchants bring more than goods. They also bring news and possibili… → Merchant Chamber Once a Merchant Chamber is built, the Guild will dispatch a merchant. You can trade various resources here. Merchant Chamber | |
en: Room Type: Dining Hall → Room Type: Dining Room | |
en: "On the battlefield, eating well means you have already accomplished eighty percent of the mission." - Battle Cook Yoshiteru Dining Hall Food relieves hunger… → Dining Room Meals are more enjoyable in the Dining Room. Poor Dining Room Mediocre Dining Room Normal Dining Room Decent Dining Room | |
en: "Look at those colors revealed as luck and skill are cast upon the floor. Do they not remind you of the Vermilion Bird scattering its own feathers with every be… → Recreation RoomAllows recreation to be enjoyed more efficiently. Poor Recreation Room Mediocre Recreation Room Normal Recreation Room … | |
en: Traits represent a unit's origin, disposition, physical characteristics, growth history, and other defining elements, and can be checked in the character window… → Traits represent a unit's background, disposition, physical characteristics, growth history, and other defining elements, and can be checked in the character wi… | |
en: Some structures, such as beds or Research Stations, can only be constructed indoors.To qualify as an indoor space, the area must be fully enclosed by walls and… → Some structures, such as beds or Research Stations, can only be constructed indoors. To qualify as an indoor space, the area must be fully enclosed by walls and… | |
en: Expedition Member Death and Bodies → Death and Funeral | |
en: The body of an expedition member who dies in the settlement will remain where it is. Until the body is properly buried, that expedition member will continue to … → The body of an expedition member who dies in the settlement will remain where it is. Until the body is properly buried, that expedition member will continue to … | |
en: Carapace Processing II → Carapace Processing I | |
en: Carapace Processing III → Carapace Processing II | |
en: Research Insect → Insect Study1 | |
en: Research Insect 2 → Insect Study2 | |
en: Research Insect 3 → Insect Study3 | |
en: Research Insect 4 → Insect Study4 | |
| RANDOMTIP 27 | en: Only a portion of Resources used in construction is refunded when demolished. → Only half of the resources used to build walls and doors are returned upon demolition. All other buildable structures return all resources. |
en: Expedition Support (3) → Request for Aid | |
en: The Watching One 2 → The Questioning Being | |
en: Thank you for playing the Dungeon Settlers demo.This demo was prepared to give you an early look at the core gameplay loop of Dungeon Settlers. Many parts of… → Korean Only_Platform_Stove | |
en: Communication begins, and you thrust the severed head of the enormous rat before the raven's eyes."So you really did kill it. I can't say I expected much..." … → Communication begins, and you thrust the severed head of the enormous rat before the raven's eyes. "So you really did kill it. I can't say I expected much..." … | |
en: As you wave them off, the expedition members scratch their heads and return to their duties.Surely the Expedition Leader already has a solid plan in mind! TI… → As you wave them off, the expedition members scratch their heads and return to their duties. Surely the Expedition Leader already has a solid plan in mind! TI… | |
en: A raven flies in from afar and lands upon your forearm."To be honest, I did not expect your group to last very long. Yet, I suppose I must admit I was wrong. … → A raven flies in from afar and lands upon your forearm. "To be honest, I did not expect your group to last very long. Yet, I suppose I must admit I was wrong. … | |
en: {0}, newly appointed as deputy commander, respectfully accepts the insignia you present with both hands.They then turn to face the expedition members with a tr… → The newly appointed Deputy Commander, {0}, respectfully receives the insignia you present with both hands. Then, turning around, they look proudly upon the memb… | |
en: Amid loud murmurs, the expedition members come to see you. Among them, one person steps forward as if having made up their mind."We can't take this any longer… → A noisy murmur rises as the expedition members come to see you. Among them, {0} steps forward with a determined look. "We cannot take this anymore. We are risk… | |
en: The expedition members' eyes widen at your words. In an instant, their expressions shift from exhaustion to surprise and delight. The mood of the conversation s… → At your words, the expedition members' expressions shift from anger to surprise and delight, and the hostile mood begins to ease."Is that true, Commander?" A… | |
en: As the surroundings grow quiet for a moment, you take a deep breath and begin to speak."I know well how hard you have all fought, and how many hardships we ha… → As the surroundings grow quiet, you slowly continue. "I know how hard all of you have been fighting. Things are difficult now, but once we overcome this crisis… | |
en: For a brief moment, it seems your persuasion has calmed the room, but the expedition members' dissatisfaction does not fade so easily. {0} raises their voice on… → Your persuasion seems to quiet them for a moment, but the expedition members' discontent does not subside so easily. {0} raises their voice once more."Do not … | |
en: Once preparations for your speech regarding the expedition's success are complete, everyone gathers. Their eyes burn brighter than ever before, filled with hope… → The expedition members gather to celebrate the success of this expedition. You look around at everyone before slowly beginning to speak."We did it! We conquer… | |
en: Strange Crevice → You discover a fissure split across the floor. From within the darkness, you feel something watching you.Thump, thump, thump. A pulse echoes from beneath the… | |
en: 1 Stack → When you hold the meat before the fissure, thin strands of flesh reach out and coil around the meat alone. After it vanishes into the darkness, the entire room … | |
en: 2 Stacks - Add a reward to monster meat → Sho,,,,geoo,,s.,.. As the second piece of meat disappears, two small lumps rise in succession along the edge of the fissure, then sink back down. When an exp… | |
en: 3 Stacks → Immediately after swallowing the third piece of meat, the room's pulse abruptly stops.A moment later, the fissure twists as though retching and spits Mana Sto… | |
en: 4 Stacks → When you offer the fourth piece, something inside takes only the meat without touching your fingers. Its movement is more careful and practiced than before.So… | |
en: 5 Stacks → As the fifth piece of meat disappears, the room fills with a scent like ginger and mustard burning in a fire.Yet each expedition member describes a different … | |
en: 6 Stacks → After swallowing the sixth piece of meat, the fissure contracts slowly six times, then falls still.Creeeak! Tick... taste... ting! In the silence, three clea… | |
en: Final Reward → As the seventh piece of meat disappears into the darkness, the flesh covering the room contracts all at once.Deep within the fissure, something moves like a g… | |
en: A raven flies over the thorny vines and settles on your arm.Its eyes glow blue, and a man's voice issues from its beak. "The Dungeon is becoming far more dan… → A raven flies over the thorny vines and settles on your arm. Its eyes glow blue, and a man's voice issues from its beak. "The Dungeon is becoming far more dang… | |
en: When you wave the matter aside, the expedition members scratch their heads and return to their posts.Surely the Expedition Commander already has an excellent … → As you wave them off, the expedition members scratch their heads and return to their duties. Surely the Expedition Leader already has a solid plan in mind! TI… | |
en: A masked figure stands beside a wooden cage filled with insects. After observing the Acid Insects trapped within for some time, he begins writing something down… → A masked figure stands beside a wooden cage filled with insects. You make your presence known as you approach, but he seems more interested in the insects than … | |
en: When you nod, he turns back to the Acid Insects without any visible excitement.Watching one of them move, he murmurs to himself. "What process produces that … → When you nod, he becomes lost in thought once more. "What process could produce acid inside its body...?" He begins scribbling in his notebook and appears to … | |
en: Xenon looks away from the Acid Insects and turns his attention to a nearby Spore Insect. As he watches it, the corners of his mouth slowly curl upward."At fir… → Xenon looks away from the Acid Insect and toward a nearby Spore Insect. As he watches it, the corners of his mouth slowly curl upward. "At first, I thought it … | |
en: When you accept the note, he nods with satisfaction."Good. This should be enough to test my hypothesis." He turns back to the Spore Insect and murmurs to him… → As you take the note, he nods in satisfaction. "Ah, and don't forget: Spore Insects only inhabit deep within the forest." He looks back at the Spore Insect an… | |
en: Xenon shows little reaction when you approach, continuing to flip through his notebook. After a moment, he finally speaks."You're here." He taps one of the o… → As you approach, Xenon flips through his notebook without much reaction. After a moment, he speaks. "You're here." He taps a section of the open record with h… | |
en: Resting his chin on one hand, he murmurs to himself."It looks like an insect that should have gone extinct long ago... What mechanism could possibly keep it a… → Resting his chin on one hand, he mutters to himself. "It seems like an insect that should have gone extinct long ago... What principle keeps it alive?" He imm… | |
en: When you hand him the investigation results, he silently opens his notebook and reads through them.After a brief silence, his pen begins racing across the pag… → When you hand him your observation records, he silently opens his notebook and reads through them. After a brief silence, his pen begins racing across the page… | |
en: When you hand over the investigation results, Xenon silently opens his notebook and reads through them."Oh... What an extraordinary discovery." He tilts his … → When you hand over your observation records, Xenon silently opens his notebook and reads through them. "Oh... What an extraordinary discovery." He tips his he… | |
en: Xenon quickly scans the research material you hand him. After a brief silence, he clutches his head with both hands."Ah... Of course! That's it! Why did it ta… → When you hand over your observation records, Xenon scans them quickly. After a brief silence, he clutches his head with both hands. "Ah... Yes! That is it! Why… | |
en: TODO → He is examining the golem wreckage.He looks very tired. | |
en: Crouched on the ground as he examines the remains of a destroyed golem, he slowly turns toward you, looking weary."It has been many years since the Magic Empi… → Crouching on the floor as he examines the remains of a destroyed golem, he slowly turns to you, looking weary. "It has been a long time since the Magic Empire … | |
en: When you accept the request, he gives a weary nod."Don't push yourself. A brief investigation will be enough." → When you accept the request, he gives a weary nod. "Don't push yourself. A brief investigation will be enough. That Magic Device is usually found somewhat deep… | |
en: While tending to the beast she had slain, she catches wind of your approach and swiftly turns to face you."Best not come any closer." Her sharp gaze settles … → While dressing her kill, she senses your presence and spins around. "You had better not come any closer." Her hand is poised to draw the bowstring at any mome… | |
en: She lets out a faint chuckle at your reply."A White Mawmurk is no common beast. When they catch sight of a person… they do not flee. They hunt." Her fingerti… → She lets out a small laugh at your answer. "White Mawmurks only inhabit the deep forest. Let me warn you in advance: they are no ordinary beasts. When they see… | |
en: At your words, she falls briefly speechless before narrowing her eyes and letting out a disbelieving laugh."...What? Are you insane?" She looks you up and do… → At your words, she is speechless for a moment. Then she furrows her brow and lets out a disbelieving laugh. "...What? Are you insane?" She looks you over as t… | |
en: "An expedition... Not a bad choice if I intend to investigate the deepest reaches of the Dungeon."After briefly reviewing the mission documents, he murmurs un… → "An expedition... Not a bad choice if I am to investigate the depths of the Dungeon." After briefly scanning the mission papers, he mutters under his breath. … | |
en: When you nod, Perion quietly nods in return."Understood." He reorganizes the mission documents and resumes his notes. "Come back when you find the specimen.… → When you nod, Perion quietly nods in return. "Understood. I've heard the Specimen is found in the deepest part of the Festering Burrow." He straightens the mi… | |
en: A raven quietly flies through the thorned vines and lands upon your forearm.
Its eyes slowly begin to glow with a faint blue light."There is someone who insis… → A raven quietly flies through the thorned vines and lands upon your forearm. Its eyes slowly begin to glow with a faint blue light. "There is someone who insis… | |
en: A raven flies over the thorny vines and lands before you.
Its eyes turn blue, and the Inspector's voice soon issues from its beak.
"Expedition Commander, I'm… → A raven flies over the thorny vines and lands before you. Its eyes turn blue, and the Inspector's voice soon issues from its beak. "Expedition Commander, I am … | |
en: While discussing the expedition's operation with you, {0} cautiously speaks up.
"Commander, why don't we request expedition support from the Guild? Given our… → While discussing the expedition's operation with you, {0} cautiously speaks up. "Commander, why don't we request expedition support from the Guild? Given our p… | |
en: You burned everything and recovered the bones. → When the expedition members throw their torches, the sticky vines begin burning fiercely and belching black smoke.Once the flames die down, nothing remains bu… | |
en: Rustling through the nearby undergrowth, {0} calls out to you."Commander, there's a hidden opening here." When you clear away the branches and leaves, you fi… → While examining the nearby undergrowth, {0} motions for you to come closer. "Commander, there's a burrow here." When you push aside the branches, a narrow bur… | |
en: {0} crouches down and crawls into the narrow hole. A short while later, they emerge carrying something in their arms."This looks fairly useful." → {0} crouches down and crawls into the narrow burrow. A short while later, they drag out four chunks of tough raw meat wrapped in dry leaves. Tiny incisor marks… | |
en: {0} crouches down and crawls into the narrow hole. A short while later, they emerge carrying something in their arms."This looks fairly useful." → {0} emerges from the burrow carrying two dirt-covered turnips. Their leaves have been bitten short, and tiny incisor marks remain on their skins. Both are smal… | |
en: {0} crouches down and crawls into the narrow hole. A short while later, they emerge carrying something in their arms."This looks fairly useful." → After rummaging deep inside the burrow, {0} crawls out cradling two lumps of damp clay. The clay is quite fine and sticky, with hardly any stones or roots mixe… | |
en: {0} crouches down, crawls deep into the hole, and begins searching every corner.Then a rustling comes from the nearby undergrowth. A pack of Mawmurks, returni… → Crouching low, {0} ventures deep into the burrow and rummages through a pile of dry grass. Then a dry branch snaps in the bushes behind you. A murmok appears … | |
en: A clamor begins to rise from across the way.The pounding of drums, lively pipes, and murmurs in an unknown tongue mingle together and draw steadily closer. So… → A clamor begins to rise from across the way. The pounding of drums, lively pipes, and murmurs in an unknown tongue mingle together and draw steadily closer. So… | |
en: Strange smiles spread across their faces."Very well. Then we shall make you @##$@." In an instant, countless voices, images, and fragments of unknown knowled… → Strange smiles spread across their faces. "Very well. Then we shall make you &%$&." In an instant, countless voices, images, and fragments of unknown knowledg… | |
en: "Haa..."With help, she barely manages to lift herself up and catches her breath with difficulty. "What about Jack and Ivan, who were with you?" At your ques… → "Haaah..." With help, she barely manages to rise and struggles to catch her breath. "What about Jack and Ivan? They were with you." Her expression darkens at… | |
en: View Roadmap → Leave | |
en: We have taken another step forward! → A remarkable achievement! | |
en: Give it monster meat → Throw in the meat | |
en: Throw in a torch → Stab the inside | |
en: Leave → Stare into it | |
en: Give it monster meat → Throw in the meat | |
en: Throw in a torch → Stab the inside | |
en: Leave → Stare into it | |
en: Give it monster meat → Throw in the meat | |
en: Throw in a torch → Stab the inside | |
en: Leave → Stare into it | |
en: Give it monster meat → Throw in the meat | |
en: Throw in a torch → Stab the inside | |
en: Leave → Stare into it | |
en: Give it monster meat → Throw in the meat | |
en: Throw in a torch → Stab the inside | |
en: Leave → Stare into it | |
en: Give it monster meat → Throw in the meat | |
en: Throw in a torch → Stab the inside | |
en: Leave → Stare into it | |
en: Give it monster meat → Throw in the meat | |
en: Throw in a torch → Stab the inside | |
en: Leave → Stare into it | |
en: Leave → Good heavens. | |
en: Not interested. → What are you doing here? | |
en: Not interested. → Why should I? | |
en: That's unfortunate. → What happened? | |
en: Just ignore her. → Who are you? | |
en: Understood. → Welcome, I'm glad you've joined us. | |
en: Leave → Let's stop here. | |
en: Leave → Let's stop here. | |
en: Leave → Let's stop here. | |
en: Oh, no! → Raise your weapons! | |
en: I feel like dancing too. → ...Let's surrender ourselves to the music. | |
en: Explain clearly what you mean. → Explain it so we can understand what you're talking about! | |
en: Good heavens. → That was... truly incredible. | |
en: Injected Truth → Ahh... Ah... ah... | |
| Condition Has Item DISABLED | en: TODO → You must have {0}. |
| Condition Has Population DISABLED | en: Cannot recruit units. → The expedition party is full. |
| Action Add Status | en: TODO → {1} increased [{0}] by {2}. |
| Action Play Building Animation | en: TODO → |
| Action Remove Item | en: Remove an item. → You need at least {1} [{0}]. |
| Node D010 Common Mood | en: You slowly look over the expedition members gathered nearby. Their slumped shoulders and hollow, weary eyes are steeped in fatigue and discontent."We need to … → You slowly look over the expedition members gathered nearby. Their slumped shoulders and hollow, weary eyes are steeped in fatigue and discontent. "We won't be… |
| Node D010 Rank3 Room Type4 | en: Things had improved, but the expedition members still wanted to dine in a better environment.Providing a Normal Dining Room would also have a positive effect o… → Things have improved since before, but the expedition members want to dine in a better environment. Improving the dining room environment will also have a posit… |
en: We need to research Hunting Processing. → We need to research Wood Processing II. | |
en: We need to research Wood Processing 2. → We need to research Wooden Housing. | |
en: We need to research Basic Alchemy. → We need to research Hunting Processing. | |
en: We need to research Basic Cuisine. → We need to research Basic Alchemy. | |
en: We need to research Wooden Housing. → We need to research Textile Processing. | |
en: We need to research Textile Processing. → We need to research Basic Cuisine. | |
en: We need to research Carapace Processing. → We need to research Bone Processing. | |
en: We need to research Staff Crafting. → We need to research Carapace Processing II. | |
en: We need to research Relief Rations. → We need to research Staff Crafting. | |
en: We need to research Basic Farming. → We need to research Relief Rations. | |
en: We need to research Basic Monster Cuisine. → We need to research Basic Farming. | |
en: We need to research Bone Processing. → We need to research Basic Monster Cuisine. | |
en: We need to research Carapace Processing 2. → We need to research Bone Processing II. | |
en: We need to research Bone Processing 2. → We need to research Carapace Processing III. | |
en: We need to research Basic Crafts. → We need to research Casting Processing. | |
en: We need to research Leather Processing 1. → We need to research Leather Processing. | |
en: We need to research Advanced Cooking. → We need to research Improved Cuisine. | |
en: We need to research Burrow Monster Cooking. → We need to research Underground Monster Cuisine. | |
| Node DR000 Rank3 Resource1 | en: Have fewer than 20 Stone → With enough Stone secured, we now have the foundation needed to build better facilities."Let's put it to good use and make this place better." |
| Node DR000 Rank3 Resource2 | en: Have fewer than 15 Ceramics → With enough Ceramics secured, we can now afford to craft a wider variety of things."Let's put it to good use and make this place better." |
| Node DR000 Rank3 Food | en: Have less than 2 days of food stockpiles with Mood 3 or higher → We can now provide tastier meals for our expedition members!"Nothing restores the spirits of weary members like a delicious meal." |
| Node DR000 Rank3 Level | en: Have fewer than 2 members at level 5 or higher → Experienced expedition members have now become the dependable backbone of the expedition."Now our expedition has reliable members who can hold everything toge… |
| Node DR000 Rank3 Room Type1 | en: Have fewer than 2 Private Rooms of Normal quality or higher → Private rooms have now become comfortable spaces where expedition members can rest properly."This should be more than enough to recover from a long day." |
| Node DR000 Rank3 Room Type2 | en: Have at least 2 and fewer than 3 Private Rooms of Normal quality or higher → With plenty of private rooms available, most expedition members can now rest comfortably in spaces of their own."Now we won't have to worry about where the me… |
| Node DR000 Rank3 Room Type3 | en: Have fewer than 1 Temple of Normal quality or higher → The orderly temple now carries a naturally reverent and tranquil atmosphere."At last, this is a place worthy of properly honoring the Goddess." |
| Node DR000 Rank3 Room Type4 | en: Have fewer than 1 Dining Room of Normal quality or higher → The dining hall has become a welcoming place where expedition members can share meals and relax."At least during mealtimes, everyone can rest easy." |
| Node DR000 Rank3 Room Type5 | en: Have fewer than 1 Research Lab of Normal quality or higher → The research facility now has enough equipment and reference materials to support reliable research."Now we can carry out most research here without difficult… |
| Node DR000 Rank3 Room Type6 | en: Have fewer than 1 Workshop of Normal quality or higher → The workshop is now well equipped with everything needed for crafting, allowing it to handle a variety of tasks reliably."With equipment like this, we should … |
| Node DR000 Rank3 Room Type7 | en: Have fewer than 1 Magic Workshop of Normal quality or higher → The Magic Workshop has taken shape as a proper workspace where magic and materials can be handled safely."Good. Now we can finally make proper magic tools." |
| Node DR000 Rank3 Elite | en: Have never defeated Elder Gloth → Successfully defeating Elder Gloth filled the expedition members with confidence.The expedition's renown is also spreading among the other expeditions affiliat… |
en: Explorers Wanted → Expedition Founding |
Unit Appearance +23 / ~24 / 0
Added (23)
Modified (24)
| Entry | Changes |
|---|---|
HairType: 75 → 69HairTypeName: "Short_Red" → "Short09_Red" | |
PersonalityType: 3 → 0PersonalityTypeName: "Female_Cool" → "Male_Cool" | |
HairType: 22 → 5HairTypeName: "Long_White" → "Long02_White"PersonalityType: 4 → 1PersonalityTypeName: "Female_Aggressive" → "Male_Aggressive" | |
HairType: 50 → 38HairTypeName: "Short06_Orange" → "Short04_Orange" | |
HairType: 39 → 63HairTypeName: "Short04_Red" → "Short08_Red" | |
AppearWeight: 0 → 100DevComment1: Unique → Female Human VisualFacialDecoType: 14 → 0FacialDecoTypeName: "FaceScar01_Peach" → "None"HairType: 61 → 7HairTypeName: "Short08_Brown" → "Long03_Blonde"Portrait: "NPC_001" → "HumanStandardFemale_021"SkinColor: 1 → 0SkinColorName: "Peach" → "White" | |
FacialDecoType: 5 → 12FacialDecoTypeName: "Mustache_Red" → "Mustache02_Red" | |
HairType: 16 → 5HairTypeName: "Long04_White" → "Long02_White" | |
HairType: 19 → 2HairTypeName: "Long_Brown" → "Long02_Brown" | |
PersonalityType: 5 → 2PersonalityTypeName: "Female_Kind" → "Male_Kind" | |
PersonalityType: 4 → 1PersonalityTypeName: "Female_Aggressive" → "Male_Aggressive" | |
PersonalityType: 4 → 1PersonalityTypeName: "Female_Aggressive" → "Male_Aggressive" | |
PersonalityType: 3 → 0PersonalityTypeName: "Female_Cool" → "Male_Cool" | |
AppearWeight: 100 → 0 | |
EyesType: 1 → 4EyesTypeName: "Yellow" → "Green" | |
EyesType: 1 → 4EyesTypeName: "Yellow" → "Green" | |
AppearWeight: 0 → 100DevComment1: Unique → Male Elf VisualEyesType: 0 → 5EyesTypeName: "Black" → "Red"HairType: 127 → 103HairTypeName: "Elf11_Green" → "Elf06_Green"Portrait: "NPC_000" → "ElfStandardMale_012" | |
EyesType: 1 → 5EyesTypeName: "Yellow" → "Red" | |
EyesType: 3 → 5EyesTypeName: "Blue" → "Red" | |
EyesType: 5 → 0EyesTypeName: "Red" → "Black" | |
PersonalityType: 7 → 6PersonalityTypeName: "Female_Cautious" → "Male_Cautious" | |
PersonalityType: 7 → 6PersonalityTypeName: "Female_Cautious" → "Male_Cautious" | |
HairType: 88 → 93HairTypeName: "Elf03_Green" → "Elf04_Green" | |
EyesType: 1 → 4EyesTypeName: "Yellow" → "Green"HairType: 112 → 85HairTypeName: "Elf08_Blue" → "Elf02_White" |
No matching changes in this build.
Dev-internal changes ~63 - dev comments, editor-only fields, Korean localization churn
Units & Monsters ~1
| Entry | Changes |
|---|---|
Dev_Art: "X" → "O"Dev_CopseArt: "X" → "O" |
Skills ~4
| Entry | Changes |
|---|---|
DevComment_SkillFloatValues: Restores {0} stamina when dealing a melee physical critical hit to an enemy. → When you deal melee physical critical damage to an enemy with a skill, recover {0} Energy. | |
DevComment_SkillFloatValues: Deals physical damage equal to {0}% of magic attack power to the target. → Deals physical damage equal to {0}% of physical attack power to the target. | |
DevComment_SkillFloatValues: For {0} seconds, skill cooldown reduction increases by {1}%. → Skill cooldown reduction increases by {1}% for {0} seconds.Skill cooldown reduction increases by {1} for {0} seconds. |
Affecters ~6
| Entry | Changes |
|---|---|
DevComment2: When 3 stacks accumulate, applies Stun for 5 seconds. (PS: Stacks reset when Stun is applied.) → When 2 stacks accumulate, applies a 1-second stun. (PS: the stack resets when the stun is applied) | |
DevComment3: The actual timing of effect application is governed by the item skill sheet data. → Attached to Item | |
DevComment2: For {0} seconds, skill cooldown reduction increases by {1}%. → Skill cooldown reduction increases by {1} for {0} seconds. | |
DevComment2: For {0} seconds, magic resistance increases by {1}% → Magic resistance increases by {1} for {0} seconds | |
DevComment2: For {0} seconds, physical resistance increases by {1}% → Physical resistance increases by {1} for {0} seconds | |
DevComment2: Changes every {0} minutes. → Changes according to the number of minutes specified in the game system sheet. |
Loot Tables ~6
| Entry | Changes |
|---|---|
DevComment1: Gathering_Dust Bulb → Gather_Dust Bulb (Field Farming) | |
DevComment1: Gathering_Dust Bulb Early Harvest (Fixed) → Gather_Dust Bulb Early Harvest Fixed (Field Farming) | |
DevComment1: Gathering_Red Crystal (Random) <Medium> → Gather_Blue Crystal Random<Medium> | |
DevComment1: Gathering_Red Crystal (Random) <Small> → Gather_Blue Crystal Random<Small> | |
DevComment1: Gathering_Red Crystal (Random) <Medium> → Gather_Green Crystal Random<Medium> | |
DevComment1: Gathering_Red Crystal (Random) <Small> → Gather_Green Crystal Random<Small> |
Events ~3
Event Nodes ~26
| Entry | Changes |
|---|---|
DevComment: Not sure whether spawning the initial units via an event is a good approach. → "-" | |
DevComment: The newly appointed Vice Captain {0} humbly receives the badge you bestow with both hands.He immediately turns and face… → The newly appointed Vice Captain {0} humbly receives the badge you bestow with both hands. He immediately turns and face… | |
DevComment: Amid noisy murmuring, the members come looking for you. One of them steps forward as if resolved."We can't take it any… → Amid noisy murmuring, the members come looking for you. Among them, {0} steps forward, looking determined. "We can't ta… | |
DevComment: Hearing your words, the members' eyes widen. Their expressions shift in an instant from fatigue to surprise and joy. The… → Hearing your words, the members' expressions shift to surprise and joy, and the tense mood eases."Really, Chief?" {0}… | |
DevComment: As the surroundings fall quiet for a moment, you take a deep breath and slowly continue speaking."I know well how hard… → As things around you fall quiet for a moment, you slowly continue speaking. "I know well how hard you've all been fight… | |
DevComment: Your persuasion seemed to quiet things down for a moment, but the members' discontent did not settle so easily. {0} shou… → Your persuasion seems to quiet things for a moment, but the members' discontent doesn't settle so easily. {0} shouts lou… | |
DevComment: As you finish preparing to give a speech about the results of this expedition, everyone gathers around. Their eyes burn … → The members gather together to celebrate the results of this expedition. You look around at everyone, then slowly begin … | |
DevComment: Beyond the thorn vines, a raven flies down and perches on your arm.Its eyes glow blue, and a man's voice flows out. "T… → A crow flies over the thorny vines and lands on your arm. Its eyes glow blue, and a man's voice speaks. "The dungeon is… | |
DevComment: Xenon turns his gaze from the acid insect and looks at a nearby spore insect. After studying it for a moment, the corner… → Zenon takes his eyes off the acid bug and looks at a nearby spore bug. After studying it for a moment, the corner of his… | |
DevComment: As you hand over the survey results, he silently opens his notebook and skims through the contents.After a moment of s… → As you hand over the observation notes, he silently opens his notebook and skims through the contents. After a moment o… | |
DevComment: Investigating the golem remains.He looks very tired. → He is examining the golem wreckage. He looks very tired. | |
DevComment: "An expedition team... that's not a bad choice for investigating deep in the dungeon."After briefly skimming through t… → "An expedition... not a bad choice, if you want to investigate the depths of the dungeon." He glances briefly over the … | |
DevComment: A crow quietly flies in through the thorny vines and lands on your forearm. Its eyes slowly turn a shade of blue."Ther… → A crow quietly flies through the thorny vines and lands on your forearm. Its eyes slowly turn blue. "There's someone wh… | |
DevComment: A raven flies over the thorn vines and perches in front of you. Its eyes tint blue, and then the Overseer's voice flows … → A crow flies over the thorny vines and lands in front of you.Its eyes turn blue, and the Supervisor's voice speaks. "E… | |
DevComment: {0}, who had been discussing expedition operations with you, carefully speaks up."Commander, how about we ask the guil… → {0}, who has been discussing expedition management with you, speaks up cautiously. "Chief, why not ask the guild for ex… | |
DevComment: Burned it all and obtained bones. → When members threw torches, the sticky vines began to burn fiercely, belching black smoke.When the flames subsided, on… | |
DevComment: Rustling from the nearby brush, {0} calls out to you."Leader, there's a hidden hole here." As branches and leaves are… → {0}, who was checking the nearby bushes, waves you over. ""Captain, there's a burrow here."" You clear away the branch… | |
DevComment: {0} crouches and crawls into the narrow hole, then emerges a moment later holding something."This looks quite useful." → {0} crouches down and crawls into the narrow burrow. A moment later, it drags out four tough chunks of raw meat wrapped… | |
DevComment: {0} crouches and crawls into the narrow hole, then emerges a moment later holding something."This looks quite useful." → {0} comes out of the burrow holding two dirt-covered turnips. The leaves are torn short, and small incisor marks remain… | |
DevComment: {0} crouches and crawls into the narrow hole, then emerges a moment later holding something."This looks quite useful." → {0} rummages deep inside the burrow for a while, then crawls out cradling two lumps of damp clay. The clay is fairly fi… | |
DevComment: {0} crouches down and crawls deep into the hole, searching around.Then a rustling sound comes from the nearby brush, a… → {0} crouches down, goes deep into the burrow, and digs through a pile of dry grass. Just then, a dry branch snaps in th… | |
DevComment: HP 100 decreased→ HP 50 decreased | |
DevComment: "Whew..."Helped up, she catches her breath as though exhausted. "What about Jack and Ivan, who were with you?" At yo… → "Whew..." Supported by someone, she barely manages to get up and catches her breath with difficulty. "What about Jack … |
Event Choices ~13
| Entry | Changes |
|---|---|
DevComment: It starts now → Now it begins. | |
DevComment: One step further! → What an excellent achievement! | |
DevComment: Give Monster Meat → Throw the meat | |
DevComment: Give Monster Meat → Throw the meat | |
DevComment: Give Monster Meat → Throw the meat | |
DevComment: Give Monster Meat → Throw the meat | |
DevComment: Give Monster Meat → Throw the meat | |
DevComment: Give Monster Meat → Throw the meat | |
DevComment: Leave → That's enough for now. | |
DevComment: Leave → That's enough for now. | |
DevComment: Oh no! → Take up your weapon! | |
DevComment: I can feel my body tingling. → ...Let's lose ourselves in the music | |
DevComment: Explain yourself properly. → Explain it so I can actually understand what you're saying! |
Decisions ~1
| Entry | Changes |
|---|---|
DevComment: Never defeated Elder Glot → Elder Glot Has Not Been Defeated |
Recreation ~1
| Entry | Changes |
|---|---|
DevComment: Stone Marble Play Stand → Card Game Table |
Game Constants ~1
| Entry | Changes |
|---|---|
DevComment1: In-game time needed for a random event shown in an Alert to disappear after being activated (1440 = 1 day) → In-game minutes needed for a random event shown in the Alert to disappear after it activates (1440 = 1 day) |
Status Values ~1
| Entry | Changes |
|---|---|
DevComment2: Percentage (ex. 10 => +10% additional increase) → Percent (ex. 10 => an additional 10% increase)(260728) A lower cap was set so the minimum value is -99%. In other word… |
DS_B.0.3.44 Playtest Build 3- 2026-07-25 · updated from DS_B.0.3.40 · Steam buildid 24389032 ↑ back to top
+43
added
137
modified
-6
removed
+43 / ~133 / -6
gameplay
~4
dev-internal
Gameplay changes +43 / ~133 / -6 - player-visible
Units & Monsters 0 / ~4 / 0
Modified (4)
| Entry | Changes |
|---|---|
BehaviourType: 2 → 7BehaviourTypeName: "DefaultEnemy" → "BuildingEnemy"MagicAttackPower: 170.0 → 120.0SpriteHeight: 4.5 → 3.5VisionRange: 11.0 → 16.0 |
Skills 0 / ~3 / 0
Modified (3)
| Entry | Changes |
|---|---|
Range: 5 → 8 | |
AreaType: 0 → 6AreaTypeName: "Default" → "Square" |
Affecters 0 / ~2 / 0
Modified (2)
| Entry | Changes |
|---|---|
Categories: ["Debuff"] → ["NULL"] | |
MaxStack: 99 → 50 |
Buildings 0 / ~1 / 0
Modified (1)
| Entry | Changes |
|---|---|
OnGatherItemsAndDrops: |
Research 0 / ~1 / -1
Removed (1)
Modified (1)
| Entry | Changes |
|---|---|
GridY: 13 → 17 |
Loot Tables 0 / 0 / -1
Removed (1)
Events 0 / ~17 / 0
Modified (17)
| Entry | Changes |
|---|---|
StartCondition: "CurrentRegion_Tutorial && ScenarioType_CrawlingDoom" → "Tutorial && ScenarioType_CrawlingDoom" | |
StartCondition: "QuestFinish_Tuto0" → "Tutorial && QuestFinish_Tuto0" | |
StartCondition: "QuestFinish_Tuto1" → "Tutorial && QuestFinish_Tuto1" | |
StartCondition: "QuestFinish_Tuto2" → "Tutorial && QuestFinish_Tuto2" | |
StartCondition: "QuestFinish_Tuto3" → "Tutorial && QuestFinish_Tuto3" | |
StartCondition: "QuestFinish_Tuto4" → "Tutorial && QuestFinish_Tuto4" | |
StartCondition: "QuestFinish_Tuto5" → "Tutorial && QuestFinish_Tuto5" | |
StartCondition: "QuestFinish_Tuto6" → "Tutorial && QuestFinish_Tuto6" | |
StartCondition: "QuestFinish_Tuto7" → "Tutorial && QuestFinish_Tuto7" | |
StartCondition: "QuestFinish_Tuto8" → "Tutorial && QuestFinish_Tuto8" | |
StartCondition: "QuestFinish_Tuto9" → "Tutorial && QuestFinish_Tuto9" | |
StartCondition: "QuestFinish_Tuto10" → "Tutorial && QuestFinish_Tuto10" | |
StartCondition: "QuestFinish_Tuto11" → "Tutorial && QuestFinish_Tuto11" | |
StartCondition: "QuestFinish_Tuto12" → "Tutorial && QuestFinish_Tuto12" | |
StartCondition: "QuestFinish_Tuto13" → "Tutorial && QuestFinish_Tuto13" | |
StartCondition: "QuestFinish_Tuto14" → "Tutorial && QuestFinish_Tuto14" | |
StartCondition: "QuestFinish_Tuto15" → "Tutorial && QuestFinish_Tuto15" |
Event Choices 0 / ~1 / 0
Modified (1)
| Entry | Changes |
|---|---|
OnSelectAction: "AddItem_LumaFruit_2_0,\nShowNextNode_NodeR1510_100" → "AddItem_Turnip_2_0,\nShowNextNode_NodeR1510_100" |
Quests 0 / ~16 / -1
Removed (1)
Modified (16)
| Entry | Changes |
|---|---|
CompleteCondition: "Input_GameGuide_1" → "Input_GameGuide_1 \n|| OutTutorial" | |
CompleteCondition: "Input_MoveCamera_10" → "Input_MoveCamera_10 \n|| OutTutorial" | |
CompleteCondition: "Input_ZoomInOut_5" → "Input_ZoomInOut_5 \n|| OutTutorial" | |
CompleteCondition: "MoveToGrid_454/121" → "MoveToGrid_454/121 \n|| OutTutorial" | |
CompleteCondition: "KillCount_WeakGreyRat_1\n|| HasCorpseInMap_WeakGreyRat_1" → "KillCount_WeakGreyRat_1\n|| HasCorpseInMap_WeakGreyRat_1 \n|| OutTutorial" | |
CompleteCondition: "MoveToGrid_475/128" → "MoveToGrid_475/128 \n|| OutTutorial" | |
CompleteCondition: "InteractBuilding_Tutorial1Chest\n|| HasRemnantInMap_Tutorial1Chest_1" → "(InteractBuilding_Tutorial1Chest\n|| HasRemnantInMap_Tutorial1Chest_1)\n|| OutTutorial" | |
CompleteCondition: "UseItem_Ointment_1" → "UseItem_Ointment_1\n|| OutTutorial" | |
CompleteCondition: "LearnSkill_Active/1_1\n&&\nLearnSkill_Passive/1_1" → "(LearnSkill_Active/1_1\n&&\nLearnSkill_Passive/1_1)\n|| OutTutorial" | |
CompleteCondition: "KillCount_WeakGreyRat_2\n|| HasCorpseInMap_WeakGreyRat_3" → "KillCount_WeakGreyRat_2\n|| HasCorpseInMap_WeakGreyRat_3\n|| OutTutorial" | |
CompleteCondition: "Rescue_1 || UnitAlive_2" → "Rescue_1 || UnitAlive_2\n|| OutTutorial" | |
CompleteCondition: "Input_ControlModeGather_1&&\n(TutorialGathering_LumaTree_3 \n&& TutorialGathering_ForestBush_5)" → "(Input_ControlModeGather_1&&\n(TutorialGathering_LumaTree_3 \n&& TutorialGathering_ForestBush_5))\n|| OutTutorial" | |
CompleteCondition: "Input_ControlModePickUp_1&&\nHasItem_LumaLog_12\n&&\nHasItem_WildLongGrass_10" → "(Input_ControlModePickUp_1\n&&HasItem_LumaLog_12\n&&HasItem_WildLongGrass_10)\n|| OutTutorial" | |
CompleteCondition: "Input_SelectUnitAll_1&&\nMoveToGrid_442/157" → "(Input_SelectUnitAll_1\n&&MoveToGrid_442/157)\n|| OutTutorial" | |
CompleteCondition: "KillCount_WeakAcidInsect_1\n|| HasCorpseInMap_WeakAcidInsect_1" → "(KillCount_WeakAcidInsect_1\n|| HasCorpseInMap_WeakAcidInsect_1)\n|| OutTutorial" | |
CompleteCondition: "MoveToGrid_433/177" → "MoveToGrid_433/177\n|| OutTutorial" |
Decisions 0 / 0 / -1
Removed (1)
Game Constants +1 / 0 / 0
Added (1)
Text / Localization +42 / ~88 / -2
Added (42)
Room Type Recreation Room
Recreation Room
Magic Attack Power increases by {0}% and damage taken increases by {1}%.
Room Type: Workshop
Workshop
A space prepared for work. Increases work speed.
Poor Workshop
Mediocre Workshop
…
A space prepared for work. Increases work speed.
Poor Workshop
Mediocre Workshop
…
Room Type: Research Lab
Research Lab
A space prepared for research. Increases research speed.
Poor Research Lab
Mediocre Research Lab…
A space prepared for research. Increases research speed.
Poor Research Lab
Mediocre Research Lab…
Room Type: Temple
Temple
A place for worshipping the Goddess. The more sacred the place becomes, the more willingly the Goddess will besto…
A place for worshipping the Goddess. The more sacred the place becomes, the more willingly the Goddess will besto…
Room Type: Merchant Chamber
Merchant Chamber
Once a Merchant Chamber is built, the Guild will dispatch a merchant. You can trade various resources h…
Once a Merchant Chamber is built, the Guild will dispatch a merchant. You can trade various resources h…
Room Type: Dining Room
Dining Room
Meals are more enjoyable in the Dining Room.
Poor Dining Room
Mediocre Dining Room
…
Meals are more enjoyable in the Dining Room.
Poor Dining Room
Mediocre Dining Room
…
Room Type: Recreation Room
Recreation Room
Allows recreation to be enjoyed more efficiently.
Poor Recreation Room
…
Allows recreation to be enjoyed more efficiently.
Poor Recreation Room
…
Removed (2)
Condition None Has Item DISABLED
Modified (88)
| Entry | Changes |
|---|---|
en: Represents the reputation and standing of your dungeon expedition. Higher ranks grant broader access to guild services.You can raise your rank by earning … → Represents the reputation and standing of the Dungeon expedition. Higher ranks allow broader use of the Guild. You can raise the rank by accumulating … | |
en: A type of Expedition Rank.A small and unremarkable expedition for now. - Maximum expedition members: 5 - Elves can be recruited - More items available from … → A type of Expedition Rank. For now, it is still a small and unremarkable expedition. - Maximum expedition members: 5 - Elves can be recruited - More items av… | |
en: A type of Expedition Rank.An expedition that has begun to make a name for itself. - Maximum expedition members: 6 → A type of Expedition Rank. An expedition that has begun to make its presence known. - Maximum expedition members: 6 - Lycans can be recruited This is current… | |
en: Full Moon Wolf → Abundant Rations | |
en: Demand more food due to the generous rations. → Demands more food due to the abundant rations. | |
en: Goblin Hunting Method → Frenzied Ball | |
en: Enjoy a wild ball, maximum Energy decreases, but mood improve. → Enjoying the frenzied ball reduces maximum Energy but improves mood. | |
en: Goblin Hunting Method → Injected Truth | |
en: Realizing an unacceptable truth increases perception but makes mood decreases. → Realizing an unacceptable truth increases perception but worsens mood. | |
en: Curse Of Dead → Curse of the Dead | |
en: HitChance and evasion rates are reduced due to the curse of the dead. → Hit chance and evasion are reduced by the curse of the dead. | |
en: Bless Of World Tree → Blessing Of The World Tree | |
en: When HP is at {0}% or below, magic attack power increases by {1}%, and damage taken increases by {2}%. → When Health is at or below {0}%, Magic Attack Power increases by {1}% and damage taken increases by {2}%. | |
en: Room Type : Sleeping Room → Room Type: Bedroom | |
en: Room Type → "The eyelids are heavier than a thousand weights, for no strongman can lift them..."- Girim, Guild Scribe Bedrooms where expedition members can stay and sleep… | |
en: Deputy Captain's Ambition - Lizardman → Deputy Commander's Ambition - Lizardman | |
en: Deputy Captain's Ambition - Human → Deputy Commander's Ambition - Human | |
en: Deputy Captain's Ambition - Lycan → Deputy Commander's Ambition - Lycan | |
en: Deputy Captain Absent → Deputy Commander Absent | |
en: Deputy Captain's Ambition - Elf → Deputy Commander's Ambition - Elf | |
en: "I've been hearing stories about your group everywhere lately."The Inspector's voice flows from the raven's beak. "It seems you're finally beginning to look … → "I've been hearing stories about your group everywhere lately." The Inspector's voice flows from the raven's beak. "It seems you're finally beginning to look … | |
en: {0}, newly appointed as deputy captain, respectfully accepts the insignia you present with both hands.They then turn to face the expedition members with a triu… → {0}, newly appointed as deputy commander, respectfully accepts the insignia you present with both hands. They then turn to face the expedition members with a tr… | |
en: The newly appointed deputy captain, {0}, summons the expedition members to the campfire."The Dungeon will not welcome us. It will test us without end and, in … → The newly appointed deputy commander, {0}, summons the expedition members to the campfire. "The Dungeon will not welcome us. It will test us without end and, i… | |
en: The newly appointed deputy captain, {0}, quietly accepts the insignia from you. They close their eyes for a moment and draw a breath as though catching a scent,… → The newly appointed deputy commander, {0}, quietly accepts the insignia from you. They close their eyes for a moment and draw a breath as though catching a scen… | |
en: The raven perched on your forearm glows blue in the eyes.A gruff male voice soon issues from its beak. "I've received a report that the position of deputy cap… → The raven perched on your forearm glows blue in the eyes. A gruff male voice soon issues from its beak. "I've received a report that the position of deputy com… | |
en: The newly appointed deputy captain, {0}, calmly surveys the expedition members."The Dungeon is consuming the continent. If we fail to stop this calamity, the … → The newly appointed deputy commander, {0}, calmly surveys the expedition members. "The Dungeon is consuming the continent. If we fail to stop this calamity, th… | |
en: The expedition's ultimate goal is to destroy the core of Arcteon, the self-aware dungeon, and bring an end to the terrible apocalypse that has come upon the wor… → The expedition's ultimate goal is to destroy the core of Arcteon, the self-aware dungeon, and bring an end to the terrible apocalypse that has come upon the wor… | |
en: A raven flies over the thorny vines and settles on your arm.Its eyes glow blue, and a man's voice issues from its beak. "The Dungeon is becoming far more dan… → A raven flies over the thorny vines and settles on your arm. Its eyes glow blue, and a man's voice issues from its beak. "The Dungeon is becoming far more dan… | |
en: When you wave the matter aside, the expedition members scratch their heads and return to their posts.Surely the Expedition Captain already has an excellent pl… → When you wave the matter aside, the expedition members scratch their heads and return to their posts. Surely the Expedition Commander already has an excellent … | |
en: He is examining the remains of a golem. He looks utterly exhausted. → TODO | |
en: You furrow your brow and speak firmly."The others need their rest. That's enough for tonight." The Lycan expedition members exchange disappointed looks, then… → You furrow your brow and speak firmly. "The others need their rest. That's enough for tonight." The Lycan expedition members exchange disappointed looks, then… | |
en: In the middle of ration distribution, {0} accepts their share and looks at you with open dissatisfaction."Captain, exploring the Dungeon means risking our liv… → While food rations are being distributed, dissatisfied voices begin to rise among the expedition members receiving their shares. "Commander, exploring the Dung… | |
en: "Thank you, Captain!"The expedition members receive meals more generous than usual and eat with visibly greater satisfaction. → "Thank you, Commander!" The expedition members receive meals more generous than usual and eat with visibly greater satisfaction. | |
en: A raven flies over the thorny vines and lands before you.
Its eyes turn blue, and the Inspector's voice soon issues from its beak.
"Expedition Captain, I'm p… → A raven flies over the thorny vines and lands before you. Its eyes turn blue, and the Inspector's voice soon issues from its beak. "Expedition Commander, I'm… | |
en: While discussing the expedition's operation with you, {0} cautiously speaks up.
"Captain, why don't we request expedition support from the Guild? Given our p… → While discussing the expedition's operation with you, {0} cautiously speaks up. "Commander, why don't we request expedition support from the Guild? Given our… | |
en: While surveying the area around the settlement, you notice something drifting slowly through the depths of the contaminated zone.Wrapped in dark violet pollut… → While surveying the area around the settlement, you notice something drifting slowly through the depths of the contaminated zone. Wrapped in dark violet pollut… | |
en: "Captain... I found a strange vine."It looks like it could be quite useful. → "Commander... I found a strange vine." It looks like it could be quite useful. | |
en: Rustling through the nearby undergrowth, {0} calls out to you."Captain, there's a hidden opening here." When you clear away the branches and leaves, you find… → Rustling through the nearby undergrowth, {0} calls out to you. "Commander, there's a hidden opening here." When you clear away the branches and leaves, you fi… |
+ 48 more changed…
en: While surveying the area, {0} discovers something and calls you over."Captain, there are some strange markings here." Up close, parts of the image have been … → While surveying the area, {0} discovers something and calls you over. "Commander, there are some strange markings here." Up close, parts of the image have bee… | |
en: {0} beckons you over.In a narrow space concealed behind the wall, a skeleton lies collapsed. It remains frozen in place, one hand outstretched toward somethin… → {0} beckons you over. In a narrow space concealed behind the wall, a skeleton lies collapsed. It remains frozen in place, one hand outstretched toward somethin… | |
en: We need a new deputy captain. → We need a new deputy commander. | |
| Node D010 Rank3 Resource1 | en: Have fewer than 20 Stone → With stone, we can build better facilities than we could with wood."We should secure a sufficient supply of stone." |
| Node D010 Rank3 Resource2 | en: Have fewer than 15 Ceramics → Well-fired ceramics are highly versatile. They will be a great help in making the settlement more prosperous."We should make some more ceramics and keep them … |
| Node D010 Rank3 Food | en: Have less than 2 days of food stockpiles with Mood 3 or higher → You realize that the food reserves are running out faster than expected.For expedition members who risk their lives in the field, proper meals matter more than… |
| Node D010 Rank3 Level | en: Have fewer than 2 members at level 5 or higher → As we face increasingly dangerous enemies, the expedition members' lack of ability has begun to show.More seasoned personnel will be needed for future expediti… |
| Node D010 Rank3 Room Type1 | en: Have fewer than 2 Private Rooms of Normal quality or higher → Capable expedition members deserve proper treatment. We should at least provide them with Normal Private Rooms so they can rest comfortably after returning from… |
| Node D010 Rank3 Room Type2 | en: Have at least 2 and fewer than 3 Private Rooms of Normal quality or higher → Some expedition members were still sleeping in unsatisfactory conditions.It seemed necessary to add more Private Rooms so that those returning from grueling ex… |
| Node D010 Rank3 Room Type3 | en: Have fewer than 1 Temple of Normal quality or higher → The Temple had been built, but it was still in a shabby state.A more fitting space seemed necessary for the expedition members to find peace of mind. "Since t… |
| Node D010 Rank3 Room Type4 | en: Have fewer than 1 Dining Room of Normal quality or higher → Things had improved, but the expedition members still wanted to dine in a better environment.Providing a Normal Dining Room would also have a positive effect o… |
| Node D010 Rank3 Room Type5 | en: Have fewer than 1 Research Lab of Normal quality or higher → The current laboratory alone seems unable to handle the growing volume of research and records.The time was approaching when a better research environment woul… |
| Node D010 Rank3 Room Type6 | en: Have fewer than 1 Workshop of Normal quality or higher → A workshop exists, but it still has many shortcomings when it comes to complex crafting.A more efficient working environment seems necessary. "Equipment of th… |
| Node D010 Rank3 Room Type7 | en: Have fewer than 1 Magic Workshop of Normal quality or higher → The crafting of magical tools was gradually taking shape, but it was still difficult to call the process stable.With an improved magic workshop, the work could… |
| Node D010 Rank3 Elite | en: Have never defeated Elder Gloth → News arrives that a creature believed to be the leader of the Gloths found in the Festering Burrow has annihilated many expeditions.If we can defeat the Elder … |
| Node D010 Rank3 Research1 | en: Basic Crafting not completed → Uncovering new knowledge is sure to be a great help in future expeditions."I think we should spend enough time researching this." |
| Node D010 Rank3 Research2 | en: Stone Housing not completed → Uncovering new knowledge is sure to be a great help in future expeditions."I think we should spend enough time researching this." |
| Node D010 Rank3 Research3 | en: Leather Processing 1 not completed → Uncovering new knowledge is sure to be a great help in future expeditions."I think we should spend enough time researching this." |
| Node D010 Rank3 Research4 | en: Intermediate Storage not completed → Uncovering new knowledge is sure to be a great help in future expeditions."I think we should spend enough time researching this." |
| Node D010 Rank3 Research5 | en: Burrow Monster Cooking not completed → Uncovering new knowledge is sure to be a great help in future expeditions."I think we should spend enough time researching this." |
| Node D010 Rank3 Research6 | en: Intermediate Cooking not completed → Uncovering new knowledge is sure to be a great help in future expeditions."I think we should spend enough time researching this." |
| Node D010 Rank3 Research7 | en: Advanced Stone Housing not completed → Uncovering new knowledge is sure to be a great help in future expeditions."I think we should spend enough time researching this." |
en: Have fewer than 20 Stone → We need more Stone. | |
en: Have fewer than 15 Ceramics → We need to make more Ceramics. | |
en: Have less than 2 days of food stockpiles with Mood 3 or higher → We need better food. | |
en: Have fewer than 2 members at level 5 or higher → Our expedition members need to grow stronger. | |
en: Have fewer than 2 Private Rooms of Normal quality or higher → We need a Normal Private Room. | |
en: Have at least 2 and fewer than 3 Private Rooms of Normal quality or higher → We need more Normal Private Rooms. | |
en: Have fewer than 1 Temple of Normal quality or higher → We need a Normal Temple. | |
en: Have fewer than 1 Dining Room of Normal quality or higher → We need a Normal Dining Hall. | |
en: Have fewer than 1 Research Lab of Normal quality or higher → We need a Normal Research Lab. | |
en: Have fewer than 1 Workshop of Normal quality or higher → We need a Normal Workshop. | |
en: Have fewer than 1 Magic Workshop of Normal quality or higher → We need a Normal Magic Workshop. | |
en: Basic Crafting not completed → We need to research Basic Crafts. | |
en: Stone Housing not completed → We need to research Stone Housing. | |
en: Leather Processing 1 not completed → We need to research Leather Processing 1. | |
en: Intermediate Storage not completed → We need to research Advanced Storage. | |
en: Burrow Monster Cooking not completed → We need to research Advanced Cooking. | |
en: Intermediate Cooking not completed → We need to research Burrow Monster Cooking. | |
en: Advanced Stone Housing not completed → We need to research Advanced Stone Housing. | |
| Node DR000 Rank3 Research1 | en: Basic Crafting not completed → With a new technology researched, resources can now be used far more efficiently and in more varied ways than before."This takes us one step further. Excellen… |
| Node DR000 Rank3 Research2 | en: Stone Housing not completed → With a new technology researched, resources can now be used far more efficiently and in more varied ways than before."This takes us one step further. Excellen… |
| Node DR000 Rank3 Research3 | en: Leather Processing 1 not completed → With a new technology researched, resources can now be used far more efficiently and in more varied ways than before."This takes us one step further. Excellen… |
| Node DR000 Rank3 Research4 | en: Intermediate Storage not completed → With a new technology researched, resources can now be used far more efficiently and in more varied ways than before."This takes us one step further. Excellen… |
| Node DR000 Rank3 Research5 | en: Burrow Monster Cooking not completed → With a new technology researched, resources can now be used far more efficiently and in more varied ways than before."This takes us one step further. Excellen… |
| Node DR000 Rank3 Research6 | en: Intermediate Cooking not completed → With a new technology researched, resources can now be used far more efficiently and in more varied ways than before."This takes us one step further. Excellen… |
| Node DR000 Rank3 Research7 | en: Advanced Stone Housing not completed → With a new technology researched, resources can now be used far more efficiently and in more varied ways than before."This takes us one step further. Excellen… |
No matching changes in this build.
Dev-internal changes ~4 - dev comments, editor-only fields, Korean localization churn
Affecters ~3
| Entry | Changes |
|---|---|
DevComment2: Ignores Bleed → Ignores bleed damage | |
DevComment2: Ignores Poison → Ignores poison damage | |
DevComment2: Ignores Burn → Ignores burn damage |
Event Nodes ~1
| Entry | Changes |
|---|---|
DevComment: In the middle of ration distribution, {0} receives his portion and looks at you with a discontented expression."Comman… → In the middle of food rationing, discontented voices rise among the clan members who have just received their share. "C… |
DS_B.0.3.40 Playtest Build 3- 2026-07-23 · updated from DS_B.0.3.26 · Steam buildid 24354931 ↑ back to top
+1221
added
1282
modified
-127
removed
+1221 / ~1210 / -127
gameplay
~72
dev-internal
Gameplay changes +1221 / ~1210 / -127 - player-visible
Items +9 / ~169 / 0
Added (9)
Modified (169)
| Entry | Changes |
|---|---|
MaxStack: 10 → 20 | |
MaxStack: 10 → 20 | |
MaxStack: 10 → 20 | |
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MaxStack: 10 → 20 | |
MaxStack: 10 → 20 | |
MaxStack: 10 → 20 | |
MaxStack: 10 → 20 | |
MaxStack: 10 → 20 | |
MaxStack: 10 → 20 | |
MaxStack: 10 → 20 | |
MaxStack: 10 → 20 | |
MaxStack: 10 → 20 | |
MaxStack: 10 → 20 | |
MaxStack: 10 → 20 | |
MaxStack: 10 → 20 | |
MaxStack: 10 → 20 | |
MaxStack: 10 → 20 | |
MaxStack: 10 → 20 | |
MaxStack: 10 → 20 | |
MaxStack: 10 → 20 | |
MaxStack: 10 → 20 | |
MaxStack: 10 → 20 | |
MaxStack: 10 → 20 | |
MaxStack: 10 → 20 | |
MaxStack: 10 → 20 | |
MaxStack: 10 → 20 | |
MaxStack: 10 → 20 | |
MaxStack: 10 → 20 | |
MaxStack: 10 → 20 | |
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MaxStack: 10 → 20 |
+ 129 more changed…
MaxStack: 10 → 20 | |
MaxStack: 10 → 20 | |
MaxStack: 10 → 20 | |
MaxStack: 10 → 20 | |
MaxStack: 10 → 20 | |
MaxStack: 10 → 20 | |
MaxStack: 10 → 20 | |
MaxStack: 10 → 20 | |
MaxStack: 10 → 20 | |
MaxStack: 10 → 20 | |
MaxStack: 10 → 20 | |
MaxStack: 10 → 20 | |
MaxStack: 10 → 20 | |
MaxStack: 10 → 20 | |
MaxStack: 10 → 20 | |
MaxStack: 10 → 20 | |
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MaxStack: 10 → 20 | |
MaxStack: 10 → 20 | |
MaxStack: 10 → 20 | |
MaxStack: 10 → 20 | |
MaxStack: 10 → 20 | |
MaxStack: 10 → 20 | |
MaxStack: 10 → 20 | |
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MaxStack: 10 → 20 | |
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MaxStack: 10 → 20 | |
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MaxStack: 10 → 20 | |
MaxStack: 10 → 20 | |
MaxStack: 10 → 20 | |
MaxStack: 10 → 20 | |
MaxStack: 10 → 20 | |
MaxStack: 10 → 20 | |
MaxStack: 10 → 20 | |
MaxStack: 10 → 20 | |
MaxStack: 10 → 20 | |
MaxStack: 10 → 20 | |
MaxStack: 10 → 20 | |
MaxStack: 10 → 20 | |
MaxStack: 10 → 20 | |
MaxStack: 10 → 20 | |
MaxStack: 10 → 20 | |
MaxStack: 10 → 20 | |
MaxStack: 10 → 20 | |
MaxStack: 10 → 20 | |
MaxStack: 10 → 20 | |
Equipment_AdditionalStatuses: ["MovementSpeedPerModifier_-10", "HitChance_-15", "PhysicalAttackPowerPerModifier_25"] → ["HitChance_-20", "PhysicalAttackPowerPerModifier_20"] | |
Equipment_AdditionalStatuses: ["MovementSpeedPerModifier_-10", "HitChance_-15", "PhysicalAttackPowerPerModifier_25"] → ["HitChance_-20", "PhysicalAttackPowerPerModifier_20"] | |
Equipment_AdditionalStatuses: ["MovementSpeedPerModifier_-10", "HitChance_-15", "PhysicalAttackPowerPerModifier_25"] → ["HitChance_-20", "PhysicalAttackPowerPerModifier_20"] | |
Equipment_AdditionalStatuses: ["MovementSpeedPerModifier_-10", "HitChance_-15", "PhysicalAttackPowerPerModifier_25"] → ["HitChance_-20", "PhysicalAttackPowerPerModifier_20"] | |
Equipment_AdditionalStatuses: ["MovementSpeedPerModifier_-10", "HitChance_-15", "PhysicalAttackPowerPerModifier_25"] → ["HitChance_-20", "PhysicalAttackPowerPerModifier_20"] | |
Equipment_AdditionalStatuses: ["MovementSpeedPerModifier_-10", "HitChance_-15", "PhysicalAttackPowerPerModifier_25"] → ["HitChance_-20", "PhysicalAttackPowerPerModifier_20"] | |
Equipment_AdditionalStatuses: ["CriticalChance_5", "DodgeChance_-10"] → ["HitChance_-20", "PhysicalAttackPowerPerModifier_20"] | |
Equipment_AdditionalStatuses: ["CriticalChance_5", "DodgeChance_-10"] → ["HitChance_-20", "PhysicalAttackPowerPerModifier_20"] | |
Equipment_AdditionalStatuses: ["MovementSpeedPerModifier_-10", "HitChance_-15", "PhysicalAttackPowerPerModifier_25"] → ["HitChance_-20", "PhysicalAttackPowerPerModifier_20"] | |
Durability: 600 → 900Equipment_AdditionalStatuses: ["DodgeChance_-5"] → ["NULL"]Equipment_ItemDefaultSkills: Equipment_MagicAttackPower: 9.0 → 0.0 | |
Durability: 600 → 1800Equipment_AdditionalStatuses: ["DodgeChance_-5"] → ["NULL"]Equipment_ItemDefaultSkills: Equipment_MagicAttackPower: 23.0 → 0.0 | |
Durability: 600 → 1200Equipment_AdditionalStatuses: ["DodgeChance_-5"] → ["NULL"]Equipment_ItemDefaultSkills: Equipment_MagicAttackPower: 14.0 → 0.0 | |
Durability: 600 → 1200Equipment_AdditionalStatuses: ["DodgeChance_-5"] → ["NULL"]Equipment_ItemDefaultSkills: Equipment_MagicAttackPower: 14.0 → 0.0 | |
Durability: 600 → 1200Equipment_AdditionalStatuses: ["DodgeChance_-5"] → ["NULL"]Equipment_ItemDefaultSkills: Equipment_MagicAttackPower: 14.0 → 0.0 | |
Durability: 600 → 1200Equipment_AdditionalStatuses: ["DodgeChance_-5"] → ["NULL"]Equipment_ItemDefaultSkills: Equipment_MagicAttackPower: 14.0 → 0.0 | |
Equipment_AdditionalStatuses: ["DodgeChance_-5"] → ["NULL"]Equipment_ItemDefaultSkills: | |
Equipment_AdditionalStatuses: ["DodgeChance_-5"] → ["NULL"]Equipment_ItemDefaultSkills: | |
Equipment_AdditionalStatuses: ["DodgeChance_-5"] → ["NULL"]Equipment_ItemDefaultSkills: | |
Equipment_AdditionalStatuses: ["MovementSpeedPerModifier_-30", "AttackSpeedPerModifier_-30", "PhysicalResistance_8", "GuardChance_10"] → ["AttackSpeedPerModifier_-30", "PhysicalResistance_8", "GuardChance_10"] | |
Equipment_AdditionalStatuses: ["MovementSpeedPerModifier_-30", "AttackSpeedPerModifier_-30", "PhysicalResistance_8", "GuardChance_10"] → ["AttackSpeedPerModifier_-30", "PhysicalResistance_8", "GuardChance_10"] | |
Equipment_AdditionalStatuses: ["MovementSpeedPerModifier_-30", "AttackSpeedPerModifier_-30", "PhysicalResistance_8", "GuardChance_10"] → ["AttackSpeedPerModifier_-30", "PhysicalResistance_8", "GuardChance_10"] | |
Equipment_AdditionalStatuses: ["MovementSpeedPerModifier_-30", "AttackSpeedPerModifier_-30", "PhysicalResistance_8", "GuardChance_10"] → ["AttackSpeedPerModifier_-30", "PhysicalResistance_8", "GuardChance_10"] | |
Equipment_AdditionalStatuses: ["MovementSpeedPerModifier_-30", "AttackSpeedPerModifier_-30", "PhysicalResistance_8", "GuardChance_10"] → ["AttackSpeedPerModifier_-30", "PhysicalResistance_8", "GuardChance_10"] | |
Equipment_AdditionalStatuses: ["MovementSpeedPerModifier_-30", "AttackSpeedPerModifier_-30", "PhysicalResistance_8", "GuardChance_10"] → ["AttackSpeedPerModifier_-30", "PhysicalResistance_8", "GuardChance_10"] | |
Equipment_AdditionalStatuses: ["MovementSpeedPerModifier_-30", "AttackSpeedPerModifier_-30", "PhysicalResistance_8", "GuardChance_10"] → ["AttackSpeedPerModifier_-30", "PhysicalResistance_8", "GuardChance_10"] | |
MaxStack: 10 → 20 | |
MaxStack: 10 → 20 | |
MaxStack: 10 → 20 | |
MaxStack: 10 → 20 | |
MaxStack: 10 → 20 | |
MaxStack: 10 → 20 | |
MaxStack: 10 → 20 | |
MaxStack: 10 → 20 | |
MaxStack: 10 → 20 | |
MaxStack: 10 → 20 | |
MaxStack: 10 → 20 | |
MaxStack: 10 → 20 | |
MaxStack: 10 → 20 | |
MaxStack: 10 → 20 | |
MaxStack: 10 → 20 | |
MaxStack: 10 → 20 | |
MaxStack: 10 → 20 | |
MaxStack: 10 → 20 | |
MaxStack: 10 → 20 | |
MaxStack: 10 → 20 | |
MaxStack: 10 → 20 | |
MaxStack: 10 → 20 | |
MaxStack: 10 → 20 | |
MaxStack: 10 → 20 | |
MaxStack: 10 → 20 | |
MaxStack: 10 → 20 | |
MaxStack: 10 → 20 | |
MaxStack: 10 → 20 | |
MaxStack: 10 → 20 | |
MaxStack: 10 → 20 | |
MaxStack: 10 → 20 | |
MaxStack: 10 → 20 | |
MaxStack: 10 → 20 | |
MaxStack: 10 → 20 | |
MaxStack: 10 → 20 | |
DevComment1: Elixir of Skill → Skill's ElixirPS: A consumable no longer given because main skill point supply became over-supplied. MaxStack: 10 → 20 | |
MaxStack: 10 → 20 | |
MaxStack: 10 → 20 | |
MaxStack: 50 → 100 | |
MaxStack: 50 → 100 | |
MaxStack: 50 → 100 | |
MaxStack: 50 → 100 | |
MaxStack: 50 → 100 | |
MaxStack: 50 → 100 | |
MaxStack: 50 → 100 | |
MaxStack: 50 → 100 | |
MaxStack: 50 → 100 |
Units & Monsters +2 / ~10 / 0
Modified (10)
| Entry | Changes |
|---|---|
MagicAttackPower: 16.9 → 50.7PhysicalAttackPower: 50.7 → 16.9 | |
MagicAttackPower: 16.9 → 50.7PhysicalAttackPower: 50.7 → 16.9 | |
AttackSpeed: 0.3 → 0.7MagicAttackPower: 20.0 → 140.0PhysicalAttackPower: 140.0 → 20.0 | |
AttackSpeed: 0.3 → 0.7MagicAttackPower: 20.0 → 140.0PhysicalAttackPower: 140.0 → 20.0 | |
PhysicalAttackPower: 120.0 → 0.0 | |
MagicAttackPower: 49.0 → 75.0 | |
SubFaction: 5 → 2SubFactionName: "Insect" → "NPC" | |
MagicAttackPower: 54.0 → 85.0 |
Skills +18 / ~12 / 0
Added (18)
Modified (12)
| Entry | Changes |
|---|---|
Effect: Gains Fortification for 12 seconds and deals damage equal to 100% of Physical Attack Power to the attacker upon blocking a melee attack. Gains Fortification for 12 seconds and deals damage equal to 200% of Physical Attack Power to the attacker upon blocking a melee attack. | |
Effect: Surround yourself with a cloak of flame, granting yourself a Barrier equal to 150% of Magic Attack Power for 10 seconds, dealing 30% of Magic Attack Power as magic damage per every 3 seconds to adjacent enemy units, and granting 1 Burning for 2 seconds. DevComment_SkillFloatValues: Wraps in a cloak of flame, gaining a shield equal to {1}% of magic attack power on self for {0} sec, and dealing magic d… → Don a flame cloak, gaining a barrier equal to {1}% of magic attack power for {0} seconds. Every {5} seconds, deal magic … | |
Effect: Focus your mind and launch a flaming projectile that deals magic damage equal to 200% of Magic Attack Power to all units within range and applies {2} Burning for 10 seconds. This attack can also damage allies. Focus your mind and launch a flaming projectile that deals magic damage equal to 400% of Magic Attack Power to all units within range and applies {2} Burning for 10 seconds. This attack can also damage allies. | |
Effect: Summons 1 'Bubblings' at the designated location. Bubblings attack nearby enemies and explode on death, dealing magic damage equal to 100% of Magic Attack Power to nearby enemies and granting nearby allies Barrier equal to 150% of Magic Attack Power for 10 seconds. Up to 2 Bubblings can be summoned at once by a single unit, and up to 4 Bubblings can exist on one map. Summons 1 'Bubblings' at the designated location. Bubblings attack nearby enemies and explode on death, dealing magic damage equal to 100% of Magic Attack Power to nearby enemies and granting nearby allies Barrier equal to 250% of Magic Attack Power for 30 seconds. Up to 2 Bubblings can be summoned at once by a single unit, and up to 4 Bubblings can exist on one map. DevComment_SkillFloatValues: Summons {0} 'Bubbling(s)' at the designated location. Bubblings attack nearby enemies, and on death they explode, dealin… → Summon {0} 'Bubblings' at the designated location. Bubblings attack nearby enemies, and upon death they explode, dealing… | |
Effect: Consumes the nearest Bubbling 1 to grant Barrier equal to 300% of Magic Attack Power for 10 seconds to a target friendly unit. Bounces up to 4 times to nearby friendly targets within 3 tiles, granting the same Barrier. Priority is given to targets with a lower cumulative hit count. Consumes the nearest Bubbling 1 to grant Barrier equal to 300% of Magic Attack Power for 30 seconds to a target friendly unit. Bounces up to 4 times to nearby friendly targets within 3 tiles, granting the same Barrier. Priority is given to targets with a lower cumulative hit count. | |
Cooldown: 13.0 → 18.0EnergyCost: 7 → 3 | |
Effect: Deals physical damage equal to 100% of physical attack power to the target. Deals the same damage to enemies positioned in a straight line in the direction of the attack. Deals physical damage equal to 65% of physical attack power to the target. Deals the same damage to enemies positioned in a straight line in the direction of the attack. DevComment_SkillFloatValues: Deals physical damage equal to {0}% of physical attack power to units on the target's tile and the tile behind the targe… → Deal physical damage equal to {0}% of physical attack power to the target. Deal the same damage to enemies in a straight…Range: 1 → 2RequiredEquipment: "NULL" → "Equipment_Spear" | |
Effect: At the start of combat, Physical Attack Power increases by 35% for 5 seconds. At the start of combat, Physical Attack Power increases by 35% for 15 seconds. | |
Effect: Increases Guard Chance by 10%. When equipped with a shield, Attack Speed increases by 20%, and the weight of the equipped shield becomes 0. DevComment_SkillFloatValues: Guard Rate increases by {0}%. When a shield is equipped, movement speed increases by {1}% and attack speed by {2}%, and … → Guard rate increases by {0}%. When a shield is equipped, attack speed increases by {1}%, and the equipped shield's weigh… | |
Effect: Damage Taken decreases by 8% for each allied plant structure within 1 tile. (Applies up to a maximum of 40%) DevComment_SkillFloatValues: Damage taken decreases by (number of allied plant structures within 1 tile) * {0}%. → Damage taken is reduced by {0}% × the number of allied plant structures within 1 tile. (Maximum {1}% reduction) | |
Range: 7 → 6 | |
StartDelay: 0.8 → 0.2 |
Skill Trees +8 / 0 / 0
Added (8)
Traits & Inscriptions +22 / ~56 / -3
Added (22)
Removed (3)
Modified (56)
| Entry | Changes |
|---|---|
AvailableBackgroundTraits: ["AvailableIndividualTraits: BackgroundTraitWeights: [100, 100, 100, 100, 100, 100, 100, 100, 100, 100, 100, 100, 100, 100, 100, 0, 0, 0, 0, 0, 0, 0] → [100, 100, 100, 100, 100, 100, 100, 100, 100, 100, 100, 100, 100, 100, 100, 100, 100, 100, 100, 100, 100, 100, 100, 100,…IndividualTraitWeights: [100, 100, 100, 100, 100, 100, 0, 0, 0, 0, 0, 0, 0] → [100, 100, 100, 100, 100, 100, 100, 100, 100, 100, 100, 100, 100, 100, 100, 100, 100, 100, 100, 100, 100, 100, 100, 100,… | |
AvailableBackgroundTraits: ["AvailableIndividualTraits: BackgroundTraitWeights: [100, 100, 100, 100, 100, 100, 100, 100, 100, 100, 100, 100, 100, 100, 100, 0, 0, 0, 0, 0, 0, 0] → [100, 100, 100, 100, 100, 100, 100, 100, 100, 100, 100, 100, 100, 100, 100, 100, 100, 100, 100, 100, 100, 100, 100, 100,…IndividualTraitWeights: [100, 100, 100, 100, 100, 100, 0, 0, 0, 0, 0, 0, 0] → [100, 100, 100, 100, 100, 100, 100, 100, 100, 100, 100, 100, 100, 100, 100, 100, 100, 100, 100, 100, 100, 100, 100, 100,… | |
AvailableBackgroundTraits: ["AvailableIndividualTraits: BackgroundTraitWeights: [100, 100, 100, 100, 100, 100, 100, 100, 100, 100, 100, 100, 100, 100, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0] → [100, 100, 100, 100, 100, 100, 100, 100, 100, 100, 100, 100, 100, 100, 100, 100, 100, 100, 100, 100, 100, 100, 100, 100,…IndividualTraitWeights: [100, 100, 100, 100, 100, 100, 0, 0, 0, 0, 0, 0, 0] → [100, 100, 100, 100, 100, 100, 100, 100, 100, 100, 100, 100, 100, 100, 100, 100, 100, 100, 100, 100, 100, 100, 100, 100,… | |
AvailableBackgroundTraits: AvailableIndividualTraits: BackgroundTraitWeights: [100, 100, 100, 100, 100, 100, 100, 100, 100, 100, 100, 100, 100, 100, 0, 0, 0] → [100, 100, 100, 100, 100, 100, 100, 100, 100, 100, 100, 100, 100, 100, 100, 100, 100, 100, 100, 100, 100, 100, 100, 100]Categories: ["NULL"] → ["Lycan"]DevComment2: Wolf → WolfAll main stats -10% during the day All main stats +15% at night IndividualTraitWeights: [100, 100, 100, 100, 100, 100, 0, 0, 0, 0, 0, 0, 0] → [100, 100, 100, 100, 100, 100, 100, 100, 100, 100, 100, 100, 100, 100, 100, 100, 100, 100, 100, 100, 100, 100, 100, 100,… | |
AvaliableMainSkillTreeTypes: ["Sword", "Shield", "Blunt"] → ["Sword", "Shield", "Spear"]AvaliableSubSkillTreeTypes: ["Warrior", "Guardian", "Fortress"] → ["Warrior", "Guardian", "Stake"] | |
AvaliableMainSkillTreeTypes: ["Sword", "Shield", "Blunt"] → ["Spear", "Shield", "Blunt"]AvaliableSubSkillTreeTypes: ["Warrior", "Guardian", "Fortress"] → ["Stake", "Guardian", "Fortress"] | |
AvaliableMainSkillTreeTypes: ["Sword", "Shield", "Bow"] → ["Sword", "Shield", "Spear"]AvaliableSubSkillTreeTypes: ["Warrior", "Guardian", "Blitz"] → ["Warrior", "Guardian", "Stake"] | |
AvaliableMainSkillTreeTypes: ["Sword", "Shield", "Bow"] → ["Bow", "Greatsword", "WaterMagic"]AvaliableSubSkillTreeTypes: ["Warrior", "Guardian", "Fortress"] → ["Blitz", "Execution", "Tide"]DefaultEquipments: | |
AvaliableSubSkillTreeTypes: ["Fortress", "Guardian", "Execution"] → ["Fortress", "Guardian", "Warrior"] | |
DevComment1: Mage (+INT, +WIL) → Mage (+wisdom, ++virtue)DevComment3: Initial stat modifier total (2) → Initial stat modifier total (3)PerceptionPerModifierMax: 30.0 → 50.0PerceptionPerModifierMin: 10.0 → 30.0RecruitAppearClanRank: 1 → 2 | |
AvaliableMainSkillTreeTypes: ["Bow", "NatureMagic", "Sword"] → ["Bow", "NatureMagic", "Greatsword"]AvaliableSubSkillTreeTypes: ["Blitz", "Harmony", "Warrior"] → ["Blitz", "Harmony", "Execution"] | |
AvaliableMainSkillTreeTypes: ["Bow", "Sword", "NatureMagic"] → ["Bow", "Spear", "NatureMagic"]AvaliableSubSkillTreeTypes: ["Blitz", "Warrior", "Harmony"] → ["Blitz", "Stake", "Harmony"] | |
AvaliableMainSkillTreeTypes: ["Sword", "Shield", "Greatsword"] → ["Greatsword", "Spear", "WaterMagic"]AvaliableSubSkillTreeTypes: ["Warrior", "Guardian", "Execution"] → ["Execution", "Stake", "Tide"] | |
AvaliableMainSkillTreeTypes: ["Shield", "Blunt", "FireMagic"] → ["Spear", "Blunt", "FireMagic"]AvaliableSubSkillTreeTypes: ["Guardian", "Fortress", "Burst"] → ["Stake", "Fortress", "Burst"]DefaultEquipments: | |
AvaliableMainSkillTreeTypes: ["Sword", "Bow", "WaterMagic"] → ["Greatsword", "Bow", "WaterMagic"]AvaliableSubSkillTreeTypes: ["Warrior", "Blitz", "Tide"] → ["Execution", "Blitz", "Tide"]DefaultEquipments: | |
AvaliableMainSkillTreeTypes: ["Blunt", "Shield", "Greatsword"] → ["Greatsword", "Spear", "FireMagic"]AvaliableSubSkillTreeTypes: ["Fortress", "Guardian", "Execution"] → ["Execution", "Stake", "Burst"] | |
AvaliableMainSkillTreeTypes: ["Bow", "Sword", "WaterMagic"] → ["Bow", "Sword", "Spear"]AvaliableSubSkillTreeTypes: ["Blitz", "Warrior", "Tide"] → ["Blitz", "Warrior", "Stake"] | |
AvaliableMainSkillTreeTypes: ["Blunt", "Bow", "Sword"] → ["Spear", "Bow", "Greatsword"]AvaliableSubSkillTreeTypes: ["Fortress", "Blitz", "Warrior"] → ["Stake", "Blitz", "Execution"] | |
AvaliableMainSkillTreeTypes: ["Sword", "Shield", "FireMagic"] → ["Blunt", "Shield", "WaterMagic"]AvaliableSubSkillTreeTypes: ["Warrior", "Guardian", "Burst"] → ["Fortress", "Guardian", "Tide"]DefaultEquipments: | |
RecruitAppearClanRank: 1 → 2 | |
AvaliableMainSkillTreeTypes: ["Sword", "Shield", "FireMagic"] → ["Sword", "Shield", "WaterMagic"]AvaliableSubSkillTreeTypes: ["Warrior", "Guardian", "Burst"] → ["Warrior", "Guardian", "Tide"]RecruitAppearClanRank: 1 → 2 | |
AvaliableMainSkillTreeTypes: ["Sword", "Shield", "Greatsword"] → ["Blunt", "Shield", "Greatsword"]AvaliableSubSkillTreeTypes: ["Warrior", "Guardian", "Execution"] → ["Fortress", "Guardian", "Execution"]DefaultEquipments: RecruitAppearClanRank: 1 → 2 | |
RecruitAppearClanRank: 1 → 2 | |
AvaliableMainSkillTreeTypes: ["Shield", "Blunt", "Greatsword"] → ["Sword", "Spear", "Greatsword"]AvaliableSubSkillTreeTypes: ["Guardian", "Fortress", "Execution"] → ["Warrior", "Stake", "Execution"]RecruitAppearClanRank: 1 → 2 | |
RecruitAppearClanRank: 1 → 2 | |
AvaliableMainSkillTreeTypes: ["Bow", "Sword", "Blunt"] → ["Bow", "Sword", "Spear"]AvaliableSubSkillTreeTypes: ["Blitz", "Warrior", "Fortress"] → ["Blitz", "Warrior", "Stake"]RecruitAppearClanRank: 1 → 2 | |
AvaliableSubSkillTreeTypes: ["Guardian", "Tide", "Harmony"] → ["Warrior", "Tide", "Harmony"]RecruitAppearClanRank: 1 → 2 | |
AvaliableMainSkillTreeTypes: ["Bow", "FireMagic", "NatureMagic"] → ["Bow", "Spear", "NatureMagic"]AvaliableSubSkillTreeTypes: ["Blitz", "Burst", "Harmony"] → ["Blitz", "Stake", "Harmony"]RecruitAppearClanRank: 1 → 2 | |
AvaliableMainSkillTreeTypes: ["Bow", "FireMagic", "NatureMagic"] → ["Bow", "FireMagic", "Greatsword"]AvaliableSubSkillTreeTypes: ["Blitz", "Burst", "Harmony"] → ["Blitz", "Burst", "Execution"] | |
AvaliableMainSkillTreeTypes: ["Bow", "FireMagic", "Sword"] → ["Bow", "Spear", "Sword"]AvaliableSubSkillTreeTypes: ["Blitz", "Burst", "Guardian"] → ["Blitz", "Stake", "Warrior"] | |
AvaliableMainSkillTreeTypes: ["Shield", "Sword", "Blunt"] → ["Sword", "Bow", "Greatsword"]AvaliableSubSkillTreeTypes: ["Guardian", "Warrior", "Fortress"] → ["Warrior", "Blitz", "Execution"] | |
AvaliableMainSkillTreeTypes: ["Shield", "Sword", "Blunt"] → ["Shield", "Spear", "Blunt"]AvaliableSubSkillTreeTypes: ["Guardian", "Warrior", "Fortress"] → ["Guardian", "Stake", "Fortress"]RecruitAppearClanRank: 1 → 2 | |
RecruitAppearClanRank: 1 → 2 | |
RecruitAppearClanRank: 1 → 2 | |
AdjustStats: ["MaxHealthTotalPerModifier_-15", "FireMagicSkillAptitude_2", "WaterMagicSkillAptitude_2", "NatureMagicSkillAptitude_2"] → ["MaxHealthTotalPerModifier_-15", "FireMagicSkillAptitude_2", "NatureMagicSkillAptitude_2"]AvaliableMainSkillTreeTypes: ["FireMagic", "WaterMagic", "NatureMagic", "Bow"] → ["FireMagic", "NatureMagic", "Bow"]AvaliableSubSkillTreeTypes: ["Burst", "Burst", "Harmony", "Blitz"] → ["Burst", "Harmony", "Blitz"]DefaultEquipments: RecruitAppearClanRank: 1 → 2 | |
AvaliableMainSkillTreeTypes: ["FireMagic", "WaterMagic", "NatureMagic", "Bow"] → ["FireMagic", "WaterMagic", "NatureMagic"]AvaliableSubSkillTreeTypes: ["Burst", "Burst", "Harmony", "Blitz"] → ["Burst", "Tide", "Harmony"]DefaultEquipments: RecruitAppearClanRank: 1 → 2 | |
Categories: ["NULL"] → ["InDependent"] | |
Categories: ["NULL"] → ["InDependent"] | |
Categories: ["NULL"] → ["InDependent"] | |
Categories: ["NULL"] → ["Prefer"] |
+ 16 more changed…
Categories: ["NULL"] → ["Prefer"] | |
Categories: ["NULL"] → ["InDependent"] | |
Categories: ["NULL"] → ["InDependent"] | |
Categories: ["NULL"] → ["InDependent"] | |
Categories: ["NULL"] → ["InDependent"] | |
Categories: ["NULL"] → ["InDependent"] | |
Categories: ["NULL"] → ["InDependent"] | |
Categories: ["NULL"] → ["InDependent"] | |
Categories: ["NULL"] → ["InDependent"] | |
Categories: ["NULL"] → ["InDependent"] | |
Categories: ["NULL"] → ["InDependent"] | |
Categories: ["NULL"] → ["InDependent"] | |
Categories: ["NULL"] → ["InDependent"] | |
Categories: ["NULL"] → ["InDependent"] | |
Categories: ["NULL"] → ["InDependent"] | |
Categories: ["NULL"] → ["InDependent"] |
Affecters +59 / ~31 / -3
Added (59)
Removed (3)
Modified (31)
| Entry | Changes |
|---|---|
Categories: ["NULL"] → ["Lycan"] | |
AdjustStatsData: ["MaxHealthTotalPerModifier_-15", "FireMagicSkillAptitude_2", "WaterMagicSkillAptitude_2", "NatureMagicSkillAptitude_2"] → ["MaxHealthTotalPerModifier_-15", "FireMagicSkillAptitude_2", "NatureMagicSkillAptitude_2"] | |
Categories: ["NULL"] → ["InDependent"] | |
Categories: ["NULL"] → ["InDependent"] | |
Categories: ["NULL"] → ["InDependent"] | |
Categories: ["NULL"] → ["Prefer"] | |
Categories: ["NULL"] → ["Prefer"] | |
Categories: ["NULL"] → ["InDependent"] | |
Categories: ["NULL"] → ["InDependent"] | |
Categories: ["NULL"] → ["InDependent"] | |
Categories: ["NULL"] → ["InDependent"] | |
Categories: ["NULL"] → ["InDependent"] | |
Categories: ["NULL"] → ["InDependent"] | |
Categories: ["NULL"] → ["InDependent"] | |
Categories: ["NULL"] → ["InDependent"] | |
Categories: ["NULL"] → ["InDependent"] | |
Categories: ["NULL"] → ["InDependent"] | |
Categories: ["NULL"] → ["InDependent"] | |
Categories: ["NULL"] → ["InDependent"] | |
Categories: ["NULL"] → ["InDependent"] | |
Categories: ["NULL"] → ["InDependent"] | |
Categories: ["NULL"] → ["InDependent"] | |
Effect: Reflect -1% of the magic damage taken back to the attacker as magic damage. Reflect 50% of the magic damage taken back to the attacker as magic damage. DevComment2: Reflects 50% of Magic Damage taken back to the attacker as Magic Damage. → Reflects {0}% (currently: 50) of received magic damage to the attacker as neutral damage. (Infinite loop prevention) | |
FloatValues: [1000.0] → [2880.0] | |
AdjustStatsData: ["Mood_-2"] → ["Mood_-20"]DevComment2: Mood -2 → Mood -20 | |
AdjustStatsData: ["MaxHealthTotalPerModifier_50", "PhysicalAttackPowerPerModifier_50", "MagicAttackPowerPerModifier_50"] → ["MovementSpeedPerModifier_10", "AttackSpeedPerModifier_20", "CriticalChance_10", "DodgeChance_10", "MaxHealthTotalPerMo… | |
AdjustStatsData: ["MaxHealthTotalPerModifier_100", "PhysicalAttackPowerPerModifier_100", "MagicAttackPowerPerModifier_100"] → ["MovementSpeedPerModifier_15", "AttackSpeedPerModifier_20", "CriticalChance_10", "DodgeChance_15", "CriticalDamageBonus… | |
AdjustStatsData: ["HungerRegeneration_0.02"] → ["NULL"]DevComment1: Easy Operation-Difficulty Unit → Easy ManagementDevComment2: Adjusts stats according to difficulty. → Discarded design_code is alive | |
AdjustStatsData: ["HungerRegeneration_-0.01"] → ["NULL"]DevComment1: Hard Operation-Difficulty Unit → Hard ManagementDevComment2: Adjusts stats according to difficulty. → Discarded design_code is alive | |
Effect: While gathering, applies Heard a Mandrake Scream to units within 3 range for 300s every 2s. While gathering, applies Heard a Mandrake Scream to units within 3 range for 30s every 2s. | |
Effect: Units within 1 range gain health regeneration equal to 15% of the summoner's magic attack power. After 40 seconds, it crumbles and returns to nature. Units within 1 range gain health regeneration equal to 15% of the summoner's magic attack power. After 20 seconds, it crumbles and returns to nature. |
Recipes +6 / ~3 / 0
Added (6)
Modified (3)
| Entry | Changes |
|---|---|
IngredientAmounts: [2] → [1] | |
IngredientAmounts: [2] → [1] | |
CraftingWorkloadRequired: 1400.0 → 3200.0 |
Buildings +35 / ~19 / -3
Added (35)
Removed (3)
Modified (19)
| Entry | Changes |
|---|---|
ConstructionCategory: 4 → 6ConstructionCategoryName: "Defence" → "Special" | |
ConstructionCategory: 3 → 8ConstructionCategoryName: "Furniture" → "Farming" | |
ConstructionCategory: 1 → 6ConstructionCategoryName: "Workbench" → "Special" | |
StorageCapacity: 12.0 → 10.0 | |
Quality: 5 → 10StorageCapacity: 30.0 → 28.0 | |
StorageCapacity: 12.0 → 10.0 | |
Quality: 5 → 10StorageCapacity: 30.0 → 28.0 | |
StorageCapacity: 12.0 → 10.0 | |
StorageCapacity: 30.0 → 28.0 | |
StorageCapacity: 12.0 → 10.0 | |
StorageCapacity: 30.0 → 28.0 | |
StorageCapacity: 12.0 → 10.0 | |
Quality: 5 → 10StorageCapacity: 30.0 → 28.0 | |
Quality: 20 → 2SubType: 999 → 1000SubTypeName: "Floor" → "FloorDeco" | |
ConstructionCategory: 3 → 4ConstructionCategoryName: "Furniture" → "Recreation" | |
ConstructionCategory: 3 → 4ConstructionCategoryName: "Furniture" → "Recreation" | |
ConstructionCategory: 3 → 4ConstructionCategoryName: "Furniture" → "Recreation" | |
Research +1 / ~7 / 0
Added (1)
Modified (7)
Loot Tables +13 / ~7 / 0
Added (13)
Modified (7)
| Entry | Changes |
|---|---|
DropItemOne_Amount: 16 → 24 | |
DropItemOne_Amount: 12 → 18 | |
DropItemOne_Amount: 8 → 12 | |
DropItemOne_Amount: 3 → 5 | |
DropItemOne_Amount: 2 → 4DropItemOne_Percentage: "15.38%" → "21.43%"DropItemOne_ProbabilityWeight: 20.0 → 30.0DropItemThree_Percentage: "76.92%" → "71.43%"DropItemTwo_Percentage: "7.69%" → "7.14%" | |
DropItemOne_Amount: 4 → 10DropItemOne_Percentage: "50.00%" → "60.00%"DropItemOne_ProbabilityWeight: 100.0 → 150.0DropItemTwo_Amount: 9 → 4DropItemTwo_Percentage: "50.00%" → "40.00%" | |
Merchants +1 / ~5 / 0
Added (1)
Modified (5)
| Entry | Changes |
|---|---|
AppearChancePers: [100.0, 100.0, 100.0, 100.0, 100.0, 100.0, 100.0, 100.0, 100.0] → [100.0, 100.0, 100.0, 100.0]AvailableItems: MaxAmounts: [45, 30, 4, 2, 2, 2, 2, 2, 1] → [45, 30, 4, 1]MaxDiscountPers: [25.0, 25.0, 25.0, 25.0, 25.0, 25.0, 25.0, 25.0, 0.0] → [25.0, 25.0, 25.0, 0.0]MinAmounts: [30, 20, 3, 1, 1, 1, 1, 1, 1] → [30, 20, 3, 1]MinDiscountPers: [-25.0, -25.0, -25.0, -25.0, -25.0, -25.0, -25.0, -25.0, 0.0] → [-25.0, -25.0, -25.0, 0.0] | |
AppearChancePers: [100.0, 100.0, 100.0, 100.0, 100.0, 100.0, 100.0, 100.0, 100.0, 100.0, 50.0, 50.0, 50.0, 100.0, 100.0, 100.0, 100.0] → [100.0, 100.0, 100.0, 100.0, 50.0, 50.0, 50.0, 100.0, 100.0, 100.0]AvailableItems: MaxAmounts: [45, 30, 30, 45, 45, 6, 4, 2, 2, 2, 2, 2, 3, 2, 3, 1, 1] → [45, 30, 30, 30, 6, 4, 3, 3, 1, 1]MaxDiscountPers: [25.0, 25.0, 25.0, 25.0, 25.0, 25.0, 25.0, 25.0, 25.0, 25.0, 25.0, 25.0, 25.0, 25.0, 25.0, 0.0, 0.0] → [25.0, 25.0, 25.0, 25.0, 25.0, 25.0, -50.0, 25.0, 0.0, 0.0]MinAmounts: [30, 20, 20, 30, 30, 4, 3, 1, 1, 1, 1, 1, 2, 1, 2, 1, 1] → [30, 20, 20, 20, 4, 3, 2, 2, 1, 1]MinDiscountPers: [-25.0, -25.0, -25.0, -25.0, -25.0, -25.0, -25.0, -25.0, -25.0, -25.0, -25.0, -25.0, -25.0, -25.0, -25.0, 0.0, 0.0] → [-25.0, -25.0, -25.0, -25.0, -25.0, -25.0, -100.0, -25.0, 0.0, 0.0] | |
MaxAmounts: [15, 12, 12, 12, 24, 120, 2, 2, 2] → [20, 12, 12, 12, 24, 120, 2, 2, 2]MaxDiscountPers: [25.0, 25.0, 25.0, 25.0, 25.0, 50.0, 25.0, 25.0, 25.0] → [50.0, 50.0, 50.0, 50.0, 50.0, 50.0, 25.0, 25.0, 25.0]MinDiscountPers: [0.0, 0.0, 0.0, 0.0, 0.0, 25.0, 0.0, 0.0, 0.0] → [25.0, 25.0, 25.0, 25.0, 25.0, 25.0, 0.0, 0.0, 0.0] | |
AppearChancePers: [100.0, 100.0, 100.0, 100.0, 100.0, 100.0, 100.0, 100.0, 100.0, 100.0, 100.0, 50.0, 50.0, 50.0] → [100.0, 100.0, 100.0, 100.0, 100.0, 100.0, 100.0, 100.0, 100.0, 100.0, 100.0, 100.0, 100.0, 100.0, 100.0, 100.0, 50.0, 5…AvailableItems: MaxAmounts: [45, 30, 30, 20, 6, 4, 2, 2, 2, 2, 2, 3, 2, 3] → [45, 30, 30, 15, 20, 20, 6, 6, 6, 4, 2, 2, 2, 2, 2, 2, 3, 2, 3, 1]MaxDiscountPers: [25.0, 25.0, 25.0, 25.0, 25.0, 25.0, 25.0, 25.0, 25.0, 25.0, 25.0, 25.0, 25.0, 25.0] → [25.0, 25.0, 25.0, 25.0, 25.0, 25.0, 25.0, 25.0, 25.0, 25.0, 25.0, 25.0, 25.0, 25.0, 25.0, 25.0, 25.0, 25.0, 25.0, 25.0]MinAmounts: [30, 20, 20, 10, 4, 3, 1, 1, 1, 1, 1, 2, 1, 2] → [30, 20, 20, 10, 10, 10, 4, 4, 4, 3, 1, 1, 1, 1, 1, 1, 2, 1, 2, 1]MinDiscountPers: [-25.0, -25.0, -25.0, -25.0, -25.0, -25.0, -25.0, -25.0, -25.0, -25.0, -25.0, -25.0, -25.0, -25.0] → [-25.0, -25.0, -25.0, -25.0, -25.0, -25.0, -25.0, -25.0, -25.0, -25.0, -25.0, -25.0, -25.0, -25.0, -25.0, -25.0, -25.0, … | |
AppearChancePers: [100.0, 100.0, 100.0, 100.0, 100.0, 100.0, 100.0, 100.0, 100.0, 100.0, 100.0, 50.0, 50.0, 50.0] → [100.0, 100.0, 100.0, 100.0, 100.0, 100.0, 100.0, 100.0, 100.0, 100.0, 100.0, 100.0, 100.0, 50.0, 50.0, 50.0]AvailableItems: MaxAmounts: [45, 30, 30, 20, 6, 4, 2, 2, 2, 2, 2, 3, 2, 3] → [20, 20, 20, 6, 6, 6, 4, 2, 2, 2, 2, 2, 2, 3, 2, 3]MaxDiscountPers: [25.0, 25.0, 25.0, 25.0, 25.0, 25.0, 25.0, 25.0, 25.0, 25.0, 25.0, 25.0, 25.0, 25.0] → [25.0, 25.0, 25.0, 25.0, 25.0, 25.0, 25.0, 25.0, 25.0, 25.0, 25.0, 25.0, 25.0, 25.0, 25.0, 25.0]MinAmounts: [30, 20, 20, 10, 4, 3, 1, 1, 1, 1, 1, 2, 1, 2] → [30, 10, 10, 4, 4, 4, 3, 1, 1, 1, 1, 1, 1, 2, 1, 2]MinDiscountPers: [-25.0, -25.0, -25.0, -25.0, -25.0, -25.0, -25.0, -25.0, -25.0, -25.0, -25.0, -25.0, -25.0, -25.0] → [-25.0, -25.0, -25.0, -25.0, -25.0, -25.0, -25.0, -25.0, -25.0, -25.0, -25.0, -25.0, -25.0, -25.0, -25.0, -25.0] |
Events +25 / ~26 / -1
Added (25)
Removed (1)
Modified (26)
| Entry | Changes |
|---|---|
DevComment2: "" → 3-Man Main Quest 8StartCondition: "QuestFinish_Main8 && !QuestFinish_Main7 && !RunningQuest_Main7 && ScenarioType_CrawlingDoom" → "QuestFinish_Main7 && !QuestFinish_Main8 && !RunningQuest_Main8 && ScenarioType_CrawlingDoom" | |
DevComment2: "" → 3-Man Main Quest - CompleteStartCondition: "QuestFinish_Main7 && CurrentMap_Base && ScenarioType_CrawlingDoom" → "QuestFinish_Main8 && CurrentMap_Base && ScenarioType_CrawlingDoom" | |
DevComment2: "" → Expedition decision start statusStartCondition: "(QuestFinish_Main7 && ScenarioType_CrawlingDoom) && CurrentMap_Base" → "(QuestFinish_Main8 && ScenarioType_CrawlingDoom) && CurrentMap_Base" | |
KeyWord: "EndrossiQuestEnd2" → "EndrossiQuestEnd3"StartCondition: "QuestFinish_HuntWhiteMawmurk" → "QuestFinish_HuntAlphaAcidSlogel" | |
KeyWord: "EndrossiQuestEnd4" → "EndrossiQuestEnd2"StartCondition: "QuestFinish_HuntElderGloth" → "QuestFinish_HuntWhiteMawmurk" | |
IsRepeatable: true → falseKeyWord: "DiscaredMagicPowerDevice" → "EndrossiQuestEnd4"StartCondition: "OnceOnMapEvent_Fixed27 && HasRemnantInMap_DiscardedMagicPowerDevice_1 && Cooldown_Fixed27_0" → "QuestFinish_HuntElderGloth"TargetUnitCondition: ["InteractUnit_DiscardedMagicPowerDevice"] → ["None"] | |
DevComment: Expedition Guidelines → Abandoned Mana DeviceKeyWord: "ExpeditionHorn" → "DiscaredMagicPowerDevice"StartCondition: "EventFinished_Fixed9 && UseItem_ExpeditionHorn_1 && Cooldown_Fixed28_0" → "OnceOnMapEvent_Fixed28 && HasRemnantInMap_DiscardedMagicPowerDevice_1 && Cooldown_Fixed28_0"TargetUnitCondition: ["None"] → ["InteractUnit_DiscardedMagicPowerDevice"] | |
Cooldown: 1440 → 0DevComment: Expedition Decision → Expedition GuidelinesDevComment2: "" → Horn Flute Item UsageKeyWord: "DecisionDismiss" → "ExpeditionHorn"StartCondition: "HasDecisionQuest && DecisionDismissCondition && Cooldown_Fixed29_1440" → "EventFinished_Fixed9 && UseItem_ExpeditionHorn_1 && Cooldown_Fixed29_0" | |
Cooldown: 0 → 1440DevComment: Expedition Rank Up → Expedition DecisionIsRepeatable: false → trueKeyWord: "RankUp1to2" → "DecisionDismiss"StartCondition: "ClanRank_Insignificant" → "HasDecisionQuest && DecisionDismissCondition && Cooldown_Fixed30_1440" | |
KeyWord: "RankUp2to3" → "RankUp1to2"StartCondition: "ClanRank_Common" → "ClanRank_Insignificant" | |
KeyWord: "EndrossiQuestEnd3" → "RankUp2to3"StartCondition: "QuestFinish_HuntAlphaAcidSlogel" → "ClanRank_Common" | |
Cooldown: 4320 → 0DevComment: To a Deeper Place → Deputy Captain's Ambition - LizardmanKeyWord: "Stalling" → "DeputyCaptainLizard"StartCondition: "CurrentMap_Base && ExpeditionStalled_3 && Cooldown_Fixed33_4320" → "UseItem_DeputyCaptainsInsignia_1 && Cooldown_Fixed33_0"TargetUnitCondition: ["AnyUnit"] → ["HasTrait_LeadershipLizard"] | |
Cooldown: 1440 → 0DevComment: Discontent Boils Over → Deputy Captain's Ambition - HumanKeyWord: "MoodUnder-3" → "DeputyCaptainHuamn"StartCondition: "TimeMoodAverage_Under/-3_180 && !IsCombatState && Cooldown_Fixed34_1440" → "UseItem_DeputyCaptainsInsignia_1 && Cooldown_Fixed34_0"TargetUnitCondition: ["AnyUnit"] → ["HasTrait_LeadershipHuman"] | |
DevComment: A Successful Expedition → Deputy Captain's Ambition - LycanIsRepeatable: false → trueKeyWord: "ClearDungeon1" → "DeputyCaptainLycan"StartCondition: "(QuestFinish_Main7 && ScenarioType_CrawlingDoom) && ClearDungeon_VeilSilence && CurrentMap_Base" → "UseItem_DeputyCaptainsInsignia_1 && Cooldown_Fixed35_0"TargetUnitCondition: ["None"] → ["HasTrait_LeadershipLycan"] | |
DevComment: Main Quest 8 → Deputy Captain AbsentIsRepeatable: false → trueKeyWord: "Main8" → "DeputyCaptainMia"StartCondition: "QuestFinish_Main6 && !QuestFinish_Main7 && !QuestFinish_Main8 && !RunningQuest_Main8 && !RunningQuest_Main7 && Scenario… → "ClanRankAbove_Common && !HasItem_DeputyCaptainsInsignia_1 && NoDeputyCaptain && CurrentMap_Base && EventFinished_Fixed3… | |
DevComment: Horn_Decision Not Activated → Deputy Captain's Ambition - ElfIsRepeatable: false → trueKeyWord: "ExpeditionHornNotActive" → "DeputyCaptainElf"StartCondition: "!EventFinished_Fixed9 && UseItem_ExpeditionHorn_1" → "UseItem_DeputyCaptainsInsignia_1 && Cooldown_Fixed37_0"TargetUnitCondition: ["None"] → ["HasTrait_LeadershipElf"] | |
StartCondition: "CurrentMap_Dungeon && Cooldown_Npc0_0" → "CurrentMap_Dungeon && IsDemoBuild && Cooldown_Npc0_0" | |
StartCondition: "CurrentRegion_FesteringBurrow && QuestFinish_ResearchInsect3 && !QuestFinish_ResearchInsect4 && !RunningQuest_ResearchI… → "CurrentRegion_FesteringBurrow && QuestFinish_ResearchInsect3 && !QuestFinish_ResearchInsect4 && !RunningQuest_ResearchI… | |
StartCondition: "RunningQuest_ResearchInsect4||\nRunningQuest_ResearchInsect3||\nRunningQuest_ResearchInsect2||\nRunningQuest_ResearchIn… → "RunningQuest_ResearchInsect4||\nRunningQuest_ResearchInsect3||\nRunningQuest_ResearchInsect2||\nRunningQuest_ResearchIn… | |
DevComment2: "" → Trade/Join at Safe LayerStartCondition: "QuestFinish_InteractEndrossi4 && !QuestFinish_InteractEndrossi5 && Cooldown_Npc14_0" → "QuestFinish_InteractEndrossi3 && !QuestFinish_HuntElderGloth && CurrentRegion_FesteringBurrow && Cooldown_Npc14_0" | |
StartCondition: "CurrentMap_Base && HasRoomTypeAmountAbove_MerchantRoom_1 && Cooldown_Npc23_0" → "(CurrentMap_Base && HasRoomTypeAmountAbove_MerchantRoom_1) \n||(CurrentMap_Dungeon && !IsDemoBuild) && Cooldown_Npc23_0… | |
DevComment2: "" → Region 1 Encounter after completing Alpha Sandstone Slogel HuntStartCondition: "QuestFinish_InteractEndrossi3 && !QuestFinish_InteractEndrossi4 && Cooldown_Npc24_0" → "QuestFinish_InteractEndrossi3 && !QuestFinish_InteractEndrossi4 && !QuestFinish_HuntElderGloth && CurrentRegion_VeilSil… | |
DevComment: Something Small and Blue → Gazing at the MoonKeyWord: "Dungeon1RandomGreen" → "BaseRandomGazeMoon"StartCondition: "CurrentRegion_VeilSilence && CurrentMap_Dungeon && Cooldown_Random5_4320" → "CurrentMap_Base && IsDaytime_false && BaseWeather_Sunny && Cooldown_Random5_4320"TargetUnitCondition: ["AnyUnit"] → ["HasTrait_Lycan_2", "HasTrait_Lycan_2"] | |
DevComment: A Mysterious Sound → Food RationsKeyWord: "Dungeon1RandomMusic" → "BaseRandomFoodRation"StartCondition: "CurrentRegion_VeilSilence && CurrentMap_Dungeon && Cooldown_Random6_4320" → "CurrentMap_Base && Cooldown_Random6_4320" | |
DevComment: The Watching Presence → BribeKeyWord: "Dungeon1RandomWatcher" → "Bribe"StartCondition: "CurrentRegion_VeilSilence && CurrentMap_Dungeon && Cooldown_Random7_4320" → "CurrentMap_Base && HasGoldAbove_200 && Cooldown_Random7_4320" | |
DevComment: Thorned Cliff → Expedition Support (3)KeyWord: "Dungeon1RandomCliff" → "ExpeditionTeamSupport3"StartCondition: "CurrentRegion_VeilSilence && CurrentMap_Dungeon && Cooldown_Random8_4320" → "ClanRank_Common && CurrentMap_Base && HasContributionAbove_80 && Cooldown_Random8_4320"TargetUnitCondition: ["AnyUnit"] → ["HasTrait_LeadershipLycan||HasTrait_LeadershipElf||HasTrait_LeadershipHuman||HasTrait_LeadershipLizard"] |
Event Nodes +80 / ~33 / -15
Added (80)
+ 32 more…
Removed (15)
Modified (33)
| Entry | Changes |
|---|---|
ChoiceIDs: ["ChoiceE0200", "ChoiceE0201"] → ["ChoiceE0200"] | |
ChoiceIDs: ["ChoiceF27000", "ChoiceF27001"] → ["ChoiceF27000"]Type: 0 → 1TypeName: "Normal" → "Hidden" | |
DevComment: "Fwoooom-"You blow the horn, and the members gather around. "We need a new policy for setting and achieving our exped… → It appears to have been neglected for a long time, but does not appear to have completely stopped functioning. The pipe… IllustKey: "Illustration_ReturnFromExpedition" → "Illustration_DiscardedMagicPowerDevice" | |
ChoiceIDs: ["ChoiceF30000"] → ["ChoiceF30000", "ChoiceF30001"]DevComment: A crow flies in from afar and lands on your forearm."I'll be honest, I didn't think you'd last very long. But I have t… → "It seems like we're falling behind on reaching our goal, Chief." The expedition members have recently begun to doubt w… IllustKey: "" → "Illustration_ReturnFromExpedition" | |
DevComment: Interact with Endrossi (for quest update) → "Now I hear tales of you lot from here and there."The supervisor's voice flows through the raven's beak. "It seems yo… Type: 1 → 0TypeName: "Hidden" → "Normal" | |
ChoiceIDs: ["ChoiceF34000", "ChoiceF34001"] → ["ChoiceF34000"]DevComment: Amid noisy murmuring, the members come looking for you. One of them steps forward as if resolved."We can't take it any… → The newly appointed Vice Captain {0} summons the members before a campfire. "The dungeon will not welcome us. It will t… IllustKey: "Illustration_VentingFrustration" → "Illustration_YearningForExploration" | |
DevComment: As you finish preparing to give a speech about the results of this expedition, everyone gathers around. Their eyes burn … → The newly appointed Vice Captain {0} quietly receives the badge you hand over. He closes his eyes briefly and inhales de…IllustKey: "Illustration_ReturnFromExpedition" → "Illustration_YearningForExploration" | |
DevComment: New addition - quest to create two Level 2 [characters] → A raven perched on your forearm glows with blue eyes.Soon a gruff male voice flows out. "I heard that the expedition t… Type: 1 → 0TypeName: "Hidden" → "Normal" | |
DevComment: "Start Point" → The newly appointed Vice Captain {0} calmly surveys the members."The dungeon is encroaching on the continent. If we ca… IllustKey: "" → "Illustration_YearningForExploration"Type: 1 → 0TypeName: "Hidden" → "Normal" | |
DevComment: Go investigate the Acid Bug for me! → Next to the wooden cage holding trapped insects, someone wearing a mask stands. He stares at the acid bug trapped inside…IllustKey: "" → "Illustration_Xenon" | |
DevComment: I'll be waiting. → As you nod, he looks back at the acid insect without any particular interest.He mutters to himself as he watches the a… IllustKey: "" → "Illustration_Xenon" | |
DevComment: Once you're done with the Acid Bug, investigate the Spore Bug next→ Xenon turns his gaze from the acid insect and looks at a nearby spore insect. After studying it for a moment, the corner… IllustKey: "" → "Illustration_Xenon" | |
DevComment: I'll be waiting→ As you take the note, he nods with satisfaction. "Good. This should be enough to verify the hypothesis." He looks at t… IllustKey: "" → "Illustration_Xenon" | |
DevComment: Go investigate the Meat Bug → As you approach, Xenon flips through his notebook without any particular reaction, then after a moment, opens his mouth.…IllustKey: "" → "Illustration_Xenon" | |
DevComment: I'll be waiting on the Meat Bug. → He leans his chin on his hand and mumbles to himself."An insect that should have gone extinct long ago... what could t… IllustKey: "" → "Illustration_Xenon" | |
DevComment: Bring me a Hell Leech → Xenon flips through his notebook and reveals a page with a sketch of a dark red bug."There's a blood-sucking bug, and … IllustKey: "" → "Illustration_Xenon" | |
DevComment: I'll be waiting on the Hell Leech → He gazes at the insect sketch again and mumbles to himself."Do goblins really like having insects suck their blood? Th… IllustKey: "" → "Illustration_Xenon" | |
DevComment: An insect squirms inside his hood→ Doesn't seem interested in you, busy with insect research. IllustKey: "" → "Illustration_Xenon" | |
DevComment: Acid Bug investigation done, here's your reward → As you hand over the survey results, he silently opens his notebook and skims through the contents.After a moment of s… IllustKey: "" → "Illustration_Xenon" | |
DevComment: Spore Bug investigation done, here's your reward → As you hand over the survey results, Xenon silently opens his notebook and skims through the contents."Oh... what a re… IllustKey: "" → "Illustration_Xenon" | |
DevComment: Meat Bug investigation done, here's your reward → As you hand over the survey materials, Xenon quickly skims through them. After a moment of silence, he grabs his head wi…IllustKey: "" → "Illustration_Xenon" | |
DevComment: Get the reward after acquiring the Hell Leech → As you hand over the Hell Leech, Xenon unhesitatingly places it inside his robe. He then raises his lips in a smile."A… IllustKey: "" → "Illustration_Xenon" | |
DevComment: Looks tired → Investigating the golem remains.He looks very tired. IllustKey: "" → "Illustration_Perion" | |
DevComment: Go investigate the discarded mana device → Squatting on the ground and examining the remains of a destroyed golem, he slowly turns to face you with apparent fatigu…IllustKey: "" → "Illustration_Perion" | |
DevComment: I'll be waiting on the mana device → As you accept the request, he nods with a tired expression."Don't overdo it. A little investigation is enough." IllustKey: "" → "Illustration_Perion" | |
IllustKey: "" → "Illustration_Endrossi" | |
DevComment: A man with a large pack slung over his shoulder rests here with a relaxed expression, as if this place is familiar to hi… → A thin man sets down a large backpack and begins displaying items one by one.Noticing you, he twists his mouth into a … IllustKey: "" → "Illustration_FesteringBurrowMerchant" | |
ChoiceIDs: ["ChoiceR5000", "ChoiceR5001", "ChoiceR5002"] → ["ChoiceR5000", "ChoiceR5001"]DevComment: {0} hears something moving quickly through the nearby bushes.Soon after, they rummage around eagerly and bring back som… → Late into the night when everyone is asleep, a long howling sound echoes from outside the settlement. Awooo!! Awooo!! … IllustKey: "Illustration_SmallGreenThing" → "" | |
DevComment: {0} looks a bit sheepish, then decides to keep the curious creature with them. → You sigh and shrug."If that's your custom, so be it. But don't overdo it." When you give permission, the Lycan member… IllustKey: "Illustration_SmallGreenThing" → "" | |
DevComment: "-Kreeeeeek!!"{0} tears the creature's various parts apart, and a shrill scream rings out. Once it's fully taken apar… → You furrow your brow and speak firmly. "Others need rest too, so let's stop for today." The Lycan members exchange dis… IllustKey: "Illustration_SmallGreenThing" → "" | |
ChoiceIDs: ["ChoiceR6000", "ChoiceR6001", "ChoiceR6002"] → ["ChoiceR6000", "ChoiceR6001"]DevComment: A faint sound seems to rise out of the silence, growing clearer by the moment.It's very sweet, but at the same time imp… → In the middle of ration distribution, {0} receives his portion and looks at you with a discontented expression. "Comman… IllustKey: "Illustration_MysteriousSound" → "Illustration_VentingFrustration" | |
ChoiceIDs: ["ChoiceR7000", "ChoiceR7001", "ChoiceR7002"] → ["ChoiceR7000", "ChoiceR7001"]DevComment: You suddenly realize that someone is watching you.You look around and see nothing, so you raise your head and look up. … → A raven flies over the thorn vines and perches in front of you. Its eyes tint blue, and then the Overseer's voice flows … IllustKey: "Illustration_TheWatchingEntity" → "" | |
ChoiceIDs: ["ChoiceR8000", "ChoiceR8001"] → ["ChoiceR8000", "ChoiceR8001", "ChoiceR8002"]DevComment: While continuing the expedition, {0} reports finding a strange crevice in a nearby rock wall."This looks like it would… → {0}, who had been discussing expedition operations with you, carefully speaks up. "Commander, how about we ask the guil… IllustKey: "Illustration_ThornvineCliff" → "" |
Event Choices +132 / ~30 / -22
Added (132)
+ 84 more…
Removed (22)
Modified (30)
| Entry | Changes |
|---|---|
OnSelectAction: "StartQuest_Main7" → "StartQuest_Main8" | |
OnSelectAction: "StartQuest_InteractEndrossi2" → "StartQuest_InteractEndrossi3" | |
OnSelectAction: "StartQuest_InteractEndrossi4" → "StartQuest_InteractEndrossi2" | |
DevComment: Activate it → New ChoiceOnSelectAction: "ShowNextNode_NodeF2710_100" → "StartQuest_InteractEndrossi4" | |
DevComment: I'll set goals periodically. → Activate itOnSelectAction: "ActivateDecision_true" → "ShowNextNode_NodeF2810_100"TooltipAction: "None" → "ShowChoiceAction_ChoiceF28100" | |
DevComment: It doesn't seem like we need goals. → DismantleOnSelectAction: "ActivateDecision_false" → "ShowNextNode_NodeF2811_100"TooltipAction: "None" → "ShowChoiceAction_ChoiceF28110" | |
DevComment: Wait a little longer. → I'll set goals periodically.OnSelectAction: "ShowNextNode_NodeF2910_100" → "ActivateDecision_true" | |
DevComment: We have no choice but to give up. → It doesn't seem like we need goals.OnSelectAction: "ShowNextNode_NodeF2911_100" → "ActivateDecision_false"TooltipAction: "ShowChoiceAction_ChoiceF29110" → "None" | |
DevComment: My, aren't you fussy. → Wait a little longer.OnSelectAction: "SpawnItemMap_GoddessTears_2_150/150,\nSpawnItemMap_Oats_2_150/150,\nSpawnItemMap_Clay_5_150/150,\nSpawnItemMap_SkillRes… → "ShowNextNode_NodeF3010_100"TooltipAction: "ShowAction" → "None" | |
DevComment: Don't forget, it's us who are risking our lives! → My, aren't you fussy.OnSelectAction: "ModifyClanGold_1000" → "SpawnItemMap_GoddessTears_2_150/150,\nSpawnItemMap_Oats_2_150/150,\nSpawnItemMap_Clay_5_150/150,\nSpawnItemMap_SkillRes… | |
DevComment: New Choice → Don't forget, it's us who are risking our lives!OnSelectAction: "StartQuest_InteractEndrossi3" → "ModifyClanGold_1000,\nSpawnItemMap_DeputyCaptainsInsignia_1_150/150"TooltipAction: "None" → "ShowAction" | |
DevComment: We need to push on deeper. → Very hearty!OnSelectAction: "AddAffecterAll_ExploreAspiration_2880" → "AddAffecter_GreatestWarrior_0" | |
ActiveCondition: "HasGoldAbove_200" → "None"DevComment: I'll pay everyone a special bonus. → Very excellent!OnSelectAction: "ShowNextNode_NodeF3410_100" → "AddAffecterAll_PioneeringSpirit"TooltipAction: "ShowChoiceAction_ChoiceF34100" → "ShowAction" | |
DevComment: It starts now → Very passionate!OnSelectAction: "ModifyContributionPoint_30,\nAddAffecterAll_Satisfied_2880" → "AddAffecterAll_SurvivalInstinct" | |
DevComment: New Choice → We need a new Vice Captain.OnSelectAction: "StartQuest_Main8" → "SpawnItemMap_DeputyCaptainsInsignia_1_150/150"TooltipAction: "None" → "ShowAction" | |
DevComment: New Choice → Very elegant!OnSelectAction: "Notify_DecisionNotActivate,\nSpendMinute_1,\nModifyClanGold_300" → "AddAffecterAll_BlessOfWorldTree"TooltipAction: "None" → "ShowAction" | |
DevComment: Receive the reward → Ah, so that's what it was.OnSelectAction: "SpawnItem_TechBook_Xenon_2" → "SpawnItem_TechBook_Xenon_4" | |
DevComment: Receive the reward → Then I'll be going.OnSelectAction: "SpawnItem_TechBook_Xenon_2" → "SpawnItem_TechBook_Xenon_4" | |
DevComment: Receive the reward → This seems complicated.OnSelectAction: "SpawnItem_ImperialCoin_Perion_1" → "SpawnItem_ImperialCoin_Perion_3" | |
ActiveCondition: "HasPopulation && RunningQuest_HuntElderGloth" → "HasPopulation"DevComment: Request to Join Expedition → Request to JoinOnSelectAction: "ShowNextNode_NodeN1411" → "ShowNextNode_NodeN1411_100"TooltipAction: "ShowChoiceAction_ChoiceN14110" → "None" | |
DevComment: You'd better take care of it → If that's the custom, I can't help it.OnSelectAction: "ShowNextNode_NodeR510_100" → "AddAffecterByRace_Lycan_FullMoonWolf_1440_Dissatisfaction_1440,\nShowNextNode_NodeR510_100"TooltipAction: "ShowChoiceAction_ChoiceR5100" → "ShowAction" | |
DevComment: Hmm, fascinating. What if we took it apart? → It's too loud, stop it right now.OnSelectAction: "ShowNextNode_NodeR511_100" → "AddAffecterByRace_Lycan_Dissatisfaction_1440_MajorSatisfaction_1440,\nShowNextNode_NodeR511_100"TooltipAction: "ShowChoiceAction_ChoiceR5110" → "ShowAction" | |
DevComment: Hmm, seems like they're fond of it. → This is the best I can do.OnSelectAction: "AddItem_NatureGreenSpirit_1_0" → "None"TooltipAction: "ShowAction" → "None" | |
DevComment: Very interesting. → This is the best I can do.OnSelectAction: "AddItem_NatureEssence_1_0" → "None"TooltipAction: "ShowAction" → "None" | |
DevComment: That's the sound of a horn. → Then I'll increase the rations.OnSelectAction: "AddAffecterAll_MaybeTrumpet_1440" → "ShowNextNode_NodeR610_100,\nAddAffecterAll_AbundantRation_1440,\nAddAffecterAll_Satisfied_1440" | |
DevComment: What splendid harp playing! → There's no time for that now.OnSelectAction: "AddAffecterAll_MaybeHarp_1440" → "ShowNextNode_NodeR611_100,\nAddAffecterAll_Dissatisfaction_1440" | |
DevComment: Pain → Isn't this when we should help each other?OnSelectAction: "ShowNextNode_NodeR710_100" → "ModifyClanGold_-200,\nModifyContributionPoint_50"TooltipAction: "None" → "ShowAction" | |
DevComment: Pleasure → Well, I'm not sure about that.OnSelectAction: "ShowNextNode_NodeR711_100" → "None" | |
ActiveCondition: "TargetHeadHealthAbove_80" → "None"DevComment: We should search inside. → Funding support is needed.OnSelectAction: "ShowNextNode_NodeR810_100" → "ModifyContributionPoint_-80,\nModifyClanGold_800"TooltipAction: "ShowChoiceAction_ChoiceR8100" → "ShowAction" | |
DevComment: Don't worry about it. Let's just go. → Technical support is needed.OnSelectAction: "None" → "ModifyContributionPoint_-80,\nAddItem_TechBook_8_0"TooltipAction: "None" → "ShowAction" |
NPC Events 0 / ~5 / 0
Modified (5)
| Entry | Changes |
|---|---|
DefaultEventKey: "Event_Npc0" → "Event_Npc26" | |
DefaultEventKey: "Event_Npc11" → "Event_Npc23" | |
DefaultEventKey: "Event_Npc1" → "Event_Npc11"LinkedEventKeys: ["Event_Npc11", "Event_Npc12", "Event_Npc13"] → ["Event_Npc11", "Event_Npc12", "Event_Npc13", "Event_Npc27", "Event_Npc28"] | |
DefaultEventKey: "Event_Npc6" → "Event_Npc1" | |
DefaultEventKey: "" → "Event_Npc6" |
Random Events +11 / 0 / 0
Quests +4 / ~18 / 0
Modified (18)
| Entry | Changes |
|---|---|
CompleteCondition: "KillCount_RedMonsterRat_1" → "HasBuilding_WoodGodnessStatue_1 && LevelAbove_2_2" | |
CompleteCondition: "LevelAbove_2_2" → "KillCount_RedMonsterRat_1" | |
CompleteCondition: "CompleteResearch_HuntProcessing" → "CompleteResearch_WoodProcessing2"Dev_Description: Hunting Processing Complete → Wood Processing 2 Complete | |
CompleteCondition: "CompleteResearch_WoodProcessing2" → "CompleteResearch_WoodHousing"Dev_Description: Wood Processing 2 Complete → Wooden Housing Complete | |
CompleteCondition: "CompleteResearch_BasicAlchemy" → "CompleteResearch_HuntProcessing"Dev_Description: Basic Alchemy Complete → Hunting Processing Complete | |
CompleteCondition: "CompleteResearch_BasicCuisine" → "CompleteResearch_BasicAlchemy"Dev_Description: Basic Cooking Complete → Basic Alchemy Complete | |
CompleteCondition: "CompleteResearch_WoodHousing" → "CompleteResearch_WeaveProcessing"Dev_Description: Wooden Housing Complete → Weaving Processing Complete | |
CompleteCondition: "CompleteResearch_WeaveProcessing" → "CompleteResearch_BasicCuisine"Dev_Description: Weaving Processing Complete → Basic Cooking Complete | |
CompleteCondition: "CompleteResearch_CarapaceProcessing1" → "CompleteResearch_BoneProcessing1"Dev_Description: Carapace Processing Complete → Bone Processing 1 Complete | |
CompleteCondition: "CompleteResearch_StaffCrafting" → "CompleteResearch_CarapaceProcessing1"Dev_Description: Staff Crafting Complete → Carapace Processing Complete | |
CompleteCondition: "CompleteResearch_RelifFood" → "CompleteResearch_StaffCrafting"Dev_Description: Relief Rations Complete → Staff Crafting Complete | |
CompleteCondition: "CompleteResearch_BasicFarming" → "CompleteResearch_RelifFood"Dev_Description: Basic Farming Complete → Relief Rations Complete | |
CompleteCondition: "CompleteResearch_BasicMonsterCusine" → "CompleteResearch_BasicFarming"Dev_Description: Basic Monster Cooking Complete → Basic Farming Complete | |
CompleteCondition: "CompleteResearch_BoneProcessing1" → "CompleteResearch_BasicMonsterCusine"Dev_Description: Bone Processing 1 Complete → Basic Monster Cooking Complete | |
CompleteCondition: "CompleteResearch_CarapaceProcessing2" → "CompleteResearch_BoneProcessing2"Dev_Description: Carapace Processing 2 Complete → Bone Processing 2 Complete | |
CompleteCondition: "CompleteResearch_BoneProcessing2" → "CompleteResearch_CarapaceProcessing2"Dev_Description: Bone Processing 2 Complete → Carapace Processing 2 Complete | |
CompleteCondition: "CompleteResearch_BurrowMonsterCusine" → "CompleteResearch_AdvancedCusine"Dev_Description: Burrow Monster Cooking Complete → Intermediate Cooking Complete | |
CompleteCondition: "CompleteResearch_AdvancedCusine" → "CompleteResearch_BurrowMonsterCusine"Dev_Description: Intermediate Cooking Complete → Burrow Monster Cooking Complete |
Decisions +1 / ~53 / 0
Added (1)
Modified (53)
| Entry | Changes |
|---|---|
Condition: "!CompleteResearch_HuntProcessing" → "!CompleteResearch_WoodProcessing2"DevComment: Hunting Processing not completed → Wood Processing 2 not completed | |
Condition: "!CompleteResearch_WoodProcessing2" → "!CompleteResearch_WoodHousing"DevComment: Wood Processing 2 not completed → Wood Housing not completed | |
Condition: "!CompleteResearch_BasicAlchemy" → "!CompleteResearch_HuntProcessing"DevComment: Basic Alchemy not completed → Hunting Processing not completed | |
Condition: "!CompleteResearch_BasicCuisine" → "!CompleteResearch_BasicAlchemy"DevComment: Basic Cooking not completed → Basic Alchemy not completed | |
Condition: "!CompleteResearch_WoodHousing" → "!CompleteResearch_WeaveProcessing"DevComment: Wood Housing not completed → Weaving Processing not completed | |
Condition: "!CompleteResearch_WeaveProcessing" → "!CompleteResearch_BasicCuisine"DevComment: Weaving Processing not completed → Basic Cooking not completed | |
Reward: "ModifyContributionPoint_15,\nAddAffecterAll_Satisfied_1440," → "ModifyContributionPoint_20,\nAddAffecterAll_Satisfied_1440," | |
Reward: "ModifyContributionPoint_15,\nAddAffecterAll_Satisfied_1440," → "ModifyContributionPoint_20,\nAddAffecterAll_Satisfied_1440," | |
Reward: "ModifyContributionPoint_15,\nAddAffecterAll_Satisfied_1440," → "ModifyContributionPoint_20,\nAddAffecterAll_Satisfied_1440," | |
Reward: "ModifyContributionPoint_15,\nAddAffecterAll_Satisfied_1440," → "ModifyContributionPoint_20,\nAddAffecterAll_Satisfied_1440," | |
Reward: "ModifyContributionPoint_15,\nAddAffecterAll_Satisfied_1440," → "ModifyContributionPoint_20,\nAddAffecterAll_Satisfied_1440," | |
Reward: "ModifyContributionPoint_15,\nAddAffecterAll_Satisfied_1440," → "ModifyContributionPoint_20,\nAddAffecterAll_Satisfied_1440," | |
Reward: "ModifyContributionPoint_15,\nAddAffecterAll_Satisfied_1440," → "ModifyContributionPoint_20,\nAddAffecterAll_Satisfied_1440," | |
Reward: "ModifyContributionPoint_15,\nAddAffecterAll_Satisfied_1440," → "ModifyContributionPoint_20,\nAddAffecterAll_Satisfied_1440," | |
Reward: "ModifyContributionPoint_15,\nAddAffecterAll_Satisfied_1440," → "ModifyContributionPoint_20,\nAddAffecterAll_Satisfied_1440," | |
Reward: "ModifyContributionPoint_15,\nAddAffecterAll_Satisfied_1440," → "ModifyContributionPoint_20,\nAddAffecterAll_Satisfied_1440," | |
Reward: "ModifyContributionPoint_15,\nAddAffecterAll_Satisfied_1440," → "ModifyContributionPoint_20,\nAddAffecterAll_Satisfied_1440," | |
Reward: "ModifyContributionPoint_15,\nAddAffecterAll_Satisfied_1440," → "ModifyContributionPoint_20,\nAddAffecterAll_Satisfied_1440," | |
Reward: "ModifyContributionPoint_15,\nAddAffecterAll_Satisfied_1440," → "ModifyContributionPoint_20,\nAddAffecterAll_Satisfied_1440," | |
Reward: "ModifyContributionPoint_15,\nAddAffecterAll_Satisfied_1440," → "ModifyContributionPoint_20,\nAddAffecterAll_Satisfied_1440," | |
Condition: "!CompleteResearch_CarapaceProcessing1" → "!CompleteResearch_BoneProcessing1"DevComment: Carapace Processing not completed → Bone Processing 1 not completedReward: "ModifyContributionPoint_15,\nAddAffecterAll_Satisfied_1440," → "ModifyContributionPoint_20,\nAddAffecterAll_Satisfied_1440," | |
Condition: "!CompleteResearch_StaffCrafting" → "!CompleteResearch_CarapaceProcessing1"DevComment: Staff Crafting not completed → Carapace Processing not completedReward: "ModifyContributionPoint_15,\nAddAffecterAll_Satisfied_1440," → "ModifyContributionPoint_20,\nAddAffecterAll_Satisfied_1440," | |
Condition: "!CompleteResearch_RelifFood" → "!CompleteResearch_StaffCrafting"DevComment: Relief Food not completed → Staff Crafting not completedReward: "ModifyContributionPoint_15,\nAddAffecterAll_Satisfied_1440," → "ModifyContributionPoint_20,\nAddAffecterAll_Satisfied_1440," | |
Condition: "!CompleteResearch_BasicFarming" → "!CompleteResearch_RelifFood"DevComment: Basic Farming not completed → Relief Food not completedReward: "ModifyContributionPoint_15,\nAddAffecterAll_Satisfied_1440," → "ModifyContributionPoint_20,\nAddAffecterAll_Satisfied_1440," | |
Condition: "!CompleteResearch_BasicMonsterCusine" → "!CompleteResearch_BasicFarming"DevComment: Basic Monster Cooking not completed → Basic Farming not completedReward: "ModifyContributionPoint_15,\nAddAffecterAll_Satisfied_1440," → "ModifyContributionPoint_20,\nAddAffecterAll_Satisfied_1440," | |
Condition: "!CompleteResearch_BoneProcessing1" → "!CompleteResearch_BasicMonsterCusine"DevComment: Bone Processing 1 not completed → Basic Monster Cooking not completedReward: "ModifyContributionPoint_15,\nAddAffecterAll_Satisfied_1440," → "ModifyContributionPoint_20,\nAddAffecterAll_Satisfied_1440," | |
Reward: "ModifyContributionPoint_15,\nAddAffecterAll_Satisfied_1440," → "ModifyContributionPoint_20,\nAddAffecterAll_Satisfied_1440," | |
Reward: "ModifyContributionPoint_15,\nAddAffecterAll_Satisfied_1440," → "ModifyContributionPoint_20,\nAddAffecterAll_Satisfied_1440," | |
Condition: "!CompleteResearch_CarapaceProcessing2" → "!CompleteResearch_BoneProcessing2"DevComment: Carapace Processing 2 not completed → Bone Processing 2 not completedReward: "ModifyContributionPoint_15,\nAddAffecterAll_Satisfied_1440," → "ModifyContributionPoint_20,\nAddAffecterAll_Satisfied_1440," | |
Condition: "!CompleteResearch_BoneProcessing2" → "!CompleteResearch_CarapaceProcessing2"DevComment: Bone Processing 2 not completed → Carapace Processing 2 not completedReward: "ModifyContributionPoint_15,\nAddAffecterAll_Satisfied_1440," → "ModifyContributionPoint_20,\nAddAffecterAll_Satisfied_1440," | |
Reward: "ModifyContributionPoint_15,\nAddAffecterAll_Satisfied_1440," → "ModifyContributionPoint_20,\nAddAffecterAll_Satisfied_1440," | |
Reward: "ModifyContributionPoint_15,\nAddAffecterAll_Satisfied_1440," → "ModifyContributionPoint_20,\nAddAffecterAll_Satisfied_1440," | |
Reward: "ModifyContributionPoint_15,\nAddAffecterAll_Satisfied_1440," → "ModifyContributionPoint_20,\nAddAffecterAll_Satisfied_1440," | |
Reward: "ModifyContributionPoint_15,\nAddAffecterAll_Satisfied_1440," → "ModifyContributionPoint_20,\nAddAffecterAll_Satisfied_1440," | |
Reward: "ModifyContributionPoint_20,\nAddAffecterAll_Satisfied_1440," → "ModifyContributionPoint_30,\nAddAffecterAll_Satisfied_1440," | |
Reward: "ModifyContributionPoint_20,\nAddAffecterAll_Satisfied_1440," → "ModifyContributionPoint_30,\nAddAffecterAll_Satisfied_1440," | |
Reward: "ModifyContributionPoint_20,\nAddAffecterAll_Satisfied_1440," → "ModifyContributionPoint_30,\nAddAffecterAll_Satisfied_1440," | |
Reward: "ModifyContributionPoint_20,\nAddAffecterAll_Satisfied_1440," → "ModifyContributionPoint_30,\nAddAffecterAll_Satisfied_1440," | |
Reward: "ModifyContributionPoint_20,\nAddAffecterAll_Satisfied_1440," → "ModifyContributionPoint_30,\nAddAffecterAll_Satisfied_1440," | |
Reward: "ModifyContributionPoint_20,\nAddAffecterAll_Satisfied_1440," → "ModifyContributionPoint_30,\nAddAffecterAll_Satisfied_1440," |
+ 13 more changed…
Reward: "ModifyContributionPoint_20,\nAddAffecterAll_Satisfied_1440," → "ModifyContributionPoint_30,\nAddAffecterAll_Satisfied_1440," | |
Reward: "ModifyContributionPoint_20,\nAddAffecterAll_Satisfied_1440," → "ModifyContributionPoint_30,\nAddAffecterAll_Satisfied_1440," | |
Reward: "ModifyContributionPoint_20,\nAddAffecterAll_Satisfied_1440," → "ModifyContributionPoint_30,\nAddAffecterAll_Satisfied_1440," | |
Reward: "ModifyContributionPoint_20,\nAddAffecterAll_Satisfied_1440," → "ModifyContributionPoint_30,\nAddAffecterAll_Satisfied_1440," | |
Reward: "ModifyContributionPoint_20,\nAddAffecterAll_Satisfied_1440," → "ModifyContributionPoint_30,\nAddAffecterAll_Satisfied_1440," | |
Reward: "ModifyContributionPoint_20,\nAddAffecterAll_Satisfied_1440," → "ModifyContributionPoint_30,\nAddAffecterAll_Satisfied_1440," | |
Reward: "ModifyContributionPoint_20,\nAddAffecterAll_Satisfied_1440," → "ModifyContributionPoint_30,\nAddAffecterAll_Satisfied_1440," | |
Reward: "ModifyContributionPoint_20,\nAddAffecterAll_Satisfied_1440," → "ModifyContributionPoint_30,\nAddAffecterAll_Satisfied_1440," | |
Reward: "ModifyContributionPoint_20,\nAddAffecterAll_Satisfied_1440," → "ModifyContributionPoint_30,\nAddAffecterAll_Satisfied_1440," | |
Reward: "ModifyContributionPoint_20,\nAddAffecterAll_Satisfied_1440," → "ModifyContributionPoint_30,\nAddAffecterAll_Satisfied_1440," | |
Condition: "!CompleteResearch_BurrowMonsterCusine" → "!CompleteResearch_AdvancedCusine"DevComment: Burrow Monster Cooking incomplete → Intermediate Cooking incompleteReward: "ModifyContributionPoint_20,\nAddAffecterAll_Satisfied_1440," → "ModifyContributionPoint_30,\nAddAffecterAll_Satisfied_1440," | |
Condition: "!CompleteResearch_AdvancedCusine" → "!CompleteResearch_BurrowMonsterCusine"DevComment: Intermediate Cooking incomplete → Burrow Monster Cooking incompleteReward: "ModifyContributionPoint_20,\nAddAffecterAll_Satisfied_1440," → "ModifyContributionPoint_30,\nAddAffecterAll_Satisfied_1440," | |
Reward: "ModifyContributionPoint_20,\nAddAffecterAll_Satisfied_1440," → "ModifyContributionPoint_30,\nAddAffecterAll_Satisfied_1440," |
Dungeon Rooms +21 / ~23 / -8
Added (21)
Removed (8)
Modified (23)
| Entry | Changes |
|---|---|
AvailablePhases: [1, 2, 3, 4, 5, 6, 7, 8, 9, 10] → [1, 2, 3, 4, 5, 6, 7, 8, 9, 10, 11, 12, 13, 14, 15, 16, 17, 18, 19, 20] | |
AvailablePhases: [1, 2, 3, 4, 5, 6, 7, 8, 9, 10] → [1, 2, 3, 4, 5, 6, 7, 8, 9, 10, 11, 12, 13, 14, 15, 16, 17, 18, 19, 20] | |
AvailablePhases: [10] → [10, 20] | |
AvailablePhases: [1, 2, 3, 4, 6, 7, 8, 9] → [1, 2, 3, 4, 6, 7, 8, 9, 11, 12, 13, 14, 16, 17, 18, 19]DevComment: Common Horizontal Corridor 1 → Common horizontal corridor 1_ 7 spaces | |
AvailablePhases: [5, 10] → [5, 10, 15, 20]DevComment: Common Horizontal Corridor 2 / For Boss → Common horizontal corridor 2 / for boss_11 spaces | |
AvailablePhases: [1, 2, 3, 4, 5, 6, 7, 8, 9, 10] → [1, 2, 3, 4, 5, 6, 7, 8, 9, 10, 11, 12, 13, 14, 15, 16, 17, 18, 19, 20] | |
DevComment: Floor 1 Battle → Standard triangle synergy combat.To avoid evolution, it is tactically advantageous to cut down tadpoles first. | |
DevComment: Floor 2 Battle → All ranged dirty battle. Since Slow is applied, thoughtlessly charging in easily leads to concentrated fire, so tactical… | |
DevComment: Floor 3 Battle → Slime splits and becomes food for tadpoles. Also creates a dilemma where defeating the tadpole first causes White Marmok… | |
DevComment: Floor 4 Battle → Pinball TimePS: If the map is too large, armored beetles may escape from combat, so size adjustment seems necessary du… | |
DevComment: Floor 5 Battle → Fireproof Rat Rematch, 2 enemies ver.Requires adequate tanking capability and sustained damage output. | |
DevComment: Floor 6 Battle → It's easier to deal with workers first. When HP gets low, they flee to eat herbs. | |
DevComment: Floor 7 Battle → Three-way synergy battle where previously killing Tadpole first was generally advantageous, but in this fight there is a… | |
DevComment: Floor 8 Battle → Easy to underestimate with 4 units, but White Mammoth is a late-game monster in this region with high stats.Unlike reg… | |
DevComment: Floor 9 Battle → Slogel flees and the thrower casts nets, so the battle can drag on quite long, making the Abyss gimmick's Bleeding stack… | |
DevComment: Floor 10 Battle → Gossgoal returns stronger. Need to set up via stat variation, not just combination. | |
DevComment: Boss Room Demo → Boss RoomSpawnBuildingList_2: SpawnBuildingList_3: SpawnBuildingList_4: SpawnBuildingList_6: | |
Weight: 0 → 100 | |
RoomDecoStyle: 20 → 23RoomDecoStyleName: "Cavern_Standard" → "Cavern_LittleFlesh" | |
RoomDecoStyle: 20 → 23RoomDecoStyleName: "Cavern_Standard" → "Cavern_LittleFlesh" | |
RoomDecoStyle: 20 → 22RoomDecoStyleName: "Cavern_Standard" → "Cavern_Poison" | |
Spawn Groups +16 / ~14 / 0
Added (16)
Modified (14)
| Entry | Changes |
|---|---|
DevComment1: Festering Burrow_Phase 2_Normal Battle 1 → Fractured Cavern_Phase 2_Normal Battle 1DevComment2: Worker 3 + Thrower 2 → Worker 4 + Thrower 2 = 21 | |
DevComment1: Festering Burrow_Phase 3_Normal Battle 1 → Fractured Cavern_Phase 3_Normal Battle 1 | |
DevComment1: Festering Burrow_Phase 3_Normal Battle 2 → Fractured Cavern_Phase 3_Normal Battle 2SpawnPool: | |
DevComment1: Festering Burrow_Phase 3_Normal Battle 3 → Fractured Cavern_Phase 3_Normal Battle 3SpawnPool: | |
DevComment1: Festering Burrow_Phase 3_Normal Battle 1 → Fractured Cavern_Phase 4_Normal Battle 1SpawnPool: Weight: 100 → 150 | |
DevComment1: Festering Burrow_Phase 3_Normal Battle 2 → Fractured Cavern_Phase 4_Normal Battle 2SpawnPool: Weight: 100 → 150 | |
DevComment1: "-" → Fractured Cavern_Phase 1_Hard Battle 1DevComment2: Worker 6 + Brawler 1 → Worker 4 + Fighter 2 = 28 | |
DevComment1: "-" → Fractured Cavern_Phase 1_Hard Battle 2DevComment2: Brawler 3 → Fighter 3 + Thrower 1 = 28.5 | |
DevComment1: "-" → Fractured Cavern_Phase 2_Hard Battle 1DevComment2: Thrower 2 + Brawler 2 → Thrower 4 + Brawler 2 = 34 | |
DevComment1: "-" → Fractured Cavern_Phase 2_Hard Battle 2 | |
DevComment1: "-" → Fractured Cavern_Phase 3_Hard Battle 1SpawnPool: | |
DevComment1: "-" → Fractured Cavern_Phase 3_Hard Battle 2DevComment2: Rider 2 + Shaman 1 + Thrower 1 → Male Glowt 3 + Female Glowt 2 + Mudslowgel 1 = 40.5SpawnPool: | |
DevComment1: "-" → Fractured Cavern_Phase 4_Hard Battle 1SpawnPool: Weight: 100 → 300 | |
DevComment1: "-" → Fractured Cavern_Phase 4_Hard Battle 2DevComment2: Rider 4 → Challenger Glott4 + Female Glott1 + Mud Slogel2 = 48SpawnPool: Weight: 100 → 300 |
NPC Spawns +2 / ~2 / 0
Added (2)
Modified (2)
| Entry | Changes |
|---|---|
ProhibitedRecords: ["NpcDead_Perion"] → ["NpcDead_Perion", "QuestFinish_InteractPerion2"] | |
RequiredRecords: ["KillCount_GiantStoneGolem_1"] → ["KillCount_GiantStoneGolem_1", "QuestFinish_HuntAlphaAcidSlogel"] |
Housing Rooms +4 / ~1 / 0
Added (4)
Modified (1)
| Entry | Changes |
|---|---|
HousingType: 8 → 9 |
Clan Ranks 0 / ~7 / 0
Modified (7)
| Entry | Changes |
|---|---|
LycanWeight: null → 0 | |
LycanWeight: null → 0 | |
LycanWeight: null → 25 | |
LycanWeight: null → 25 | |
LycanWeight: null → 25 | |
LycanWeight: null → 25 | |
LycanWeight: null → 25 |
Recruit Presets +1 / ~1 / -1
Added (1)
Removed (1)
Modified (1)
| Entry | Changes |
|---|---|
IntelligenceTalent: 0 → 2IntelligenceTalentName: "Moderate" → "Exceptional"StrengthTalent: 1 → 0StrengthTalentName: "Outstanding" → "Moderate" |
Scenarios +5 / ~3 / -3
Added (5)
Removed (3)
Modified (3)
| Entry | Changes |
|---|---|
ManagementDifficultyType: 1 → 2ManagementDifficultyTypeName: "Normal" → "Hard" | |
StartingBuildingsSpawnPos: ["(5/5)"] → ["(5/3)"] | |
StartingBuildingsSpawnPos: ["(5/5)"] → ["(5/3)"] |
Game Constants +8 / ~12 / -5
Added (8)
Removed (5)
Modified (12)
| Entry | Changes |
|---|---|
FloatValues: [120.0, 300.0] → [20.0, 30.0] | |
StringValues: | |
FloatValues: [10.0] → [20.0] | |
FloatValues: [1.0] → [2.0] | |
FloatValues: [0.3400000035762787, 0.6700000166893005, 1.0, 1.3300000429153442, 1.659999966621399] → [0.3400000035762787, 0.6700000166893005, 1.0, 1.0, 1.0] | |
FloatValues: [0.3400000035762787, 0.6700000166893005, 1.0, 1.3300000429153442, 1.659999966621399] → [0.3400000035762787, 0.6700000166893005, 1.0, 1.0, 1.0] | |
FloatValues: [480.0] → [4800.0] | |
FloatValues: [200.0, 400.0, 800.0, 2000.0] → [50.0, 100.0, 300.0, 500.0] | |
StringValues: | |
StringValues: | |
FloatValues: [4.0] → [5.0] | |
FloatValues: [50.0] → [100.0] |
Statuses +2 / 0 / 0
Status Values +1 / 0 / 0
Added (1)
Alerts +1 / ~4 / 0
Added (1)
Modified (4)
| Entry | Changes |
|---|---|
Condition: "StatAbove_Mood_-20\n&& StatUnder_Mood_-10" → "StatAbove_Mood_-10\n&& StatUnder_Mood_-5" | |
Condition: "StatAbove_Mood_-20\n&& StatUnder_Mood_-10" → "StatAbove_Mood_-99\n&& StatUnder_Mood_-10" | |
Type: 1 → 5TypeName: "Caution" → "MAX" | |
Type: 1 → 5TypeName: "Caution" → "MAX" |
Emotes +4 / 0 / 0
Added (4)
Text / Localization +707 / ~533 / -63
Added (707)
Language Portuguese Brazil
Português (Brasil)
Construction Category Recreation
Recreation
LOCKEDBUILDING Item Reason
Item: {0} is required.
Interaction Option Force Attack
Attack {0}
Interaction Option Heal
Heal
Interaction Option Demolition No Target
Demolition:
Interaction Invalid Drop Fail
Unavailable: No place to drop the item.
Interaction Invalid Indoor Disabled
Must be indoors, enclosed by walls and doors, to use. Corner sections must also be filled to form a room.
Interaction Invalid Work Unavailable
Unavailable: Not enabled
Locked Content
To play at a higher difficulty level, you must reach the Abyss floors of the previous difficulty level.
Create Campaign Establish Title
Recruit Expedition Members
Create Campaign Difficulty Tooltip Crafting Ingredient
Crafting Ingredient Requirement
Create Campaign Difficulty Tooltip Construction Material
Construction Material Requirement
Create Campaign Difficulty Tooltip Research Workload
Research Workload
Create Campaign Difficulty Tooltip Dungeon Drop
Dungeon Drop Amount
Create Campaign Difficulty Tooltip Treatment Expectation Mood
Treatment Expectation Mood
Create Campaign Difficulty Tooltip Dungeon Stay Mood Penalty
Dungeon Stay Penalty
Create Campaign Difficulty Tooltip No Change
No changes
Create Campaign Difficulty Tooltip Dungeon Unit Respawn Term
Dungeon unit respawn interval
Create Campaign Difficulty Tooltip Environment Count
Regional environment effects
Create Campaign Difficulty Tooltip Monster Difficulty
Monster modifiers
Create Campaign Difficulty Tooltip Player Difficulty
Ally combat modifiers
Create Campaign Difficulty Tooltip Respawn Term Short
Short
Create Campaign Difficulty Tooltip Respawn Term Medium
Medium
Create Campaign Difficulty Tooltip Respawn Term Long
Long
Create Campaign Difficulty Tooltip Invalid
Cannot display difficulty information.
Create Campaign Difficulty Tooltip Resource Section
Resource Requirements
Create Campaign Gender Male
Male
Create Campaign Gender Female
Female
Game Option UIScale Over Recommended Warning
UI scale above 1.20 is not recommended.
Entity Skill UI Stake
Stake
Entity Summary UI Building Description Specific Storage
Storable: Specified Items
Entity Summary Building Priority
Priority
Enabled
Set whether this building is enabled.
Automatically disabled because the indoor conditions are not met.
Tooltip Crafting Required Items
Crafting Materials
Tooltip No Expire Duration
Shared Super Low
VeryLow
Shared Super High
VeryHigh
Sword
Greatsword
Spear
Blunt
+ 659 more…
Bow
Fire Magic Staff
Water Magic Staff
Nature Magic Staff
Shield
Dagger
Building Type Remnant
Remnant
Building Sub Type Specific Storage
Specific Storage
Building Sub Type Floor Deco
Floor Decoration
Building Sub Type Grave
Grave
Narrative Intro Notice 1
Long ago… the Dungeon opened a portal in the land
and began to drain the vitality of the world.
and began to drain the vitality of the world.
Narrative Intro Notice 2
Amid the disaster created by its own creation,
the once-brilliant magical empire ultimately collapsed.
the once-brilliant magical empire ultimately collapsed.
Narrative Intro Notice 3
Through the sacrifice of four legendary heroes,
peace returned once more, but
peace returned once more, but
Narrative Intro Notice 4
After regaining its strength over a long age,
the Dungeon began the calamity of corruption once more.
the Dungeon began the calamity of corruption once more.
Narrative Intro Notice 5
To stop the catastrophic disaster,
the Guild hastily assembled numerous expedition teams
and dispatched them to dungeons…
the Guild hastily assembled numerous expedition teams
and dispatched them to dungeons…
Narrative Intro Notice 6
And you are
the expedition leader
who commands one of them.
the expedition leader
who commands one of them.
Narrative Intro Hold Space Skip Guide
Hold Space or the left mouse button to skip the intro.
For Third Playtester UI Description
Welcome, everyone participating in the third playtest!
This is a confidential playtest. Please do
not stream, share, o…
This is a confidential playtest. Please do
not stream, share, o…
Help Notice Not Reachable Target
Target is unreachable.
Help Notice Retire Fail Last Member
At least one expedition member is required to keep the expedition going.
Help Notice Cannot Paste Storage Policy
You cannot paste between different types of storage.
Help Notice No Drop Area
No space to put down the item.
Help Notice Trait Acquired
{0} has acquired {1}.
A capability used to calculate progress for recreation tasks. Higher values make recreation tasks progress faster.
A percentage modifier applied to Recreation Capability. Positive values increase it, while negative values decre…
An enraged monstrosity that burst from a gap in the mass of flesh that shook the ground and smothered the surroundings k…
An alchemist well versed in insects. His identity is shrouded in mystery, much like the enigmatic mask that covers his f…
The member who uses this insignia is appointed Deputy Commander, and the following effects apply based on their race. Al…
The insignia awarded to the Deputy Commander of a Guild expedition of sufficient size shines brightly enough to be seen …
A stone imbued with the soul of a powerful Chain Knight Sentinel.
Deals physical damage equal to {0}% of physical attack power to the target. Deals the same damage to enemies positioned …
Thrusts the spear toward the target, dealing physical damage equal to {0}% of physical attack power to all enemy units, …
For {0} seconds, basic attacks are modified to deal physical damage equal to {1}% of physical attack power to the target…
Deals physical damage equal to {0}% of physical attack power to the target {1} times. Deals the same damage to enemies p…
Deals physical damage equal to {0}% of physical attack power to the target and applies Vulnerable for {1} sec…
Deals physical damage equal to {0}% of physical attack power to the target and knocks it back {1} tiles. The target gain…
If you do not move from your position for {0} seconds during combat, damage dealt increases by {1}% and damage taken inc…
Every {0} basic attacks, deal additional physical damage to the target equal to {1}% of physical attack power.
Each time you deal damage to an enemy with a melee basic attack, attack speed increases by {1}% for {0} seconds. This ef…
Thanks to the tidy recreation room, resting here is fairly comfortable.
In the impressive atmosphere, the fatigue of the day gently fades.
The luxurious recreation room generously restores both body and mind.
The fantastic rest leaves a pleasant afterglow that lasts for a long time.
Basic attacks are changed to deal physical damage equal to {1}% of Physical Attack to the target {2} times.
Upon killing an enemy, apply {1} Burning for {0} seconds to all enemy units adjacent to the target.
The duration of positive effects on all units is increased by {0}% due to the World Tree's blessing.
Driven by a tenacious survival instinct, evasion rate increases by {1}% when health drops to {0}% or below.
Grants Following Orders to nearby allies through exceptional leadership.
Grants Following Orders to nearby allies through exceptional leadership.
New members gain …
New members gain …
Grants Following Orders to nearby allies through exceptional leadership.
New members gain …
New members gain …
Grants Following Orders to nearby allies through exceptional leadership.
New members gain …
New members gain …
Raised among crowded streets and bustling people. Feels more comfortable in settlements and uneasy in the wilderness.
When HP is {0}% or lower, Magic Attack increases by {1}% and damage taken increases by {2}%.
Each character can equip o…
Each character can equip o…
When performing a physical attack, damage increases by an amount equal to {0}% of Weight.
Each character can equip only…
Each character can equip only…
When dealing damage, damage increases by {0}% × the distance to the target.
Each character can equip only 1 Soul Trait.…
Each character can equip only 1 Soul Trait.…
When HP is {0}% or lower, performing a basic attack or using a skill applies Fracture to the target for {1} s…
When Health is at or below {0}%, Magic Attack Power increases by {1}% and damage taken increases by {2}%.
When vitality is {0}% or less, it recovers on its own through the Symbiotic Insect (Effect) parasitizing its body…
Prioritizes attacking the farthest enemy. Damage increases by {0}% of the distance to the target.
When Health drops to {0}% or below, Attack Speed increases by {1}% and Life Steal increases by {2}%.
A tainted and decaying corpse. Contaminated by a vile ooze. Any unit that gathers it may suffer a random negative effect…
Look upon what the dead left behind in the end. Whatever hopes they once held, what remains where they were scattered? I…
A tainted and decaying corpse. Contaminated by a vile ooze. Any unit that gathers it may suffer a random negative effect…
Look upon what the dead left behind in the end. Whatever hopes they once held, what remains where they were scattered? I…
Poor Recreation Room
DEV: Processed automatically by code.
A recreation room with only the bare minimum of space for a short rest.
Mediocre Recreation Room
DEV: Processed automatically by code.
A mediocre recreation room with a few items for relaxation.
Normal Recreation Room
DEV: Processed automatically by code.
A recreation room equipped with basic facilities for relaxation.
Decent Recreation Room
DEV: Processed automatically by code.
A recreation room kept in order so members can rest comfortably.
Impressive Recreation Room
DEV: Processed automatically by code.
A space fully suitable for relieving the fatigue of a long day.
Luxurious Recreation Room
DEV: Processed automatically by code.
A luxurious space where rest and ease come naturally.
Fantastic Recreation Room
DEV: Processed automatically by code.
Rest spent here will be remembered for a long time.
ROOM Recreation Housing Room Effect
When playing in the room, {0} is granted
PLAYERNAME Human Female 67
PLAYERNAME Lycan Male 1
Amenhotep
PLAYERNAME Lycan Male 2
Khafra
PLAYERNAME Lycan Male 3
Menkaura
PLAYERNAME Lycan Male 4
Userkaf
PLAYERNAME Lycan Male 5
Sobekhotep
PLAYERNAME Lycan Male 6
Horemheb
PLAYERNAME Lycan Male 7
Akhenaten
PLAYERNAME Lycan Male 8
Ramesses
PLAYERNAME Lycan Male 9
Thutmose
PLAYERNAME Lycan Male 10
Neferka
PLAYERNAME Lycan Female 1
Nefertari
PLAYERNAME Lycan Female 2
Nefertiti
PLAYERNAME Lycan Female 3
Hatshepsut
PLAYERNAME Lycan Female 4
Meritamun
PLAYERNAME Lycan Female 5
Ankhesenamun
PLAYERNAME Lycan Female 6
Tiye
PLAYERNAME Lycan Female 7
Sobekneferu
PLAYERNAME Lycan Female 8
Ahmose
PLAYERNAME Lycan Female 9
Cleopatra
PLAYERNAME Lycan Female 10
Arsinoe
BACKGROUNDBIO Miner 0
From childhood, {0} grew up swinging a pickaxe deep in the mines. Even in choking dust and before walls of stone that se…
BACKGROUNDBIO Miner 1
Having lived beneath the earth, {0} learned to read the grain of stone and sense the path of ore veins. Even by the fain…
BACKGROUNDBIO Miner 2
To {0}, the mines were not a place to fear, but a workplace and a home. Amid falling stones and clouds of dirt, they sta…
BACKGROUNDBIO Messenger 0
Traveling between villages and strongholds, {0} always thought of the fastest route first. They never slowed on slopes o…
BACKGROUNDBIO Messenger 1
After carrying messages across battlefields and through guarded gates, {0} knew the lay of every road and shortcut bette…
BACKGROUNDBIO Messenger 2
{0} knew well that a single letter could change someone's fate or turn the tide of battle. So they ran every road to the…
BACKGROUNDBIO Undertaker 0
At the edge of the village, {0} helped with funerals and grew used to wiping the faces of the dead and straightening wor…
BACKGROUNDBIO Undertaker 1
{0} often stepped outside at the sound of bells ringing late at night. In cold rooms, they dressed the departed in their…
BACKGROUNDBIO Undertaker 2
Having lived as an undertaker, {0} never treated even a nameless person's end carelessly. Before unfamiliar faces, they …
BACKGROUNDBIO Deserter 0
After surviving the roar of battle, {0} slipped out of camp one night, leaving their weapon and name behind. The shouts …
BACKGROUNDBIO Deserter 1
{0} never forgot the moment fear moved their body before any order could. On the night they fled across wet earth, the w…
BACKGROUNDBIO Deserter 2
Even after taking off the uniform, {0} never fully left the battlefield behind. Their shoulders tightened at the sound o…
BACKGROUNDBIO Blacksmith 0
Having lived before blazing furnaces, {0} could judge the right moment just by the color of heated iron. With every blow…
BACKGROUNDBIO Blacksmith 1
{0} began each day with the bellows and the sound of hammering. Even in suffocating heat, their hands stayed steady, and…
BACKGROUNDBIO Blacksmith 2
As a blacksmith, {0} repaired countless broken tools and worn weapons. Folding and drawing out heated iron demanded both…
BACKGROUNDBIO Carpenter 0
After years of shaping rough timber, {0} remembered each day by the splinters and calluses left in their palms. They mea…
BACKGROUNDBIO Carpenter 1
{0} could never easily walk past creaking stairs or a crooked doorframe. They snapped chalk lines, checked measurements,…
BACKGROUNDBIO Carpenter 2
As a carpenter, {0} saw shapes within the grain of wood that had not yet emerged. Even when raising a single pillar, the…
BACKGROUNDBIO Mage 0
After long hours watching candle flames waver and ripples spread across cups of water, {0} came to believe that unseen c…
BACKGROUNDBIO Mage 1
{0} spent a long time recording the soot and frozen droplets left behind by failed spells. Fire spread when rushed, wind…
BACKGROUNDBIO Mage 2
Having learned the power of the elements, {0} reacted first to changes that made no sound. They read the moment the air …
BACKGROUNDBIO Scout 0
Used to walking ahead of others, {0} never carelessly stepped on even a single twig beneath their feet. They hid in low …
BACKGROUNDBIO Scout 1
When {0} stepped onto an unfamiliar path, they first stopped and counted the sounds around them. From places where birds…
BACKGROUNDBIO Scout 2
As a scout, {0} learned to walk without leaving tracks behind. In the dark, they even lowered the sound of their breathi…
BACKGROUNDBIO Gardener 0
While tending gardens and the edges of the forest, {0} pulled weeds and trimmed dry branches every day. When the soil gr…
BACKGROUNDBIO Gardener 1
{0} never forgot what each season required. They spent their days transplanting young shoots, clearing away sick leaves,…
BACKGROUNDBIO Gardener 2
As a gardener, {0} knew that small acts of care could gather over time and change the shape of a forest. Even when cutti…
BACKGROUNDBIO Druid 0
While dwelling in an ancient forest, {0} listened to the breath of trees where the wind had fallen still. When they laid…
BACKGROUNDBIO Druid 1
Before calling on nature, {0} first waited for its will. They read unseen signs in the moment birds rose all at once and…
BACKGROUNDBIO Druid 2
As a druid, {0} lived deep in the forest, listening to the sound of the seasons changing. They felt water flowing beneat…
BACKGROUNDBIO Carter 0
Each dawn, {0} tightened the ropes on the wagon bed and judged the road by the sound of the wheels. They grew used to pu…
BACKGROUNDBIO Carter 1
Whenever {0} entered a remote mountain pass, they checked the wagon cover and the horse's reins again. On winding roads …
BACKGROUNDBIO Carter 2
As a carter, {0} spent their life on the road between markets, inns, checkpoints, and ferries. When the horse tired, the…
BACKGROUNDBIO Night Watch 0
Only after everyone had gone to sleep did {0}'s patrol begin. Carrying a dim lantern, they walked through alleys and ben…
BACKGROUNDBIO Night Watch 1
{0} walked the same route again and again every deep night. They checked cold hearths, listened for arguments behind tav…
BACKGROUNDBIO Night Watch 2
As a night watchman, {0} never ignored a shadow moving in the dark. They searched rain filled alleys and the backs of wa…
BACKGROUNDBIO Exiled Lord 0
After losing their lands and becoming a wanderer, {0} still kept the bearing of their former life beneath a worn cloak. …
BACKGROUNDBIO Exiled Lord 1
{0} remembered the soldiers and officials who once moved in their name. Now they had to look after even a small bundle o…
BACKGROUNDBIO Exiled Lord 2
Even after being exiled, {0} did not lower their head easily. Their gestures stayed neat even in worn gloves, and even w…
BACKGROUNDBIO Noble Adventurer 0
Leaving behind a comfortable estate, {0} took old maps and expensive gear and set out for unknown lands. Even on long ro…
BACKGROUNDBIO Noble Adventurer 1
{0} spent more time in distant ports and foreign markets than in banquet halls. They searched through records left by sc…
BACKGROUNDBIO Noble Adventurer 2
As a noble adventurer, {0} knew well that wealth and name could open the way. Fine horses, sturdy equipment, and careful…
BACKGROUNDBIO Prodigy 0
Noticeable from a young age, {0} could do in a few tries what took others a long time to learn. Praise and expectations …
BACKGROUNDBIO Prodigy 1
{0} often found the answer before anyone taught them how. They quickly understood complex rules and rarely struggled for…
BACKGROUNDBIO Prodigy 2
Called a prodigy, {0} always stood beneath greater expectations. Small achievements were taken for granted, while a sing…
BACKGROUNDBIO Cursed Child 0
They say that on the night {0} was born, the village dogs howled until dawn, and the well water carried the smell of bla…
BACKGROUNDBIO Cursed Child 1
As a child, {0} was followed everywhere by low whispers. Flowers that withered without reason and the sound of scratchin…
BACKGROUNDBIO Cursed Child 2
Strange things that were hard to explain often happened around {0}, who was called a cursed child. Even on clear days, s…
BACKGROUNDBIO Tavern Runner 0
While working in a tavern, {0} found an empty seat before a guest even opened the door. Most of their day was spent catc…
BACKGROUNDBIO Tavern Runner 1
{0} easily remembered regulars' orders and the accents of travelers. They moved quickly through loud songs and clinking …
BACKGROUNDBIO Tavern Runner 2
What will it be today? was almost a greeting for {0}. They wiped up spilled ale, brushed off the complaints of late gues…
Room Type: Bedroom
Private Room
Sharing a bedroom with others can make expedition members feel that their personal space is being invaded.
…
Sharing a bedroom with others can make expedition members feel that their personal space is being invaded.
…
Grave
Expedition Resolution
Low Ammo
ALERT Low Ammo DESC1
Ammunition is running low.
ALERT Low Ammo DESC2
Refill ammunition before it runs out.
{0} cautiously touches the device's controls, and it begins to awaken with a low vibration.
"Hummm..."
The catalyst in…
"Hummm..."
The catalyst in…
{0} circles the device, carefully removing each part that still appears intact.
Once everything useful has been salvage…
Once everything useful has been salvage…
"Hmm... if you say so..."
When you assure them that the objective will soon be accomplished, the expedition members rel…
When you assure them that the objective will soon be accomplished, the expedition members rel…
You explain to the expedition members why the current expedition objective is realistically difficult to achieve.
"Then…
"Then…
"I've been hearing stories about your group everywhere lately."
The Inspector's voice flows from the raven's beak.
"It…
The Inspector's voice flows from the raven's beak.
"It…
The raven perched on your forearm glows blue in the eyes.
A gruff male voice soon issues from its beak.
"I've received …
A gruff male voice soon issues from its beak.
"I've received …
The newly appointed deputy commander, {0}, calmly surveys the expedition members.
"The Dungeon is consuming the contine…
"The Dungeon is consuming the contine…
The expedition's ultimate goal is to destroy the core of Arcteon, the self-aware dungeon, and bring an end to the terrib…
A noisy murmur rises as the expedition members come to see you. Among them, {0} steps forward with a determined look.
"…
"…
At your words, the expedition members' expressions shift from anger to surprise and delight, and the hostile mood begins…
As the surroundings grow quiet, you slowly continue.
"I know how hard all of you have been fighting. Things are difficu…
"I know how hard all of you have been fighting. Things are difficu…
Your persuasion seems to quiet them for a moment, but the expedition members' discontent does not subside so easily. {0}…
The expedition members gather to celebrate the success of this expedition. You look around at everyone before slowly beg…
The expedition members gather one by one to celebrate the success of this expedition. Their armor is still caked with fi…
You discover goblins sleeping inside enormous glass tanks. Unlike ordinary green-skinned goblins, however, these specime…
The liquid inside the glass tanks slowly begins to swirl, and the fingers of the sleeping goblins twitch ever so slightl…
The device does not respond, no matter which buttons you press or levers you pull. Time appears to have destroyed its co…
You discover a fissure split across the floor. From within the darkness, you feel something watching you.
Thump, thump,…
Thump, thump,…
When you hold the meat before the fissure, thin strands of flesh reach out and coil around the meat alone. After it vani…
Sho,,,,geoo,,s.,..
As the second piece of meat disappears, two small lumps rise in succession along the edge of the fi…
As the second piece of meat disappears, two small lumps rise in succession along the edge of the fi…
Immediately after swallowing the third piece of meat, the room's pulse abruptly stops.
A moment later, the fissure twis…
A moment later, the fissure twis…
When you offer the fourth piece, something inside takes only the meat without touching your fingers. Its movement is mor…
As the fifth piece of meat disappears, the room fills with a scent like ginger and mustard burning in a fire.
Yet each …
Yet each …
After swallowing the sixth piece of meat, the fissure contracts slowly six times, then falls still.
Creeeak! Tick... ta…
Creeeak! Tick... ta…
As the seventh piece of meat disappears into the darkness, the flesh covering the room contracts all at once.
Deep with…
Deep with…
A raven flies over the thorny vines and settles on your arm.
Its eyes glow blue, and a man's voice issues from its beak.…
Its eyes glow blue, and a man's voice issues from its beak.…
After receiving the report that construction of the basic settlement is complete, the Inspector speaks in an even voice.…
You have established a basic base of operations, but the expedition has only just begun to take shape.
Once the report …
Once the report …
As you wave them off, the expedition members scratch their heads and return to their duties.
Surely the Expedition Lead…
Surely the Expedition Lead…
Perion is examining a fragment of a golem. Without pausing as you approach, he speaks.
"...Thanks to you, my research h…
"...Thanks to you, my research h…
"An expedition... Not a bad choice if I am to investigate the depths of the Dungeon."
After briefly scanning the missio…
After briefly scanning the missio…
When you nod, Perion quietly nods in return.
"Understood. I've heard the Specimen is found in the deepest part of the F…
"Understood. I've heard the Specimen is found in the deepest part of the F…
Perion silently reads through the investigation records you brought.
"Remarkable... This was no ordinary magical experi…
"Remarkable... This was no ordinary magical experi…
"Thank you, Commander!"
The expedition members receive meals more generous than usual and eat with visibly greater sati…
The expedition members receive meals more generous than usual and eat with visibly greater sati…
"Survival requires restraint as well as strength in battle. I ask each of you to endure a little longer."
Still plainly…
Still plainly…
While surveying the area around the settlement, you notice something drifting slowly through the depths of the contamina…
The expedition members immediately plunge into the contaminated zone. Pollutants coil around their bodies, and dark viol…
The expedition members immediately plunge into the contaminated zone. Pollutants coil around their bodies, and dark viol…
{0} hears something moving swiftly through the nearby bushes.
After rummaging around for a while, they eventually catch …
After rummaging around for a while, they eventually catch …
{0} awkwardly scratches their head before deciding to keep the curious little creature as a companion.
"-Screeeeech!!"
As {0} tears apart several pieces of the creature, a sharp cry echoes through the air.
Once it is comp…
As {0} tears apart several pieces of the creature, a sharp cry echoes through the air.
Once it is comp…
In the silence, you think you hear a faint sound at first, but it gradually becomes clearer.
It is wonderfully soothing,…
It is wonderfully soothing,…
All of a sudden, you realize that something is watching you.
After finding nothing around you, you slowly lift your head…
After finding nothing around you, you slowly lift your head…
At your answer, the thing writhes violently before roaring in fury.
"Then suffering shall be your companion!"
In an in…
"Then suffering shall be your companion!"
In an in…
At your answer, the thing cries out in delight.
"Ahhh... then you shall be filled with pleasure!"
At once, you and the…
"Ahhh... then you shall be filled with pleasure!"
At once, you and the…
At your answer, the thing claps with delight and cries out.
"Hahaha! Though greed itself knows no end!"
Coins begin ra…
"Hahaha! Though greed itself knows no end!"
Coins begin ra…
While continuing the expedition, {0} informs you that they have discovered a strange crevice in a nearby cliffside.
"Lo…
"Lo…
"Agh!"
{0} quickly pulls their hand back in pain, then turns toward you with a faintly resentful look.
"Commander, I d…
{0} quickly pulls their hand back in pain, then turns toward you with a faintly resentful look.
"Commander, I d…
{0} carefully reaches deeper inside, enduring repeated pricks from the thorns.
Before long, after searching through the…
Before long, after searching through the…
{0} carefully reaches deeper inside, enduring repeated pricks from the thorns.
Before long, after searching through the…
Before long, after searching through the…
While leading the way through dense undergrowth, {0} suddenly loses their balance and pitches forward.
"Aagh!"
You hur…
"Aagh!"
You hur…
{0} pushes through the sticky vines and searches deep inside, but finds nothing useful.
{0} pushes through the sticky vines and ventures deeper inside. A short while later, they struggle back out with several…
"Commander... I found a strange vine."
It looks like it could be quite useful.
It looks like it could be quite useful.
When the expedition members throw their torches, the sticky vines begin burning fiercely and belching black smoke.
Once…
Once…
When the expedition members throw their torches, the sticky vines begin burning fiercely and belching black smoke.
Once…
Once…
While examining the nearby undergrowth, {0} motions for you to come closer.
"Commander, there's a burrow here."
When y…
"Commander, there's a burrow here."
When y…
{0} crouches down and crawls into the narrow burrow.
A short while later, they drag out four chunks of tough raw meat w…
A short while later, they drag out four chunks of tough raw meat w…
{0} emerges from the burrow carrying two dirt-covered turnips.
Their leaves have been bitten short, and tiny incisor ma…
Their leaves have been bitten short, and tiny incisor ma…
After rummaging deep inside the burrow, {0} crawls out cradling two lumps of damp clay.
The clay is quite fine and stic…
The clay is quite fine and stic…
Crouching low, {0} ventures deep into the burrow and rummages through a pile of dry grass.
Then a dry branch snaps in t…
Then a dry branch snaps in t…
Without warning, you feel as though someone is watching you.
You look around, but no one is there.
Then you glance dow…
You look around, but no one is there.
Then you glance dow…
At your answer, the entity ripples gently and whispers as though smiling.
"Then... may the wave enfold you."
In that i…
"Then... may the wave enfold you."
In that i…
At your answer, the entity surges violently and cries out in a voice like roaring flame.
"Good... Burn everything!"
In…
"Good... Burn everything!"
In…
At your answer, the entity seems to smile with satisfaction.
"Good... Life must bloom by its own power."
In that insta…
"Good... Life must bloom by its own power."
In that insta…
While surveying the area, {0} discovers something and calls you over.
"Commander, there are some strange markings here.…
"Commander, there are some strange markings here.…
The artwork is crude, but the sequence-driving the prey onward, surrounding it, and delivering the final blow-is depicte…
You take out your notebook and carefully copy the figures, their arrangement, and each stage of the hunt.
Crude though …
Crude though …
A clamor begins to rise from across the way.
The pounding of drums, lively pipes, and murmurs in an unknown tongue ming…
The pounding of drums, lively pipes, and murmurs in an unknown tongue ming…
You stamp one foot, and the expedition members begin to catch the rhythm one by one.
Before long, the uncanny drums and…
Before long, the uncanny drums and…
Strange smiles spread across their faces.
"Very well. Then we shall make you &%$&."
In an instant, countless voices, i…
"Very well. Then we shall make you &%$&."
In an instant, countless voices, i…
{0} beckons you over.
In a narrow space concealed behind the wall, a skeleton lies collapsed. It remains frozen in plac…
In a narrow space concealed behind the wall, a skeleton lies collapsed. It remains frozen in plac…
As {0} begins the ritual, the patterns carved into the floor flare crimson.
"Ngh...!"
As though something unseen is fo…
"Ngh...!"
As though something unseen is fo…
As {0} begins the ritual, the patterns carved into the floor flare crimson.
"Graaagh!!"
An unseen force drains {0}'s l…
"Graaagh!!"
An unseen force drains {0}'s l…
{0} searches around the ritual circle and carefully recovers anything that still appears useful. But just as they turn t…
Aah!
Excellent.
We have no choice but to give up.
We simply need more time.
This won't happen again.
Do not forget, our lives are on the line!
We need a new deputy commander.
Very elegant!
We must venture deeper.
I'll pay out a special bonus for everyone.
Calm yourselves for a moment and hear me out first.
Money really does solve everything.
Sincerity always finds its way through.
This is troubling.
This is only the beginning.
A remarkable achievement!
Activate it.
Smash it
Damn it, everyone be careful!
Leave
Throw in the meat
Stab the inside
Stare into it
Throw in the meat
Stab the inside
Stare into it
Throw in the meat
Stab the inside
Stare into it
Throw in the meat
Stab the inside
Stare into it
Throw in the meat
Stab the inside
Stare into it
Throw in the meat
Stab the inside
Stare into it
Throw in the meat
Stab the inside
Stare into it
Good heavens.
Understood.
This is only the beginning.
We need a new objective.
Do as you please, figure it out well.
I can't stand troublesome things.
Request to Join
Leave
Understood.
Not interested.
Leave
Welcome, I'm glad you've joined us.
Leave
Leave
Let us pretend this never happened.
We have to pull them out quickly!
That is none of my concern.
Leave
Leave
It might be better in your care.
Hmm. Curious little thing. What if we took it apart?
Ignore it and move on.
Hm, it seems to like you.
Quite fascinating.
That's clearly the sound of a horn.
What a splendid harp melody!
A woman's voice... how enchanting!
Suffering
Pleasure
Greed
Ghh... damn it!
That felt incredible.
More! I need more!
We should search deeper inside.
Don't bother with it. Let's move on.
Keep searching!
Hmm. My apologies. Let's move on.
Well, at least you found something.
This should prove very useful!
There may be something useful in the vines.
Burn it all.
Leave
Search more thoroughly.
Burn it all.
Leave
Search more thoroughly.
Burn it all.
Leave
Search more thoroughly.
Burn it all.
Leave
Leave
Leave
Let us search inside.
Leave it alone.
Let us search a little more.
Let's stop here.
Let us search a little more.
Let's stop here.
Let us search a little more.
Let's stop here.
Raise your weapons!
Wave
Flame
Nature
How comforting.
It looks like it will burn everything.
I feel reborn.
The content itself is quite impressive.
We should keep a record.
Leave it alone.
Leave
Leave
...Let's surrender ourselves to the music.
Explain it so we can understand what you're talking about!
Aah, save me!
That was... truly incredible.
Ahh... Ah... ah...
We must complete the ritual.
Shall we take anything useful?
Leave
We must complete the ritual.
Shall we take anything useful?
Leave
Leave
Get lost, you wraith!
Condition Has Item DISABLED
You must have {0}.
Condition None Has Item DISABLED
Condition Target Energy Over DISABLED
The unit's Energy must be over {0}.
Condition Target Head Health Over DISABLED
The unit's head HP must be over {0}.
Action Add Affecter Building
Action Add Affecter By Race
Apply [{1}] to [{0}] for {2}, and assign [{3}] to the remaining members for {4}.
Action Add Status
{1} increased [{0}] by {2}.
Action Play Building Animation
Action Remove Item
You need at least {1} [{0}].
Expedition Founding
For hazardous expedition. Small wages, barren land, long darkness, constant danger, safe return doubtful. Honour and rec…
- Choose 4 expedition members to take with you.
Removed (63)
Create Campaign Sandbox Title
+ 15 more…
Condition Running Quest DISABLED
Modified (533)
| Entry | Changes |
|---|---|
en: Build structures for various special purposes, such as level-up. → Build structures for various special purposes, such as level up. | |
| LOCKEDBUILDING Reason | en: Research : {0} is required. → Research : {0} is required. |
| Interaction Option Right Click | en: RMB : → RMB : |
| Interaction Option Attack | en: Attack {0} → Attack {0} |
| Interaction Option First Aid | en: First Aid {0} : → First Aid {0} : |
| Interaction Option Crafting | en: {0} Crafting : → {0} Crafting : |
| Interaction Option Construction | en: {0} Construction : → {0} Construction : |
| Interaction Invalid Item Unavailable | en: Not enough item {0} → Not enough item {0} |
| Interaction Invalid Already Carry | en: Disabled: Carrying another unit → Disabled: Not in a condition |
en: Enemies are tough, dungeons unforgiving. For experienced strategy players. → Enemies are tough, dungeons unforgiving. For experienced strategy players. | |
en: Resources are extremely scarce and goods are expensive.Your long-term planning and delicate management skills will be put to the test. → Resources are extremely scarce and goods are expensive. Your long term planning and delicate management skills will be put to the test. | |
en: Management conditions are extremely harsh.Resources and time are very limited, requiring precise long-term planning and loss control. → Management conditions are extremely harsh. Resources and time are very limited, requiring precise long term planning and loss control. | |
en: The game auto-saves to a single slot on exit.Recommended for intended gameplay experience. → The game auto saves to a single slot on exit. Recommended for intended gameplay experience. | |
| System Menu Quit Notice | en: Do you really want to quit to title?Progress will be saved if you are in the settlement. If you are in dungeon, all unsaved progress will be lost. → Do you really want to quit to the title screen? Progress will be saved if you are in the settlement. If you are in a dungeon, all unsaved progress will be lost. |
| Save Load Overwrite Save Notice | en: There is a file with the same name. If you save, that file will be deleted. Are you sure you want to continue? → A file with the same name already exists. Saving will delete that file. Continue? |
| Save Load New Campaign | en: Save New Game → Save New Game |
| Save Load Remove Save Notice | en: Are you sure you want to delete save? All your progress will be deleted! → Are you sure you want to delete this save? All progress will be deleted! |
| Save Load Campaign Load Failed | en: Load Failed : Campaign save data is not compatible with the current version! → Load Failed : Campaign save data is not compatible with the current version! |
en: You can adjust in-game settings like language and sound settings in this window. → You can adjust in game settings like language and sound settings in this window. | |
| Game Option Language Title | en: Language → Language |
| Game Option Auto Save Interval Content | en: Auto Save Interval (Only in Settlement) → Auto Save Interval (Settlement) |
| Game Option Toggle Run In Background | en: Run in Background → Run in Background |
| Game Option Toggle Mute | en: Mute → Mute |
| Game Option Master Volume | en: Master Volume : → Master Volume : |
| Game Option BGMVolume | en: BGM Volume : → BGM Volume : |
| Game Option Ambience BGMVolume | en: Ambience Volume : → Ambience Volume : |
| Game Option SFXVolume | en: SFX Volume : → SFX Volume : |
| Game Option UISFXVolume | en: UI Volume : → UI Volume : |
| Entity Skill UI Learn Confirm Notice | en: Learn Skill : "{0}"? → Learn skill: "{0}"? |
| Entity Skill UI Learn Missing Equipment Notice | en: To learn "{0}", you need {1}.It is not in the unit's equipment or inventory. Continue to check? → To learn "{0}", you need {1}. It is not in the unit's equipment or inventory. Continue anyway? |
| Entity Summary UI Building Description Material Not Ready | en: {0} x{1} missing → {0} x{1} missing |
en: Task Planner → Task Planner | |
en: Inspect → Inspect | |
en: Automatically uses skills on enemies when Energy is above a certain threshold.Right-click a skill in the 'Command Panel' quick slot to choose individ… → Automatically uses skills on enemies when Energy is above a certain threshold. Right click a skill in the 'Command Panel' quick slot to choose individ… | |
| Entity Status UI Stress Rate Per Minute Text | en: Stress Changes : {0}/m → Stress Changes : {0}/m |
en: If retirement pay is not paid, a penalty will be applied to your contribution and the mood of other members. → If retirement pay is not paid, other members will receive a mood penalty. | |
| Control Mode Auto Pick Up | en: Auto PickUp in Dungeon → Auto Pickup in Dungeon |
| Entity Inspection Skill | en: Skill → Skill |
en: A long-abandoned mine, heavy with gloom. Rusted doors creak in the wind, revealing dark tunnels that lead deeper underground. → A long abandoned mine, heavy with gloom. Rusted doors creak in the wind, revealing dark tunnels that lead deeper underground. | |
| Dungeon Result UI Sure Go Down | en: Are you sure you want to go down floor? → Are you sure you want to go down to the next floor? |
+ 493 more changed…
| Dungeon Result UI Sure Go Down Missing Unit | en: Caution : Some expedition members are located outside the portal area!Are you sure you want to go down floor? → Caution: Some expedition members are outside the portal area! Are you sure you want to go down to the next floor? |
| Level Up UI Warn Before Close | en: You have just spent resources to pray. If you leave now, those resources and the pray result will not be saved. Are you sure you want to exit? → You have already spent resources to pray. If you leave now, those resources will be lost and the prayer result will not be saved. Are you sure you want to exit? |
en: These are in-game events that occurred during gameplay, providing explanations for various situations that arose. → These are in game events that occurred during gameplay, providing explanations for various situations that arose. | |
| Event Clear Text | en: Congratulations on clearing Alpha Demo! (Make sure to take a screenshot for the event!) {0}'s ID: {1} Management Difficulty: {2} Combat Difficulty: {3} → Congratulations on clearing Alpha Demo! (Make sure to take a screenshot for the event!) {0}'s ID: {1} Management Difficulty: {2} Combat Difficulty: {3} |
en: Units that have reached maximum experience can perform Consecration at the Goddess Statue to level up.During Consecration, the increase in e… → Units that have reached maximum EXP can perform Consecration at the Goddess Statue to level up. During Consecration, increases to each … | |
en: These are effects that bring positive changes to a player's stats.- Offensive - Iron Wall - Fortification - … → Effects that improve a player's stats. - Offensive - Iron Wall - Fortification - Haste - Rush - … | |
en: These are effects that bring negative changes to a player's stats.- Weakened - Vulnerable - Slow - Limping - … → Effects that weaken a player's stats. - Weakened - Vulnerable - Slow - Limping - Critical Weakness -… | |
| Spear Skill Tree desc | en: Spears excel in range and controlling the battlefield. → Spears have the advantage of longer reach and can attack multiple targets at once. |
| Bow Skill Tree desc | en: Bows allow for safe long-range attacks on enemies. → Bows allow for safe long range attacks on enemies. |
en: Talent represents a character's growth potential for a Major Stat.The greater the talent, the more their Major Stat can increase when … → Talent represents a character's growth potential in a Major Stat. The higher the talent, the more that Major Stat can increase during … | |
| VFXExecution Exp | en: Exp → EXP |
| Help Notice Recuit Fail Over Max Population | en: You can't recruit over max population. → You can't recruit beyond the maximum expedition size. |
| Help Notice Recuit Success | en: {0} has joined expedition clan. → {0} has joined the expedition clan. |
| Help Notice Level Up Not Enough Item | en: {0} doesn't have enough amount of {1} in inventory. → {0} doesn't have enough {1} in their inventory. |
| Help Notice Level Up Not Enough Exp | en: To pray for a level up, {0} must first reach the maximum exp. → Before praying to level up, {0} must reach maximum EXP. |
| Help Notice Building Not Enough Resource | en: You don't have enough items {0} to construct a building. → You don't have enough {0} to construct the building. |
| Help Notice Learn Skill Not Enough Main Skill Point | en: Unit doesn't have enough main skill points. → The unit doesn't have enough main skill points. |
| Help Notice Learn Skill Not Enough Sub Skill Point | en: Unit doesn't have enough sub skill points. → The unit doesn't have enough sub skill points. |
| Help Notice Research Unlock | en: Are you sure you want to unlock Research : {0}? → Are you sure you want to unlock research: {0}? |
| Help Notice Retire Fail Not Idle | en: Cannot dismiss expedition members who are currently working. → Cannot retire members who are currently working. |
| Help Notice Trade Target Inventory Full | en: Cannot complete the trade. The target inventory does not have enough space. → Cannot complete the trade. The target inventory is full. |
en: Exp → EXP | |
en: Exp Gained Bonus → EXP Gain Bonus | |
en: Represents the current emotional state of a unit. You can check mood-influencing factors via the 'Mood' tab in the 'Status' panel. If Mood is below 0, … → Represents the current emotional state of a unit. You can check mood influencing factors via the 'Mood' tab in the 'Status' panel. If Mood is below 0, … | |
en: The infamous Red Monster Rat that lives in the forest. It has Incredible power. → The infamous Red Monster Rat that lives in the forest. It is incredibly powerful. | |
en: A Grey Monster Rat that lives in the forest. It has Incredible power. → A Grey Monster Rat that lives in the forest. It is incredibly powerful. | |
en: Attacks the weakest enemy. → These individuals excel at hand-to-hand combat, possessing sturdier bodies and more seasoned combat judgment than weaker individuals. | |
en: Attacks the weakest enemy. → These individuals specialize in work rather than combat and have inferior combat abilities compared to other goblins. | |
en: Attacks the weakest enemy. → These individuals are skilled at throwing and have superior ranged attack abilities compared to other goblins. | |
en: Attacks the weakest enemy. → Revered by many goblins, the Goblin Chief Shaman wields various forms of dark magic by harnessing the seething energy received from the being they worship. | |
en: Attacks the weakest enemy. → Even goblins born with only weak magical power have made their crude shamanism and cunning shine through countless hunts. | |
en: Attacks the weakest enemy. → Taming unruly Male Gloths is no ordinary task. Goblins riding these beasts display both mobility and cruelty. | |
en: It is a beast that lives in caves. The young ones have difficulty seeing because their mouths cover their eyes. → A young cave beast whose mouth covers its eyes, making it difficult to see ahead. Despite being a pup, it seems hostile toward unfamiliar smells. | |
en: A beast that lives in caves. It attacks enemies that enter its territory. → It bites at enemies that enter its territory to protect its pack. When it senses danger, it lets out a roar to call its companions. | |
en: It is a beast that lives in caves. It is relatively docile. → It is relatively docile and timid, but when other males are present, it helps them spit at intruders. It is often captured and used as livestock. | |
en: A beast that lives in caves. It attacks enemies that enter its territory. → A beast that lives in caves. It is hardier than other males, and the more blood it loses, the more fiercely its eyes burn red. | |
en: A beast that lives in caves. It attacks enemies that enter its territory. → A beast that all Gloths obey at the mere sound of its growling breath. This monstrous giant, with a massive body and fearsome destructive power to match, boasts… | |
en: Bubbleling → A creature born from the most fundamental principles of water magic. By condensing magical power, the Bubbleling takes the most primal form of a circulating spi… | |
en: Bubble Toad → In the Elos Empire, they taught that the primordial form of water resembled a toad's two eyes and open mouth. The Bubble Toad, an improved Bubbleling adapted fo… | |
en: An archer belonging to the guild. → A guild archer who has learned basic archery techniques. Dispatched here on the guild's orders. | |
en: An officer belonging to the guild. → Guild officers must learn the basics of dragon handling, strategy, and martial arts, and are required to faithfully follow the manuals written by the guild. | |
en: A soldier belonging to the guild. → The spearmen dispatched by the guild guard this place under the officer's orders. | |
en: A Grey Rat that lives in the forest. Small, but not to be ignored. → An entity of the Abyss in the form of a gray rat. | |
en: A Grey Rat that lives in the forest.Small and fragile. → An entity of the Abyss in the form of a weak gray rat. | |
en: A Metal Scarab that lives in the forest.It has a fairly hard shell. → An entity of the Abyss in the form of a metal scarab. | |
en: It is a type of giant rodent that inhabits the forest. → An entity of the Abyss in the form of a Mawmurk. | |
en: It is a type of giant rodent that dwells in the forest.For some reason, it has awakened to magic. → An entity of the Abyss in the form of a white Mawmurk. | |
en: The infamous Red Monster Rat that lives in the forest. It has Incredible power. → An entity of the Abyss in the form of a red monster rat. | |
en: A Grey Monster Rat that lives in the forest. It has Incredible power. → An entity of the Abyss in the form of a gray monster rat. | |
en: A Creature that lives in the forest. → An entity of the Abyss in the form of a rabid dog. | |
en: A creature that inhabits the forest, covered in hard and sharp spikes. → An entity of the Abyss in the form of a spike turtle. | |
en: A creature that drifts gracefully through the forest, spraying acidic spit at any who come close. → An entity of the Abyss in the form of an Acid Slogel. | |
en: A creature that drifts gracefully through the cave, spraying acidic spit at any who come close. → An entity of the Abyss in the form of a Mud Slogel. | |
en: It breathes with lungs and can move even without water. → An entity of the Abyss in the form of a forest tadpole. | |
en: A tadpole transformed after devouring nearby corpses. It is incomparably stronger than before. → An entity of the Abyss in the form of a predatory frog. | |
en: They are the forest's farmers, merciless before thieves. → An entity of the Abyss in the form of a bee. | |
en: A creature that leads the Slogel pack, encased in an exceptionally tough shell and radiating menace to all around. → An entity of the Abyss in the form of an Alpha Acid Slogel. | |
en: A small mass of quivering slime. Though it appears insignificant, it should never be taken lightly. → An entity of the Abyss in the form of a small slime. | |
en: A greedy mass of slime that, when weakened, tears itself apart to spawn more of its kind. → An entity of the Abyss in the form of a medium slime. | |
en: A grotesque slime brimming with spores, spreading a sense of impending dread to all who draw near. → An entity of the Abyss in the form of a Medium Spore Slime. | |
en: A mysterious turtle with a shell made of hard crystal. → An entity of the Abyss in the form of a Crystal Turtle. | |
en: A small slime that scatters ominous spores. It is better to stay away. → An entity of the Abyss in the form of a Small Spore Slime. | |
en: A golem left over from the forest. Long since abandoned, it still functions. → An entity of the Abyss in the form of a Blue Stone Golem. | |
en: A golem left over from the forest. Long since abandoned, it still functions. → An entity of the Abyss in the form of a Red Stone Golem. | |
en: A golem left over from the forest. Long since abandoned, it still functions. → An entity of the Abyss in the form of a Yellow Stone Golem. | |
en: A golem left over from the forest. Long since abandoned, it still functions. → An entity of the Abyss in the form of a Giant Stone Golem. | |
en: An insect filled with corrosive liquid. Best not to get too close. → An entity of the Abyss in the form of an Acid Insect. | |
en: An insect harboring toxic spores. Best not to get too close. → An entity of the Abyss in the form of a Spore Insect. | |
en: Attacks the weakest enemy. → An entity of the Abyss in the form of a Goblin Priest. | |
en: It is a beast that lives in caves. The young ones have difficulty seeing because their mouths cover their eyes. → An entity of the Abyss in the form of a Gloth Pup. | |
en: A beast that lives in caves. It attacks enemies that enter its territory. → An entity of the Abyss in the form of a Male Gloth. | |
en: It is a beast that lives in caves. It is relatively docile. → An entity of the Abyss in the form of a Female Gloth. | |
en: A beast that lives in caves. It attacks enemies that enter its territory. → An entity of the Abyss in the form of a Challenger Gloth. | |
en: A beast that lives in caves. It attacks enemies that enter its territory. → An entity of the Abyss in the form of an Elder Gloth. | |
en: An officer-grade Sentinel developed by the empire to safeguard its dungeons. Unlike mass-produced units, each Chain Knight was individually crafted, possessing … → An entity of the Abyss in the form of a Chain Knight Sentinel. | |
en: It is known to be a material that is good for various purposes. → A well-known material suited to many uses. | |
en: A silver-containing ore that can be refined into ingots. → A silver containing ore that can be refined into ingots. | |
en: A life-infused stone that carries the scent of fresh leaves. → A life infused stone that carries the scent of fresh leaves. | |
en: A blue-glowing object so cold it sends shivers down the spine just by looking at it. → A blue glowing object so cold it sends shivers down the spine just by looking at it. | |
en: An iron-containing ore that can be processed into metal. → An iron containing ore that can be processed into metal. | |
en: A foul-smelling and grotesque lump of meat. → A foul smelling and grotesque lump of meat. | |
en: A blue-glowing mushroom that can cause hallucinations when consumed. → A blue glowing mushroom that can cause hallucinations when consumed. | |
en: A red-glowing fruit occasionally found on Luma trees. → A red glowing fruit occasionally found on Luma trees. | |
en: A tough but long-lasting dried biscuit. → A tough but long lasting dried biscuit. | |
en: Packs a powerful strike but is vulnerable to heavy impacts. → It has great destructive power, but wears down easily. | |
en: A nature-infused staff crafted from Bloodwood. → A nature infused staff crafted from Bloodwood. | |
en: A durable spear crafted from Bloodwood. → A sharp spear crafted from Bloodwood. | |
en: Flexible and lightweight, suitable for long-term wear. → Flexible and lightweight, suitable for long term wear. | |
en: A health-restoring tonic brewed from antlers. → A health restoring tonic brewed from antlers. | |
en: Temporarily gain shell. → Temporarily gain a small amount of Shell. | |
en: A barrier that absorbs one impact envelops your skin. → Defensive barriers that can block a single impact envelop the skin. | |
en: A stone that seals the soul of a monster rat. → A stone containing the sealed soul of a Monster Rat. | |
en: Feels damp and slippery to the touch. → Even through gloves, it feels damp and slippery. Touch it any longer, and the gloves might melt away. | |
en: A stone containing the sealed soul of a red monster rat. → A stone containing the sealed soul of a Red Monster Rat. | |
en: A stone containing the soul of a blood-infused slime. → A stone containing the soul of a blood infused slime. | |
en: Unleashes an intense killing aura, dealing {0}% of Physical Attack Power as damage to enemy units and granting {2} Exposed Flaw and … → Unleashes an intense killing aura, dealing {0}% of Physical Attack Power as damage to the enemy unit and granting {2} Exposed Flaw and … | |
en: Changes the basic attack for {0} seconds to deal {2} instances of {1}% of Physical Attack Power as physical damage to the target. → Changes the basic attack for {0} seconds to deal {2} instances of {1}% of Physical Attack Power as physical damage to the target.While this skill is ac… | |
en: Deals {2} instances of {1}% of Physical Attack Power as physical damage to the target. → Deals {2} instances of {1}% of Physical Attack Power as physical damage to the target.While this skill is active, each basic attack consumes {2} arrows… | |
en: Surround yourself with a cloak of flame, granting yourself a Barrier equal to {1}% of Magic Attack Power for {0} seconds, dealing {2}% of … → Surround yourself with a cloak of flame, granting yourself a Barrier equal to {1}% of Magic Attack Power for {0} seconds, dealing {2}% of … | |
en: A strange seed sprouts from the target tile, knocking back units in that location by {0} tiles and dealing {1}% of Magic Attack Power as damage to enemy … → A strange seed sprouts from the target tile, knocking back units in that location by {0} tiles and dealing {1}% of Magic Attack Power as damage to enemy … | |
en: Increases Guard Chance by {0}%. When equipped with a shield, Movement Speed increases by {1}%, Attack Speed increases by {2}%, and the w… → Increases Guard Chance by {0}%. When equipped with a shield, Attack Speed increases by {1}%, and the weight of the equipped shield becomes 0. | |
en: Damage Taken decreases by {0}% for each allied plant structure within 1 tile. → Damage Taken decreases by {0}% for each allied plant structure within 1 tile. (Applies up to a maximum of {1}%) | |
en: TODO → Logging Technique | |
en: TODO → Logging Muscle | |
en: TODO → Wood Carrier | |
en: TODO → Sweet Sap | |
en: TODO → Miner Power | |
en: TODO → Dig Ground | |
en: TODO → Metal Debris | |
en: TODO → Wasteless Mining | |
en: TODO → Pickaxe Enhancement | |
en: TODO → Hearty Serving | |
en: TODO → Fast Cooking | |
en: TODO → Buff Dish | |
en: TODO → Delicious in Dungeon | |
en: TODO → Tape Measure | |
en: TODO → Joy of Creation | |
en: TODO → Double Output | |
en: TODO → Field Repair | |
en: TODO → Fabric Floor | |
en: TODO → Builder | |
en: TODO → Heavy Labor | |
en: TODO → Barricade | |
en: TODO → New Discovery | |
en: TODO → Research Journal | |
en: TODO → Student Discount | |
en: TODO → Path of the Scholar | |
en: Take defense-ignoring magic damage of stack * {0} per second. → Take defense ignoring magic damage of stack * {0} per second. | |
en: Take defense-ignoring magic damage equal to {0}% of Max Health Total per second. This effect cannot stack. → Take defense ignoring magic damage equal to {0}% of Max Health Total per second. This effect cannot stack. | |
en: Take stack * {0} defense-ignoring physical damage per second. → Take stack * {0} defense ignoring physical damage per second. | |
en: TODO → Nocturnal - Daytime | |
en: TODO → This is the time of day when members tend to feel drowsy. | |
en: TODO → | |
en: TODO → Nocturnal - Nighttime | |
en: TODO → This is the time period when the expedition member becomes active. | |
en: TODO → | |
en: This porridge has none of the crisp crunch you'd expect-it's just mushy. → The usual crunch is gone; all that remains is mush. | |
en: The warmth fades swiftly-only silent ruin remains. → The warmth fades quickly, leaving only silence behind. | |
en: The clear forest air aids growth. All units gain experience gain bonuses. → The clear forest air aids growth. All units receive an EXP gain bonus. | |
en: Monsters of the Beast Faction have {0}% more health and receive {1}% more experience. → Beast Faction monsters have {0}% more health and grant {1}% more EXP. | |
en: Proud warriors of the swamps, Lizardmen possess powerful bodies and lightning-fast reflexes.Gain Plant Rage when eating vegetarian food. Ignore … → Proud warriors of the swamps, Lizardmen possess powerful bodies and lightning fast reflexes. Gain Plant Rage when eating vegetarian food. Ignore … | |
en: They say they can hear the song of the forest. It's something beyond my understanding, though. → In the thousand-year forest we dwelt, drinking tears older than the Myriad. Yet we had to leave. We could do nothing but leave. | |
en: Lycan.Gain Nocturnal - Nighttime at night. Gain the Nocturnal - Daytime penalty during the day. → To escape the scorching heat of the land, Lycans developed a body rhythm that makes them primarily active at night. Battlefields where light disappears and dark… | |
en: TODO → We walked through that place, where the ground glittered with moonlit sand. | |
en: I've come to understand what it means to kill with a mere gaze. It was truly a spine-chilling experience. → I've come to understand what it means to kill with a mere gaze. It was truly a spine chilling experience. | |
en: Lacks emotions and feels indifferent to the suffering of others. → Lacks emotions and feels indifferent to the suffering of others. Gains Witnessed Another's Death when someone dies. | |
en: Insensitive to taste, eats anything without hesitation. → Insensitive to taste and eats anything without hesitation. Gains Dull Palate (Pos) when receiving a negative food effect, and gains … | |
en: What does it taste like? As long as it fills me up, who cares? → What does it taste like? You just eat it, that's all. | |
en: Willing to risk it all for new adventures. → Willing to risk it all for new adventures. Gains Joy of Adventure in dungeons and Boredom in settlements. | |
en: Simple-Minded → Simple Minded | |
en: A portal used for inter-floor movement in dungeons. → A portal used for inter floor movement in dungeons. | |
en: A portal used for inter-floor movement in dungeons. → A portal used for inter floor movement in dungeons. | |
en: A portal used for inter-floor movement in dungeons. → A portal used for inter floor movement in dungeons. | |
en: It makes even a cold floor feel a bit more lived-in. → It makes even a cold floor feel a bit more lived in. | |
en: Wooden Dining Chair → Wood Chair | |
en: A dining chair made of wood. → A wooden chair for comfortable seating. | |
en: Simple, yet sufficient for sharing a meal. → A simple yet practical chair design. | |
en: Stone Dining Chair → Stone Chair | |
en: A dining chair carved from stone. → A sturdy chair made of stone. | |
en: It holds its place quietly through every meal. → A trustworthy seat that won't give in, no matter how long you sit. | |
en: Red Carpet → Carpet | |
en: A carpet dyed red. → A dyed carpet. | |
en: Abyss Low-Level Treasure Chest → Abyss Low Level Treasure Chest | |
en: Abyss High-Level Treasure Chest → Abyss High Level Treasure Chest | |
en: Tree that thrives in dungeon → A tree that grows naturally in dungeons. | |
en: A small but useful mana-generating device. → A small but useful mana generating device. | |
en: A dug-up grave exudes a foreboding presence. → A dug up grave exudes a foreboding presence. | |
en: Meat Grub 1 → Meat Grub | |
en: Meat Grub 2 → Giant Meat Grub | |
en: A wriggling giant grub. Used as food. → A writhing giant meat grub that indiscriminately devours any organic matter nearby. It appears to have almost no combat ability. | |
en: Junk Heap 1 → Junk Heap | |
en: Junk Heap 2 → Junk Heap | |
en: Junk Heap 3 → Junk Heap | |
en: A sturdy fireplace made of stone. Warms the interior and allows for cooking. → A sturdy fireplace made of stone. It can warm the interior. | |
en: Yellow Flowerbed → Flowerbed | |
en: A flowerbed adorned with bright yellow flowers. → A flowerbed decorated with flowers. | |
en: Pink Flowerbed → Flowerbed | |
en: A flowerbed adorned with pink flowers. → A flowerbed decorated with flowers. | |
en: This looks disgusting. → I'm only saying this because it can't understand me... It's really ugly. | |
en: A space fully suitable for conducting in-depth research. → A space fully suitable for conducting in depth research. | |
| BACKGROUNDBIO Occultist 0 | en: TODO → While searching through old texts and erased records, {0} was drawn to names the world refused to speak. On nights when candlelight flickered low, they copied f… |
| BACKGROUNDBIO Occultist 1 | en: TODO → {0} found torn pages and sealed notes hidden among old shelves. Warnings not to read them only drew them closer, and even on nights when unknown whispers reache… |
| BACKGROUNDBIO Occultist 2 | en: TODO → As an occultist, {0} knew that every secret came with a price. Each time they studied nameless rites and ancient symbols, their mind wore down little by little,… |
| BACKGROUNDBIO Beast Hunter 0 | en: TODO → Every hunt left behind broken traps and deeply gouged tracks. {0} studied fur caught in the dirt and the scent of blood, guessing which way the beast had turned… |
| BACKGROUNDBIO Beast Hunter 1 | en: TODO → {0}'s gear was marked with bites and claw scratches. They tied torn leather straps back together, straightened bent spearheads, and held their breath until the … |
| BACKGROUNDBIO Beast Hunter 2 | en: TODO → When facing a giant beast, {0} did not rush. They closed the distance by piecing together the tracks left by prey, the scent carried on the wind, and the moment… |
| BACKGROUNDBIO Porter 1 | en: While carrying loads, {0} spoke with countless travelers-some legendary adventurers, others bearing dangerous secrets. Their tales stirred a yearning for new wo… → While carrying loads, {0} spoke with countless travelers: some legendary adventurers, others carrying dangerous secrets. Their stories stirred a longing for new… |
| BACKGROUNDBIO Peddler 2 | en: Trading with strangers, {0} risked danger-some days selling treasures, other days losing all to swindlers. Yet unyielding pride remained, the belief that it was… → Trading with strangers, {0} braved danger, selling precious treasures on some days and losing everything to swindlers on others. Even so, pride held firm. They … |
| BACKGROUNDBIO Wanderer 2 | en: Living as a wanderer, {0} endured countless trials, never halting in storms or beneath the desert sun. On the road came self-forging and the hope of finding a t… → Living as a wanderer, {0} endured countless trials, never halting in storms or beneath the desert sun. On the road came self forging and the hope of finding a t… |
| BACKGROUNDBIO Snake Catcher 1 | en: Through the marsh, {0} hunted serpents, slipping into narrow gaps, tasting the air with the tongue, and seizing movement with the fingertips. Venom and hide wer… → {0} hunted serpents through the marsh, slipping into narrow gaps, tasting the air, and reading a serpent's movements with their fingertips. Their skill brought … |
| BACKGROUNDBIO Gambler 0 | en: Growing up in gambling dens, {0} learned to pierce human psychology and read intent from the smallest gestures. Life was ever on the gambling table, where dange… → Growing up in gambling dens, {0} learned to read people and sense their intentions from the smallest movements. Life was always a gamble between danger and oppo… |
| BACKGROUNDBIO Philosopher 2 | en: By asking endless questions, {0} sought to probe the world, doubting what others took for granted and setting out in search of answers. Yet the world did not un… → Through endless questions, {0} explored the world, questioning what others took for granted and searching for answers. Yet the world failed to understand those … |
| BACKGROUNDBIO Squire 1 | en: As a squire sworn to a liege, {0} followed like a shadow, becoming a shield that ensured survival through countless battles. Yet within grew a question-whether … → As a squire sworn to a liege, {0} followed the knight like a shadow and survived countless battles as their shield. Yet deep within, a question began to grow: w… |
| BACKGROUNDBIO Scale Craftsman 0 | en: {0} is known as a master of delicate scale craftsmanship. Armor and ornaments shaped at the fingertips were both beautiful and strong, coveted by many. Craft el… → {0} is known as a master of delicate scale craftsmanship. The armor and ornaments shaped by those hands were beautiful, powerful, and coveted by many. Their cra… |
en: Building your base and preparing for expeditions requires a large amount of resources. You can gather resources from gatherable structures found on the map.## … → Building your base and preparing for expeditions requires a large amount of resources. You can gather resources from gatherable structures found on the map. ## … | |
en: Activate pick-up mode by clicking the 'Pick Up' button at the bottom right or pressing the C key.Picked-up items are stored in the unit's 'Inventory'. ## TIP:… → Activate pick up mode by clicking the 'Pick Up' button at the bottom right or pressing the C key. Picked up items are stored in the unit's 'Inventory'. ## TIP:… | |
en: You can select entities by left-clicking or dragging.When an entity is selected, the entity summary panel appears at the bottom left, where you can check vario… → You can select entities by left clicking or dragging. When an entity is selected, the entity summary panel appears at the bottom left, where you can check vario… | |
en: You can click and drag with the left mouse button to select multiple units at once. Or press the Tab key to select all units.## Even in this state, you can use… → You can click and drag with the left mouse button to select multiple units at once. Or press the Tab key to select all units. ## Even in this state, you can use… | |
en: When no entity is selected, you can open the 'Construction Menu' at the bottom left of the screen, left-click a building to construct, and then left-click on a … → When no entity is selected, you can open the 'Construction Menu' at the bottom left of the screen, left click a building to construct, and then left click on a … | |
en: With a unit selected, right-click an interactable object to initiate interaction.## Try interacting with various objects like portals and treasure chests. → With a unit selected, right click an interactable object to initiate interaction. ## Try interacting with various objects like portals and treasure chests. | |
en: With a unit selected, right-click a location to move the unit. → With a unit selected, right click a location to move the unit. | |
en: With a unit selected, right-click an enemy to perform a basic attack.## TIP: Some ranged attacks consume ammo, such as arrows. Be careful not to run out. → With a unit selected, right click an enemy to perform a basic attack. ## TIP: Some ranged attacks consume ammo, such as arrows. Be careful not to run out. | |
en: Manage skills via the 'Skill' tab in the entity summary panel. Units have main and sub skill points, which can be used to learn skills.## Each skill point is e… → Manage skills via the 'Skill' tab in the entity summary panel. Units have main and sub skill points, which can be used to learn skills. ## Each skill point is e… | |
en: This value shows how full a unit is. When Hunger drops below a certain level, the unit will automatically seek out and eat food, and hunger negatively … → This value shows how full a unit is. When Hunger drops below a certain level, the unit will automatically seek out and eat food, and hunger negatively … | |
en: Right-click an item in the 'Inventory' to open the interaction menu.From there, you can equip. or consume items. ## TIP: Use ointment to recover health when un… → Right click an item in the 'Inventory' to open the interaction menu. From there, you can equip. or consume items. ## TIP: Use ointment to recover health when un… | |
en: Each floor contains a Dungeon Portal. You must find the path that leads to it.## Through the Dungeon Portal, you can descend to deeper floors o… → Each floor contains a Dungeon Portal. You must find the path that leads to it. ## Through the Dungeon Portal, you can descend to deeper floors o… | |
en: Through research, you can develop new technologies, unlocking new recipes and buildings upon completion.## Access the research window by selecting a research b… → Through research, you can develop new technologies, unlocking new recipes and buildings upon completion. ## Access the research window by selecting a research b… | |
en: You can recruit new units through 'Recruit' in the top-right corner of the screen.## Each unit has traits, stats, and skill trees, and the recruitment list is … → You can recruit new units through 'Recruit' in the top right corner of the screen. ## Each unit has traits, stats, and skill trees, and the recruitment list is … | |
en: Represents the current emotional state of a unit.You can check mood-influencing factors via the 'Mood' section in the 'Status' tab. ## Mood decreases … → Represents the current emotional state of a unit. You can check mood influencing factors via the 'Mood' section in the 'Status' tab. ## Mood decreases … | |
en: Traits are elements that represent the characteristics of a unit and can be seen in the character window. They can be acquired or lost in various ways and have … → Traits represent a unit's origin, disposition, physical characteristics, growth history, and other defining elements, and can be checked in the character window… | |
en: If you drink a Skill Reset Elixir, you can reset your skills.Skill Reset Potions have a chance to be found in treasure chests in the dungeon. You can als… → If you drink a Skill Reset Elixir, you can reset your skills. Skill Reset Elixirs have a chance to be found in treasure chests in the dungeon. You can als… | |
en: Unit Death and Bodies → Expedition Member Death and Bodies | |
en: The bodies of units who die in the settlement will remain where they are.In the demo version, bodies can be temporarily removed through the portal. While carry… → The body of an expedition member who dies in the settlement will remain where it is. Until the body is properly buried, that expedition member will continue to … | |
en: Wood Processing 1 → Wood Processing | |
en: Wood Processing 2 → Wood Processing II | |
en: Carapace Processing 1 → Carapace Processing II | |
en: Carapace Processing 2 → Carapace Processing III | |
en: Bone Processing 1 → Bone Processing | |
en: Bone Processing 2 → Bone Processing II | |
en: Metal Processing 1 → Metal Processing | |
en: Leather Processing 1 → Leather Processing | |
| QUEST Input Game Speed Fast | en: Set Game Speed Fast({0} or screen upper-left) → Set Game Speed Fast ({0} or screen upper left) |
| QUEST Input Control Mode Gather | en: Gather Mode({0} or screen bottom-right) → Gather Mode ({0} or screen bottom right) |
| QUEST Input Control Mode Pick Up | en: Pick Up Mode({0} or screen bottom-right) → Pick Up Mode ({0} or screen bottom right) |
| QUEST Inspect Building | en: Investigate {0} on the 5th floor of the dungeon. → Inspect {0} |
| SPEECH Test Test | en: TODO → Lizardmen are the cutest! |
en: Research Complete → {0} Complete | |
| ALERT Show Guide | en: Click to view.Right-click to dismiss. → Click to view. Right click to dismiss. |
| ALERT Show Event | en: Click to view.Right-click to dismiss. → Click to view. Right click to dismiss. |
| RANDOMTIP 13 | en: Higher-level units require greater Mood satisfaction to stay content. → Higher level units require greater Mood satisfaction to stay content. |
| RANDOMTIP 17 | en: The deeper you go into a dungeon, the richer and rarer the Resources you can obtain. → Deeper dungeons contain richer and rarer resources. |
| RANDOMTIP 26 | en: Hold Shift and left-click other units to add them to the selection. → Hold Shift and left click other units to add them to the selection. |
| RANDOMTIP 29 | en: The longer a unit stays in a dungeon, the more its Mood decreases due to the dungeon's Magic. → The longer a unit stays in a dungeon, the more the dungeon's magic gradually lowers its Mood. |
| RANDOMTIP 33 | en: While in Gather Mode (Z), drag with left-click to assign multiple structures for collection at once. → While in Gather Mode (Z), drag with left click to assign multiple structures for collection at once. |
| RANDOMTIP 41 | en: When Lowell worked as a guard, he would often run up tabs at taverns. The last one he left before coming to the Barren Land will likely remain unpaid for a long… → When Lowell worked as a guard, he would often run up tabs at taverns. The last one he left before coming to the Barren Land will likely remain unpaid for a long… |
en: Expedition Policy → Discarded Arcane Device | |
en: Expedition Resolution → Expedition Policy | |
en: Expedition Rank Increased → Expedition Resolution | |
en: Into the Deeper Depths → Deputy Captain's Ambition - Lizardman | |
en: Growing Discontent → Deputy Captain's Ambition - Human | |
en: A Successful Expedition → Deputy Captain's Ambition - Lycan | |
en: TODO → Meat Grub Investigation Complete | |
en: TODO → Magic Device Investigation Complete | |
en: TODO → Dungeon Merchant | |
en: The Little Green One → Looking at the Moon | |
en: A Mysterious Sound → Food Rations | |
en: The Watching Presence → Bribery | |
en: Thorned Cliffside → Expedition Support (3) | |
en: Thank you for playing the Dungeon Settlers demo.This demo was prepared to give you an early look at the core gameplay loop of Dungeon Settlers. Many parts of… → Thank you for playing the Dungeon Settlers demo. This demo was prepared to give you an early look at the core gameplay loop of Dungeon Settlers. Many parts of… | |
en: Through the mist-shrouded vines, a crow flies low before settling on your forearm."Damn! That bastard has already wiped out two more expeditions in the meanti… → Through the mist-shrouded vines, a crow flies low before settling on your forearm. "Damn! That thing has already wiped out two more expedition teams while we w… | |
en: Communication begins, and you roughly present the severed head of the enormous rat before the raven's eyes."So, you really managed to kill the beast. I can't … → Communication begins, and you thrust the severed head of the enormous rat before the raven's eyes. "So you really did kill it. I can't say I expected much..." … | |
en: The crow looks down at you, tilts its beak, and-almost playfully-says,"Listen, there's a limit to how much I can help. If you get wiped out again, we'll reall… → The crow looks down at you, tilts its beak, and says with an oddly playful tone, "Listen, there is only so much I can do to help. If you get wiped out again, w… | |
en: TODO → Less than a day had passed before you ordered the expedition members to deal with the suspicious member. You did not know how something like this could have hap… | |
en: TODO → A day has passed, and now it is time to decide what to do with {0}. | |
en: TODO → "No! I'm real! I'm the real one!"You hear {0} scream and coldly turn your head away. No matter how you look at it, this is far too suspicious. There is no n… | |
en: TODO → You examined the situation from several angles, but found nothing immediately suspicious. You have not completely set aside your doubts, but you should welcom… | |
en: TODO → As soon as you return to the settlement, you witness two members bickering."Leader! I'm telling you, that one is suspicious no matter how you look at it! They… | |
en: TODO → {0} has been suspicious ever since they returned. You still cannot trust them! You order the members to seize {0}. {0} struggles and looks up at you desperat… | |
en: TODO → {0} seemed suspicious, but you decided that {1}, who had tried to steal, was worse after all.{0} thanks you for your trust. | |
en: "Bwoooong-"As you sound the expedition horn, the expedition members gather around. "It seems we need a new approach when it comes to setting and achieving ou… → It appears to have been abandoned for a long time, but it does not seem to have stopped functioning entirely. The pipes are corroded in places, and pools of co… | |
en: "It seems our progress toward the objective has slowed, commander."The expedition members have begun to doubt the expedition's recent ability to achieve its g… → "Bwoooong-" As you sound the expedition horn, the expedition members gather around. "It seems we need a new approach when it comes to setting and achieving ou… | |
en: A raven flies in from afar and lands upon your forearm."To be honest, I did not expect your group to last very long. Yet, I suppose I must admit I was wrong. … → "It seems our progress toward the objective has slowed, commander." The expedition members have begun to doubt the expedition's recent ability to achieve its g… | |
en: "It seems I've been hearing stories about your group from all over lately."The inspector's voice flows from the raven's beak. "Looks like you finally resembl… → A raven flies in from afar and lands upon your forearm. "To be honest, I did not expect your group to last very long. Yet, I suppose I must admit I was wrong. … | |
en: The expedition's ultimate goal is to destroy the core of Arcteon, the self-aware dungeon, and bring an end to the terrible apocalypse that has come upon the wor… → {0}, newly appointed as deputy captain, respectfully accepts the insignia you present with both hands.They then turn to face the expedition members with a triu… | |
en: Amid loud murmurs, the expedition members come to see you. Among them, one person steps forward as if having made up their mind."We can't take this any longer… → The newly appointed deputy captain, {0}, summons the expedition members to the campfire. "The Dungeon will not welcome us. It will test us without end and, in … | |
en: Once preparations for your speech regarding the expedition's success are complete, everyone gathers. Their eyes burn brighter than ever before, filled with hope… → The newly appointed deputy captain, {0}, quietly accepts the insignia from you. They close their eyes for a moment and draw a breath as though catching a scent,… | |
en: Judging by her appearance, she seems to be a merchant dispatched by the guild into the dungeon.She busily organizes her goods and writes in a ledger, but perks… → Judging from her appearance, she is a merchant sent by the guild into the dungeon. She is organizing goods and writing in a ledger when her ears perk up as you … | |
en: TODO → A masked figure stands beside a wooden cage filled with insects. After observing the Acid Insects trapped within for some time, he begins writing something down… | |
en: TODO → When you nod, he turns back to the Acid Insects without any visible excitement.Watching one of them move, he murmurs to himself. "What process produces that … | |
en: TODO → Xenon looks away from the Acid Insects and turns his attention to a nearby Spore Insect. As he watches it, the corners of his mouth slowly curl upward."At fir… | |
en: TODO → When you accept the note, he nods with satisfaction."Good. This should be enough to test my hypothesis." He turns back to the Spore Insect and murmurs to him… | |
en: TODO → Xenon shows little reaction when you approach, continuing to flip through his notebook. After a moment, he finally speaks."You're here." He taps one of the o… | |
en: TODO → Resting his chin on one hand, he murmurs to himself."It looks like an insect that should have gone extinct long ago... What mechanism could possibly keep it a… | |
en: TODO → Xenon flips through several pages of his notebook, then opens it to a drawing of a dark crimson insect."There's a bloodsucking insect that goblin shamans appa… | |
en: TODO → He looks back at the sketch of the insect and murmurs to himself."Do goblins... enjoy having insects drink their blood? How strange..." He strokes the gray-f… | |
en: TODO → He appears too absorbed in his insect research to pay any attention to you. | |
en: TODO → When you hand him the investigation results, he silently opens his notebook and reads through them.After a brief silence, his pen begins racing across the pag… | |
en: TODO → When you hand over the investigation results, Xenon silently opens his notebook and reads through them."Oh... What an extraordinary discovery." He tilts his … | |
en: TODO → Xenon quickly scans the research material you hand him. After a brief silence, he clutches his head with both hands."Ah... Of course! That's it! Why did it ta… | |
en: TODO → When you hand Xenon the Hell Leech, he slips it inside his robe without a moment's hesitation. A smile soon curls across his lips."Ah... Yes. So that's how it… | |
en: TODO → He is examining the remains of a golem. He looks utterly exhausted. | |
en: TODO → Crouched on the ground as he examines the remains of a destroyed golem, he slowly turns toward you, looking weary."It has been many years since the Magic Empi… | |
en: TODO → When you accept the request, he gives a weary nod."Don't push yourself. A brief investigation will be enough." | |
en: TODO → When you hand over the investigation report on the arcane device, Perion slowly reads through it with tired eyes."Hmm... As expected, it appears to use Imperi… | |
en: She looks at you. → Endrossi brightens when she notices you, but quickly looks away.Pretending nothing is amiss, she rummages needlessly through her quiver before speaking. "Wha… | |
en: As you approach, she briefly stops maintaining her equipment and looks toward you.She no longer mocks you as openly as before, though she still does not seem f… → When you ask Endrossi to join the expedition, she turns her gaze beyond the forest. "A gigantic monster lives beyond these woods-one that ordinary arrows can't… | |
en: She does not seem interested in you. → "Hoo..."She exhales slowly, struggling to contain her emotions. "Be careful when it starts stamping the ground. That's the sign it's about to charge." | |
en: While tending to the beast she had slain, she catches wind of your approach and swiftly turns to face you."Best not come any closer." Her sharp gaze settles … → While tending to the beast she had slain, she catches wind of your approach and swiftly turns to face you. "Best not come any closer." Her sharp gaze settles … | |
en: The pile of slain game beside her still carries the thick scent of fresh blood."They've a keen nose for weakness. The fearful and feeble are always the first … → The pile of game beside her still reeks of fresh blood. "They have sharp noses. They tear into the weak and frightened first." She lets out a short scoff. "S… | |
en: Endorcy examines the traces of the Mawmurk you brought back and raises an eyebrow slightly."...Hmph." She studies the evidence in silence for a moment before… → Endrossi examines the traces of the Mawmurk you brought back and raises an eyebrow slightly. "...Hmph." She studies the evidence in silence for a moment befor… | |
en: The moment you present proof of the hunt, her expression hardens."...What is this." She immediately shakes her head and snaps back sharply. "That thing does… → When you show her proof of the hunt, her expression hardens. "That monster couldn't have died so easily. Don't lie just to make yourself look impressive." But… | |
en: I'll join you. → When you tell her the outcome of the hunt, she slowly closes her eyes and lets out a quiet breath."...It's over." She gazes up at the sky for a moment, then … | |
en: She looks at you. → Neatly dressed hides and bones are arranged around her."Take whatever you need. Just make sure you pay a fair price." | |
en: TODO → A gaunt man sets down an enormous backpack and begins laying out his wares one by one.When he notices you, his mouth twists into a sly grin. "Ah, a customer.… | |
en: TODO → "That expedition was exhausting too! I want to sleep in a warm bed right aw..."With a loud stretch, {0} appears in front of the portal! Several members' faces… | |
en: TODO → It seems you should examine {0} closely before making a careful judgment. | |
en: After struggling for quite some time within the corrupted zone, {0} eventually returns, grunting while dragging back a large and grotesque-looking fish.A sini… → After struggling for quite some time within the corrupted zone, {0} eventually returns, grunting while dragging back a large and grotesque looking fish. A sini… | |
en: {0} hears something moving swiftly through the nearby bushes.After rummaging around for a while, they eventually catch something suspicious and bring it to you… → Late at night, while everyone is asleep, a long howl echoes from outside the settlement. Awoooo!! Awoooo!! Awakened by the sound, you step outside to find {0}… | |
en: {0} awkwardly scratches their head before deciding to keep the curious little creature as a companion. → You sigh and shrug your shoulders."If that is your custom, then so be it. Just don't take it too far." The moment you give permission, the Lycan expedition m… | |
en: "-Screeeeech!!"As {0} tears apart several pieces of the creature, a sharp cry echoes through the air. Once it is completely dismantled, a tiny green essence … → You furrow your brow and speak firmly. "The others need their rest. That's enough for tonight." The Lycan expedition members exchange disappointed looks, then… | |
en: In the silence, you think you hear a faint sound at first, but it gradually becomes clearer.It is wonderfully soothing, yet at the same time far too strange to… → In the middle of ration distribution, {0} accepts their share and looks at you with open dissatisfaction. "Captain, exploring the Dungeon means risking our liv… | |
en: All of a sudden, you realize that something is watching you.After finding nothing around you, you slowly lift your head and look toward the sky. Above, the cl… → A raven flies over the thorny vines and lands before you. Its eyes turn blue, and the Inspector's voice soon issues from its beak. "Expedition Captain, I'm p… | |
en: While continuing the expedition, {0} informs you that they have discovered a strange crevice in a nearby cliffside."Looks like it'd hurt if you got poked by t… → While discussing the expedition's operation with you, {0} cautiously speaks up. "Captain, why don't we request expedition support from the Guild? Given our p… | |
en: "Haa..."With help, she barely manages to lift herself up and catches her breath with difficulty. "What about Jack and Ivan, who were with you?" At your ques… → "Haa..." With help, she barely manages to lift herself up and catches her breath with difficulty. "What about Jack and Ivan, who were with you?" At your ques… | |
en: One is nowhere near enough. Wait- the link is lost? → One is nowhere near enough. Wait, the link is down? | |
en: TODO → It feels wrong, so let's not think about it. | |
en: TODO → Push that fake monster into the portal! | |
en: TODO → Welcome back. ...I'll trust you, for now. | |
en: TODO → New Choice | |
en: TODO → New Choice | |
en: TODO → You were suspicious from the start! I trust {1}! | |
en: TODO → Stealing is wrong. I trust {0}! | |
en: TODO → Push that one into the portal! | |
en: TODO → I'm watching you. My patience has limits. | |
en: TODO → Do your best. | |
en: We shall set objectives regularly. → Activate it. | |
en: I don't think we need objectives. → Dismantle it | |
en: Give it a little more time. → We shall set objectives regularly. | |
en: We have no choice but to give up. → I don't think we need objectives. | |
en: Hah… a demanding one, aren't you. → Give it a little more time. | |
en: Do not forget-it is our lives on the line! → Hah… a demanding one, aren't you. | |
en: We must venture deeper. → Very reassuring! | |
en: I'll pay out a special bonus for everyone. → Excellent! | |
en: This is only the beginning. → Very passionate! | |
en: Trade → Very well. | |
en: Leave → Not interested. | |
en: Trade → Understood. | |
en: Leave → Not interested. | |
en: Trade → Understood. | |
en: Leave → Not interested. | |
en: Trade → Understood. | |
en: Leave → Not interested. | |
en: Claim Reward → That is quite perplexing. | |
en: Claim Reward → I think that helped... | |
en: Claim Reward → Ah, I see. | |
en: Claim Reward → Then I'll be on my way. | |
en: Trade → Leave it to me. | |
en: Leave → Not interested. | |
en: Claim Reward → This is rather complicated. | |
en: Request to Join the Expedition → Request to Join | |
en: Finally, I got some recognition. → Excellent. | |
en: Claim Reward → Understood. | |
en: Such poor discipline? I'll be confiscating all of it. → Such poor discipline. I will confiscate all of it. | |
en: It might be better in your care. → If it is a custom, it cannot be helped. | |
en: Hmm. Curious little thing. What if we took it apart? → It is too noisy; make them stop at once. | |
en: Hm, it seems to like you. → This is the best we can do. | |
en: Quite fascinating. → This is the best we can do. | |
en: That's clearly the sound of a horn. → Then we will increase the rations. | |
en: What a splendid harp melody! → We cannot afford that right now. | |
en: Suffering → Isn't this when we help each other? | |
en: Pleasure → Well, I am not sure. | |
en: We should search deeper inside. → We need financial support. | |
en: Don't bother with it. Let's move on. → We need technical support. | |
| Action Spend Minute | en: TODO → |
| Node D010 Rank1 Room Type3 | en: Unfortunately, the settlement does not yet even have a proper temple.For people of the continent, having no proper place to pray to the Goddess is something to… → Unfortunately, the settlement does not yet even have a proper temple. For people of the continent, having no proper place to pray to the Goddess is something to… |
| Node D010 Rank3 Resource1 | en: TODO → Have fewer than 20 Stone |
| Node D010 Rank3 Resource2 | en: TODO → Have fewer than 15 Ceramics |
| Node D010 Rank3 Food | en: TODO → Have less than 2 days of food stockpiles with Mood 3 or higher |
| Node D010 Rank3 Level | en: TODO → Have fewer than 2 members at level 5 or higher |
| Node D010 Rank3 Room Type1 | en: TODO → Have fewer than 2 Private Rooms of Normal quality or higher |
| Node D010 Rank3 Room Type2 | en: TODO → Have at least 2 and fewer than 3 Private Rooms of Normal quality or higher |
| Node D010 Rank3 Room Type3 | en: TODO → Have fewer than 1 Temple of Normal quality or higher |
| Node D010 Rank3 Room Type4 | en: TODO → Have fewer than 1 Dining Room of Normal quality or higher |
| Node D010 Rank3 Room Type5 | en: TODO → Have fewer than 1 Research Lab of Normal quality or higher |
| Node D010 Rank3 Room Type6 | en: TODO → Have fewer than 1 Workshop of Normal quality or higher |
| Node D010 Rank3 Room Type7 | en: TODO → Have fewer than 1 Magic Workshop of Normal quality or higher |
| Node D010 Rank3 Elite | |
| Node D010 Rank3 Research1 | en: TODO → Basic Crafting not completed |
| Node D010 Rank3 Research2 | en: TODO → Stone Housing not completed |
| Node D010 Rank3 Research3 | en: TODO → Leather Processing 1 not completed |
| Node D010 Rank3 Research4 | en: TODO → Intermediate Storage not completed |
| Node D010 Rank3 Research5 | en: TODO → Burrow Monster Cooking not completed |
| Node D010 Rank3 Research6 | en: TODO → Intermediate Cooking not completed |
| Node D010 Rank3 Research7 | en: TODO → Advanced Stone Housing not completed |
en: TODO → Have fewer than 20 Stone | |
en: TODO → Have fewer than 15 Ceramics | |
en: TODO → Have less than 2 days of food stockpiles with Mood 3 or higher | |
en: TODO → Have fewer than 2 members at level 5 or higher | |
en: TODO → Have fewer than 2 Private Rooms of Normal quality or higher | |
en: TODO → Have at least 2 and fewer than 3 Private Rooms of Normal quality or higher | |
en: TODO → Have fewer than 1 Temple of Normal quality or higher | |
en: TODO → Have fewer than 1 Dining Room of Normal quality or higher | |
en: TODO → Have fewer than 1 Research Lab of Normal quality or higher | |
en: TODO → Have fewer than 1 Workshop of Normal quality or higher | |
en: TODO → Have fewer than 1 Magic Workshop of Normal quality or higher | |
en: TODO → Basic Crafting not completed | |
en: TODO → Stone Housing not completed | |
en: TODO → Leather Processing 1 not completed | |
en: TODO → Intermediate Storage not completed | |
en: TODO → Burrow Monster Cooking not completed | |
en: TODO → Intermediate Cooking not completed | |
en: TODO → Advanced Stone Housing not completed | |
| Node DR000 Rank3 Resource1 | en: TODO → Have fewer than 20 Stone |
| Node DR000 Rank3 Resource2 | en: TODO → Have fewer than 15 Ceramics |
| Node DR000 Rank3 Food | en: TODO → Have less than 2 days of food stockpiles with Mood 3 or higher |
| Node DR000 Rank3 Level | en: TODO → Have fewer than 2 members at level 5 or higher |
| Node DR000 Rank3 Room Type1 | en: TODO → Have fewer than 2 Private Rooms of Normal quality or higher |
| Node DR000 Rank3 Room Type2 | en: TODO → Have at least 2 and fewer than 3 Private Rooms of Normal quality or higher |
| Node DR000 Rank3 Room Type3 | en: TODO → Have fewer than 1 Temple of Normal quality or higher |
| Node DR000 Rank3 Room Type4 | en: TODO → Have fewer than 1 Dining Room of Normal quality or higher |
| Node DR000 Rank3 Room Type5 | en: TODO → Have fewer than 1 Research Lab of Normal quality or higher |
| Node DR000 Rank3 Room Type6 | en: TODO → Have fewer than 1 Workshop of Normal quality or higher |
| Node DR000 Rank3 Room Type7 | en: TODO → Have fewer than 1 Magic Workshop of Normal quality or higher |
| Node DR000 Rank3 Elite | |
| Node DR000 Rank3 Research1 | en: TODO → Basic Crafting not completed |
| Node DR000 Rank3 Research2 | en: TODO → Stone Housing not completed |
| Node DR000 Rank3 Research3 | en: TODO → Leather Processing 1 not completed |
| Node DR000 Rank3 Research4 | en: TODO → Intermediate Storage not completed |
| Node DR000 Rank3 Research5 | en: TODO → Burrow Monster Cooking not completed |
| Node DR000 Rank3 Research6 | en: TODO → Intermediate Cooking not completed |
| Node DR000 Rank3 Research7 | en: TODO → Advanced Stone Housing not completed |
en: - This is the most basic starting point. - A tutorial is available. → - This is the most basic starting point. - A tutorial is available. |
Build Expiry +3 / 0 / 0
table new in this build
Added (3)
Building Storage +3 / 0 / 0
table new in this build
Unit Appearance +16 / ~126 / 0
Added (16)
Modified (126)
| Entry | Changes |
|---|---|
FacialDecoType: null → 0FacialDecoTypeName: null → "None"HairType: 59 → 71 | |
FacialDecoType: null → 0FacialDecoTypeName: null → "None" | |
FacialDecoType: null → 0FacialDecoTypeName: null → "None" | |
FacialDecoType: null → 3FacialDecoTypeName: null → "Mustache_Brown" | |
FacialDecoType: null → 0FacialDecoTypeName: null → "None"HairType: 63 → 75 | |
FacialDecoType: null → 0FacialDecoTypeName: null → "None"HairType: 59 → 71 | |
FacialDecoType: null → 0FacialDecoTypeName: null → "None"HairType: 63 → 75 | |
FacialDecoType: null → 6FacialDecoTypeName: null → "Mustache_White"HairType: 999 → 70HairTypeName: "Bald" → "Short09_White" | |
FacialDecoType: null → 3FacialDecoTypeName: null → "Mustache_Brown" | |
FacialDecoType: null → 0FacialDecoTypeName: null → "None"HairType: 64 → 76 | |
FacialDecoType: null → 0FacialDecoTypeName: null → "None"HairType: 59 → 71 | |
FacialDecoType: null → 1FacialDecoTypeName: null → "Mustache_Black" | |
FacialDecoType: null → 0FacialDecoTypeName: null → "None"HairType: 37 → 61HairTypeName: "Short04_Brown" → "Short08_Brown" | |
FacialDecoType: null → 0FacialDecoTypeName: null → "None"HairType: 64 → 76 | |
FacialDecoType: null → 0FacialDecoTypeName: null → "None"HairType: 64 → 76 | |
FacialDecoType: null → 0FacialDecoTypeName: null → "None"HairType: 59 → 71 | |
FacialDecoType: null → 0FacialDecoTypeName: null → "None" | |
FacialDecoType: null → 0FacialDecoTypeName: null → "None" | |
FacialDecoType: null → 0FacialDecoTypeName: null → "None" | |
FacialDecoType: null → 0FacialDecoTypeName: null → "None" | |
FacialDecoType: null → 0FacialDecoTypeName: null → "None"HairType: 12 → 18HairTypeName: "Long04_Blonde" → "Long_Blonde" | |
FacialDecoType: null → 6FacialDecoTypeName: null → "Mustache_White"HairType: 64 → 76 | |
FacialDecoType: null → 0FacialDecoTypeName: null → "None"HairType: 61 → 49HairTypeName: "Short_Brown" → "Short06_Brown" | |
FacialDecoType: null → 0FacialDecoTypeName: null → "None"HairType: 41 → 0HairTypeName: "Short05_Black" → "Long02_Black" | |
FacialDecoType: null → 0FacialDecoTypeName: null → "None" | |
FacialDecoType: null → 6FacialDecoTypeName: null → "Mustache_White" | |
FacialDecoType: null → 0FacialDecoTypeName: null → "None" | |
FacialDecoType: null → 0FacialDecoTypeName: null → "None" | |
FacialDecoType: null → 0FacialDecoTypeName: null → "None" | |
FacialDecoType: null → 0FacialDecoTypeName: null → "None" | |
FacialDecoType: null → 0FacialDecoTypeName: null → "None" | |
FacialDecoType: null → 0FacialDecoTypeName: null → "None" | |
FacialDecoType: null → 0FacialDecoTypeName: null → "None" | |
FacialDecoType: null → 0FacialDecoTypeName: null → "None" | |
FacialDecoType: null → 0FacialDecoTypeName: null → "None" | |
FacialDecoType: null → 0FacialDecoTypeName: null → "None" | |
FacialDecoType: null → 0FacialDecoTypeName: null → "None"HairType: 18 → 7HairTypeName: "Long_Blonde" → "Long03_Blonde" | |
FacialDecoType: null → 0FacialDecoTypeName: null → "None"HairType: 43 → 31HairTypeName: "Short05_Brown" → "Short03_Brown" | |
FacialDecoType: null → 0FacialDecoTypeName: null → "None" | |
FacialDecoType: null → 0FacialDecoTypeName: null → "None" |
+ 86 more changed…
FacialDecoType: null → 0FacialDecoTypeName: null → "None" | |
FacialDecoType: null → 0FacialDecoTypeName: null → "None" | |
FacialDecoType: null → 0FacialDecoTypeName: null → "None" | |
FacialDecoType: null → 0FacialDecoTypeName: null → "None" | |
FacialDecoType: null → 0FacialDecoTypeName: null → "None"HairType: 0 → 11HairTypeName: "Long02_Black" → "Long04_Black" | |
FacialDecoType: null → 0FacialDecoTypeName: null → "None"HairType: 42 → 1HairTypeName: "Short05_Blonde" → "Long02_Blonde" | |
FacialDecoType: null → 0FacialDecoTypeName: null → "None" | |
FacialDecoType: null → 0FacialDecoTypeName: null → "None" | |
FacialDecoType: null → 0FacialDecoTypeName: null → "None" | |
FacialDecoType: null → 0FacialDecoTypeName: null → "None" | |
FacialDecoType: null → 0FacialDecoTypeName: null → "None" | |
FacialDecoType: null → 0FacialDecoTypeName: null → "None" | |
FacialDecoType: null → 0FacialDecoTypeName: null → "None" | |
FacialDecoType: null → 6FacialDecoTypeName: null → "Mustache_White"HairType: 999 → 70HairTypeName: "Bald" → "Short09_White" | |
FacialDecoType: null → 5FacialDecoTypeName: null → "Mustache_Red"HairType: 57 → 69HairTypeName: "Short07_Red" → "Short09_Red" | |
FacialDecoType: null → 0FacialDecoTypeName: null → "None"HairType: 20 → 14HairTypeName: "Long_Orange" → "Long04_Orange" | |
FacialDecoType: null → 0FacialDecoTypeName: null → "None" | |
FacialDecoType: null → 0FacialDecoTypeName: null → "None" | |
FacialDecoType: null → 0FacialDecoTypeName: null → "None" | |
FacialDecoType: null → 0FacialDecoTypeName: null → "None" | |
FacialDecoType: null → 0FacialDecoTypeName: null → "None"HairType: 15 → 45HairTypeName: "Long04_Red" → "Short05_Red" | |
FacialDecoType: null → 3FacialDecoTypeName: null → "Mustache_Brown"HairType: 55 → 13HairTypeName: "Short07_Brown" → "Long04_Brown" | |
FacialDecoType: null → 1FacialDecoTypeName: null → "Mustache_Black"HairType: 53 → 41HairTypeName: "Short07_Black" → "Short05_Black" | |
FacialDecoType: null → 4FacialDecoTypeName: null → "Mustache_Orange"HairType: 56 → 26HairTypeName: "Short07_Orange" → "Short02_Orange" | |
FacialDecoType: null → 0FacialDecoTypeName: null → "None"HairType: 59 → 65HairTypeName: "Short_Black" → "Short09_Black" | |
FacialDecoType: null → 0FacialDecoTypeName: null → "None" | |
FacialDecoType: null → 0FacialDecoTypeName: null → "None" | |
FacialDecoType: null → 0FacialDecoTypeName: null → "None" | |
FacialDecoType: null → 0FacialDecoTypeName: null → "None" | |
FacialDecoType: null → 0FacialDecoTypeName: null → "None" | |
FacialDecoType: null → 0FacialDecoTypeName: null → "None" | |
FacialDecoType: null → 0FacialDecoTypeName: null → "None" | |
FacialDecoType: null → 0FacialDecoTypeName: null → "None" | |
FacialDecoType: null → 0FacialDecoTypeName: null → "None" | |
FacialDecoType: null → 0FacialDecoTypeName: null → "None" | |
FacialDecoType: null → 0FacialDecoTypeName: null → "None" | |
FacialDecoType: null → 0FacialDecoTypeName: null → "None" | |
FacialDecoType: null → 0FacialDecoTypeName: null → "None" | |
FacialDecoType: null → 0FacialDecoTypeName: null → "None" | |
FacialDecoType: null → 0FacialDecoTypeName: null → "None" | |
FacialDecoType: null → 0FacialDecoTypeName: null → "None" | |
FacialDecoType: null → 0FacialDecoTypeName: null → "None" | |
FacialDecoType: null → 0FacialDecoTypeName: null → "None" | |
FacialDecoType: null → 0FacialDecoTypeName: null → "None" | |
FacialDecoType: null → 0FacialDecoTypeName: null → "None"HairType: 110 → 82HairTypeName: "Elf10_Blue" → "Elf02_Blue" | |
FacialDecoType: null → 0FacialDecoTypeName: null → "None"HairType: 69 → 81 | |
FacialDecoType: null → 0FacialDecoTypeName: null → "None"HairType: 81 → 93 | |
FacialDecoType: null → 0FacialDecoTypeName: null → "None"HairType: 101 → 113 | |
FacialDecoType: null → 0FacialDecoTypeName: null → "None"HairType: 66 → 78 | |
FacialDecoType: null → 0FacialDecoTypeName: null → "None"HairType: 77 → 89 | |
FacialDecoType: null → 0FacialDecoTypeName: null → "None"HairType: 93 → 105 | |
FacialDecoType: null → 0FacialDecoTypeName: null → "None"HairType: 92 → 104 | |
FacialDecoType: null → 0FacialDecoTypeName: null → "None"HairType: 74 → 86 | |
FacialDecoType: null → 0FacialDecoTypeName: null → "None"HairType: 71 → 83 | |
FacialDecoType: null → 0FacialDecoTypeName: null → "None"HairType: 68 → 80 | |
FacialDecoType: null → 0FacialDecoTypeName: null → "None"HairType: 80 → 92 | |
FacialDecoType: null → 0FacialDecoTypeName: null → "None"HairType: 112 → 124 | |
FacialDecoType: null → 0FacialDecoTypeName: null → "None"HairType: 65 → 77 | |
FacialDecoType: null → 0FacialDecoTypeName: null → "None"HairType: 79 → 91 | |
FacialDecoType: null → 0FacialDecoTypeName: null → "None"HairType: 83 → 95 | |
FacialDecoType: null → 0FacialDecoTypeName: null → "None"HairType: 94 → 106 | |
FacialDecoType: null → 0FacialDecoTypeName: null → "None"HairType: 110 → 122 | |
FacialDecoType: null → 0FacialDecoTypeName: null → "None"HairType: 82 → 94 | |
FacialDecoType: null → 0FacialDecoTypeName: null → "None"HairType: 77 → 89 | |
FacialDecoType: null → 0FacialDecoTypeName: null → "None"HairType: 86 → 98 | |
FacialDecoType: null → 0FacialDecoTypeName: null → "None"HairType: 84 → 96 | |
FacialDecoType: null → 0FacialDecoTypeName: null → "None"HairType: 88 → 100 | |
FacialDecoType: null → 0FacialDecoTypeName: null → "None"HairType: 103 → 115 | |
FacialDecoType: null → 0FacialDecoTypeName: null → "None"HairType: 95 → 107 | |
FacialDecoType: null → 0FacialDecoTypeName: null → "None"HairType: 73 → 85 | |
FacialDecoType: null → 0FacialDecoTypeName: null → "None"HairType: 71 → 83 | |
FacialDecoType: null → 0FacialDecoTypeName: null → "None"HairType: 88 → 100 | |
FacialDecoType: null → 0FacialDecoTypeName: null → "None"HairType: 68 → 80 | |
FacialDecoType: null → 0FacialDecoTypeName: null → "None"HairType: 69 → 81 | |
FacialDecoType: null → 0FacialDecoTypeName: null → "None"HairType: 77 → 89 | |
FacialDecoType: null → 0FacialDecoTypeName: null → "None"HairType: 101 → 113 | |
FacialDecoType: null → 0FacialDecoTypeName: null → "None"HairType: 100 → 112 | |
FacialDecoType: null → 0FacialDecoTypeName: null → "None"HairType: 70 → 82 | |
FacialDecoType: null → 0FacialDecoTypeName: null → "None"HairType: 74 → 86 | |
FacialDecoType: null → 0FacialDecoTypeName: null → "None"HairType: 82 → 94 | |
FacialDecoType: null → 0FacialDecoTypeName: null → "None"HairType: 105 → 117 | |
FacialDecoType: null → 0FacialDecoTypeName: null → "None"HairType: 76 → 88 | |
FacialDecoType: null → 0FacialDecoTypeName: null → "None"HairType: 65 → 77 | |
FacialDecoType: null → 0FacialDecoTypeName: null → "None"HairType: 100 → 112 | |
BodyType: 0 → 1BodyTypeName: "SlimUnisex" → "StandardMale"EyesType: 1 → 0EyesTypeName: "Yellow" → "Black"FacialDecoType: null → 0FacialDecoTypeName: null → "None"HairType: 95 → 127HairTypeName: "Elf07_Blue" → "Elf11_Green" | |
EyesType: 0 → 5EyesTypeName: "Black" → "Red"FacialDecoType: null → 14FacialDecoTypeName: null → "FaceScar01_Peach"HairType: 21 → 61HairTypeName: "Long_Red" → "Short08_Brown" |
No matching changes in this build.
Dev-internal changes ~72 - dev comments, editor-only fields, Korean localization churn
Skills ~3
| Entry | Changes |
|---|---|
DevComment_SkillFloatValues: Swings the greatsword down hard vertically, dealing physical damage equal to {0}% of physical attack power to units on t… → Swing the greatsword vertically with force to deal physical damage equal to {0}% of physical attack power to units on th… | |
DevComment_SkillFloatValues: Physical attack speed increases by {0}%. → Attack speed increases by {0}%. | |
DevComment_SkillFloatValues: Deals 200 fixed damage to a specific building within 2 tiles. → Deals 200 fixed damage to a specific building within 5 tiles. |
Affecters ~4
| Entry | Changes |
|---|---|
DevComment1: Mage (+INT, +WIL) → Mage (+wisdom, ++virtue)DevComment3: Initial stat modifier total (2) → Initial stat modifier total (3) | |
DevComment2: Reflects 50% of Melee Damage taken back to the attacker as Physical Damage. → Reflects {0}% (currently: 50) of received melee damage to the attacker as neutral damage. (Infinite loop prevention) | |
DevComment2: Deals magic damage equal to {2}% of magic attack power to adjacent enemy units every second, and applies … → Inflicts magic damage equal to {2}% of magic attack power every {5} seconds on adjacent enemy units, and inflicts {3} st… | |
DevComment2: For day display → For day display |
Buildings ~3
| Entry | Changes |
|---|---|
DevComment1: Banner → Red Banner | |
DevComment1: Standing Banner → Red Stand Banner | |
DevComment1: Abyss Boss Treasure Chest → Abyss Boss Treasure Chest (~Floor 10) |
Events ~11
| Entry | Changes |
|---|---|
DevComment2: "" → 3-Man Main Quest 0 | |
DevComment2: "" → 3-Man Main Quest 1 | |
DevComment2: "" → 3-Man Main Quest 2 | |
DevComment2: "" → 3-Man Main Quest 3 | |
DevComment2: "" → 3-Man Main Quest 4 | |
DevComment2: "" → 3-Man Main Quest 5 | |
DevComment2: "" → 3-Man Main Quest 6 | |
DevComment2: "" → Region 1 Dungeon Merchant | |
DevComment2: "" → No Upper Floor | |
DevComment2: "" → Region 2 Dungeon Merchant |
Event Nodes ~11
| Entry | Changes |
|---|---|
DevComment: "It seems like we're falling behind on reaching our goal, Chief."The expedition members have recently begun to doubt w… → "Fwoooom-" You blow the horn, and the members gather around. "We need a new policy for setting and achieving our exped… | |
DevComment: "I've been hearing about you all here and there lately."The supervisor's voice flows out through the crow's beak. "It… → A crow flies in from afar and lands on your forearm. "I'll be honest, I didn't think you'd last very long. But I have t… | |
DevComment: The expedition's ultimate goal is to destroy the core of Arcteon, the sentient dungeon, and put an end to the terrible a… → The newly appointed Vice Captain {0} humbly receives the badge you bestow with both hands.He immediately turns and face… | |
DevComment: Mana device investigation done, here's your reward → As you hand over the investigation records of the magical device, Perion slowly reads through them with tired eyes."Hm… | |
DevComment: She looks at you. → Upon spotting you, Endrossi shows a hint of joy before turning away.She, who had been rummaging through her quiver, op… | |
DevComment: As you approach, she pauses the equipment she was tending to and looks at you.Unlike before, she doesn't openly sneer, … → When you ask Endrossi to join the expedition team, she subtly turns her gaze beyond the forest. "Beyond this forest liv… | |
DevComment: She doesn't seem interested in you. → "Huh..."She exhales as if suppressing her emotions. "Be careful when it starts stomping its feet. That's a signal it'… | |
DevComment: When you show her proof of the kill, her expression stiffens."...What is this." She immediately shakes her head and s… → As you show evidence of the hunt, her expression hardens. "That creature isn't something that dies so easily. Don't lie… | |
DevComment: I'll join. → As you relay the results of the hunt, she slowly closes her eyes and soon exhales softly."...it's over." After lookin… | |
DevComment: She looks at you. → Around her are neatly arranged tanned leather and bones."Take what you need. Just pay the right price." | |
DevComment: As you invoke the rules and take all the winnings, {0}'s face falls."No, this isn't right, Chief! This is an outrage!"… → As you mention discipline and take all the stakes, {0}'s face falls. "No, where is such a thing, commander! This is tyr… |
Event Choices ~24
| Entry | Changes |
|---|---|
DevComment: Yes → I understand for now. | |
DevComment: No → Not interested. | |
DevComment: Leave → Leave | |
DevComment: Yes → Understood. | |
DevComment: No → Not interested. | |
DevComment: Leave → Leave | |
DevComment: Yes → Understood. | |
DevComment: No → Not interested. | |
DevComment: Yes → Understood. | |
DevComment: No → Not interested. | |
DevComment: Leave → Leave | |
DevComment: Receive the reward → That's quite challenging. | |
DevComment: Receive the reward → Seems like it... was helpful. | |
DevComment: Leave → Leave | |
DevComment: Yes → Please leave it to me. | |
DevComment: No → Not interested. | |
DevComment: Leave → Leave | |
DevComment: Leave → Leave | |
DevComment: Leave → Leave | |
DevComment: Leave → Leave | |
DevComment: Leave → Leave | |
DevComment: Finally, some recognition. → Excellent. | |
DevComment: Receive the reward → Understood. | |
DevComment: Leave → Leave |
Spawn Groups ~11
| Entry | Changes |
|---|---|
DevComment2: Insect Single-Faction Patrol → Beast Single-Faction Patrol | |
DevComment2: Beast Single-Faction Patrol → Aberration Single-Faction Patrol | |
DevComment2: Aberration Single-Faction Patrol → Insect Single-Faction Patrol | |
DevComment2: Insect Single-Faction Patrol → Beast Single-Faction Patrol | |
DevComment2: Beast Single-Faction Patrol → Aberration Single-Faction Patrol | |
DevComment2: Aberration Single-Faction Patrol → Core Room Spawn Group | |
DevComment2: Core Room Spawn Group → "" | |
DevComment1: Festering Burrow_Phase 1_Normal Battle 1 → Fractured Cavern_Phase 1_Normal Battle 1DevComment2: Worker 3 + Brawler 1 → Worker 3 + Fighter 1 = 17 | |
DevComment1: Festering Burrow_Phase 1_Normal Battle 2 → Fractured Cavern_Phase 1_Normal Battle 2DevComment2: Worker 2 + Mud Slime 2 → Worker 2 + Mud Slime 2 = 19 | |
DevComment1: Festering Burrow_Phase 2_Normal Battle 2 → Fractured Cavern_Phase 2_Normal Battle 2DevComment2: Thrower 2 + Mud Slime 2 → Thrower 2 + Mud Slime 2 = 22 | |
DevComment1: "-" → Fractured Cavern_Phase 1_Hard Battle 3DevComment2: Baby Gloth 5 → Young Glott 5 = 27.5 |
Game Constants ~1
| Entry | Changes |
|---|---|
DevComment1: Interval at which random events occur: in in-game minutes (10080, 20160) → Interval between random events, in in-game minutes |
Statuses ~1
| Entry | Changes |
|---|---|
DevComment: "" → "-" |
Status Values ~1
| Entry | Changes |
|---|---|
DevComment2: Fixed-value decrease (already agreed upon). Since it decreases naturally while awake, the default value is negative.(2… → Fixed value reduction (already agreed upon), Natural reduction while awake, so base value is negative. (250402) - Appli… |
Alerts ~1
| Entry | Changes |
|---|---|
Dev_Title: Low on arrows and ammo → No arrows or ammunition in stock |
Emotes ~1
| Entry | Changes |
|---|---|
DevComment: In Surgery (Debuff, prints once) → Undergoing surgery (Warning, prints once) |
DS_B.0.3.26 Demo- 2026-06-15 · updated from Build 23725069 · Steam buildid 23739108 - current build ↑ back to top
+5
added
8
modified
0
removed
+5 / ~5 / 0
gameplay
~3
dev-internal
Gameplay changes +5 / ~5 / 0 - player-visible
Event Nodes 0 / ~3 / 0
Modified (3)
| Entry | Changes |
|---|---|
IllustKey: "" → "Illustration_GuildMerchant" | |
IllustKey: "" → "Illustration_GuildMerchant" | |
IllustKey: "" → "Illustration_Endrossi" |
Text / Localization +5 / ~2 / 0
Added (5)
Recruit UI Refresh Confirm Notice
Spend {0} gold to refresh recruitment candidates?
Spend gold to immediately refresh recruitment candidates.
Help Notice Trade Target Inventory Full
Cannot complete the trade. The target inventory is full.
Help Notice Trade Target Weight Limit
Cannot complete the trade. The target unit would exceed its weight limit.
Help Notice Trade Item Delivery Failed
The trade was canceled because the trade item could not be delivered.
Modified (2)
| Entry | Changes |
|---|---|
en: When guarding, recover {0}% of lost Health and gain Fortification for {1} seconds. → When guarding, recover {0}% of lost Health and gain Iron Wall for {1} seconds. | |
No matching changes in this build.
Dev-internal changes ~3 - dev comments, editor-only fields, Korean localization churn
Event Nodes ~3
| Entry | Changes |
|---|---|
DevComment: The following content is planned for Early Access.- Boss of the first region, Veil of Silence - Second region, Festeri… → The following content is planned for Early Access. - The boss of the first region, the Veil of Silence - The second reg… | |
DevComment: The following content is planned for the full release.- Regions 3-6 and their bosses - Additional research trees - New… → The following content is planned for the full release. - Regions 3-6 and their bosses - Additional research trees - Ach… | |
DevComment: Can't trade because there is no merchant room → She looks displeased."Listen, Expedition Leader, I can't trade without a Trading Post." |
Build 23725069 - 2026-06-14 · updated from DS_B.0.3.21 · unlabeled interim build between B.0.3.21 and B.0.3.26 ↑ back to top
+38
added
50
modified
0
removed
+38 / ~50 / 0
gameplay
0
dev-internal
Gameplay changes +38 / ~50 / 0 - player-visible
Event Choices 0 / ~2 / 0
Modified (2)
| Entry | Changes |
|---|---|
ActiveCondition: "TargetHeadHealthAbove_10" → "TargetHeadHealthAbove_80" | |
ActiveCondition: "None" → "TargetHeadHealthAbove_80" |
Quests 0 / ~1 / 0
Modified (1)
| Entry | Changes |
|---|---|
CompleteCondition: "LearnSkill_Active/3_1\n&&\nLearnSkill_Passive/1_1" → "LearnSkill_Active/1_1\n&&\nLearnSkill_Passive/1_1" |
Dungeon Rooms 0 / ~3 / 0
NPC Spawns 0 / ~2 / 0
Modified (2)
| Entry | Changes |
|---|---|
ProhibitedRecords: ["NpcDead_Endrossi", "KillCount_GiantStoneGolem_1", "QuestFinish_InteractAndrossi4"] → ["NpcDead_Endrossi", "KillCount_GiantStoneGolem_1", "QuestFinish_InteractEndrossi4"] | |
ProhibitedRecords: ["NpcDead_Endrossi", "QuestFinish_InteractAndrossi4"] → ["NpcDead_Endrossi", "QuestFinish_InteractEndrossi4"] |
Text / Localization +38 / ~42 / 0
Added (38)
Interaction Option Assign Bed Owner
Set Owner : {0}
Interaction Option Clear Bed Owner
Clear Owner : {0}
Game Option Toggle Edge Screen
Edge Screen Scrolling
Entity Summary UI Toggle Bed Owner UI
Set Owner
Entity Summary UI Building Description Bed Owner
Current Owner: {0}
Set Owner
Accessory Attack Stats
Accessory Defense Stats
Accessory Utility Stats
Tooltip Random Stats
Available Stats
This is the time of day when this race feels drowsy. Overall stats decrease.
This is the time of day when this race becomes active. Overall stats increase.
To escape the scorching heat of the land, Lycans developed a body rhythm that makes them primarily active at night. Batt…
PLAYERNAME Lycan Male 0
Thut
PLAYERNAME Lycan Female 0
Ma'atkara
She looks displeased.
"Hey Expedition Leader, we can't trade without a Trading Post."
"Hey Expedition Leader, we can't trade without a Trading Post."
A gaunt man sets down an enormous backpack and begins laying out his wares one by one.
When he notices you, his mouth t…
When he notices you, his mouth t…
Leave
Trade
Leave
Action Spend Minute
Modified (42)
| Entry | Changes |
|---|---|
en: The unit died during the expedition. → This expedition member died during the expedition. | |
en: The unit went missing during the expedition.TIP: Units outside the portal's room are considered missing. → This expedition member went missing during the expedition. TIP: Expedition members outside the portal room are considered missing. | |
| Tooltip Hold | en: {0}: Hold → {0}: Pin |
| Greatsword Skill Tree desc | en: The greatsword excels in powerful strikes but is slower in speed. → The greatsword excels in powerful strikes, but hit chance is low. |
| Blunt Skill Tree desc | en: Blunt weapons excel in breaking through defenses with powerful strikes. → Blunt weapons specialize in enduring attacks and disrupting opponents. |
| Water Magic Skill Tree desc | en: Water magic excels in healing and defense. → Water magic excels in summoning and granting Barriers. |
| Nature Magic Skill Tree desc | en: Nature magic focuses on healing and enhancing vitality. → Nature magic specializes in healing and makes use of plants in various ways. |
en: Talent represents a character's growth potential for a Major Stat.The greater the talent, the more their Major Stat increases when Leveling Up.… → Talent represents a character's growth potential for a Major Stat. The greater the talent, the more their Major Stat can increase when … | |
en: A finely crafted Stats, Accessory Defense Stats, or Accessory Utility Stats.</div></div>">silver necklace. → A finely crafted silver necklace.You can gain random stats from Accessory Attack Stats, Accessory Defense Stats, or Accessory Utility Stats. | |
en: A simple yet elegant Stats, Accessory Defense Stats, or Accessory Utility Stats.</div></div>">silver ring. → A simple yet elegant silver ring.You can gain random stats from Accessory Attack Stats, Accessory Defense Stats, or Accessory Utility Stats. | |
en: A necklace embedded with red crystal. → A necklace embedded with red crystal.You can gain random stats from Accessory Attack Stats. | |
en: A necklace embedded with blue crystal. → A necklace embedded with blue crystal.You can gain random stats from Accessory Defense Stats. | |
en: A necklace embedded with green crystal. → A necklace embedded with green crystal.You can gain random stats from Accessory Utility Stats. | |
en: A ring embedded with red crystal. → A ring embedded with red crystal.You can gain random stats from Accessory Attack Stats. | |
en: A ring embedded with blue crystal. → A ring embedded with blue crystal.You can gain random stats from Accessory Defense Stats. | |
en: A ring embedded with green crystal. → A ring embedded with green crystal.You can gain random stats from Accessory Utility Stats. | |
en: A necklace adorned with garnet gems. → A necklace adorned with garnet gems.You can gain random stats from Accessory Attack Stats. | |
en: A necklace adorned with opal gems. → A necklace adorned with opal gems.You can gain random stats from Accessory Defense Stats. | |
en: A necklace adorned with peridot gems. → A necklace adorned with peridot gems.You can gain random stats from Accessory Utility Stats. | |
en: A ring adorned with garnet gems. → A ring adorned with garnet gems.You can gain random stats from Accessory Attack Stats. | |
en: A ring adorned with opal gems. → A ring adorned with opal gems.You can gain random stats from Accessory Defense Stats. | |
en: A ring adorned with peridot gems. → A ring adorned with peridot gems.You can gain random stats from Accessory Utility Stats. | |
en: Life Regen → Health Boost | |
en: Energy Regen → Energy Boost | |
en: A malevolent plant that has taken root in Barren Land, spawned by the corrupt magic seeping from Dungeon Portal.Its thorny tendrils radiate a … → A harmful plant that grows in Barren Land due to the corrupt magic flowing from Dungeon Portal. Nearby land becomes Corrupted Ground and cannot … | |
en: Hello! Dungeon Settlers is currently in the beta development stage. There are many Not Implemented Feature, and various bugs may occur.## If a critical bug occ… → Hello! Dungeon Settlers is currently in the beta development stage. There are many Not Implemented Feature, and various bugs may occur. ## If a critical bug o… | |
en: A catastrophe has struck. The wicked dungeon core, who took the name Arcteon, is rapidly turning the entire continent into Barren Land.## As the expedi… → A catastrophe has struck. The wicked Dungeon Core Arcteon is rapidly turning the entire continent into Barren Land. ## As the expedition leader dispatched b… | |
en: Building your base and preparing for expeditions requires a large amount of resources. You can gather resources from 'Gatherable Structures' found on the map.#… → Building your base and preparing for expeditions requires a large amount of resources. You can gather resources from gatherable structures found on the map. ## … | |
en: You can click and drag with the left mouse button to select multiple units at once. Or press the ~ key (to the left of the number keys) to select all units.## … → You can click and drag with the left mouse button to select multiple units at once. Or press the Tab key to select all units. ## Even in this state, you can use… | |
en: Tooltips appear when you hover the mouse over items, skills, traits, stats, and other elements you want to check.## When a tooltip is displayed, pressing CapsL… → Tooltips appear when you hover the mouse over items, skills, traits, stats, and other elements you want to check. ## When a tooltip is displayed, pressing CapsL… | |
en: When returning from the dungeon to the settlement, units will place the items they collected during expedition on the ground.Storage buildings are used to stor… → When returning from the dungeon to the settlement, units will place the items they collected during the expedition on the ground. Storage buildings are used to … | |
en: Indicates the level of mental strain a unit is under.When Stress reaches its maximum, the unit enters a Mental Collapse state, and … → Indicates the level of mental strain a unit is under. When Stress reaches its maximum, the unit enters a Mental Collapse state, and … | |
en: Dungeon Portals created by Dungeon Core Arcteon drain energy from their surroundings, slowly turning parts of the continent into Barren Land.As the… → Dungeon Portals created by Dungeon Core Arcteon drain energy from their surroundings, slowly turning parts of the continent into Barren Land. As th… | |
en: Numbers representing a unit's abilities. Each main attribute corresponds to the following abilities:[Strength] This main attribute proportionally increases ma… → Numbers representing a unit's abilities. Each major stat corresponds to the following abilities: Strength This major stat proportionally increases max… | |
| ALERT Very Exhausted DESC2 | en: When the unit's Energy reaches 0, they will fall into a deep sleep and become unconscious, unable to be controlled. TIP: During expedition, units do… → When the unit's Energy reaches 0, they will fall into a deep sleep and become unconscious, unable to be controlled. TIP: During expedition, units do n… |
+ 2 more changed…
en: "Aaaah!"You hear a scream nearby-and instantly recognize the voice as Liana's, one of your companions. She's surrounded by a swarm of rats and soon collapses… → "Aaaah!" You hear a scream nearby-and instantly recognize the voice as Liana's, one of your companions. She's surrounded by a swarm of rats and soon collapses… | |
en: "Phew..."She struggles to catch her breath. "What about Jack and Ivan?" At your question, her face darkens without a word. You pause for a moment, then give… → "Haa..." With help, she barely manages to lift herself up and catches her breath with difficulty. "What about Jack and Ivan, who were with you?" At your ques… |
No matching changes in this build.