"lang" { "Language" "english" "Tokens" { //----------------------------------------------------------------------------- // Hero Bull // Abrams //----------------------------------------------------------------------------- "Citadel_Abrams_HeroTag_1" "Tank" "Citadel_Abrams_HeroTag_2" "Brawler" "Citadel_Abrams_HeroTag_3" "Bull-Headed" "citadel_ability_bull_charge" "Shoulder Charge" "citadel_ability_bull_charge_quip" "Charge into the fray, dragging enemies along" "citadel_ability_bull_charge_desc" "Charge forward, {g:citadel_inline_attribute:'Pulling'} enemies you hit. Pushing a hero into a wall applies {g:citadel_inline_attribute:'Stun'}.
If you collide with a hero you move faster during your charge." //"modifier_citadel_bull_charging" "Charging" "citadel_ability_bull_charge_t1_desc" "Applies +{s:SlowPercent}% Slow for {s:SlowDuration}s" "citadel_ability_bull_charge_t2_desc" "On Wall Hit: +{s:StunDuration}s Stun Duration" "citadel_ability_bull_charge_t3_desc" "{s:AbilityCooldown}s Cooldown
On Hero Collide: +{s:WeaponDamageBonus} Weapon Damage for {s:WeaponPowerIncreaseDuration}s" "modifier_shoulder_charge_buff" "Bonus Damage" "modifier_charge_drag_enemy" "Shoulder Charge" "ChargeSpeed_label" "Charge Speed" "ChargeSpeed_postvalue_label" "Charge Speed" "ChargeSpeed_postfix" "m" "ImpactDurationBonus_label" "Bonus Duration" "ImpactDurationBonus_postvalue_label" "Bonus Duration" "ImpactDurationBonus_postfix" "s" "ImpactCooldownReductionPercentage_label" "Cooldown Refunded" "ImpactCooldownReductionPercentage_postvalue_label" "Cooldown Refunded" "ImpactCooldownReductionPercentage_postfix" "%" "WeaponPowerIncreaseDuration_label" "Weapon Damage Duration" "WeaponPowerIncreaseDuration_postvalue_label" "Weapon Damage Duration" "WeaponPowerIncreaseDuration_postfix" "s" "citadel_ability_bull_charge_on_hero_collide_header" "On Hero Collide:" "citadel_ability_bull_charge_on_wall_header" "On Wall Hit:" "citadel_ability_bull_heal" "Siphon Life" "citadel_ability_bull_heal_quip" "Drain health from nearby enemies" "citadel_ability_bull_heal_desc" "Drain health from nearby enemies, dealing {g:citadel_inline_attribute:'SpiritDPS'} and {g:citadel_inline_attribute:'Healing'} for a portion of the damage dealt." "citadel_ability_bull_heal_t3_desc" "+{s:Radius}m Radius and +{s:DPS} DPS with improved Spirit scaling" "HealingFactor_label" "Lifesteal" "HealingFactor_postvalue_label" "Lifesteal" "HealingFactor_postfix" "%" "NonHeroHealingFactor_label" "Lifesteal vs Non-Heroes" "NonHeroHealingFactor_postvalue_label" "Lifesteal vs Non-Heroes" "NonHeroHealingFactor_postfix" "%" "citadel_ability_bull_heal/modifier_bull_heal_aura" "Siphon Life" "citadel_ability_passive_beefy" "Infernal Resilience" "citadel_ability_passive_beefy_quip" "Regenerate some of the damage you receive" "citadel_ability_passive_beefy_desc" "Gain bonus defensive attributes. Taking damage grants temporary {g:citadel_inline_attribute:'Regen'} for a portion of the damage taken." "citadel_ability_passive_beefy_t3_desc" "+{s:StatusResistancePercent}% Debuff Resist and +{s:RegenIncomingDamagePercent}% Damage Regenerated" "RegenIncomingDamagePercent_label" "Damage Regenerated" "RegenIncomingDamagePercent_postvalue_label" "Damage Regenerated" "RegenIncomingDamagePercent_postfix" "%" "RegenIncomingDamageDuration_label" "Regeneration Time" "RegenIncomingDamageDuration_postvalue_label" "Regeneration Time" "RegenIncomingDamageDuration_postfix" "s" "citadel_ability_bull_leap" "Seismic Impact" "citadel_ability_bull_leap_quip" "Smash into enemies from above, stunning them" "citadel_ability_bull_leap_desc" "Leap high into the air before crashing into the ground, dealing {g:citadel_inline_attribute:'SpiritDamage'} and applying {g:citadel_inline_attribute:'Stun'}." //"modifier_citadel_bull_leap" "Boosting" "citadel_ability_bull_leap_t3_desc" "On cast, become Unstoppable for {s:ImmunityDuration}s and +{s:ImpactRadius}m Impact Radius" "AbilityButtonHint_BullLeapCrash" "Crash Down" //"modifier_abrams_immunity" "Immunity" "BonusMaxHealthPerHero_label" "Max Health" "BonusMaxHealthPerHero_postvalue_label" "Max Health" "BonusMaxHealthPerHero_prefix" "{s:sign}" "BonusFireRatePerHero_label" "Fire Rate" "BonusFireRatePerHero_postvalue_label" "Fire Rate" "BonusFireRatePerHero_prefix" "{s:sign}" "BonusFireRatePerHero_postfix" "%" "LandingBonusesDuration_label" "Buff Duration" "LandingBonusesDuration_postvalue_label" "Buff Duration" "LandingBonusesDuration_postfix" "s" //----------------------------------------------------------------------------- // Hero Seven // Gigawatt //----------------------------------------------------------------------------- "Citadel_Gigawatt_HeroTag_1" "High Voltage" "Citadel_Gigawatt_HeroTag_2" "Merciless" "Citadel_Gigawatt_HeroTag_3" "Area Denial" //"citadel_ability_chain_lightning" "Chain Lightning" //"citadel_ability_chain_lightning_t1" "Chain Radius" //"citadel_ability_chain_lightning_t2" "Chain Damage" //"citadel_ability_chain_lightning_t3" "360 Cone" //"citadel_ability_chain_lightning_t3_desc" "Chain lightning can hit any enemies around the target." "citadel_ability_static_charge" "Static Charge" "citadel_ability_static_charge_desc" "Apply a charge to a target enemy hero. After a short duration, the static charge stuns and damages enemies within the radius." "citadel_ability_static_charge_quip" "Apply a delayed area stun to an enemy hero" "citadel_ability_static_charge/modifier_citadel_staticcharge" "Static Charge" "citadel_ability_static_charge_t2_desc" "+{s:ShockRadius}m Radius
+{s:AbilityCastRange}m Cast range" "citadel_ability_static_charge_t3_desc" "+{s:StunDuration}s Stun Duration
+{s:Damage} Damage" "citadel_ability_static_charge_v2" "Static Charge" "citadel_ability_static_charge_v2_desc" "Strike in front of you with lightning, applying a charge to the unit or area hit. After a short duration, the static charge stuns and damages enemies within the radius." "citadel_ability_static_charge_v2_quip" "Apply a delayed area stun" "citadel_ability_lightning_ball" "Lightning Ball" "citadel_ability_lightning_ball_quip" "Launch a damaging ball of lightning" "citadel_ability_lightning_ball_desc" "Shoot a ball of lightning that travels in a straight line. Does damage to all targets in its radius. Slows down when damaging enemies and stops if it hits the world." "citadel_ability_lightning_ball_t2_desc" "-{s:SlowPercent}% move speed on hit targets and +{s:MaxLifetime}s Lifetime" "citadel_ability_lightning_ball_t3_desc" "+{s:DPS} DPS and +{s:ShockRadius}m radius" "citadel_ability_lightning_ball/modifier_citadel_lightningball" "Lightning Ball Slow" "ability_power_surge" "Power Surge" "ability_power_surge_quip" "Create electric arcs with your shots" "ability_power_surge_desc" "Power up your weapon with a shock effect, making your bullets proc shock damage on your target. This shock damage bounces to enemies near your target. Occurs once per burst shot." "ability_power_surge_t2_desc" "+{s:BonusMoveSpeed}m Move Speed
+{s:BonusPerChain} Damage and increased scaling" "ability_power_surge_t3_desc" "+{s:AbilityDuration}s Duration
Applies {s:TechResistDebuff}% Spirit Resist" "modifier_power_surge" "Chain Lightning" "modifier_power_surge_debuff" "Spirit Resist Down" //"ChainLightningRadius_label" "Chain Lightning Range"v "ChainLightningRadius_postfix" "m" //"WeaponDamageDebuff_label" "Weapon Damage Debuff" "WeaponDamageDebuff_postfix" "%" //"VoltageDrainDuration_label" "Draining Time" "VoltageDrainDuration_postfix" "s" //"DrainTimeNeeded_label" "Drain Time for Proc" "DrainTimeNeeded_postfix" "s" "citadel_ability_storm_cloud" "Storm Cloud" "citadel_ability_gigawatt_lightning_strike" "Storm Cloud Lightning Strike" "citadel_ability_storm_cloud_quip" "Fry all enemies in a large area" "citadel_ability_storm_cloud_desc" "Channel an expanding storm cloud around you that damages all enemies within its radius. Enemies do not take damage when they are out of line-of-sight." "citadel_ability_storm_cloud_t1_desc" "+{s:BulletResistOnActive}% Bullet Resist while channeling Storm Cloud" "citadel_ability_storm_cloud_t2_desc" "+{s:AbilityChannelTime}s Channel Time
+{s:Radius}m Final Radius
+{s:InitialRadius}m Initial Radius" "citadel_ability_storm_cloud_t3_desc" "+{s:DPS} DPS
+{s:FlightControlEnabled}m Flight Speed" "citadel_ability_storm_cloud_lightning_strike_desc" "While channeling, press{g:citadel_binding:'Attack'}to mark the targeted area to be struck with a powerful lightning bolt that knocks enemies away after a {s:LightningStrikeDelay}s delay. One use per cast." "citadel_ability_storm_cloud_lightning_strike" "Lightning Strike" "FlightControlEnabled_label" "Flight Speed" "FlightControlEnabled_postvalue_label" "Flight Speed" "FlightControlEnabled_postfix" "m" //"ExpandTime_label" "Expand time" "ExpandTime_postfix" "s" "LightningStrikeDamage_label" "Strike Damage" "LightningStrikeDamage_postvalue_label" "Strike Damage" "LightningStrikeRadius_label" "Strike Radius" "LightningStrikeRadius_postvalue_label" "Strike Radius" "LightningStrikeRadius_postfix" "m" //----------------------------------------------------------------------------- // Hero Cadence //----------------------------------------------------------------------------- //"citadel_weapon_cadence_set" "Arioso Annihilator" //"citadel_weapon_cadence_set_desc" "Shoots bursts of 4 bullets that embed a crystal shard in the target. After 1 second, the shards shatter and deal the bullet damage again. Shatter damage is doubled if 5 or more shards are embedded." //"cadence_ability_anthem" "Anthem" //"cadence_ability_anthem_quip" "Lead the charge, inspiring allies in earshot and giving them weapon buffs" //"cadence_ability_anthem_desc" "Burst into an inspiring song! You and any ally that comes within range get an instant reload with an extra large clip, and have a Fire Rate bonus that increases until the song ends." //"modifier_cadence_anthem_buff" "Cadence Anthem" //"modifier_cadence_anthem_aoe" "Singing Anthem" //"ExtraLargeClip_label" "Clip Bonus" "ExtraLargeClip_postfix" "%" //"PeakFireRateBonus_label" "Peak Fire Rate Bonus" "PeakFireRateBonus_postfix" "%" //"cadence_ability_lullaby" "Lullaby" //"cadence_ability_lullaby_quip" "Lull any foe you come within earshot of to sleep." //"cadence_ability_lullaby_desc" "Lull your foes to sleep! Any enemy that comes in range of Cadence sleeps until woken by damage, Cadence goes out of range, or the song ends. Cadence has bonus regeneration while singing." //"modifier_cadence_sleeping" "Sleeping" //"modifier_cadence_sleep_aoe" "Singing a Lullaby" //"LingerDuration_label" "Linger Duration" "LingerDuration_postfix" "s" "DashDistance_label" "Dash Distance" "DashDistance_postvalue_label" "Dash Distance" "DashDistance_postfix" "m" //"cadence_ability_silencecontraptions" "Silence Contraptions" //"cadence_ability_silencecontraptions_quip" "Start a melee brawl. No guns allowed." //"cadence_ability_silencecontraptions_desc" "Disarm yourself perform a long-range dash melee attack. For the duration of the song, you remain disarmed and your melee abilities apply a debuff that disarms and EMP's enemy targets." //"citadel_ability_silencecontraptions_t3_desc" "Melee also EMP's enemies" //"BonusStamina_label" "Bonus Stamina" //"MeleeEMP_label" "Enemies Silenced" //"modifier_cadence_silence_contraptions_debuff" "Silence Contraptions" //"modifier_cadence_silence_contraptions" "Silence Contraptions" //"cadence_ability_grandfinale" "Grand Finale" //"cadence_ability_grandfinale_quip" "Build a stage, then fight from it with weapon buffs." //"cadence_ability_grandfinale_desc" "Build high ground undernearth Cadence. Allies fighting from the high ground get a fire rate bonus and explosive bullets." "StageDuration_label" "Duration" "StageDuration_postvalue_label" "Duration" "StageDuration_postfix" "s" //"modifier_cadence_grandfinale_buff" "Grand Finale" //"cadence_ability_crescendo" "Crescendo" //"cadence_ability_crescendo_quip" "Encase enemies in glass then shatter it" //"cadence_ability_crescendo_desc" "Encase nearby enemies in glass in an increasing range over a short duration. Cadence then breaks the glass with her powerful voice, breaking any shields on the them, damaging them, and giving them massive bullet vulnerability for a duraiton after." //"modifier_cadence_crescendo_in_aoe" "Encased in Glass" //"modifier_cadence_crescendo_post_aoe" "Shattered" "ability_cadence_tempo_bullet" "Tempo" "ability_cadence_tempo_bullet/modifier_tempo_bullet" "Tempo" "ability_cadence_tempo_bullet_desc" "Casting an ability empowers your next {s:MaxProcCount} bullets. Empowered bullets deal bonus Damage and reduce all your Cooldowns ." "AbilityCooldownPerHit_label" "Cooldown Reduction per Hit" "AbilityCooldownPerHit_postvalue_label" "Cooldown Reduction per Hit" "AbilityCooldownPerHit_postfix" "s" "ability_cadence_charm" "Stolen Glance" "ability_cadence_charm_desc" "Glance in a target direction, dealing Damage to the first enemy hit and marking them.

If the victim was already marked, they instead take additional Damage and become Charmed.

Charmed enemies are forced to run towards you, but at reduced speeds." "ability_cadence_desc2" "" "ability_cadence_charm/modifier_mark" "Tempted..." "ability_cadence_charm/modifier_charm" "Charmed" "ability_cadence_burstaura" "Upswing" "ability_cadence_burstaura/modifier_burstaura" "Upswing" "CharmDamage_label" "Charm Damage" "CharmDamage_postvalue_label" "Charm Damage" //----------------------------------------------------------------------------- // Hero McGinnis (previous names: // Engineer // Forge ) //----------------------------------------------------------------------------- "Citadel_Engineer_HeroTag_1" "Inventor" "Citadel_Engineer_HeroTag_2" "Support" "Citadel_Engineer_HeroTag_3" "Disruption" "citadel_ability_fissure_wall" "Spectral Wall" "citadel_ability_fissure_wall_quip" "Conjure a wall to block your foes" "citadel_ability_fissure_wall_desc" "Cast a wall that applies slow on enemies it passes through. Erupt the wall to divide the terrain in half and damage nearby enemies.
After casting, press{g:citadel_binding:'Attack'}or{g:citadel_binding:'Ability3'}to erupt the wall early.

Can be Destroyed with Melee Attacks" "citadel_ability_fissure_wall_t1_desc" "Amplifies {s:hero_name}'s damage by +{s:BonusDamagePercent}% on hit enemies for {s:DebuffDuration}s" "citadel_ability_fissure_wall_t2_desc" "{s:AbilityCooldown}s Cooldown and +{s:AbilityDuration}s Duration" "citadel_ability_fissure_wall_t3_desc" "Deploy {s:CreateTurrets} Mini Turrets near the wall for {s:TurretLifeTime}s
+{s:SlowPercent}% Slow" //"citadel_ability_fissure_wall_trigger" "Trigger Fissure Wall" //"citadel_ability_fissure_wall_cancel" "Cancel Fissure Wall" "WallStunDuration_label" "Stun Duration" "WallStunDuration_postvalue_label" "Stun Duration" "WallStunDuration_postfix" "s" "WallImpactRange_label" "Impact Range" "WallImpactRange_postvalue_label" "Impact Range" "WallImpactRange_postfix" "m" "citadel_ability_mobile_resupply" "Medicinal Specter" "citadel_ability_mobile_resupply_quip" "Deploy a healing spirit" "citadel_ability_mobile_resupply_desc" "Deploy a spirit that provides {g:citadel_inline_attribute:'Healing'} to nearby allies." "citadel_ability_mobile_resupply_t1_desc" "+{s:AbilityDuration}s Duration" "citadel_ability_mobile_resupply_t2_desc" "{s:AbilityCooldown}s Cooldown and provides +{s:StaminaCooldownReduction}% Stamina Recovery" "citadel_ability_mobile_resupply_t3_desc" "+{s:MaxHealthRegenPct}% Max HP Regen
+{s:HealRadius}m Heal Radius
+{s:SpiritResist}% Spirit Resist" "MaxHealthRegenPct_label" "Max Health Regen" "MaxHealthRegenPct_postvalue_label" "Max Health Regen" "MaxHealthRegenPct_postfix" "%" "modifier_mobile_resupply" "Medicinal Specter" "citadel_ability_mobile_resupply/modifier_mobile_resupply_aura/modifier_mobile_resupply" "Medicating" "FireRateBonus_label" "Fire Rate Bonus" "FireRateBonus_postvalue_label" "Fire Rate Bonus" "FireRateBonus_postfix" "%" //TurretHealMult_label "Turret Heal Mult" //TurretHealMult_postfix "x" "citadel_ability_shieldedsentry" "Mini Turret" "citadel_ability_shieldedsentry_quip" "Deploy an automated turret" "citadel_ability_shieldedsentry_desc" "Deploy a turret that shoots enemies, dealing {g:citadel_inline_attribute:'SpiritDPS'}. The turret expires after a limited lifetime.
Turrets deal reduced damage to troopers and objectives." "citadel_ability_shieldedsentry_t1_desc" "+{s:TurretDPS} Turret DPS and +{s:TurretAttackRange}m Attack Range" "citadel_ability_shieldedsentry_t3_desc" "+{s:AttackSpeedMult}% Turret Fire Rate and +{s:TurretLifetime}s Turret Lifetime" //"citadel_ability_shieldedsentry/modifier_bullet_resist_reduction_stack" "Sentry Bullet Resist Debuff" "modifier_forge_mini_turret_debuff" "Mini Turret - Slow" //"TurretMoveSlowPercent_label" "Turret Movement Slow" "TurretMoveSlowPercent_postfix" "%" //"modifier_sentry_deploy" "Initializing..." //"TurretDeployTime_label" "Deploy Time" "TurretDeployTime_postfix" "s" "BulletArmorReductionPerStack_label" "Bullet Damage" "BulletArmorReductionPerStack_postvalue_label" "Bullet Damage" "BulletArmorReductionPerStack_postfix" "% per stack" "BulletArmorReductionPerStack_prefix" "+" "ShieldedSentry_EffectsPerStack" "Per stack:" "TurretHealthScaling_label" "Turret Health" "TurretHealthScaling_postvalue_label" "Turret Health" "TurretHealthScaling_postfix" "%" "TurretBaseHealth_label" "Turret Health" "TurretBaseHealth_postvalue_label" "Turret Health" "TurretAttackRange_label" "Attack Range" "TurretAttackRange_postvalue_label" "Attack Range" "TurretAttackRange_postfix" "m" //"ability_shielded_sentry_rocket" "Sentry Rocket" "citadel_ability_fissure_wall/modifier_fissure_wall/modifier_bonus_damage_percent" "Wall Damage Debuff" "citadel_ability_rocket_barrage" "Heavy Barrage" "citadel_ability_rocket_barrage_quip" "Bombard an area with rockets" "citadel_ability_rocket_barrage_desc" "Unleashes a volley of rockets that home in on a targeted location.

{s:hero_name} is slowed and is still able to use stamina." "citadel_ability_rocket_barrage_t1_desc" "Applies {s:MoveSlowPercent}% movement and dash slow for {s:SlowDuration}s" "citadel_ability_rocket_barrage_t2_desc" "{s:AbilityCooldown}s Cooldown and +{s:AbilityDuration}s Duration" "citadel_ability_rocket_barrage_t3_desc" "+{s:ExplosionRadius}m Radius and +{s:DamagePerRocket} Damage per Rocket with increased spirit scaling" "DamagePerRocket_label" "Damage Per Rocket" "DamagePerRocket_postvalue_label" "Damage Per Rocket" "GrenadesPerSecond_label" "Rockets per second" "GrenadesPerSecond_postvalue_label" "Rockets per second" "MaxDistance_label" "Max Range" "MaxDistance_postvalue_label" "Max Range" "MaxDistance_postfix" "m" "MinDistance_label" "Min Range" "MinDistance_postvalue_label" "Min Range" "MinDistance_postfix" "m" "citadel_ability_rocket_barrage/modifier_forge_heavy_barrage_stacking_slow" "Heavy Barrage Slow" //----------------------------------------------------------------------------- // Wraith //----------------------------------------------------------------------------- "Citadel_Wraith_HeroTag_1" "Duelist" "Citadel_Wraith_HeroTag_2" "Isolator" "Citadel_Wraith_HeroTag_3" "Telekinetic" "citadel_ability_psychic_lift" "Telekinesis" "citadel_ability_psychic_lift_quip" "Lift an enemy, interrupting and silencing them" "citadel_ability_psychic_lift_desc" "Lift an enemy hero into the air and then slam them towards the target location." "citadel_ability_psychic_lift/lift" "Telekinesis" "citadel_ability_psychic_lift_t3_desc" "+{s:AbilityDuration}s Debuff Duration and +{s:AbilityCastRange}m Throw and Cast Range" "modifier_citadel_psychiclift" "Being Lifted - Oh No!" //"modifier_citadel_psychiclift_self" "Lifting - Silenced + Disarmed" "psychic_lift_debuff_duration_label" "Slow Duration" "psychic_lift_debuff_duration_postvalue_label" "Slow Duration" "psychic_lift_debuff_duration_postfix" "s" "TossDistance_label" "Throw Range" "TossDistance_postvalue_label" "Throw Range" "TossDistance_postfix" "m" "citadel_ability_psychic_lift_slam_desc" "
Slamming the target into the ground deals {g:citadel_inline_attribute:'SpiritDamage'}, applying {g:citadel_inline_attribute:'Slow'} and prevents Stamina and movement-based items and abilities" //"citadel_ability_psychic_daggers_desc" "Telekinetically throw cards that hit random targets around you." "citadel_ability_projectmind" "Project Mind" "citadel_ability_projectmind_quip" "Teleport to the targeted location" "citadel_ability_projectmind_desc" "Teleport to the targeted location." "BulletShieldOnLand_label" "Barrier on Teleport" "BulletShieldOnLand_postvalue_label" "Barrier on Teleport" "citadel_ability_projectmind_t2_desc" "{s:CombatBarrier} Barrier for {s:BarrierDuration}s. Barrier scales with Spirit Power." "modifier_wraith_project_mind_shield" "Combat Barrier" "citadel_ability_projectmind/modifier_citadel_projectmind/modifier_wraith_project_mind_shield" "Barrier" "wraith_project_mind_t2_title" "Barrier:" //"citadel_ability_psychic_daggers" "Royal Flush" //"citadel_ability_psychic_daggers_quip" "Damage random targets around you" //"ShootInterval_label" "Card Interval" "ShootInterval_postfix" "s" //"MaxDaggers_label" "Card Count" //"citadel_ability_psychic_daggers_t3_desc" "Each card bounces once onto another enemy in range" //"DamagePerDagger_label" "Damage per card" "citadel_ability_wraith_rapidfire" "Full Auto" "citadel_ability_wraith_rapidfire_quip" "Boost your fire rate" "citadel_ability_wraith_rapidfire_desc" "Temporarily boost your fire rate and deal bonus {g:citadel_inline_attribute:'SpiritDamage'}" "citadel_ability_wraith_rapidfire_t2_desc" "+{s:BonusFireRate}% Fire Rate and +{s:AbilityDuration}s Duration" "citadel_ability_wraith_rapidfire_t3_desc" "Unlimited Ammo and Increased Scaling on Spirit Damage Per Bullet" //"citadel_ability_wraith_rapidfire/modifier_rapidfire" "Rapid Fire" "citadel_ability_card_toss" "Card Trick" "citadel_ability_card_toss_quip" "Throw homing cards" "citadel_ability_card_toss_desc" "Deal weapon damage to summon cards of a random suit. Each card can be thrown, dealing damage and applying a different effect depending on its suit. Cards thrown fly towards the enemy or point under your crosshair.

Alt-cast to throw first card" "citadel_ability_card_toss_t2_desc" "+{s:Damage} Damage and increased Spirit Scaling" "citadel_ability_card_toss_t3_desc" "All suits are improved and higher chance for Jokers" "CardResourceGenPctScale_label" "Card Summon Rate" "CardResourceGenPctScale_postvalue_label" "Card Summon Rate" "CardResourceGenPctScale_postfix" "%" "MaxCards_label" "Hand Size" "MaxCards_postvalue_label" "Hand Size" "CardHandDuration_label" "Hand Duration" "CardHandDuration_postvalue_label" "Hand Duration" "ability_header_card_toss_suits_desc" "
Each suit provides a different bonus. Jokers count as all suits." "ability_header_card_toss_spade" "Spade" "SpadeDamageBonus_label" "Bonus Damage" "SpadeDamageBonus_postvalue_label" "Bonus Damage" "SpadeDamageBonus_postfix" "%" "ability_header_card_toss_club" "Club" "ClubSlowPercent_label" "Move Speed" "ClubSlowPercent_postvalue_label" "Move Speed" "ClubSlowPercent_prefix" "-" "ClubSlowPercent_postfix" "%" "ability_header_card_toss_heart" "Heart" "HeartHeal_label" "Heal" "HeartHeal_postvalue_label" "Heal" "ability_header_card_toss_diamond" "Diamond" "DiamondResistShred_label" "Bullet and Spirit Resist Reduction" "DiamondResistShred_postvalue_label" "Bullet and Spirit Resist Reduction" "DiamondResistShred_postfix" "%" "JokerExtraCards_label" "Split Cards" "JokerExtraCards_postvalue_label" "Split Cards" //"citadel_ability_psychic_pulse" "Psychic Pulse" //"citadel_ability_psychic_pulse_quip" "Reveal enemies through walls" //"citadel_ability_psychic_pulse_desc" "Sense enemies in front of you, revealing their position through walls to your team. Card Trick can target enemies seen through walls" //"SenseRange_label" "Sense Range" //----------------------------------------------------------------------------- // Hero Heavy //----------------------------------------------------------------------------- //"ability_heal_drone" "Medic Drone" //"ability_heal_drone_desc" "Deploy a medic drone which slowly heals you and a nearby teammate.\nReplaces any other drone." //"ability_speed_drone" "Speed Drone" //"ability_speed_drone_desc" "Deploy a energy drone which helps you run faster, and reduces your windup and reload times.\nReplaces any other drone." //"ability_heavy_drone" "Utility Drone" //"ability_heavy_drone_desc" "Creates a helper drone that can be toggled between providing Healing, Speed or Rockets. Drones take a short time to activate after being switched." //"ability_rocket_drone" "Heavy Drone" //"ability_rocket_drone_desc" "Deploy a drone which shoots homing rockets at enemies at close range that slows enemies." //"ability_rocket_drone_t1_desc" "The Drone adds {s:ClipReloadPercentagePerSecond}% of max clip per second to Heavy's gun" //"ability_rocket_drone_t2_desc" "The Drone applies health regen to Heavy and a nearby target for {s:DroneHealthRegen} health per second ." //"ability_rocket_drone_t3_desc" "Maximum rockets per second +{s:RocketsPerSecond}" "RocketsPerSecond_label" "Rockets per second" "RocketsPerSecond_postvalue_label" "Rockets per second" //"ability_uber_drone" "Uber Charge" //"ability_uber_drone_desc" "After a charge-up time, Heavy turns invulnerable" //"ability_uber_drone_t1_desc" "While Ubered, infinite clip and no windup" //"ability_uber_drone_t2_desc" "Uber Duration +{s:UberDuration}s" //"ability_uber_drone_t3_desc" "Gain +{s:RageOnUber} stacks of Heavy Rage" //"ability_propulsion_gel" "Propulsion Gel" //"ability_propulsion_gel_desc" "Fire a wave of propulsion gel that grants increased move speed for allies. Unit's hit by the gel wave will be covered by gel and leave a trail behind them" //"ability_propulsion_gel_t1_desc" "Gel reduces zoomed and shooting move speed penalty by {s:ShootingSpeedPenaltyReduction}% to friendly units" //"ability_propulsion_gel_t2_desc" "Gel travel distance +{s:AbilityCastRange}m" //"ability_propulsion_gel_t3_desc" "Move speed bonus +{s:MoveSpeedFriendlyBuff}" //"ability_self_purge" "Uproar" //"ability_self_purge_desc" "Drags enemies towards heavy and causes an explosion." //"ability_heavy_rage" "Heavy Rage" //"ability_heavy_rage_desc" "Passive - Increases Heavy's gun damage by {s:DamageMultiplierPercent}% each time it hits an enemy, up to {s:StacksPerEntity} stacks per enemy Hero and NPCs" //"ability_heavy_rage_t1_desc" "Max stacks per enemy Hero or NPCs +{s:StacksPerEntity}" //"ability_heavy_rage_t3_desc" "Gain {s:StacksOnTakeDamage} stacks when an enemy damages Heavy" //"modifier_passive_heavy_rage_stacks" "Rage Stacks" //"ability_self_purge_t1_desc" "Permanent Ammo +{s:ClipBonusOnHit} for every enemy Hero hit by the explosion" //"DamagePerBullet_label" "Damage Per Bullet" //"modifier_drone_heal" "Medic Drone" //"modifier_drone_heal_watcher" "Medic Drone" //"modifier_drone_speed" "Speed Drone" //"modifier_drone_rockets" "Rocket Drone" //"modifier_drone_activation_medic" "Medic Drone - deploying" //"modifier_drone_activation_speed" "Speed Drone - deploying" //"modifier_drone_activation_rockets" "Rocket Drone - deploying" //"modifier_drone_uber" "UBER INVULNERABILITY" //"modifier_drone_uber_charging" "Uber Charging" //"ability_overcharge" "Energy Surge" //"ability_overcharge_desc" "Temporarily boosts the effect of Heavy's current drone and increases his fire rate." //"modifier_overcharge_rapidfire" "Energy Surge" //"DronePowerMultiplier_label" "Drone Power Multiplier" //"ability_ammo_pouch" "Bandolier" //"ability_ammo_pouch_desc" "Large increase to Heavy's ammo" //"ability_smelt" "Smelt" //"ability_smelt_desc" "Every time Heavy takes damage from a bullet it goes into his weapon clip and reduces ability cooldowns." "DroneHealthRegen_label" "Health Regen" "DroneHealthRegen_postvalue_label" "Health Regen" "DroneHealthRegen_postfix" "/s" "DroneBonusMoveSpeed_prefix" "{s:sign}" "DroneBonusMoveSpeed_label" "Move Speed" "DroneBonusMoveSpeed_postvalue_label" "Move Speed" //"DroneBonusMoveSpeed_postfix" "" "DroneBonusReloadTime_label" "Reload Time" "DroneBonusReloadTime_postvalue_label" "Reload Time" "DroneBonusReloadTime_postfix" "%" "DroneBonusWindupTime_prefix" "{s:sign}" //"DroneBonusWindupTime_label" "Windup Time" "DroneBonusWindupTime_postfix" "%" //"RocketDamage_label" "Rocket Damage" //"TimeBetweenRockets_label" "Time between rockets" "TimeBetweenRockets_postfix" "s" //"UberChargeTime_label" "Uber Charge Time" "UberChargeTime_postfix" "s" //"UberDuration_label" "Uber Duration" "UberDuration_postfix" "s" //----------------------------------------------------------------------------- // Paradox (previous name: // Chrono) //----------------------------------------------------------------------------- "Citadel_Chrono_HeroTag_1" "Calculated" "Citadel_Chrono_HeroTag_2" "Disruptor" "Citadel_Chrono_HeroTag_3" "Tactician" "citadel_ability_chrono_time_wall" "Time Wall" "citadel_ability_chrono_time_wall_quip" "Create a wall that greatly slows projectiles" "citadel_ability_chrono_time_wall_desc" "Create a time warping wall that stops time for all enemy projectiles and bullets that touch it and increases the speed and damage of friendly bullets.

Enemies that touch the wall will be briefly slowed." //"TargetGameplayTimeScale_label" "Time Scale" "TargetGameplayTimeScale_postfix" "%" "TimeWallWidth_label" "Wall Width" "TimeWallWidth_postvalue_label" "Wall Width" "TimeWallWidth_postfix" "m" "TimeWallHeight_label" "Wall Height" "TimeWallHeight_postvalue_label" "Wall Height" "TimeWallHeight_postfix" "m" "MovementSlowPct_label" "Movement Slow" "MovementSlowPct_postvalue_label" "Movement Slow" "MovementSlowPct_postfix" "%" "TimeWallSilenceDuration_label" "Silence Duration" "TimeWallSilenceDuration_postvalue_label" "Silence Duration" "TimeWallSilenceDuration_postfix" "s" "DamagePctPerWallHit_label" "Max Health Damage" "DamagePctPerWallHit_postvalue_label" "Max Health Damage" "DamagePctPerWallHit_postfix" "%" "DamageWallHit_label" "Damage on Touch" "DamageWallHit_postvalue_label" "Damage on Touch" "TimeScaleDuration_label" "Time Stop Duration" "TimeScaleDuration_postvalue_label" "Time Stop Duration" "TimeScaleDuration_postfix" "s" "TimeWallTimeScaleFriendly_label" "Ally Bullet Speed" "TimeWallTimeScaleFriendly_postvalue_label" "Ally Bullet Speed" "TimeWallTimeScaleFriendly_postfix" "x" "FriendlyBulletDamageBonus_prefix" "+" "FriendlyBulletDamageBonus_label" "Ally Weapon Damage" "FriendlyBulletDamageBonus_postvalue_label" "Ally Weapon Damage" "FriendlyBulletDamageBonus_postfix" "%" "modifier_citadel_chrono_time_wall_effect" "Time Wall" //"citadel_ability_chrono_time_wall_t1_desc" "The wall speeds up Paradox's movement." "citadel_ability_chrono_time_wall_t1_desc" "+{s:AbilityDuration}s Duration
+{s:TimeWallWidth}m Width
+{s:TimeWallHeight}m Height" "citadel_ability_chrono_time_wall_t2_desc" "Silences enemies for {s:TimeWallSilenceDuration}s
+{s:FriendlyBulletDamageBonus}% Weapon Damage" "citadel_ability_chrono_time_wall_t3_desc" "+2 Ability Charges" //"modifier_timewall_damageamp" "Damage Vulnerability" //"citadel_ability_time_bomb" "Time Bomb" //"citadel_ability_time_bomb_quip" "Proximity explosion" //"citadel_ability_time_bomb_desc" "{s:hero_name} throws a bomb that explodes if enemies are in its radius after its arm time. The explosion causes a quick time freeze and deals {s:SingleTargetMult}x more damage if it only hits a single target." //"citadel_ability_time_bomb_t2_desc" "Enemies hit by Time Bomb will have their bullet resist reduced by {s:BulletArmorReduction} for {s:BulletArmorReductionDuration}s" //"citadel_ability_time_bomb_t3_desc" "+{s:Damage} Damage and Time Bomb gains +50% more damage from Spirit Power" //"chrono_time_trap_debuff" "Time Bomb" "citadel_ability_chrono_pulse_grenade" "Pulse Grenade" "citadel_ability_chrono_pulse_grenade_quip" "Throw a grenade that pulses, dealing damage and time slowing" "citadel_ability_chrono_pulse_grenade_desc" "Throw a grenade that begins pulsing when it lands. Each pulse expands the radius and applies {g:citadel_inline_attribute:'SpiritDamage'}, time slow, and stacking {g:citadel_inline_attribute:'DamageAmp'} for {s:hero_name} against the victim." "citadel_ability_chrono_pulse_grenade_t2_desc" "+{s:PulseDamage} Pulse Damage and increased Spirit scaling" "citadel_ability_chrono_pulse_grenade_t3_desc" "+{s:PulseGrenadeDamageAmplificationPerStack}% Damage Amp and +{s:AbilityDuration}s Duration" "Pulses_label" "Pulses" "Pulses_postvalue_label" "Pulses" "InitialDamage_label" "Initial Damage" "InitialDamage_postvalue_label" "Initial Damage" "PulseDamage_label" "Pulse Damage" "PulseDamage_postvalue_label" "Pulse Damage" "PulseGrenadeDamageAmplificationPerStack_label" "Damage Amp per stack" "PulseGrenadeDamageAmplificationPerStack_postvalue_label" "Damage Amp per stack" "PulseGrenadeDamageAmplificationPerStack_postfix" "%" "PulseGrenadeDebuffDuration_label" "Amp Duration" "PulseGrenadeDebuffDuration_postvalue_label" "Amp Duration" "PulseGrenadeDebuffDuration_postfix" "s" "PulseGrenadeTimeSlow_label" "Time Slow" "PulseGrenadeTimeSlow_postvalue_label" "Time Slow" "PulseGrenadeTimeSlow_postfix" "%" "modifier_pulsegrenade_magic_resist_debuff" "Pulse Grenade" "modifier_citadel_chrono_pulse_grenade_debuff" "Pulse Grenade" "modifier_chrono_pulse_grenade_tech_resist_debuff" "Pulse Grenade - Spirit Resist Down" "citadel_ability_chrono_pulse_grenade_AMP" "Pulse Grenade Damage Amp" "citadel_ability_chrono_swap" "Paradoxical Swap" "citadel_ability_chrono_swap_quip" "Swap positions with an enemy hero." "modifier_chrono_swap_bubble_move" "Paradoxical Swap" "citadel_ability_chrono_swap_desc" "Fire a projectile that swaps your position with the target enemy hero." "citadel_ability_chrono_swap_t1_desc" "{s:CombatBarrier} Barrier for {s:BarrierDuration}s. Barrier scales with Spirit" "citadel_ability_chrono_swap_t2_desc" "{s:AbilityCooldown}s Cooldown and +{s:AbilityCastRange}m Cast Range" "citadel_ability_chrono_swap_t3_desc" "Swaps all enemies within {s:MultiSwap}m of hit target and +{s:MaxHealthDamage}% Max Health Damage" "modifier_citadel_chrono_swap_debuff" "Slowed" "modifier_citadel_chrono_swap_buff" "Spirit Immune" "SwapDamage_label" "Swap Damage" "SwapDamage_postvalue_label" "Swap Damage" "MultiSwap_label" "Multi Target Radius" "MultiSwap_postvalue_label" "Multi Target Radius" "MultiSwap_postfix" "m" "citadel_ability_chrono_kinetic_carbine" "Kinetic Carbine" "citadel_ability_chrono_kinetic_carbine_quip" "Charge up your weapon to deal high damage and timestop" "citadel_ability_chrono_kinetic_carbine_desc" "Charge up a powerful shot of time energy, dealing {g:citadel_inline_attribute:'SpiritDamage'} and applying a Time-Stop to enemies hit. The damage dealt increases with {g:citadel_inline_attribute:'WeaponDamage'}. Move speed is increased while charging.

While in the air and charging, {g:citadel_binding:'ADS'} to timeslow your movement." "citadel_ability_chrono_kinetic_carbine_t2_desc" "{s:AbilityCooldown}s Cooldown
Increases Speed Scaling" "citadel_ability_chrono_kinetic_carbine_t3_desc" "+{s:SpeedBoostDuration}s Charge Hold Duration and +{s:MaxBonusBulletDamage_scale}% Damage Scaling" "citadel_ability_chrono_kinetic_carbine_charged" "CHARGED!" "citadel_ability_chrono_kinetic_carbine_expiring" "EXPIRING" "SpeedChange_label" "Bonus Speed" "SpeedChange_postvalue_label" "Bonus Speed" "SpeedChange_postfix" "%" "SpeedBoostDuration_label" "Charge Hold Duration" "SpeedBoostDuration_postvalue_label" "Charge Hold Duration" "SpeedBoostDuration_postfix" "s" "MaxChargeDuration_label" "Full Charge Time" "MaxChargeDuration_postvalue_label" "Full Charge Time" "MaxChargeDuration_postfix" "s" "BaseBulletDamage_label" "Bullet Damage" "BaseBulletDamage_postvalue_label" "Bullet Damage" "MaxBonusBulletDamage_prefix" "" "MaxBonusBulletDamage_label" "Max Damage" "MaxBonusBulletDamage_postvalue_label" "Max Damage" "MaxBonusBulletDamage_postfix" "" "MinBonusBulletDamage_prefix" "" "MinBonusBulletDamage_label" "Min Damage" "MinBonusBulletDamage_postvalue_label" "Min Damage" "MinBonusBulletDamage_postfix" "" "MaxSlowDuration_label" "Max Time-Stop" "MaxSlowDuration_postvalue_label" "Max Time-Stop" "MaxSlowDuration_postfix" "s" "MinSlowDuration_label" "Min Time-Stop" "MinSlowDuration_postvalue_label" "Min Time-Stop" "MinSlowDuration_postfix" "s" "citadel_ability_chrono_kinetic_carbine/modifier_chrono_kinetic_carbine" "Kinetic Carbine" "CarbineHeadshotBonus_prefix" "+" "CarbineHeadshotBonus_label" "HeadShot Bonus" "CarbineHeadshotBonus_postvalue_label" "HeadShot Bonus" "CarbineHeadshotBonus_postfix" "%" //----------------------------------------------------------------------------- // Revenant //----------------------------------------------------------------------------- //"citadel_ability_revenant_siphon_energy" "Siphon Energy" //"citadel_ability_revenant_siphon_energy_desc" "Shock your target and steal their energy whenever you strike them with your gun." //"citadel_ability_revenant_blast" "Shock Wave" //"citadel_ability_revenant_blast_desc" "Unleash a blast of energy at your target" //"citadel_ability_revenant_infuse_weapon" "Infuse Weapon" //"citadel_ability_revenant_infuse_weapon_desc" "Fire special rounds that make your target vulnerable to your energy-based abilities. Drains energy while active." //"citadel_ability_revenant_infuse_weapon_trigger" "Disable" //"modifier_infuse_weapon_active" "Weapon Infused" //"modifier_infuse_weapon_proc_buildup" "Weakening" //"citadel_ability_revenant_energy_strike" "Energy Strike" //"citadel_ability_revenant_energy_strike_desc" "Strike the targeted area with a massive burst of energy." //----------------------------------------------------------------------------- // Slingshot //----------------------------------------------------------------------------- //"ability_slingshot_bruising_shot" "Bruising Shot" //"ability_slingshot_bruising_shot_desc" "Hits damage the target, and stack bruises on them that increase all subsequent damage taken from Slingshot's weapon and abilities." //"ability_slingshot_bruising_shot_t1_desc" "+{s:BruiseFireRate}% fire rate per stack when shooting at a bruised enemy." //"BruiseDuration_label" "Bruise Duration" //"BruiseDamageVulnerability_label" "Damage Increase" //"BruiseDamageVulnerability_postfix" "% per stack" //"BonusPelletsPerShot_label" "Pellets per shot" //"ability_slingshot_catapult" "Catapult" //"ability_slingshot_catapult_desc" "Slingshots builds up power before launching himself forward as a large spinning ball, rolling around damaging enemies. Explodes on finish." //"ExplodeDamage_label" "Explode Damage" //"ability_slingshot_open_wounds" "Open Wounds" //"ability_slingshot_open_wounds_desc" "Passive. Slingshot's bullets cause wounds to build up on the enemy, dealing a large burst of damage when enough hits are inflicted." //"ability_slingshot_open_wounds_t3_desc" "Damage burst sprays poisonous blood nearby, damaging any enemies staying in the area." //"BurstDamage_label" "Burst Damage" //"ability_slingshot_ultimate" "Earthquake" //"ability_slingshot_ultimate_desc" "All nearby enemies are knocked in the air and stunned for as long as Slingshot channels." //----------------------------------------------------------------------------- // Infernus //----------------------------------------------------------------------------- "Citadel_Inferno_HeroTag_1" "Arsonist" "Citadel_Inferno_HeroTag_2" "Explosive" "Citadel_Inferno_HeroTag_3" "Burn Rubber" "ability_incendiary_projectile" "Napalm" "ability_incendiary_projectile_amplification" "Napalm Damage Amp" "ability_incendiary_projectile_quip" "Spew napalm that amplifies your damage" "ability_incendiary_projectile_desc" "Spew an incendiary mixture, dealing {g:citadel_inline_attribute:'SpiritDamage'}, applying {g:citadel_inline_attribute:'Slow'}, and coating targets in napalm." "ability_incendiary_projectile_t2_desc" "Napalm Effect: +{s:LifestealPercentHero}% Lifesteal" "ability_incendiary_projectile_t3_desc" "Napalm Effect: +{s:IncomingDamagePercentFromCaster}% Damage Taken and {s:HealAmpReceivePenaltyPercent}% Healing" //"modifier_citadel_incendiaryprojectile_burn" "Burning from Incendiary" "ability_incendiary_projectile_debuff_header" "Napalm Effects:" "ability_flame_dash" "Flame Dash" "ability_flame_dash_quip" "Blaze forward, leaving a flame trail in your wake" "ability_flame_dash_desc" "Dash forward, gaining {g:citadel_inline_attribute:'SlowResistance'} while leaving a flaming trail that deals {g:citadel_inline_attribute:'SpiritDPS'}.

Hold{g:citadel_binding:'MoveForward'}while active to dash farther." "ability_flame_dash_t2_desc" "+{s:GroundFlameDuration}s Trail Duration and +{s:DPS} DPS" "ability_flame_dash_t3_desc" "Enable {s:AbilityCharges} Ability Charges with {s:AbilityCooldownBetweenCharge}s Recharge time" //"modifier_flamedash" "Flame Dashing" //"ability_flame_dash_cancel_trigger" "Cancel Flame Dash" "DashSpeed_label" "Dash Speed" "DashSpeed_postvalue_label" "Dash Speed" "DashSpeed_postfix" "m" "SpeedBurstSpeed_label" "Max Dash Speed" "SpeedBurstSpeed_postvalue_label" "Max Dash Speed" "SpeedBurstSpeed_postfix" "m" "FlameAuraRadius_label" "Trail Width" "FlameAuraRadius_postvalue_label" "Trail Width" "FlameAuraRadius_postfix" "m" "FlameDashDebuff_label" "Bonus Spirit Damage" "FlameDashDebuff_postvalue_label" "Bonus Spirit Damage" "FlameDashDebuff_postfix" "%" "GroundFlameDuration_label" "Trail Duration" "GroundFlameDuration_postvalue_label" "Trail Duration" "GroundFlameDuration_postfix" "s" "FlameDashDebuffDuration_label" "Debuff Duration" "FlameDashDebuffDuration_postvalue_label" "Debuff Duration" "FlameDashDebuffDuration_postfix" "s" "DashTime_label" "Dash Time" "DashTime_postvalue_label" "Dash Time" "DashTime_postfix" "s" "FlameAuraDPS_label" "DPS" "FlameAuraDPS_postvalue_label" "DPS" "FlameAuraMovementSlow_label" "Enemy Movement Slow" "FlameAuraMovementSlow_postvalue_label" "Enemy Movement Slow" "FlameAuraMovementSlow_postfix" "%" //"FlameAuraSlowFireRate_label" "Enemy Fire Rate" "FlameAuraSlowFireRate_postfix" "%" "FlameAuraDuration_label" "Debuff Duration" "FlameAuraDuration_postvalue_label" "Debuff Duration" "FlameAuraDuration_postfix" "s" "modifier_flamedash_debuff" "Flame Dash" "ability_afterburn" "Afterburn" "ability_afterburn_SpiritSteal_AMP" "Afterburn Damage Amp" "ability_afterburn_quip" "Shoot enemies to set them on fire" "ability_afterburn_desc" "Weapon hits build up a burning effect, dealing {g:citadel_inline_attribute:'SpiritDPS'}.

Abilities refresh to the base burn duration and weapon hits extend it." "ability_afterburn_t2_desc" "Burn Effect: {s:OutgoingTechDamagePercent}% Spirit Damage" "ability_afterburn_t3_desc" "+{s:AfterburnDurationMax}s Max Burn Duration" "ability_afterburn_burn_header" "Burn Effect:" "modifier_citadel_afterburn_buildup" "Igniting" "BuildUpBulletPercentPerHit_label" "Buildup Per Bullet" "BuildUpBulletPercentPerHit_postvalue_label" "Buildup Per Bullet" "BuildUpBulletPercentPerHit_postfix" "%" "CritBuildup_label" "Buildup Per Headshot" "CritBuildup_postvalue_label" "Buildup Per Headshot" "CritBuildup_postfix" "%" "AfterburnDurationMax_label" "Max Burn Duration" "AfterburnDurationMax_postvalue_label" "Max Burn Duration" "AfterburnDurationMax_postfix" "s" "AfterburnDurationBase_label" "Base Burn Duration" "AfterburnDurationBase_postvalue_label" "Base Burn Duration" "AfterburnDurationBase_postfix" "s" "RefillDurationHit_prefix" "{s:sign}" "RefillDurationHit_label" "Extend Per Bullet" "RefillDurationHit_postvalue_label" "Extend Per Bullet" "RefillDurationHit_postfix" "s" "RefillDurationCrit_prefix" "{s:sign}" "RefillDurationCrit_label" "Extend Per Headshot" "RefillDurationCrit_postvalue_label" "Extend Per Headshot" "RefillDurationCrit_postfix" "s" //"AfterburnExplodeRadius_label" "Spread Radius" "AfterburnExplodeRadius_postfix" "m" //"AfterburnExplodeDamage_label" "Explode Damage" //"afterburn_spirit_stolen_debuff" "Spirit Stolen" //"afterburn_spirit_stolen_buff" "Spirit Taken" "ability_afterburn/modifier_afterburn_watcher/modifier_afterburn_dot" "Burning from Afterburn" "modifier_afterburn_dot" "Burning from Afterburn" "ability_fire_bomb" "Concussive Combustion" "ability_fire_bomb_quip" "Stun all nearby enemies after a short delay" "ability_fire_bomb_desc" "Become a living bomb, dealing {g:citadel_inline_attribute:'SpiritDamage'} and applying {g:citadel_inline_attribute:'Stun'} to all nearby enemies after a delay.

Once cast, Concussive Combustion cannot be interrupted." "ability_fire_bomb_t2_desc" "{s:AbilityCooldown}s Cooldown and +{s:LifeStealPercentOnHit}% Explosion Lifesteal" "ability_fire_bomb_t3_desc" "+{s:StunDuration}s Stun Duration and +{s:Radius}m Radius" //"ability_fire_bomb/modifier_progressbar" "Harnessing Power" "BurnDPS_label" "Burn DPS" "BurnDPS_postvalue_label" "Burn DPS" //----------------------------------------------------------------------------- // Tempest //----------------------------------------------------------------------------- //"ability_tempest_ion_dagger" "Ion Dagger" //"ability_tempest_ion_dagger_desc" "Tempest throws a dagger that damages the target and applies an ionizing charge to it for a duration. Tech damage dealt to that target is increased and a cleaves for a percentage of that damage to nearby targets. Ionizing a target multiple times increases the duration." //"ChargedDuration_label" "Charged Duration" "ChargedDuration_postfix" "s" //"ReloadBullet_label" "Applying an ionizing charge automatically reloads 1 bullet" //"modifier_tempest_ionized_bullets_charged" "Charged!" //"modifier_tempest_ionized_bullets_buildup" "Ionizing" //"ability_tempest_tesla_coil/modifier_tesla_coil_aura_alert/modifier_tesla_coil_alert" "Tesla Coil Nearby" //"ability_tempest_tesla_coil/modifier_tesla_coil_aura_damage_amp/modifier_tesla_coil_damage_amp" "Tesla Coil Nearby" //"ability_tempest_faraday_cage" "Faraday Cage" //"ability_tempest_faraday_cage_desc" "Target an enemy hero to trap them in a faraday cage, blocking movement and bullets." //"SpawnTroopers_label" "Spawn a melee trooper for each enemy hero trapped in the cage" //"FaradayCageHealth_label" "Cage Health" //"FaradayCageDuration_label" "Cage Duration" //"ability_tempest_tesla_coil" "Tesla Coil" //"ability_tempest_tesla_coil_desc" "Build a Tesla Coil that builds a charge on itself then discharges on the closest enemy within range. Holds the charge and builds overcharge if no enemies are in range. When Tempest fights in range of the coil, his gun is amp'd and his bullets deal bonus spirit damage." //"TeslaCoilHealth_label" "Tesla Coil Health" //"TeslaCoilLifetime_label" "Tesla Coil Lifetime" //"DischargeRadius_label" "Discharge Radius" "DischargeRadius_postfix" "m" //"OverchargePct_label" "Overcharge" "OverchargePct_postfix" "%" //"BonusTechDamage_label" "Bonus Spirit Damage" //"ability_tempest_weathermaker" "Weathermaker" //"ability_tempest_weathermaker_desc" "A ray of sun shines on each enemy hero anywhere on the map. Moments later, any enemy that did not find cover is struck by a powerful bolt of lightning, dealing damage to them and revealing them through walls for a duration. Can pass through Faraday Cage." //"VisionDuration_label" "Vision Duration" "VisionDuration_postfix" "s" //"ability_tempest_weathermaker/modifier_citadel_tempest_weathermaker_lightning_incoming/modifier_reveal_enemy" "Revealed" //"ability_tempest_weathermaker/modifier_citadel_tempest_weathermaker_lightning_incoming" "100% Chance of Lightning" //"modifier_citadel_tempest_weathermaker_lightning_incoming_remain_covered" "Remain Covered" //"modifier_citadel_tempest_weathermaker_lightning_incoming_seek_shelter" "Seek Shelter" //----------------------------------------------------------------------------- // Apocalypse //----------------------------------------------------------------------------- //"apocalypse_discharge_soul/modifier_tombstone_nearby_aura/modifier_tombstone_nearby" "Tombstone Nearby" //"apocalypse_gigantic_sword" "Gigantic Sword" //"modifier_gigantic_sword" "You have a Gigantic Sword" //"apocalypse_gigantic_sword_desc" "{s:hero_name}'s staff turns into a gigantic sword. When active, Apocalypse's melee attack deal extra damage and cover extra range." //"SwordSlow_label" "Movement Penalty" "SwordSlow_suffix" "%" "MeleeDamageBonusPct_label" "Bonus Damage" "MeleeDamageBonusPct_postvalue_label" "Bonus Damage" "MeleeDamageBonusPct_suffix" "%" //"MeleeDistanceBonusPct_label" "Bonus Distance" "MeleeDistanceBonusPct_suffix" "%" //"apocalypse_four_horsemen" "Four Horsemen" //"apocalypse_four_horsemen_desc" "Summon four hologram horsemen who stampede in a straight line, damaging enemies they pass through and leaving a trail that slows and damages enemies." //"apocalypse_discharge_soul" "Discharge Soul" //"apocalypse_discharge_soul_desc" "Fires a projectile that damages, EMPs, and slows. Charges do not refresh with time. Collect charges by kneeling next to tombstones that appear near fallen friendly troopers." //"SlowSilenceDuration_label" "Slow / EMP Duration" //"SoulProjectileRadius_label" "Projectile Radius" //"apocalypse_armageddon" "Armageddon" //"apocalypse_armageddon_desc" "A pool of light marks a safe zone surrounding {s:hero_name} as meteors fall from the sky in a wide radius around the safe zone. Meteors damage allies as well as enemies, but damage to allies is reduced and non-lethal." //"MeteorDamage_label" "Meteor Damage" //"MeteorDamageRadius_label" "Meteor Damage Radius" //----------------------------------------------------------------------------- // Cold Metal //----------------------------------------------------------------------------- //"coldmetal_contract_to_kill" "Contract to Kill" //"coldmetal_contract_to_kill_desc" "Take out a contract on a target hero for a duration. The contract takes extra bullet damage and extra damage from Cold Metal's missiles. You have no move speed penalty while shooting at the contract and no aim speed penalty at the contract while moving." //"coldmetal_contract_to_kill/modifier_coldmetal_contract_to_kill" "Contract" //"coldmetal_charged_rocket" "Charged Rocket" //"coldmetal_charged_rocket_desc" "Hold to charge then fire a rocket that travels faster the longer it's charged. Upon impact explodes into a burst of tactical heat-seeking missiles." //"coldmetal_cold_metal_killer" "Cold Metal Killer" //"coldmetal_cold_metal_killer_desc" "Launch a fan of knives in a cone in front of Cold Metal, slowing enemies upon impact." //"coldmetal_impenetrable_cube" "Impenetrable Cube" //"coldmetal_impenetrable_cube_desc" "Fold up into an impenetrable cube for a duration, unable to shoot or take damage, then explode into a flurry of tactical heat-seaking missiles." //----------------------------------------------------------------------------- // Clawdril //----------------------------------------------------------------------------- //"clawdril_plasma_laser" "Plasma Laser" //"clawdril_plasma_laser_desc" "Fire a short-range plasma laser that deals massive damage to units in its way." //"clawdril_drill_and_pin" "Drill & Pin" //"clawdril_drill_and_pin_desc" "Fire Clawdril's dril in a straight line, trapping any enemy hero it hits in a cage of crystals." //"clawdril_mining_expedition" "Mining Expedition" //"clawdril_mining_expedition_desc" "Smash the ground to reveal nearby crystals which can be melee'd into temporary buffs by you or your teammates." //"clawdril_cyclone" "Cyclone" //"clawdril_cyclone_desc" "Clawdril sticks the drill in the ground, lifts his body horizontally, and spins it up. Kicks everyone nearby in the face while creating a vortex that sucks enemies inwards and deflects bullets." //----------------------------------------------------------------------------- // Haze //----------------------------------------------------------------------------- "Citadel_Haze_HeroTag_1" "Assassin" "Citadel_Haze_HeroTag_2" "Stealthy" "Citadel_Haze_HeroTag_3" "Lethal" "ability_sleep_dagger" "Sleep Dagger" "ability_sleep_dagger_quip" "Put an enemy to sleep" "ability_sleep_dagger_desc" "Throw a dagger that damages and sleeps the target. Sleeping targets wake up shortly after being damaged. Throwing a Dagger does not break your invisibility. Sleep Dagger does not interrupt enemies' channeling abilities." "ability_sleep_dagger/modifier_citadel_sleep_bomb/modifier_citadel_sleep_dagger_asleep" "Sleeping" "ability_sleep_dagger_t1_desc" "{s:BulletResistReduction}% Bullet Resist Reduction for {s:BulletResistReductionDuration}s on wake-up" "ability_sleep_dagger_t2_desc" "+{s:SleepDuration}s Sleep Duration
Applies {s:FixationStacks} Fixation Stacks" "ability_sleep_dagger_t3_desc" "{s:AbilityCooldown}s Cooldown
-{s:SlowPercent}% Move and Dash Speed for {s:DebuffDuration}s on wake-up" "SleepMoveSpeed_label" "Sleep Movespeed" "SleepMoveSpeed_postvalue_label" "Sleep Movespeed" "SleepMoveSpeed_postfix" "m" "modifier_citadel_sleep_dagger_asleep" "Asleep" //"HazeDaggerRadius_label" "Hit Radius" //"HazeDaggerRadius_postfix" "m" "SleepWakeUpDelay_label" "Wake Up Delay" "SleepWakeUpDelay_postvalue_label" "Wake Up Delay" "SleepWakeUpDelay_postfix" "s" "MinimumSleepTime_label" "Min Sleep Time" "MinimumSleepTime_postvalue_label" "Min Sleep Time" "MinimumSleepTime_postfix" "s" //"AoESleep_label" "Explode Radius" "AoESleep_postfix" "m" "SleepDuration_label" "Sleep Duration" "SleepDuration_postvalue_label" "Sleep Duration" "SleepDuration_postfix" "s" "modifier_citadel_sleep_dagger_postsleep" "Damage Reduced" "ability_stacking_damage" "Fixation" "ability_stacking_damage_quip" "Deal increasing bullet damage to a target" "ability_stacking_damage_desc" "Shooting a target increases your bullet damage on that target. Gain one stack per bullet hit, three if the hit is a headshot." "ability_stacking_damage/modifier_passive_haze_stacking_damage" "Fixated" "ability_stacking_damage_t1_desc" "{s:ProcDamage} Spirit damage and {s:SlowPercent}% slow for {s:SlowDuration}s to target every {s:ProcDamageStackCount} stacks" "ability_stacking_damage_t2_desc" "+{s:MaxStacks} Max Stacks and +{s:AbilityDuration}s Duration" "ability_stacking_damage_t3_desc" "+{s:DamageBonusFixedPerStack}/ per Stack
Scales with Weapon Damage" "DamageBonusFixedPerStack_label" "Weapon Damage" "DamageBonusFixedPerStack_postvalue_label" "Weapon Damage" "DamageBonusFixedPerStack_prefix" "+" "DamageBonusFixedPerStack_postfix" "/stack" "ability_stacking_damage/modifier_passive_haze_stacking_damage/slow" "Slowed" "ability_smoke_bomb" "Smoke Bomb" "ability_smoke_bomb_quip" "Fade out of sight" "ability_smoke_bomb_desc" "Fade out of sight, becoming invisible and gaining sprint speed. Attacking removes invisibility, but using items does not. Close enemies can see through your invisibility." //"ability_smoke_bomb_t1_desc" "{s:AbilityCooldown}s Ability Cooldown" "ability_smoke_bomb_t2_desc" "Enable {s:AbilityCharges} Ability Charges" "ability_smoke_bomb_t3_desc" "Dispels non-ult debuffs
Grants +{s:BulletLifesteal}% Bullet Lifesteal for {s:BuffDuration}s" //"modifier_citadel_smoke_bomb_in_smoke" "In Smoke" "modifier_citadel_smoke_bomb_invis" "Invisible" "PhaseOutDuration_label" "Invincible Duration" "PhaseOutDuration_postvalue_label" "Invincible Duration" "PhaseOutDuration_postfix" "s" //"ability_smoke_bomb/modifier_buff" "Stabilizer" "ability_bullet_flurry" "Bullet Dance" "ability_bullet_flurry_quip" "Unleash a flurry of bullets around you" "ability_bullet_flurry_desc" "Enter a flurry, firing your weapon at nearby enemies with perfect accuracy and added Bullet Damage." //"ability_bullet_flurry/modifier_citadel_bullet_flurry" "Bullet Flurry" "ability_bullet_flurry_t2_desc" "+{s:BonusFireRate}% Fire Rate
+{s:DanceMoveSpeed}m Movespeed" "ability_bullet_flurry_t3_desc" "+{s:EvasionPercent}% Evasion
{s:AbilityCooldown}s Cooldown" "BonusWeaponDamage_prefix" "+" "BonusWeaponDamage_label" "Bullet Damage" "BonusWeaponDamage_postvalue_label" "Bullet Damage" "DanceMoveSpeed_label" "Dance Movespeed" "DanceMoveSpeed_postvalue_label" "Dance Movespeed" "DanceMoveSpeed_postfix" "m" //----------------------------------------------------------------------------- // Sumo // dynamo //----------------------------------------------------------------------------- "Citadel_Dynamo_HeroTag_1" "Teamplay" "Citadel_Dynamo_HeroTag_2" "Initiator" "Citadel_Dynamo_HeroTag_3" "Clutch" "citadel_ability_stomp" "Kinetic Pulse" "citadel_ability_stomp_quip" "Release a ground pulse that knocks enemies into the air" "citadel_ability_stomp_desc" "Release an energy pulse that travels along the ground, dealing {g:citadel_inline_attribute:'SpiritDamage'} and applying {g:citadel_inline_attribute:'KnockUp'}." "citadel_ability_stomp_t1_desc" "+{s:AbilityCharges} Charge" "citadel_ability_stomp_t2_desc" "On Hit: {s:BulletResistReduction}% Bullet Resist and -{s:SlowPercent}% Move Speed for {s:SlowDuration}s" "citadel_ability_stomp_t3_desc" "+{s:Damage} Damage and +{s:StompRange}m Cast Range" "StompRange_label" "Pulse Range" "StompRange_postvalue_label" "Pulse Range" "StompRange_postfix" "m" //"stomp_buff_modifier" "+Fire Rate" "BulletArmorReductionDuration_label" "Duration" "BulletArmorReductionDuration_postvalue_label" "Duration" "BulletArmorReductionDuration_postfix" "s" "StompWidth_label" "Pulse Width" "StompWidth_postvalue_label" "Pulse Width" "StompWidth_postfix" "m" "modifier_stomp_debuff" "Stomp Debuff" "citadel_ability_void_sphere" "Quantum Entanglement" "citadel_ability_void_sphere_quip" "Blink in and out of existence" "citadel_ability_void_sphere_desc" "Briefly become untargetable while teleporting to the target location. Restores stamina upon use.

{g:citadel_binding:'AltCast'}: Bring nearby allies with you." "citadel_ability_void_sphere_t3_desc" "Reduces non-ult debuffs by {s:ReduceDebuffs}%
Replenishes {s:ChargeReplenish} Charge" "modifier_void_sphere" "Quantum Entanglement" //"modifier_voidsphere_buff" "Void Sphere +Fire Rate" "AllyDistance_label" "Ally Distance" "AllyDistance_postvalue_label" "Ally Distance" "AllyDistance_postfix" "m" "VoidTime_label" "Void Time" "VoidTime_postvalue_label" "Void Time" "VoidTime_postfix" "s" "StaminaRestore_postvalue_label" "Stamina Restored" "StaminaRestore_label" "Stamina Restored" "StaminaRestore_postfix" "" //"citadel_ability_charged_tackle" "Charged Tackle" //"citadel_ability_charged_tackle_quip" "Charge into combat" //"citadel_ability_charged_tackle_desc" "Build up power then enter a charge, dragging and damaging enemies in your path. Can be canceled early." //"citadel_ability_charged_tackle_t1_desc" "+{s:Damage} Damage and +{s:ChargeDistance}m Charge Distance." //"citadel_ability_charged_tackle_t2_desc" "Gain a {s:TechShield}HP Spirit Shield for {s:TechShieldDuration}s when Charged Tackle ends." //"citadel_ability_charged_tackle_t3_desc" "Remove Prepare Time and {s:AbilityCooldown}s Ability Cooldown" //"citadel_ability_charged_tackle/modifier_charge_pull_enemy" "Charged Tackle" //"citadel_ability_charged_tackle_cancel_channel" "Stop Charging" //"modifier_charged_tackle_prepare" "Building Power" //"modifier_charged_tackle_active" "Tackling" //"ChargeDistance_label" "Charge Distance" "ChargeDistance_postfix" "m" "TechShieldDuration_label" "Shield Duration" "TechShieldDuration_postvalue_label" "Shield Duration" "TechShieldDuration_postfix" "s" "citadel_ability_self_vacuum" "Singularity" "citadel_ability_self_vacuum_quip" "Pull in and stun the enemy team" "citadel_ability_self_vacuum_desc" "Create a singularity in your hands, dealing {g:citadel_inline_attribute:'SpiritDPS'}, applying {g:citadel_inline_attribute:'Stun'}, and pulling in nearby enemies." "VacuumRadius_label" "Singularity Radius" "VacuumRadius_postvalue_label" "Singularity Radius" "VacuumRadius_postfix" "m" "citadel_ability_nikuman" "Rejuvenating Aurora" "citadel_ability_nikuman_quip" "Heal yourself and those around you" "citadel_ability_nikuman_desc" "While channeling, restore health over time to you and any allies nearby.
You can dash and melee without breaking the channel." "citadel_ability_nikuman/modifier_nikuman" "Rejuvenating Aurora" //"TechShieldPerSecond_label" "Spirit Shield Added" "TechShieldPerSecond_postfix" "/s" "citadel_ability_nikuman_t1_desc" "Aura provides +{s:MovementSpeedBonus}m Move Speed during channel" "citadel_ability_nikuman_t2_desc" "{s:AbilityCooldown}s Cooldown and +{s:AbilityChannelTime}s Duration" "citadel_ability_nikuman_t3_desc" "Full move and ability use and additionally heals +{s:HealMaxHealthPercent}% of Max Health per second" "HealMaxHealthPercent_label" "Max Health Restored" "HealMaxHealthPercent_postvalue_label" "Max Health Restored" "HealMaxHealthPercent_postfix" "%/s" "HealingPerSecond_label" "Health Restored" "HealingPerSecond_postvalue_label" "Health Restored" "HealingPerSecond_postfix" "/s" "ShareWithFriendsRadius_label" "Friendly Heal Radius" "ShareWithFriendsRadius_postvalue_label" "Friendly Heal Radius" "ShareWithFriendsRadius_postfix" "m" "modifier_nikuman_techshield" "Spirit Shield" //"modifier_nikuman_buff" "+Fire Rate" //"modifier_nikuman_self_buff" "+Move Speed" //"FireRatePerSecondDuration_label" "Fire Rate Duration" "FireRatePerSecondDuration_postfix" "s" //----------------------------------------------------------------------------- // Zealot //----------------------------------------------------------------------------- //"citadel_ability_zealot_summon_spirits" "Energy Spirits" //"citadel_ability_zealot_summon_spirits_desc" "Creates energy orbs that rotate around Zealot, striking and damaging anything in their path. Orbs can be shot forward, damaging enemies. Orb damage grows while active up to double after 5 seconds." //"modifier_summon_spirits" "Energy Spirits" //"SpiritCount_label" "Energy Spirits" //"citadel_ability_zealot_summon_spirits_t1_desc" "+{s:SpiritBulletArmor} Bullet Armor while there is a spirit active." //"citadel_ability_zealot_summon_spirits_t3_desc" "+{s:SpiritLifeSteal}% Life Steal on Energy Spirit damage." //"SpiritSpinDamage_label" "Damage when spinning" //"SpiritShotDamage_label" "Damage when shot" //"citadel_ability_zealot_tether" "Tether" //"citadel_ability_zealot_tether_desc" "Creates a beam of energy to a friend, with each hero sharing {s:TetheredShareStatsPct}% of their health regen, fire rate and spirit bonuses. Breaks if out of range for more than {s:TetherDisconnectTime} seconds. Upgrade bonuses apply to both Zealot and his tethered target." //"modifier_zealot_tether" "Tether" //"modifier_zealot_tether_self" "Tether" //"TetherRange_label" "Tether Max Range" "TetherRange_postfix" "m" //"TetheredBonusHealthRegen_label" "Bonus Health Regen" //"TetheredBonusFireRate_label" "Bonus Fire Rate" //"TetheredBonusMoveSpeedPct_label" "Bonus Move Speed" "TetheredBonusMoveSpeedPct_prefix" "+" "TetheredBonusMoveSpeedPct_postfix" "%" //"citadel_ability_zealot_spirit_echo" "Spirit Echo" //"citadel_ability_zealot_spirit_echo_desc" "Shoots a echo spirit at a targeted enemy, slowing and dealing damage. Bounces to nearby enemy units, hitting each unit once." //"SpiritShotSlowPct_label" "Slow Percentage" "SpiritShotSlowDuration_label" "Slow Duration" "SpiritShotSlowDuration_postvalue_label" "Slow Duration" //"citadel_ability_zealot_spirit_echo_t1_desc" "+{s:SpiritShotSlowDuration} second Slow Duration" //"citadel_ability_zealot_spirit_echo_t2_desc" "+{s:MaxBounces} Max Bounces" //"citadel_ability_zealot_spirit_echo_t3_desc" "Echo slow now reduces Fire Rate {s:FireRateReduction}" //"modifier_zealot_spirit_echo_debuff" "Spirit Echo" //"citadel_ability_zealot_energy_warp" "Energy Warp" //"citadel_ability_zealot_energy_warp_desc" "Teleports Zealot forward to a distant target. When the teleport is complete, a large burst of energy is released damaging and silencing enemies. Any tethered friendly will also be teleported along with Zealot." //"citadel_ability_zealot_energy_warp_t2_desc" "+{s:SilenceDuration} EMP Duration" //"citadel_ability_zealot_energy_warp_t3_desc" "Refresh Energy Warp cooldown upon killing any of the enemies EMPed by Energy Warp." //"modifier_zealot_energy_warp" "Energy Warp" //"citadel_ability_zealot_inner_fire" "Inner Fire" //"citadel_ability_zealot_inner_fire_desc" "Passive. Zealot gains health, and grows in physical power while using his other abilities." //"citadel_ability_zealot_inner_fire_t1_desc" "Move Speed +{s:BonusMoveSpeedWhileTethered} while tethered" //"citadel_ability_zealot_inner_fire_t2_desc" "Damage Resist +{s:DamageReductionWhileSpirits}% while using Summon Spirits" //"citadel_ability_zealot_inner_fire_t3_desc" "Health Regen +{s:BonusHealthRegenWhileEnergyWarp} while using Energy Warp" //"citadel_ability_zealot_weapon_drain_pulse" "Weapon Drain Pulse" //"citadel_ability_zealot_weapon_drain_pulse_desc" "Drains the Courage of nearby enemy heroes and NPCs, reducing their gun damage. A portion of the stolen damage is transferred to Zealot's gun." //"DrainPulseRadius_label" "Drain Pulse Radius" "DrainPulseRadius_postfix" "m" //"modifier_weapon_drain_pulse" "Weapon Drain Pulse" //"modifier_weapon_drain_pulse_debuff" "Zealot Courage Drain" //"WeaponPowerDrained_label" "Courage Drained" //"WeaponPowerGainPercent_label" "Courage Transferred" "WeaponPowerGainPercent_postfix" "%" //----------------------------------------------------------------------------- // Warden //----------------------------------------------------------------------------- "Citadel_Warden_HeroTag_1" "Initiator" "Citadel_Warden_HeroTag_2" "Fearless" "Citadel_Warden_HeroTag_3" "One Man Army" "ability_warden_lock_down" "Binding Word" "ability_warden_lock_down_quip" "Curse your target, rooting them if they don't escape" "ability_warden_lock_down_desc" "Curse an enemy hero. If they don't move away from their initial position within the escape time, they will be damaged and immobilized." "ability_warden_lock_down_t1_desc" "{s:hero_name} deals +{s:BulletArmorReduction}% more Bullet Damage to trapped Heroes for {s:BulletArmorReductionDuration}s" "ability_warden_lock_down_t2_desc" "+{s:ImmobilizeDuration}s Duration" "ability_warden_lock_down_t3_desc" "{s:AbilityCooldown}s Cooldown
Silences enemies until they escape or are immobilized" "StaminaReduction_label" "Stamina Reduction" "StaminaReduction_postvalue_label" "Stamina Reduction" "EscapeRange_label" "Escape Range" "EscapeRange_postvalue_label" "Escape Range" "EscapeRange_postfix" "m" "EscapeTime_label" "Escape Time" "EscapeTime_postvalue_label" "Escape Time" "EscapeTime_postfix" "s" "modifier_warden_lockdown_debuff" "Binding Word" "modifier_warden_lockdown_debuff_hint" "Leave area to escape binding" "modifier_warden_lockdown_root" "Binding Word" "ability_warden_high_alert" "Willpower" "ability_warden_high_alert_quip" "Gain a Barrier and move speed" "ability_warden_high_alert_desc" "Gain a Barrier and bonus move speed." "ability_warden_high_alert_t2_desc" "{s:AbilityCooldown}s Cooldown and +{s:AbilityDuration}s Duration" "ability_warden_high_alert_t3_desc" "+{s:StatusResistancePercent}% Debuff Resistance and improved Barrier scaling" "modifier_warden_high_alert" "Willpower" //"modifier_warden_high_alert_hint" "" "ability_warden_crowd_control" "Alchemical Flask" "ability_warden_crowd_control_quip" "Damage and debuff enemies nearby" "ability_warden_crowd_control_desc" "Throw a flask that damages and reduces the weapon damage and move speed of enemies it hits." "ability_warden_crowd_control_t1_desc" "Hit enemies lose {s:StaminaReduction} Stamina" "ability_warden_crowd_control_t2_desc" "+{s:Damage} Damage and {s:WeaponPowerDebuff}% Weapon Damage" "ability_warden_crowd_control_t3_desc" "{s:AbilityCooldown}s Cooldown and +{s:Radius}m Radius
Applies -{s:FireRateSlow}% Fire Rate" "MoveSpeedSlowPct_label" "Move Speed" "MoveSpeedSlowPct_postvalue_label" "Move Speed" "MoveSpeedSlowPct_postfix" "%" "MoveSpeedSlowPct_prefix" "-" "WeaponPowerDebuff_label" "Weapon Damage" "WeaponPowerDebuff_postvalue_label" "Weapon Damage" "WeaponPowerDebuff_postfix" "%" "modifier_warden_crowd_control_debuff" "Alchemical Flask" "FlaskDebuffDuration_label" "Weapon Debuff Duration" "FlaskDebuffDuration_postvalue_label" "Weapon Debuff Duration" "FlaskDebuffDuration_postfix" "s" "ability_warden_riot_protocol" "Last Stand" "ability_warden_riot_protocol_quip" "Emit pulses that steal health from enemies" "ability_warden_riot_protocol_desc" "After charging for {s:AbilityCastDelay}s, release pulses that damage enemies and heal you based on the damage done.
While channeling Last Stand you have greatly increased bullet and spirit resist." "ability_warden_riot_protocol_t2_desc" "+{s:PulseDPS} DPS
{s:AbilityCooldown}s Cooldown" "ability_warden_riot_protocol_t3_desc" "+{s:AbilityDuration}s Duration
Unstoppable and +{s:BulletResist}% Resists while channeling" "modifier_warden_riot_protocol" "Last Stand" "modifier_warden_riot_protocol_enemy_debuff" "Slowed" //UnstoppableCastDelay "HealthStealPctHero_label" "Hero Lifesteal" "HealthStealPctHero_postvalue_label" "Hero Lifesteal" "HealthStealPctHero_postfix" "%" "HealthStealPct_label" "Non-Hero Lifesteal" "HealthStealPct_postvalue_label" "Non-Hero Lifesteal" "HealthStealPct_postfix" "%" "PulseInterval_label" "Pulse Interval" "PulseInterval_postvalue_label" "Pulse Interval" "RadiusIncreasePerPulse_label" "Radius Per Pulse" "RadiusIncreasePerPulse_postvalue_label" "Radius Per Pulse" "RadiusIncreasePerPulse_postfix" "m" "RadiusIncreasePerPulse_prefix" "+" "PulseInterval_postfix" "s" "PulseDPS_label" "DPS" "PulseDPS_postvalue_label" "DPS" //"DebuffMoveSlowPct_label" "Enemy Slow" "DebuffMoveSlowPct_postfix" "%" //"PulseDebuffDuration_label" "Enemy Slow duration" "PulseDebuffDuration_postfix" "s" "PulseRadius_label" "Pulse Radius" "PulseRadius_postvalue_label" "Pulse Radius" "PulseRadius_postfix" "m" //----------------------------------------------------------------------------- // Wrecker //----------------------------------------------------------------------------- "ability_wrecking_ball" "Wrecking Ball" "ability_wrecking_ball_quip" "Throw a ball of scrap that stuns enemies" "ability_wrecking_ball_desc" "Create a large ball of scrap that can be thrown, damaging and stunning the first enemy hit. The ball takes time to create and you move slower while carrying it." "WreckingBallDamage_label" "Damage" "WreckingBallDamage_postvalue_label" "Damage" "WreckingBallPickupTime_label" "Create Time" "WreckingBallPickupTime_postvalue_label" "Create Time" "WreckingBallPickupTime_postfix" "s" "MoveSpeedLimit_label" "Move Speed" "MoveSpeedLimit_postvalue_label" "Move Speed" "MoveSpeedLimit_postfix" "m" "modifier_wrecking_ball_auto_throw" "Wrecking Ball" "hint_throw_wrecking_ball" "Throw Ball" "ability_wrecker_salvage" "Consume" "ability_wrecker_salvage_desc" "Latches onto an Enemy, damaging them and healing yourself while attached. Targets must be in line of sight and within max range to stay latched. A successful kill also restores a Bio Blast charge." "ability_wrecker_salvage_quip" "Consume an enemy trooper or neutral" "FireRateBuffDuration_label" "Bonus Duration" "FireRateBuffDuration_postvalue_label" "Bonus Duration" "FireRateBuffDuration_postfix" "s" "SalvageBonus_FireRate_label" "Fire Rate per bonus" "SalvageBonus_FireRate_postvalue_label" "Fire Rate per bonus" "SalvageBonus_Health_label" "Healing" "SalvageBonus_Health_postvalue_label" "Healing" "SalvageDuration_label" "Max Duration" "SalvageDuration_postvalue_label" "Max Duration" "SalvageDuration_postfix" "s" "ability_wrecker_salvage_t3_desc" "+{s:AbilityUnitTargetLimit} additional targets" "ability_wrecker_salvage/modifier_wrecker_salvage" "Tethered" "ConsumeHealPercentage_label" "Consume Heal Percentage" "ConsumeHealPercentage_postvalue_label" "Consume Heal Percentage" "ConsumeHealPercentage_postfix" "%" "modifier_wrecker_salvage_buff" "Fire Rate Increased" "ability_scrap_blast" "Bio Blast" "ability_scrap_blast_desc" "Shoots out a blast of consumed remains, damaging and slowing enemies. Multiple hits increase the slow." "ability_scrap_blast_quip" "Shoot a blast of bio mass" "EnemyMoveSlow_label" "Enemy Slow per hit" "EnemyMoveSlow_postvalue_label" "Enemy Slow per hit" "EnemyMoveSlow_postfix" "%" "EnemyMoveSlowDuration_label" "Enemy Slow Duration" "EnemyMoveSlowDuration_postvalue_label" "Enemy Slow Duration" "EnemyMoveSlowDuration_postfix" "s" "ScrapDamage_label" "Damage" "ScrapDamage_postvalue_label" "Damage" "ability_scrap_blast/modifier_scrap_blast_debuff" "Slowed" "ability_wrecker_ultimate" "Magnetic Flux" "ability_wrecker_ultimate_desc" "Grabs any enemy looked at by Wrecker, putting them in stasis and holding them overhead. Stuns, and damages all captured enemies when finished. Any grabbed NPCs are salvaged." //"ThrowDamage_label" "Throw Damage" //"GrabRange_label" "Grab Range" "GrabRange_postfix" "m" "ability_wrecker_ultimate_t3_desc" "Wrecker is Invulnerable during use" "wrecker_ultimate_grab_debuff" "Stasis" "ability_wrecker_teleport" "Astral Walk" "ability_wrecker_teleport_desc" "Launch a flying shadow copy of yourself that you control, teleporting your original body to wherever it lands. The teleport explosion slows enemies and deals damage based on how long you were flying." "ability_wrecker_teleport_quip" "Launch a flying illusion of yourself, teleporting your real body where the illusion lands" "DamagePerSecondFlown_label" "Damage per second flown" "DamagePerSecondFlown_postvalue_label" "Damage per second flown" "citadel_ability_wrecker_garbage_suck" "Overload" "citadel_ability_wrecker_garbage_suck_quip" "Slow and Damage nearby enemies" "citadel_ability_wrecker_garbage_suck_desc" "Create an area that slows nearby enemies and damages them after a channel. Damage scales with total channel time." "GarbageRadius_label" "Overload Radius" "GarbageRadius_postvalue_label" "Overload Radius" "GarbageRadius_postfix" "m" "BaseDamage_label" "Base Damage" "BaseDamage_postvalue_label" "Base Damage" "DamagePerSecondWrecker_label" "Damage Per Second" "DamagePerSecondWrecker_postvalue_label" "Damage Per Second" "citadel_ability_wrecker_bouldergrenade" "Wrecking Ball" "citadel_ability_wrecker_bouldergrenade_desc" "Create a large ball of scrap, damaging and stunning the first enemy hit. Nearby enemies take reduced damage." //----------------------------------------------------------------------------- // Lash //----------------------------------------------------------------------------- "Citadel_Lash_HeroTag_1" "Initiator" "Citadel_Lash_HeroTag_2" "High-Flying" "Citadel_Lash_HeroTag_3" "Arrogant" "citadel_ability_lash" "Grapple" "citadel_ability_lash_quip" "Use your whip to pull yourself to an enemy" "citadel_ability_lash_desc" "Pull yourself through the air toward a target. Using Grapple also resets your limit of air jumps and dashes." "citadel_ability_lash_t2_desc" "+{s:AbilityCastRange}m Cast Range and gain +{s:WeaponDamageBonus} Weapon Damage for {s:WeaponDamageBonusDuration}s" "citadel_ability_lash_t3_desc" "+{s:AbilityCharges} Charges
OnCast : +{s:RestoreStaminaOnUse} Stamina and +{s:AirControlPercent}% Air Control" "LashDamage_label" "Grapple Damage" "LashDamage_postvalue_label" "Grapple Damage" "WeaponFireRateBonus_label" "Fire Rate" "WeaponFireRateBonus_postvalue_label" "Fire Rate" "WeaponFireRateBonus_prefix" "+" "WeaponFireRateBonus_postfix" "%" "JumpVelocity_label" "Jump Velocity" "JumpVelocity_postvalue_label" "Jump Velocity" "JumpVelocity_postfix" "m" "lash_grapple_buff" "Weapon Damage" "WeaponDamageBonusDuration_label" "Bonus Duration" "WeaponDamageBonusDuration_postvalue_label" "Bonus Duration" "WeaponDamageBonusDuration_postfix" "s" "citadel_ability_lash_down_strike" "Ground Strike" "citadel_ability_lash_down_strike_quip" "Slam down to the ground, damaging enemies" "citadel_ability_lash_down_strike_desc" "Stomp the ground beneath you, damaging enemies in front of you. If you perform Ground Strike while airborne, you quickly dive towards the ground. Damage grows slower after 25m." "StompDamagePerMeterPrimary_label" "Damage Per Meter" "StompDamagePerMeterPrimary_postvalue_label" "Damage Per Meter" "StompDamagePerMeterSecondary_label" "Damage Per Meter (25m+)" "StompDamagePerMeterSecondary_postvalue_label" "Damage Per Meter (25m+)" "citadel_ability_lash_down_strike_t2_desc" "Struck enemies are knocked up and slowed by {s:EnemySlowPct}% for {s:SlowDuration}s" "citadel_ability_lash_down_strike_t3_desc" "Damage Per Meter +120% and improved scaling" // Custom Tool Tip +(8.75/7)% damage "lash_down_strike_slow_modifier" "Slowed" //"citadel_ability_shoryuken" "Shoryuken" //"citadel_ability_shoryuken_desc" "Lash performs a rising uppercut, knocking enemies in the air in front of him. Can be used while in the air." //"modifier_lash_shoryuken" "Shoryuken" //"citadel_ability_shoryuken_t3_desc" "Hits multiple targets around Lash." //"EnemyLaunchHeight_label" "Enemy Launch Height" "EnemyLaunchHeight_postfix" "m" //"LashLaunchHeight_label" "Lash Launch Height" "LashLaunchHeight_postfix" "m" "ability_lash_flog" "Flog" "ability_lash_flog_quip" "Heals from targets ahead of you" "ability_lash_flog_desc" "Strike enemies in front of you with your whip, {g:citadel_inline_attribute:'Healing'} for a portion of the damage dealt." "ability_lash_flog_t1_desc" "Apply -{s:EnemySlowPct}% Move speed for {s:EnemySlowDuration}s" "ability_lash_flog_t2_desc" "Apply -{s:FireRateSlow}% Fire Rate
{s:AbilityCooldown}s Cooldown" "ability_lash_flog_t3_desc" "+{s:Damage} Damage
+{s:TargetingConeAngle} Attack angle
+{s:HealPctVsHeroes}% Heal" "HealPctVsHeroes_label" "Heal vs heroes" "HealPctVsHeroes_postvalue_label" "Heal vs heroes" "HealPctVsHeroes_postfix" "%" "HealPctVsNonHeroes_label" "Heal vs non-heroes" "HealPctVsNonHeroes_postvalue_label" "Heal vs non-heroes" "HealPctVsNonHeroes_postfix" "%" "EnemySlowDuration_label" "Debuff Duration" "EnemySlowDuration_postvalue_label" "Debuff Duration" "EnemySlowDuration_postfix" "s" //"WeaponPowerScalingTooltip_label" "Courage Bonus Damage" "WeaponPowerScalingTooltip_postfix" "%" "TargetingConeAngle_label" "Attack Angle" "TargetingConeAngle_postvalue_label" "Attack Angle" "TargetingConeAngle_postfix" "°" "ability_lash_flog/modifier_lash_flog_debuff" "Flog" //"citadel_ability_lash_high_explosive" "High Explosive" //"citadel_ability_lash_high_explosive_desc" "Lash starts charging his grenade; the longer the grenade is held before being thrown, the more damage it does. Press the button again to throw it a short distance in front of Lash, exploding on contact." //"citadel_ability_lash_throw_grenade" "Throw Explosive" //"modifier_lash_charge_grenade" "High Explosive" //"GrenadeExplosionRadius_label" "Explosion Radius" "GrenadeExplosionRadius_postfix" "m" "GrenadeDamage_label" "Explosion Damage" "GrenadeDamage_postvalue_label" "Explosion Damage" "citadel_ability_lash_ultimate" "Death Slam" "citadel_ability_lash_ultimate_quip" "Lift enemies and smash them into the ground" "citadel_ability_lash_ultimate_desc" "Focus on enemies to connect whips to them. After channeling, connected enemies are lifted and stunned then slammed into the ground. Your victims and any enemies in the landing zone will be damaged and slowed.
Press{g:citadel_binding:'Attack'}to throw connected enemies early. Enemies that are not in line of sight or go out of range during the latch time will not be grabbed." "citadel_ability_lash_ultimate_t3_desc" "Stun enemies in Radius for {s:StunDuration}s
+{s:AbilityCastRange}m Cast Range" "citadel_ability_lash_ultimate/modifier_lash_grapple_enemy_debuff" "Death Slam" "citadel_ability_lash_ultimate_debuff" "Movement Slow" "ImpactRadius_label" "Impact Radius" "ImpactRadius_postvalue_label" "Impact Radius" "ImpactRadius_postfix" "m" "LashUltimateChargeTime_label" "Charge Time" "LashUltimateChargeTime_postvalue_label" "Charge Time" "LashUltimateChargeTime_postfix" "s" "ThrowDistance_label" "Max Throw Distance" "ThrowDistance_postvalue_label" "Max Throw Distance" "ThrowDistance_postfix" "m" //----------------------------------------------------------------------------- // Kelvin //----------------------------------------------------------------------------- "Citadel_Kelvin_HeroTag_1" "Protector" "Citadel_Kelvin_HeroTag_2" "Explorer" "Citadel_Kelvin_HeroTag_3" "Ice Cold" "ability_icebeam/modifier_buildup" "Freezing" "ability_icepath/modifier_icepath" "Ice Path" //"modifier_citadel_crystal_shield" "Absorbing Damage" "ability_ice_grenade" "Frost Grenade" "ability_ice_grenade_quip" "Damage and slow enemies" "ability_ice_grenade_desc" "Throw a grenade that explodes in a cloud of freezing ice that {g:citadel_inline_attribute:'Heals'} allies and applies {g:citadel_inline_attribute:'SpiritDamage'} and move speed reduction to enemies." "ability_ice_grenade_t1_desc" "+{s:Damage} Damage and +{s:HealAmount} Heal Amount" "ability_ice_grenade_t2_desc" "{s:AbilityCooldown} Cooldown and debuff now freezes Stamina Regen" "ability_ice_grenade_t3_desc" "+{s:Radius}m Radius. Damage and Heal Spirit Scaling increased." "ability_ice_grenade/kelvin_ice_grenade_slow" "Ice Grenade Slow" "StaminaCooldownIncrease_label" "Stamina Regen" "StaminaCooldownIncrease_postvalue_label" "Stamina Regen" "StaminaCooldownIncrease_postfix" "%" "ability_icebeam" "Arctic Beam" "ability_icebeam_quip" "Apply an escalating slow" "ability_icebeam_desc" "Shoot freezing cold energy out in front of you, damaging targets and progressively reducing their movement and fire rate the longer you sustain the beam on them. You have reduced move speed while using Arctic Beam. The beam may also claim Souls." "ability_icebeam_t1_desc" "-{s:MaxSlowPercent}% to Fire Rate and Move Speed" "ability_icebeam_t2_desc" "+{s:DPS} DPS and increased Spirit Scaling" "ability_icebeam_t3_desc" "{s:AbilityCooldown}s Cooldown and Fires {s:BeamSplitCount} additional Arctic Beams within {s:BeamSplit}m of the last target hit." "modifier_citadel_kelvin_frozen" "Frozen" "ability_icebeam/modifier_slow" "Arctic Beam Slow" "MaxGroundDashReductionPercent_label" "Max Dash Slow" "MaxGroundDashReductionPercent_postvalue_label" "Max Dash Slow" "MaxGroundDashReductionPercent_postfix" "%" "MaxSlowPercent_label" "Max Move Speed" "MaxSlowPercent_postvalue_label" "Max Move Speed" "MaxSlowPercent_postfix" "%" "MaxSlowPercent_prefix" "-" "MaxSlowTime_label" "Time To Max Debuff" "MaxSlowTime_postvalue_label" "Time To Max Debuff" "MaxSlowTime_postfix" "s" "modifier_citadel_disarmed_icebeam" "Weapon Frozen" "IceBeamBuildupProcDuration_label" "Debuff Linger Duration" "IceBeamBuildupProcDuration_postvalue_label" "Debuff Linger Duration" "IceBeamBuildupProcDuration_postfix" "s" "modifier_icebeam_stacking_slow" "Arctic Beam" "BeamSplit_label" "Extra Beam Range" "BeamSplit_postvalue_label" "Extra Beam Range" "BeamSplit_postfix" "m" "AbilityButtonHint_CancelIceBeam" "Cancel Arctic Beam" "ability_icepath" "Ice Path" "ability_icepath_quip" "Speed around on a floating path of ice" "ability_icepath_desc" "{s:hero_name} creates a floating trail of ice and snow that gives movement bonuses to him and his allies. Kelvin gains {s:SlowResistancePercent}% slow resistance for the duration. Enemies can also walk on the floating trail.
Press {g:citadel_binding:'Roll'} / {g:citadel_binding:'Crouch'} to travel up or down while in Ice Path." "ability_icepath_t1_desc" "+{s:MoveSpeedBonus}m Move Speed and +{s:BulletResist}% Bullet Resist for {s:hero_name} while on Ice Path" "ability_icepath_t3_desc" "+{s:BonusSpiritPct}% Spirit and +{s:BonusSpirit} Spirit for {s:hero_name} while on Ice Path" "SprintSpeedBonus_label" "Sprint Speed" "SprintSpeedBonus_postvalue_label" "Sprint Speed" "SprintSpeedBonus_prefix" "+" "SprintSpeedBonus_postfix" "m" "IcePathAuraDuration_label" "Ice Trail Duration" "IcePathAuraDuration_postvalue_label" "Ice Trail Duration" "IcePathAuraDuration_postfix" "s" //"BonusTechPower_label" "Spirit Power while Pathing" //"IcePathShardRadius_label" "Path Width" "IcePathShardRadius_postfix" "m" "BonusTechDamagePercent_label" "Bonus Spirit Damage" "BonusTechDamagePercent_postvalue_label" "Bonus Spirit Damage" "BonusTechDamagePercent_postfix" "%" "ability_icepath/modifier_icepath/modifier_icepath_friendly_aura/modifier_icepath_buff" "Ice Path" "AbilityButtonHint_CancelIcePath" "Cancel Ice Path" "AbilityButtonHint_IcePathUp" "Pitch Up" "AbilityButtonHint_IcePathDown" "Pitch Down" "ability_ice_dome" "Frozen Shelter" "ability_ice_dome_trigger" "Frozen Shelter" "ability_ice_dome_quip" "Create an impenetrable healing dome" "ability_ice_dome_desc" "Target yourself or a Hero to freeze the air and create an impenetrable dome around them. While in the dome, allies gain rapid {g:citadel_inline_attribute:'Regen'} and enemies are slowed.

Objectives become Invulnerable and Frozen under Frozen Shelter" "ability_ice_dome_t3_desc" "Purges non-ult debuffs for you and your allies.
+{s:BonusHealthRegen} Health Regen and increased Spirit Scaling" "ability_ice_dome/modifier_ice_dome/modifier_debuff" "Frozen Shelter" "frozen_shelter_modifier_buff" "Frozen Shelter" "ability_ice_dome/modifier_ice_dome/ice_dome_enemy_aura/modifier_debuff" "Frozen Shelter" "AbilityButtonHint_BreakIceDome" "Remove Frozen Shelter" //----------------------------------------------------------------------------- // Bebop //----------------------------------------------------------------------------- "Citadel_Bebop_HeroTag_1" "Hook" "Citadel_Bebop_HeroTag_2" "Bomb" "Citadel_Bebop_HeroTag_3" "Punch" "citadel_ability_uppercut" "Exploding Uppercut" "citadel_ability_uppercut_quip" "Punch someone away from you" "citadel_ability_uppercut_desc" "Deal {g:citadel_inline_attribute:'MeleeDamage'} to nearby enemies and apply {g:citadel_inline_attribute:'KnockBack'}.

When they land, they deal {g:citadel_inline_attribute:'SpiritDamage'} and apply {g:citadel_inline_attribute:'ReducedFireRate'} to other nearby enemies.

Exploding Uppercut can be used on allies.
" "citadel_ability_uppercut_t2_desc" "On Hero Hit: Gain fast spin-up time, 2x weapon range and +{s:BuffBaseWeaponPct}% weapon damage for {s:BuffDuration}s" "citadel_ability_uppercut_t3_desc" "On Hero Hit: Set Grapple Arm cooldown to 0 and restores +{s:MissingHPHeal}% of your missing health" //"modifier_citadel_enemy_uppercutted" "Uppercutted!" "UppercutDamage_label" "Uppercut Damage" "UppercutDamage_postvalue_label" "Uppercut Damage" "LandingDamage_label" "Area Damage" "LandingDamage_postvalue_label" "Area Damage" "OnLandDamageRadius_label" "Landing Radius" "OnLandDamageRadius_postvalue_label" "Landing Radius" "OnLandDamageRadius_postfix" "m" "modifier_uppercut_buff" "Weapon Boost" //"modifier_uppercut_movespeed" "Uppercut Move Speed" "StunOnLand_label" "Stun Duration" "StunOnLand_postvalue_label" "Stun Duration" "StunOnLand_postfix" "s" //"UppercutBuffOnHit_label" "Boost Duration" "UppercutBuffOnHit_postfix" "s" "ExplodeDebuffDuration_label" "Fire Rate Slow Duration" "ExplodeDebuffDuration_postvalue_label" "Fire Rate Slow Duration" "ExplodeDebuffDuration_postfix" "s" "citadel_ability_sticky_bomb" "Sticky Bomb" "citadel_ability_sticky_bomb_quip" "Plant a bomb on an enemy" "citadel_ability_sticky_bomb_desc" "Attach a bomb that explodes after a delay, dealing {g:citadel_inline_attribute:'SpiritDamage'} to nearby enemies.

If the bomb hits or kills a hero, you gain permanent bonus damage on Sticky Bomb.

Stacks diminish by half after {s:OnHitDiminish} hits and {s:OnKillDiminish} kills" "modifier_citadel_sticky_bomb_attached" "Bomb on you" "citadel_ability_sticky_bomb_t3_desc" "On Cast: +{s:MovementSpeedBonus}m Move Speed and +{s:StatusResistancePercent}% Debuff Resistance for {s:MovementSpeedBonusDuration}s" "StunTargetOnExplode_label" "Duration" "StunTargetOnExplode_postvalue_label" "Duration" "StunTargetOnExplode_postfix" "s" "BonusDamagePctPerPlayerHit_prefix" "{s:sign}" "BonusDamagePctPerPlayerHit_label" "Sticky Bomb Damage" "BonusDamagePctPerPlayerHit_postvalue_label" "Sticky Bomb Damage" "BonusDamagePctPerPlayerHit_postfix" "%" "BonusDamagePctPerPlayerKilled_prefix" "{s:sign}" "BonusDamagePctPerPlayerKilled_label" "Sticky Bomb Damage" "BonusDamagePctPerPlayerKilled_postvalue_label" "Sticky Bomb Damage" "BonusDamagePctPerPlayerKilled_postfix" "%" "citadel_ability_bebop_laser_beam" "Hyper Beam" "citadel_ability_bebop_laser_beam_quip" "Unleash a massive damaging beam" "citadel_ability_bebop_laser_beam_desc" "Channel a powerful torrent of energy that deals {g:citadel_inline_attribute:'SpiritDamage'} and applies {g:citadel_inline_attribute:'Slow'}." "modifier_bebop_laser_beam" "Hyper Beam" "citadel_ability_bebop_laser_beam_t3_desc" "Hyper Beam heals {s:hero_name} for {s:BeamLifesteal}% of its damage on Heroes. {s:BeamLifestealNonHeroPercent}% on non-hero" "BeamLength_label" "Beam Length" "BeamLength_postvalue_label" "Beam Length" "BeamLength_postfix" "m" "BeamWidth_label" "Beam Width" "BeamWidth_postvalue_label" "Beam Width" "BeamWidth_postfix" "m" "citadel_ability_hook" "Grapple Arm" "citadel_ability_hook_quip" "Pull in a target to you" "citadel_ability_hook_desc" "Launch out a mechanical hand that {g:citadel_inline_attribute:'Pulls'} the first character it hits, reeling them in.

Grapple Arm can be used on allies.
" "citadel_ability_hook_t1_desc" "+{s:BulletAmp}% weapon damage against victims for {s:BuffDuration}s" "ability_bebop_stickybomb2" "Sticky Bomb" "ability_bebop_stickybomb2_quip" "Throw a sticky bomb on an enemy" "ability_bebop_stickybomb2_desc" "Throw a Sticky Bomb that explodes after a delay, dealing {g:citadel_inline_attribute:'SpiritDamage'} to nearby enemies.

If the bomb hits a hero, it attaches to them and deals {g:citadel_inline_attribute:'BonusSpiritDamage'}." //----------------------------------------------------------------------------- // Akimbo //----------------------------------------------------------------------------- //"akimbo_chargedshot" "Overload" //"akimbo_chargedshot_desc" "{s:hero_name} charges gun and deals Spirit Damage to nearby enemies in front." //"akimbo_chargedshot_t1_desc" "+{s:BonusMoveSpeed}m/s move speed while charging." //"akimbo_chargedshot_t3_desc" "Reduces enemy bullet armor by {s:BulletArmorReduction} for {s:BulletArmorReductionDuration}s" //"akimbo_stealammo" "Steal Clip" //"akimbo_stealammo_desc" "Force targets to reload. {s:hero_name} gains {s:StealTechPower}% Spirit Power per target." //"akimbo_stealammo/modifier_bonus_tech_power" "Spirit Bonus" //"StealTechPower_label" "Steal Spirit Power" //"TargetReloadSpeedPenalty_label" "Target Reload Speed Penalty" "TargetReloadSpeedPenalty_postfix" "%" "akimbo_bulletshield" "Bullet Shield" //"akimbo_bulletshield_desc" "Creates a shield that protects {s:hero_name} from bullets and prevents bullet based procs. Bullet shield explodes when it expires.
Prevents " //"akimbo_bulletshield/modifier_duration" "{s:hero_name}'s Bullet Shield" //"akimbo_rocketman" "Rocket Man" //"akimbo_rocketman_desc" "{s:hero_name} transforms into a grenade that stuns enemies." //"akimbo_stealammo/modifier_reload_speed" "Slow Reload" //----------------------------------------------------------------------------- // Astro //----------------------------------------------------------------------------- "Citadel_Astro_HeroTag_1" "Crackshot" "Citadel_Astro_HeroTag_2" "Explosive" "Citadel_Astro_HeroTag_3" "Apprehender" "ability_explosive_barrel" "Powder Keg" "ability_explosive_barrel_quip" "Throw a barrel that explodes when shot" "ability_explosive_barrel_desc" "Throw a barrel that explodes after a delay, dealing {g:citadel_inline_attribute:'SpiritDamage'}, setting enemies on fire and applying {g:citadel_inline_attribute:'KnockUp'}.

The barrel can be detonated early by being shot, melee'd, or detonated by another barrel.

The burn stacks, so overlapping barrels burn for their combined damage.
Can be Alt-Cast to place the barrel in front of {s:hero_name}.
" "ability_explosive_barrel_t3_desc" "+{s:ImpactDamage} Impact Damage
+{s:DPS} Burn Damage per Second
{s:AbilityCooldownBetweenCharge}s Charge Time
Improved Spirit Scaling" "modifier_astro_barrel_burn" "Powder Burn" //"BarrelLifetime_label" "Barrel Life Time" "BarrelLifetime_postfix" "s" //MinExplodeTime_label "Min Time to Explode" //MinExplodeTime_postfix "s" //"MirvOnExplode_label" "Mini-Bombs" //"MirvExplodeTime_label" "Mini-Bomb Fuse" "MirvExplodeTime_postfix" "s" //"MirvRadius_label" "Mini-BombsRadius" "MirvRadius_postfix" "m" //MirvDamagePercent_label "Mini-Bombs Damage" "BarrelDamageRadius_label" "Explosion Radius" "BarrelDamageRadius_postvalue_label" "Explosion Radius" "BarrelDamageRadius_postfix" "m" "ability_hat_trick" "Hat Trick" "ability_hat_trick_quip" "Throws her hat strike and reveal enemies" "ability_hat_trick_desc" "Throws out her hat to strike enemies, slowing and revealing them through walls." "ability_bounce_pad" "Bounce Pad" "ability_bounce_pad_quip" "Send yourself and others flying" "ability_bounce_pad_desc" "Drop a bounce pad in the world that launches any hero.

You explode on landing, dealing Damage to any nearby enemies.

The explosion can only occur once per person per Bounce Pad." "ability_bounce_pad_t1_desc" "{s:AbilityCooldown}s Cooldown" "ability_bounce_pad_t2_desc" "You and allies gain a +{s:SpeedOnLand}m/s move speed bonus for {s:BuffDuration}s on landing" "ability_bounce_pad_t3_desc" "+{s:StompStunDuration}s Stomp Stun" "StompDamage_label" "Stomp Damage" "StompDamage_postvalue_label" "Stomp Damage" "StompDamage_postvalue_postvalue_label" "of Stomp Damage" "StompStunDuration_postfix" "s" "StompStunDuration_label" "Duration" "StompStunDuration_postvalue_label" "Duration" //"StompRadius_label" "Stomp Radius" "StompRadius_postfix" "m" //"MinAirTimeForStomp_label" "Min Air Time for Stomp" //"MinAirTimeForStomp_postfix" "s" "ability_bounce_pad/speed_on_land""Move Speed" "ability_crackshot" "Crackshot" "ability_crackshot_quip" "Deal bonus damage with headshots" "ability_crackshot_desc" "Headshots deal bonus Damage and applies a Fading Move Speed penalty. This effect can only occur when off cooldown.

Cooldown is reduced by {s:CrackshotNPCCDReduction}% on NPC hits.
Crackshot ignores range damage fall-off and does not apply to objectives." "FadingSlowPercent_label" "Fading Move Speed" "FadingSlowPercent_postvalue_label" "Fading Move Speed" "FadingSlowPercent_postfix" "%" "FadingSlowPercent_prefix" "-" "AbilityCooldownPerHeadshot_label" "Cooldown Per Headshot" "AbilityCooldownPerHeadshot_postvalue_label" "Cooldown Per Headshot" "AbilityCooldownPerHeadshot_postfix" "s" "AbilityCooldownPerHeadshotNPC_label" "Cooldown Per Headshot NPC" "AbilityCooldownPerHeadshotNPC_postvalue_label" "Cooldown Per Headshot NPC" "AbilityCooldownPerHeadshotNPC_postfix" "s" "ability_crackshot_t1_desc" "-{s:FadingSlowPercent}% Fading Move Speed" "ability_crackshot_t2_desc" "+{s:Damage} Damage and {s:BulletResistReduction}% Bullet Resist for {s:BulletResistReductionDuration}s" "ability_crackshot_t3_desc" "{s:AbilityCooldownPerHeadshot}s Cooldown on Hero Headshots. {s:AbilityCooldownPerHeadshotNPC}s on NPC Headshots" "modifier_crackshot_bullet_resist_reduction" "-Bullet Resist" //"citadel_ability_running_decoy" "Decoy" //"citadel_ability_running_decoy_desc" "{s:hero_name} creates a temporary decoy that will run towards the target location and shoot at any nearby enemies." //"modifier_decoy_self_buff" "Decoy Active" //"citadel_ability_running_decoy_t1_desc" "Move speed +{s:MoveSpeedMod} m/s while decoy is active" //"citadel_ability_running_decoy_t2_desc" "Astro is healed {s:HealOnCloneDamage}% of the damage taken by the decoy" //"ability_head_stomp" "Head Stomp" //"ability_head_stomp_desc" "{s:hero_name} has more movement control while airborne and gains the ability to bounce off enemy heads after getting enough Air Speed. Head Stomping an enemy will stun them." //"citadel_trick_shot" "Shooting Star" //"citadel_trick_shot_desc" "Toss a Shooting Star that will fire slowing bullets at nearby enemies. Shoot the Star to increase its fire rate (Enemies can shoot it to slow it down). Weapon upgrades apply to Shooting Star." //"TrickShotTargetCount_label" "Targets Per Shot" "BulletSlowDuration_label" "Slow Duration" "BulletSlowDuration_postvalue_label" "Slow Duration" "BulletSlowDuration_postfix" "s" //"ability_target_practice" "Target Practice" //"ability_target_practice_quip" "Focus shots on a target to gain an advantage" //"ability_target_practice_desc" "On activate, your next gun hit selects an enemy Hero as a target. Shoot them {s:ShotsToProc} times to deal a burst of spirit damage. Every Headshot will increase the burst" //"ability_target_practice_t3_desc" "Your bullets reduce your target's Bullet Resist by {s:BulletArmorReduction}% for {s:DebuffDuration}s" //"BonusPerHeadshot_label" "Bonus Per Headshot" "BonusPerHeadshot_prefix" "+" "BonusPerHeadshot_postfix" "%" //"modifier_target_practice" "Target Practice" //"target_practice_buildup" "Target Buildup" //"CooldownReductionOnProc_label" "Cooldown On Apply" //"TargetPracticeDuration_label" "Target Practice Duration" "TargetPracticeDuration_postfix" "s" //"ShotsToProc_label" "Shots Needed" //"DamageOnBuildup_label" "Damage on build up" //"modifier_target_practice_debuff" "Armor Break" //"modifier_target_practice_slow" "Slow" //"ability_astro_rifle" "Marksman" //"ability_astro_rifle_quip" "Precision Shots that escalate damage" //"ability_astro_rifle_desc" "Equip a Rifle that deals spirit damage to hit Heroes and gives {s:hero_name} a stacking damage bonus against them." //"ability_astro_rifle_t1_desc" "Applies a {s:SlowPercent}% slow on hit. Lasts {s:SlowDurationPerStack}s per stack" //"ability_astro_rifle_t3_desc" "+{s:Damage} Damage with improved scaling" //"ability_astro_rifle_desc_debuff" "Damage Vulnerbility" "modifier_astro_rifle_slow" "Movement Slow" "DamageAmplificationPerStack_prefix" "{s:sign}" "DamageAmplificationPerStack_label" "Bonus Damage per Stack" "DamageAmplificationPerStack_postvalue_label" "Bonus Damage per Stack" "DamageAmplificationPerStack_postfix" "%" "ability_gravity_lasso" "Spirit Lasso" "ability_gravity_lasso_quip" "Grab an enemy and drag them behind you" "ability_gravity_lasso_desc" "Throw out your lasso, dealing {g:citadel_inline_attribute:'SpiritDamage'}, {g:citadel_inline_attribute:'Pulling'}, and applying {g:citadel_inline_attribute:'Stun'}.
Using a Bounce Pad extends the duration of Spirit Lasso." "modifier_astro_lasso_tether" "Lasso Chained" "ability_gravity_lasso/modifier_citadel_gravity_lasso_enemy" "Spirit Lasso" "ability_gravity_lasso/modifier_citadel_gravity_lasso_self" "Spirit Lasso" //"ability_astro_shotgun_toggle" "Force of Nature" //"ability_astro_shotgun_toggle_desc" "Use to toggle between your pistol and shotgun. The shotgun so powerful it forces {s:hero_name} to move the opposite direction of the shot while airborn.{g:citadel_binding:'Attack'}shoots forward and {g:citadel_binding:'ADS'} shoots behind you with a slight delay. The shotgun uses special bullets that does not benefit from ammo mods.

Lassoed units do not take damage when shooting backwards." "ClipSizeOverride_label" "Ammo" "ClipSizeOverride_postvalue_label" "Ammo" "MODIFIER_VALUE_AMMO_CLIP_SIZE_OVERRIDE_label" "Ammo" "MODIFIER_VALUE_AMMO_CLIP_SIZE_OVERRIDE_postvalue_label" "Ammo" //"BulletDamageIncrease_label" "Bullet damage increase" "BulletDamageIncrease_postfix" "%" //"AstroShotgunCloseRange_label" "Close Range Weapon Power" //"ability_astro_shotgun_toggle_t1_desc" "+{s:CloseRangeBonusWeaponPower} Close Range Weapon Power" "ExtraTargetConeAngle_label" "Targeting Cone Angle" "ExtraTargetConeAngle_postvalue_label" "Targeting Cone Angle" "BouncePadExtendDuration_postvalue_label" "Extended Duration from Bounce Pad" "BouncePadExtendDuration_postfix" "s" //"modifier_lasso_enemy" "Being dragged" //"modifier_lasso_self" "Dragging someone" //----------------------------------------------------------------------------- // Hero Nano // Calico //----------------------------------------------------------------------------- "Citadel_Nano_HeroTag_1" "Tricksy" "Citadel_Nano_HeroTag_2" "Slippery" "Citadel_Nano_HeroTag_3" "Burst Damage" "ability_perched_predator" "Sekhmet's Spirit" "ability_perched_predator_desc" "Send a Spirit Cat forward that grabs targets in its way. Grabbing a Hero will cause an explosion soon after.
Press {g:citadel_binding:'Ability1'} to manually create the explosion." "ability_perched_predator_quip" "Send out a Spirit Cat to grab enemies" //"CatExplosionCount_label" "Explosions" //"CatMaxSpeed_label" "Ghostcat Max Speed" "CatMaxSpeed_postfix" "m/s" //"CatLifetime_label" "Cat Lifetime" "CatLifetime_postfix" "s" "ability_nano_pounce" "Pounce" "ability_nano_pounce_quip" "Leap at your enemies" "ability_nano_pounce_desc" "Leap at a target to inflict Light Melee damage and slow on nearby enemies.
You may use Pounce on a second target if used within {s:DoublePounceTime}s" "ability_nano_pounce_t1_desc" "+{s:SlowDuration}s Slow Duration" "ability_nano_pounce_t2_desc" "Reloads up to {s:ActiveReloadPercent}% of your ammo and applies +{s:FireRateSlow}% Fire Rate Slow." "ability_nano_pounce_t3_desc" "+{s:Damage} Damage and +{s:AbilityCharges} Ability Charge." "PounceDebuffRadius_label" "Slow Radius" "PounceDebuffRadius_postvalue_label" "Slow Radius" "PounceDebuffRadius_postfix" "m" "PounceFriendlyRechargeTime_label" "Ally Recharge Time" "PounceFriendlyRechargeTime_postvalue_label" "Ally Recharge Time" "PounceFriendlyRechargeTime_postfix" "s" "PounceFriendlyTargetCD_label" "Ally Cooldown" "PounceFriendlyTargetCD_postvalue_label" "Ally Cooldown" "PounceFriendlyTargetCD_postfix" "s" "pounce_double_notify" "Double Pounce" "ability_nano_proximity_ritual" "Nekomata Ward" "ability_nano_proximity_ritual_quip" "Deploy a statue that surveys an area" "ability_nano_proximity_ritual_desc" "Deploy a Statue to track enemies in an area. The Ward will also attack enemies recently damaged by {s:hero_name}. Targeted enemies have reduced healing and heal {s:hero_name} when damaged." "StatueLifetime_label" "Auto Recall Time" "StatueLifetime_postvalue_label" "Auto Recall Time" "StatueLifetime_postfix" "s" "StatueHeldRegen_label" "Ava Recalled Regen" "StatueHeldRegen_postvalue_label" "Ava Recalled Regen" "StatueLifesteal_label" "Lifesteal" "StatueLifesteal_postvalue_label" "Lifesteal" "StatueLifesteal_postfix" "%" "StatueLifestealNonHero_label" "Lifesteal Non-Hero" "StatueLifestealNonHero_postvalue_label" "Lifesteal Non-Hero" "StatueLifestealNonHero_postfix" "%" "StatueActivateRange_label" "Enemy Reveal" "StatueActivateRange_postvalue_label" "Enemy Reveal" "StatueActivateRange_postfix" "m" "StatueAttackRadius_label" "Attack Range" "StatueAttackRadius_postvalue_label" "Attack Range" "StatueAttackRadius_postfix" "m" "StatueHealth_label" "(Normalized)" "StatueHealth_postvalue_label" "(Normalized)" "StatueHealth_postfix" "HP" "StatueVictimDamageReduction_label" "Damage Reduction" "StatueVictimDamageReduction_postvalue_label" "Damage Reduction" "StatueVictimDamageReduction_postfix" "%" "ability_nano_proximity_ritual_t1_desc" "Statues gain Invisibility when not attacking." "ability_nano_proximity_ritual_t2_desc" "+{s:AbilityDuration}s Duration and +{s:DPS} DPS." "ability_nano_proximity_ritual_t3_desc" "{s:StatueVictimDamageReduction}% Damage Reduction and {s:HealAmpReceivePenaltyPercent}% Heal Reduction on targets." "ability_nano_proximity_ritual_trigger" "Recall Ava" "AvaRecallCooldown_label" "Recall Cooldown" "AvaRecallCooldown_postvalue_label" "Recall Cooldown" "AvaRecallCooldown_postfix" "s" "AbilityButtonHint_AvaRecall" "Recall Ava" "AbilityButtonHint_AvaWarp" "Warp to Ava" "CITADEL_ABILITY_NO_HEALTH_RESOURCE" "Not Available" "ability_nano_shadow_step" "Queen of Shadows" "ability_nano_shadow_step_desc" "Mark your enemies and bathe yourself in shadow to strengthen your attacks and make yourself Invisible. Attacking will only temporarily reveal you. Hitting enemies with Melee damage will reduce their bullet resist (stacking)" "ability_nano_shadow_step_quip" "Enter the shadows to gain the advantage on your enemies" "modifier_nano_shadow_step" "Shadow Step" "NanoShadowBulletArmorReductionLight_prefix" "-" "NanoShadowBulletArmorReductionLight_label" "Bullet Resist (Light)" "NanoShadowBulletArmorReductionLight_postvalue_label" "Bullet Resist (Light)" "NanoShadowBulletArmorReductionHeavy_prefix" "-" "NanoShadowBulletArmorReductionHeavy_label" "Bullet Resist (Heavy)" "NanoShadowBulletArmorReductionHeavy_postvalue_label" "Bullet Resist (Heavy)" "NanoShadowBulletArmorReductionDuration_label" "Bullet Resist Duration" "NanoShadowBulletArmorReductionDuration_postvalue_label" "Bullet Resist Duration" "NanoShadowBulletArmorReductionDuration_postfix" "s" "NanoShadowMeleeAttackSpeedBonus_prefix" "+" "NanoShadowMeleeAttackSpeedBonus_label" "Melee Attack Speed" "NanoShadowMeleeAttackSpeedBonus_postvalue_label" "Melee Attack Speed" "NanoShadowMeleeAttackSpeedBonus_postfix" "%" "SilenceOnHeavyDuration_label" "Silence Duration" "SilenceOnHeavyDuration_postvalue_label" "Silence Duration" "SilenceOnHeavyDuration_postfix" "s" "modifier_nano_shadow_debuff" "-Bullet Resist" "ability_nano_shadow_step_t2_desc" "+{s:SlowResistancePercent}% Slow Resist while Active" "ability_nano_shadow_step_t3_desc" "Heavy Melee attacks cause Silence for {s:SilenceOnHeavyDuration}s" "ability_nano_clustergrenade" "Gloom Bombs" "ability_nano_clustergrenade_desc" "Throw a cluster of bombs that detonate after a delay, dealing {g:citadel_inline_attribute:'SpiritDamage'}.

Enemies hit by multiple bombs take {s:MultiHitPenaltyPercentage}% damage." "GrenadeCount_label" "Bomb Count" "GrenadeCount_postvalue_label" "Bomb Count" "ability_nano_clustergrenade_quip" "Throw out cluster bombs" "ability_nano_clustergrenade_t2_desc" "Per Bomb Touch : {s:MeleeResistReduction}% Melee Resist for {s:MeleeResistReductionDuration}s
" "BonusDamageVsBarrier_postvalue_label" "Bonus Damage vs Barriers" "ability_nano_catform" "Ava" "ability_nano_catform_desc" "Turn to shadows and possess Ava. You gain {g:citadel_inline_attribute:'BonusMoveSpeed'} that increases over time, and become hidden on the minimap.

Taking damage from an enemy hero resets your bonus move speed and puts Ava on a brief cooldown." "ability_nano_catform_trigger_buttonhint" "Return from Ava" "ability_nano_catform/modifier_catform" "Ava" "ability_nano_catform_t2_desc" "+{s:HealthRegen} Health Regen & +{s:MaxBonusMoveSpeedPercent}% Max Move Speed" "ability_nano_catform_t3_desc" "Gain Damage Amp over time, up to {s:OutgoingDamagePercent}%. Lingers for {s:DamageAmpDuration}s" "ability_nano_catform_quip" "Take control of Ava" "MinBonusMoveSpeedPercent_postvalue_label" "Min Move Speed" "MaxBonusMoveSpeedPercent_postvalue_label" "Max Move Speed" "MinBonusMoveSpeedPercent_postfix" "%" "MaxBonusMoveSpeedPercent_postfix" "%" "SpeedBuildDuration_postvalue_label" "Time for Max Bonus" "SpeedBuildDuration_postfix" "s" "ability_nano_catform/damageamp" "Ava" "ability_nano_dash" "Leaping Slash" "ability_nano_dash_desc" "Dash forward before slashing all enemies in a circle, dealing {g:citadel_inline_attribute:'MeleeDamage'}.

If the ability hits at least one hero, {g:citadel_inline_attribute:'Heal'} a small amount of health." "SlashRadius_label" "Slash Radius" "SlashRadius_postvalue_label" "Slash Radius" "SlashRadius_postfix" "m" "ability_nano_dash_t2_desc" "Heroes killed within {s:BountyDuration}s grant +{s:BonusGoldOnKill} souls" "ability_nano_dash_t3_desc" "+{s:ImpactDamage} Damage & On Hero Hit: {s:CooldownRefundPercent}% Cooldown Refund" "ability_nano_dash_quip" "Dash forward and slash enemies" "BountyDuration_postvalue_label" "Bounty Duration" "BountyDuration_label" "Bounty Duration" "BountyDuration_postfix" "s" "ability_nano_shadow_pulse" "Return to Shadows" "ability_nano_shadow_pulse_desc" "Instantly turn to shadows, becoming untargetable, gaining {g:citadel_inline_attribute:'BonusMoveSpeed'}, and dealing {g:citadel_inline_attribute:'SpiritDamage'}.

After a delay, return from the shadows, dealing {g:citadel_inline_attribute:'SpiritDamage'} again." "ShadowPulseDuration_label" "Shadow Duration" "ShadowPulseDuration_postvalue_label" "Shadow Duration" "ability_nano_shadow_pulse_t2_desc" "+{s:Damage} Damage and +{s:BonusMoveSpeedPercent}% Move Speed" "ability_nano_shadow_pulse_t3_desc" "On Completion: Heal for {s:HealAmount} and refund all ability cooldowns" "ability_nano_shadow_pulse/buff" "Strength from Shadows" "DamageAmp_label" "Damage Amp" "DamageAmp_postvalue_label" "Damage Amp" "DamageAmp_postfix" "%" "ability_nano_shadow_pulse_quip" "Turn to Shadows, gaining movespeed and dealing delayed damage" //----------------------------------------------------------------------------- // Grey Talon (previous names: Archer / Orion) // hero_archer //----------------------------------------------------------------------------- "Citadel_Orion_HeroTag_1" "Precision" "Citadel_Orion_HeroTag_2" "Hunter" "Citadel_Orion_HeroTag_3" "Area Denial" "ability_charged_shot" "Charged Shot" "ability_charged_shot_quip" "Charge up a long range shot" "ability_charged_shot_desc" "Charge up a powerful shot that pierces through enemies. Hold {g:citadel_binding:'Ability1'} or {g:citadel_binding:'Attack'} to hold the shot." "ability_charged_shot_t2_desc" "+{s:Damage} Damage" "ability_charged_shot_t3_desc" "Improved damage scaling and {s:AbilityCooldownBetweenCharge}s Charge Delay" //"PowerJumpChannelTime_label" "In Power Jump Channel" "PowerJumpChannelTime_postfix" "s" "ability_power_jump" "Rain of Arrows" "ability_power_jump_quip" "Jump high up in the air and unleash multishots" "ability_power_jump_desc" "Launches you high in the air, allowing you to glide slowly. While airborne, you gain Weapon Damage and multishot on your weapon.
{g:citadel_binding:'AltCast'}for reduced jump height.
Press{g:citadel_binding:'Mantle'}to cancel the glide." "ability_power_jump_t1_desc" "While airborne, +{s:WeaponDamageBonus} Weapon Damage and weapon damage applies {s:SlowPercent}% movement slow for {s:SlowDuration}s" "ability_power_jump_t3_desc" "While airborne, +{s:BulletLifestealPercent}% Bullet Lifesteal, +{s:TechLifestealPercent}% Spirit Lifesteal and +{s:EvasionPercent}% Bullet Evasion" //"modifier_citadel_archer_air_raid" "Power Jump" "BulletSplitShot_label" "Weapon Multishot" "BulletSplitShot_postvalue_label" "Weapon Multishot" //"AbilitySplitShot_label" "Charged Shot Multishot" //"ChargedShotBonus_label" "Charged Shot Damage" "ChargedShotBonus_prefix" "+" "ChargedShotBonus_postfix" "%" "ability_power_jump/modifier_citadel_archer_air_raid/modifier_slow_base" "Slowing Bullets" "ability_power_jump/modifier_air_raid/modifier_slow_base" "Slowed" "ability_immobilize_trap" "Spirit Snare" "ability_immobilize_trap_quip" "Place a trap that restricts enemy movement" "ability_immobilize_trap_desc" "Throw out a trap that begins to arm itself. Once armed, the trap will trigger when an enemy enters its radius, applying Curse and Movement Slow that interrupts, Silences, Disarms, and prevents item usage.
Hit the trap with a Charged Shot to detonate early with increased radius." "modifier_citadel_immobilize_trap_immobilize" "Spirit Snare" "modifier_citadel_immobilize_trap_immobilize_debuff" "Spirit Snare Debuff" "ability_immobilize_trap_t2_desc" "Applies {s:BulletArmorReduction}% Bullet Resist for {s:DebuffDuration}s" "ability_immobilize_trap_t3_desc" "+{s:ImmobilizeTrap_CurseDuration}s Curse Duration and +{s:Radius}m Radius" "ability_immobilize_trap/trap_debuff" "Bullet Resist Reduced" "ImmobilizeTrap_CurseDuration_label" "Curse Duration" "ImmobilizeTrap_CurseDuration_postvalue_label" "Curse Duration" "ImmobilizeTrap_CurseDuration_postfix" "s" "ChargedShotHitRadiusScale_label" "Charged Shot Radius" "ChargedShotHitRadiusScale_postvalue_label" "Charged Shot Radius" "ChargedShotHitRadiusScale_prefix" "+" "ChargedShotHitRadiusScale_postfix" "%" "ability_guided_arrow" "Guided Owl" "ability_guided_arrow_quip" "Fly your owl to damage enemies from afar" "ability_guided_arrow_desc" "After {s:AbilityCastDelay}s cast time, launch a spirit owl that you control and which explodes on impact, damaging and stunning enemies. Hold{g:citadel_binding:'MoveForward'}to accelerate the owl.
Press{g:citadel_binding:'Mantle'}to release control. Gain permanent Spirit Power for each enemy hero killed with Guided Owl." "ability_guided_arrow_t3_desc" "After hit, kills enemies that are below {s:LowHealthEnemyThresholdPct}% Health" "BonusTechPowerPerKill_label" "Spirit Power Per Kill" "BonusTechPowerPerKill_postvalue_label" "Spirit Power Per Kill" "modifier_citadel_archer_guided_arrow" "Guided Owl" //----------------------------------------------------------------------------- // Lady Geist // hero ghost solider //----------------------------------------------------------------------------- "Citadel_Geist_HeroTag_1" "Lifesteal" "Citadel_Geist_HeroTag_2" "Self Damage" "Citadel_Geist_HeroTag_3" "Fatale" "ability_blood_bomb" "Essence Bomb" "ability_blood_bomb_bloodspill" "Toxic Mess" "ability_blood_bomb_quip" "Sacrifice some health to launch a damaging bomb" "ability_blood_bomb_desc" "Sacrifice some of your health to launch a bomb that deals damage after a brief arm time.
Self damage type is Spirit and can be mitigated." "ability_blood_bomb_t2_desc" "+{s:Radius}m Radius and +{s:Damage} Damage." "ability_blood_bomb_t3_desc" "Bombs leave a toxic mess on the ground, dealing {s:BloodSpillDPSPercent}% of the original damage per second, for {s:BloodSpillDuration}s." "ability_life_drain" "Life Drain" "ability_life_drain_quip" "Steal health from an enemy over time" "ability_life_drain_desc" "Create a tether that drains enemy health over time and heals you. Target must be in line of sight and within max range to drain. You can shoot and use other abilities during the drain, but your move speed is reduced.
{g:citadel_binding:'AltCast'} to give health to friendly Heroes." "ability_life_drain/modifier_life_drain" "Life Drain" "ability_life_drain/modifier_life_drain_caster" "Life Drain" "modifier_life_drain_silence" "Silenced" //"FriendlyTargetCooldown" "Ally Target Cooldown" "FriendlyTargetCooldown_postfix" "s" "ability_life_drain_t3_desc" "Enables and Grants +2 Charges. Increases spirit scaling." //"ability_life_drain_cancel_trigger" "Cancel Life Drain" "MaxRange_label" "Max Tether Range" "MaxRange_postvalue_label" "Max Tether Range" "MaxRange_postfix" "m" "BloodSpillDuration_label" "Toxic Mess Duration" "BloodSpillDuration_postvalue_label" "Toxic Mess Duration" "BloodSpillDuration_postfix" "s" "LifeDrainHealthMult_label" "Damage to Heal" "LifeDrainHealthMult_postvalue_label" "Damage to Heal" "LifeDrainHealthMult_postfix" "%" "HealFriendRadius_label" "Friendly Heal Radius" "HealFriendRadius_postvalue_label" "Friendly Heal Radius" "HealFriendRadius_postfix" "m" "ability_health_swap" "Soul Exchange" "ability_health_swap_quip" "Swap your current health with an enemy hero's" "ability_health_swap_desc" "Swaps health levels with an enemy target. There is a minimum health percentage that enemies can be brought down to and a minimum amount of health received based on victims current health." "ability_health_swap_t2_desc" "Silence enemies within {s:SilenceRadius}m for {s:SilenceDuration}s" "ability_health_swap_t3_desc" "On cast, +{s:BonusSpirit} Spirit Power, +{s:BonusFireRate}% Fire Rate and +{s:TechResist}% Spirit Resistance for {s:HealthSwapBuffDuration}s." "MinHealthTakenPct_label" "Min Health Received" "MinHealthTakenPct_postvalue_label" "Min Health Received" "MinHealthTakenPct_postfix" "%" //"modifier_blood_exchange" "Blood Exchange" "EnemyMinHealthPct_label" "Enemy Min Health" "EnemyMinHealthPct_postvalue_label" "Enemy Min Health" "EnemyMinHealthPct_postfix" "%" //"ability_health_swap/modifier_health_swap_debuff" "Health Swap" "HealthSwapBuffDuration_label" "Buff Duration" "HealthSwapBuffDuration_postvalue_label" "Buff Duration" "HealthSwapBuffDuration_postfix" "s" "modifier_health_swap_buff" "Soul Exchange" "SilenceRadius_label" "Silence Radius" "SilenceRadius_postvalue_label" "Silence Radius" "SilenceRadius_postfix" "m" //"ability_death_tax" "Death Tax" //"ability_death_tax_desc" "Enemies injured by Lady Geist are marked with Death Tax. Whenever a marked enemy dies, {s:hero_name} gains health." //"modifier_citadel_death_tax" "Death Tax" //"modifier_citadel_death_tax_tech_amp" "Death Tax Power" //"ability_death_tax_t1_desc" "Reduce one of your Cooldowns by {s:CooldownReductionOnKill}s when a marked enemy dies" //"ability_death_tax_t3_desc" "Increase Spirit Power by {s:TechPowerAmpBonus} for {s:TechPowerAmpBonusDuration}s when a marked enemy dies. Stacks up to {s:TechPowerAmpBonusMaxStacks} times." "ability_blood_shards" "Malice" "ability_blood_shards_amplification" "Malice Amplification" "ability_blood_shards_quip" "Stack damage amplification on an enemy" "ability_blood_shards_desc" "Sacrifice some of your health to launch blood shards that apply a stack of Malice. Each stack slows the victim and increases the damage they take from you. The slow effect decreases over time." "ability_blood_shards_t2_desc" "+{s:HealthToDamage} Damage and +{s:NumBloodShards} Blood Shards" "ability_blood_shards_t3_desc" "+{s:VulnerabilityPerStack}% Damage Amp" "NumBloodShards_label" "Blood Shards" "NumBloodShards_postvalue_label" "Blood Shards" "MoveSpeedPenaltyPerStack_label" "Movement Slow" "MoveSpeedPenaltyPerStack_postvalue_label" "Movement Slow" "MoveSpeedPenaltyPerStack_postfix" "%" "VulnerabilityPerStack_label" "Damage Amplification" "VulnerabilityPerStack_postvalue_label" "Damage Amplification" "VulnerabilityPerStack_prefix" "+" "VulnerabilityPerStack_postfix" "%" "SelfDamage_label" "Self Damage" "SelfDamage_postvalue_label" "Self Damage" "ability_blood_shards/modifier_blood_shard_debuff" "Malice" "ghost_malice_stack_effect_header" "Effect Per Stack:" //"FriendlyTargetCooldown_label" "Friendly Cooldown" //----------------------------------------------------------------------------- // Phalanx //----------------------------------------------------------------------------- //"modifier_citadel_phalanx_reflect" "Reflect" //"citadel_ability_shield_toss" "Shield Toss" //"citadel_ability_shield_toss_desc" "{s:hero_name} tosses his shield with great force, causing it to bounce between enemies, damaging and stunning them." //"BounceCount_label" "Shield Bounces" //"DamagePerBounce_label" "Damage per bounce" //"citadel_ability_phalanx_reflect" "Reflect" //"citadel_ability_phalanx_reflect_desc" "Phalanx activates his energy shield, causing any enemy projectile, bullet or grenade hitting it to be reflected back toward the attacker. Knocks back any charging enemies. Bullet hits extend the parry time, and stun the shooter." //"modifier_citadel_reflect_shield" "Reflect Shield" //"citadel_ability_reflect_shield" "Reflect Shield" //"citadel_ability_reflect_shield_desc" "Phalanx deploys a energy shield, causing any enemy projectile, bullet, or grenade hitting it to be reflected back toward the attacker and stun them." //"citadel_ability_defensive_fortress" "Defensive Fortress" //"citadel_ability_defensive_fortress_desc" "Summon a large defensive shield that blocks enemy bullets but lets you and your teammate shoot through it." //"citadel_ability_phalanx_sword_strike" "Ground Strike" //"citadel_ability_phalanx_sword_strike_desc" "Phalanx strikes the ground hard, causing a shockwave that runs forward all that damages enemies and causes them to stumble. Does not cancel enemy abilities." //"citadel_ability_converge" "Converge" //"citadel_ability_converge_desc" "Throw a grenade that quckly pulls enemies toward its center." //----------------------------------------------------------------------------- // Vindicta // hero_hornet //----------------------------------------------------------------------------- "Citadel_Vindicta_HeroTag_1" "Sniper" "Citadel_Vindicta_HeroTag_2" "Soaring" "Citadel_Vindicta_HeroTag_3" "One Shot Kill" "citadel_ability_hornet_chain" "Stake" "citadel_ability_hornet_chain_quip" "Tether your enemies to the ground" "citadel_ability_hornet_chain_desc" "Throw a stake that tethers enemies to the location where the stake lands. Enemy movement is restricted to the length of the tether." "citadel_ability_hornet_chain_t3_desc" "+{s:ChainDuration}s Tether Duration and +{s:CaptureRadius}m Capture Radius" "modifier_citadel_hornet_chain_connection" "Tethered to the ground" "citadel_ability_hornet_chain/modifier_citadel_hornet_chain_connection" "Tethered to the ground" "modifier_citadel_rootgrenade" "Immobilized" "ChainLength_label" "Tether Length" "ChainLength_postvalue_label" "Tether Length" "ChainLength_postfix" "m" "CaptureRadius_label" "Capture Radius" "CaptureRadius_postvalue_label" "Capture Radius" "CaptureRadius_postfix" "m" //"citadel_ability_wing_blast" "Wing Blast" //"citadel_ability_wing_blast_desc" "Create a blast of air that pushes enemies away and damages them." //"modifier_citadel_wing_blast_push" "Being Vindicta Pushed" "citadel_ability_hornet_leap" "Flight" "citadel_ability_hornet_leap_quip" "Take flight and empower your weapon" "citadel_ability_hornet_leap_desc" "Leap into the air and fly. While in flight your weapon deals bonus spirit damage and your items have increased range." "citadel_ability_hornet_leap_t1_desc" "+{s:BonusClipSizePercent}% base Ammo while flying" "citadel_ability_hornet_leap_t3_desc" "Hero Kills Refresh Duration.
+{s:MagicDamagePerBullet} Spirit Damage with increased Spirit scaling" "MagicDamagePerBullet_label" "Spirit Damage Per Bullet" "MagicDamagePerBullet_postvalue_label" "Spirit Damage Per Bullet" "FlyingItemCastRange_label" "Item Range" "FlyingItemCastRange_postvalue_label" "Item Range" "FlyingItemCastRange_postfix" "%" "FlyingItemCastRange_prefix" "+" //"modifier_citadel_hornetleap" "Vindicta Leap" //"citadel_ability_hornet_crit_stacking_buff" "Headhunter" //"citadel_ability_hornet_crit_stacking_buff_desc" "Landing a headshot temporarily increases your weapon damage, stacking up to {s:MaxStacks} times." //"modifier_citadel_hornet_crit_stacking_damage_buff" "Headhunter" //"citadel_ability_hornet_crit_vulernability" "Vindicta's Mark" //"citadel_ability_hornet_crit_vulernability_desc" "Your shots have a chance to leave targets vulnerable, causing all bullets to crit them. Headshots are guaranteed to apply this effect." //"modifier_citadel_hornet_crit_vulnerability" "Crit Vulnerable" //"citadel_ability_hornet_explosive_headshots" "Explosive Headshots" //"citadel_ability_hornet_explosive_headshots_desc" "Headshots you deal explode, dealing a percent of the damage to nearby enemies." //"citadel_ability_hornet_nest" "Vindicta Nest" //"citadel_ability_hornet_nest_desc" "Deploys a nest which will deploy Vindicta drones that fly slowly forward, attacking all enemies." //"citadel_ability_hornet_mark" "Vindicta's Mark" //"citadel_ability_hornet_mark_desc" "Vindicta mark's an enemy. They are visible on the minimap for the duration, and Vindicta can detect them through walls." //"citadel_ability_hornet_mark_t2_desc" "When a marked enemy is killed, Vindicta immediately gains {s:ChargeForKill} Charge for Assassinate" //"modifier_citadel_hornetmark" "Vindicta's Mark" "citadel_ability_hornet_sting" "Crow Familiar" "citadel_ability_hornet_sting_quip" "Make a target bleed over time" "citadel_ability_hornet_sting_desc" "Your crow familiar deals impact damage, reduces their bullet resist and applies a bleed that deals damage based on the target's current health." "citadel_ability_hornet_sting_t1_desc" "Reduces Incoming Healing by {s:HealAmpReceivePenaltyPercent}%" "citadel_ability_hornet_sting_t2_desc" "+{s:DotHealthPercent}% Bleed Damage
{s:AbilityCooldown}s Cooldown" "citadel_ability_hornet_sting_t3_desc" "+{s:DebuffDuration}s Duration
{s:BulletResistReduction}% Bullet Resist
{s:MagicResistReduction}% Spirit Resist" "citadel_ability_hornet_sting/modifier_citadel_hornet_sting_debuff" "Crow Familiar" "BulletVulnerbility_prefix" "{s:sign}" "BulletVulnerbility_label" "Bullet Damage Amp" "BulletVulnerbility_postvalue_label" "Bullet Damage Amp" "BulletVulnerbility_postfix" "%" "citadel_ability_hornet_snipe" "Assassinate" "citadel_ability_hornet_snipe_quip" "Snipe injured targets for massive damage" "citadel_ability_hornet_snipe_desc" "Use your scoped rifle to fire a powerful shot over long distances. Deal only partial damage until fully charged after {s:TimeToFullCharge}s of being scoped. Does bonus damage to enemies with less than {s:LowHealthEnemyThresholdPct}% health remaining. Landing a killing blow on a player with Assassinate grants you bonus weapon damage." "LowHealthEnemyDamageBonus_label" "Max Bonus Damage" "LowHealthEnemyDamageBonus_postvalue_label" "Max Bonus Damage" "LowHealthEnemyThresholdPct_label" "Low Health Threshold" "LowHealthEnemyThresholdPct_postvalue_label" "Low Health Threshold" "LowHealthEnemyThresholdPct_postfix" "%" "BonusGoldOnKill_label" "Bonus Souls Per Assassination" "BonusGoldOnKill_postvalue_label" "Bonus Souls Per Assassination" "assassin_modifier" "+Weapon Damage" //"modifier_citadel_assassinate_target" "Assassination Target - Find Cover!" "HeadshotBonus_prefix" "+" "HeadshotBonus_label" "Headshot Damage" "HeadshotBonus_postvalue_label" "Headshot Damage" "HeadshotBonus_postfix" "%" "TimeToFullCharge_label" "Full Charge Time" "TimeToFullCharge_postvalue_label" "Full Charge Time" "TimeToFullCharge_postfix" "s" "MinChargeDamagePercent_label" "No Charge Damage" "MinChargeDamagePercent_postvalue_label" "No Charge Damage" "MinChargeDamagePercent_postfix" "%" "AbilityButtonHint_AssassinateFoVCycle" "Cycle Zoom" //----------------------------------------------------------------------------- // Digger (Formally Pouncer and Driller) Mo and Krill //----------------------------------------------------------------------------- "Citadel_Digger_HeroTag_1" "Tag-Team" "Citadel_Digger_HeroTag_2" "Initiator" "Citadel_Digger_HeroTag_3" "Burrower" //"citadel_ability_grapplehook" "Grapple Hook" //"citadel_ability_grapplehook_desc" "Launches out a hook, and pull {s:hero_name} towards the wall it hits." //"modifier_citadel_grapplehook_wall_hanging" "Grapple Hook Wall Hanging" "ability_burrow" "Burrow" "ability_burrow2" "Burrow" "ability_burrow_quip" "Travel underground, emerging with spin damage" "ability_burrow_desc" "Burrow underground, moving faster, and gaining spirit and bullet armor. Damage from enemy heroes will reduce the speed bonus.

When you jump out, deal {g:citadel_inline_attribute:'SpiritDamage'}, {g:citadel_inline_attribute:'Slow'}, and {g:citadel_inline_attribute:'KnockUp'}." "ability_burrow2_desc" "Burrow underground, gaining Movement Speed and Armor. Jumping out deals Damage and knocks enemies into the air." "ability_digger_entertunnel" "Digging..." "modifier_spin" "Spin" "SpinDuration_label" "Spin Duration" "SpinDuration_postvalue_label" "Spin Duration" "SpinDuration_postfix" "s" "ability_burrow_cancel_channel" "Unburrow" "ability_burrow_t1_desc" "+{s:DPS} Spin DPS" "ability_burrow_t2_desc" "+{s:AbilityChannelTime}s Burrow time and +{s:Radius}m radius" "ability_burrow_t3_desc" "{s:AbilityCooldown} Cooldown and +{s:BonusMoveSpeed}m/s Move Speed" "ability_intimidate" "Scorn" "ability_intimidate_quip" "Damage enemies nearby, healing from each hit" "ability_intimidate_desc" "Deal damage to nearby enemies and heal yourself based on the damage done. Heal is stronger against enemy heroes." "ability_intimidate_t2_desc" "{s:AbilityCooldown}s Cooldown
+{s:Radius}m Radius" "ability_intimidate_t3_desc" "Adds a debuff to enemies that lets {s:hero_name} deal +{s:DamageBonus}% Damage to them. Stacks and lasts {s:DebuffDuration}s." "DamageHealMult_label" "Hero Damage to Heal" "DamageHealMult_postvalue_label" "Hero Damage to Heal" "DamageHealMult_postfix" "x" "DamageHealMultNonHero_label" "Damage to Heal" "DamageHealMultNonHero_postvalue_label" "Damage to Heal" "DamageHealMultNonHero_postfix" "x" "modifier_intimidate_debuff" "Scorn" "ability_throw_sand" "Sand Blast" "ability_throw_sand_quip" "Disarm enemies in front of you" "ability_throw_sand_desc" "Spray sand that disarms enemies in front of you and deals damage." //"ability_throw_sand_t3_desc" "Prevents Stamina Usage." "ability_throw_sand_t1_desc" "+{s:Damage} Damage and +{s:AbilityCastRange}m Range" "ability_throw_sand_t2_desc" "Slow targets by -{s:SlowPercent}% and reduces dash distances by {s:GroundDashReductionPercent}%" "ability_throw_sand_t3_desc" "+{s:AbilityDuration}s Duration and {s:AbilityCooldown} Cooldown" "modifier_citadel_throw_sand_debuff" "Sand Blasted" "ability_ult_combo" "Combo" "ability_ult_combo_quip" "Hold the enemy hero in place and pummel them" "ability_ult_combo_desc" "Hold the target in place, stunning them and dealing damage during the channel. If they die during, or within 3 seconds of Combo ending, you permanently gain max health." "ability_ult_combo_t1_desc" "+{s:LifeStealPercentOnHit}% lifesteal" "ability_ult_combo_t2_desc" "{s:AbilityCooldown}s Cooldown and +{s:ComboBulletResist}% Bullet Resist" "ability_ult_combo_t3_desc" "+{s:AbilityChannelTime}s Duration and +{s:DPS} Damage Per Second and increased scaling" "LifestealPercentOnHit_label" "Lifesteal" "LifestealPercentOnHit_postvalue_label" "Lifesteal" "LifestealPercentOnHit_postfix" "%" "BonusHealthOnKill_label" "Bonus Max Health Per Kill" "BonusHealthOnKill_postvalue_label" "Bonus Max Health Per Kill" "ComboBulletResist_label" "Combo Bullet Resist" "ComboBulletResist_postvalue_label" "Combo Bullet Resist" "ComboBulletResist_postfix" "%" //"GrabExtraTargetRange_label" "Extra Target Range" "GrabExtraTargetRange_postfix" "m" "ability_digger_mudshield" "Mud Shield" "ability_digger_mudshield/mudshield_modifier" "Mud Shield" "ability_digger_mudshield_desc" "Gain Bullet Shield, and reduce incoming bullet damage. After {s:ShieldDuration}s or if the ability is reactivated, the shield explodes, dealing damage based on the remaining shield." "BulletShieldPoints_label" "Bullet Shield" "BulletShieldPoints_postvalue_label" "Bullet Shield" "FlatBulletDamageReduction_label" "Bullet Damage Reduction" "FlatBulletDamageReduction_postvalue_label" "Bullet Damage Reduction" "BulletShieldMaxHealthPercentage_label" "Max Health Bullet Shield" "BulletShieldMaxHealthPercentage_postvalue_label" "Max Health Bullet Shield" "BulletShieldMaxHealthPercentage_postfix" "%" "BulletShieldMissingHealthPercentage_label" "Missing Health Bullet Shield" "BulletShieldMissingHealthPercentage_postvalue_label" "Missing Health Bullet Shield" "BulletShieldMissingHealthPercentage_postfix" "%" "BulletShieldDamageConversionPercent_label" "Remaining Bullet Shield Damage" "BulletShieldDamageConversionPercent_postvalue_label" "Remaining Bullet Shield Damage" "BulletShieldDamageConversionPercent_postfix" "%" //----------------------------------------------------------------------------- // Shiv //----------------------------------------------------------------------------- "Citadel_Shiv_HeroTag_1" "Rage" "Citadel_Shiv_HeroTag_2" "Bleed" "Citadel_Shiv_HeroTag_3" "Repeat" "citadel_ability_shiv_dagger" "Serrated Knives" "citadel_ability_shiv_dagger_dot" "Serrated Knives Bleed Damage" "citadel_ability_shiv_dagger_quip" "Apply stacking bleed to the target" "citadel_ability_shiv_dagger_desc" "Throw a knife that bleeds an enemy. Each additional hit adds a stack and refreshes the bleed duration, causing the bleed to increase per stack." "citadel_ability_shiv_dagger_max_rage_desc" "
Ultimate Unlock: While rage is full knives deal {s:FullRageCurrentHealthDamagePct}% of the target's current health as damage on impact and apply a slow to enemies they bleed." "modifier_shiv_bleed_thrown_shiv" "Serrated Knives" "modifier_citadel_shiv_dagger" "Serrated Knife" "modifier_shiv_thrown_shiv_slow_debuff" "Serrated Knife" "BleedDPSPerStack_label" "Bleed DPS Per Knife" "BleedDPSPerStack_postvalue_label" "Bleed DPS Per Knife" "AOERadius_label" "Impact Radius" "AOERadius_postvalue_label" "Impact Radius" "AOERadius_postfix" "m" "citadel_ability_shiv_dagger_t2_desc" "+{s:AbilityCharges} Charges" "citadel_ability_shiv_dagger_t3_desc" "+{s:BleedDPSPerStack} Bleed DPS with increased Spirit scaling" "modifier_shiv_bleed" "Bleed" "BleedDamage_label" "Bleed Damage" "BleedDamage_postvalue_label" "Bleed Damage" "BleedDuration_label" "Bleed Duration" "BleedDuration_postvalue_label" "Bleed Duration" "BleedDuration_postfix" "s" "citadel_ability_shiv_dash" "Slice and Dice" "citadel_ability_shiv_dash_quip" "Dash ahead, damaging all enemies along the path" "citadel_ability_shiv_dash_desc" "Perform a dash forward, damaging enemies along the path. Hit Enemies have their {g:citadel_inline_attribute:'SpiritResist'} reduced. This debuff can stack." "citadel_ability_shiv_dash_ult_desc" "
Ultimate Unlock: While rage is full an echo of Shiv retraces the dash path after a short delay, damaging enemies again." "citadel_ability_shiv_dash_t3_tooltip" "On hit" "DashRange_label" "Dash Range" "DashRange_postvalue_label" "Dash Range" "DashRange_postfix" "m" "ImpactDamage_label" "Impact Damage" "ImpactDamage_postvalue_label" "Impact Damage" "ImpactSlowDuration_label" "Impact Slow Duration" "ImpactSlowDuration_postvalue_label" "Impact Slow Duration" "ImpactSlowDuration_postfix" "s" "ImpactMoveSlow_label" "Impact Movement Slow" "ImpactMoveSlow_postvalue_label" "Impact Movement Slow" "ImpactMoveSlow_postfix" "%" "DashSlowPct_label" "Dash Slow" "DashSlowPct_postvalue_label" "Dash Slow" "modifier_citadel_shiv_dash" "Slice and Dice" "modifier_shiv_bleed_dash" "Slice and Dice" "modifier_citadel_shiv_dash_impact_slow" "Slice and Dice" "modifier_shiv_dash_heal_reduction" "Slice and Dice Heal Debuff" "BurstFireOnHeroHit_postfix" "s" "citadel_ability_shiv_dash_t2_desc" "{s:TechArmorDamageReduction}% Spirit Resist
+{s:DashRange}m Dash Range" "citadel_ability_shiv_dash_t3_desc" "+{s:ImpactDamage} Impact Damage
-{s:CooldownReductionOnHit}s Cooldown per Hero hit." "citadel_ability_shiv_defer_damage" "Bloodletting" "citadel_ability_shiv_defer_damage_quip" "Defer a portion of damage taken" "citadel_ability_shiv_defer_damage_desc" "Take only a portion of incoming damage immediately and defer the rest to be taken over time. Activate to clear a portion of the deferred damage." "citadel_ability_shiv_defer_damage_max_rage_desc" "
Ultimate Unlock: While rage is full the amount of damage deferred is increased." "citadel_ability_shiv_defer_damage_on_cast" "On Activate" "DamagePctDeferred_label" "Incoming Damage Deferred" "DamagePctDeferred_postvalue_label" "Incoming Damage Deferred" "DamagePctDeferred_postfix" "%" "DamagePctDeferredMaxRage_label" "Incoming Damage Deferred" "DamagePctDeferredMaxRage_postvalue_label" "Incoming Damage Deferred" "DamagePctDeferredMaxRage_prefix" "+" "DamagePctDeferredMaxRage_postfix" "%" "DeferredDamageDuration_label" "Deferred Damage Duration" "DeferredDamageDuration_postvalue_label" "Deferred Damage Duration" "DeferredDamageDuration_postfix" "s" "DeferClearPct_label" "Deferred Damage Cleared" "DeferClearPct_postvalue_label" "Deferred Damage Cleared" "DeferClearPct_postfix" "%" "citadel_ability_shiv_killing_blow" "Killing Blow" "citadel_ability_shiv_killing_blow_quip" "Travel to a low health hero and instantly kill it" "citadel_ability_shiv_killing_blow_active_desc" "Active: Leap forward, dealing {g:citadel_inline_attribute:'SpiritDamage'} to the first enemy hero. If they are below the kill threshold, execute them instead.

Finishing an enemy with Killing Blow lets you recast for {s:RecastWindow}s" "citadel_ability_shiv_killing_blow_passive_desc" "Passive: Damaging enemies fills you with rage. While at full rage, {s:hero_name} gains increased damage and unlocks special properties on his other abilities." "citadel_ability_shiv_killing_blow_passive_desc_footer" "
Cooldown is increased by +{s:FailedExecuteCooldownPenalty}% if no hero is impacted." "citadel_ability_shiv_killing_blow/active_buff" "Enraged" "citadel_ability_shiv_killing_blow_while_full_rage" "While Rage is Full" "citadel_ability_shiv_killing_blow_ui_meter" "Rage" "EnemyHealthPercent_label" "Enemy health threshold" "EnemyHealthPercent_postvalue_label" "Enemy Health Threshold" "EnemyHealthPercent_postfix" "%" "BuffDamage_label" "Full Rage Damage Bonus" "BuffDamage_postvalue_label" "Full Rage Damage Bonus" "BuffDamage_prefix" "+" "BuffDamage_postfix" "%" "BuffMoveSpeed_label" "Move Speed" "BuffMoveSpeed_postvalue_label" "Move Speed" "BuffMoveSpeed_prefix" "+" "BuffMoveSpeed_postfix" "m" "citadel_ability_shiv_killing_blow_t1_desc" "+{s:AbilityCastRange} m Range
+{s:BonusMoveSpeed} m/s in Full Rage." "citadel_ability_shiv_killing_blow_t2_desc" "+{s:BuffDamage}% Full Rage Bonus Damage
{s:AbilityCooldown}s Cooldown" "citadel_ability_shiv_killing_blow_t3_desc" "+{s:EnemyHealthPercent}% Enemy Health Threshold" //----------------------------------------------------------------------------- // Hero: Rutger //----------------------------------------------------------------------------- //"rutger_rocket" "Rocket Launcher" //"rutger_rocket_desc" "Launch a rocket that deals damage in an area and applies knockback.
Rutger receives {s:SelfDamagePercent}% damage and {s:SelfLaunchPercent}% knockback from his own rocket if he's in its impact radius." //"rutger_force_field" "Force Field" //"rutger_force_field_desc" "Create a field at target location that pushes enemies away from its outer edge." //"rutger_cheat_death" "Cheat Death" //"rutger_cheat_death_desc" "When taking otherwise fatal damage, Rutger becomes unkillable for 4s." //"rutger_cheat_death_t2_desc" "+{s:BonusMoveSpeed}% Bonus move speed when Cheat Death activates." //"rutger_cheat_death_t3_desc" "+{s:BulletLifestealPercent}% Bullet Lifesteal when Cheat Death activates." //"rutger_pulse" "Pulse" //"rutger_pulse_desc" "Release a fast pulse in a large area that damages, slows, and prevents enemies from using abilities.
The damage dealt is based on how close the enemy is to the center of the pulse." //"DamageMin_label" "Minimum Damage" //"DamageMax_label" "Maximum Damage" "MovementSlow_label" "Movement Slow" "MovementSlow_postvalue_label" "Movement Slow" "MovementSlow_postfix" "%" "FullRageCurrentHealthDamagePct_label" "Current Health Damage" "FullRageCurrentHealthDamagePct_postvalue_label" "Current Health Damage" "FullRageCurrentHealthDamagePct_postfix" "%" //----------------------------------------------------------------------------- // Pocket // synth //----------------------------------------------------------------------------- "Citadel_Synth_HeroTag_1" "Trickster" "Citadel_Synth_HeroTag_2" "Burst Damage" "Citadel_Synth_HeroTag_3" "Frogs" "synth_plasma_flux" "Flying Cloak" "synth_plasma_flux_quip" "Launch a damaging cloak that you can teleport to" "synth_plasma_flux_desc" "Launch a sentient cloak that travels forward and damages enemies. You can press {g:citadel_binding:'Ability2'} to teleport to its location." "synth_plasma_flux_t2_desc" "+{s:WeaponDamageBonus} Weapon Damage for {s:WeaponDamageBonusDuration}s
" "synth_plasma_flux_t3_desc" "+{s:MaxLifetime}s Lifetime and {s:AbilityCooldown}s Cooldown." "modifier_synth_plasma_flux_dps" "Flying Cloak" "modifier_synth_plasma_flux_weapon_damage" "Bonus Weapon Damage" "synth_plasma_flux_teleport" "Teleport" "modifier_synth_plasma_flux_auto_projectile" "Flying Cloak" "synth_pulse" "Enchanter's Satchel" "synth_pulse_quip" "Briefly escape into your suitcase, then deal damage" "synth_pulse_desc" "Escape into your suitcase. When the duration ends, deal {g:citadel_inline_attribute:'SpiritDamage'} to nearby enemies. Duration can be ended early by performing any action." "synth_pulse_t3_desc" "+{s:EscapeDuration}s Duration
+{s:Radius}m Radius
-{s:SlowPercent}% Move Speed and Fire Rate for {s:DebuffDuration}s" "EscapeDuration_label" "Escape Duration" "EscapeDuration_postvalue_label" "Escape Duration" "EscapeDuration_postfix" "s" "synth_barrage" "Barrage" "synth_barrage_quip" "Air glide while firing multiple projectiles" "synth_barrage_desc" "Channel to start launching projectiles that deal {g:citadel_inline_attribute:'SpiritDamage'} and apply {g:citadel_inline_attribute:'Slow'} around their impact point. Projectiles that hit a hero grant {s:hero_name} {g:citadel_inline_attribute:'DamageAmp'} that stacks.
Casting while airborne will cause {s:hero_name} to float.

Casting AirDash or Flying Cloak will not cancel Barrage.
" "synth_barrage_t3_desc" "+{s:AmpPercentPerStack}% Amp Per Stack and {s:Radius}m Radius" "DamagePerProjectile_label" "Damage Per Projectile" "DamagePerProjectile_postvalue_label" "Damage Per Projectile" "ProjectileAmount_label" "Projectile Amount" "ProjectileAmount_postvalue_label" "Projectile Amount" "ProjectileInterval_label" "Projectile Interval" "ProjectileInterval_postvalue_label" "Projectile Interval" "AmpPercentPerStack_label" "Amp Per Stack" "AmpPercentPerStack_postvalue_label" "Amp Per Stack" "AmpPercentPerStack_postfix" "%" "AmpDuration_label" "Amp Duration" "AmpDuration_postvalue_label" "Amp Duration" "AmpDuration_postfix" "s" "modifier_synth_barrage_debuff" "Barrage Slow" "modifier_synth_barrage_amp" "Barrage - Damage Amp" "synth_affliction" "Affliction" "synth_affliction_quip" "Apply damage over time to enemies nearby" "synth_affliction_desc" "Applies {g:citadel_inline_attribute:'SpiritIcon'}damage over time to enemies nearby.

Affliction's damage is non-lethal and does not apply item procs.
" "synth_affliction_t2_desc" "+{s:DebuffDuration}s Duration and +{s:Radius}m Radius" "synth_affliction_t3_desc" "Prevents all healing
+{s:DPS} DPS with increased Spirit scaling" "modifier_synth_affliction_debuff" "Afflicted" //----------------------------------------------------------------------------- // Hero: Mirage //----------------------------------------------------------------------------- "Citadel_Mirage_HeroTag_1" "Bodyguard" "Citadel_Mirage_HeroTag_2" "Traveller" "Citadel_Mirage_HeroTag_3" "Focused" "mirage_tornado" "Dust Devil" "mirage_tornado_quip" "Transform yourself into a whirlwind that lifts enemies" "mirage_tornado_desc" "Transform yourself into a whirlwind that travels forward, damaging enemies, slowing their move speed and lifting them up in the air. After emerging from the tornado you gain bullet evasion." "mirage_tornado_t1_desc" "+{s:Damage} Damage" "mirage_tornado_t2_desc" "
{s:AbilityCooldown}s Cooldown
+{s:WhirlwindEvasionChance}% Evasion" "mirage_tornado_t3_desc" "Recast within {s:RecastWindow}s.
Increases spirit scaling." "WhirlwindEvasionChance_label" "Bullet Evasion Chance" "WhirlwindEvasionChance_postvalue_label" "Bullet Evasion Chance" "WhirlwindEvasionChance_postfix" "%" "WhirlwindDuration_label" "Bullet Evasion Duration" "WhirlwindDuration_postvalue_label" "Bullet Evasion Duration" "WhirlwindDuration_postfix" "s" "HoldInPlaceDuration_label" "Lift Duration" "HoldInPlaceDuration_postvalue_label" "Lift Duration" "HoldInPlaceDuration_postfix" "s" "EnemyLiftDuration_label" "Lift Up Time" "EnemyLiftDuration_postvalue_label" "Lift Up Time" "EnemyLiftDuration_postfix" "s" "modifier_mirage_tornado_lift" "Dust Devil" "modifier_mirage_tornado_slow" "Dust Devil - Slow" "modifier_mirage_tornado_hold_in_place" "Immobilized" "mirage_fire_beetles" "Fire Scarabs" "mirage_fire_beetles_quip" "Send out scarabs that steal life from enemies" "mirage_fire_beetles_desc" "Infest an enemy with fire scarabs, stealing life from them and causing them to deal reduced damage." "mirage_fire_beetles_t2_desc" "+{s:AbilityCharges} Charge
+{s:StealDuration}s Duration" "mirage_fire_beetles_t3_desc" "{s:OutgoingDamagePenaltyPercent}% Damage Penalty
Increased Spirit scaling" "StatStealDuration_label" "Health Stealing Duration" "StatStealDuration_postvalue_label" "Health Steal Duration" "StatStealDuration_postfix" "s" //"AbilityButtonHint_MirageLaunchFireBeetle" "Launch Fire Beetle" "modifier_mirage_fire_scarabs_health_gain" "Fire Scarabs" "modifier_mirage_fire_scarabs_health_loss" "Fire Scarabs" "MirageFireScarabsHealthSteal_label" "Health Steal Per Sec" "MirageFireScarabsHealthSteal_postvalue_label" "Health Steal Per Sec" "mirage_teleport" "Traveler" "mirage_teleport_quip" "Teleport to an ally or enemy hero" "mirage_teleport_desc" "Target a location on the minimap. After a brief wait, teleport to that location. Taking damage during the wait period causes the teleport to be interrupted." "MirageTeleportMoveSpeed_conditional" "After Teleport" "mirage_teleport_movespeed" "Traveler - Bonus Movement" "mirage_teleport_t1_desc" "+{s:BonusMoveSpeed}m Move Speed and +{s:BonusFireRate}% Fire Rate for {s:MovementSpeedBonusDuration}s" "mirage_teleport_t2_desc" "{s:CombatBarrier} Barrier that scales with Spirit" "TeleportCompletedTime_label" "Wait Time" "TeleportCompletedTime_postvalue_label" "Wait Time" "TeleportCompletedTime_postfix" "s" "mirage_sand_phantom" "Djinn's Mark" "mirage_sand_phantom_quip" "Apply marks of escalating damage" "mirage_sand_phantom_desc" "Active: Consume all Djinn Marks to deal their damage now." "mirage_sand_phantom_passive_desc" "Passive: Your shots apply a Djinn Mark on the target. When the mark expires or is consumed, it deals {g:citadel_inline_attribute:'SpiritDamage'} and the target is briefly revealed on the map. Each added mark doubles the current damage.

There is a per target Cooldown for applying additional marks
" "mirage_sand_phantom_t1_desc" "On Proc: Apply a fading {s:MovementSpeedSlow}% Slow for {s:SlowDuration}s" "mirage_sand_phantom_t2_desc" "+{s:ProcDamageBase} Base Damage and +{s:VictimStackDuration}s Multiplier Duration" "mirage_sand_phantom_t3_desc" "{s:AbilityCooldown}s Cooldown
+{s:DMarkMaxMarks} Max Marks
Stun Victim for {s:StunDuration}s on Max Marks" "modifier_mirage_sand_phantom_passive_victim" "Djinn's Mark" "ProcDamageBase_label" "Base Damage" "ProcDamageBase_postvalue_label" "Base Damage" "VictimStackDuration_label" "Djinn's Mark Duration" "VictimStackDuration_postvalue_label" "Djinn's Mark Duration" "VictimStackDuration_postfix" "s" "RevealDuration_label" "Reveal Duration" "RevealDuration_postvalue_label" "Reveal Duration" "RevealDuration_postfix" "s" "DMarkProcCD_label" "Per Target Cooldown" "DMarkProcCD_postvalue_label" "Per Target Cooldown" "DMarkProcCD_postfix" "s" "DMarkMaxMarks_label" "Max Marks" "DMarkMaxMarks_postvalue_label" "Max Marks" "DMarkMultiplierPerStack_label" "Damage Per Mark" "DMarkMultiplierPerStack_postvalue_label" "Damage Per Mark" "DMarkMultiplierPerStack_postfix" "x" //----------------------------------------------------------------------------- // Pestilence //----------------------------------------------------------------------------- //"citadel_ability_pestilence_infection" "Infection" //"citadel_ability_pestilence_infection_desc" "Your abilities and bullets apply an infection onto enemies. Each infection stack resets the time and multiplies the damage the enemy takes from the infection." //"modifier_citadel_pestilence_infection_buildup" "Infecting" //"citadel_ability_pestilence_contaminate" "Contaminate" //"citadel_ability_pestilence_contaminate_desc" "Attacking targets with your weapon increases their Infection level and resets the duration." "citadel_ability_pestilence_contaminate_t1" "DPS" "citadel_ability_pestilence_contaminate_t2" "DPS" "citadel_ability_pestilence_contaminate_t3" "DPS" //"citadel_ability_pestilence_drone" "Drones" //"citadel_ability_pestilence_drone_desc" "{s:hero_name} creates a drone that attaches to enemies causing DOT." //"citadel_ability_pestilence_drone_t1" "Add Attach Time" //"citadel_ability_pestilence_drone_t1_desc" "+{s:DroneAttachLifetime}s lifetime when attached to enemies" //"citadel_ability_pestilence_drone_t2" "Add Drones" //"citadel_ability_pestilence_drone_t2_desc" "+{s:DroneCount} additional drones" //"citadel_ability_pestilence_drone_t3" "Drone DPS" //"citadel_ability_pestilence_drone_t3_desc" "+{s:DPS} DPS" //----------------------------------------------------------------------------- // TENGU // IVY //----------------------------------------------------------------------------- "Citadel_Tengu_HeroTag_1" "Team-up" "Citadel_Tengu_HeroTag_2" "Disruptor" "Citadel_Tengu_HeroTag_3" "Rock Solid" "citadel_ability_tengu_urn" "Entangling Thorns" "citadel_ability_tengu_urn_quip" "Damage and slow enemies in the area" "citadel_ability_tengu_urn_desc" "Summon a patch of choking thorns that damages and slows enemies in its radius." "citadel_ability_tengu_urn_t2_desc" "+{s:Radius}m Radius and increased DPS Spirit scaling" "citadel_ability_tengu_urn_t3_desc" "Enemies caught in thorns for {s:TimeToEntangle}s are Immobilized for +{s:EntangleDuration}s" "citadel_ability_tengu_stone_form" "Stone Form" "citadel_ability_tengu_stone_form_quip" "Turn into impervious stone and stun enemies nearby" "citadel_ability_tengu_stone_form_desc" "Turn yourself into impervious stone and smash into the ground, stunning and damaging enemies nearby. Heals you for a percentage of your max health." "citadel_ability_tengu_stone_form_t3_desc" "+{s:StunDuration}s Stun Duration and increased Damage spirit scaling" "MaxHealthRegen_label" "Max Health Heal" "MaxHealthRegen_postvalue_label" "Max Health Heal" "MaxHealthRegen_postfix" "%" "citadel_ability_tengu_stone_form/modifier_citadel_tengu_stone_form" "Stone Form" "citadel_ability_tangotether" "Kudzu Connection" "citadel_ability_tangotether_quip" "Empower yourself and a nearby ally" "citadel_ability_tangotether_desc" "Connect with a nearby ally to gain bonuses, replicated healing, and ignore the move speed penalty while shooting.

Receive 50% of Bonuses with no connection
Connection requires line of sight.
" "citadel_ability_tangotether_t2_desc" "+{s:BonusFireRate}% Fire Rate and +{s:BulletLifestealPercent}% Bullet Lifesteal" "citadel_ability_tangotether_t3_desc" "Ability is always active" //"tether_disconnecting" "Covenant - Disconnecting..." //"tether_disconnected" "Covenant - Disconnected" //"SelfMovementBonus_label" "Ivy Speed Bonus" "SelfMovementBonus_prefix" "+" "SelfMovementBonus_postfix" "m" //"TetherDistance_label" "Connection Range" "TetherDistance_postfix" "m" "TotalTetherTargets_label" "Tether Count" "TotalTetherTargets_postvalue_label" "Tether Count" "TetherSharedHealPct_label" "Replicated Healing" "TetherSharedHealPct_postvalue_label" "Replicated Healing" "TetherSharedHealPct_postfix" "%" //"citadel_modifier_tangotether_tether_receiver" "Covenant" "citadel_ability_tangotether_lock" "Lock on to Target" "AbilityButtonHint_DragonsFireSpeedUp" "Speed Up" "AbilityButtonHint_DragonsFireSpeedDown" "Slow Down" "citadel_ability_tengu_airlift" "Air Drop" "citadel_ability_tengu_airlift_quip" "Death from Above! Fly and drop an ally on enemies" "citadel_ability_tengu_airlift_desc" "Grab an ally and take flight with them. Drop your ally to cause an explosion, dealing {g:citadel_inline_attribute:'SpiritDamage'}. You and your ally gain increased Outgoing Damage when flying ends.

Cooldown reduced by {s:CooldownReductionPctOnOthers}% when used on allies.
Taking damage briefly disables using the ability.
While lifted, your ally cannot attack and deals {s:AllyOutgoingDamagePercent}% damage.
" "citadel_ability_tengu_airlift_t1_desc" "On Fly End : {s:AirDropBulletShield} Barrier to {s:hero_name} and ally that scales with Spirit" "citadel_ability_tengu_airlift_t2_desc" "+{s:SlowPercent}% Slow for {s:AirDropDebuffDuration}s on enemies hit" "citadel_ability_tengu_airlift_t3_desc" "Silence for {s:AirDropSilenceDuration}s on enemies hit.
Increases damage and barrier scaling." "modifier_airlift_ally" "Air Drop" "AirDropDebuffDuration_label" "Slow Duration" "AirDropDebuffDuration_postvalue_label" "Slow Duration" "AirDropDebuffDuration_postfix" "s" "AirDropSilenceDuration_label" "Silence Duration" "AirDropSilenceDuration_postvalue_label" "Silence Duration" "AirDropSilenceDuration_postfix" "s" "AirDropDebuff02Duration_label" "Bullet Resist Duration" "AirDropDebuff02Duration_postvalue_label" "Bullet Resist Duration" "AirDropDebuff02Duration_postfix" "s" "AirDropExplodeRadius_label" "Explode Radius" "AirDropExplodeRadius_postvalue_label" "Explode Radius" "AirDropExplodeRadius_postfix" "m" "AirDropBuffDuration_label" "Buff Duration" "AirDropBuffDuration_postvalue_label" "Buff Duration" "AirDropBuffDuration_postfix" "s" //"AirDropBuffDuration_prefix" "" "AirDropBulletResist_label" "Ally Bullet Resist" "AirDropBulletResist_postvalue_label" "Ally Bullet Resist" "AirDropBulletResist_postfix" "%" "AirDropBulletResist_prefix" "+" "AirDropBulletArmorReduction_label" "Enemy Bullet Resist" "AirDropBulletArmorReduction_postvalue_label" "Enemy Bullet Resist" "AirDropBulletArmorReduction_postfix" "%" "AirDropOutgoingDamagePercent_label" "Outgoing Damage Bonus" "AirDropOutgoingDamagePercent_postvalue_label" "Outgoing Damage Bonus" "AirDropOutgoingDamagePercent_postfix" "%" "AirDropSelfCastDelay_label" "Self Cast Time" "AirDropSelfCastDelay_postvalue_label" "Self Cast Time" "AirDropSelfCastDelay_postfix" "s" "AbilityButtonHint_DropBomb" "Drop Bomb" "AirDropBulletShield_label" "Barrier" "AirDropBulletShield_postvalue_label" "Barrier" //"AirDropBulletShield_postfix" "" //----------------------------------------------------------------------------- // Slork //----------------------------------------------------------------------------- //"modifier_slork_gun_poison" "Slork Poison Sprayer" //"modifier_slork_scald" "Slork Scalding Spray" //"citadel_weapon_slork_set" "Poison Sprayer" //"citadel_weapon_slork_set_desc" "Spews a short range toxic cloud that deals double damage to non-hero targets. When aimed, shoots a long range dart that poisons enemies." //"slork_scald" "Scald" //"slork_scald_desc" "Spray out an arc of superheated water that damages enemies over time." //"slork_scald_t1_desc" "Spray in a wide arc" //"slork_scald_t3_desc" "+{s:DPS} DPS and +{s:ImpactDamage} Impact damage" "DOTDuration_Label" "Duration" "DOTDuration_postvalue_label" "Duration" "DOTDuration_postfix" "s" //"slork_riptide" "Riptide" //"slork_riptide_desc" "Summon a churning vortex of superheated water that burns enemies and lauches them towards Slork." // "slork_scald_t1_desc" "Spray in a wide arc" //"slork_riptide_t3_desc" "+{s:DPS} DPS and +{s:ImpactDamage} Impact damage" //"modifier_slork_riptide" "Burned by Riptide" //"slork_raging_current" "Torrent Storm" //"slork_raging_current_desc" "Call water from deep underground, saturating an area. Every {s:TargetAcquireTime}s a torrent will well up, tossing enemies into the air after a {s:TorrentDelay}s delay. Enemies will be stunned and their bullet armor reduced." //"TorrentDelay_Label" "Torrent Delay" //"TorrentDuration_Label" "Torrent Duration" //"TorrentRadius_Label" "Torrent Radius" "TorrentRadius_postfix" "m" //"slork_chomp" "Chomp" //"slork_chomp_desc" "Dash forward and grab onto an enemy, biting them repeatedly. The enemy is slowed, disarmed, and silenced while grappled. When the target is below half health, deal an additional {s:DamagePercentHealth}% of their max health in damage." "HobbledMovementSlow_Label" "Movement Slow" "HobbledMovementSlow_postvalue_label" "Movement Slow" "HobbledMovementSlow_postfix" "%" //"slork_chomp_t2_desc" "+{s:ChompHealPercent}% Lifesteal from Chomp damage" // "slork_chomp_t3_desc" "Chomp deals {s:DamageMissingPercentHealth}% of the enemies missing health each second." //"modifier_slork_chomp_grapple" "Chomping an Enemy" //"modifier_slork_chomp_hobbled" "Getting Chomped" "fathom_scalding_spray" "Scalding Spray" "fathom_scalding_spray_quip" "Spray scalding water in a cone ahead of you." "fathom_scalding_spray_desc" "Spray scalding water in a cone ahead of you. You build up bonus weapon damage as the spray damages an enemy hero." "WeaponDamageBonusPerSec_label" "Weapon Damage Gain Per Sec" "WeaponDamageBonusPerSec_postvalue_label" "Weapon Damage Gain Per Sec" "WeaponDamageBonusPerSec_postfix" "%" "fathom_breach" "Breach" "fathom_breach_quip" "Launch forward into enemies" "fathom_breach_desc" "Launch forward, damaging all enemies near where you land and knocking them into the air." "fathom_reefdweller_harpoon" "Reefdweller Harpoon" "fathom_reefdweller_harpoon_quip" "Throw a harpoon to pull yourself towards a surface." "fathom_reefdweller_harpoon_desc" "Throw a harpoon that latches to a wall or ceiling, and pulls you in. Activates Lurker's Ambush's invisibility while being pulled in. Once hanging attached to the harpoon surface, gain additional charges.

Casting Reefdweller Harpoon does not break invisibility." "fathom_reefdweller_harpoon_passive_desc" "Passive: While out of combat and hidden on the minimap, heal a portion of your max health every second." "fathom_reefdweller_harpoon_t3_desc" "After detaching, gain {s:BonusFireRate}% Fire Rate for {s:DetachBuffDuration}s or until you reload" "fathom_reefdweller_harpoon/regen" "Reefdweller Harpoon Regen" "fathom_reefdweller_harpoon/detach_buff" "Fire Rate" "fathom_lurkers_ambush" "Lurker's Ambush" "fathom_lurkers_ambush_quip" "Become invisible and launch an immobilizing spit." "fathom_lurkers_ambush_passive_desc" "Passive: While out of combat and not seen by enemies, heal a portion of your max health every second. If you stand still, you also become invisible, so long as you stay still or crouched and don't perform any actions. While completely invisible, you are invulnerable." "fathom_lurkers_ambush_active_desc" "Hold [{s:ability_key}] to charge up a mouthful of sticky spit that damages and slows enemies. Damage and slow duration increase the longer you hold the spit.
Duration is halved if you are not latched to a wall." "fathom_lurkers_ambush/invis" "Invisible" "fathom_lurkers_ambush/regen" "Health Regen" "fathom_lurkers_ambush/immobilize" "Immobilized" "DebuffMaxDuration_label" "Max Slow Duration" "DebuffMaxDuration_postvalue_label" "Max Slow Duration" "DebuffMaxDuration_postfix" "s" "NotSeenByEnemiesRegen_label" "Max Health Regen" "NotSeenByEnemiesRegen_postvalue_label" "Max Health Regen" "NotSeenByEnemiesRegen_postfix" "%" "MaxDamage_label" "Max Damage" "MaxDamage_postvalue_label" "Max Damage" //"slork_ability_4" "Torrent" //"slork_ability_4_desc" "Slork creates a Jet of water that errupts from the ground damaging all nearby enemies and knocking them into the air." //"slork_ability_invis" "Ambush Predator" //"slork_ability_invis_desc" "Fade from view when not shooting or using abilities. When fully invisible, can be cast to deal {s:AmbushDamage} damage and +{s:StaminaDamage} stamina damage to enemies in front of Slork." //"InvisReapplyDelay_Label" "Delay before fading" //"InvisRegen_Label" "Invis Max Health Regen" "InvisRegen_postfix" "%" //"AmbushDamage_Label" "Ambush Damage" //"StaminaDamage_Label" "Stamina Damage" // "slork_ability_invis_t2_desc" "-{s:InvisReapplyDelay}s Delay before fading" //"slork_last_breath" "Deep's Embrace" //"slork_last_breath_desc" "Encase yourself in a sphere of water that can absorb up to {s:DamageAbsorb} damage before bursting. When the sphere disipates for any reason enemies in range take {s:BurstDamage} damage." //"DamageAbsorb_Label" "Damage Absorbed" //"HitsToRelease_Label" "Hits to Release" //"modifier_slork_invis" "Invisible" //"modifier_slork_ambush" "Ambush Damage" //"modifier_slork_visible" "Can't hide" //"modifier_slork_lastbreath" "Last Breath" //"modifier_slork_lastbreath_damage_amp" "Baited" //----------------------------------------------------------------------------- // Operative //----------------------------------------------------------------------------- "operative_umbrella_maneuver" "Umbrella Maneuver" "operative_umbrella_maneuver_desc" "Use your umbrella to catch a gust of wind that lifts you backwards. You then charge up your umbrella to fire a projectile that explodes on impact." "operative_umbrella_maneuver_t3_desc" "[Not Yet Implemented]" "modifier_operative_umbrella_maneuver_watcher" "Umbrella Maneuver" "modifier_operative_umbrella_maneuver_air_hang" "Umbrella Maneuver" "operative_blindside" "Blindside" "operative_blindside_passive_desc" "Passive: Deal bonus damage with your gun and melee attacks when hitting an enemy in the back." "operative_blindside_active_desc" "Active: Throw a concussion grenade that reduces enemies' turn rate." "BackstabBonusDamagePct_label" "Blindside Damage" "BackstabBonusDamagePct_postvalue_label" "Blindside Damage" "BackstabBonusDamagePct_postfix" "%" "TurnRateSlowDuration_label" "Slowed Turn Rate Duration" "TurnRateSlowDuration_postvalue_label" "Slowed Turn Rate Duration" "TurnRateSlowDuration_postfix" "s" //"EnemyTurnRateMax_label" "Enemy Turn Rate Max" //"EnemyTurnRateMax_postfix" "%" "operative_scattercharge" "Scattercharge" "operative_scattercharge_desc" "Spin your umbrella, launching numerous charges in a cone ahead of you. They detonate shortly after landing on the ground." "operative_revelation" "Revelation" "operative_revelation_desc" "Activate your relic. Enemy heroes nearby have slowed movement and dashes, and receive damage over time when looking towards you. If enemies look at you long enough, they get cursed." "CurseDuration_label" "Curse Duration" "CurseDuration_postvalue_label" "Curse Duration" "CurseDuration_postfix" "s" "TimeBeforeCursed_label" "Time Until Cursed" "TimeBeforeCursed_postvalue_label" "Time Until Cursed" "TimeBeforeCursed_postfix" "s" "modifier_operative_revelation_caster" "Revelation" "modifier_operative_revelation_debuff" "Revelation Curse" //----------------------------------------------------------------------------- // Kali //----------------------------------------------------------------------------- //"citadel_ability_kali_spinning_blade" "Occilioblade" //"citadel_ability_kali_spinning_blade_quip" "Launch a boomerang that flies back" //"citadel_ability_kali_spinning_blade_desc" "Throw a spinning blade that deals damage and returns to you." //"citadel_ability_kali_spinning_blade_t1_desc" "{s:SlowPercent}% slow for {s:SlowDuration}s on enemies hit" //"citadel_ability_kali_spinning_blade_t2_desc" "+{s:Damage} Damage and Occilioblade gains +100% more damage from spirit" //"citadel_ability_kali_spinning_blade_t3_desc" "{s:CooldownReductionOnHit}s Cooldown for each enemy hit by Occilioblade" //"CooldownReductionOnCatch_label" "Cooldown on Catch" //"CooldownReductionOnCatch_postfix" "s" "CooldownReductionOnHit_label" "Cooldown Reduced on Hero Hit" "CooldownReductionOnHit_postvalue_label" "Cooldown Reduced on Hero Hit" "CooldownReductionOnHit_postfix" "s" "CooldownReductionOnHitNonHero_label" "Cooldown Reduced on Non-Hero Hit" "CooldownReductionOnHitNonHero_postvalue_label" "Cooldown Reduced on Non-Hero Hit" "CooldownReductionOnHitNonHero_postfix" "s" "MaxCooldownReductionsFromHits_label" "Max Cooldown Reduction" "MaxCooldownReductionsFromHits_postvalue_label" "Max Cooldown Reduction" //"ability_kali_dust_storm" "Dust Storm" //"ability_kali_dust_storm_quip" "Send out a tornado that slows enemies" //"ability_kali_dust_storm_desc" "Send out a tornado that damages enemies it touches, as well as applying a lingering movement and fire rate slow." //"EnemyBulletDamageReduction_label" "Enemy Weapon Damage" "EnemyBulletDamageReduction_postfix" "%" //"modifier_dust_storm_debuff" "Slow Firerate & Movement" //"ability_kali_dust_storm_t3_desc" "{s:AbilityCooldown} Cooldown and +{s:AbilityDuration}s Duration" //"citadel_ability_kali_disruptive_charge" "Pack Hunter" //"citadel_ability_kali_disruptive_charge_quip" "You and nearby allies move much faster" //"citadel_ability_kali_disruptive_charge_desc" "Provides a large speed bonus to you and nearby allies. The speed bonus decays over time." //"citadel_ability_kali_disruptive_charge_t2_desc" "{s:LifestealPercent}% Damage Lifesteal for the duration of Pack Hunter" //"modifier_citadel_disruptive_charge" "Pack Hunter" //"MoveSpeedBonusPercentStart_label" "Speed Bonus" "MoveSpeedBonusPercentStart_prefix" "+" "MoveSpeedBonusPercentStart_postfix" "%" //"ability_kali_tornado_blade" "Whirling Blade" //"ability_kali_tornado_blade_desc" "Throw a blade that deals damage to everything around it. Press the skill's Ability key to stop Whirling Blade in place and to expand its size. Deals additional damage on expansion." //"ability_kali_trappers_bolo" "Trapper's Delight" //"ability_kali_trappers_bolo_quip" "Immobilize nearby enemies" //"ability_kali_trappers_bolo_desc" "Throw a bolo that bounces between enemy heroes before returning to you. Victims will slow down over {s:DebuffDelay}s and then become immobilized for {s:ImmobilizeDuration}s. Bounces once per hero." //"ability_kali_trappers_bolo_t1_desc" "Enemies hit by the bolo give {s:ReverseLifeLeech}% Lifesteal for {s:ReverseLifeLeechDuration}s" //"ability_kali_trappers_bolo_t3_desc" "Stun enemies that are immobilized" //"BoloBounceCount_label" "Max Bounces" //"BoloProcDamage_label" "Damage on Immobilize" //"BoloHitDamage_label" "Damage on Hit" //"modifier_citadel_bolo" "Immobilizing..." "modifier_bolo_immobilized" "Immobilized" //"modifier_bolo_leech" "Leeching..." //----------------------------------------------------------------------------- // Hero Demoman //----------------------------------------------------------------------------- //"mortar_sentry_grenade" "Mortar Sentry Grenade" //"ability_explosive_trap" "Remote Bomb" //"ability_explosive_trap_desc" "A bomb that launches everything it hits up in the air. Manually detonate by pressing [1] after arming. Useful for mobility." //"ability_explosive_trap_t1_desc" "ArmTime decreased by {s:ArmTime} and Blast Force +{s:Force}" //"ability_explosive_trap_t3_desc" "Bomb throw range +{s:ProjectileSpeedBonus}% and damage +{s:Damage}" //"Force_label" "Blast Force" //"citadel_ability_mortarsentry" "Mortar Sentry" //"citadel_ability_mortarsentry_desc" "Deploy a Sentry infront of {s:hero_name} that periodically launches mortars at enemies in the target area. Deals reduced damage to boss types" //"citadel_ability_mortarsentry_t1_desc" "Sentry health +{s:Health}Hp and Sentry Lifetime +{s:TurretLifetime}s" //"citadel_ability_mortarsentry_t2_desc" "Ability charges +{s:AbilityCharges}s and search radius +{s:SearchRadius}m" //"citadel_ability_mortarsentry_t3_desc" "Bombs per volley +{s:GrenadesPerVolley}" //"ability_mirv_grenade_buff" "Mad Bomber" //"ability_mirv_grenade_buff_desc" "Tempoarily turns {s:hero_name}'s primary weapon attack to explode in to a cluster of bombs." //"ability_mirv_grenade_buff_t1" "Mad Bomber" //"ability_mirv_grenade_buff_t1_desc" "Adds +{s:Grenades} bomb per cluster and +{s:AbilityDuration}s duration" //"ability_mirv_grenade_buff_t2" "Potency" //"ability_mirv_grenade_buff_t2_desc" "+{s:BlastDamage} damage per grenade and +{s:AbilityDuration}s duration" //"ability_mirv_grenade_buff_t3" "Carpet Bombing" //"ability_mirv_grenade_buff_t3_desc" "Infinite Shots while Mad Bomber is active" //"ability_carpetbomb_drone" "Street Cleaner" //"ability_carpetbomb_drone_desc" "Summon a drone that drops bombs as it flies. The Drone moves towards the aimed direction. Drone explodes in to a cluster of bombs when it expires" //"ability_carpetbomb_drone_t1_desc" "Drone Life Time +{s:DroneLifeTime}s" //"ability_carpetbomb_drone_t2_desc" "Ability Cooldown {s:AbilityCooldown}s and Drone Health +{s:DroneHealth}" //"ability_carpetbomb_drone_t3_desc" "Bomb drop interval {s:AttackRate}s and Drone speed +{s:DroneSpeed}" //"modifier_consumed_armor_buff" "Spirit and Bullet Armor" //"modifier_mirv_grenades" "Mad Bomber" //----------------------------------------------------------------------------- //----------------------------------------------------------------------------- // Hero Hijack //----------------------------------------------------------------------------- //"citadel_ability_hijack_stacking_weapon_jammer" "Weapon Jammer" //"citadel_ability_hijack_stacking_weapon_jammer_desc" "Your bullets charge up a Weapon Jammer on enemy heroes that will give them a percent chance to misfire (bullet does not fire and they damage themselves)." //"citadel_modifier_passive_hijack_stacking_weapon_jammer" "Gun Jammed" //"citadel_ability_surveillance_drone" "Deploy Combat Drone" //"citadel_ability_surveillance_drone_desc" "Deploys a fragile Combat Drone which has unique abilities." //"modifier_citadel_surveillance_drone_alive" "Combat Drone Active" //"citadel_hijack_drone_extra_abilities" "Combat Drone Abilities" //"citadel_ability_surveillance_drone_player_camera" "Player Camera" //"citadel_ability_surveillance_drone_player_camera_desc" "Switches Camera from Drone to Player" //"citadel_ability_drone_detecting_enemies" "Drone Infrared Camera" //"citadel_ability_drone_detecting_enemies_desc" "Outlines all enemy players (including hidden enemies) infront of where the drone is currently looking at." //"citadel_ability_surveillance_drone_camera" "Drone Camera" //"citadel_ability_surveillance_drone_camera_desc" "Switches Camera from Player to Drone" //"citadel_ability_drone_teleport" "Drone Teleport" //"citadel_ability_drone_teleport_desc" "Instant Cast: teleports Hijack below the drone after the cast delay." //"citadel_ability_surveillance_drone_crash" "Drone Crash" //"citadel_ability_surveillance_drone_crash_desc" "Crashes Drone into ground dealing AOE damage" //"citadel_ability_hijack_mind_control" "Hack Enemy Units" //"citadel_ability_hijack_mind_control_desc" "Changes the team of enemy NPC's in an area and gives them extra health and bonus weapon damage. {s:hero_name} and nearby allies gain half the gold bounty for each hacked unit." //"ability_hijack_richochet_projectile" "Ricochet Dagger" //"ability_hijack_richochet_projectile_desc" "Throws a dagger which bounces off walls and launches towards nearby enemies. Pierces and deals damage to any enemy units it hits. Damage increases after first bounce off wall." //"citadel_modifier_passive_hijack_weapon_jammer_buildup" "Weapon Jammer" //"citadel_modifier_passive_hijack_weapon_jammer_buildup_desc" "Weapon Jammer Building" //"modifier_citadel_hijack_weapon_jammer_proc" "Weapon Jammed" //"modifier_citadel_hijack_weapon_jammer_proc_desc" "Weapon has been Jammed" //"modifier_citadel_drone_spotted_enemy" "Visible to Enemy" //"modifier_citadel_drone_spotted_enemy_desc" "The enemy can see your position" //"citadel_ability_surveillance_drone_t2_desc" "+{s:CrashImpactRadius} crash impact radius, +{s:DroneCrashDamage} drone crash damage" //"ExtraDamagePerBounce_label" "Extra Damage per bounce" //"MindControlHealthBonus_label" "Extra Health given to units" //"MisfireBuildupPercentPerShot_label" "Buildup Percent Per Shot" //"CrashImpactRadius_label" "Crash Damage Radius" //"DroneCrashDamage_label" "Drone Crash Damage" //"DroneSpeed_label" "Drone Speed" //"MaxUnitsMindControl_label" "Max Units" //"PreBounceDamage_label" "Pre-Bounce Damage" //"PostBounceDamage_label" "Post-Bounce Damage" //"MisfireProcChance_label" "Percent Chance enemy Misfires" //"UnitBonusDamagePercent_label" "Damage increase percent" //"ability_hijack_richochet_projectile_t3_desc" "+{s:PreBounceDamage} Pre-Bounce Damage. +{s:PostBounceDamage} Post-Bounce Damage." //"citadel_ability_hijack_mind_control_t1_desc" "Hacked units deal an extra {s:UnitBonusDamagePercent}% damage" //"citadel_ability_hijack_mind_control_t3_2_desc" "Hacked units deal an extra {s:UnitBonusDamagePercent}% damage" //"citadel_ability_drone_detecting_enemies_t3" "Drone Infrared Camera" //"citadel_ability_drone_detecting_enemies_t3_desc" "Enable Drone infrared Camera" //----------------------------------------------------------------------------- //----------------------------------------------------------------------------- //----------------------------------------------------------------------------- // Mecha Guy //----------------------------------------------------------------------------- //"citadel_ability_mechaguy_echo" "Echo" //"citadel_ability_mechaguy_echo_desc" "Afflicts a target with Echo. When the target takes damage, nearby enemies are slowed by {s:SlowPercent}% for {s:SlowDuration}s" //"citadel_ability_mechaguy_echo_t2_desc" "Damage increases Echo duration by {s:RefreshAmount}s" //"citadel_ability_mechaguy_echo_t3_desc" "Echo spreads to nearby enemies" "modifier_citadel_mechaguy_echo_slow" "Slowed" //"modifier_citadel_mechaguy_echo" "Echo" //"citadel_ability_mechaguy_retaliate" "Retaliate" //"citadel_ability_mechaguy_retaliate_desc" "Charges a projectile for {s:AbilityDuration}s. Deals {s:Damage} + {s:DamageMultiplier}x damage taken while charging" //"citadel_ability_mechaguy_retaliate_t1_desc" "Projectile gains {s:Radius}m explosion radius" //"citadel_ability_mechaguy_retaliate_t2_desc" "+{s:DamageMultiplier}x damage multiplier" //"citadel_ability_mechaguy_retaliate_t3_desc" "Heals for {s:HealPercent}% damage taken" //"modifier_citadel_mechaguy_retaliate" "Retaliate" //"citadel_ability_mechaguy_double_edge" "Double Edge" //"citadel_ability_mechaguy_double_edge_desc" "Deals {s:Damage} damage to both you and your target" //"citadel_ability_mechaguy_double_edge_t2_desc" "Deals {s:DamageHealthPercent}% of your health as additional damage" //"citadel_ability_mechaguy_double_edge_t3_desc" "+{s:AbilityUnitTargetLimit} targets" //"citadel_ability_mechaguy_defense_field" "Reactive Armor" //"citadel_ability_mechaguy_defense_field_desc" "Fires defensive rockets at attackers, and build regeneration for every {s:RegenThreshold} damage taken" //"modifier_mechaguy_defense_field_aura_thinker" "Reactive Armor" //"citadel_ability_mechaguy_defense_field_t2_desc" "+{s:RegenPercent}% health recovery " //----------------------------------------------------------------------------- //----------------------------------------------------------------------------- // Duo //----------------------------------------------------------------------------- //"citadel_ability_duo_summon_drone" "Summon" //"citadel_ability_duo_summon_drone_desc" "Summons your drone." //"citadel_ability_duo_summon_drone_t1_desc" "Drone also gets player items" //"citadel_ability_duo_summon_drone_t2_desc" "Fire a barrage of rockets while in sentry mode" //"citadel_ability_duo_summon_drone_t3_desc" "Immobilize targets in place in attack mode" // //"citadel_ability_duo_energy_link" "Energy Link" //"citadel_ability_duo_energy_link_desc" "A short range tether which heals your drone. Breaks if you walk out of range.

If targeting an enemy, deals damage instead." //"modifier_citadel_duo_energy_link" "Energy Link" //"modifier_citadel_duo_energy_link_duration" "Energy Link" //"citadel_ability_duo_energy_link_t2_desc" "+{s:ExternalBonusHealthRegen} Regen
+{s:DPS} DPS" //"citadel_ability_duo_energy_link_t3_desc" "Applies damage and healing effects within {s:ZapDistance}m of target" // //"citadel_ability_duo_fusion_scalpel" "Fusion Scalpel" //"citadel_ability_duo_fusion_scalpel_desc" "Forms a link between you and your drone, dealing damage to enemies which touch it" //"modifier_citadel_duo_fusion_scalpel_target" "Fusion Scalpel" //"citadel_ability_duo_fusion_scalpel_t2_desc" "Slows enemies by {s:SlowPercent}% for {s:DebuffDuration}s" //"citadel_ability_duo_fusion_scalpel_t3_desc" "Link with up to {s:MaxAllyLinks} nearby allies" // //"citadel_ability_duo_arc_cannon" "Arc Cannon" //"citadel_ability_duo_arc_cannon_desc" "Duo's drone sweeps its laser {s:SweepCount} times from the sky, dealing damage to anyone caught in its path." //"citadel_ability_duo_arc_cannon_t1_desc" "Burns ground, dealing {s:BurnDPS} dps for {s:BurnDuration}s" //"citadel_ability_duo_arc_cannon_t3_desc" "+{s:SweepCount} sweeps
{s:SweepInterval}s between laser sweeps" //"citadel_modifier_duo_arc_cannon" "Arc Cannon" //"citadel_ability_duo_grenade" "Grenade" //"citadel_ability_duo_grenade_desc" "Throw a grenade that explodes after {s:ArmingDuration}s" //"citadel_ability_duo_grenade_t3_desc" "+{s:AbilityCharges} charges and Charge Delay {s:AbilityCooldownBetweenCharge}s" // Drone orders //"citadel_duo_drone_extra_abilities" "Combat Drone Abilities" //"citadel_ability_duo_order" "Order" //"citadel_ability_duo_order_attack" "Attack" //"citadel_ability_duo_order_attack_desc" "Orders your drone to attack a specific target. It will chase the target as needed to shoot the target" //"citadel_ability_duo_order_sentry" "Sentry" //"citadel_ability_duo_order_sentry_desc" "Orders your drone to guard an area. It will automatically attack any nearby threats" //"citadel_ability_duo_order_follow" "Follow" //"citadel_ability_duo_order_follow_desc" "Orders your drone to follow you. It will automatically attack anyone who shoots you, or anyone you shoot." //"citadel_ability_duo_order_cancel" "Cancel" // UI //"modifier_duo_drone_health" "Drone" // Drone //"citadel_modifier_duo_drone_tracker" "Drone" //----------------------------------------------------------------------------- //----------------------------------------------------------------------------- // Yamato //----------------------------------------------------------------------------- "Citadel_Yamato_HeroTag_1" "Relentless" "Citadel_Yamato_HeroTag_2" "Acrobatics" "Citadel_Yamato_HeroTag_3" "Pursuer" "citadel_ability_power_slash" "Power Slash" "citadel_ability_power_slash_quip" "Charge up an attack, dealing high damage on a full charge" "citadel_ability_power_slash_desc" "Channel to increase damage over {s:AbilityCastDelay} seconds, then release a fully-charged sword strike.
Press{g:citadel_binding:'Ability1'}or{g:citadel_binding:'Attack'}to trigger the strike early, dealing partial damage." "power_slash_debuff" "Power Slash" "SlashLength_label" "Slash Length" "SlashLength_postvalue_label" "Slash Length" //"SlashWideRadius_label" "Power Stance Slash Radius" "SlashWideRadius_postfix" "m" "SlashLength_postfix" "m" //"RecoveryDuration_label" "Recovery Time" //"RecoveryDuration_prefix" "" "RecoveryDuration_postfix" "s" //"StanceWeaponRangeScale_label" "Weapon Range" "StanceWeaponRangeScale_postfix" "%" //"DamageMinDisplay_label" "Min Damage" //"DamageMaxDisplay_label" "Max Damage" //"ShortChargeDamagePct_label" "Short Charge Dmg" "ShortChargeDamagePct_postfix" "%" //"MediumChargeDamagePct_label" "Medium Charge Dmg" "MediumChargeDamagePct_postfix" "%" "FullChargeDamage_label" "Full Charge Damage" "FullChargeDamage_postvalue_label" "Full Charge Damage" "citadel_ability_power_slash_t1_desc" "+{s:SlowPercent}% Movement Slow for {s:SlowDuration}s" "citadel_ability_power_slash_t2_desc" "{s:AbilityCooldown}s Ability Cooldown" "citadel_ability_power_slash_t3_desc" "+{s:SlashLength}m Cast Range
+{s:FullChargeDamage} Damage and Increases Spirit Power scaling" //"StaminaToRemove_label" "Stamina Drain" "citadel_ability_flying_strike" "Flying Slash" "citadel_ability_flying_strike_quip" "Fly towards an enemy target" "citadel_ability_flying_strike_desc" "Throw a grappling hook to reel yourself towards an enemy, dealing{g:citadel_inline_attribute:'MeleeDamage'} and slowing the target when you arrive." "citadel_ability_flying_strike/slow" "Flying Slash Slow" //"citadel_ability_flying_strike/weapon_buff" "+Weapon Damage" "citadel_ability_flying_strike_t2_desc" "Gain +{s:SpiritBonus} Spirit Power for {s:BuffDuration}s" "citadel_ability_flying_strike_t3_desc" "Alt-Cast to Grapple allies
+{s:AbilityCastRange}m Cast Range
Gains 1 extra charge" "yamato_flying_strike_t3_header" "Upon reaching target:" "citadel_ability_infinity_slash" "Shadow Transformation" "citadel_ability_infinity_slash_quip" "Become invincible and more powerful" "citadel_ability_infinity_slash_desc" "Become infused with {s:hero_name}'s shadow soul. After an initial invincible transformation your abilities are refreshed and are 60% faster. You gain immunity to negative status effects and have greatly increased bullet and spirit resist.
When you get a hero kill, you heal and the duration is extended." //"citadel_ability_infinity_slash_buff_header" "Per Hero Hit" "citadel_ability_infinity_slash_t2_desc" "+{s:BonusMoveSpeed}m Move Speed and {s:AbilityCooldown} Cooldown" "citadel_ability_infinity_slash_t3_desc" "+{s:AbilityDuration}s Duration
+{s:BulletResist}% Bullet Resist
+{s:TechResist}% Spirit Resist" "ShadowDuration_label" "Explosion Delay" "ShadowDuration_postvalue_label" "Explosion Delay" "ShadowDuration_postfix" "s" //"PrepareTime_label" "Prepare Time" "PrepareTime_postfix" "s" "AbilitySpeedPct_label" "Ability Speed" "AbilitySpeedPct_postvalue_label" "Ability Speed" "AbilitySpeedPct_prefix" "+" "AbilitySpeedPct_postfix" "%" "ShadowFormDurationOnKill_label" "Duration On Kill" "ShadowFormDurationOnKill_postvalue_label" "Duration On Kill" "ShadowFormDurationOnKill_prefix" "+" "ShadowFormDurationOnKill_postfix" "s" "InfinitySlashHealOnKill_label" "Max HP Heal On Kill" "InfinitySlashHealOnKill_postvalue_label" "Max HP Heal On Kill" "InfinitySlashHealOnKill_postfix" "%" "InfinitySlashHealOnCast_label" "Max HP Heal On Cast" "InfinitySlashHealOnCast_postvalue_label" "Max HP Heal On Cast" "InfinitySlashHealOnCast_postfix" "%" "citadel_ability_infinity_slash/timer" "Shadow Form" "citadel_ability_healing_slash" "Crimson Slash" "citadel_ability_healing_slash_quip" "Damage enemies nearby, healing on hit" "citadel_ability_healing_slash_t1_desc" "On Hit : +{s:BuffMeleeDamage}% Melee Damage for {s:BuffDuration}s" "citadel_ability_healing_slash_t2_desc" "On Hero Hit : +{s:HealMaxHealth}% Max Health Heal" "citadel_ability_healing_slash_t3_desc" "{s:AbilityCooldown}s Cooldown and increases scaling" "citadel_ability_healing_slash_desc" "Slash enemies in front of you, damaging them and slowing their fire rate. If any enemy heroes are hit, you heal." "citadel_ability_healing_slash/debuff" "Crimson Slash" "HealMaxHealth_label" "Heal on hero hit" "HealMaxHealth_postvalue_label" "Heal on hero hit" "HealMaxHealth_postfix" "% of Max Health" "HealFixedHealth_label" "Heal on hero hit" "SpiritBonus_label" "Bonus Spirit" "SpiritBonus_postvalue_label" "Bonus Spirit" "HealFixedHealth_postvalue_label" "Heal on hero hit" //----------------------------------------------------------------------------- //----------------------------------------------------------------------------- // Ballista //----------------------------------------------------------------------------- //"citadel_ability_ballista_shell_shotgun" "Flak Cannon" //"citadel_ability_ballista_shell_shotgun_desc" "Ballista wields a massive flak cannon, dealing damage and knocking back enemies in front of her.

Deals weapon damage" //"citadel_ability_ballista_shell_shotgun_t3_desc" "Hitting {s:TargetsToAddCharge}+ targets refunds charge" //"citadel_ability_ballista_bullet_storm" "Bullet Storm" //"citadel_ability_ballista_bullet_storm_desc" "Fires a shell into the air which explodes into a rain of shrapnel. Deals damage over time and slows." //"citadel_ability_ballista_bullet_storm/modifier_ballista_bullet_storm_aura/modifier_ballista_bullet_storm_debuff" "Bullet Storm" //"citadel_ability_ballista_ammo_pack" "Belt Feed" //"citadel_ability_ballista_ammo_pack_desc" "Equips an ammo backpack, allowing rapid fire of heavy ballistic shells. Slows the user somewhat.

This can be cancelled by toggling off. Remaining shells will be lost." //"citadel_ability_ballista_ammo_pack_t1_desc" "+{s:ClipSize} shells" //"modifier_citadel_ballista_ammo_pack_pickup_timer" "Picking up ammo pack..." //"ability_teammate_armor_buff" "Protective Shell" //"ability_teammate_armor_buff_desc" "Apply a temporary Bullet and Spirit barrier to a friendly unit or yourself." //"ability_teammate_armor_buff_t1_desc" "Add move speed bonus effect +{s:SpeedBonus}m/s" //"ability_teammate_armor_buff_t2_desc" "Adds health regen effect +{s:HealthRegenBonus}" //"ability_teammate_armor_buff_t3_desc" "Bullet Shield +{s:BulletShieldHealth} and Spirit Shield +{s:TechShieldHealth}" //"SpeedBonus_label" "Move Speed Bonus" "SpeedBonus_postfix" "m" //"ability_teammate_armor_buff/modifier_consumed_armor_buff" "Protective Shell" //"citadel_ability_ballista_mine_field" "Mine Field" //"citadel_ability_ballista_mine_field_desc" "Places a clister of proximity mines around the target area. Mines deal damage and slow their victims" //"citadel_ability_ballista_mine_field_t2_desc" "+{s:NumMines} mines" //"citadel_ability_ballista_fusion_bomb" "Fusion Bomb" //"citadel_ability_ballista_fusion_bomb_desc" "Plants a fused bomb that deals light damage every second, until it explodes after {s:Fuse}." //"Fuse_label" "Fuse length" "Fuse_postfix" "s" //"TickDamage_label" "Damage per bomb tick" //"BombDamagePercent_label" "Target max health as damage" "BombDamagePercent_postfix" "%" "MoveSpeedSlowPercent_label" "Movement slow" "MoveSpeedSlowPercent_postvalue_label" "Movement slow" "MoveSpeedSlowPercent_postfix" "%" "MODIFIER_VALUE_MOVEMENT_SPEED_SLOW_PERCENT_label" "Movement slow" "MODIFIER_VALUE_MOVEMENT_SPEED_SLOW_PERCENT_postvalue_label" "Movement slow" "MODIFIER_VALUE_MOVEMENT_SPEED_SLOW_PERCENT_postfix" "%" "citadel_ability_ballista_fusion_bomb/modifier_citadel_ballista_fusion_bomb_slow" "Slowed" //"citadel_ability_ballista_fusion_bomb/modifier_citadel_ballista_fusion_bomb_plant" "Planting bomb..." //"citadel_ability_ballista_fusion_bomb/modifier_ballista_fusion_bomb_warning_aura/modifier_ballista_fusion_bomb_warning_target" "Take cover!" //----------------------------------------------------------------------------- // Viscous //----------------------------------------------------------------------------- "Citadel_Viscous_HeroTag_1" "Evasive" "Citadel_Viscous_HeroTag_2" "Disruptor" "Citadel_Viscous_HeroTag_3" "Gooey" "viscous_goo_grenade" "Splatter" "viscous_goo_grenade_desc" "Throw a ball of goo that deals damage and leaves puddles of goo behind that apply movement slow to enemies in the radius." "viscous_goo_grenade_bounce_desc" "Multiple hits to the same target deal less damage." "viscous_goo_grenade_quip" "Damage enemies and make a mess" "viscous_goo_grenade_puddle_desc" "Goo puddles linger on the ground and apply a movement slow to enemies walking on them.

You and your allies slide faster on goo puddles." "viscous_goo_grenade/modifier_viscous_goo_grenade_debuff" "Slowed" "viscous_goo_grenade_t1_desc" "+{s:Damage} Damage and +{s:Radius}m Radius" "viscous_goo_grenade_t3_desc" "+{s:MaxBounces} Bounces and improved Spirit Scaling" "MaxBounces_label""Bounces" "MaxBounces_postvalue_label""Bounces" "PuddleRadius_label" "Puddle Radius" "PuddleRadius_postvalue_label" "Puddle Radius" "PuddleRadius_postfix" "m" "PuddleDuration_label" "Puddle Duration" "PuddleDuration_postvalue_label" "Puddle Duration" "PuddleDuration_postfix" "s" "viscous_restorative_goo" "The Cube" "viscous_restorative_goo_desc" "Encase the target in a cube of restorative goo that protects from damage, and increases health regen. Target is unable to take any new actions while cubed. Can be used on self. Press {g:citadel_binding:'Mantle'} to escape early." "viscous_restorative_goo_quip" "The Cube is a safe place to be" "viscous_restorative_goo_t1_desc" "Increases Move Speed and Stamina Recovery" "viscous_restorative_goo_t2_desc" "+{s:BonusHealthRegen} Health Regen and +{s:AbilityDuration}s Duration" "viscous_restorative_goo_t3_desc" "Removes all non-ult Debuffs and {s:AbilityCooldown}s Cooldown" "viscous_restorative_goo_buff_desc" "After exiting the cube, the target has increased move speed and stamina recovery for a short duration." "PostCubeBuffDuration_label" "Buff Duration" "PostCubeBuffDuration_postvalue_label" "Buff Duration" "PostCubeBuffDuration_postfix" "s" "modifier_restorative_goo" "The Cube" //"viscous_restorative_goo/modifier_restorative_goo/breakoutProgress" "Breaking out" //"viscous_goo_puddle" "Goo Form" //"viscous_goo_puddle_desc" "Turn yourself into a puddle of goo, becoming immune to harm and dealing damage to nearby enemies." //"viscous_goo_puddle_t3_desc" "[Not Yet Implemented]" "viscous_goo_bowling_ball" "Goo Ball" "viscous_goo_bowling_ball_desc" "Morph into a large goo ball that deals damage and stuns enemies on impact. The ball grants large amounts of Bullet and Spirit resist, bounces off walls and can double jump." "viscous_goo_bowling_ball_quip" "Roll around and cause chaos" "viscous_goo_bowling_ball_t2_desc" "+{s:Damage} Damage and +{s:BulletResist}% Resists" "viscous_goo_bowling_ball_t3_desc" "+{s:AbilityDuration}s Duration, +{s:StunDuration}s Stun Duration, and +{s:Damage_scale} Spirit Scaling" "BallRadius_label" "Ball Radius" "BallRadius_postvalue_label" "Ball Radius" "BallRadius_postfix" "m" "viscous_telepunch" "Puddle Punch" "viscous_telepunch_desc" "Materialize a fist in the world that punches everyone in the area, applying {g:citadel_inline_attribute:'KnockUp'}.

Punching an enemy deals {g:citadel_inline_attribute:'MeleeDamage'} and applies {g:citadel_inline_attribute:'Slow'}. Enemies can Parry this attack.

You and your allies have increased Air Control." "viscous_telepunch_quip" "Punch enemies with a giant fist" "viscous_telepunch_t1_desc" "+{s:AbilityCharges} Charge and +{s:Damage} Damage" "viscous_telepunch_t2_desc" "+{s:Radius}m Radius and +{s:LifeStealPercentOnHit}% Lifesteal" "viscous_telepunch_t3_desc" "{s:AbilityCooldown}s Cooldown and now deals Heavy Melee Damage" "ImpactDuration_label" "Slow Duration" "ImpactDuration_postvalue_label" "Slow Duration" "ImpactDuration_postfix" "s" //"BonusDamageAmp_label" "Increased Damage" "BonusDamageAmp_postfix" "%" "DamageHeavyMelee_label" "Damage" "DamageHeavyMelee_postvalue_label" "Damage" "viscous_gootapult""Splatapult" //"viscous_gootapult_desc" "Charge up and launch yourself, dealing damage and leaving a slowing area on impact." //"GooSlowPercent_label" "Puddle Slow Percent" "GooSlowPercent_postfix" "%" "GooDuration_label""Puddle Duration" "GooDuration_postvalue_label""Puddle Duration" "GooDuration_postfix" "s" //"citadel_ability_viscous_ball_boost" "Slam Ball" "RollingTime_label" "Rolling Time" "RollingTime_postvalue_label" "Rolling Time" "RollingTime_postfix" "s" "CubeHealth_label" "Cube Health" "CubeHealth_postvalue_label" "Cube Health" //"viscous_gootapult_hint" "Launch!" //----------------------------------------------------------------------------- // Hero Sky Monk //----------------------------------------------------------------------------- //"hero_skymonk_role" "Initiation" //"hero_skymonk_strengths" "Crafty" //"skymonk_sky_duel" "Sky Duel" //"ability_flying_nimbus" "Flying Nimbus" //"skymonk_break_of_dawn" "Break of Dawn" //"skymonk_pool_of_light" "Pool of Light" //"modifier_pool_of_light_buff" "Pool of Light" //"modifier_pool_of_light_debuff" "Decreased Courage" //----------------------------------------------------------------------------- // Gunslinger //----------------------------------------------------------------------------- //"gunslinger_rapid_fire" "Rapid Fire" //"gunslinger_rapid_fire_desc" "Rapidly fire your guns at a target with perfect accuracy and 50% increased damage for {s:AbilityChannelTime}s. Causes {s:hero_name} and the target to float if in the air." //"gunslinger_rocket_launcher" "Rocket Launcher" //"gunslinger_rocket_launcher_desc" "Equip a rocket launcher that fires explosive rockets. Rocket blasts can launch enemies and {s:hero_name} into the air." //"gunslinger_tenacity" "Tenacity" //"gunslinger_tenacity_desc" "Gain {s:BulletLifestealPercent}% bullet life steal, increased by up to {s:LowHealthHealingScalePercent}% based on {s:hero_name}'s missing health." //"gunslinger_sleep_bomb" "Sleep Bomb" //"gunslinger_sleep_bomb_desc" "Throw out a sleep bomb that explodes on impact, creating an expanding cloud that sleeps enemies it touches." "ability_empowerbullet" "Sleight of Hand" "ability_empowerbullet_desc" "Performing a Dash or Slide loads your weapon with an empowered bullet that deals bonus Damage, equal to a percentage of your Weapon Damage.

If you're out of bullets, you'll find an extra one. How lucky." "ability_empowerbullet/empowerbullet_watcher" "Empowered Round" "ProcDamagePercentage_label" "Bonus Bullet Damage" "ProcDamagePercentage_postvalue_label" "Bonus Bullet Damage" "ProcDamagePercentage_prefix" "+" "ProcDamagePercentage_postfix" "%" "ability_empowerbullet_t1_desc" "Gain +{s:BonusMoveSpeed} m/s Move Speed while empowered" "ability_empowerbullet_t2_desc" "Deal an additional +{s:BulletArmorReduction}% weapon damage for {s:DebuffDuration}s against the victim" "ability_gunslinger_spreadingfire" "Flame Imp" "ability_gunslinger_spreadingfire_desc" "Throw a projectile, infused with an imp's spirit. It posseses the enemy, dealing Damage over time.

If the target dies while possessed, the imp jumps to another nearby enemy, refreshing its duration." "ability_gunslinger_spreadingfire/modifier_spreadingfire_dot" "Spreading Flames" "ability_gunslinger_spreadingfire_t3_desc" "+{s:DPS} DPS. Spreads to +{s:SpreadTargets} targets after death." "SpreadRadius_label" "Jump Radius" "SpreadRadius_postvalue_label" "Jump Radius" "SpreadRadius_postfix" "m" "SpreadTargets_label" "Jump Targets" "SpreadTargets_postvalue_label" "Jump Targets" "ability_gunslinger_demon_carbine" "Hellfire Salvo" "ability_gunslinger_demon_carbine_desc" "Load your weapon with demonic rounds. After a delay, you empower your next shots to deal bonus damage and penetrate enemies." "DemonShotCount_label" "Demon Rounds" "DemonShotCount_postvalue_label" "Demon Rounds" "gunslinger_rapid_fire/modifier_citadel_rapid_fire" "Rapid Fire" "ability_gunslinger_salvo" "Demontrigger Blitz" "ability_gunslinger_salvo_desc" "Load your weapon with demonic rounds. After a delay, release a blitz of bullets at the target enemy, dealing bonus Damage.

Enemies can intercept the bullets." "ability_gunslinger_salvo/gunslinger_salvo_warning_modifier" "Take Cover..!" "TotalShots_label" "Total Shots Fired" "TotalShots_postvalue_label" "Total Shots Fired" "gunslinger_demonMark" "Infernal Brand" "gunslinger_demonMark_desc" "Passively mark nearby enemies with a Brand. Shooting an enemy with a Brand consumes the effect, dealing bonus Damage and granting Fire Rate and Movement Speed." "gunslinger_demonMark/demonmark" "Demon Mark" "gunslinger_demonMark/demonmark/demonmark_buff" "Mark Claimed" //----------------------------------------------------------------------------- // Spade //----------------------------------------------------------------------------- //"citadel_ability_spade_hat_trick" "Hat Trick" //"citadel_ability_spade_hat_trick_desc" "Spade throws her hat, striking enemies along its path. Deals additional damage with successive hits

Restores all charges when cooldown completes." //"citadel_ability_spade_hat_trick_t1_desc" "Reduce total cooldown by 1s per unit hit" //"citadel_ability_spade_hat_trick_t3_desc" "Hero kills refill all charges" //"citadel_ability_spade_sleight_of_hand" "Sleight of Hand" //"citadel_ability_spade_sleight_of_hand_desc" "Stab a nearby enemy. If done from behind, heavily slows the target." //"StackDamage_label" "Stack Damage" //"citadel_ability_spade_sleeve_toss" "Sleeve toss" //"citadel_ability_spade_sleeve_toss_desc" "Spade pulls dove from her sleeve and throws it into the air. It will follow Spade's crosshair until detonation." "EffectDuration_label" "Debuff Duration" "EffectDuration_postvalue_label" "Debuff Duration" "EffectDuration_postfix" "s" //"Projectiles_label" " Projectiles" //"citadel_ability_spade_sleeve_toss/modifier_citadel_architect_lock_on" "Movement deals damage!" //"citadel_ability_spade_sleeve_toss/modifier_citadel_spade_sleeve_toss_card_draw" "Sleeve Toss" //"DamagePerMeter_label" "Damage per meter" //"citadel_ability_spade_vanishing_act" "Vanishing Act" //"citadel_ability_spade_vanishing_act_desc" "Disappear from the world, becoming invisible and damage immune. The first action taken while under the effect gains bonus damage." //"citadel_ability_spade_vanishing_act_t3_desc" "+50% bonus damage" //"citadel_ability_spade_puppeteer" "Puppeteer" //"citadel_ability_spade_puppeteer_desc" "Spade turns the target into a puppet, forcing them to shoot nearby allies. Control is reduced if no targets are in range.

Puppets take reduced damage while being controlled." //"citadel_ability_spade_draw" "Draw" //"citadel_ability_spade_draw_desc" "Spade draws a card from her deck. This card can be played, or used to add an effect to Sleeve Toss" //"citadel_ability_spade_draw_t2_desc" "+100% card bonus" //"citadel_ability_spade_draw_t3_desc" "Draw two cards" //"CardsDrawn_label" "Cards Drawn" //"citadel_ability_spade_play" "Play" //"citadel_ability_spade_play_desc" "Plays your current card, gaining bonuses depending on which card is drawn.

BUG: Play your card to show upgrades in the shop" //"citadel_ability_spade_translocate" "Smoke and Mirrors" //"citadel_ability_spade_translocate_desc" "Spade marks an enemy hero's position. After a short duration, they will be returned to that spot." //"citadel_ability_spade_translocate_t3_desc" "Disable armor after teleport" //"TeleportTime_label" "Teleport Delay" "TeleportTime_postfix" "s" //"citadel_ability_spade_translocate/modifier_citadel_spade_translocate" "Returning..." //"citadel_ability_spade_misdirection" "Shadow Box" //"citadel_ability_spade_misdirection_desc" "Creates a barrier which deals damage when crossed." //"citadel_ability_spade_misdirection/citadel_modifier_spade_misdirection/modifier_spade_misdirection_aura" "Misdirection zone" //"citadel_ability_spade_misdirection/citadel_modifier_spade_misdirection" "Misdirection" // Modifiers //"citadel_ability_spade_vanishing_act/modifier_citadel_spade_vanishing_act" "Vanished" //"citadel_ability_spade_puppeteer/modifier_citadel_spade_pupeteer_puppet" "Puppeted" "citadel_ability_spade_sleight_of_hand/modifier_slow_base" "Slowed" //"citadel_ability_spade_hat_trick/modifier_citadel_spade_hattrick_tracker" "Damage Stacks" //"citadel_ability_spade_sleeve_toss/modifier_citadel_spade_rupture" "Bleeding, don't move!" // // Cards // //"citadel_ability_spade_draw/modifier_citadel_spade_card" "Cards" // Buffs //"citadel_ability_spade_draw/modifier_citadel_spade_card/modifier_citadel_spade_card_cooldown" "Reduced Cooldown" //"citadel_ability_spade_draw/modifier_citadel_spade_card/modifier_spade_weapon" "Increased Attack Speed" //"citadel_ability_spade_draw/modifier_citadel_spade_card/modifier_spade_speed" "Increased Move Speed" "citadel_ability_spade_draw/modifier_citadel_spade_card/modifier_citadel_spade_card_regen" "Regeneration" //"citadel_ability_spade_draw/modifier_citadel_spade_card/modifier_spade_strength" "Strength" "citadel_ability_spade_draw/modifier_citadel_spade_card/modifier_spade_joker" "Metal Skin" //"citadel_ability_spade_draw/modifier_citadel_spade_card/modifier_spade_card_kingofclubs" "Sleeve Toss Immobilizes" //"citadel_ability_spade_draw/modifier_citadel_spade_card/modifier_spade_card_hattrickdisarm" "Hat Trick Disarms" // Debuffs //"citadel_ability_spade_draw/modifier_citadel_spade_card/modifier_spade_emp" "Abilities Disabled" "citadel_ability_spade_draw/modifier_citadel_spade_card/modifier_citadel_root" "Immobilized" "citadel_ability_spade_draw/modifier_citadel_spade_card/modifier_citadel_disarmed" "Disarmed" "citadel_ability_spade_draw/modifier_citadel_spade_card/modifier_spade_dot" "Bleeding" //"citadel_ability_spade_draw/modifier_citadel_spade_card/modifier_spade_weakness" "Bullet Armor Reduced" //"citadel_ability_spade_draw/modifier_citadel_spade_card/modifier_spade_joker_debuff" "Glitched" //----------------------------------------------------------------------------- // Yakuza //----------------------------------------------------------------------------- //"yakuza_shakedown" "Shakedown" //"yakuza_shakedown_target" "Shakedown" //"yakuza_shakedown_target_desc" "Send a drone to lock an area down, rooting and damaging enemies in the area. The link between your drones shares a portion of the damage you take with a random rooted enemy." //"yakuza_shakedown_target_t2_desc" "Ignore Channel Slowdown" //"ShareDamagePercent_label" "Increased Damage Share" "ShareDamagePercent_postfix" "%" "AbilityChannelTimeDisplay_label" "Channel Duration" "AbilityChannelTimeDisplay_postvalue_label" "Channel Duration" "AbilityChannelTimeDisplay_postfix" "s" //"yakuza_kobun" "Hired Muscle" //"yakuza_kobun_desc" "Summons a subordinate gangster to follow a friendly unit and attack enemies closest to that target. Double tap to self cast." //"SummonHealth_label" "Gangster Health" //"SummonDPS_label" "Gangster DPS" //"SummonCount_label" "Gangsters Summoned" //"SummonLifetime_label" "Gangster Lifetime" //"SummonCasterHealthPct_prefix" "Gangster Health" //"SummonCasterHealthPct_label" "to Gangster Health" //"SummonCasterHealthPct_postfix" "% of The Boss' health" //"yakuza_protection_racket" "Protection Racket" //"yakuza_protection_racket_desc" "Create a protective force shield to protect an ally and increase their crit damage. Purges negative effects on the target when cast." //"yakuza_protection_racket_t1_desc" "-{s:WeaponRecoilReduction}% Weapon Recoil, -{s:MoveWhileShootingSpeedPenaltyReductionPercent}% move speed reduction when shooting." //"MoveWhileShootingSpeedPenaltyReductionPercent_label" "move speed penalty while shooting reduction" //"yakuza_setting_sun" "Setting Sun" //"yakuza_setting_sun_desc" "Call down a precision Gamma Ray blast from orbit, hitting all units in the radius at every height regardless of cover. Units near the center of the beam take more damage." //"CenterDamage_label" "Damage at the center" //"OuterDamage_label" "Damage at the edge" //"SecondHit_label" "Double Strike a random hero in range." //----------------------------------------------------------------------------- // Hero Bomber //----------------------------------------------------------------------------- //"modifier_charged_bomb" "Charged Bomb" //----------------------------------------------------------------------------- // Hero Viper //----------------------------------------------------------------------------- "Citadel_Viper_HeroTag_1" "Gunner" "Citadel_Viper_HeroTag_2" "Slippery" "Citadel_Viper_HeroTag_3" "Rat-a-Tat" "ability_viper_hookdagger" "Hook Blade" "ability_viper_hookdagger_desc" "Throw a blade, dealing Spirit Damage. The blade then hooks back, applying Spirit Damage again and applying a Slow." "ability_viper_hookdagger_t3_desc" "Throw an additional 2 Daggers" "ability_viper_hookdagger_quip" "Throw a blade that returns to you" "ability_viper_snakedash" "Slither" "ability_viper_snakedash_desc" "You have increased Slide Distance, can Slide up hills, and can turn faster while Sliding.
" "ability_viper_snakedash_t3_desc" "On Slide: Gain {s:CombatBarrier} barrier for {s:BuffDuration}s" "ability_viper_snakedash_quip" "Increase the agility of your Slide" "modifier_snakedash" "Snakeform" "OutgoingDamage_label" "Initial Damage" "OutgoingDamage_postvalue_label" "Initial Damage" "ReturnDamage_label" "Hook Damage" "ReturnDamage_postvalue_label" "Hook Damage" "OutgoingProjectileLifetime_label" "Hook Delay" "OutgoingProjectileLifetime_postvalue_label" "Hook Delay" "OutgoingProjectileLifetime_postfix" "s" "ability_viper_venom" "Lethal Venom" "ability_viper_venom_desc" "Inject a target with lethal venom. After a delay the venom triggers, dealing Spirit Damage. The damage is increased by the target's missing health.

Lethal Venom will ignore Petrify's damage block." "VenomMinDamage_label" "Minimum Venom Damage" "VenomMinDamage_postvalue_label" "Minimum Venom Damage" "VenomMaxDamage_label" "Max Venom Damage" "VenomMaxDamage_postvalue_label" "Max Venom Damage" "VenomDuration_label" "Venom Buildup Duration" "VenomDuration_postvalue_label" "Venom Buildup Duration" "VenomDuration_postfix" "s" "VenomMaxDamageHealthPercentage_label" "Health for Max Damage" "VenomMaxDamageHealthPercentage_postvalue_label" "Health for Max Damage" "VenomMaxDamageHealthPercentage_postfix" "%" "ability_viper_venom_t3_desc" "Bullets also build up Lethal Venom" "VenomMissingHealthDamagePercentage_label" "Missing Health Damage" "VenomMissingHealthDamagePercentage_postvalue_label" "Missing Health Damage" "VenomMissingHealthDamagePercentage_postfix" "%" "ability_viper_venom_quip" "Inject your enemies with a deadly venom" "ability_viper_venom/viper_venom_modifier_subclass" "Lethal Venom" "ability_viper_venom_t2_desc" "{s:HealAmpRegenPenaltyPercent}% Incoming Healing and {s:AbilityCooldown}s Cooldown" "ability_viper_ult" "Petrify" "ability_viper_ult_desc" "Create a hexed area on the ground. After a delay, ALL units in the cylindrical area are Petrified. Enemies also suffer Spirit Damage. Petrified units block all damage, but cannot take actions." "PetrifyDuration_label" "Petrify Duration" "PetrifyDuration_postvalue_label" "Petrify Duration" "PetrifyDuration_postfix" "s" "PetrifyDamageBreakThreshold_label" "Petrify Damage Block" "PetrifyDamageBreakThreshold_postvalue_label" "Petrify Damage Block" "ability_viper_ult/viper_ult_petrify" "Petrified" "ability_viper_ult_quip" "Turn both allies and enemies into stone" "HalfHeight_postfix" "m" "ability_viper_petrifybola" "Petrifying Bola" "ability_viper_petrifybola_desc" "Throw an explosive bola. On exploding, the bola Slows and Damages all enemies in the area.

Direct hits deal Additional Damage and Petrify instead. Petrified units block all damage, but cannot take actions." "PetrifyDamage_label" "Petrify Damage" "PetrifyDamage_postvalue_label" "Petrify Damage" "PetrifyRadius_label" "Petrify Radius" "PetrifyRadius_postvalue_label" "Petrify Radius" "PetrifyRadius_postfix" "m" "ability_viper_petrifybola/petrifybola_petrify" "Petrified" "ability_viper_petrifybola_t3_desc" "+{s:PetrifyDuration}s Petrify Duration. Petrifies all enemies in the area.
" "ability_viper_petrifybola_quip" "Toss a petrifying bola" "ability_viper_debuffdagger" "Screwjab Dagger" "ability_viper_debuffdagger_desc" "Throw a dagger, dealing {g:citadel_inline_attribute:'SpiritDamage'} and applying {g:citadel_inline_attribute:'Slow'}.

Every subsequent dagger against the same target stacks in {g:citadel_inline_attribute:'SpiritDamage'} and {g:citadel_inline_attribute:'Slow'}." "ability_viper_debuffdagger_t2_desc" "On Hit: {s:BulletResistReduction}% Bullet Resist and {s:BulletResistReductionPerStack}% Bullet Resist per Stack" "ability_viper_debuffdagger_t3_desc" "+{s:MaxStacks} Max Stacks
{s:AbilityCooldownBetweenCharge}s Charge Delay
On Hit: Refund {s:CooldownRefundPercent}% Charge Cooldown" "ability_viper_debuffdagger_quip" "Throw a slowing dagger" "ability_viper_debuffdagger/debuff" "Screwjab" //----------------------------------------------------------------------------- // Hero Magician //----------------------------------------------------------------------------- "Citadel_Magician_HeroTag_1" "Trickster" "Citadel_Magician_HeroTag_2" "Copycat" "Citadel_Magician_HeroTag_3" "Versatile" "ability_magician_magicbolt" "Vexing Bolt" "ability_magician_magicbolt_desc" "Fire a bolt of magic that deals Damage, increasing as it travels. If you have an Assistant, they also cast Vexing Bolt at reduced damage.

Press {g:citadel_binding:'Ability1'} to redirect the bolt towards your crosshairs." "ProjectileRedirectCount_label" "Max Redirects" "ProjectileRedirectCount_postvalue_label" "Max Redirects" "ability_magician_magicbolt_quip" "Launch a guided bolt of magic" "AbilityButtonHint_MagicBoltRedirect" "Redirect Bolt" "CloneDamagePercentage_label" "Assistant Damage" "CloneDamagePercentage_postvalue_label" "Assistant Damage" "CloneDamagePercentage_postfix" "%" "MinDamage_label" "Minimum Damage" "MinDamage_postvalue_label" "Minimum Damage" "MaxDamageTime_label" "Time for Max Damage" "MaxDamageTime_postvalue_label" "Time for Max Damage" "MaxDamageTime_postfix" "s" "ability_magician_magicbolt_t1_desc" "Bolts apply -{s:FireRateSlow}% Fire Rate for {s:DebuffDuration}s." "ability_magician_magicbolt_t3_desc" "+{s:MaxDamage} Max Damage. +{s:CloneDamagePercentage}% Assistant Damage." "citadel_ability_magewalk" "Misdirection" "citadel_ability_magewalkk_desc" "Briefly become Untargetable before appearing at your destination. Your first {s:EmpoweredAttackCount} attacks deal bonus Spirit Damage.

[Cast] Appear at the target location.
{g:citadel_binding:'AltCast'} Appear in place.

Enemies will not know which cast you performed." "MageTime_label" "Untargetable Duration" "MageTime_postvalue_label" "Untargetable Duration" "MageTime_postfix" "s" "modifier_magewalk_empoweredattacks" "Lucky Card" "ability_magician_cloneturret" "Spectral Assistant" "ability_magician_cloneturret_trigger" "Spectral Assistant" "ability_magician_cloneturret_desc" "Summon an Assistant at the targeted location. The Assistant attacks whenever you fire your weapon, dealing Damage.

While the Assistant is out, you can press {g:citadel_binding:'Ability2'} to swap positions with your Assistant.

Casting Spectral Assistant also reloads your weapon." "ability_magician_cloneturret_quip" "Summon your faithful assistant" "ability_magician_cloneturret_t2_desc" "+{s:AbilityDuration}s Duration & 5m Range" "ability_magician_cloneturret_t3_desc" "+{s:BonusFireRate}% Fire Rate and +{s:Damage} Assistant Damage" "AbilityButtonHint_CloneTurretSwap" "Swap with Assistant" "CloneHealth_label" "Assistant Health" "CloneHealth_postvalue_label" "Assistant Health" "TotalSwaps_label" "Max Swaps" "TotalSwaps_postvalue_label" "Max Swaps" "LeashRadius_label" "Max Leash Radius" "LeashRadius_postvalue_label" "Max Leash Radius" "LeashRadius_postfix" "m" "ability_magician_escape" "Escape Artist" "ability_magician_escape_desc" "Blink to the target location. On arrival, briefly gain movement speed and become Invisible.

[Cast] Appear at the target location.
{g:citadel_binding:'AltCast'} Appear in place.

Enemies will not know which cast you performed." "ability_magician_escape/escape_buff_modifier" "Ready to Escape" "ability_magician_escape/escape_escaped_modifier" "Escaped!" "InvisibilityDuration_label" "Invisibility Duration" "InvisibilityDuration_postvalue_label" "Invisibility Duration" "StaminaHeal_label" "Stamina Heal" "StaminaHeal_postvalue_label" "Stamina Heal" "ability_magician_animalcurse" "Rabbit Hex" "ability_magician_animalcurse_desc" "Hex a target, transforming them into a Rabbit for a limited duration.

Rabbits are small and move faster, but take increased Damage and are unable to perform most actions.
Hex does not interrupt abilities." "ability_magician_animalcurse/animalhex_curse_modifier" "Hexed!" "ability_magician_animalcurse_t3_desc" "Hex all enemies within {s:Radius}m" "DamageAmpPercentage_label" "Damage Amp" "DamageAmpPercentage_postvalue_label" "Damage Amp" "DamageAmpPercentage_postfix" "%" "ability_magician_animalcurse_quip" "Transform your enemy into a rabbit" "HexMoveSpeedLimit_label" "Movement Speed Limit" "HexMoveSpeedLimit_postvalue_label" "Movement Speed Limit" "HexMoveSpeedLimit_postfix" "m" "ability_magician_animalhexarea" "Rabbit Hex" "ability_magician_animalhexarea_desc" "Hex a target area and transform all enemies into a Rabbit for a limited duration.

Rabbits are small and move faster, but take increased Damage and are unable to perform most actions.
Hex does not interrupt abilities." "ability_magician_animalhexarea_t3_desc" "+{s:DamageAmpPercentage}% Damage Amp and +{s:Radius}m Radius" "ability_magician_animalhexarea/hexarea_modifier/animalhex_curse_modifier" "Hexed!" "HexDuration_label" "Hex Duration" "HexDuration_postvalue_label" "Hex Duration" "HexDuration_postfix" "s" "ability_magician_stage" "Captive Audience" "ability_magician_stage_desc" "Target an enemy. You and the target enemy are bound on Stage, unable to leave. All other characters are pushed out of the radius." "ability_magician_shadowclone" "The Great Homunculus!" "ability_magician_shadowclone_desc" "Create a Copy of yourself with reduced health and damage. When the clone dies or expires it explodes, dealing Spirit Damage.

The Copy cannot use their Ultimate ability." "CloneHealthPercentage_label" "Copy Health" "CloneHealthPercentage_postvalue_label" "Copy Health" "CloneHealthPercentage_postfix" "%" "CloneLifetime_label" "Copy Duration" "CloneLifetime_postvalue_label" "Copy Duration" "CloneLifetime_postfix" "s" "ability_magician_shadowclone_t3_desc" "Copy can cast their Ultimate Ability." "ability_magician_bigbolt" "Grand Finale!" "ability_magician_bigbolt_desc" "Prepare three AMAZING bolts of magic. Each bolt applies a Fading Slow and deals Spirit Damage, increased for every bolt fired." "TotalBolts_label" "Magic Bolts" "TotalBolts_postvalue_label" "Magic Bolts" "DamagePerShot_label" "Damage Gain per Bolt" "DamagePerShot_postvalue_label" "Damage Gain per Bolt" "ability_magician_bigbolt_t3_desc" "+{s:DamagePerShot} Damage Per Bolt. Refund {s:BoltRefundPerKill} Bolt per Kill" "AbilityButtonHint_MagicianBigBoltFire" "Fire Bolt" "ability_magician_copyult" "Audience Participation" "ability_magician_copyult_desc" "Copy the Ultimate of an enemy hero for a limited time. Reactivating the ability will use the Copied Ultimate instead.

Copies will inherit this ability's upgrade points.
Audience Participation will also copy the cooldown." "ability_magician_copyult/copyult_modifier" "Tada!" "ability_magician_copyult/ultcopied" "Ultimate Copied...!" "ability_magician_inform_target_ultcopied" "Ultimate Copied...!" "CopiedUltWindow_label" "Copy Duration" "CopiedUltWindow_postvalue_label" "Copy Duration" "CopiedUltWindow_postfix" "s" "ability_magician_copyult_quip" "Copy an enemy's Ultimate for a limited time" "ability_magician_copyult_t1_desc" "Upgrade the Copy." "ability_magician_copyult_t2_desc" "Upgrade the Copy AGAIN!" "ability_magician_copyult_t3_desc" "Upgrade the Copy ONCE AGAIN!" "CopyCooldownPercentage_label" "Copied Cooldown" "CopyCooldownPercentage_postvalue_label" "Copied Cooldown" "CopyCooldownPercentage_postfix" "%" //----------------------------------------------------------------------------- // Hero Trapper //----------------------------------------------------------------------------- "ability_trapper_poisonjar" "Bottled Phantasmicide" "ability_trapper_poisonjar_desc" "Throw a jar that leaves a spreading toxic pool. Enemies caught in the pool are Slowed and Silenced." "RadiusPerSecond_label" "Radius Growth" "RadiusPerSecond_postvalue_label" "Radius Growth" "RadiusPerSecond_postfix" "m" "ability_trapper_poisonjar_quip" "Throw a poison jar" "ability_trapper_poisonjar_t3_desc" "{s:TechArmorDamageReduction}% Spirit Resist for enemies in the pool" "ability_trapper_spidershield" "Pest Barrier" "ability_trapper_spidershield_desc" "Apply a Combat Barrier to a target ally and periodically deal Spirit Damage and Slows." "ability_trapper_spidershield_quip" "Apply a damaging barrier" "ability_trapper_fear" "Spectral Silk" "ability_trapper_fear_desc" "Dealing Spirit Damage builds an increasing Slow. Once full, the buildup is consumed to apply an Immobilize and a burst of Spirit Damage.

This effect has a cooldown per target." "ability_trapper_fear/trapper_fear_modifier" "Fear" "BuildupSpiritDamageThreshold_label" "Spirit Damage Threshold" "BuildupSpiritDamageThreshold_postvalue_label" "Spirit Damage Threshold" "BuildUpProcDamage_label" "Proc Damage" "BuildUpProcDamage_postvalue_label" "Proc Damage" "ability_trapper_webwall" "Silktrap" "ability_trapper_webwall_desc" "Create a thread of web between two surfaces. Enemies who touch the web take Damage over time, become Slowed and are Revealed." "MinWallToWallDistance_label" "Minimum Web Distance" "MinWallToWallDistance_postvalue_label" "Minimum Web Distance" "MinWallToWallDistance_postfix" "m" "MaxWallToWallDistance_label" "Maximum Web Distance" "MaxWallToWallDistance_postvalue_label" "Maximum Web Distance" "MaxWallToWallDistance_postfix" "m" "WebDuration_label" "Web Duration" "WebDuration_postvalue_label" "Web Duration" "WebDuration_postfix" "s" "ability_trapper_webwall/modifier_webwall_debuff" "Webbed" "ability_trapper_webwall_t3_desc" "+{s:DebuffDuration}s Debuff Duration. The Web also Silences for {s:SilenceDuration}s" "ability_trapper_webwall_quip" "Create a dangerous web" "ability_trapper_spiderwave" "Crawling Plague" "ability_trapper_spiderwave_desc" "Release a wave of spectral spiders that chase enemies and explode, dealing Spirit Damage.

Hit enemies are poisoned, temporarily losing Spirit and Spirit Resist. This effect can stack multiple times." "SpiderCount_label" "Spiders Released" "SpiderCount_postvalue_label" "Spiders Released" "SpiderLifetime_label" "Spider Life Time" "SpiderLifetime_postvalue_label" "Spider Life Time" "SpiderLifetime_postfix" "s" "SpiderDamage_label" "Spider Damage" "SpiderDamage_postvalue_label" "Spider Damage" "SpiderSearchRadius_label" "Spider Chase Distance" "SpiderSearchRadius_postvalue_label" "Spider Chase Distance" "SpiderSearchRadius_postfix" "m" "SpiritStealDuration_label" "Spirit Debuff Duration" "SpiritStealDuration_postvalue_label" "Spirit Debuff Duration" "SpiritReducedPerStack_label" "Spirit Reduction" "SpiritReducedPerStack_postvalue_label" "Spirit Reduction" "SpiritResReducedPerStack_label" "Spirit Resist Reduction" "SpiritResReducedPerStack_postvalue_label" "Spirit Resist Reduction" "SpiritResReducedPerStack_postfix" "%" "ability_trapper_spiderwave/trapper_stealspirit_buff" "Spidertide" "ability_trapper_spiderwave/trapper_stealspirit_debuff" "Spidertide" "ability_trapper_spiderwave_t2_desc" "Additional -{s:SpiritReducedPerStack} Spirit and -{s:SpiritReducedPerStack}% Spirit Resistance" "ability_trapper_spiderwave_t3_desc" "Summon +{s:SpiderCount} Spiders" "ability_trapper_spiderwave_quip" "Release a wave of spectral spiders" //----------------------------------------------------------------------------- // VampireBat //----------------------------------------------------------------------------- "Citadel_VampireBat_HeroTag_1" "Harasser" "Citadel_VampireBat_HeroTag_2" "Nimble" "Citadel_VampireBat_HeroTag_3" "Vexing" "ability_vampirebat_doubledagger" "Double Dagger" "ability_vampirebat_doubledagger_desc" "Throw two consecutive daggers, dealing {g:citadel_inline_attribute:'SpiritDamage'}.

If both daggers hit the same target, deal {g:citadel_inline_attribute:'BonusSpiritDamage'} instead. " "ability_vampirebat_doubledagger_t1_desc" "+{s:Damage} Damage & Bonus Damage" "ability_vampirebat_doubledagger_t3_desc" "On Double Hit: Reduce Spirit Resist by {s:TechArmorDamageReduction}% for {s:DebuffDuration}s" "ability_vampirebat_doubledagger_header" "On Double Hit:" "ability_vampirebat_lovebites" "Love Bites" "ability_vampirebat_lovebites_flatdamage" "Love Bites (On-Hit)" "ability_vampirebat_lovebites_desc" "Your bullets apply additional {g:citadel_inline_attribute:'SpiritDamage'}. Dealing damage with your abilities builds up to a vicious bite, dealing a burst of {g:citadel_inline_attribute:'BonusSpiritDamage'}.

Love Bites has a unique cooldown per target." "ability_vampirebat_lovebites/lovebites_proc" "Love Bites" "ability_vampirebat_lovebites_t1_desc" "On Proc: +{s:SlowPercent}% Slow for {s:SlowDuration}s" "ability_vampirebat_lovebites_t2_desc" "+{s:MagicDamagePerBullet} Spirit Damage per Bullet &
+{s:BonusDamage} Bonus Damage" "ability_vampirebat_lovebites_t3_desc" "{s:PerTargetCooldown} Cooldown
On Proc: +{s:BonusFireRate}% Fire Rate for {s:BuffDuration}s" "vampirebat_lovebites" "Love Bites" "PerTargetCooldown_postvalue_label" "Cooldown per Target" "PerTargetCooldown_postfix" "s" "ability_vampirebat_batblink" "Sanguine Retreat" "ability_vampirebat_batblink_t1_desc" "On Cast: Gain +{s:BonusFireRate}% Fire Rate for {s:BuffDuration}s and add {s:BonusBullets} bullets" "ability_vampirebat_batblink_t3_desc" "+{s:MaxRecasts} Recast
+{s:AbilityCastRange}m Range" "ability_vampirebat_batblink_desc" "Briefly disperse, becoming untargetable and flying to a target location.

Can be recast within a brief window." "BonusBullets_postvalue_label" "Bonus Bullets" "ability_vampirebat_batswarm" "Nox Nostra" "ability_vampirebat_batswarm_desc" "Active: Unleash a cloud of bats that seek out targets, each dealing {g:citadel_inline_attribute:'SpiritDamage'} and applying {g:citadel_inline_attribute:'Silence'}.

Passive: Triggering Love Bites against heroes permanently increases the number of bats released. " "ability_vampirebat_batswarm_t3_desc" "On Hit: Deal +{s:CurrentHealthPercent}% Current Health as Damage" "BatCount_label" "Total Bats Released" "ability_vampirebat_batswarm/debuff" "Nox Nostra" "BatCount_postvalue_label" "Total Bats Released" "BonusBatsCurrent_label" "Bonus Bats:" "BonusBatsMax_label" "Max Additional Bats" "BonusBatsMax_postvalue_label" "Max Additional Bats" "BonusBatsPerProc_label" "Additional Bats Per Love Bite" "BonusBatsPerProc_postvalue_label" "Bonus Bats Per Love Bite" "BatSwarmLifeTime_label" "Bat Lifetime" "BatSwarmLifeTime_postvalue_label" "Bat Lifetime" "BatSwarmLifeTime_postfix" "s" "BatPerSecond_label" "Bats per Second" "BatPerSecond_postvalue_label" "Bats per Second" "ability_vampirebat_steallife" "Rake" "ability_vampirebat_steallife_desc""Active: Slash with your umbrella, dealing {g:citadel_inline_attribute:'SpiritDamage'}, increasing with their missing health. Receive a {g:citadel_inline_attribute:'Heal'} for every target killed.

Passive: Holding {g:citadel_binding:'ADS'} causes you to briefly float.
Rake executes non-heroes below {s:TrooperExecuteThreshold} health." "ability_vampirebat_steallife_t2_desc" "+{s:RakeHealPerKill} Heal per Kill
{s:AbilityCooldown}s Cooldown" "ability_vampirebat_steallife_t3_desc" "+{s:MissingHealthDamagePercentage}% Missing health damage and increased Heal per Kill Spirit scaling" "MissingHealthDamagePercentage_postvalue_label" "Missing Health as Damage" "MissingHealthDamagePercentage_postfix" "%" "RakeHealPerKill_label" "Heal Per Kill" "RakeHealPerKill_postvalue_label" "Heal Per Kill" "modifier_slork_lastbreath" "Last Breath" "modifier_slork_lastbreath_damage_amp" "Baited" //----------------------------------------------------------------------------- // Punkgoat //----------------------------------------------------------------------------- "Citadel_Punkgoat_HeroTag_1" "Punk" "Citadel_Punkgoat_HeroTag_2" "Chaotic" "Citadel_Punkgoat_HeroTag_3" "G.O.A.T." "BlastAOERadius_postvalue_label" "Blast Radius" "ability_punkgoat_tether" "Chain Gang" "ability_punkgoat_tether_desc" "Chain nearby enemies to you. Chained enemies cannot use movement abilities and receive a heavy {g:citadel_inline_attribute:'Slow'} when they pull on the chain.

After a delay, yank everyone towards Billy and deal {g:citadel_inline_attribute:'SpiritDamage'}.

The chain breaks if you lose line of sight for a short while." "ability_punkgoat_tether_t1_desc" "+{s:TechResist}% {g:citadel_inline_attribute:'SpiritResist'} & {g:citadel_inline_attribute:'BulletResist'}" "ability_punkgoat_tether_t3_desc" "+{s:AbilityCastRange}m Range
+{s:UnstoppablePerHero}s of Unstoppable Per Hero pulled in" "RopeLength_postvalue_label" "Chain Length" "RopeLength_postfix" "m" "RopeDuration_label" "Chained Time" "RopeDuration_postvalue_label" "Chained Time" "RopeDuration_postfix" "s" "ability_punkgoat_tether/tether_caster" "Chained" "EnemyDamageReductionPct_postvalue_label" "Damage from chained enemies" "EnemyDamageReductionPct_postfix" "%" "DamageIncreasePct_postvalue_label" "Bonus Damage" "DamageIncreasePct_postfix" "%" "ability_punkgoat_tether/tether" "Chained to Billy" "ability_punkgoat_tether/tether_firerate_slow" "Chained" "ability_punkgoat_tether/immobilize" "Immobilized" "AbilityButtonHint_CancelTether" "Break Chain" "MoveSpeedSlowMaxPct_postvalue_label" "Velocity Slow" "MoveSpeedSlowMaxPct_postfix" "%" "ability_punkgoat_tether/waiting_for_pull" "Chained" "RopeSnapDistance_postvalue_label" "Max Chain Distance" "RopeSnapDistance_postfix" "m" "ability_punkgoat_tether/pull" "Chain Pulling In" "ability_punkgoat_blasted" "Blasted" "ability_punkgoat_blastedactive_desc" "Active: Bullets are amplified against wrecked enemies. Using melee boosts {g:citadel_inline_attribute:'MaxHealth'} and extends duration." "ability_punkgoat_blasted_desc" "Passive: Melee hits restore ammo and inflict wrecked on the victim for {s:BulletDamageAmpDuration}s." "ability_punkgoat_blasted/blasted" "Pissed" "ability_punkgoat_blasted/blastedshred" "Wrecked" "ability_punkgoat_blasted/blastedhealthdisplay" "Pissed" "ability_punkgoat_blasted_t1_desc" "While Blasted: +{s:BonusMoveSpeed}m/s {g:citadel_inline_attribute:'BonusMoveSpeed'}" "ability_punkgoat_blasted_t2_desc" "+1 Bashdown Charge on use and +{s:BulletDamageAmp}% Wrecked Bullet Amp" "ability_punkgoat_blasted_t3_desc" "+{s:MaxHealthMelee} Melee Bonus Health and increases spirit scaling" "ability_punkgoat_blasted/blastedactive" "Blasted" "DurationPerHeavyMelee_postvalue_label" "Added Time Per Melee" "DurationPerLightMelee_postvalue_label" "Duration On Light Melee" "DurationPerHeavyMelee_postfix" "s" "DurationPerLightMelee_postfix" "s" "MaxDuration_postfix" "s" "MaxDuration_postvalue_label" "Max Duration" "MaxHealthMelee_label" "Melee Bonus Health" "MaxHealthMelee_postvalue_label" "Melee Bonus Health" "BulletDamageAmp_postvalue_label" "Wrecked Bullet Amp" "BulletDamageAmp_postfix" "%" "BulletDamageAmpDuration_postvalue_label" "Wrecked Duration" "BulletDamageAmpDuration_postfix" "s" "HealthBoostDuration_postvalue_label" "Health Boost Duration" "HealthBoostDuration_postfix" "s" "ability_header_bulletamp" "Wrecked:" "ability_header_blasted_melee" "On Blasted Melee:" "ability_header_blasted" "While Blasted:" "NonPlayerResourceScalePct_postvalue_label" "Non-Player Effectiveness" "NonPlayerResourceScalePct_postfix" "%" "LightMeleeScalePct_postvalue_label" "Light Melee Effectiveness" "LightMeleeScalePct_postfix" "%" "ability_punkgoat_ult" "Bashdown" "ability_punkgoat_ult_desc" "Slam your bat into the ground, {g:citadel_inline_attribute:'Pulling'} enemies down and dealing {g:citadel_inline_attribute:'MeleeDamage'}.

The slam creates a shockwave that deals {g:citadel_inline_attribute:'SpiritDamage'} and applies {g:citadel_inline_attribute:'KnockUp'}." "ability_punkgoat_ult_t1_desc" "{s:AbilityCooldown}s Cooldown" "ability_punkgoat_ult_t2_desc" "+{s:AbilityCharges} Charge and +{s:AbilityCastRange}m Radius" "ability_punkgoat_ult_t3_desc" "{s:AbilityCooldownBetweenCharge}s Charge Time
Now deals 50% Heavy Melee Damage" "SequentialHitScalePct_postvalue_label" "Repeat Hit Damage" "SequentialHitScalePct_postfix" "%" "SequentialHitTime_postvalue_label" "Repeat Hit Time" "SequentialHitTime_postfix" "s" "HeavyMeleeDamage_postvalue_label" "Damage" "ability_punkgoat_ult/stacking_damage" "Sigil Amp" "WaveEndRadius_postvalue_label" "Wave Radius" "WaveEndRadius_postfix" "m" "ability_punkgoat_ult/slam_firerate_slow" "Slammed" "ability_melee_punkgoat" "Melee" "ability_punkgoat_goatflip" "Rising Ram" "ability_punkgoat_goatflip_desc" "Charge head-first into an enemy and send them into the air along with Billy.

Cooldown reduced by 50% on impact.
" "ability_punkgoat_goatflip_t1_desc" "On Impact: +{s:WeaponDamageBurst}% {g:citadel_inline_attribute:'WeaponDamage'} for {s:WeaponDamageBurstDuration}s" "ability_punkgoat_goatflip_t2_desc" "{s:AbilityDuration}s Charge Duration
" "ability_punkgoat_goatflip_t3_desc" "{s:AbilityCooldown}s Cooldown
On hero hit: +{s:MaxHealthBuffPct}% Max Health for {s:MaxHealthBuffDuration}s" "ChargeMultiHitRadius_postvalue_label" "Hit Range" "ChargeMultiHitRadius_postfix" "m" "ability_punkgoat_goatflip_on_hero_collide_header" "On Impact:" "ability_punkgoat_goatflip/damagebuff" "Ram Damage Boost" "ability_punkgoat_goatflip/maxhealthbuff" "Ram Fortitude" "MaxHealthBuffPct_postvalue_label" "Max Health" "MaxHealthBuffPct_postfix" "%" "MaxHealthBuffDuration_postvalue_label" "Duration" "MaxHealthBuffDuration_postfix" "s" "ability_punkgoat_goatflip/empowermelee" "Empowered Melee" "WeaponDamageBurst_postvalue_label" "Weapon Damage" "WeaponDamageBurst_postfix" "%" "WeaponDamageBurstDuration_postvalue_label" "Weapon Damage Duration" "WeaponDamageBurstDuration_postfix" "s" "DealMaxHealthDamagePct_postvalue_label" "Max Health Damage" "DealMaxHealthDamagePct_postfix" "%" //----------------------------------------------------------------------------- // Doorman //----------------------------------------------------------------------------- "Citadel_Doorman_HeroTag_1" "Disorienting" "Citadel_Doorman_HeroTag_2" "Map Control" "Citadel_Doorman_HeroTag_3" "Mind Games" "ability_doorman_bomb" "Call Bell" "ability_doorman_bomb_desc" "Throw out a call bell that deals {g:citadel_inline_attribute:'SpiritDamage'} on impact. After a short delay it explodes, dealing additional {g:citadel_inline_attribute:'SpiritDamage'} and causing affected enemies to suffer reduced weapon accuracy and movement {g:citadel_inline_attribute:'Slow'}.

Can be shot to detonate early." "ability_doorman_bomb_t1_desc" "+{s:AbilityCharges} Charge" "ability_doorman_bomb_t2_desc" "+{s:ImpactDamage} Impact Damage
+{s:ExplosionDamage} Explosion Damage" "ability_doorman_bomb_t3_desc" "+{s:Radius}m Radius
+{s:BellLifetime}s Bell Lifetime
Improved Scaling" "ability_doorman_bomb_impact" "On Impact" "ability_doorman_bomb_Explosion" "Explosion" "BellLifetime_label" "Bell Lifetime" "BellLifetime_postvalue_label" "Bell Lifetime" "BellLifetime_postfix" "s" "ability_doorman_bomb_debuff" "On Hit" "DebuffAccuracy_label" "Weapon Accuracy" "DebuffAccuracy_postvalue_label" "Weapon Accuracy" "DebuffAccuracy_postfix" "%" "ability_doorman_luggage_cart" "Luggage Cart" "ability_doorman_luggage_cart_desc" "Send out a Luggage Cart that deals {g:citadel_inline_attribute:'SpiritDamage'} and {g:citadel_inline_attribute:'Pulls'} enemy heroes along its path.

Can be alt cast with {g:citadel_binding:'AltCast'} to target friendly heroes instead." "ability_doorman_luggage_cart_t3_note" "If the cart collides with a wall while dragging an enemy, it will deal bonus damage to the targets." "ability_doorman_luggage_cart_t2_desc" "+{s:AbilityCastRange}m Cast Range
+{s:WallImpactDamage} Damage on wall impact" "ability_doorman_luggage_cart_t3_desc" "{s:AbilityCooldown}s Cooldown and {s:StunDuration}s {g:citadel_inline_attribute:'Stun'} on wall impact" "ability_doormab_luggage_cart_on_wall_hit" "On Wall Hit" "CartDamage_postvalue_label" "Cart Damage" "WallImpactDamage_postvalue_label" "Impact Damage" "modifier_luggage_cart_drag" "Luggage Cart" "ability_doorman_doorway" "Doorway" "ability_doorman_doorway_desc" "Place two connected doors in the world. Players and most projectiles entering one door will exit out through the other. The doors will close at the end of the duration.

The two doors must be placed within the doorway distance of each other." "ability_doorman_doorway_t2_desc" "Grants a Barrier first time traveling through doors" "ability_doorman_doorway_t3_desc" "+{s:AbilityCastRange}m Cast Range. +{s:DoorwayDistance}m Doorway Distance
and scales with Spirit Power." "ability_doorman_doorway_clear_first_hint" "Clear placement" "ability_doorman_doorway_close" "Close Doors" "ability_doorman_doorway_on_portal" "On Portal" "DoorwayDistance_postvalue_label" "Doorway Distance" "DoorwayDistance_label" "Doorway Distance" "DoorwayDistance_postfix" "m" "ability_doorman_hotel" "Hotel Guest" "ability_doorman_hotel_desc" "Send the target's physical body to be a guest at the Baroness Hotel. The guest is to promptly make their way to the exit elevator, where they'll be sent back to their original position.

A stay at the Baroness Hotel is paid for in {g:citadel_inline_attribute:'SpiritDamage'}. Failure to check-out on time costs additional {g:citadel_inline_attribute:'SpiritDamage'}." "ability_doorman_hotel_t1_desc" "{s:StaminaDrain} Stamina Drain and {s:AbilityCooldown} Cooldown" "ability_doorman_hotel_t2_desc" "+{s:Damage} Damage
+{s:LateCheckoutStun}s Stun on Failure to Check Out" "ability_doorman_hotel_t3_desc" "Unstoppable while the Baroness is occupied.
{s:LateCheckoutCooldown}s Cooldown on Failure to Check Out." "ability_doorman_hotel/damage_timer" "Escape the Hotel" "doorman_hotel_duration_override_postvalue_label" "Check-Out Time" "doorman_hotel_duration_override_label" "Check-Out Time" "doorman_hotel_duration_override_postfix" "s" "HotelTimeScale_postvalue_label" "Slow" "HotelTimeScale_label" "Slow" "HotelTimeScale_postfix" "%" "doorman_hotel_cost" "Cost of Stay" "doorman_hotel_fail" "Failure to Check-Out" "doorman_hotel_debuff" "While a Guest" "LateCheckoutDamage_postvalue_label" "Damage" //----------------------------------------------------------------------------- // Skyrunner //----------------------------------------------------------------------------- "ability_skyrunner_flakshot" "Flakshot" "ability_skyrunner_flakshot_desc" "Bullets deal {g:citadel_inline_attribute:'BonusWeaponDamage'} and can ricochet off of surfaces." "RicochetChance_label" "Ricochet Chance" "RicochetChance_postvalue_label" "Ricochet Chance" "RicochetChance_postfix" "%" "ability_skyrunner_swingline" "Lifethread" "ability_skyrunner_swingline_desc" "Fire a line that attaches to the world, allowing you to swing.

Lifethread resets all air jumps and air dashes." "MaxMoveSpeed_label" "Max Movement Speed" "MaxMoveSpeed_postvalue_label" "Max Movement Speed" "MaxMoveSpeed_postfix" "m" //----------------------------------------------------------------------------- // Swan //----------------------------------------------------------------------------- "ability_swan_leap" "Jeté" "ability_swan_leap_desc" "Leap in a target direction. If no direction is chosen, then leap straight up instead." "ability_swan_leap/leapmodifier" "Jeté" "ability_swan_acrobat" "Acrobat" "ability_swan_acrobat_desc" "Gain stacking bonuses every time you dash, double jump, wall jump, or teleport.

Gaining new stacks refreshes the duration." "ability_swan_acrobat/stack" "Acrobat" "FireRatePerStack_label" "Fire Rate per Stack" "FireRatePerStack_postvalue_label" "Fire Rate per Stack" "FireRatePerStack_postfix" "%" "BurstBonusPerStack_label" "Weapon Burst Bonus" "BurstBonusPerStack_postvalue_label" "Weapon Burst Bonus" //----------------------------------------------------------------------------- // Frank //----------------------------------------------------------------------------- "hero_frank_lore" "A lot of people spend their whole lives wondering who they really are. For Victor, this existential question is made more complicated as he woke up on a mortuary table with no knowledge of his creator, why he was made, and whom he is made of.\n\nNow searching the five boroughs for answers, Victor is hoping to find someone who can identify any part of him." "Citadel_Frank_HeroTag_1" "You" "Citadel_Frank_HeroTag_2" "Can't" "Citadel_Frank_HeroTag_3" "Kill Me" //--Ability 1 "ability_frank_shocktarget2" "Pain Battery" "ability_frank_shocktarget2_desc" "Taking any damage passively charges up your Pain Battery.

Once full, activating the ability fires multiple shocking bolts, dealing {g:citadel_inline_attribute:'SpiritDamage'} once per target." "ability_frank_shocktarget2_t1_desc" "On Hit: Apply {s:SlowPercent}% Slow for {s:SlowDuration}s" "ability_frank_shocktarget2_t3_desc" "On Hero Hit: Heal for {s:MissingHealthPercentHeal}% of your missing health and increased Spirit scaling" "BonusShocks_postvalue_label" "Bonus Bolts" "StoredDamageRequired_postvalue_label" "Damage to Charge Battery" "MissingHealthPercentHeal_postvalue_label" "Missing Health as Healing" "MissingHealthPercentHeal_label" "Missing Health as Healing" "MissingHealthPercentHeal_postfix" "%" "BatteryGenerationPercent_label" "Battery Generation" "BatteryGenerationPercent_postfix" "%" //--Ability 1 (Old) "ability_frank_shocktarget" "Pain Battery" "ability_frank_shocktarget_desc" "Zap a target in front of you, dealing {g:citadel_inline_attribute:'SpiritDamage'} and applying a brief {g:citadel_inline_attribute:'Slow'}.

Incoming damage is stored as additional {g:citadel_inline_attribute:'BonusSpiritDamage'} on your next cast, up to a maximum amount." "ability_frank_shocktarget_desc_t3bonus" "The target then shocks a nearby target, dealing {g:citadel_inline_attribute:'SpiritDPS'}." "BonusDamageCap_label" "Max Stored Damage" "BonusDamageCap_postvalue_label" "Max Stored Damage" "BonusDamageConversionPercent_label" "Incoming Damage Stored" "BonusDamageConversionPercent_postvalue_label" "Incoming Damage Stored" "BonusDamageConversionPercent_postfix" "%" "BonusDamagePerBullet_label" "Damage per Bullet" "BonusDamagePerBullet_postvalue_label" "Damage per Bullet" "ability_frank_shocktarget_t1_desc" "+{s:Damage} Damage, +{s:BonusDamageCap} Max Stored Damage" "ShockDPS_label" "Shock DPS" "ShockDPS_postvalue_label" "Shock DPS" "ShockRange_label" "Shock Range" "ShockRange_postvalue_label" "Shock Range" "ShockRange_postfix" "m" "ShockDuration_label" "Shock Duration" "ShockDuration_postvalue_label" "Shock Duration" "ShockDuration_postfix" "s" //Ability 2 "ability_frank_selfzap" "Jumpstart" "ability_frank_selfzap_desc" "Deal {g:citadel_inline_attribute:'SpiritDamage'} to yourself. Then, gain bonus {g:citadel_inline_attribute:'Regen'} and {g:citadel_inline_attribute:'BonusMoveSpeed'}, decaying over time." "ability_frank_selfzap/selfzap" "Jumpstart" "ability_frank_selfzap_t2_desc" "+{s:TotalHealthRegen} Total HP Regen and {s:AbilityCooldown}s Cooldown" "ability_frank_selfzap_t3_desc" "+{s:AbilityCharges} Charge
+{s:StatusResistancePercent}% Debuff Resistance
Increases spirit scaling" //Ability 3 "ability_frank_painaura" "Aura of Suffering" "ability_frank_painaura_desc" "Unleash pain, dealing {g:citadel_inline_attribute:'SpiritDPS'} to both enemies and yourself.

The damage continues to increase the longer the ability is channeled, up to a maximum amount." "ability_frank_painaura_t1_desc" "Enemies receive {s:SlowPercent}% Move and Dash Slow" "ability_frank_painaura_t2_desc" "+{s:MinDPS} Min DPS and +{s:MaxDPS} Max DPS" "ability_frank_painaura_t3_desc" "+{s:Radius}m Radius
Enemies take +{s:IncomingDamagePercent}% Damage" "IncomingDamagePercentOnHit_label" "Damage Taken" "IncomingDamagePercentOnHit_postvalue_label" "Damage Taken" "IncomingDamagePercentOnHit_postfix" "%" "IncomingDamagePercentOnHit_prefix" "{s:sign}" "ability_frank_painaura/painaura/painauradebuff" "Aura of Suffering" "ability_frank_painaura_buttonhint" "End Aura" "SelfDamagePercentage_label" "Self Damage" "SelfDamagePercentage_postvalue_label" "Self Damage" "SelfDamagePercentage_postfix" "%" //Ability 4 "ability_frank_revive" "Shocking Reanimation" "ability_frank_revive_desc" "Release a wave after taking lethal damage, applying a diminishing {g:citadel_inline_attribute:'Slow'}.

After a brief channel you reanimate, dealing {g:citadel_inline_attribute:'SpiritDamage'} and applying {g:citadel_inline_attribute:'Stun'} to nearby enemies." "CooldownRefreshChancePercent_label" "Cooldown Refund Chance" "CooldownRefreshChancePercent_postvalue_label" "Cooldown Refund Chance" "CooldownRefreshChancePercent_postfix" "%" "ability_frank_revive/reviving" "Shocking Reanimation" "ability_frank_revive/slow" "Shocking Reanimation" "ability_frank_revive/selfbuff" "Shocking Reanimation" "ability_frank_revive_t1_desc" "While On Cooldown: Gain +{s:BonusFireRate}% Fire Rate and {s:BonusDamagePerBullet} Spirit Damage per Bullet" "ability_frank_revive_t3_desc" "+{s:Damage} Damage
+{s:StunDuration} Stun
{s:AbilityCooldown}s Cooldown" "ability_frank_revive/zombie" "Temporary Reanimation" "ZombieLifeDuration_label" "Temporary Revive Duration" "ZombieLifeDuration_postvalue_label" "Temporary Revive Duration" "ZombieLifeDuration_postfix" "s" //----------------------------------------------------------------------------- // Drifter //----------------------------------------------------------------------------- "hero_drifter_lore" "An ancient vampire roaming across America, the nameless monstrosity known as The Drifter has been preying on the living for generations.\n\nUnlike most vampires, Drifter doesn’t value finery or titles and has naked contempt for vampiric laws and tradition. This refusal to toe the line has made him a marked man all over the North American Baronies; but while Viscounts and Elders cry for his execution, Drifter continues to do what he pleases..." "Citadel_Drifter_HeroTag_1" "Stalker" "Citadel_Drifter_HeroTag_2" "Bloodthirsty" "Citadel_Drifter_HeroTag_3" "Cruel" "ability_melee_drifter" "Melee" "drifter_blood_blast" "Rend" "drifter_blood_blast_desc" "Swipe at enemies in a cone ahead of you, dealing {g:citadel_inline_attribute:'SpiritDamage'}. If the enemy is in close range, deal bonus {g:citadel_inline_attribute:'MeleeDamage'}." "drifter_blood_blast_t2_desc" "{s:AbilityCooldown}s Cooldown" "drifter_blood_blast_t3_desc" "Deals 55% Heavy Melee Damage
Silences enemies for {s:DebuffDuration}s if close range" "RangeForBonusDamage_label" "Close Range" "RangeForBonusDamage_postvalue_label" "Close Range" "RangeForBonusDamage_postfix" "m" "BulletLifestealPercentHero_label" "Bullet Lifesteal" "BulletLifestealPercentHero_postvalue_label" "Bullet Lifesteal" "BulletLifestealPercentHero_postfix" "%" "LifestealDuration_label" "Lifesteal Duration" "LifestealDuration_postvalue_label" "Lifesteal Duration" "LifestealDuration_postfix" "s" "drifter_blood_blast_header_on_close_range" "On Close Range" "DrifterRend_SpiritDamage_label" "Damage" "DrifterRend_SpiritDamage_postvalue_label" "Damage" "drifter_shadow_mark" "Stalker's Mark" "drifter_shadow_mark_desc" "Send out a mark that bleeds the first target it hits, dealing {g:citadel_inline_attribute:'SpiritDPS'}.

While the enemy is bleeding you can re-activate Stalker's Mark to instantly appear behind their back." "drifter_shadow_mark_t1_desc" "{s:BulletResistReduction}% Bullet Resist" "drifter_shadow_mark_t2_desc" "{s:AbilityCooldown}s Cooldown and +{s:AbilityDuration}s Duration" "drifter_shadow_mark_t3_desc" "+{s:DotHealthPercent}% Bleed and {s:HealAmpReceivePenaltyPercent}% Incoming Healing" "drifter_shadow_mark_teleport" "Ambush" "ability_drifter_stalkers_mark_after_blink_desc" "After ambushing:" //"TeleportDamage_label" "Blink Damage" //"TeleportDamage_postvalue_label" "Blink Damage" "ability_drifter_hunger" "Bloodscent" "ability_drifter_hunger_passive_desc" "Isolated heroes leave a trail as they move, and emit their heartbeat from afar.

You deal amplified damage against isolated heroes, and when isolated heroes die nearby you gain permanent {g:citadel_inline_attribute:'WeaponDamage'}." "ability_drifter_hunger_active_desc" "Active: Accentuate your senses, revealing a trail that leads to nearby heroes." //"ability_drifter_hunger_desc" "When enemy heroes are low on health you deal amplified damage against them. These enemies leave a lingering blood trail as they move." "ability_drifter_hunger_on_kill_desc" "On Isolated Hero Death:" "ability_drifter_hunger_t1_desc" "+{s:BonusMoveSpeed}m/s Move Speed when around an isolated enemy hero" "ability_drifter_hunger_t2_desc" "On isolated hero death: Heal {s:HealOnKillPct}% of your missing health and restores {s:StaminaToRestore} Stamina" "AmpDamagePercent_label" "Amplified Damage" "AmpDamagePercent_postvalue_label" "Amplified Damage" "AmpDamagePercent_postfix" "%" "IsolationRange_label" "Isolation Range" "IsolationRange_postvalue_label" "Isolation Range" "IsolationRange_postfix" "m" "WeaponDmgPerIsolationKill_prefix" "+" "WeaponDmgPerIsolationKill_label" "Permanent Weapon Damage" "WeaponDmgPerIsolationKill_postvalue_label" "Permanent Weapon Damage" "WeaponDmgPerIsolationKill_postfix" "%" "CooldownReductionOnKill_label" "Cooldown Reduction" "CooldownReductionOnKill_postvalue_label" "Cooldown Reduction" "CooldownReductionOnKill_postfix" "s" "StaminaToRestore_label" "Stamina Restored" "StaminaToRestore_postvalue_label" "Stamina Restored" "MaxTrailTargets_label" "Max Trail Targets" "MaxTrailTargets_postvalue_label" "Max Trail Targets" "TrailDuration_label" "Trail Duration" "TrailDuration_postvalue_label" "Trail Duration" "TrailDuration_postfix" "s" "HungerLowHealthThreshold_label" "Health Threshold for Blood Trail" "HungerLowHealthThreshold_postvalue_label" "Health Threshold for Blood Trail" "HungerLowHealthThreshold_postfix" "%" "HealOnKillPct_label" "Missing Health as Healing" "HealOnKillPct_postvalue_label" "Missing Health as Healing" "HealOnKillPct_postfix" "%" "ability_drifter_hunger/hunger_target" "The Hunger" "ability_drifter_hunger/hunger_satiated" "Satiated" "ability_drifter_hunger/hunger_hungry" "Hungry" "ability_drifter_header_selfbuff" "Satiated:" "ability_drifter_header_selfdebuff" "Hungry:" "StaminaHungry_label" "Stamina" "StaminaHungry_postvalue_label" "Stamina" "StaminaHungry_prefix" "{s:sign}" "OutgoingDamagePercentHungry_label" "Damage" "OutgoingDamagePercentHungry_postvalue_label" "Damage" "OutgoingDamagePercentHungry_postfix" "%" "OutgoingDamagePercentHungry_prefix" "{s:sign}" "KillDuration_label" "Kill Duration" "KillDuration_postvalue_label" "Kill Duration" "KillDuration_postfix" "s" "modifier_drifter_hunger_stealth" "Stealth" "drifter_darkness" "Eternal Night" "drifter_darkness_desc" "Surround nearby enemy heroes in darkness, severely limiting their vision of other units. Affected enemies are briefly revealed to you and are considered isolated for the duration.

You gain {g:citadel_inline_attribute:'BonusSprintSpeed'}." "drifter_darkness_t3_desc" "+{s:AbilityDuration}s Duration and +{s:MaxTargets} Max Target." //"VisionDistance_label" "Vision Range" //"VisionDistance_postvalue_label" "Vision Range" //"VisionDistance_postfix" "m" "SmallVisionDistance_label" "Reduced Vision" "SmallVisionDistance_postvalue_label" "Reduced Vision" "SmallVisionDistance_postfix" "m" "MaxTargets_label" "Max Targets" "MaxTargets_postvalue_label" "Max Targets" "SpiritDamagePerAttack_label" "Spirit Damage Proc" "SpiritDamagePerAttack_postvalue_label" "Spirit Damage Proc" //"DrifterNearbyRangeCheck_label" "Drifter Nearby" //"DrifterNearbyRangeCheck_postvalue_label" "Drifter Nearby" //"DrifterNearbyRangeCheck_postfix" "m" "modifier_drifter_darkness_target" "Eternal Night" "drifter_infinity_slash" "Shadow Slashes" "drifter_infinity_slash_desc" "" "drifter_last_breath" "Deep's Embrace" "drifter_last_breath_desc" "Encase yourself in a sphere of water that can absorb damage before bursting. When the sphere dissipates for any reason enemies in range take damage." "HitsToRelease_Label" "Hits to Release" "BurstDamage_label" "Burst Damage" "BurstDamage_postvalue_label" "Burst Damage" //----------------------------------------------------------------------------- // Punkgoat //----------------------------------------------------------------------------- //----------------------------------------------------------------------------- // BookWorm //----------------------------------------------------------------------------- "hero_bookworm_lore" "The daughter of a rare book dealer, Paige grew up in a loving home that prioritized kindness, magic, and storytelling. But while Paige took naturally to her parents' values, her little brother Bryce did not.\n\nA rebellious teen, Bryce resented not only his family’s saccharine attitude, but also their refusal to let him dabble in magics that they deemed too dangerous. Paige tried everything she could think of to keep him out of trouble, but like most teenagers, the more his big sister tried to tell him what was best for him, the more he turned away.\n\nPaige doesn't know what Bryce did to get kicked out of the house...just that she came home from the library to find her brother gone and her parents crying.\n\nDays turned to weeks, to months, to years. Paige grew to become a talented bibliomancer, making a living as a storyteller reading at libraries across the five boroughs; and while her parents have remained silent about what happened with Bryce, Paige's obsession with finding him has only grown. She will discover what happened to her brother... and no man or god is going to stand in her way." "Citadel_Bookworm_HeroTag_1" "Helpful" "Citadel_Bookworm_HeroTag_2" "Protector" "Citadel_Bookworm_HeroTag_3" "Booksmart" "ability_bookworm_dragonfire" "Bookwyrm" "ability_bookworm_dragonfire_desc" "Conjure a dragon that appears at the target location before flying forward, dealing {g:citadel_inline_attribute:'SpiritDamage'} and leaving a burning path in its trail." "ability_bookworm_dragonfire/debuff" "Conjure Dragon" "ability_bookworm_dragonfire_t1_desc" "{s:AbilityCooldown}s Cooldown" "ability_bookworm_dragonfire_t2_desc" "+{s:AbilityCharges} Charge
+{s:GroundFlameDuration}s Trail Duration
+{s:Radius}m Radius
" "ability_bookworm_dragonfire_t3_desc" "+{s:DragonTravelRange}m Travel Range
+{s:Damage} Damage
+{s:DPS} DPS" "DragonTravelRange_postvalue_label" "Dragon Travel Range" "DragonTravelRange_postfix" "m" "DragonTravelRange_label" "Dragon Travel Range" "ability_bookworm_knightbarrier" "Plot Armor" "ability_bookworm_knightbarrier/knightbarrier" "Defend" "ability_bookworm_knightbarrier/attackbuff" "Fight" "ability_bookworm_knightbarrier_desc" "Grant an ally a {g:citadel_inline_attribute:'CombatBarrier'}. While the barrier holds, they gain {g:citadel_inline_attribute:'BonusWeaponDamage'}." "ability_bookworm_knightbarrier_t1_desc" "On Barrier: +{s:BonusFireRate}% Fire Rate" "ability_bookworm_knightbarrier_t2_desc" "+{s:CombatBarrier} Barrier and +{s:AbilityDuration}s Duration" "ability_bookworm_knightbarrier_t3_desc" "Affects up to {s:BonusTargets} additional allies.
Increases barrier scaling." "MeleeReflectPercentage_label" "Melee Damage Reflected" "MeleeReflectPercentage_postvalue_label" "Melee Damage Reflected" "MeleeReflectPercentage_postfix" "%" "ShoveRadius_label" "Shove Radius" "ShoveRadius_postvalue_label" "Shove Radius" "ShoveRadius_postfix" "m" "ability_bookworm_aoemagic" "Captivating Read" "ability_bookworm_aoemagic_desc" "Target an area with latent magic, applying {g:citadel_inline_attribute:'Slow'}.

The magic detonates after a delay, dealing {g:citadel_inline_attribute:'SpiritDamage'} and applying {g:citadel_inline_attribute:'Immobilize'}." "ability_bookworm_aoemagic/areamodifier/root" "Captivating Read" "ability_bookworm_aoemagic_t3_desc" "+{s:Radius}m Radius
On Hit: Reduce Spirit Resist by {s:TechArmorDamageReduction}% for {s:DebuffDuration}s" "ability_bookworm_knightcharge" "Rallying Charge" "ability_bookworm_knightcharge_desc" "Release a wave of spectral knights and steeds that charge across the entire city, {g:citadel_inline_attribute:'Healing'} allies and dealing {g:citadel_inline_attribute:'SpiritDamage'} to enemies.

The strength of the {g:citadel_inline_attribute:'Heal'} and {g:citadel_inline_attribute:'SpiritDamage'} is amplified as the knights travel further." "ability_bookworm_knightcharge/buff" "Rallying Charge" "ability_bookworm_knightcharge_t2_desc" "Increase width by +{s:KnightCountInFirstWave} Steeds
{s:AbilityCooldown} Cooldown" "ability_bookworm_knightcharge_t3_desc" "+{s:Damage} Damage
+{s:StunDuration}s Stun Duration
+{s:MaxAmp}% Max Amp" "KnightCount_postvalue_label" "Knights & Steeds Released" "KnightPositionSpread_postvalue_label" "Knight Spread" "KnightPositionSpread_label" "Knight Spread" "KnightPositionSpread_postfix" "m" "MaxAmp_postvalue_label" "Max Amp" "MaxAmp_postfix" "%" "MaxAmp_prefix" "{s:sign}" "MaxAmpDistance_postvalue_label" "Distance for Max Amp" "MaxAmpDistance_postfix" "m" //----------------------------------------------------------------------------- // Familiar //----------------------------------------------------------------------------- "ability_familiar_primary_weapon_bubblegun" "Gun Damage" "ability_familiar_primary_weapon_bubblegun_crit" "Gun Damage - Crit" "ability_melee_familiar" "Melee" "ability_familiar_ability01" "Naptime" "ability_familiar_ability01_desc" "Cast your gaze forward, piercing walls and floors. Enemies in the gaze are slowed, have reduced dash distance, and cannot use movement abilities.

When the channel ends they fall asleep before waking up to a splitting headache that deals heavy {g:citadel_inline_attribute:'SpiritDamage'}." "ability_familiar_ability01_t1_desc" "-{s:ConsumeStaminaOnWake} Stamina On Wake and no Stamina Regen while sleeping" "ability_familiar_ability01_t2_desc" "+{s:Radius}m Radius and +{s:SleepDuration}s Sleep Duration" "ability_familiar_ability01_t3_desc" "{s:AbilityCooldown}s cooldown
Reduced damage and unstoppable while channeling" "DamagePctInAura_postvalue_label" "Damage vs Rem" "DamagePctInAura_postfix" "%" "ability_familiar_ability01/effect" "Taking a snooze..." "MinSleepTime_postvalue_label" "Min Sleep Time" "MinSleepTime_postfix" "s" "AwakeDamage_postvalue_label" "Wake Damage" "AwakeDamage_label" "Wake Damage" "ConsumeStaminaOnWake_postvalue_label" "Stamina On Wake" "SleepDamageThreshold_label" "Sleep Damage Threshold" "SleepDamageThreshold_postvalue_label" "Sleep Damage Threshold" "DamageResistPctWhileChanneling_postvalue_label" "Channel Damage Resist" "DamageResistPctWhileChanneling_postfix" "%" "MoveSpeedAndDashSlowPct_postvalue_label" "Move/Dash Slow" "MoveSpeedAndDashSlowPct_label" "Move/Dash Slow" "MoveSpeedAndDashSlowPct_postfix" "%" "ability_familiar_ability02" "Pillow Toss" "ability_familiar_ability02_desc" "Throw your trusty pillow inflicting {g:citadel_inline_attribute:'SpiritDamage'} and heavy {g:citadel_inline_attribute:'KnockBack'}.

Landing hits reduces the cooldown of your other abilities." "ability_familiar_ability02_t2_desc" "+{s:Radius}m Radius and applies -{s:FireRateSlow}% Fire Rate" "ability_familiar_ability02_t3_desc" "+{s:Damage} Damage and +1 Charge" "BonusRadius_postvalue_label" "Bonus Radius" "BonusRadius_postfix" "m" "ability_familiar_attach" "Tag Along" "ability_familiar_attach_desc" "Jump to an ally and nap alongside them. Both you and the ally receive a burst {g:citadel_inline_attribute:'Heal'} based on missing health followed by lingering {g:citadel_inline_attribute:'Regen'}.

Hop between allies with {g:citadel_binding:'Ability2'} to apply the heal, once per ally.

You are knocked off if stunned by an ultimate ability.
You can use items and all self-casts target your ally instead.
" "ability_familiar_attach_t3_desc" "+{s:TechPowerPercent}% Spirit Power and +{s:BonusSpiritPower} Spirit Power while napping and for {s:HopOffEffecDuration}s after napping
Improved Spirit Scaling" "ability_familiar_attach_t2_desc" "{s:BonusBarrierAmpPercent}% Bonus Item Range, Duration, and Barrier Effectiveness while napping" "MissingHealthHealPct_postvalue_label" "Missing Health Heal" "MissingHealthHealPct_postfix" "%" "HealCooldown_postvalue_label" "Heal Cooldown" "HealCooldown_postfix" "s" "ability_familiar_attach/recast" "Tag Along Recast" "ability_familiar_attach/attachheal" "Nap Heal" "RecastDuration_postvalue_label" "Recast Duration" "RecastDuration_postfix" "s" "TemporaryHealth_postvalue_label" "Temporary Health" "DamageTakenPct_postvalue_label" "Damage Taken" "DamageTakenPct_postfix" "%" "AbilityButtonHint_TagAlongHop" "Eject" "ItemCooldownReducePct_postvalue_label" "Item Cooldown On Use" "ItemCooldownReducePct_postfix" "%" "ItemCooldownReduce_postvalue_label" "Item Cooldown On Use" "ItemCooldownReduce_postfix" "s" "ability_familiar_attach/attached" "Napping" "CDReduceOnPillowHit_postvalue_label" "Cooldown On Pillow Hit" "CDReduceOnPillowHit_postfix" "s" "CDReduceOnPillowHit_prefix" "-" "BonusBarrierAmpPercent_label" "Barrier Effectiveness" "BonusBarrierAmpPercent_postvalue_label" "Barrier Effectiveness" "BonusBarrierAmpPercent_postfix" "%" "BonusItemDurationPercent_postvalue_label" "Bonus Item Duration/Range" "BonusItemDurationPercent_postfix" "%" "HealthRegenDuration_label" "Regen Duration" "HealthRegenDuration_postvalue_label" "Regen Duration" "HealthRegenDuration_postfix" "s" "MissingHealthRegenPct_postfix" "%" "MissingHealthBurstPct_label" "Missing Health Burst" "MissingHealthBurstPct_postvalue_label" "Missing Health Burst" "MissingHealthBurstPct_postfix" "%" "BonusSpiritPower_label" "Bonus Spirit Power" "BonusSpiritPower_postvalue_label" "Bonus Spirit Power" "HopOffEffecDuration_label" "Buff Duration" "HopOffEffecDuration_postvalue_label" "Buff Duration" "HopOffEffecDuration_postfix" "s" "ability_familiar_attach/hopoutbuff" "Well Rested" "ability_header_helpinghands_ally" "Following Hero:" "ability_header_helpinghands_trooper" "Following Trooper:" "PlayerInfestDuration_postvalue_label" "Duration" "PlayerInfestDuration_label" "Duration" "PlayerInfestDuration_postfix" "s" "NPCInfestDuration_postvalue_label" "Duration" "NPCInfestDuration_postfix" "s" "AbilityButtonHint_CastOnHost" "Cast On Host" "ability_familiar_attach_trigger" "Hop To Ally" "ability_familiar_attach_trigger_desc" "Hop to another ally and refresh the {g:citadel_inline_attribute:'Regen'} duration, once per ally." "ability_familiar_helpinghands" "Lil Helpers" "ability_familiar_helpinghands_desc" "Signal a Helper to lend a hand. They can collect boxes, do Sinner's Sacrifices, or be sent to support allies and troopers.

Follow a hero: Provides a short burst of {g:citadel_inline_attribute:'SpiritResist'} and fading {g:citadel_inline_attribute:'MoveSpeed'}.

Follow a trooper: Provides healing, damage, resists, and allows tagging along. When no hero is around, souls from trooper kills are split amongst the team.

Can be cast during Tag Along. Helpers will take a nap for {s:HelperDowntimeDuration}s after following someone." "ability_familiar_helpinghands_t1_desc" "+{s:HelperCount} Helper
+{s:BonusMoveSpeed}m/s Move Speed" "ability_familiar_helpinghands_t2_desc" "+{s:HelperCount} Helper
+{s:InfestDamageTakenPercent}% Trooper Damage and Resist" "ability_familiar_helpinghands_t3_desc" "+{s:HelperCount} Helper
+{s:TechArmorGain}% Spirit Resist" "ability_familiar_helpinghands/buff" "Lil Helpers" "ability_familiar_helpinghands/spiritbuff" "Enemy Spirit Stolen" "ability_familiar_helpinghands/shortdebuff" "Spirit Draining" "ability_familiar_helpinghands/longdebuff" "Spirit Stolen" "ability_familiar_helpinghands/infestbarrier" "Figment Barrier" "InfestHeal_label" "Trooper Heal" "InfestHeal_postvalue_label" "Heal" "InfestHeal_postfix" "/s" "InfestHealInterval_postvalue_label" "Heal Interval" "InfestHealInterval_postfix" "s" "TechArmorGain_postvalue_label" "Spirit Resist" "TechArmorGain_postfix" "%" "InfestDamageTakenPercent_postvalue_label" "Damage / Resists" "InfestDamageTakenPercent_prefix" "+" "InfestDamageTakenPercent_postfix" "%" "ability_familiar_helpinghands/infest" "Helper Following" //----------------------------------------------------------------------------- // Necro //----------------------------------------------------------------------------- //Ability 1 "ability_necro_hauntingskull" "Jar of Dead" "ability_necro_hauntingskull_desc" "Passive: Collect death when anything dies nearby and store it in your Jar of Dead.

Active: Throw a jar to summon Deadheads that repeatedly deal {g:citadel_inline_attribute:'SpiritDamage'} to enemies.

Deadheads follow you instead if there's no nearby enemies, and prioritize the target of your weapon." "ability_necro_hauntingskull_t1_desc" "Collecting death heals {s:HealPerPickup} health per pickup" "ability_necro_hauntingskull_t2_desc" "On Hit: Apply {s:SlowPercent}% Slow for {s:SlowDuration}s" "ability_necro_hauntingskull_t3_desc" "+{s:SkullCount} Deadheads
+{s:SkullLifetime}s Deadhead Lifetime" "PartCollectionRadius_postvalue_label" "Collection Range" "PartCollectionRadius_label" "Collection Range" "PartCollectionRadius_postfix" "m" "PartCollectionRequired_label" "Death Required" "PartCollectionRequired_postvalue_label" "Death Required" "TargetSearchRadius_postvalue_label" "Search Range" "TargetSearchRadius_label" "Search Range" "TargetSearchRadius_postfix" "m" "TargetDashRadius_postvalue_label" "Dash Range" "TargetDashRadius_label" "Dash Range" "TargetDashRadius_postfix" "m" "SkullRevives_postvalue_label" "Deadhead Revives" "SkullRevives_label" "Deadhead Revives" "HauntingSkullHealth_postvalue_label" "Deadhead Health" "TechArmorDamageReductionPerStack_postvalue_label" "Spirit Resistance per Stack" "TechArmorDamageReductionPerStack_label" "Spirit Resistance per Stack" "TechArmorDamageReductionPerStack_postfix" "%" "TotalSkullCount_postvalue_label" "Max Deadhead Summoned" "SkullCount_label" "Deadheads" "SkullCount_postvalue_label" "Deadheads" "SkullLifetime_label" "Deadhead Lifetime" "SkullLifetime_postvalue_label" "Deadhead Lifetime" "SkullLifetime_postfix" "s" "MaxHits_label" "Max Hits" "MaxHits_postvalue_label" "Max Hits" "SpiritPerStack_label" "Spirit per Stack" "SpiritPerStack_postvalue_label" "Spirit per Stack" "ability_necro_hauntingskull/stackingdebuff" "Jar of Dead" "IncomingDamagePercentFromCasterPerStack_postvalue_label" "Damage Taken Per Stack" "IncomingDamagePercentFromCasterPerStack_postfix" "%" "IncomingDamagePercentFromCasterPerStack_prefix" "{s:sign}" "OutgoingDamagePercentPerStack_postvalue_label" "Outgoing Damage Per Stack" "OutgoingDamagePercentPerStack_postfix" "%" "OutgoingDamagePercentPerStack_prefix" "{s:sign}" "HealPerPickup_postvalue_label" "Heal On Pickup" "HealPerPickup_label" "Heal On Pickup" //Ability 2 - Wall "ability_necro_zombiewall" "Grasping Hands" "ability_necro_zombiewall_desc" "Unearth a line of grasping hands, summoning a Ghoul and leaving behind a rift. Enemies who pass through take {g:citadel_inline_attribute:'SpiritDamage'} and receive {g:citadel_inline_attribute:'Immobilize'}.

Alt-Cast {g:citadel_binding:'AltCast'} rotates the orientation of the wall." "ability_necro_zombiewall_t2_desc" "+{s:Damage} Damage and +{s:ZombieWallLength}m Wall Length" "ability_necro_zombiewall_t3_desc" "+{s:GhoulCount} Ghouls Raised
{s:AbilityCooldown}s Cooldown
+{s:ImmobilizeDuration}s Immobilize Duration" "ZombieWallLength_postfix" "m" "ZombieWallLength_postvalue_label" "Wall Length" "ZombieWallLength_label" "Wall Length" "ZombieWallHeight_postfix" "m" "ZombieWallHeight_postvalue_label" "Wall Height" "ZombieWallDuration_postfix" "s" "ZombieWallDuration_postvalue_label" "Wall Duration" "ability_necro_zombiewall/zombiewall/debuff" "Grasping Hands" "ability_necro_zombiewall/buff" "Grasping Hands" "ability_necro_zombiewall/immobilize" "Grasping Hands" "zombiewall_rotate_hint" "Rotate" //Ability 3 "ability_necro_fear" "Essence Theft" "ability_necro_fear_desc" "Your weapon steals {g:citadel_inline_attribute:'WeaponDamage'} and {g:citadel_inline_attribute:'SpiritResist'} over time, up to a maximum amount per target." "ability_necro_fear/debuff" "Essence Theft" "ability_necro_fear_t3_desc" "+{s:MaxStolenTargets} Max Steal Targets
All Summons now apply Essence Theft" "MaxStolenAttackDamage_label" "Max Weapon Damage Stolen" "MaxStolenAttackDamage_postvalue_label" "Max Weapon Damage Stolen" "MaxStolenAttackDamage_postfix" "%" "HealPerSecond_postvalue_label" "Heal Per Second" "HealPerSecond_label" "Heal Per Second" "MaxStolenSpiritResist_postvalue_label" "Max Spirit Resist Stolen" "MaxStolenSpiritResist_label" "Max Spirit Resist Stolen" "MaxStolenSpiritResist_postfix" "%" "MaxStolenFireRate_postvalue_label" "Max Fire Rate Stolen" "MaxStolenFireRate_label" "Max Fire Rate Stolen" "MaxStolenFireRate_postfix" "%" "MaxStolenTargets_postvalue_label" "Max Steal Targets" "MaxStolenTargets_label" "Max Steal Targets" // //Ability 4 - Gravestone "ability_necro_gravestone" "Borrowed Decree" "ability_necro_gravestone_desc_1" "Innate: Abilities can summon Ghouls that shamble toward the enemy base, dealing {g:citadel_inline_attribute:'MeleeDamage'}. They explode when they approach a hero or objective, dealing {g:citadel_inline_attribute:'SpiritDamage'} in an area and applying a brief {g:citadel_inline_attribute:'Slow'}" "ability_necro_gravestone_desc_2" "Active: Create a gravestone at a target location that summons Ghouls over time. Enemies can destroy the gravestone with two heavy melees." "ability_necro_gravestone_t1_desc" "+{s:MoveSpeedPercent}% Ghoul Speed
{s:AbilityCooldown}s Cooldown" "ability_necro_gravestone_t2_desc" "+{s:AbilityDuration}s Duration
{s:SummonFrequency}s Time To Spawn" "ability_necro_gravestone_t3_desc" "On Death: Deal +{s:CurrentHealthDamagePercentage}% Current Health as Damage" "ability_necro_gravestone/gravestone/buff" "Borrowed Decree" "BonusSpiritDamagePercentage_postvalue_label" "Bonus Spirit Damage" "BonusSpiritDamagePercentage_label" "Bonus Spirit Damage" "BonusSpiritDamagePercentage_postfix" "%" //Gravestone labels "MaxGravestones_postvalue_label" "Max Gravestones" "MaxGravestones_label" "Max Gravestones" "GravestoneHealth_label" "Gravestone Health" "GravestoneHealth_postvalue_label" "Gravestone Health" "AuraRadius_postvalue_label" "Aura Radius" "AuraRadius_label" "Aura Radius" "AuraRadius_postfix" "m" //--------Leftover/unused "ability_necro_summonskele" "Gravedigging" "ability_necro_summonskele_desc" "Unearth a buried ghoul that shambles towards the enemy base, dealing {g:citadel_inline_attribute:'MeleeDamage'}.

It explodes when it dies or approaches a hero, dealing {g:citadel_inline_attribute:'SpiritDamage'} and applying a brief {g:citadel_inline_attribute:'Slow'}.

Alt-Cast {g:citadel_binding:'AltCast'} causes the spawned ghoul to remain in place.
Ghouls prioritize the target of your weapon.
" "ability_necro_summonskele_t2_desc" "+{s:MoveSpeedPercent}% Ghoul Speed" "ability_necro_summonskele_t3_desc" "+{s:GhoulHealth} Ghoul Health, and Ghouls also unearth at every Gravestone" //Ghoul labels "GhoulCount_label" "Ghouls Raised" "GhoulCount_postvalue_label" "Ghouls Raised" "GhoulHealth_label" "Ghoul Health" "GhoulHealth_postvalue_label" "Ghoul Health" "GhoulDPS_label" "Ghoul Damage per Second" "GhoulDPS_postvalue_label" "Ghoul Damage per Second" "GhoulLifetime_label" "Ghoul Lifetime" "GhoulLifetime_postvalue_label" "Lifetime" "GhoulLifetime_postfix" "s" "GhoulSummonFrequency_label" "Time to Raise Ghoul" "GhoulSummonFrequency_postvalue_label" "Time to Raise Ghoul" "GhoulSummonFrequency_postfix" "s" "GhoulMeleeDamage_postvalue_label" "Ghoul Melee Damage" "GhoulMeleeDamage_label" "Ghoul Melee Damage" //Summon labels "SummonFrequency_label" "Time to Summon" "SummonFrequency_postvalue_label" "Time to Summon" "SummonFrequency_postfix" "s" "SummonLifetime_label" "Summon Lifetime" "SummonLifetime_postvalue_label" "Summon Lifetime" "SummonLifetime_postfix" "s" "SummonMeleeDamage_label" "Melee Damage" "SummonMeleeDamage_postvalue_label" "Melee Damage" "SummonHealth_label" "Summon Health" "SummonHealth_postvalue_label" "Summon Health" "ability_necro_killsummon" "Borrow Life" "ability_necro_killsummon_desc" "Kill a Ghoul or low-health ally, gaining their lifeforce.

{g:citadel_binding:'Attack'}: Throw the lifeforce as a bomb, dealing {g:citadel_inline_attribute:'SpiritDamage'}.
{g:citadel_binding:'AltCast'}: Consume the lifeforce, receiving {g:citadel_inline_attribute:'Healing'}." "ability_necro_coffin" "Back Off!" "ability_necro_coffin_desc" "Gain a {g:citadel_inline_attribute:'CombatBarrier'} and {g:citadel_inline_attribute:'BonusMoveSpeed'}.

When the barrier expires you release a ring of necrotic energy, dealing {g:citadel_inline_attribute:'SpiritDamage'} and applying {g:citadel_inline_attribute:'Slow'}." "ability_necro_coffin/buff" "Back Off!" "ability_necro_coffin/debuff" "Back Off!" "ability_necro_haunt" "Haunting Spectres" "ability_necro_haunt_desc" "Grant an ally {g:citadel_inline_attribute:'BonusMoveSpeed'} and spectres which orbit around them.

The spectres will seek nearby enemies, dealing {g:citadel_inline_attribute:'SpiritDamage'} and applying {g:citadel_inline_attribute:'Slow'}." "ability_necro_haunt/buff" "Haunting Spirits" "ability_necro_haunt/slow" "Haunting Spirits" "HauntCount_label" "Haunt Count" "HauntCount_postvalue_label" "Haunt Count" "TargetSearchRadiusVsHeroes_label" "Search Radius" "TargetSearchRadiusVsHeroes_postvalue_label" "Search Radius" "TargetSearchRadiusVsHeroes_postfix" "m" "ability_necro_wither" "Wither & Die" "ability_necro_wither_desc_1" "Enemies hit by your weapon begin to wither, applying increasing {g:citadel_inline_attribute:'Slow'} and reduced {g:citadel_inline_attribute:'SpiritResist'}." "ability_necro_wither_desc_2" "Enemies who die while withered spawn Deadheads that chase nearby enemies, dealing {g:citadel_inline_attribute:'SpiritDamage'}.

Deadheads will follow you instead if there are no enemies nearby.
Deadheads will prioritize the target of your weapon.
" "ability_necro_wither_t3_desc" "Summon a Deadhead every {s:StacksToProcSkull} stacks" "ArmorDamageReductionPerStack_postvalue_label" "Bullet & Spirit Resistance Per Stack" "ArmorDamageReductionPerStack_postfix" "%" "SkullsOnKill_label" "Deadheads on Kill" "SkullsOnKill_postvalue_label" "Deadheads on Kill" "SkullsOnPlayerKill_label" "Deadheads on Hero Kill" "SkullsOnPlayerKill_postvalue_label" "Deadheads on Hero Kill" //----------------------------------------------------------------------------- // Werewolf //----------------------------------------------------------------------------- "ability_werewolf_primary_weapon_rifle" "Gun Damage" "ability_werewolf_primary_weapon_rifle_crit" "Gun Damage - Crit" "ability_melee_werewolf" "Melee" "ability_header_human" "Human Form:" "ability_header_werewolf" "Werewolf Form:" "ability_header_while_transformed" "While Transformed:" "ability_werewolf_transformation" "Lycan Curse" "ability_werewolf_transformation_desc" "Passive: Dealing damage generates bloodlust, increased at low health. At max bloodlust, you automatically cast Lycan Curse.

Active: Instantly transform, gaining increased {g:citadel_inline_attribute:'MaxHealth'}, and stacking {g:citadel_inline_attribute:'FireRate'} on enemy heroes, and replacing your abilities and weapon with their ferocious versions." "ability_werewolf_transformation/werewolf" "Lycan Curse" "ability_werewolf_transformation_t1_desc" "+{s:TechResist}% Bullet & Spirit Resistance" "ability_werewolf_transformation_t2_desc" "+{s:BonusMoveSpeed} m/s Move Speed and {s:BonusHealth} Bonus Health" "ability_werewolf_transformation_t3_desc" "On Hero Kill: Refresh abilities and duration" "ability_werewolf_transformation_trigger" "End the Curse" "ability_werewolf_transformation_trigger_desc" "Return back to your human form." "ability_werewolf_transformation_ready_hint" "Unleash!" "ability_werewolf_transformation/werewolf/stackingbuff" "Lycan Curse" "ability_werewolf_transformation/ready" "The Curse Beckons..." "AutoActivateHealthThreshold_postvalue_label" "Health Threshold to Auto-Cast" "AutoActivateHealthThreshold_postfix" "%" "ability_werewolf_passive_desc" "Human:Track the last hero you hit. Killing tracked enemies grants bonus souls.

Werewolf:Track any low-health heroes nearby. Killing tracked heroes reduce your cooldowns." "KillDurationBonus_postvalue_label" "Kill Duration Bonus" "KillDurationBonus_label" "Kill Duration Bonus" "KillDurationBonus_postfix" "s" //----------------------------------------------------------------------------- // Human Abilities "ability_werewolf_netshot" "Entangling Bola" "ability_werewolf_netshot_desc" "Throw a bola, dealing {g:citadel_inline_attribute:'SpiritDamage'}, applying {g:citadel_inline_attribute:'Slow'} and preventing movement abilities or stamina." "ability_werewolf_netshot/debuff" "Entangling Bola" "ability_werewolf_netshot_t3_desc" "+{s:DebuffDuration}s Debuff Duration.
Bola ricochets to {s:RicochetCount} additional targets" "ability_werewolf_kickflip" "Boot Kick" "ability_werewolf_kickflip_desc_1" "Dash forward and kick the first enemy hit, dealing {g:citadel_inline_attribute:'MeleeDamage'} while pushing yourself off and marking them." "ability_werewolf_kickflip_desc_2" "Shooting the marked target deals {g:citadel_inline_attribute:'SpiritDamage'} and removes the mark." "ability_werewolf_kickflip/disarm" "Boot Kick" "ability_werewolf_kickflip_t2_desc" "On Hero Hit: Restore {s:StaminaRestore} Stamina" "ability_werewolf_kickflip_t3_desc" "+{s:BonusDamage} Bonus Damage and kicked enemies deal {s:OutgoingDamagePercent}% Damage for {s:DebuffDuration}s" "MarkDuration_postvalue_label" "Mark Duration" "MarkDuration_label" "Mark Duration" "MarkDuration_postfix" "s" "ability_werewolf_unloadgun" "Slam Fire" "ability_werewolf_unloadgun_desc" "Instantly reload your gun. You gain {g:citadel_inline_attribute:'BonusFireRate'} and deal bonus {g:citadel_inline_attribute:'WeaponDamage'} based on the target's health for a limited number of shots, but suffer from reduced accuracy.

Deals bonus Weapon Damage against troopers and neutrals." "ability_werewolf_unloadgun_t3_desc" "If you hit all shots, deal +{s:BonusCurrentHealthDamagePercentage}% current health as damage" "BulletSpread_postvalue_label" "Gun Spread" "BulletSpread_label" "Gun Spread" "BulletSpread_postfix" "°" "MaxShots_postvalue_label" "Max Shots" "MaxShots_label" "Max Shots" "ability_werewolf_unloadgun/buff" "Slam Fire" "AccuracyPercentage_postvalue_label" "Weapon Accuracy" "AccuracyPercentage_label" "Weapon Accuracy" "AccuracyPercentage_postfix" "%" "CurrentHealthDamagePercentage_postvalue_label" "Current Health as Damage" "CurrentHealthDamagePercentage_label" "Current Health as Damage" "CurrentHealthDamagePercentage_postfix" "%" "BonusCurrentHealthDamagePercentage_postvalue_label" "Bonus Current Health as Damage" "BonusCurrentHealthDamagePercentage_label" "Bonus Current Health as Damage" "BonusCurrentHealthDamagePercentage_postfix" "%" //----------------------------------------------------------------------------- // Werewolf Abilities "citadel_weapon_werewolf_claws" "Lycan Claws" "ability_werewolf_frenzy" "Go For The Throat" "ability_werewolf_frenzy_desc" "Deal {g:citadel_inline_attribute:'MeleeDamage'} to all enemies in front of you, receiving a {g:citadel_inline_attribute:'Heal'} for a portion of the damage dealt. The damage is increased the lower health they have." "MaxDamageHealthPercentage_postvalue_label" "Health Percentage for Max Damage" "MaxDamageHealthPercentage_label" "Health Percentage for Max Damage" "MaxDamageHealthPercentage_postfix" "%" "ability_werewolf_maulingleap" "Mauling Leap" "ability_werewolf_maulingleap_desc" "Leap forward, mauling the first enemy hit for {g:citadel_inline_attribute:'MeleeDamage'}. They suffer from reduced {g:citadel_inline_attribute:'BulletResist'} and take {g:citadel_inline_attribute:'SpiritDamage'} over time." "ability_werewolf_cripplingslash" "Tail Whack" "ability_werewolf_cripplingslash_desc" "Smash enemies around you, dealing {g:citadel_inline_attribute:'SpiritDamage'}. They suffer from disarm and a brief {g:citadel_inline_attribute:'Slow'}." "ability_werewolf_cripplingslash_t3_desc" "+{s:DisarmDuration}s Debuff Duration" "ability_werewolf_cripplingslash/debuff" "Tail Whack" "ability_werewolf_cripplingslash/disarm" "Tail Whack" "ability_werewolf_onthehunt" "On The Hunt" "ability_werewolf_onthehunt_desc" "Gain {g:citadel_inline_attribute:'BonusFireRate'} and {g:citadel_inline_attribute:'BonusMoveSpeed'}, half to nearby allies. Kills during this time recasts On The Hunt. " "ability_werewolf_leap" "Crushing Leap" "ability_werewolf_leap_desc" "Leap through the air before landing, dealing {g:citadel_inline_attribute:'MeleeDamage'} and applying {g:citadel_inline_attribute:'Slow'} to nearby enemies while pushing them away." "ability_werewolf_leap_t1_desc" "On Landing: +{s:BonusMoveSpeed} m/s Move Speed for {s:LandingBonusesDuration}s" "ability_werewolf_leap_t3_desc" "Applies {s:StunDuration}s Stun" "ability_werewolf_leap/debuff" "Crushing Leap" "ability_werewolf_leap/buff" "Crushing Leap" //----------------------------------------------------------------------------- // Priest //----------------------------------------------------------------------------- "ability_melee_priest" "Melee" "ability_priest_knockback" "Gutshot" "ability_priest_knockback_desc" "Fire a blast with your shotgun, dealing {g:citadel_inline_attribute:'WeaponDamage'} and pushing enemies back. Enemies near a wall receive {g:citadel_inline_attribute:'Stun'} and take {g:citadel_inline_attribute:'BonusWeaponDamage'}." "ability_priest_knockback_t2_desc" "{s:AbilityCooldown}s Ability Cooldown and +{s:StunDuration}s Stun Duration" "ability_priest_knockback_t3_desc" "On Wall Stun: Your next heavy melee is blessed" "ability_priest_knockback/debuff" "Gutshot" "ability_priest_knockback/buff" "Gutshot" "WallStunDistance_postvalue_label" "Wall Stun Range" "WallStunDistance_label" "Wall Stun Range" "WallStunDistance_postfix" "m" "ability_priest_selfheal" "Potent Vapors" "ability_priest_selfheal_desc" "Burn your censer, reducing incoming damage and {g:citadel_inline_attribute:'Healing'} over time.

You cannot attack while Potent Vapors is active." "FlatHealthHealing_label" "Healing Amount" "FlatHealthHealing_postvalue_label" "Healing Amount" "ability_priest_stackingdefense" "Grit" "ability_priest_stackingdefense_desc" "Taking damage grants stacking {g:citadel_inline_attribute:'BulletResist'} and {g:citadel_inline_attribute:'SpiritResist'} that expires over time." "ability_priest_stackingdefense/stackingdefense" "Grit" "ResistancePerStack_label" "Resist Per Stack" "ResistancePerStack_postvalue_label" "Resist Per Stack" "ResistancePerStack_postfix" "%" "ability_priest_smokegrenade" "Teargas Grenade" "ability_priest_smokegrenade_desc" "Throw a tear gas grenade that detonates after a delay, blocking vision. Enemies in the area have {g:citadel_inline_attribute:'ReducedFireRate'}." "ability_priest_smokegrenade/modifier_priest_smokegrenade/enemyaura/debuff" "Teargas" "StaminaDrain_label" "Stamina Drain per Second" "StaminaDrain_postvalue_label" "Stamina Drain per Second" "ability_priest_smokegrenade_t2_desc" "On Debuff: Drain {s:StaminaDrain} Stamina per Second" "ability_priest_barrage" "Witching Hour" "ability_priest_barrage_desc" "Equip your crossbow, changing your weapon to deal {g:citadel_inline_attribute:'PureDamage'} and apply a brief {g:citadel_inline_attribute:'Slow'}." "ability_priest_barrage_t3_desc" "On-Hit: Execute enemies below {s:ExecuteThreshold}%" "TotalShotCount_label" "Total Shots" "TotalShotCount_postvalue_label" "Total Shots" "ability_priest_barrage_fire_hint" "Fire Crossbow" "ability_priest_weaponswap" "Ira Domini" "ability_priest_weaponswap_desc" "Load your crossbow with 3 stakes, dealing massively increased {g:citadel_inline_attribute:'WeaponDamage'}.

The final stake is blessed, dealing bonus {g:citadel_inline_attribute:'PureDamage'} and executing low-health enemies." "ability_priest_weaponswap_t1_desc" "While Active: Gain {s:BonusMoveSpeed} m/s Move Speed" "ability_priest_weaponswap_t2_desc" "{s:AbilityCooldown}s Ability Cooldown and +{s:BonusDamage} Bonus Damage" "ability_priest_weaponswap_t3_desc" "All Stakes are Blessed" "StakeCount_label" "Total Stakes" "StakeCount_postvalue_label" "Total Stakes" "citadel_weapon_priest_crossbow" "Ira Domini" "citadel_weapon_priest_crossbow_crit" "Ira Domini - Crit" "citadel_weapon_priest_crossbow_pure" "Ira Domini - Pure" "ability_header_priest_while_blessed" "While Blessed:" "ability_priest_antispiritvest" "Blessed Tac-Vest" "ability_priest_antispiritvest_desc" "Gain passive {g:citadel_inline_attribute:'CombatBarrier'} that grants {g:citadel_inline_attribute:'BulletResist'} and {g:citadel_inline_attribute:'SpiritResist'}. The barrier repairs itself when out of combat." "ability_priest_antispiritvest_t3_desc" "On Barrier Break: Gain {s:BaseAttackDamagePercent}% Weapon Damage for {s:BuffDuration}s" "ability_priest_silencebomb" "Choking Incense" "ability_priest_silencebomb_desc" "Throw a censer that leaves a spreading cloud. Enemies caught in the cloud are Slowed and Silenced." "ability_priest_silencebomb_t3_desc" "On Debuff: Silences Stamina Usage" "ability_priest_flashbang" "Consecrating Grenade" "ability_priest_flashbang_desc" "Fire a grenade that bounces before exploding, dealing {g:citadel_inline_attribute:'WeaponDamage'} and setting enemies on fire.

Burning targets deal {g:citadel_inline_attribute:'PureDamage'} to enemies in the area and suffer from reduced healing." "ability_priest_flashbang_t2_desc" "+{s:Radius}m Radius & +{s:BurnDuration}s Burn Duration" "ability_priest_flashbang_t3_desc" "{s:HealAmpReceivePenaltyPercent}% Incoming Healing and allow Charges" "ability_priest_flashbang_pure" "Consecrating Grenade - Pure" "BurnRadius_postvalue_label" "Burn Radius" "BurnRadius_label" "Burn Radius" "BurnRadius_postfix" "m" "ability_priest_beartrap" "Hex-Lined Snap Trap" "ability_priest_beartrap_desc" "Kick a trap that arms after a brief delay.

The trap springs on the first enemy it touches, dealing {g:citadel_inline_attribute:'SpiritDamage'}, applying {g:citadel_inline_attribute:'Immobilize'}, and revealing enemies for a duration afterwards." "ability_priest_beartrap/debuff" "Revealed" "ability_priest_beartrap/immobilize" "Hex-Lined Snap Trap" "ability_priest_beartrap_t3_desc" "+{s:AbilitYCharges} Charge
Deal +{s:IncomingDamagePercentFromCaster}% damage against revealed targets" //----------------------------------------------------------------------------- // Unicorn //----------------------------------------------------------------------------- "ability_melee_unicorn" "Melee" "ability_unicorn_radiantblast" "Light Eater" "ability_unicorn_radiantblast_desc" "Blast enemies in a cone in front of you with a flare of light. Blasted enemies take {g:citadel_inline_attribute:'SpiritDamage'} when attacked by {s:hero_name} and provides her spirit lifesteal." "ability_unicorn_radiantblast_on_bullet_hit_desc" "On Bullet Hit" "ability_unicorn_radiantblast_t2_desc" "{s:AbilityCooldown}s Cooldown and +{s:AbilityCastRange}m Cast Range" "ability_unicorn_radiantblast_t3_desc" "+{s:Damage} Damage and Increased Spirit Scaling" "FlareDamage_label" "Flare Damage" "FlareDamage_postvalue_label" "Flare Damage" "ability_unicorn_radiantblast/unicorn_radiantblast_debuff" "Light Eater" "ability_unicorn_prismaticguard" "Dazzling Trick" "ability_unicorn_prismaticguard_desc" "Surround yourself in a protective prism. If the barrier is destroyed, it silences nearby enemies and deals a portion of the barrier as damage." "ability_unicorn_prismaticguard_on_explode_desc" "On Explode" "ability_unicorn_prismaticguard_t2_desc" "+{s:CombatBarrier} Barrier and Increased Barrier Spirit Scaling" "ability_unicorn_prismaticguard_t3_desc" "+{s:DebuffDuration} Silence Duration and {s:AbilityCooldown}s Cooldown. Allows Shining Wonder Bounce." "ExplodeRadius_postvalue_label" "Explosion Radius" "ExplodeRadius_postfix" "m" "ExplodeRadius_label" "Explosion Radius" "ability_unicorn_prismaticguard/modifier_unicorn_prismatic_guard_buff" "Dazzling Trick" "BarrierDamagePercentage_label" "Barrier Damage" "BarrierDamagePercentage_postvalue_label" "Barrier Damage" "BarrierDamagePercentage_postfix" "%" "ability_unicorn_dazzlingorb" "Shining Wonder" "ability_unicorn_dazzlingorb_desc" "Launch a deadly orb of light that deals {g:citadel_inline_attribute:'SpiritDamage'} and applies {g:citadel_inline_attribute:'Slow'} and reduces Dash Distance on impact. The orb then bounces to the enemies within range. If no target is found, the orb will linger for a short duration while continuing to look for targets.

Prioritizes enemy heroes when picking targets." "ability_unicorn_dazzlingorb_t1_desc" "-{s:SlowPercent}% Move Speed and {s:GroundDashReductionPercent}% Dash Distance" "ability_unicorn_dazzlingorb_t2_desc" "+{s:Damage} Damage and Increased Spirit Scaling" "ability_unicorn_dazzlingorb_t3_desc" "+{s:MaxBounces} Max Bounces and {s:AbilityCooldown}s Cooldown" "BounceGrace_postvalue_label" "Max Linger Duration" "BounceGrace_postfix" "" "BounceRadius_label" "Bounce Range" "BounceRadius_postvalue_label" "Bounce Range" "BounceRadius_postfix" "m" "ability_unicorn_luminousstrike" "Radiant Daggers" "ability_unicorn_luminousstrike_desc" "Call down a beam of light from the sky. After a short duration, the beam will fully form, causing an explosion that deals {g:citadel_inline_attribute:'SpiritDamage'} to all targets in the area.

Celeste will receive a stacking buff that increases her spirit damage anytime this hits an enemy hero." "ability_unicorn_luminousstrike_t2_desc" "{s:AbilityCooldown}s Cooldown and +{s:ImpactDamage} Impact Damage" "ability_unicorn_luminousstrike_t3_desc" "+{s:MagicIncreasePerStack}% Spirit Amp and +{s:FireRatePerStack}% Fire Rate Per Stack" "ability_unicorn_luminousstrike/luminous_strike_dot_enemy" "Luminous Strike Burn" "ability_unicorn_luminousstrike/luminous_strike_buff" "Radiant Daggers" "AreaRadius_label" "Radius" "AreaRadius_postvalue_label" "Radius" "AreaRadius_postfix" "m" "ExplosionInterval_postvalue_label" "Beam Interval" "ExplosionInterval_postfix" "s" "ExplosionInterval_label" "Beam Interval" "PreExplosionDuration_postvalue_label" "Beam Form Duration" "PreExplosionDuration_postfix" "s" "BuffMaxStacks_postvalue_label" "Max Stacks" //----------------------------------------------------------------------------- // Fencer //----------------------------------------------------------------------------- "ability_melee_fencer" "Melee" "ability_fencer_throwblade" "Disengaging Sigil" "ability_fencer_throwblade_desc" "Draw a sigil sphere in front of you and then leap backwards as it explodes, damaging and slowing enemies caught in it." "ability_fencer_throwblade_t1_desc" "Gain +{s:BonusFireRate}% Fire Rate and +{s:BonusBulletSpeedPercent}% Bullet Speed for {s:BuffDuration}s" "ability_fencer_throwblade_t2_desc" "On Player Hit: +{s:StaminaToRestore} stamina restored and resets Air Jump/Dash limit" "ability_fencer_throwblade_t3_desc" "Can be Recast within {s:RecastTime}s" "ability_fencer_throwblade_on_player_hit" "On Player Hit" "ResetsAirLimit_label" "Reset Air Limit" "ResetsAirLimit_postvalue_label" "Reset Air Limit" "SigilBuff_label" "On Use:" "SigilRadius_label" "Radius" "SigilRadius_postvalue_label" "Radius" "SigilRadius_postfix" "m" "ability_fencer_lunge" "Flawless Advance" "ability_fencer_lunge_desc" "Perform a series of lunges in any direction, delivering piercing stabs ahead of you. Hold your ability key to time your attacks, dealing more damage the longer it's held. Releasing your attack during the perfect window deals maximum damage.

Press {g:citadel_binding:'Ability3'} to re-cast." "ability_fencer_lunge_t1_desc" "Perfect Hit on Hero: Heal {s:HealFixedHealth}" "ability_fencer_lunge_t2_desc" "{s:AbilityCooldown}s Cooldown. Gain +{s:BulletResist}% Bullet Resist during lunge" "ability_fencer_lunge_t3_desc" "+{s:PerfectDamage} Perfect Damage with improved Spirit scaling.
Increased lunge speed & distance." "ability_fencer_lunge_on_hold_threshold" "On Perfect Hold:" "ability_fencer_lunge_on_hold_threshold_label" "On Perfect Hold:" "ability_fencer_lunge_recast_hint" "Recast" "MaxStabs_label" "Max Lunges" "MaxStabs_postvalue_label" "Max Lunges" "PerfectHoldTimeStart_label" "Perfect Window Start" "PerfectHoldTimeStart_postvalue_label" "Perfect Window Start" "PerfectHoldTimeStart_postfix" "s" "PerfectWindowDuration_label" "Perfect Window Duration" "PerfectWindowDuration_postvalue_label" "Perfect Window Duration" "PerfectWindowDuration_postfix" "s" "FencerLungeStabDamage_label" "Base Hold Damage" "FencerLungeStabDamage_postvalue_label" "Base Hold Damage" "FencerLungeBaseDamage_label" "Base Hold Damage" "FencerLungeBaseDamage_postvalue_label" "Base Hold Damage" "MaxDamageBeforePerfect_label" "Max Hold Damage" "MaxDamageBeforePerfect_postvalue_label" "Max Hold Damage" "PerfectDamage_label" "Perfect Damage" "PerfectDamage_postvalue_label" "Perfect Damage" "StrikeRange_label" "Strike Range" "StrikeRange_postvalue_label" "Strike Range" "StrikeRange_postfix" "m" "LungeDistance_label" "Lunge Distance" "LungeDistance_postvalue_label" "Lunge Distance" "LungeDistance_postfix" "m" "AttackDashRange_label" "Attacking Lunge Distance" "AttackDashRange_postvalue_label" "Attacking Lunge Distance" "AttackDashRange_postfix" "m" "ability_fencer_lunge_on_proc" "On Max Stacks Proc" "ability_fencer_riposte" "Riposte" "ability_fencer_riposte_desc" "Prepare to deflect the next incoming attack. On a successful deflection, briefly become invulnerable and target an enemy hero to dash towards them, stunning them and reducing their Melee Resist.

Press {g:citadel_binding:'Ability2'} to select a target.
Does not trigger against trooper or neutral damage.
" "RiposteChannelTime_postvalue_label" "Deflect Duration" "RiposteChannelTime_postfix" "s" "LungeCooldownReduction_prefix" "-" "LungeCooldownReduction_label" "Lunging Stab Cooldown" "LungeCooldownReduction_postvalue_label" "Lunging Stab Cooldown" "LungeCooldownReduction_postfix" "s" "ability_fencer_riposte_on_parry" "On Pommel Hit:" "modifier_fencer_riposte" "Riposte" //"DashRange_label" "Time Window" //"DashRange_postvalue_label" "Time Window" //"DashRange_postfix" "s" "ParryWindow_label" "Invulnerability Duration" "ParryWindow_postvalue_label" "Invulnerability Duration" "ParryWindow_postfix" "s" //"CounterTimeWindow_label" "Time Window" //"CounterTimeWindow_postvalue_label" "Time Window" //"CounterTimeWindow_postfix" "s" "ability_fencer_riposte_attack" "Riposte" "ability_fencer_riposte_attack_desc" "Perform a quick dash forward and stun an enemy with your weapon's pommel." "MeleeResistReductionDuration_label" "Melee Resist Reduction Duration" "MeleeResistReductionDuration_postvalue_label" "Debuff Duration" "MeleeResistReductionDuration_postfix" "s" "ability_fencer_riposte_t2_desc" "{s:MeleeResistReduction}% Melee Resist and +{s:StunDuration}s Stun Duration" "ability_fencer_riposte_t3_desc" "Gain {s:TargetLifesteal}% Bullet, Spirit & Melee Lifesteal against the Riposte target for {s:TargetLifestealDuration}s" "modifier_fencer_riposte_target_lifesteal" "Marked for Lifesteal" "TargetLifesteal_label" "Bullet & Spirit Lifesteal vs Target" "TargetLifesteal_postvalue_label" "Lifesteal vs Target" "TargetLifesteal_postfix" "%" "TargetLifestealDuration_label" "Lifesteal Duration" "TargetLifestealDuration_postvalue_label" "Lifesteal Duration" "TargetLifestealDuration_postfix" "s" "ability_fencer_ultimate" "Itani Lo Sahn" "ability_fencer_ultimate_desc" "Charge up and perform a long range slash. Struck enemies cannot take action or heal and are stuck in slow motion. When this effect expires, they suffer devastating damage, dealing bonus damage against half-health enemies.

While in slow motion, Apollo is invulnerable and enemies take reduced damage.

Hold {g:citadel_binding:'Ability4'} or {g:citadel_binding:'Attack'} to delay the cast.
" //"ability_fencer_ultimate_t3_desc" "+{s:ImpactDamage} Impact Damage and +{s:DelayedDamage} Delayed Damage" //"ability_fencer_ultimate_t3_desc" "{s:}% Max Health Damage" "DelayedDamage_label" "Delayed Damage" "DelayedDamage_postvalue_label" "Delayed Damage" "FencerUltDebuffDuration_label" "Debuff Duration" "FencerUltDebuffDuration_postvalue_label" "Debuff Duration" "FencerUltDebuffDuration_postfix" "s" "DashRadius_label" "Radius" "DashRadius_postvalue_label" "Radius" "DashRadius_postfix" "m" "ApolloUltBonusTotalDamage_prefix" "+" "ApolloUltBonusTotalDamage_label" "Bonus Damage" "ApolloUltBonusTotalDamage_postvalue_label" "Bonus Damage" "ApolloUltBonusTotalDamage_postfix" "%" "IncomingDamageReductionPercent_label" "Time Slow Damage Reduction" "IncomingDamageReductionPercent_postvalue_label" "Time Slow Damage Reduction" "IncomingDamageReductionPercent_postfix" "%" "modifier_fencer_ultimate_target" "Grand Finale" "MinHealthFractionToTrack_postvalue_label" "Low Health Threshold" "MinHealthFractionToTrack_postfix" "%" //----------------------------------------------------------------------------- // RatKing //----------------------------------------------------------------------------- "citadel_weapon_ratking_set" "Sovereign's Decree" "citadel_ability_jump_ratking" "Jump" "ability_ratking_entertunnel" "Squeezing In..." "ability_ratking_scrap_grenade" "Scrap Grenade" "ability_ratking_scrap_grenade_desc" "Throw a grenade of scrap that detonates multiple times, dealing {g:citadel_inline_attribute:'BulletDamage'} and applying {g:citadel_inline_attribute:'Slow'}.

The grenade can be meleed to knock it away." "ability_ratking_scrap_grenade_t3_desc" "Add an additional final Bigger Detonation" "ability_ratking_scrap_grenade_big_explosion_desc" "The final detonation has a longer fuse but increased detonation radius, deals increased {g:citadel_inline_attribute:'BulletDamage'} and applies a stronger {g:citadel_inline_attribute:'Slow'}." "DamagePerShrapnel_postvalue_label" "Detonation Damage" "DamagePerShrapnel_label" "Detonation Damage" "Detonations_postvalue_label" "Detonations" "ShrapnelSphereRadius_postvalue_label" "Detonation Radius" "ShrapnelSphereRadius_label" "Detonation Radius" "ShrapnelSphereRadius_postfix" "m" "BigExplosionDamage_postvalue_label" "Big Detonation Damage" "BigExplosionDamage_label" "Big Detonation Damage" "BigExplosionRadius_label" "Big Detonation Radius" "BigExplosionRadius_postvalue_label" "Big Detonation Radius" "BigExplosionRadius_postfix" "m" "BigExplosionSlowPercent_postvalue_label" "Big Detonation Move Speed" "BigExplosionSlowPercent_postfix" "%" "BigExplosionSlowPercent_label" "Big Detonation Move Speed" "ability_ratking_ratnibble" "Rat Swarm" "ability_ratking_ratnibble_desc" "Call forth a swarm of rats that leap onto enemies, dealing {g:citadel_inline_attribute:'SpiritDPS'} and reducing their {g:citadel_inline_attribute:'BulletResist'} with every bite. The more rats are attached, the faster they will bite the target.

Enemies can have multiple rats attached, but can shake off a rat early by performing a ground or air dash." "RatsAttached_postvalue_label" "Rats Attached" "BiteInterval_postvalue_label" "Bite Interval" "BiteInterval_label" "Bite Interval per Rat" "BiteInterval_postfix" "s" "DamagePerBite_postvalue_label" "Damage per Bite" "DamagePerBite_label" "Damage per Bite" "ArmorReductionPerBite_postvalue_label" "Bullet Resist per Bite" "ArmorReductionPerBite_label" "Bullet Resist per Bite" "ArmorReductionPerBite_postfix" "%" "ability_ratking_ratnibble_t2_desc" "Increased Swarm Size
+{s:DebuffDuration}s Debuff Duration" "ability_ratking_ratnibble_t3_desc" "+{s:DamagePerBite} Damage and {s:ArmorReductionPerBite}% Bullet Resist per Bite" "ability_ratking_ratnibble/ratking_nibble_enemy" "Nibble - Dash to knock off rats" "ability_ratking_ratnibble/ratking_nibble_enemy/ratking_nibble_enemy_linger" "Nibble - Bullet Armor Reduced" "ability_ratking_ratnibble/ratking_nibble_enemy/ratking_nibble_armor_total" "Nibble - Bullet Armor Reduced" "npc_neutral_bug_rat_swarm/neutral_rat_swarm" "Rat Swarm - Dash to knock off rats" "DamagePerRat_postvalue_label" "Damage Per Rat" "DashSlowPercent_postvalue_label" "Dash Distance" "DashSlowPercent_postfix" "%" "NibbleInterval_postvalue_label" "Nibble Interval" "MaxRats_postvalue_label" "Max Attached Rats" "ability_ratking_ratarmor" "Royal Pestments" "ability_ratking_ratarmor_desc" "Adorn scrappy armor, gaining {g:citadel_inline_attribute:'CombatBarrier'} based on your {g:citadel_inline_attribute:'MaxHealth'}. As long as the armor holds, bullets have a chance to be deflected back towards the attacker.

The barrier does not benefit from resists." "ability_ratking_ratarmor_cap_desc" "While wearing Royal Pestments, damage dealt to Rat King in a single hit is capped. Any damage above the cap will be reduce to the cap before being applied" //"ability_ratking_ratarmor_t1_desc" "+{s:RatCount} Rat Count and +{s:AbilityDuration}s Duration" "ability_ratking_ratarmor_t2_desc" "{s:AbilityCooldown}s Cooldown
+{s:ReturnFireChance}% Bullet Return Chance" "ability_ratking_ratarmor_t3_desc" "Reduce all damage to a max of {s:MaxDamagePerHit}
+{s:MaxHealthPct}% Max Health as Barrier" "RatCount_postvalue_label" "Rat Count" "MaxHealthPct_postvalue_label" "Max Health as Barrier" "MaxHealthPct_label" "Max Health as Barrier" "MaxHealthPct_postfix" "%" "MaxDamagePerHit_postvalue_label" "Damage Cap" "MaxDamagePerHit_label" "Damage Cap" "ability_ratking_ratarmor/ratking_armor_caster" "Royal Pestments" "ReturnFireChance_postvalue_label" "Bullet Return Chance" "ReturnFireChance_label" "Bullet Return Chance" "ReturnFireChance_postfix" "%" "ability_ratking_standard_bearer" "Rule, Ratannia!" "ability_ratking_standard_bearer/modifier_standard_bearrer_aura" "Rule, Ratannia!" "ability_ratking_standard_bearer_charge_label" "Banner Aura" "AllyDamageReduction_postvalue_label" "Damage Reduction" "AllyDamageReduction_postfix" "%" "AllyDamageReduction_label" "Damage Reduction" "ability_ratking_standard_bearer_desc" "Charge up and summon the banner of Ratannia, granting all nearby allies increased {g:citadel_inline_attribute:'MoveSpeed'}, immunity from slows, and reduced incoming damage while near the banner." "ability_ratking_standard_bearer_t1_desc" "+{s:BonusMoveSpeed}m Move Speed" "ability_ratking_standard_bearer_t2_desc" "+{s:FlagDuration}s Flag Duration
+{s:Radius}m Radius" "ability_ratking_standard_bearer_t3_desc" "+{s:Damage} Damage and +{s:AllyDamageReduction}% Damage Reduction" "ability_ratking_standard_bearer_slam_desc" "Slam the banner into the ground causing the sewers below to violently erupt, dealing {g:citadel_inline_attribute:'BulletDamage'} while applying {g:citadel_inline_attribute:'KnockUp'} and {g:citadel_inline_attribute:'Slow'} to all enemies in the area. Rats will swarm out of the sewers, applying Rat Swarm to enemies they hit." "ability_ratking_standard_bearer_slam_label" "Banner Slam" "ability_ratking_standard_bearer_flag_desc" "The planted banner provides {g:citadel_inline_attribute:'FireRate'} and removes the movement slow penalty when shooting for all allies in the area." "ability_ratking_standard_bearer_flag_label" "Banner Aura" "ExplodeTimer_postvalue_label" "Eruption Delay" "ExplodeTimer_label" "Eruption Delay" "ExplodeTimer_postfix" "s" "FlagDuration_postvalue_label" "Flag Duration" "FlagDuration_label" "Flag Duration" "FlagDuration_postfix" "s" "Ratking_PlantFlag_Hint" "Plant Flag" //----------------------------------------------------------------------------- // Baba //----------------------------------------------------------------------------- "citadel_weapon_baba_set" "Bunko-Night Special" "citadel_ability_baba_brew_brewing" "Brewing" "citadel_ability_baba_brew_brewed" "Fully Brewed" "citadel_ability_baba_brew_lock" "Pause Brewing" "citadel_ability_baba_brew_unlock" "Resume Brewing" "ability_baba_bubbling_brew" "Threadsap" "ability_baba_bubbling_brew_quip" "Threadsap" "ability_baba_bubbling_brew_gun_damage" "Threadsap (On-Hit)" "ability_baba_bubbling_brew_desc" "Weave a scraggly thread that follows your crosshair before bursting along its path, dealing {g:citadel_inline_attribute:'SpiritDamage'} and stealing enemy {g:citadel_inline_attribute:'Spirit'}, increased in effectiveness for Baba.

While holding stolen {g:citadel_inline_attribute:'Spirit'}, Baba deals {g:citadel_inline_attribute:'BonusSpiritDamage'} with every bullet." "ability_baba_bubbling_brew_t2_desc" "{s:AbilityCooldown}s Cooldown
+{s:DebuffDuration}s Debuff Duration" "ability_baba_bubbling_brew_t3_desc" "+{s:AbilityCharges} Charge
On Hit: Pull enemies {s:PullDistance}m" "BubblingBrew_TechPowerSteal_label" "Spirit Stolen per Hit" "BubblingBrew_TechPowerSteal_postvalue_label" "Spirit Stolen per Hit" "StolenSpiritEffectiveness_label" "Stolen Spirit Effectiveness" "StolenSpiritEffectiveness_postvalue_label" "Stolen Spirit Effectiveness" "StolenSpiritEffectiveness_postfix" "%" "ExplodeTime_label" "Burst Delay" "ExplodeTime_postvalue_label" "Burst Delay" "ExplodeTime_postfix" "s" "ExplodeTimeInterval_label" "Burst Interval" "ExplodeTimeInterval_postvalue_label" "Burst Interval" "ExplodeTimeInterval_postfix" "s" "MaxStacks_BabaBubblingBrew_label" "Max Spirit Stolen" "MaxStacks_BabaBubblingBrew_postvalue_label" "Max Spirit Stolen" "modifier_baba_bubbling_brew_buff" "Stolen Spirit" "modifier_baba_bubbling_brew_debuff" "Threadsap" "modifier_baba_thread_pull" "Threadsap Pull" "KnockbackDuration_label" "Knockback Duration" "KnockbackDuration_postvalue_label" "Knockback Duration" "KnockbackDuration_postfix" "s" "ability_baba_bench_run" "Granny Long Legs" "ability_baba_bench_run_quip" "Granny Long Legs: jump high and kick anyone nearby with spirit-charged legs." "ability_baba_bench_run_desc" "Your bench's legs extend, granting {g:citadel_inline_attribute:'BonusMoveSpeed'}, higher jumps, Debuff Resistance and Melee Resistance.

Light Melee: Perform a kick that knocks enemies back.
Heavy Melee: Perform a ground pound that applies {g:citadel_inline_attribute:'KnockUp'}, {g:citadel_inline_attribute:'Slow'}, and deals {g:citadel_inline_attribute:'SpiritDamage'}.

Hold {g:citadel_binding:'Crouch'} to charge a high jump, release to jump." "ability_baba_bench_run_t1_desc" "+{s:BonusMoveSpeed}m Move Speed" "ability_baba_bench_run_t2_desc" "{s:AbilityCooldown}s Cooldown" "ability_baba_bench_run_t3_desc" "+{s:MeleeResist}% Resists
+{s:MeleeLifesteal}% Melee Lifesteal" "modifier_baba_bench_run" "Granny Long Legs" "BulletProcDamage_label" "Bonus Spirit Damage Per Bullet" "BulletProcDamage_postvalue_label" "Bonus Spirit Damage Per Bullet" "StolenSpiritBulletDamagePercent_prefix" "+" "StolenSpiritBulletDamagePercent_label" "Bonus Damage From Stolen Spirit" "StolenSpiritBulletDamagePercent_postvalue_label" "Bonus Damage From Stolen Spirit" "StolenSpiritBulletDamagePercent_postfix" "%" "LightKickKnockbackDistance_label" "Light Melee Knockback" "LightKickKnockbackDistance_postvalue_label" "Light Melee Knockback" "LightKickKnockbackDistance_postfix" "m" "GroundPoundKnockUpDuration_label" "Ground Pound Knock Up" "GroundPoundKnockUpDuration_postvalue_label" "Ground Pound Knock Up" "GroundPoundKnockUpDuration_postfix" "s" "BonusMeleeRange_label" "Melee Range" "BonusMeleeRange_postvalue_label" "Melee Range" "BonusMeleeRange_prefix" "{s:sign}" "BonusMeleeRange_postfix" "m" "MeleeSpiritDamage_label" "Light Melee Spirit Damage" "MeleeSpiritDamage_postvalue_label" "Light Melee Spirit Damage" "HeavyMeleeSpiritDamage_label" "Heavy Melee Damage" "HeavyMeleeSpiritDamage_postvalue_label" "Heavy Melee Damage" "HeavyMeleeSlowPercent_label" "Heavy Melee Movement Slow" "HeavyMeleeSlowPercent_postvalue_label" "Heavy Melee Movement Slow" "HeavyMeleeSlowPercent_postfix" "%" "HeavyMeleeSlowDuration_label" "Heavy Melee Slow Duration" "HeavyMeleeSlowDuration_postvalue_label" "Heavy Melee Slow Duration" "HeavyMeleeSlowDuration_postfix" "s" "MeleeResist_label" "Melee Resist" "MeleeResist_postvalue_label" "Melee Resist" "MeleeResist_prefix" "+" "MeleeResist_postfix" "%" "MaxJumpHeight_label" "Fully Charged Jump Height" "MaxJumpHeight_postvalue_label" "Fully Charged Jump Height" "MaxJumpHeight_prefix" "+" "MaxJumpHeight_postfix" "%" "MinJumpHeight_label" "Jump Height" "MinJumpHeight_postvalue_label" "Jump Height" "MinJumpHeight_prefix" "+" "MinJumpHeight_postfix" "%" "ability_baba_hexing_brew" "Baba's Brew" "ability_baba_hexing_brew_quip" "Brew Baba's special pot of tea, then throw it to ignite or silence enemies, or shield allies" "ability_baba_hexing_brew_desc" "Brew a pot of tea that applies a magical effect in an area when thrown, cycling over time between a soothing {g:citadel_inline_attribute:'CombatBarrier'}, {g:citadel_inline_attribute:'Silence'}, or scalding burn that deals {g:citadel_inline_attribute:'SpiritDPS'} and reduces {g:citadel_inline_attribute:'SpiritResist'}.

Press {g:citadel_binding:'ADS'} to pause or resume brewing." "ability_baba_hexing_brew_t3_desc" "+{s:BrewEffectiveness}% Brew Effectiveness" "ability_header_baba_brew_barrier" "Soothing Brew:" "ability_header_baba_brew_silence" "Silencing Brew:" "ability_header_baba_brew_fire" "Scalding Brew:" "BabaBrewBurnDPS_label" "Burn DPS" "BabaBrewBurnDPS_postvalue_label" "Burn DPS" "BabaBrewBurnSpiritResist_prefix" "{s:sign}" "BabaBrewBurnSpiritResist_label" "Burn Spirit Resist" "BabaBrewBurnSpiritResist_postvalue_label" "Burn Spirit Resist" "BabaBrewBurnSpiritResist_postfix" "%" "modifier_baba_brew_fire" "Scalding Brew" "modifier_baba_brew_barrier" "Soothing Brew" "modifier_baba_brew_holding_silence" "Brew: Silence" "modifier_baba_brew_holding_fire" "Brew: Fire" "modifier_baba_brew_holding_barrier" "Brew: Barrier" "modifier_baba_brew_segment_none" "Brewing" "modifier_baba_brew_segment_barrier" "Soothing" "modifier_baba_brew_segment_fire" "Scalding" "modifier_baba_brew_segment_silence" "Silencing" "modifier_baba_brew_segment_fail" "" "BrewTime_label" "Initial Brew Time" "BrewTime_postvalue_label" "Initial Brew Time" "BrewTime_postfix" "s" "ability_baba_hexing_brew/modifier_baba_brew_silence" "Silencing Brew" "modifier_baba_brew_holding" "Baba's Brew" "baba_brew_ui_brewing" "Brewing..." "MaxLockonStacks_label" "Max Pigeons Per Target" "MaxLockonStacks_postvalue_label" "Max Pigeons Per Target" "FullLockonTime_label" "Time To Full Lock-On" "FullLockonTime_postvalue_label" "Time To Full Lock-On" "FullLockonTime_postfix" "s" "TimeToGainLockonStack_label" "Lock-on Time Per Pigeon" "TimeToGainLockonStack_postvalue_label" "Lock-on Time Per Pigeon" "TimeToGainLockonStack_postfix" "s" "ability_baba_ultimate_2" "Feed The Birds" "ability_baba_ultimate_2_desc" "Cover targets in front of you with bread, adding a stacking {g:citadel_inline_attribute:'Slow'} .

When the channel ends a flock of pigeons bombard the targets, dealing {g:citadel_inline_attribute:'SpiritDamage'} and hexing each target into a pigeon, increasing in both damage and duration based on bread count." "ability_baba_ultimate_2_t1_desc" "+{s:AbilityCastRange}m Cast Range
+{s:BabaUlt2MaxSlow}% Max Slow" "citadel_ability_baba_pigeon_assault_release_early" "Release Early" "ability_baba_ultimate_2_t3_desc" "+{s:MaxDamage} Max Damage
+{s:MaxDamage_scale} Spirit Scaling
+{s:MaxPigeonDuration}s Max Duration" "MaxPigeonDuration_label" "Max Pigeon Duration" "MaxPigeonDuration_postvalue_label" "Max Pigeon Duration" "MaxPigeonDuration_postfix" "s" "BabaUlt2LockOns_label" "Max Bread Stacks Per Target" "BabaUlt2LockOns_postvalue_label" "Max Bread Stacks Per Target" "BabaUlt2TimeToMaxStacks_label" "Time To Max Stacks" "BabaUlt2TimeToMaxStacks_postvalue_label" "Time To Max Stacks" "BabaUlt2TimeToMaxStacks_postfix" "s" "BabaUlt2MaxSlow_label" "Max Slow" "BabaUlt2MaxSlow_postvalue_label" "Max Slow" "BabaUlt2MaxSlow_postfix" "%" "TickInterval_label" "Time Between Hits" "TickInterval_postvalue_label" "Time Between Hits" "TickInterval_postfix" "s" "modifier_baba_ult2_mark" "Marked" "modifier_baba_ult2_pigeon" "Pigeon" "TickDamageIncreasePerHit_label" "Damage Escalation" "TickDamageIncreasePerHit_postvalue_label" "Damage Escalation" "TickDamageIncreasePerHit_postfix" "%" //----------------------------------------------------------------------------- // ChessMaster //----------------------------------------------------------------------------- "citadel_weapon_chessmaster_set" "Alekhine's Gun" "ability_chessmaster_placepawn" "Setup Pawn" "ability_chessmaster_movechesspiece" "Move Piece" "ability_chessmaster_movechesspiece_desc" "Move ({g:citadel_binding:'ADS'}): Select a chess piece and move it to a target location, triggering effects based on the type of piece.

Move Piece has a unique cooldown per target." "ability_chessmaster_confirm_move_tip" "Move" "ability_chessmaster_cancel_move_tip" "Cancel" "ability_chessmaster_movechesspiece/moveally" "Move Piece" "MoveDistance_postvalue_label" "Move Distance" "MoveDistance_label" "Move Distance" "MoveDistance_postfix" "m" "SelfMoveDistance_postvalue_label" "King Move Distance" "SelfMoveDistance_label" "King Move Distance" "SelfMoveDistance_postfix" "m" "ability_header_on_move" "On Move:" "AbilityButtonHint_MovePieceConfirm" "Complete Move" "AbilityButtonHint_MovePieceCancel" "Takeback" "ability_chessmaster_movechesspiece/movechesspiece" "Advancing" //------------Ability 1 "ability_chessmaster_throwbishop" "Setup Bishop" "ability_chessmaster_throwbishop_trigger" "Setup Bishop" "ability_chessmaster_throwbishop_desc" "Create a bishop that remains in place indefinitely.

Move ({g:citadel_binding:'ADS'}): Moves the bishop, applying a fading {g:citadel_inline_attribute:'Slow'} and dealing {g:citadel_inline_attribute:'SpiritDamage'} to enemies it passes through. After a delay, activates diagonal squares that deal additional {g:citadel_inline_attribute:'SpiritDamage'} when stepped on.

Re-activate to recall all bishops, ending the ability." "ability_chessmaster_throwbishop_t1_desc" "+{s:MoveDistance}m Move Distance
+{s:FadingSlowPercent}% Fading Slow" "ability_chessmaster_throwbishop_t2_desc" "+{s:MaxPieces} Max Pieces
Can Recast within {s:RecastWindow}s" "ability_chessmaster_throwbishop_t3_desc" "+{s:TileSteps} Square Range
Squares reduce Spirit Resist by {s:TechArmorDamageReductionPerStack}%, stacking {s:MaxStacks} times" "ability_chessmaster_throwbishop_dot" "Setup Bishop - Squares" "ability_header_on_square" "On Square:" "MoveCooldown_postvalue_label" "Move Cooldown" "MoveCooldown_label" "Move Cooldown" "MoveCooldown_postfix" "s" "ExpireDistance_postvalue_label" "Recall Distance" "ExpireDistance_label" "Recall Distance" "ExpireDistance_postfix" "m" "GroundAuraLingerDuration_label" "Aura Linger Duration" "GroundAuraLingerDuration_postvalue_label" "Aura Linger Duration" "GroundAuraLingerDuration_postfix" "s" "MaxPieces_label" "Max Deployed Pieces" "MaxPieces_postvalue_label" "Max Deployed Pieces" //--------------Ability 2 "ability_chessmaster_knightbuff" "Kingside Knight" "ability_chessmaster_knightbuff_desc" "Promote an ally to be a knight, granting bonus stamina and {g:citadel_inline_attribute:'CombatBarrier'} for a duration.

If self-cast you develop yourself as king instead, granting double the {g:citadel_inline_attribute:'CombatBarrier'} but no stamina.

Move ({g:citadel_binding:'ADS'}): Moves the piece, making it invulnerable during the duration before landing." "ability_chessmaster_knightbuff_t2_desc" "+{s:CombatBarrier} Barrier
+{s:Stamina} Stamina" "ability_chessmaster_knightbuff_t3_desc" "Can target two allies within radius.
On Self: Remove all debuffs after a move" //--------------Ability 3 "ability_chessmaster_forkpiece" "Rook Battery" "ability_chessmaster_forkpiece_trigger" "Rook Battery" "ability_chessmaster_forkpiece_desc" "Release a pair of rooks that travel forward, dealing {g:citadel_inline_attribute:'SpiritDamage'} and applying {g:citadel_inline_attribute:'Immobilize'}. If the rooks hit a wall, they reflect back in the opposite direction.

Re-Activate: Split the rooks perpendicularly.
" "ability_chessmaster_forkpiece_t1_desc" "On Hit: Reduce {s:FireRateSlow}% Fire Rate for {s:DebuffDuration}s" "ability_chessmaster_forkpiece_t2_desc" "On Hit: {s:CurrentHealthPercent}% Current Health as Damage" "ability_chessmaster_forkpiece_t3_desc" "+{s:MaxReflectCount} Wall Reflects
{s:AbilityCooldown}s Cooldown
+{s:ImmobilizeDuration}s Immobilize Duration" "ImmobilizeMinDuration_postvalue_label" "Min Immobilize" "ImmobilizeMinDuration_label" "Min Immobilize" "ImmobilizeMinDuration_postfix" "s" "MaxReflectCount_postvalue_label" "Wall Reflects" "MaxReflectCount_label" "Wall Reflects" "ImmobilizeMaxDuration_postvalue_label" "Max Immobilize" "ImmobilizeMaxDuration_label" "Max Immobilize" "ImmobilizeMaxDuration_postfix" "s" "KnightAuraRadius_postvalue_label" "Knight Trail Radius" "KnightAuraRadius_label" "Knight Trail Radius" "KnightAuraRadius_postfix" "m" "KnightAuraDuration_postvalue_label" "Knight Trail Duration" "KnightAuraDuration_label" "Knight Trail Duration" "KnightAuraDuration_postfix" "s" //---------Ability 4 "ability_chessmaster_queen" "Develop Queen" "ability_chessmaster_queen_trigger" "Develop Queen" "ability_chessmaster_queen_desc_active" "Summon a queen that crashes down, dealing {g:citadel_inline_attribute:'SpiritDamage'} in an area. After a delay, the queen releases squares in straight lines that deal {g:citadel_inline_attribute:'SpiritDamage'} again and apply {g:citadel_inline_attribute:'Stun'}.

Move ({g:citadel_binding:'ADS'}): The queen leaps to the target location, dealing the same effects again.

Re-activate to recall the queen early, ending the ability.
" "ability_chessmaster_queen_t2_desc" "+{s:SlowPercent}% Slow. Checkmates heroes below {s:CheckmateThreshold} health, executing them." "ability_chessmaster_queen_t3_desc" "+{s:QueenBonusMoves} Moves
+{s:TileSteps} Square Range" "ability_chessmaster_queen/active" "Develop Queen" "ability_chessmaster_queen/lift" "Check..." "TileSteps_postvalue_label" "Square Range" "TileSteps_label" "Square Range" "TileSteps_postfix" "" "QueenCooldown_postvalue_label" "Queen Cooldown" "QueenCooldown_label" "Queen Cooldown" "QueenCooldown_postfix" "s" "QueenBonusMoves_postvalue_label" "Additional Moves" "QueenBonusMoves_label" "Additional Moves" "VisionAuraRadius_postvalue_label" "Vision Radius" "VisionAuraRadius_label" "Vision Radius" "VisionAuraRadius_postfix" "m" "SquareDuration_label" "Square Duration" "SquareDuration_postvalue_label" "Square Duration" "SquareDuration_postfix" "s" "SquareSize_label" "Square Range" "SquareSize_postvalue_label" "Square Range" "SquareSize_postfix" "m" "CheckmateDamage_postvalue_label" "Checkmate Damage" "CheckmateDamage_label" "Checkmate Damage" "CheckmateThreshold_postvalue_label" "Checkmate Threshold" "CheckmateThreshold_label" "Checkmate Threshold" //----------------------------------------------------------------------------- // Deadpack //----------------------------------------------------------------------------- "citadel_weapon_deadpack_set" "Chimera Peace Bringer" "ability_deadpack_chargeblast" "Strix Salvo" "ability_deadpack_chargeblast_desc" "Launch a salvo of spirit missiles that lodge into the ground along a line. The missiles explode after a delay or upon detecting an enemy, dealing {g:citadel_inline_attribute:'SpiritDamage'} and marking the target.

Shooting a marked enemy with a charged shot consumes a mark to deal {g:citadel_inline_attribute:'BonusSpiritDamage'} and apply a fading {g:citadel_inline_attribute:'Slow'}.

Hold and drag to select the angle." "ability_deadpack_chargeblast_t1_desc" "{s:AbilityCooldown}s Cooldown" "ability_deadpack_chargeblast_t2_desc" "+{s:Damage} Damage
+{s:CoatedDamage} Marked Damage" "ability_deadpack_chargeblast_t3_desc" "+{s:MarksTotal} Missiles, Longer Range, and Improved Spirit Scaling" "MarksTotal_postvalue_label" "Missiles Launched" "MarksTotal_label" "Missiles Launched" "HeatGainedTotal_label" "Heat Gained" "HeatGainedTotal_postvalue_label" "Heat Gained" "HeatGainedTotal_postfix" "%" "DamageRamp_label" "Damage Ramp" "DamageRamp_postvalue_label" "Damage Ramp" "ability_deadpack_chargeblast/debuff" "Salvo Slow" "ability_deadpack_chargeblast/coated_buff" "Fire Rate" "CoatedDamage_postvalue_label" "Marked Damage" "CoatedDamage_label" "Marked Damage" "CoatedSlowPercent_label" "Fading Slow" "CoatedSlowPercent_postvalue_label" "Fading Slow" "CoatedSlowPercent_postfix" "%" "CoatedSlowDuration_postvalue_label" "Slow Duration" "CoatedSlowDuration_label" "Slow Duration" "CoatedSlowDuration_postfix" "s" "CoatedDuration_postvalue_label" "Mark Duration" "CoatedDuration_label" "Mark Duration" "CoatedDuration_postfix" "s" "MissileGroundDuration_postvalue_label" "Explode Delay" "MissileGroundDuration_label" "Explode Delay" "MissileGroundDuration_postfix" "s" "ability_deadpack_flamethrower" "Jettison Fuel" "ability_deadpack_flamethrower_desc" "Spray fuel dealing {g:citadel_inline_attribute:'WeaponDPS'} and shredding {g:citadel_inline_attribute:'BulletResist'}, building up to a huge backblast that deals {g:citadel_inline_attribute:'SpiritDamage'} and knocks you backwards.

Vents the jetpack when dealing damage.
" "ability_deadpack_flamethrower_t2_desc" "+{s:ScorchDamage} Burst Damage
On Backblast Hit: +{s:BonusFireRate}% Fire Rate for {s:BuffDuration}s" "ability_deadpack_flamethrower_t3_desc" "{s:BulletResistReduction}% Bullet Resist Shred
On Backblast Hit: Apply a Mark" "ability_deadpack_flamethrower/firerate_buff" "Fire Rate" "ChargeShotExplosionRadiusPercent_label" "Charge Shot Explosion Radius" "ChargeShotExplosionRadiusPercent_postvalue_label" "Charge Shot Explosion Radius" "ChargeShotExplosionRadiusPercent_postfix" "%" "ability_deadpack_flamethrower/resist_reduction" "Scorched" "ScorchDamage_label" "Burst Damage" "ScorchDamage_postvalue_label" "Burst Damage" "ResistDuration_value_label" "Debuff Duration" "ResistDuration_postvalue_label" "Debuff Duration" "ResistDuration_postfix" "s" "ability_deadpack_rocketeer" "Chimera Mk1" "ability_deadpack_rocketeer_desc" "Hold {g:citadel_binding:'Mantle'} to fly, building up heat. When max heat is reached, your jetpack will begin to overheat.

Overheating: After a short delay, dive to the ground. Upon impact, create an explosion that deals damage and launches you and nearby enemies. If no hero is hit, you stun yourself. Press {g:citadel_binding:'Ability2'} to dive early.

Cooling Down: After overheating, the jetpack cannot be used until it fully cools down.

Slows affect you while airborne. You always explode on death." "ability_deadpack_rocketeer_t1_desc" "Heat vents faster while grounded" "ability_deadpack_rocketeer_t2_desc" "On Hero Hit: Heal and take no self damage" "ability_deadpack_rocketeer_t3_desc" "On Hero Hit: -{s:OverheatLockoutDurationReductionOnPlayerHitPercent}% Cooldown and +{s:ExplosionDamage} Spirit Damage" "ability_deadpack_rocketeer/maxheat" "OVERHEATING" "ability_deadpack_rocketeer/maxheat/lockout" "Cooling Down" "FuelPct_postvalue_label" "Fuel" "FuelPct_postfix" "%" "HeatVentedPct_postvalue_label" "Heat Vented" "HeatVentedPct_postfix" "%" "FuelRefillRate_postvalue_label" "Cooling on Ground" "FuelRefillRate_postfix" "%" "OverheatStunDuration_postvalue_label" "Stun" "OverheatStunDuration_label" "Stun" "OverheatStunDuration_postfix" "s" "OverheatStunDurationSelf_postvalue_label" "Self Stun" "OverheatStunDurationSelf_label" "Self Stun" "OverheatStunDurationSelf_postfix" "s" "OverheatLockoutDuration_postvalue_label" "Cooling Down" "OverheatLockoutDuration_label" "Cooling Down" "OverheatLockoutDuration_postfix" "s" "HeatGainRate_postvalue_label" "Heat Gain" "HeatGainRate_label" "Heat Gain" "HeatGainRate_postfix" "/s" "HeatGainAirDash_postvalue_label" "Air Dash Heat" "HeatGainAirDash_label" "Air Dash Heat" "HeatGainAirDash_postfix" "%" "SelfDamagePercent_postvalue_label" "Self Damage" "SelfDamagePercent_label" "Self Damage" "SelfDamagePercent_postfix" "%" "MaxHealthSelfDamagePercent_postvalue_label" "Self Damage" "MaxHealthSelfDamagePercent_label" "Self Damage" "MaxHealthSelfDamagePercent_postfix" "% Max Health" "HealOnHit_label" "Heal On Hit" "ExplosionBulletDamage_label" "Explosion Damage" "ExplosionBulletDamage_postvalue_label" "Explosion Damage" "citadel_ability_deadpack_heat_ui_meter" "Heat" "ability_deadpack_ultimate" "Close The Deal" "ability_deadpack_ultimate_desc" "Grab an enemy and give them a hands-on demonstration, flying high into the air before crashing back to the ground.

You and the participant take {g:citadel_inline_attribute:'SpiritDPS'} while falling and {g:citadel_inline_attribute:'SpiritDamage'} upon impact. Damage is increased to enemies under {s:LowHealthEnemyThresholdPct}% health." "ability_deadpack_ultimate_t3_desc" "+{s:StunDuration}s Stun
+{s:DamagePerMeter} Damage / Meter" "ability_deadpack_ultimate/overloaded" "Overheated" "ability_deadpack_ultimate/grabbed" "Grabbed by Danny" "modifier_citadel_deadpack_target" "Grabbed by Danny" "DamagePerMeter_postvalue_label" "Falling Damage" "DamagePerMeter_label" "Falling Damage" "DamagePerMeter_postfix" " / meter" "DeadpackUltBonusTotalDamage_prefix" "+" "DeadpackUltBonusTotalDamage_label" "Bonus Damage" "DeadpackUltBonusTotalDamage_postvalue_label" "Bonus Damage" "DeadpackUltBonusTotalDamage_postfix" "%" "DeadpackUlt_Target_Modifier" "Live Demonstration" "GrabRange_postvalue_label" "Grab Range" "GrabRange_label" "Grab Range" //----------------------------------------------------------------------------- // END HERO ABILITIES //----------------------------------------------------------------------------- //Ability headers "ability_header_on_hit" "On Hit:" "ability_header_on_kill" "On Kill:" "ability_header_on_hero_hit" "On Hero Hit:" "ability_header_on_hero_kill" "On Hero Kill:" "ability_header_on_enemy_hit" "On Enemy Hit:" "ability_header_on_friendly_hit" "On Friendly Hit:" "ability_header_on_headshot" "On Headshot:" "ability_header_on_buff" "On Buff:" "ability_header_on_debuff" "On Debuff:" "ability_header_on_landing" "On Landing:" "ability_header_passive" "Passive:" "ability_header_on_proc" "On Proc:" "ability_header_on_stack" "On Stack:" "ability_header_on_max_stacks" "On Max Stacks:" "ability_header_on_wall_hit" "On Wall Hit:" "ability_header_when_inactive" "When Inactive:" "ability_header_when_active" "When Active:" "ability_header_on_melee" "On Melee:" "ability_header_on_barrier" "On Barrier:" "ability_header_on_revive" "On Revive:" "ability_header_on_empowered_cast" "On Empowered Cast:" "ability_header_on_barrier_expire" "On Barrier Expire:" "ability_header_on_cast" "On Cast:" "ability_header_on_slide" "On Slide:" "ability_header_on_death" "On Death:" // Weapon names "citadel_gun_damage" "Gun Damage" "citadel_gun_damage_alt" "Alt Gun Damage" //"citadel_weapon_combo_melee" "Melee Combo" "citadel_weapon_yamato_set" "Sister's Lament" "citadel_weapon_inferno_set" "Incendiary Remarks" "citadel_weapon_gigawatt_set" "Cold Calculus" "citadel_weapon_hornet_set" "Wallflower's Revenge" "citadel_weapon_orion_set" "The Mourning Comes" "citadel_weapon_ghost_set" "Johann's Gift" "citadel_weapon_atlas_set" "Case Closed" "citadel_weapon_atlas_set_desc" "Reloads single shells at a time. Can be interrupted" "citadel_weapon_wraith_set" "The Rake" "citadel_weapon_forge_set" "Services Rendered" "citadel_weapon_forge_set_desc" "Increases fire rate as the gun spins up" "citadel_weapon_bebop_set" "Humble Pie" "citadel_weapon_bebop_set_desc" "Fires a continuous beam with no bullet travel" "citadel_weapon_nano_set" "Sweetest Lie" "citadel_weapon_dynamo_set" "The Vonnegun" "citadel_weapon_kelvin_set" "Expedition's End" "citadel_weapon_viscous_set" "Deep Sea Interpreter" "citadel_weapon_haze_set" "Censure & Penance" "citadel_weapon_astro_set" "Doc's Orders" "citadel_weapon_chrono_set" "Trade Secret" "citadel_weapon_shiv_set" "Busted Flush" "citadel_weapon_tengu_set" "Protector's Hand" "citadel_weapon_krill_set" "Yellow Canary" "citadel_weapon_lash_set" "Tale of The Tape" "citadel_weapon_warden_set" "Freedom's Cost" "citadel_weapon_mirage_set" "Promises Kept" "citadel_weapon_synth_set" "The Black Sheep" "citadel_weapon_viper_set" "The Rattler" "citadel_weapon_magician_set" "The Prestige" "citadel_weapon_slork_set" "Riptide" "citadel_weapon_trapper_set" "Civil Servant" "citadel_weapon_wrecker_set" "The Butcher's Hand" "citadel_weapon_operative_set" "Umbrella Gun" "citadel_weapon_punkgoat_set" "Biquette" "citadel_weapon_drifter_set" "Crimson Grasp" "citadel_weapon_drifter_alt" "Drifter Alt Weapon" "citadel_weapon_bookworm_set" "Chapter's End" "citadel_weapon_doorman_set" "Service With A Smile" "citadel_weapon_frank_set" "Memento Mori" "citadel_weapon_vampirebat_set" "New Money" "citadel_weapon_priest_set" "51:20" "citadel_weapon_unicorn_set" "Carny Life" "citadel_weapon_opera_set" "Opera Gun" "citadel_weapon_necro_set" "The Teacher" "citadel_weapon_werewolf_set" "Hair of the Dog" "citadel_weapon_werewolf_wolf_set" "Loose Muzzle" "citadel_weapon_familiar_set" "Long Night" "citadel_weapon_fencer_set" "Pride of Ixia" "citadel_weapon_targetdummy_set" "Dummy Gun" //"citadel_weapon_duo_set" "Duo Gun" //"citadel_weapon_heavy_set" "Heavy Gun" //"citadel_weapon_akimbo_set" "Akimbo Gun" //"citadel_weapon_gunslinger_set" "Gunslinger Gun" //"citadel_weapon_yakuza_set" "Yakuza Boss Gun" //"citadel_weapon_phalanx_set" "Phalanx Gun" //"citadel_weapon_kali_set" "Kali Gun" //"citadel_weapon_revenant_set" "Revenant Gun" //"citadel_weapon_demoman_set" "Demoman Gun" //"citadel_weapon_hijack_set" "Hijack Gun" //"citadel_weapon_mechaguy_set" "Mechaguy Gun" //"citadel_weapon_zealot_set" "Zealotry Gun" //"citadel_weapon_ballista_set" "Ballista Gun" //"citadel_weapon_apocalypse_set" "Apocalypse Gun" //"citadel_weapon_clawdril_set" "Clawdril Gun" //"citadel_weapon_coldmetal_set" "Cold Metal Gun" //"citadel_weapon_spade_set" "Spade Dice Launcher" //"citadel_weapon_rutger_set" "Rutger Gun" //"citadel_weapon_tokamak_set" "Curie-ous Times" //"citadel_weapon_tempest_set" "Tempest Gun" // Melee names "ability_melee_ghost" "Melee" "citadel_ability_melee_bull" "Melee" "citadel_ability_melee_gigawatt" "Melee" "citadel_ability_melee_engineer" "Melee" "ability_melee_heavy" "Melee" "citadel_ability_melee_hornet" "Melee" "ability_melee_archer" "Melee" "citadel_ability_melee_chrono" "Melee" "ability_melee_inferno" "Melee" "citadel_ability_melee_wraith" "Melee" "citadel_ability_melee_sumo" "Melee" "ability_melee_kelvin" "Melee" "ability_melee_viscous" "Melee" "ability_melee_astro" "Melee" "ability_melee_haze" "Melee" "citadel_ability_melee_bebop" "Melee" "ability_melee_nano" "Melee" "citadel_ability_melee_shiv" "Melee" "citadel_ability_melee_tengu" "Melee" "ability_melee_digger" "Melee" "citadel_ability_melee_kali" "Melee" "citadel_ability_melee_revenant" "Melee" "citadel_ability_melee_phalanx" "Melee" "citadel_ability_melee_demoman" "Melee" "ability_melee_zealot" "Melee" "ability_melee_lash" "Melee" "citadel_ability_melee_warden" "Melee" "citadel_ability_melee_apocalypse" "Melee" "citadel_ability_melee_clawdril" "Melee" "citadel_ability_melee_coldmetal" "Melee" "citadel_ability_melee_ballista" "Melee" "citadel_ability_melee_spade" "Melee" "citadel_ability_melee_tokamak" "Melee" "ability_melee_yamato" "Melee" "ability_melee_wrecker" "Melee" "ability_melee_viper" "Melee" "ability_melee_magician" "Melee" "ability_melee_bookworm" "Melee" "ability_melee_vampirebat" "Melee" "ability_melee_doorman" "Melee" "ability_melee_frank" "Melee" "ability_melee_mirage" "Melee" "ability_melee_opera" "Melee" "ability_melee_necro" "Melee" "ability_melee_ratking" "Melee" "ability_melee_baba" "Melee" "ability_baba_bench_melee" "Melee" "ability_melee_chessmaster" "Melee" "ability_melee_deadpack" "Melee" "Citadel_Familiar_HeroTag_1" "Helpful" "Citadel_Familiar_HeroTag_2" "Tiny" "Citadel_Familiar_HeroTag_3" "zZzzZ" "Citadel_Fencer_HeroTag_1" "Finesse" "Citadel_Fencer_HeroTag_2" "Mobility" "Citadel_Fencer_HeroTag_3" "A Cut Above" "Citadel_Necro_HeroTag_1" "Morbid" "Citadel_Necro_HeroTag_2" "Area Denial" "Citadel_Necro_HeroTag_3" "Necromancer" "Citadel_Priest_HeroTag_1" "Devout" "Citadel_Priest_HeroTag_2" "Arms Expert" "Citadel_Priest_HeroTag_3" "Tactical" "Citadel_Unicorn_HeroTag_1" "Performer" "Citadel_Unicorn_HeroTag_2" "Disruptive" "Citadel_Unicorn_HeroTag_3" "Dazzling" "Citadel_Werewolf_HeroTag_1" "Feral" "Citadel_Werewolf_HeroTag_2" "Hot Mess" "Citadel_Werewolf_HeroTag_3" "Transformation" "Citadel_Artist_HeroTag_1" "Ambitious" "Citadel_Artist_HeroTag_2" "Nimble" "Citadel_Artist_HeroTag_3" "Creative" "Citadel_Baba_HeroTag_1" "Cackling" "Citadel_Baba_HeroTag_2" "Beady" "Citadel_Baba_HeroTag_3" "Hexing" "Citadel_Chessmaster_HeroTag_1" "Strategist" "Citadel_Chessmaster_HeroTag_2" "Focused" "Citadel_Chessmaster_HeroTag_3" "Checkmate" "Citadel_Deadpack_HeroTag_1" "Reckless" "Citadel_Deadpack_HeroTag_2" "High-flying" "Citadel_Deadpack_HeroTag_3" "Explosive" "Citadel_Nurse_HeroTag_1" "Strict" "Citadel_Nurse_HeroTag_2" "Terrifying" "Citadel_Nurse_HeroTag_3" "Savior" "Citadel_Ratking_HeroTag_1" "Scrappy" "Citadel_Ratking_HeroTag_2" "Regal" "Citadel_Ratking_HeroTag_3" "Tenacious" "hero_astro_role" "Bounces about dispensing trick shots" "hero_atlas_role" "Charges into close combat" //"hero_ballista_role" "Shields up to drop the bomb" "hero_bebop_role" "Hooks an enemy for a knockout combo" "hero_wrecker_role" "Salvages scrap to create weapons" "hero_chrono_role" "Manipulates Space and Time" "hero_dynamo_role" "Locks down the enemy team" "hero_forge_role" "Controls the battle with combat turrets" //"hero_heavy_role" "Heavy Weapon Expert" "hero_ghost_role" "Sacrifices health then drains it back" "hero_gigawatt_role" "Electrocutes crowds of enemies" "hero_haze_role" "Sneaks in and sprays bullets" "hero_hornet_role" "Snipes the unsuspecting" "hero_inferno_role" "Lights up enemies and watches them burn" "hero_kelvin_role" "Freezes enemies in their tracks" "hero_lash_role" "Dives down to stomp his foes" "hero_krill_role" "Burrows underneath his enemies" "hero_nano_role" "Wreaks havoc from the sidelines" "hero_orion_role" "Delivers long range skill-shots" "hero_shiv_role" "Bleeds out foes, then goes in for a kill" "hero_viscous_role" "Rolls around deflecting bullets" "hero_warden_role" "Weakens his enemies and chases them down" "hero_wraith_role" "Melts isolated targets" "hero_yamato_role" "Delivers charged attacks with finesse" "hero_tengu_role" "Sets up a power duo with a lucky ally" "hero_mirage_role" "Times his shots and catches fleeing targets" "hero_slork_role" "Slips into combat and then hides to recover" "hero_synth_role" "Infiltrates and disrupts the backline" "hero_viper_role" "Slither in and assassinate enemies" "hero_magician_role" "Misdirect and hex enemies" "hero_trapper_role" "Entrap enemies and control space" "hero_operative_role" "Uses cunning to maximize damage" //"hero_akimbo_playstyle" "Akimbo excels at close range combat, where he relies on speed, cone attacks, and a whole lot of bullets to hit as many targets as possible." "hero_astro_playstyle" "Holliday depends on her skills as a crack shot, shooting things she's bounced into the air. With good aim she can lay out heavy damage. Her movement skills let her isolate her enemies or beat a hasty retreat." "hero_atlas_playstyle" "Abrams has the bulk and sustain to lead from the front, often running into the middle of his foes and watching them scatter. If his enemies waste their fire on him, his backline teammates can lay out damage with impunity." //"hero_ballista_playstyle" "You know what people hate? Being knocked back by a shotgun. You know what they hate even more? Being knocked back into a mine field. Do you know what they hate even more than that? Being atomized by a fusion bomb. Ballista turns the battlefield into an explosive Rube Goldberg device." "hero_bebop_playstyle" "Bebop can string together his abilities in many different ways. Disrupting enemy positions, saving an ally or dealing bursts of damage. When the situation doesn't require subtlety his giant laser still solves many problems." "hero_wrecker_playstyle" "Salvaging and scrapping for parts, Wrecker can disassemble troopers, crush foes with his Wrecking Ball, and capture all enemies in his Stasis Trap." "hero_chrono_playstyle" "Manipulating time lets Paradox outpace an enemy in one on one combat. She thrives by subjecting her enemies to timely swaps into a waiting pulse grenade, her wall, or into the middle of her teammates." "hero_dynamo_playstyle" "Dynamo keeps himself and his allies healthy while waiting for his moment. Few things can warp a team fight more than a well-coordinated use of Singularity." "hero_forge_playstyle" "Precise placement is everything for McGinnis, whether she's creating a killzone or splitting the enemy team. She can help keep her team running making them hard to dislodge when entrenched." "hero_ghost_playstyle" "Expending health to achieve devastating effects is the source of Lady Geist's power. When running low, she can drain the life out of her rivals." "hero_gigawatt_playstyle" "Seven thrives in a skirmish waiting for the time to strike. Then he rolls into the fight like a storm and batters his enemies with a cascade of lightning." "hero_haze_playstyle" "When Haze fixates on a target she can hold her own in a firefight. She prefers to create one sided exchanges, avoiding damage then picking off unsuspecting targets up close." "hero_hornet_playstyle" "Vindicta has the mobility to engage at her leisure, picking at her prey and bleeding them out slowly. Injured enemies at any distance should fear being picked off when she is on the map." "hero_inferno_playstyle" "Infernus has many ways to deal damage over time, burning foes before swooping in for the kill. Due to Infernus' blazing speed, his enemies won't be able to escape the flames." //"hero_kali_playstyle" "Kali is positively lethal with his boomerang, however if he misses catching the blade on it's return path his effectiveness reduces dramatically." "hero_kelvin_playstyle" "Timely heals and splitting a teamfight properly is the difference between an easy victory or a ruinous defeat. Gliding around slowing enemies gives Kelvin's team the maneuvering advantage to make this happen." "hero_lash_playstyle" "Lash gives his enemies little room to breathe, either by flying in from long distances to initiate combat with unsuspecting enemies, or pursuing said enemies when they try to run." "hero_krill_playstyle" "By burrowing through the ground, Mo and Krill can get the drop on almost anyone; and once they get in close the results can be devastating." "hero_nano_playstyle" "Calico uses the shadows to her advantage, weaving in and out of combat to hunt down her enemies one by one." "hero_orion_playstyle" "A cunning predator, Grey Talon uses a combination of deadly accuracy, traps, and clever positioning to bring down the toughest of opponents." "hero_shiv_playstyle" "Shiv has zero interest in playing fair, which is why he relies on hit and run tactics to weaken enemies before he dives in for the kill." //"hero_tempest_playstyle" "Much like how a child has no idea how a TV works, no one knows exactly HOW Tempest kills you. Was it a tesla coil? You didn't see a tesla coil. Either way, you're dead and Tempest is laughing." "hero_viscous_playstyle" "Viscous vexes his opponents through clever evasion and strategic uses of healing, enabling him to withstand the most brutal of enemy attacks." "hero_warden_playstyle" "Warden leads from the front, jumping into the fray and hindering his opponents' ability to fight effectively. But what Warden considers brave, others consider reckless, and if he's not careful he can easily find himself in over his head." "hero_wraith_playstyle" "Excelling at one-on-one combat, Wraith isolates targets, eliminating them with ruthless efficiency. Then teleporting away before anyone can retaliate." "hero_yamato_playstyle" "Yamato uses precise strikes to decimate her rivals. However, such damaging attacks often will leave her exposed, so she needs to make every shot count." //"hero_spade_playstyle" "Lorem ipsum dolor sit amet, consectetur adipiscing elit, sed do eiusmod tempor incididunt ut labore et dolore magna aliqua." //"hero_tokamak_playstyle" "Shooting Tokamak's weapon builds heat which bleeds off whenever the gun isn't shooting. High heat levels can be used to increase the power of some abilities." //"hero_rutger_playstyle" "Rocket Launcher gives him some rocket-jumping capabilities, Force Field allows him to close off movement options, Cheat Death lets him turn bad fights around, and a Pulse released in the middle of a teamfight can dictate the outcome." "hero_synth_playstyle" "With a powerful shotgun and a thin frame, Pocket relies on their ability to briefly escape into a mystic suitcase and teleport via a flying cloak in order to survive close encounters." "hero_mirage_playstyle" "Mirage can envelop himself in a violent tornado to catch up to enemies and lift them up. His scarabs help him sustain against multiple enemies, and he's always ready to help an ally or punish an enemy anywhere." "hero_slork_playstyle" "A short-ranged assassin, Fathom can slip in and out of combat and win long engagements." "hero_tengu_playstyle" "Ivy has disruptive combat tricks that slow and stun enemies. She's most effective when linking up with an ally, empowering her and her ally's guns as well as sharing heals." "hero_viper_playstyle" "With a powerful weapon (and deadly venom to match), Vyper can slither into the back of teams and assassinate high-priority targets in a storm of bullets." "hero_magician_playstyle" "With the help of their unwilling assistant, The Magnificent Sinclair can confuse enemies with curving hexes and rapid bolts." "hero_trapper_playstyle" "The Trapper can infest the battlefield with their haunted spiders, leaving latent curses in key areas. If you let the Trapper have their way, you won't be able to navigate the map without springing some sort of trap." "hero_operative_playstyle" "By impeding enemy movement and punishing those who look in his direction, Raven creates opportunites to stab his enemies in the back." //"hero_akimbo_lore" "Though he was built by a lonely gunslinger, Akimbo was taught that he couldn't use a gun to solve all his problems. This frustrated the robot outlaw immensely, but as time passed Akimbo realized that his human father was right. A gun only solved about 75% of his problems. To solve ALL his problems, he would need at least 2 guns." "hero_astro_lore" "There are people who spent their whole lives dreaming about moving to New York. Holliday isn't one of those people. Content with being a Sheriff in a small town, Holliday enjoyed a career where the only time she had to use her gun was when trick shooting at the county fair...then the murders started.

Grisly and inhumane; the bodies were found with their ribcages ripped open... their innards picked apart as if by birds. Holliday tracked down the killer, a travelling folk musician that the media dubbed \"The Troubadour\", but when she confronted him he exploded into a murder of crows and flew away.

That was 6 months ago, and while the murders in central Illinois have stopped, Holliday's investigation has not. She believes that The Troubadour is travelling to New York, and when she finds him she's going to kill that evil son of a bitch." "hero_atlas_lore" "Hard hitting, hard headed, and hard drinking; Detective Abrams has been a fixture on the New York investigating scene for years. From stolen art, to missing persons, to ritual murders; Abrams didn't just take any case that came across his desk... he solved them.

But his days of following cheating spouses came to an end the day he opened his office door and found The Tome sitting on his desk.

No instruction was left for him save for a brief note scrawled in onyx blood that read \"Don't let them have it\". Abrams hasn't figured where the thing came from; but seeing as his home has been broken into, his office tossed on 3 different occasions, and his car firebombed he has a vested interest in figuring out what the hell is going on." "hero_bebop_lore" "Forged by the hands of a widowed junk yard attendant; Bebop was more than just some scrap golem laborer... he was the son she couldn't have. Together they would work in the iron yard during the day, and listen to jazz at night. It was a predictable, if not comforting routine. But now, Bebop's creator has fallen ill and while Miss Shelly wouldn't approve of the activities that Bebop does at night to pay for her medicine, what she doesn't know can't hurt her." "hero_wrecker_lore" "When the Maelstrom first hit New York, it didn't just usher in a new age of mysticism to the world... it changed geopolitics. From CIA employed seers identifying threats decades before they rise to power to occult pacts made in smoky backrooms; countless wars and atrocities have been prevented that would otherwise have shaped history. But that doesn't mean there is no war... just that war has changed.

Paranormal Military Companies have risen to prominence. These groups, using a combination of extra-planar creatures and various blood magics; have found ways to circumvent the guardrails established by the nation's watchdog oracles, allowing them to function as proxies for nations seeking to wage war.

Wrecker is one such soldier.

Employed by Eldritch Tactical Solutions (a subsidiary of Fairfax Industries), Wrecker is an elite soldier of fortune with a reputation for doing dirty work that other PMC's don't have the stomach for." "hero_chrono_lore" "Paradox. An artifact of time, and the name of a notorious thieves' guild... one that prides themselves on constructing elaborate heists that target the most untouchable of individuals and institutions. What does Paradox do with the countless artifacts, state secrets, and celebrity paternity tests that they have stolen? Put it on display at pop-up museums, so that they can show the world that no one is out of Paradox's reach.

Shrouded in mystery, each member of Paradox dons a mask and takes on the organization's name. They are everywhere. They are nowhere. And if they want something, they are inevitable." "hero_dynamo_lore" "As a Scientist, Professor Dynamo always had an inquisitive mind. So when a rift in space and time opened up in central park he was first on the scene to investigate - and while he expected such a majestic sight to be life changing, he was thinking more in a metaphorical way as opposed to having his body atomized and reduced to a tiny dying star.

But while his body is gone, his spirit and lust for knowledge lives on. A tenured professor at Columbia College, Dynamo looks to learn more about his condition while maintaining his class load, after all: he has future minds to inspire." "hero_forge_lore" "Maggie McGinnis always had a knack for building things. At 4 she was using Lincoln Logs to recreate architectural marvels. At 10 she built and rewired a custom light fixture for her parents' anniversary. At 15 she designed a machine that refined the souls of the dead...that last one got a little more attention than the Lincoln Logs.

Now the head of Fairfax Industries Military R&D department, McGinnis spends her time in the machine shop, not in a lab. She's not interested in theory, to her science is magic you can touch." "hero_ghost_lore" "Once, Lady Jeanne Geist was the toast of the town. But as time passed and her beauty faded she found herself further and further from her glory days in High Society until finally she was nothing more than a frail woman in a nursing home, telling stories of a glorious past. And that's when Oathkeeper revealed himself. A powerful spirit from another plane, Oathkeeper offered her a path to reclaim her past glories... he could restore her youth; all she had to do was drain the essence of the living to sustain herself.

Geist was torn. Obviously murder was ghoulish business, and undoubtedly Oathkeeper was not an entity that could be trusted... but still, the thought of having a second chance of reliving her youth was too good to pass up. And so she concocted a plan: after making a pact with Oathkeeper she would bind and ward him, limiting his influence and pull over her. Oathkeeper would still get fed; but on her terms, not his.

However, as years have turned to decades; the strength of the Ward has weakened, and Oathkeeper hungers more than he ever has in the past..." "hero_gigawatt_lore" "When mystic energy awoke on Earth, the world changed... anything was possible. But just because anything WAS possible, didn't mean that anything SHOULD be possible. And so the government made rules. Laws. A means for US citizens to enjoy the benefits of the supernatural world in safety. But rules and laws are for lesser men. Men with limitations. Men who were not Seven.

There are many rumors about what Seven did to land himself in Lost Whisper, an oubliette for the most dangerous of occultists. But there is no doubt about what happened on the night of his execution.

Wards placed by the most powerful ritualists of 7 different nations... wards designed to not just prevent mystical interference with the execution, but to simultaneously obliterate Seven's soul so that it could never be contacted, resurrected, or otherwise be used by someone looking to follow in his footsteps... failed.

Onlookers viewed in horror as the strongest mentalist employed by the US Army's head popped like a grape. They screamed as Scotland Yard's premiere occult investigator, the one who allegedly captured Seven, crumbled to ash. Seven's body buckled and writhed against his restraints; his skin burning from eldritch electricity... and yet he would not die. He laughed.

He laughed as he tore himself free from his bondage.

He laughed as his captors cowered in fear.

He laughed as he massacred his tormentors.

He laughed as he tasted the fresh air that was denied to him for years.

And he laughed when he thought about what he was going to do once he reached New York City." "hero_haze_lore" "The Occult Security and Investigation Commission is a black box government organization that makes the CIA look transparent. It falls on the men, women, and entities of the OSIC to keep the country safe from sinister forces that are beyond the capabilities of local law enforcement.

As a member of the notorious Sandman Division, Haze is routinely tasked with infiltrating the dreams of persons of interest, to assess their threat level, and if needed... to put them to sleep." "hero_hornet_lore" "A victim of John Hathorne during the Salem Witch Trials, Vindicta got a second chance of life when her spirit was brought back to the mortal plane during the first Maelstrom (the event that introduced the supernatural to the public at large).

Waging a one ghost war against \"The Friends of Humanity\", a neo inquisition formed by Hathorne's descendants; Vindicta looks to keep the supernatural safe from Hathorne's ilk, and she isn't afraid to stack as many bodies as needed to do it." "hero_inferno_lore" "Like most teenagers; Infernus was wild, rebellious, and impetuous. Unlike most teenagers, Infernus was a creature from another plane and had a supernatural mastery over fire. Needless to say: his youth was filled with no small amount of arson, murder, and evidence disposal. But that was then. Now an adult, Infernus has mellowed out considerably. He's happy working at a bar with good live music, and talking to interesting people. That being said when someone at the bar gets belligerent or violent, he's not afraid to dust off the skills he once honed." "hero_kelvin_lore" "A famed adventuring scientist, Kelvin made it his life's mission to explore and understand the unknowable. So naturally when rumors surfaced regarding an 8th astral gate hidden in the arctic, Kelvin couldn't build an expedition team fast enough. Assembling the brightest minds of his generation, Kelvin and his team set forth with much fanfare.

They never returned.

A year and a half later the frozen body of Kelvin was found by a fishing trawler, his corpse clutching a rock etched with glowing runes. The crew chipped away at the ice, looking to get a closer look at the body and were shocked when Kelvin opened his eyes. They checked his vitals... there was no pulse. They sought to bandage his open wounds... there was no blood. And yet, impossibly, Kelvin was \"alive\".

Having no memory of what happened on the expedition, Kelvin is looking for answers." "hero_lash_lore" "Jacob Lash is an asshole." "hero_krill_lore" "Mo and Krill are members of The Tunnel Rats, a group that help facilitate illicit trade and commerce between the boroughs thanks to a network of underground tunnels. But while most denizens of the New York underworld respect the work The Rats do, every once in a while a gang tries to exploit the tunnel system for personal vendettas...that's when Mo and Krill step in and remind the city what happens to those who disrespect their hospitality." "hero_nano_lore" "Once a decorated member of The Baxter Society, Calico left the august order once she realized that killing monsters for free was less profitable than killing people for money.

Now an in demand contract killer, Calico is living her best life ending someone else's." "hero_orion_lore" "A founding member of \"The Baxter Society\", Wesley Grey Talon spent close to 40 years hunting monsters that preyed on man before finally deciding to find a replacement and lay down his bow. Grey Talon's duties had meant that he never spent much time with his wife and kid, and now that his son had started a family of his own he realized that this was his last chance to reconnect with the people he loved.

Retirement suited Wesley. He made up for lost time with his wife. He doted on his grandkids. He cooked dinner for the whole family every Wednesday. He was happy.

Then he got the call.

The authorities claimed that it was a freak accident... that the fire consumed his son's house before anyone got a chance to escape. But Wesley knew better. His son's wife was an Ixian who could snuff out flame with a thought. If their bodies were found burned they had to be dead long before there was a fire.

And so Grey Talon has picked up his bow once more, and when he finds who's responsible there will be a bloody reckoning." "hero_shiv_lore" "A loyal member of \"The Baxter Society\", an international order of monster hunters, Shiv travels across North America looking to put down creatures that prey on the living.

While his less polished nature and criminal past make some of the more traditional members of the Society wary, no one can deny his effectiveness." "hero_viscous_lore" "The Bermuda Triangle was never a myth, it was a shadowline nexus deep underneath the Atlantic Ocean. For the most part, the things that escaped this astral gate were benign (like Nessie), but now something dark and predatory known only as The Adversary hunts the seas... and ocean denizens are scared to death.

One of those inhabitants, a psychic sea anemone, wants to do something about it. Summoning an ectoplasmic goo body to traverse the surface, Viscous is desperately trying to summon the Patrons in order to keep The Deep safe from the horror that lurks below." "hero_warden_lore" "Most people think the supernatural came into the world 50 years ago. They're wrong. Its presence shaped folklore for generations... and as long as there have been people afraid of the shadows, there have been those who dedicated their lives to fighting in them.

Coming from a lineage of militant alchemists, Warden's family always trained for the day they would have to stave off a mystic apocalypse... but as time passed the importance of the lessons seemed less and less important. What once was viewed as a sincere warning slowly morphed into being perceived as amusing anecdotes told by their superstitious grandparents.

When the portal opened in Central Park, Warden's parents realized not only was everything they were told was true, they were unprepared. Refusing to let the next generation fall asleep on the job, Warden was trained since birth to be a supernatural killing machine with one purpose: stopping the Patrons from ever entering our world." "hero_wraith_lore" "The cornerstone of the New York gambling scene, Wraith's organization is about as open a secret as it comes. However, thanks to a non-trivial amount of bribes, shakedowns, and blackmail, Wraith knows that she's above the law." "hero_yamato_lore" "犯罪組織のボスの家に生まれた花桜梨とその兄の大和にとって、
父の死後に「セブンスムーン」の跡目を継ぐのは自明のことでもあった。
そして何年もの間、かれらは対等の立場で組織を率いて利益と成功を
もたらし、やがてはアメリカへの進出をも目論むようになった。

思い描いていた計画は単純で、 大和がアメリカに渡って花桜梨の
国際的な存在感を高め、その間花桜梨は日本に残って国内を統制する、
といったものだった。 兄妹にとって不運だったのは、花桜梨が日本で
指揮をとるという計画を快く思わない部下たちがいたことだった。

そして迅速かつ暴力的な形で、反乱は発生した。大和は花桜梨を
守るために命を落とし、花桜梨と数人の忠実な部下たちは、
その大和の犠牲のおかげもあって、日本からアメリカへと
逃げ延びることに成功した。

アメリカに着いた花桜梨たちを出迎えたのは、本来であれば大和が
会う予定となっていた男であった。彼は日本人の名前になじみが
なかったため性別の区別がついておらず、花桜梨のことを
「ヤマト」と呼んだ。花桜梨は男の間違いを正そうと思ったが、
結局そのままにした。兄の記憶を残し続けるためにも、その名を名乗り、
その夢を受け継ぐことが最善の道であろうと考えたからだ。" "hero_tengu_lore" "The gargoyle didn't know what was happening when it sprang to life... just that a big human and a small human were being hurt. And so the gargoyle leapt to action, sending the attackers fleeing in horror. The small human said thank you and asked the gargoyle's name. The gargoyle didn't have one. And so the small human said, \"I'm going to call you Ivy.\" The gargoyle, being covered in ivy at the time, thought it was a bit obvious, but decided to go along with it for the small human's sake.

The humans asked if Ivy would come home with them so they could show their appreciation, and so Ivy walked with them. That night she learned much. The family were called The Arroyo's. The little one, Sophia. Mofongo is what they called a plate of deliciousness. But most importantly, she learned that the people attacking them were called \"The Mendoza Syndicate\", and they were hurting people...nice people like The Arroyo's.

18 years have passed since the day the Arroyo's took Ivy home... and during that time she made it her mission to dismantle the Mendoza Syndicate and free Spanish Harlem from its grasp. However the thing about dedicating your life to a single pursuit for nearly 2 decades is that you don't really know what to do once you achieve it. For the first time in her life, Ivy is prepared to venture outside of Spanish Harlem and see what the world has to offer beyond vigilante justice." "hero_synth_lore" "Arin Fairfax, the eldest heir to Fairfax Industries, has been living in hiding for the past 5 years after being shot and left for dead on their 18th birthday. Arin doesn't know who is trying to keep them from taking control of their parent's company... but in the avarice fueled viper's nest that is Fairfax Industries it could be anyone.

Taking on the name \"Pocket\", Arin desperately wants to keep their true identity a secret... not only for their own protection; but because they want to forge their own identity separate from their parents." "hero_mirage_lore" "The Djinn are one of the more curious groups of people in the modern world. Possessing great power in controlled doses, Djinn are incapable of maintaining corporeal form for longer than 48 minutes without resting within a vessel. As a result, most Djinn employ human bodyguards for transport, protection, and companionship.

Mirage is one such bodyguard. Employed by Djinn ambassador Nashala Dion, Mirage is in New York on a diplomatic mission. It's the hope of the Djinn that they can negotiate with the US government for a sale of part of Wyoming so that they can build a sovereign nation for their people." "hero_slork_lore" "A notorious monster of The Deep, Fathom enjoyed cultivating an aura of mystery and fear around him. He was content feasting on wayward sailors and demanding tithes from selkies, but then The Adversary came and ruined everything. After all, when it came to sowing terror, how could he compete with a genocidal force of nature? It wasn't fair. Something had to be done to save himself from fading into obscurity...and so he seeks to summon the Patrons to ensure that he will always be the apex predator of The Deep." "hero_viper_lore" "When it comes to breaking the law, not getting caught is a pretty important part of the job. Vyper never got that memo. Luckily for her, if there's one thing she's better at than being arrested, it's escaping out of jail.

Having done time in every major prison in the tri-state area, Vyper has built an impressive network of street level lowlifes that owe her one. She's also built an impressive network of street level lowlifes that want her dead, but she tries to focus on the positive." "hero_magician_lore" "Henry's parents told him he was too young and impulsive to mess with real magic, and so they gave him a deck of cards to play with. He took to sleight of hand naturally and soon was dazzling his classmates with fantastic feats of illusions that were done without mystic artifacts or incantation.

When he was in high school he met Savannah, and their mutual love of stage magic sparked a whirlwind romance. Soon they fell in love and created an act together. Obviously they were meant to be; and so at prom, Henry proposed to Savannah and they married soon after graduation.

Unsurprisingly both sets of parents were not thrilled at this prospect, but Henry and Savannah knew they were soulmates. And so they cemented their love for one another by having a blood mystic bind their souls for eternity.

When an on-stage accident claimed both their lives, no one was sure who to blame. Henry claims Savannah was out of position. Savannah says Henry didn't wait for his cue. But one thing's for sure, since their souls are tied to each other neither one of them have been able to move on. Now a bickering pair of ghosts, Henry and Savannah need to work together if they want to have any chance of undoing their eternal union." "hero_trapper_lore" "An employee of the New York Municipal Coven; Trapper spends his days building Spirit Urns, luring giant rats, and capturing various invasive species from The Outer Planes. It's not a particularly glamorous job, and he really hates working with spiders, but those Knickerbocker season tickets don't pay for themselves." "hero_operative_lore" "Led by the specter of Catherine the Great, the Soviet Empire has flourished in a brave new world of mysticism. But while her deeper motivations are often obfuscated from the world stage, one thing is for certain: she hates being a ghost. To this end she has tasked The Empire's spymaster with one goal: find a way to make her corporeal once more.

Relentless in pursuit of his task; the operative known only as \"The Raven\" has scoured the Earth looking for strange artifacts, apocryphal writings, and wisdom of the life beyond. Now in New York, Raven looks to find a way to tether Catherine's spirit to the mortal coil." "hero_vampirebat_lore" "Mina Ha had it all...rich parents, elite education, and an arranged marriage that would see her ascend from run-of-the-mill upper class to American royalty. She was happy.

Then her betrothed was assassinated.

Mina wept; not for the life of her fiancé, but for the future that was stolen from her. Why couldn't the killer just wait until after the wedding? Then she'd have the last name she always dreamed of and no one would even have to pretend to love anyone. It could have been perfect, but life wasn't fair...and so Mina did what she always does when things don't go her way: she told her parents to fix it.

Mr. And Mrs. Ha knew that the only way to appease their daughter was to offer her something greater than what she lost... and marrying into one of the world's most lauded families was a tall order to top. They had to think big. They had to think outside of the box. They had to promise their daughter immortality.

It took a small fortune, but eventually they found a vampire who was willing to turn her. Unsurprisingly, Mina thought the idea of eternal youth and a trust fund was an acceptable plan B and happily agreed to the proposal. Now a fledgling vampire, Mina is quickly discovering that the clout she held as a human has no weight in vampire high society...and while at first that annoyed her, if there is one thing Mina has a knack for, it's learning the rules so she can subvert them. She will be the Viscount of New York, the other vampires just don't know it yet." "hero_punkgoat_lore" "Billy is a white hot ball of rage, furious at the very notion of...something. Maybe it's the cops. Maybe it's magic regulations. Maybe it's the service at the gyro place downtown. (Not the good one. The other one.)

Don't ask him how he got the goat head." "hero_doorman_lore" "He's proper, he's polite, but the humble Doorman of The Baroness Hotel is more than meets the eye.

While he had only planned to experience life on this plane for a few weeks, The Doorman quickly discovered that the New York service industry was a great way to see the strange demands that please humans." "hero_familiar_lore" "An accidental stowaway from the world of dreams, Rem has found himself stranded in the city that never sleeps. Driven by his curious nature, Rem and his helpful friends have been seen wandering across the five boroughs in search of a way back home.

So if you ever find yourself dozing off while taking the Blue line home from work, maybe you've just had an encounter with one of the Cursed Apple's newest denizens." "hero_necro_lore" "The daughter of high-power defense attorneys, Darcy Graves grew up in a home where every conversation was a debate, argument, or negotiation. It was exhausting. But while her parents were often too busy meeting with clients or working on cases to bond with her, the dead were always there to listen.

Graves enjoyed her time in the cemetery. It was a quiet place to calm her thoughts and talk through her problems...but one day her one-sided conversations started to change.

It began with a faint whisper. A woman's voice that seemed to respond to Graves' complaints. Intrigued, the teenager listened...and followed the voice's instructions until it guided her to a lead-lined box buried in Van Cortlandt Park. But while most high school students would freak out if they were to unearth a severed lich hand, Graves was certainly not most teens. The hand now free of its prison, the lich's voice grew stronger... It had spent years looking to find a student she could pass her knowledge to, and Graves was eager to learn.

Now a fledgling necromancer, Darcy balances not only her homework at Blackmore Academy...but the demands of graveyard denizens, each of whom have their own unfinished business that they seek her aid in resolving." "hero_werewolf_lore" "Lilah Silver is a mess. She drinks too much, she smokes too much, and the less is said about her personal life the better. But despite Silver's flaws she has managed to carve out a career as a successful bounty hunter, and while she would like to think that her successes are solely because she has incredible intuition, the fact that she's a werewolf doesn't hurt." "hero_priest_lore" "The Venators of St. Benedict are a Vatican-sanctioned order whose members are deployed to regions with a high concentration of supernatural predators. Few in number, their modus operandi is to observe, identify, and exterminate. They are methodical, they are precise, and once they identify a threat to the flock they are relentless.

But even amongst those who are called The Sword Of St. Benedict, one stands apart from the others. A man whose hardened heart has allowed him to pay terrible prices in the name of the greater good... and he has once again been dispatched to New York." "hero_unicorn_lore" "Even in a world of magic, some things are still rare and unusual. So what is a unicorn to do? Announce her presence to the world and potentially have poachers looking to saw off her horn? Or hide in plain sight at a Coney Island Side Show where most folk would assume her appearance was just part of an act?

Over the years \"The Dazzling Celeste\" has grown into one of the more popular attractions on Coney, and while the applause from a cheering audience is appreciated; what keeps her waking up in the morning is the found family she's made at work.

Keruba the Mermaid.

Blockhead Lenny.

Chickenwing.

Ted.

These were her people. So when she discovered that one of her own sold part of their soul in order to cover a gambling debt, Celeste knew it was time to step out of the shadows and do whatever it takes to get it back. Is revealing her power to The Patrons a risk? Yes. But that's tomorrow's problem... her family needs help today." "hero_fencer_lore" "A land of beauty, tradition and conflict; North Ixia is no stranger to brutal political violence. So when Apollo was told that it was for his own safety he was being sent to New York for school, he knew the situation was serious.

Adjusting to life at Blackmore Academy didn't come easy to Apollo. His school was supposed to be filled with The Cursed Apple's best and brightest but all he saw, with few exceptions, was a sea of aggressive mediocrity. Electing not to waste his time with frivolous things like parties and dances, he instead put his energy on the piste, where he rigorously trains as captain of the Blackmore fencing team.

However, at the end of the day Apollo does not fret too much on the tedium of life in New York. He knows that eventually the time will come when his father will call on him to come home and he will get to show that he is worthy of wielding his family's ancestral blade." "hero_ratking_lore" "The cryptid ruler of the New York Warrens, The Rat King towers over his subjects in size, strength, and ambition. No longer content with hiding underground, the king has revealed his bold vision for a future where he and his subjects can walk the surface without fear of the pest control vans that roam the streets of New York (or as the rats call them: human death squads)

Step 1: Take control of Long Island
Step 2: Declare Long Island as the new sovereign nation of Ratannia
Step 3: Execute every human that refuses to leave this new rat utopia

But air tight as this plan is, the king of rats didn't want to take chances: and so he's decided to summon the patron to help hedge his bets." "hero_baba_lore" "There are a few things most denizens of The Cursed Apple hope to experience at some point in their lives.

See a Broadway show.
Ice Skate at Rockefeller Center during Christmas season.
Get yelled at by the Central Park Pigeon Lady.

Because Baba is more than just an old woman that feeds spirit pigeons in the park... she's an institution. A force of nature woven into the very lore of New York City. Is it true that she's sat at the same bench every day for the past 50 years, rain or shine? Maybe. Is she REALLY the leader of The Soho Coven? Who's to say. One thing's for sure though... she's a New Yorker. And she's not going to sit back and watch a bunch of tourists tear apart Manhattan in pursuit of power." "hero_chessmaster_lore" "In a world that moves too fast, Solomon is content to stop and listen. Offering a friendly ear and good counsel, Solomon has found himself sitting across the chess table from tourists, criminals, and titans of industry. But no matter his opponent, Solomon remains un-phased... because to him, chess is so much more than a game. It's an equalizer. A way for him to connect to people from all walks of life on an even playing field." "hero_deadpack_lore" "\"Ladies and Gentlemen, I'm going to tell you a shocking secret: at Fairfax Industries we know nothing about safety. Now let me tell you something even MORE shocking... that's a good thing! Now in my tenure here I have been shot, stabbed, impaled, defenestrated, blown up, atomized, and decapitated-not once. not twice. not thrice. but quice. That's right, my head has been cut off enough times that I had to use a made up word to quantify it.

But I put myself through figurative and sometimes literal hell because it's not enough to THINK about how things go wrong, we need to KNOW how things go wrong.

Now the demonstration you are about to witness is extremely dangerous. So sit back. Put on your safety googles. And bear witness to the miracle of flight courtesy of Fairfax Industries, and the Chimera Mark 1.\"

- This transcription of Danny's opening remarks at The Military Technology Expo has been provided by Fairfax Industries" } }