Index: game/modules/tome/data/talents/techniques/mobility.lua =================================================================== --- game/modules/tome/data/talents/techniques/mobility.lua (revision 4272) +++ game/modules/tome/data/talents/techniques/mobility.lua (working copy) @@ -52,7 +52,7 @@ } newTalent{ - name = "Mobile Defence", + name = "Mobile Defense", type = {"technique/mobility", 2}, mode = "passive", points = 5, @@ -60,7 +60,7 @@ getDef = function(self, t) return self:getTalentLevel(t) * 0.08 end, getHardiness = function(self, t) return self:getTalentLevel(t) * 0.06 end, info = function(self, t) - return ([[Whilst wearing leather or lighter armour you gain %d%% defence and %d%% armour hardiness.]]): + return ([[Whilst wearing leather or lighter armour you gain %d%% defense and %d%% armour hardiness.]]): format(t.getDef(self, t) * 100, t.getHardiness(self, t) * 100) end, } @@ -108,6 +108,6 @@ end, info = function(self, t) return ([[You literally dance around your foes, increasing movement speed by %d%% and reducing the cooldown of Hack'n'Back, Rush, Disengage and Evasion by %d turns.]]): - format(self:getTalentLevelRaw(t) * 0.02, self:getTalentLevelRaw(t)) + format(self:getTalentLevelRaw(t) * 2, self:getTalentLevelRaw(t)) end, } Index: game/modules/tome/dialogs/CharacterSheet.lua =================================================================== --- game/modules/tome/dialogs/CharacterSheet.lua (revision 4272) +++ game/modules/tome/dialogs/CharacterSheet.lua (working copy) @@ -41,7 +41,7 @@ self.c_general = Tab.new{title="General", default=true, fct=function() end, on_change=function(s) if s then self:switchTo("general") end end} self.c_attack = Tab.new{title="Attack", default=false, fct=function() end, on_change=function(s) if s then self:switchTo("attack") end end} - self.c_defence = Tab.new{title="Defense", default=false, fct=function() end, on_change=function(s) if s then self:switchTo("defence") end end} + self.c_defense = Tab.new{title="Defense", default=false, fct=function() end, on_change=function(s) if s then self:switchTo("defense") end end} local tw, th = self.font_bold:size(self.title) @@ -83,7 +83,7 @@ {left=self.iw * 0.6, top=0, ui=self.c_playtime}, {left=15, top=self.c_tut.h, ui=self.c_general}, {left=15+self.c_general.w, top=self.c_tut.h, ui=self.c_attack}, - {left=15+self.c_general.w+self.c_attack.w, top=self.c_tut.h, ui=self.c_defence}, + {left=15+self.c_general.w+self.c_attack.w, top=self.c_tut.h, ui=self.c_defense}, {left=0, top=self.c_tut.h + self.c_general.h, ui=self.vs}, {left=0, top=self.c_tut.h + self.c_general.h + 5 + self.vs.h, ui=self.c_desc}, @@ -102,9 +102,9 @@ function _M:switchTo(kind) self:drawDialog(kind, cs_player_dup) - if kind == "general" then self.c_attack.selected = false self.c_defence.selected = false - elseif kind == "attack" then self.c_general.selected = false self.c_defence.selected = false - elseif kind == "defence" then self.c_attack.selected = false self.c_general.selected = false + if kind == "general" then self.c_attack.selected = false self.c_defense.selected = false + elseif kind == "attack" then self.c_general.selected = false self.c_defense.selected = false + elseif kind == "defense" then self.c_attack.selected = false self.c_general.selected = false end self:updateKeys() end @@ -126,8 +126,8 @@ function _M:tabTabs() if self.c_general.selected == true then self.c_attack:select() elseif - self.c_attack.selected == true then self.c_defence:select() elseif - self.c_defence.selected == true then self.c_general:select() end + self.c_attack.selected == true then self.c_defense:select() elseif + self.c_defense.selected == true then self.c_general:select() end end function _M:mouseZones(t, no_new) @@ -698,7 +698,7 @@ end end - elseif kind=="defence" then + elseif kind=="defense" then h = 0 w = 0 Index: game/modules/tome/class/interface/Combat.lua =================================================================== --- game/modules/tome/class/interface/Combat.lua (revision 4272) +++ game/modules/tome/class/interface/Combat.lua (working copy) @@ -511,8 +511,8 @@ end local d = math.max(0, self.combat_def + (self:getDex() - 10) * 0.35 + add + (self:getLck() - 50) * 0.4) - if self:hasLightArmor() and self:knowTalent(self.T_MOBILE_DEFENCE) then - d = d * (1 + self:getTalentLevel(self.T_MOBILE_DEFENCE) * 0.08) + if self:hasLightArmor() and self:knowTalent(self.T_MOBILE_DEFENSE) then + d = d * (1 + self:getTalentLevel(self.T_MOBILE_DEFENSE) * 0.08) end return d @@ -550,8 +550,8 @@ if self:hasHeavyArmor() and self:knowTalent(self.T_ARMOUR_TRAINING) then add = add + self:getTalentLevel(self.T_ARMOUR_TRAINING) * 5 end - if self:hasLightArmor() and self:knowTalent(self.T_MOBILE_DEFENCE) then - add = add + self:getTalentLevel(self.T_MOBILE_DEFENCE) * 6 + if self:hasLightArmor() and self:knowTalent(self.T_MOBILE_DEFENSE) then + add = add + self:getTalentLevel(self.T_MOBILE_DEFENSE) * 6 end return util.bound(30 + self.combat_armor_hardiness + add, 0, 100) end Index: game/modules/tome/ai/tactical.lua =================================================================== --- game/modules/tome/ai/tactical.lua (revision 4272) +++ game/modules/tome/ai/tactical.lua (working copy) @@ -291,7 +291,7 @@ want.surrounded = nb_foes_seen end - -- Need defence + -- Need defense if avail.defend and need_heal and nb_foes_seen > 0 then table.sort(avail.defend, function(a,b) return a.val > b.val end) want.defend = 1 + need_heal / 2 + nb_foes_seen * 0.5 @@ -385,4 +385,4 @@ if can_flee then return self:move(fx, fy) end -end) \ No newline at end of file +end) Index: game/modules/tome/data/timed_effects.lua =================================================================== --- game/modules/tome/data/timed_effects.lua (revision 4272) +++ game/modules/tome/data/timed_effects.lua (working copy) @@ -1675,7 +1675,7 @@ newEffect{ name = "CURSE_DEFENSELESSNESS", desc = "Curse of Defenselessness", - long_desc = function(self, eff) return ("The target is cursed, reducing defence and all saves by %d."):format(eff.power) end, + long_desc = function(self, eff) return ("The target is cursed, reducing defense and all saves by %d."):format(eff.power) end, type = "curse", status = "detrimental", parameters = { power=10 }, @@ -4618,4 +4618,4 @@ self:removeTemporaryValue("combat_physcrit", eff.critid) self:removeTemporaryValue("die_at", eff.dieatid) end, -} \ No newline at end of file +} Index: game/modules/tome/data/lore/zigur.lua =================================================================== --- game/modules/tome/data/lore/zigur.lua (revision 4272) +++ game/modules/tome/data/lore/zigur.lua (working copy) @@ -47,7 +47,7 @@ History teaches us well the dangers of these forces. First were the Sher'Tul, of which we know little, but we do know that they manipulated magic to strengths beyond the dreams of current mages. And they led themselves to their own utter destruction. Alas that the lesson was not learnt by the younger races. The first recorded war in our history is between the humans and halflings for control of Sher'Tul ruins. Magic was used in those wars and the battles only stopped after two thousand years of slaughter left both sides too crippled to carry on fighting. It was in this time that our order was formed, and we tried to stop the insanity and the bloodshed. Alas that we failed. -The weakening of our peoples by the magic-fuelled fighting left us then open to attacks by the orcs, whose surging numbers nearly overwhelmed us. But instead of relying on our own strengths and our natural defences, the foolish elves decided that only the arcane forces could save us. How very wrong they were... Their insidious mages tapped the vile powers of the Sher'Tul ruins and unleashed catastrophic waves of energy that burned half the world to a cinder. Mountains crumbled, lakes were boiled, and raging fires stripped the land of all life. The devastation can truly never be fully stated. But it is unforgettable and utterly unforgiveable. The Shaloren try to deny responsibility, but the blood of millions is on their hands. +The weakening of our peoples by the magic-fuelled fighting left us then open to attacks by the orcs, whose surging numbers nearly overwhelmed us. But instead of relying on our own strengths and our natural defenses, the foolish elves decided that only the arcane forces could save us. How very wrong they were... Their insidious mages tapped the vile powers of the Sher'Tul ruins and unleashed catastrophic waves of energy that burned half the world to a cinder. Mountains crumbled, lakes were boiled, and raging fires stripped the land of all life. The devastation can truly never be fully stated. But it is unforgettable and utterly unforgiveable. The Shaloren try to deny responsibility, but the blood of millions is on their hands. The suffering that followed the unfortunate survivors lasted centuries, as the unnatural forces created black plagues that wiped out kingdoms and made huge swathes of land uninhabitable. Dread warlocks and necromancers took advantage of the chaos to raise armies and gain power. Kor'Pul was the deadliest of these, and our order fought long and hard to kill him time and time again. We fought viciously to protect the people of Maj'Eyal from all the terrible pains of this time. Index: game/modules/tome/data/lore/infinite-dungeon.lua =================================================================== --- game/modules/tome/data/lore/infinite-dungeon.lua (revision 4272) +++ game/modules/tome/data/lore/infinite-dungeon.lua (working copy) @@ -87,7 +87,7 @@ Now Ralkur had fled into the heavens with the full intent of passing beyond all reach of mortals forever more, such was the fear laid on him by the solemn words of Branzir. But as he soared higher and the fear faded, he came to change his mind, for he was a prideful god and moreso a vengeful one. Thoughts and schemes began to build in his mind for how he could gain retribution on the Sher'Tul that had brought him to shame. So he took on the form of an eagle and flew above the highest volcano in Eyal, and there he stretched his wings and glided high on the rising heat, watching all that happened in the lands below and biding his time for vengeance. -He watched with joy as he saw the Sher'Tul armies fall before the forces of Amakthel's fortress. He watched with anxiety as he saw the Sher'Tul finally break through the defences and come upon the great god himself. He watched with awe as he saw the nine Godslayers do battle with their creator, and several broken before his almighty wrath. And then he watched with utter terror as he saw the mightiest of all gods felled, and maimed and mutilated and bound, and cast into the darkest depths of the world. +He watched with joy as he saw the Sher'Tul armies fall before the forces of Amakthel's fortress. He watched with anxiety as he saw the Sher'Tul finally break through the defenses and come upon the great god himself. He watched with awe as he saw the nine Godslayers do battle with their creator, and several broken before his almighty wrath. And then he watched with utter terror as he saw the mightiest of all gods felled, and maimed and mutilated and bound, and cast into the darkest depths of the world. ]], } Index: game/modules/tome/data/lore/scintillating-caves.lua =================================================================== --- game/modules/tome/data/lore/scintillating-caves.lua (revision 4272) +++ game/modules/tome/data/lore/scintillating-caves.lua (working copy) @@ -39,7 +39,7 @@ id = "scintillating-caves-note-2", category = "scintillating caves", name = "research journal part 2", - lore = [[I have definitely seen crystals move of their own volition here, and some even seem capable of producing magical effects in self-defence. They are no threat to me whatsoever - my arcane powers are far beyond whatever latent magic seems to possess these things. + lore = [[I have definitely seen crystals move of their own volition here, and some even seem capable of producing magical effects in self-defense. They are no threat to me whatsoever - my arcane powers are far beyond whatever latent magic seems to possess these things. Possession... is what it almost seems like. These crystals are not natural. I have broken some down and studied them, and the very structure of the material seems vastly distinct from any other I have seen. I have even studied Sher'Tul relics in the Academy and this is most certainly something different. Truly fascinating! ]], Index: game/modules/tome/data/lore/iron-throne.lua =================================================================== --- game/modules/tome/data/lore/iron-throne.lua (revision 4272) +++ game/modules/tome/data/lore/iron-throne.lua (working copy) @@ -63,7 +63,7 @@ id = "iron-throne-profits-4", category = "iron throne", name = "Iron Throne Profits History: Age of Ascendancy", - lore = [[#{bold}#28: #{normal}#Mutual defence treaty signed with newly formed Allied Kingdom, and further trade routes opened. Highest ever recorded profit in final quarter of this year. + lore = [[#{bold}#28: #{normal}#Mutual defense treaty signed with newly formed Allied Kingdom, and further trade routes opened. Highest ever recorded profit in final quarter of this year. #{bold}#115: #{normal}#Noted a return of an orcish presence in the collapsed caverns beneath the Iron Throne. Also increased reports of horrors and demons affecting mining operations. Key strategic decision taken: these must be kept hidden from the other races. Uncertainty will only destabilise the markets. Increase stockpiles of weapons and armour, especially voratun and stralite materials, in case of new war trade. #{bold}#120: #{normal}#Orcish raid has stolen many of our stockpiled weapons. Pressures on mining operations have increased, cutting off key stralite veins. Resource protection measures need increasing, whilst threat must be contained beneath us. Profits are stable, but under heavy threat.]], } Index: game/modules/tome/data/lore/orc-prides.lua =================================================================== --- game/modules/tome/data/lore/orc-prides.lua (revision 4272) +++ game/modules/tome/data/lore/orc-prides.lua (working copy) @@ -196,13 +196,13 @@ He organised protective groups around the orcish territories, so that any attacks from the other races were quickly put down. But the halflings saw our increased organisation, and began to enlarge their scouting groups and bolster their patrols. Garkul saw that this could not continue any longer, and that the time was ripe to bring his plans to full fruition. He began to plan an attack on Barton, the largest Eldoral city in the region. -The attack was made in the dead of night. Under the shadow of darkness his army marched towards the city walls, and they were not spotted until they were nearly upon it. When the guards let up a cry of warning they tried to close the city gates, but the orcish mages let loose a barrage of spells that tore the defences apart. The Barton army finally rallied and began to flood out of the city gates to meet their attackers, but Garkul ordered that balls of fire be shot into their midst, splitting the troops apart, so that his fighters could easily slice through the few that came through the gates, whilst the archers shot down those held back by the flames. The pyromancers continued to send conflagrations of flame over the city walls, and as the halflings inside tried to escape their burning homes a new chaos erupted. For Garkul had sent necromancers into the city in advance through the sewers, and hidden by arcane illusion they now began to raise the fallen halflings as their undead minions. People screamed as they saw their deceased loved ones suddenly rise as ghasts and wights to attack them. And no leadership could be found amongst the defenders, as Garkul had sent through stealthed assassins to strike them down at the moment of attack. As all resistance crumbled the great leader then let loose his berserkers and wilders into the city, and they tore through the streets butchering every last opponent. Within a few hours not a single halfling remained alive, and not a single cobblestone in the city was left unstained by their crimson blood. And Garkul's victory was truly transcendent, for not a single orc had been hurt in all the battles. +The attack was made in the dead of night. Under the shadow of darkness his army marched towards the city walls, and they were not spotted until they were nearly upon it. When the guards let up a cry of warning they tried to close the city gates, but the orcish mages let loose a barrage of spells that tore the defenses apart. The Barton army finally rallied and began to flood out of the city gates to meet their attackers, but Garkul ordered that balls of fire be shot into their midst, splitting the troops apart, so that his fighters could easily slice through the few that came through the gates, whilst the archers shot down those held back by the flames. The pyromancers continued to send conflagrations of flame over the city walls, and as the halflings inside tried to escape their burning homes a new chaos erupted. For Garkul had sent necromancers into the city in advance through the sewers, and hidden by arcane illusion they now began to raise the fallen halflings as their undead minions. People screamed as they saw their deceased loved ones suddenly rise as ghasts and wights to attack them. And no leadership could be found amongst the defenders, as Garkul had sent through stealthed assassins to strike them down at the moment of attack. As all resistance crumbled the great leader then let loose his berserkers and wilders into the city, and they tore through the streets butchering every last opponent. Within a few hours not a single halfling remained alive, and not a single cobblestone in the city was left unstained by their crimson blood. And Garkul's victory was truly transcendent, for not a single orc had been hurt in all the battles. When his troops asked what should be done next he stayed quiet for a moment, looking at a hill to the south of the city. Then he said, "Chop down wood from the forest nearby and bring it to the top of that hill. Then gather all the bodies from the city - every part of every man, woman and child - and construct atop the hill a mighty pyre." And his army did so, and did it quickly, for the word of Garkul now stood above all else in their minds. When the pyre was finished it was over 80 feet high, and crammed with the bodies of thousands of their victims. As dawn began to glow red on the eastern horizon they lit the pyre, and the flames rose up to make a mighty furnace, incinerating the fallen corpses. The pyre could be seen for miles around, and the other races sent out scouts to find out what it was. Garkul instructed his troops not to stop them, and the reports came back to the leaders of the other races of a butchery beyond all concept. Some could barely believe the words of their scouts, but the next night the same happened again to another Eldoral city, and the night after several towns in the region were burnt to a cinder. Garkul's army was sweeping forth in a blaze of wrath, and suddenly the peaceful world of the other races was falling apart. -These early victories came easy, but as they advanced they met more resistance, as the races had more forewarning of their attacks. But Garkul was always master of any situation, and his strategy and tactics overcame all defences. And after each victory was always the great pyre, and our armies would chant songs of victory as the flames reached into the cold night sky. The battles would become known as the Pyre Wars, and the flames of conquest would spread across all of Maj'Eyal. +These early victories came easy, but as they advanced they met more resistance, as the races had more forewarning of their attacks. But Garkul was always master of any situation, and his strategy and tactics overcame all defenses. And after each victory was always the great pyre, and our armies would chant songs of victory as the flames reached into the cold night sky. The battles would become known as the Pyre Wars, and the flames of conquest would spread across all of Maj'Eyal. Within three months the Eldoral kingdom was broken, and refugees flooded south to the halfling kingdom of Nargol, desperate to escape the deadly pyres. Garkul then consolidated his forces, building new bases in the conquered lands, before advancing out against the other races. None would escape the wrath of the people that had suffered so long from the attacks of the other races. Centuries of oppression had hardened us, and now the flames of vengeance that rose in our hearts could not be quenched.]], } @@ -224,7 +224,7 @@ Then beneath the dwarven city of Reknor our scouts discovered an amazing thing - a Sher'Tul farportal. The blood mages studied it, and after some time they succeeded in activating it, and discovered a new land. It was the lost East, sundered from Maj'Eyal after the great cataclysm. Garkul saw here a great opportunity, and he instructed many thousands of young warriors and mages to be sent over to the east. There they formed training grounds where the military could train and practise to master their techniques before returning to join the wars in the west. Garkul named them the Prides, for he said here was were the strength of our race would lie, and here was what we would be most proud of. -But while Garkul was busy establishing the Prides the Nargol king was planning a strategy of defence. He knew that the orcish armies would come for his kingdom soon, and he drew on the powers of his greatest strategists to prepare a force that could not be overcome. He summoned the mightiest alchemists from all the lands and together they laid plans for a creation that could not be beaten: the giant golem Atamathon. +But while Garkul was busy establishing the Prides the Nargol king was planning a strategy of defense. He knew that the orcish armies would come for his kingdom soon, and he drew on the powers of his greatest strategists to prepare a force that could not be overcome. He summoned the mightiest alchemists from all the lands and together they laid plans for a creation that could not be beaten: the giant golem Atamathon. When Garkul next returned from the east he heard from his spies of great operations afoot in the Nargol kingdom, and he knew that he must face down the halflings. He did not know that it would be his last battle.]], } Index: game/modules/tome/data/lore/angolwen.lua =================================================================== --- game/modules/tome/data/lore/angolwen.lua (revision 4272) +++ game/modules/tome/data/lore/angolwen.lua (working copy) @@ -32,7 +32,7 @@ Two thousand six hundred cycles of the Sun have passed above my head, and yet still I cannot shake the memory of the day the sky turned to flame and the earth was torn to shreds. I felt the magic in the air, the sudden unleashing of arcane energies beyond anyone's control. I knew in an instant that the Shaloren had unlocked the power of the farportals, but the forces were far beyond their expectations. I saw within seconds the streams of blazing energy tear through the sky above our heads, and then rain down in crimson plumes of destruction. It was all I could to put a shield about myself, and the burns I suffered were terrible, such that scars remain to this day. No one about me survived. Still I remember mine sister Nienna's shortened scream as she stood beside me, her skin flayed off by the terrible energies, her body consumed by a pyre of flames, her ashes strewn by a great tumult in the earth. Twenty-six centuries have passed and still I do wake to the sound of that scream... -Many were the loved ones I lost that day, and I were not alone. Countless perished across the lands, and countless more died in the chaos which followed. Then the Spellhunt began, and the people rose against the arrogance of the mages and began slaughtering us mercilessly. After the Spellblaze our abilities were in disarray, our mana channels sundered. We were nigh defenceless, and it took great effort to gather many of us together and found the hidden city of Angolwen. A great many mages were killed in the riots that followed, aye and many innocents too, for distrust was rife and the thirst for blood all-consuming. But alas, the suffering did not end there. +Many were the loved ones I lost that day, and I were not alone. Countless perished across the lands, and countless more died in the chaos which followed. Then the Spellhunt began, and the people rose against the arrogance of the mages and began slaughtering us mercilessly. After the Spellblaze our abilities were in disarray, our mana channels sundered. We were nigh defenseless, and it took great effort to gather many of us together and found the hidden city of Angolwen. A great many mages were killed in the riots that followed, aye and many innocents too, for distrust was rife and the thirst for blood all-consuming. But alas, the suffering did not end there. The effects of the Spellblaze can still be seen today, in tortured lands and blighted earths. In the Age of Dusk it were much worse. New diseases arose, plagues swept across all cities, civilisations brought to nothing. All our races came close to extinction, and an age of darkness came upon all learning and enlightenment. Feudal lords and bandit gangs fought amongst what little healthy lands were left, whilst the blights continued to ravage what free people remained. That was when I did begin our secret missions to repair the world, to make right the errors of our actions. In silent operation we visited the broken lands and used our powers to heal, not to destroy. Many centuries it took, but at last the aftereffects of the Spellblaze began to diminish, and the people began to rebuild. Index: game/modules/tome/data/lore/spellhunt.lua =================================================================== --- game/modules/tome/data/lore/spellhunt.lua (revision 4272) +++ game/modules/tome/data/lore/spellhunt.lua (working copy) @@ -71,7 +71,7 @@ name = "Spellhunter's Guide part 2: How to Battle a Magic-User", lore = [[Those who rape the forces of nature with their malign wills doubtless unlock great powers to their advantage. We of noble cause, with our abilities aligned to nature's threads, can struggle to equal the terrible might of these unholy mages. But we must persist, for our cause is just, and the threat to this world from the terrors of the arcane evils cannot be under-stated. Too long has Eyal suffered the torture of their presence, and so we must fight with all the powers that nature can give us. -Mobility is key against spell-slinging warlocks and witches. One must rush with full speed towards them and hack them down, not giving them time to utter a spell of attack or defence. Against multiple opponents this could be difficult, and retreat to less open space is often vital. Do not consider this cowardice, for you play the weaker hand and must take all advantage you can acquire. Get into a tighter environment, and keep behind a concealed corner until they are right upon you, before unleashing all of your strength against them without warning. +Mobility is key against spell-slinging warlocks and witches. One must rush with full speed towards them and hack them down, not giving them time to utter a spell of attack or defense. Against multiple opponents this could be difficult, and retreat to less open space is often vital. Do not consider this cowardice, for you play the weaker hand and must take all advantage you can acquire. Get into a tighter environment, and keep behind a concealed corner until they are right upon you, before unleashing all of your strength against them without warning. Necromancers and fell conjurers can present a great threat when they summon their dark minions to overwhelm you. Oft it is best to take out the wizard first, though it presents risk. You must raise your will and suppress all pain until you come right upon him, and then strike him down quickly before retreating to a safer area. Stunning or dazing the caster before they have a chance to summon aid can also help immensely. Index: game/modules/tome/data/lore/last-hope.lua =================================================================== --- game/modules/tome/data/lore/last-hope.lua (revision 4272) +++ game/modules/tome/data/lore/last-hope.lua (working copy) @@ -73,7 +73,7 @@ category = "last hope", name = "The Diaries of King Toknor the Brave", lore = [[#{italic}#2nd of Allure, Year of Pyre 711#{normal}# -We have solidified the defences at Last Hope and received more troops from all of the kingdoms. Our tactical position near the sea is proving an excellent base for further attacks on the orcs. I hope to expand our facilities here much further. I am drawing up an alliance now with the other leaders, for only together can we hope to beat this terrible threat to all our kingdoms. +We have solidified the defenses at Last Hope and received more troops from all of the kingdoms. Our tactical position near the sea is proving an excellent base for further attacks on the orcs. I hope to expand our facilities here much further. I am drawing up an alliance now with the other leaders, for only together can we hope to beat this terrible threat to all our kingdoms. Mirvenia has been key to the discussions and the plans. She is a tactical genius, and I am constantly amazed by her wealth of knowledge and skills. There is an odd woman that accompanies her though, with long fiery hair and a silken robe - Linaniil is her name. One of my men swears he saw her riding into battle in a blaze of flames, burning all the orcs before her. The idea of a spellweaver in our midst is unsettling, but Mirvenia says I should trust her. And if Mirvenia says so then I must believe her. Index: game/modules/tome/data/talents/spells/air.lua =================================================================== --- game/modules/tome/data/talents/spells/air.lua (revision 4272) +++ game/modules/tome/data/talents/spells/air.lua (working copy) @@ -145,12 +145,12 @@ sustain_mana = 50, tactical = { BUFF = 2 }, getEncumberance = function(self, t) return math.floor(self:combatTalentSpellDamage(t, 10, 110)) end, - getRangedDefence = function(self, t) return self:combatTalentSpellDamage(t, 4, 30) end, + getRangedDefense = function(self, t) return self:combatTalentSpellDamage(t, 4, 30) end, activate = function(self, t) game:playSoundNear(self, "talents/spell_generic2") local ret = { encumb = self:addTemporaryValue("max_encumber", t.getEncumberance(self, t)), - def = self:addTemporaryValue("combat_def_ranged", t.getRangedDefence(self, t)), + def = self:addTemporaryValue("combat_def_ranged", t.getRangedDefense(self, t)), lev = self:addTemporaryValue("levitation", 1), traps = self:addTemporaryValue("avoid_pressure_traps", 1), } @@ -167,7 +167,7 @@ end, info = function(self, t) local encumberance = t.getEncumberance(self, t) - local rangedef = t.getRangedDefence(self, t) + local rangedef = t.getRangedDefense(self, t) return ([[A gentle wind circles around the caster, increasing carrying capacity by %d and increasing defense against projectiles by %d. At level 4 it also makes you slightly levitate, allowing you to ignore some traps.]]): format(encumberance, rangedef) Index: game/modules/tome/data/talents/spells/phantasm.lua =================================================================== --- game/modules/tome/data/talents/spells/phantasm.lua (revision 4272) +++ game/modules/tome/data/talents/spells/phantasm.lua (working copy) @@ -75,10 +75,10 @@ return true end, info = function(self, t) - local defence = t.getDefense(self, t) + local defense = t.getDefense(self, t) return ([[The caster's image blurs, granting %d bonus to defense. The bonus will increase with the Magic stat]]): - format(defence) + format(defense) end, } Index: game/modules/tome/data/talents/misc/races.lua =================================================================== --- game/modules/tome/data/talents/misc/races.lua (revision 4272) +++ game/modules/tome/data/talents/misc/races.lua (working copy) @@ -497,7 +497,7 @@ mode = "passive", info = function(self, t) return ([[Halfling have long learnt to use their small stature as an advantage when fighting the other races. - Increases defense in melee based on the size difference between the attacker and you (+%d defence per size).]]): + Increases defense in melee based on the size difference between the attacker and you (+%d defense per size).]]): format(self:getTalentLevelRaw(t) * 1.2) end, } Index: game/modules/tome/data/general/objects/world-artifacts.lua =================================================================== --- game/modules/tome/data/general/objects/world-artifacts.lua (revision 4272) +++ game/modules/tome/data/general/objects/world-artifacts.lua (working copy) @@ -1857,7 +1857,7 @@ unique = true, name = "Plate Armor of the King", unided_name = "suit of gleaming voratun plate", - desc = [[Beautifully detailed with images of King Toknor's defence of Last Hope. Despair fills the hearts of even the blackest villains at the sight of it.]], + desc = [[Beautifully detailed with images of King Toknor's defense of Last Hope. Despair fills the hearts of even the blackest villains at the sight of it.]], color = colors.WHITE, level_range = {45, 50}, rarity = 390, Index: game/modules/tome/data/general/objects/random-artifacts.lua =================================================================== --- game/modules/tome/data/general/objects/random-artifacts.lua (revision 4272) +++ game/modules/tome/data/general/objects/random-artifacts.lua (working copy) @@ -88,7 +88,7 @@ ---------------------------------------------------------------- --- Defence +-- Defense ---------------------------------------------------------------- newEntity{ theme={def=true}, name="def", points = 2, rarity = 8, level_range = {1, 50}, wielder = { combat_def = resolvers.randartmax(1, 15), },