Bestiary in the title and pause menu; attacks look bigger with the unit level
- tabs: creatures, humans (incl. cave dwarves), dungeon buildings and towers, ranks - every unit at every level: sprite with gear, rank badge, health, attack, range, speed, wage or bounty, what attracts it - Crookfinger's texts: loving about the creatures, disgusted about the humans (EN/DE) - projectiles, hit sparks and splashes grow with the attacker's level, with halos from Lv 5 and glow at Lv 9+ Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
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@@ -639,3 +639,78 @@ info.dwarf = Guards the hoard of a dwarf cave
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info.dwarf_neutral = Neutral: fights whoever comes close, never leaves the cave.
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tile.rune_chest = Dwarven rune chest
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tile.rune_chest_info = Claim it: the plans of a rune forge tower (one free build).
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# bestiary
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menu.bestiary = Bestiary
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best.title = Crookfinger's Bestiary
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best.tab.creatures = Creatures
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best.tab.humans = Humans
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best.tab.dungeon = Dungeon
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best.tab.ranks = Ranks
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best.level = Lv {0}
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best.hp = Health: {0}
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best.attack = Attack: {0} every {1} s ({2}/s)
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best.range = Range: {0} tiles
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best.melee = Range: close combat
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best.speed = Speed: {0} tiles/s
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best.neutral = Neutral - guards its cave
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best.bounty = Bounty: {0} gold
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best.wage = Wage: {0} gold per payday
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best.lure = Comes for: {0}
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best.cost_rune = free from a dwarven chest (upgrades {0} / {1} gold)
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best.rank_title = Level {0}: {1}
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best.rank_bonus = +{0}% health and +{1}% attack compared to level 1
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best.badge.0 = Badge: none yet
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best.badge.1 = Badge: bronze chevrons
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best.badge.2 = Badge: silver bars
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best.badge.3 = Badge: golden stars
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best.gear.0 = No gear yet. Everybody starts in rags, master - even the greats.
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best.gear.1 = Level 3-4: shoulder pieces. The first scrap of iron, worn with tremendous pride.
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best.gear.2 = Level 5-6: a helmet as well. Harder to hit on the head, which mostly helps the head.
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best.gear.3 = Level 7-8: a cape on top. Capes do nothing, but they flap, and flapping frightens heroes.
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best.gear.4 = Level 9-10: everything in gold, with a crown, a halo and finally a glowing aura. Their attacks hit harder and look it too.
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best.worker.lure = the dungeon itself; the summon spell brings more
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best.worker.text = My little cousins. They dig, they claim, they carry gold, they repair towers and they never complain - well, they complain, but in a language nobody understands. | Up to five imps help each other with one task. Treat them well: without imps there is no dungeon.
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best.kobold.lure = any lair: always the first through the portal
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best.kobold.text = Small, scaly, sharp-toothed and endlessly enthusiastic. A kobold will fight anything, including things ten times its size, and lose with a happy face. | Cheap to keep, quick on its feet. I keep a jar of their shed scales on my shelf.
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best.spider.lure = a mushroom garden of 6+ tiles
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best.spider.text = Eight legs, eight eyes and a heart of pure velvet. Cave spiders love the damp warmth of a mushroom garden and the crunchy sound of armour. | Quick and tough. Do not let the knights see them first: knights scream in a very high voice.
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best.mage.lure = a library of 6+ tiles
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best.mage.text = Shadow mages read everything, forget nothing and hurl dark bolts from a safe distance. They are polite, quiet and slightly terrifying. | Fragile, so keep them behind the ogres. They pay you back in burnt paladins.
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best.ogre.lure = a training hall of 9+ tiles
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best.ogre.text = A stone ogre is a wall that walks and hugs. Mostly it hugs enemies, and they do not get up again. | Slow, stubborn and wonderfully sturdy. Feed it well, pay it on time and it will stand in front of your core until the end of the world.
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best.jailer.lure = a torture chamber of 6+ tiles
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best.jailer.text = The jailer pulls enemies close with his chain and has a gift for persuasion: prisoners he looks after change sides much more often. | Big, quiet, hums while he works. Children love him. Well, ours do.
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best.priestess.lure = a temple of 6+ tiles
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best.priestess.text = The flame priestess throws fireballs that splash onto everyone around the target, and she heals the soul core with her prayers. | She sleeps on glowing embers and smells of cinnamon. Do not ask her about the knights who burned her temple. Just let her work.
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best.chainbreaker.lure = a big dungeon: 40+ room tiles, a Lv 5 veteran and 4000 gold
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best.chainbreaker.text = A legend. Twin axes, broken chains, and a temper that has flattened whole fortresses. Only one at a time, and only for a master who is worth it. | Every swing also hits a second enemy. He gets restless when the dungeon is small - give him space and enemies, and he is yours.
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best.bat.lure = an aerie of 4+ tiles
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best.bat.text = Giant bats! Fast, cheeky, and they fly over water and lava. They patrol the edges of your realm and dive at lonely enemies. | Weak alone, a plague in swarms. They flee when badly hurt and come back once they have rested.
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best.gargoyle.lure = an aerie of 6+ tiles and a torture chamber of 4+
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best.gargoyle.text = A chain gargoyle is carved stone with bad manners and a soft spot for dungeons with a proper torture chamber. | Tough as a castle wall, flies over rivers and does not mind arrows at all. It sits very still in the aerie - that is how it relaxes.
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best.owl.lure = an aerie of 6+ tiles and a library of 6+
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best.owl.text = The arcane owl has read every book in your library twice and now shoots glowing bolts at heroes from the air. | Clever, fragile and terribly judgemental. It hoots when you build crooked rooms.
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best.wyrm.lure = an aerie of 16+ tiles and a treasury of 16+ (only one)
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best.wyrm.text = An ember wyrm. In your dungeon. Breathing fire on knights. Master, I may cry. | Very rare, very strong, burns everything around its target. It wants a huge aerie and a rich treasury, and it will not share the sky with another wyrm.
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best.knight.text = The backbone of the Order: polished, punctual and utterly devoid of imagination. Knights march in circles, sing about the sun and smell of boot wax. | They hit hard and hold the line. Disgusting. Capture them if you can - some of them can be persuaded in the torture chamber.
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best.archer.text = Archers stand far away, shoot from behind walls and call it bravery. They wear little green hats. Little green hats, master. | Weak up close. Send the bats, they hate it.
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best.priest.text = Priests heal other heroes from afar and pray loudly enough to curdle milk. Every one of them has a sermon about us, and none of them is short. | Kill them first, or the fight never ends.
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best.dwarf.text = The dwarf miners of the Order dig their way through earth three times as fast as anyone else, straight towards your treasury. They have no respect for walls - your walls in particular. | Reinforce your walls. Steel walls make them weep.
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best.paladin.text = Paladins of light: glowing, enormous and absolutely convinced of themselves. They are the Order's heroes and have the bounty to prove it. | Tough as an ogre, twice as smug. Bring everything you have, and maybe a bucket for the glare.
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best.cavedwarf.name = Cave dwarf
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best.cavedwarf.text = Not all dwarves serve the Order. The cave dwarves keep to themselves in caves full of gold and gems and want nothing but to be left alone. | They fight whoever comes close and never leave their cave. The more your army grows, the tougher they get - they have heard of you. Some of their chests hold the plans of the rune forge tower.
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best.b.treasury.text = Where the gold sleeps. The richer the treasury, the happier everyone is. Imps bring their loads to the nearest treasury, and payday is paid from here. | Each tile holds 500 gold; the core keeps a reserve when it is full.
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best.b.lair.text = Every creature wants its own bed, and only arrives when one is free. A big lair also brings new creatures faster.
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best.b.farm.text = Mushrooms! Juicy, pale, slightly glowing. Hungry creatures are grumpy creatures, and spiders love a big garden.
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best.b.training.text = Creatures train here and gain levels. Training is billed on payday. Ogres come for a big hall.
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best.b.library.text = Research, quiet reading and the occasional explosion. Mages and owls come for a library.
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best.b.torture.text = Captured heroes end up here. With time and a jailer, some of them change sides. Gargoyles feel at home with one.
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best.b.temple.text = Prayers heal the soul core and keep spirits high. The flame priestess comes for a temple.
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best.b.aerie.text = Perches and nests for flying creatures. Bats, gargoyles, owls and even the ember wyrm need room here.
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best.b.bridge.text = Wood over water, stone over lava. The knights tear down your bridges - claim theirs.
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best.b.steel.text = Riveted iron plates on a reinforced wall. Nobody digs through quickly, not even dwarves.
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best.b.arrow.text = The arrow pierces up to two more enemies behind the target. Cheap and reliable.
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best.b.cannon.text = Splash damage and knockback - push the knights into the lava.
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best.b.magic.text = Never misses, slows the target and jumps on to a second enemy. Uses mana.
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best.b.rune.text = The masterpiece of the cave dwarves: rune bolts that jump on to three more enemies, enormous range and walls of granite. One free build per chest; sell it and it comes back once.
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