Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
The Demon and Ice King talent text references the same string, with either [fire] or [water] subbed in. The only reason it's not noticeable in the vanilla game is because they do the same thing. So, unfortunately, those talents had to reference one another.
I believe the restored physical and magical armor happens so that weapon effects and non-damaging CC spells like Charm and Chicken Touch will always grant a save. At 0 Armor, no save is made--you'll see this with damaging spells that immediately apply an effect--but this quick regen is meant to make '0 armor' only a temporary window. There is an option to disable it, though, at the 'options hookah' found in the Fort Joy Arena or Lady Vengeance Hold.
Also, I was wondering if there's a way to turn off the way enemies keep being given 1 Physical and 1 Magic Armor, even right after an attack. I am perfectly fine with putting enemies at 0 Armor bypassing the Saving Throw system entirely - if you have no defense, you get not chance to defend. Instead, I'd like for there to be an armor-regenerative effect whenever someone ends their turn, restoring ~10% Physical and Magical Armor, for everyone.
No idea if that could be reasonably done.