跳到正文
Palworld Hub

补丁

版本 24575149

记录于
上一个版本
24466863
处变更
11,058

这段摘要由机器逐文件比对拼出。没有人写过它,也还没有人读过它。

新增 563移除 1变更 10,494

按类型

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  • 变更ThunderDog_Ice@70drops [{"item":"IceOrgan","max":2,"min":1,"rate":100},{"item":"WorldTreeHolyWater","max":3,"min":1,"rate":50},{"item":"PalAwakening_Material_Water","max":3,"min":1,"rate":50},{"item":"WorldTreeRelic_01","max":10,"min":1,"rate":10},{"item":"WorldTreeRelic_02","max":5,"min":1,"rate":5},{"item":"WorldTreeRelic_03","max":3,"min":1,"rate":3.3299999237060547},{"item":"WorldTreeRelic_04","max":2,"min":1,"rate":2.5},{"item":"WorldTreeRelic_05","max":1,"min":1,"rate":2}] → [{"item":"IceOrgan","max":2,"min":1,"rate":100},{"item":"WorldTreeHolyWater","max":4,"min":2,"rate":75},{"item":"PalAwakening_Material_Water","max":3,"min":1,"rate":50},{"item":"WorldTreeRelic_01","max":10,"min":1,"rate":10},{"item":"WorldTreeRelic_02","max":5,"min":1,"rate":5},{"item":"WorldTreeRelic_03","max":3,"min":1,"rate":3.3299999237060547},{"item":"WorldTreeRelic_04","max":2,"min":1,"rate":2.5},{"item":"WorldTreeRelic_05","max":1,"min":1,"rate":2}]
  • 变更ThunderDragonMan@70drops [{"item":"ElectricOrgan","max":2,"min":1,"rate":100},{"item":"WorldTreeHolyWater","max":3,"min":1,"rate":50},{"item":"PalAwakening_Material_Electric","max":3,"min":1,"rate":50},{"item":"WorldTreeRelic_01","max":10,"min":1,"rate":10},{"item":"WorldTreeRelic_02","max":5,"min":1,"rate":5},{"item":"WorldTreeRelic_03","max":3,"min":1,"rate":3.3299999237060547},{"item":"WorldTreeRelic_04","max":2,"min":1,"rate":2.5},{"item":"WorldTreeRelic_05","max":1,"min":1,"rate":2}] → [{"item":"ElectricOrgan","max":2,"min":1,"rate":100},{"item":"WorldTreeHolyWater","max":4,"min":2,"rate":75},{"item":"PalAwakening_Material_Electric","max":3,"min":1,"rate":50},{"item":"WorldTreeRelic_01","max":10,"min":1,"rate":10},{"item":"WorldTreeRelic_02","max":5,"min":1,"rate":5},{"item":"WorldTreeRelic_03","max":3,"min":1,"rate":3.3299999237060547},{"item":"WorldTreeRelic_04","max":2,"min":1,"rate":2.5},{"item":"WorldTreeRelic_05","max":1,"min":1,"rate":2}]
  • 变更VenusFlytrap@70drops [{"item":"Venom","max":3,"min":2,"rate":100},{"item":"Fiber","max":3,"min":2,"rate":100},{"item":"WorldTreeHolyWater","max":3,"min":1,"rate":50},{"item":"PalAwakening_Material_Grass","max":3,"min":1,"rate":50},{"item":"WorldTreeRelic_01","max":10,"min":1,"rate":10},{"item":"WorldTreeRelic_02","max":5,"min":1,"rate":5},{"item":"WorldTreeRelic_03","max":3,"min":1,"rate":3.3299999237060547},{"item":"WorldTreeRelic_04","max":2,"min":1,"rate":2.5},{"item":"WorldTreeRelic_05","max":1,"min":1,"rate":2}] → [{"item":"Venom","max":3,"min":2,"rate":100},{"item":"Fiber","max":3,"min":2,"rate":100},{"item":"WorldTreeHolyWater","max":4,"min":2,"rate":75},{"item":"PalAwakening_Material_Grass","max":3,"min":1,"rate":50},{"item":"WorldTreeRelic_01","max":10,"min":1,"rate":10},{"item":"WorldTreeRelic_02","max":5,"min":1,"rate":5},{"item":"WorldTreeRelic_03","max":3,"min":1,"rate":3.3299999237060547},{"item":"WorldTreeRelic_04","max":2,"min":1,"rate":2.5},{"item":"WorldTreeRelic_05","max":1,"min":1,"rate":2}]
  • 变更WhiteDeer_Dark@70drops [{"item":"Leather","max":3,"min":2,"rate":100},{"item":"Horn","max":2,"min":2,"rate":100},{"item":"PalDarkParts","max":3,"min":2,"rate":100},{"item":"WorldTreeHolyWater","max":3,"min":1,"rate":50},{"item":"PalAwakening_Material_Dark","max":3,"min":1,"rate":50},{"item":"WorldTreeRelic_01","max":10,"min":1,"rate":10},{"item":"WorldTreeRelic_02","max":5,"min":1,"rate":5},{"item":"WorldTreeRelic_03","max":3,"min":1,"rate":3.3299999237060547},{"item":"WorldTreeRelic_04","max":2,"min":1,"rate":2.5},{"item":"WorldTreeRelic_05","max":1,"min":1,"rate":2}] → [{"item":"Leather","max":3,"min":2,"rate":100},{"item":"Horn","max":2,"min":2,"rate":100},{"item":"PalDarkParts","max":3,"min":2,"rate":100},{"item":"WorldTreeHolyWater","max":4,"min":2,"rate":75},{"item":"PalAwakening_Material_Dark","max":3,"min":1,"rate":50},{"item":"WorldTreeRelic_01","max":10,"min":1,"rate":10},{"item":"WorldTreeRelic_02","max":5,"min":1,"rate":5},{"item":"WorldTreeRelic_03","max":3,"min":1,"rate":3.3299999237060547},{"item":"WorldTreeRelic_04","max":2,"min":1,"rate":2.5},{"item":"WorldTreeRelic_05","max":1,"min":1,"rate":2}]
  • 变更WhiteMoth_Neutral@70drops [{"item":"Cloth2","max":1,"min":1,"rate":100},{"item":"PalOil","max":3,"min":2,"rate":100},{"item":"WorldTreeHolyWater","max":3,"min":1,"rate":50},{"item":"PalAwakening_Material_Neutral","max":3,"min":1,"rate":50},{"item":"WorldTreeRelic_01","max":10,"min":1,"rate":10},{"item":"WorldTreeRelic_02","max":5,"min":1,"rate":5},{"item":"WorldTreeRelic_03","max":3,"min":1,"rate":3.3299999237060547},{"item":"WorldTreeRelic_04","max":2,"min":1,"rate":2.5},{"item":"WorldTreeRelic_05","max":1,"min":1,"rate":2}] → [{"item":"Cloth2","max":1,"min":1,"rate":100},{"item":"PalOil","max":3,"min":2,"rate":100},{"item":"WorldTreeHolyWater","max":4,"min":2,"rate":75},{"item":"PalAwakening_Material_Neutral","max":3,"min":1,"rate":50},{"item":"WorldTreeRelic_01","max":10,"min":1,"rate":10},{"item":"WorldTreeRelic_02","max":5,"min":1,"rate":5},{"item":"WorldTreeRelic_03","max":3,"min":1,"rate":3.3299999237060547},{"item":"WorldTreeRelic_04","max":2,"min":1,"rate":2.5},{"item":"WorldTreeRelic_05","max":1,"min":1,"rate":2}]
  • 变更WingGolem@70drops [{"item":"CopperOre","max":3,"min":2,"rate":100},{"item":"WorldTreeHolyWater","max":3,"min":1,"rate":50},{"item":"PalAwakening_Material_Electric","max":3,"min":1,"rate":50},{"item":"WorldTreeRelic_01","max":10,"min":1,"rate":10},{"item":"WorldTreeRelic_02","max":5,"min":1,"rate":5},{"item":"WorldTreeRelic_03","max":3,"min":1,"rate":3.3299999237060547},{"item":"WorldTreeRelic_04","max":2,"min":1,"rate":2.5},{"item":"WorldTreeRelic_05","max":1,"min":1,"rate":2}] → [{"item":"CopperOre","max":3,"min":2,"rate":100},{"item":"WorldTreeHolyWater","max":4,"min":2,"rate":75},{"item":"PalAwakening_Material_Electric","max":3,"min":1,"rate":50},{"item":"WorldTreeRelic_01","max":10,"min":1,"rate":10},{"item":"WorldTreeRelic_02","max":5,"min":1,"rate":5},{"item":"WorldTreeRelic_03","max":3,"min":1,"rate":3.3299999237060547},{"item":"WorldTreeRelic_04","max":2,"min":1,"rate":2.5},{"item":"WorldTreeRelic_05","max":1,"min":1,"rate":2}]
  • 变更WingGolem_Fire@70drops [{"item":"CopperOre","max":3,"min":2,"rate":100},{"item":"FireOrgan","max":3,"min":2,"rate":100},{"item":"WorldTreeHolyWater","max":3,"min":1,"rate":50},{"item":"PalAwakening_Material_Fire","max":3,"min":1,"rate":50},{"item":"WorldTreeRelic_01","max":10,"min":1,"rate":10},{"item":"WorldTreeRelic_02","max":5,"min":1,"rate":5},{"item":"WorldTreeRelic_03","max":3,"min":1,"rate":3.3299999237060547},{"item":"WorldTreeRelic_04","max":2,"min":1,"rate":2.5},{"item":"WorldTreeRelic_05","max":1,"min":1,"rate":2}] → [{"item":"CopperOre","max":3,"min":2,"rate":100},{"item":"FireOrgan","max":3,"min":2,"rate":100},{"item":"WorldTreeHolyWater","max":4,"min":2,"rate":75},{"item":"PalAwakening_Material_Fire","max":3,"min":1,"rate":50},{"item":"WorldTreeRelic_01","max":10,"min":1,"rate":10},{"item":"WorldTreeRelic_02","max":5,"min":1,"rate":5},{"item":"WorldTreeRelic_03","max":3,"min":1,"rate":3.3299999237060547},{"item":"WorldTreeRelic_04","max":2,"min":1,"rate":2.5},{"item":"WorldTreeRelic_05","max":1,"min":1,"rate":2}]

item-families

  • 新增ITEM_NAME_Blueprint_Accessory_Avoid_1появилось
  • 新增ITEM_NAME_SkillCard_Psychokinesisпоявилось
  • 变更ITEM_NAME_PalPassiveSkillChange_Consumable_WorldTree_ATKiconThumbUrl /i/item/disposable-implant-double-edged-holy-sword-5a35ac2e8732-s.webp → /i/item/disposable-implant-twin-edged-holy-blade-5a35ac2e8732-s.webp; iconUrl /i/item/disposable-implant-double-edged-holy-sword-aaff5bce117e.webp → /i/item/disposable-implant-twin-edged-holy-blade-aaff5bce117e.webp; slug disposable-implant-double-edged-holy-sword → disposable-implant-twin-edged-holy-blade
  • 变更ITEM_NAME_PalPassiveSkillChange_Consumable_WorldTree_CraftSpeediconThumbUrl /i/item/disposable-implant-demonic-grasp-5a35ac2e8732-s.webp → /i/item/disposable-implant-demon-s-hand-5a35ac2e8732-s.webp; iconUrl /i/item/disposable-implant-demonic-grasp-aaff5bce117e.webp → /i/item/disposable-implant-demon-s-hand-aaff5bce117e.webp; slug disposable-implant-demonic-grasp → disposable-implant-demon-s-hand
  • 变更ITEM_NAME_PalPassiveSkillChange_Consumable_WorldTree_DEFiconThumbUrl /i/item/disposable-implant-sacred-flesh-5a35ac2e8732-s.webp → /i/item/disposable-implant-sanctified-meat-shield-5a35ac2e8732-s.webp; iconUrl /i/item/disposable-implant-sacred-flesh-aaff5bce117e.webp → /i/item/disposable-implant-sanctified-meat-shield-aaff5bce117e.webp; slug disposable-implant-sacred-flesh → disposable-implant-sanctified-meat-shield
  • 变更ITEM_NAME_PalPassiveSkillChange_Consumable_WorldTree_SanityiconThumbUrl /i/item/disposable-implant-hermit-5a35ac2e8732-s.webp → /i/item/disposable-implant-hermit-sage-5a35ac2e8732-s.webp; iconUrl /i/item/disposable-implant-hermit-aaff5bce117e.webp → /i/item/disposable-implant-hermit-sage-aaff5bce117e.webp; slug disposable-implant-hermit → disposable-implant-hermit-sage
  • 移除ITEM_NAME_Blueprint_Accessory_Avoidпропало

items

  • 变更Blueprint_Accessory_Avoid_1_fixfamilyId ITEM_NAME_Blueprint_Accessory_Avoid → ITEM_NAME_Blueprint_Accessory_Avoid_1
  • 变更SkillCard_PsychokinesisfamilyId пусто → ITEM_NAME_SkillCard_Psychokinesis; legalInGame нет → да
  • 变更WaterBuildKitrank 4 → 2
  • 变更WorldTreeHolyWaterвес 1 → 0.10000000149011612

paldex-species

  • 变更163BiconThumbUrl /i/pal/snock-lux-a37bedd2e39c-s.webp → /i/pal/snock-terra-a37bedd2e39c-s.webp; iconUrl /i/pal/snock-lux-ee65c196eb87.webp → /i/pal/snock-terra-ee65c196eb87.webp; slug snock-lux → snock-terra

technology

  • 变更JetDragonStatuelevelCap 79 → 70
  • 变更SkillUnlock_JetDragonlevelCap 79 → 70
  • 变更WaterBuildKitстоимость 4 → 1; levelCap 66 → 23

text/de/DT_ItemDescriptionText_Common

  • 变更ITEM_DESC_BeamLauncherBullet_02text - → пусто
  • 变更ITEM_DESC_Blueprint_Accessory_SuperJumpAir_1text Wenn sich dieser Bauplan im Lager oder Inventar befindet, wird die Anleitung für „<itemName id=|Accessory_JumpAir_2|/> (<uiCommon id=|RARITY_EPIC|/>)“ freigeschaltet. Der Gegenstand kann anschließend mithilfe von „<mapObjectName id=|Factory_Hard_02|/>“ gefertigt werden. → Wenn sich dieser Bauplan im Lager oder Inventar befindet, wird die Anleitung für „<itemName id=|Accessory_SuperJumpAir_1|/> (<uiCommon id=|RARITY_EPIC|/>)“ freigeschaltet. Der Gegenstand kann anschließend mithilfe von „<mapObjectName id=|Factory_Hard_02|/>“ gefertigt werden.
  • 变更ITEM_DESC_Blueprint_BeamSword_4text Wenn sich dieser Bauplan im Lager oder Inventar befindet, wird die Anleitung für „<itemName id=|BeamSword|/> (<uiCommon id=|RARITY_LEGENDARY|/>)“ freigeschaltet. Der Gegenstand kann anschließend mithilfe von „<mapObjectName id=|WeaponFactory_Dirty_03|/>“ gefertigt werden. → Wenn sich dieser Bauplan im Lager oder Inventar befindet, wird die Anleitung für „<itemName id=|BeamSword|/> (<uiCommon id=|RARITY_EPIC|/>)“ freigeschaltet. Der Gegenstand kann anschließend mithilfe von „<mapObjectName id=|WeaponFactory_Dirty_03|/>“ gefertigt werden.
  • 变更ITEM_DESC_Blueprint_BeamSword_5text Wenn sich dieser Bauplan im Lager oder Inventar befindet, wird die Anleitung für „<itemName id=|BeamSword|/> (<uiCommon id=|RARITY_EPIC|/>)“ freigeschaltet. Der Gegenstand kann anschließend mithilfe von „<mapObjectName id=|WeaponFactory_Dirty_03|/>“ gefertigt werden. → Wenn sich dieser Bauplan im Lager oder Inventar befindet, wird die Anleitung für „<itemName id=|BeamSword|/> (<uiCommon id=|RARITY_LEGENDARY|/>)“ freigeschaltet. Der Gegenstand kann anschließend mithilfe von „<mapObjectName id=|WeaponFactory_Dirty_03|/>“ gefertigt werden.
  • 变更ITEM_DESC_Blueprint_BowGun_Fire_2text Wenn sich dieser Bauplan im Lager oder Inventar befindet, wird die Anleitung für „<itemName id=|BowGun_Poison|/> (<uiCommon id=|RARITY_LEGENDARY|/>)“ freigeschaltet. Der Gegenstand kann anschließend mithilfe von „<mapObjectName id=|Factory_Hard_01|/>“ gefertigt werden. → Wenn sich dieser Bauplan im Lager oder Inventar befindet, wird die Anleitung für „<itemName id=|BowGun_Fire|/> (<uiCommon id=|RARITY_UNCOMMON|/>)“ freigeschaltet. Der Gegenstand kann anschließend mithilfe von „<mapObjectName id=|Factory_Hard_01|/>“ gefertigt werden.
  • 变更ITEM_DESC_Blueprint_BowGun_Fire_3text Wenn sich dieser Bauplan im Lager oder Inventar befindet, wird die Anleitung für „<itemName id=|BowGun_Fire|/> (<uiCommon id=|RARITY_UNCOMMON|/>)“ freigeschaltet. Der Gegenstand kann anschließend mithilfe von „<mapObjectName id=|Factory_Hard_01|/>“ gefertigt werden. → Wenn sich dieser Bauplan im Lager oder Inventar befindet, wird die Anleitung für „<itemName id=|BowGun_Fire|/> (<uiCommon id=|RARITY_RARE|/>)“ freigeschaltet. Der Gegenstand kann anschließend mithilfe von „<mapObjectName id=|Factory_Hard_01|/>“ gefertigt werden.
  • 变更ITEM_DESC_Blueprint_BowGun_Fire_4text Wenn sich dieser Bauplan im Lager oder Inventar befindet, wird die Anleitung für „<itemName id=|BowGun_Fire|/> (<uiCommon id=|RARITY_RARE|/>)“ freigeschaltet. Der Gegenstand kann anschließend mithilfe von „<mapObjectName id=|Factory_Hard_01|/>“ gefertigt werden. → Wenn sich dieser Bauplan im Lager oder Inventar befindet, wird die Anleitung für „<itemName id=|BowGun_Fire|/> (<uiCommon id=|RARITY_EPIC|/>)“ freigeschaltet. Der Gegenstand kann anschließend mithilfe von „<mapObjectName id=|Factory_Hard_01|/>“ gefertigt werden.
  • 变更ITEM_DESC_Blueprint_BowGun_Fire_5text Wenn sich dieser Bauplan im Lager oder Inventar befindet, wird die Anleitung für „<itemName id=|BowGun_Fire|/> (<uiCommon id=|RARITY_EPIC|/>)“ freigeschaltet. Der Gegenstand kann anschließend mithilfe von „<mapObjectName id=|Factory_Hard_01|/>“ gefertigt werden. → Wenn sich dieser Bauplan im Lager oder Inventar befindet, wird die Anleitung für „<itemName id=|BowGun_Fire|/> (<uiCommon id=|RARITY_LEGENDARY|/>)“ freigeschaltet. Der Gegenstand kann anschließend mithilfe von „<mapObjectName id=|Factory_Hard_01|/>“ gefertigt werden.
  • 变更ITEM_DESC_Blueprint_BowGun_Poison_2text Wenn sich dieser Bauplan im Lager oder Inventar befindet, wird die Anleitung für „<itemName id=|MultiGuidedMissileLauncher|/> (<uiCommon id=|RARITY_COMMON|/>)“ freigeschaltet. Der Gegenstand kann anschließend mithilfe von „<mapObjectName id=|WeaponFactory_Dirty_03|/>“ gefertigt werden. → Wenn sich dieser Bauplan im Lager oder Inventar befindet, wird die Anleitung für „<itemName id=|BowGun_Poison|/> (<uiCommon id=|RARITY_UNCOMMON|/>)“ freigeschaltet. Der Gegenstand kann anschließend mithilfe von „<mapObjectName id=|Factory_Hard_01|/>“ gefertigt werden.
  • 变更ITEM_DESC_Blueprint_BowGun_Poison_3text Wenn sich dieser Bauplan im Lager oder Inventar befindet, wird die Anleitung für „<itemName id=|BowGun_Poison|/> (<uiCommon id=|RARITY_UNCOMMON|/>)“ freigeschaltet. Der Gegenstand kann anschließend mithilfe von „<mapObjectName id=|Factory_Hard_01|/>“ gefertigt werden. → Wenn sich dieser Bauplan im Lager oder Inventar befindet, wird die Anleitung für „<itemName id=|BowGun_Poison|/> (<uiCommon id=|RARITY_RARE|/>)“ freigeschaltet. Der Gegenstand kann anschließend mithilfe von „<mapObjectName id=|Factory_Hard_01|/>“ gefertigt werden.
  • 变更ITEM_DESC_Blueprint_BowGun_Poison_4text Wenn sich dieser Bauplan im Lager oder Inventar befindet, wird die Anleitung für „<itemName id=|BowGun_Poison|/> (<uiCommon id=|RARITY_RARE|/>)“ freigeschaltet. Der Gegenstand kann anschließend mithilfe von „<mapObjectName id=|Factory_Hard_01|/>“ gefertigt werden. → Wenn sich dieser Bauplan im Lager oder Inventar befindet, wird die Anleitung für „<itemName id=|BowGun_Poison|/> (<uiCommon id=|RARITY_EPIC|/>)“ freigeschaltet. Der Gegenstand kann anschließend mithilfe von „<mapObjectName id=|Factory_Hard_01|/>“ gefertigt werden.
  • 变更ITEM_DESC_Blueprint_BowGun_Poison_5text Wenn sich dieser Bauplan im Lager oder Inventar befindet, wird die Anleitung für „<itemName id=|BowGun_Poison|/> (<uiCommon id=|RARITY_EPIC|/>)“ freigeschaltet. Der Gegenstand kann anschließend mithilfe von „<mapObjectName id=|Factory_Hard_01|/>“ gefertigt werden. → Wenn sich dieser Bauplan im Lager oder Inventar befindet, wird die Anleitung für „<itemName id=|BowGun_Poison|/> (<uiCommon id=|RARITY_LEGENDARY|/>)“ freigeschaltet. Der Gegenstand kann anschließend mithilfe von „<mapObjectName id=|Factory_Hard_01|/>“ gefertigt werden.
  • 变更ITEM_DESC_Blueprint_ClothArmor_2text Wenn sich dieser Bauplan im Lager oder Inventar befindet, wird die Anleitung für „<itemName id=|CopperArmor|/> (<uiCommon id=|RARITY_RARE|/>)“ freigeschaltet. Der Gegenstand kann anschließend mithilfe von „<mapObjectName id=|Factory_Hard_01|/>“ gefertigt werden. → Wenn sich dieser Bauplan im Lager oder Inventar befindet, wird die Anleitung für „<itemName id=|ClothArmor|/> (<uiCommon id=|RARITY_UNCOMMON|/>)“ freigeschaltet. Der Gegenstand kann anschließend mithilfe von „<mapObjectName id=|WorkBench|/>“ gefertigt werden.
  • 变更ITEM_DESC_Blueprint_ClothArmor_3text Wenn sich dieser Bauplan im Lager oder Inventar befindet, wird die Anleitung für „<itemName id=|CopperArmor|/> (<uiCommon id=|RARITY_EPIC|/>)“ freigeschaltet. Der Gegenstand kann anschließend mithilfe von „<mapObjectName id=|Factory_Hard_01|/>“ gefertigt werden. → Wenn sich dieser Bauplan im Lager oder Inventar befindet, wird die Anleitung für „<itemName id=|ClothArmor|/> (<uiCommon id=|RARITY_RARE|/>)“ freigeschaltet. Der Gegenstand kann anschließend mithilfe von „<mapObjectName id=|WorkBench|/>“ gefertigt werden.
  • 变更ITEM_DESC_Blueprint_ClothArmor_4text Wenn sich dieser Bauplan im Lager oder Inventar befindet, wird die Anleitung für „<itemName id=|CopperArmor|/> (<uiCommon id=|RARITY_LEGENDARY|/>)“ freigeschaltet. Der Gegenstand kann anschließend mithilfe von „<mapObjectName id=|Factory_Hard_01|/>“ gefertigt werden. → Wenn sich dieser Bauplan im Lager oder Inventar befindet, wird die Anleitung für „<itemName id=|ClothArmor|/> (<uiCommon id=|RARITY_EPIC|/>)“ freigeschaltet. Der Gegenstand kann anschließend mithilfe von „<mapObjectName id=|WorkBench|/>“ gefertigt werden.
  • 变更ITEM_DESC_Blueprint_ClothArmor_5text Wenn sich dieser Bauplan im Lager oder Inventar befindet, wird die Anleitung für „<itemName id=|IronArmor|/> (<uiCommon id=|RARITY_UNCOMMON|/>)“ freigeschaltet. Der Gegenstand kann anschließend mithilfe von „<mapObjectName id=|Factory_Hard_02|/>“ gefertigt werden. → Wenn sich dieser Bauplan im Lager oder Inventar befindet, wird die Anleitung für „<itemName id=|ClothArmor|/> (<uiCommon id=|RARITY_LEGENDARY|/>)“ freigeschaltet. Der Gegenstand kann anschließend mithilfe von „<mapObjectName id=|WorkBench|/>“ gefertigt werden.
  • 变更ITEM_DESC_Blueprint_CopperArmorCold_2text Wenn sich dieser Bauplan im Lager oder Inventar befindet, wird die Anleitung für „<itemName id=|CopperArmorHeat_5|/> (<uiCommon id=|RARITY_LEGENDARY|/>)“ freigeschaltet. Der Gegenstand kann anschließend mithilfe von „<mapObjectName id=|Factory_Hard_01|/>“ gefertigt werden. → Wenn sich dieser Bauplan im Lager oder Inventar befindet, wird die Anleitung für „<itemName id=|CopperArmorCold_2|/> (<uiCommon id=|RARITY_UNCOMMON|/>)“ freigeschaltet. Der Gegenstand kann anschließend mithilfe von „<mapObjectName id=|Factory_Hard_01|/>“ gefertigt werden.
  • 变更ITEM_DESC_Blueprint_CopperArmorCold_3text Wenn sich dieser Bauplan im Lager oder Inventar befindet, wird die Anleitung für „<itemName id=|CopperArmorCold_2|/> (<uiCommon id=|RARITY_UNCOMMON|/>)“ freigeschaltet. Der Gegenstand kann anschließend mithilfe von „<mapObjectName id=|Factory_Hard_01|/>“ gefertigt werden. → Wenn sich dieser Bauplan im Lager oder Inventar befindet, wird die Anleitung für „<itemName id=|CopperArmorCold_3|/> (<uiCommon id=|RARITY_RARE|/>)“ freigeschaltet. Der Gegenstand kann anschließend mithilfe von „<mapObjectName id=|Factory_Hard_01|/>“ gefertigt werden.
  • 变更ITEM_DESC_Blueprint_CopperArmorCold_4text Wenn sich dieser Bauplan im Lager oder Inventar befindet, wird die Anleitung für „<itemName id=|CopperArmorCold_3|/> (<uiCommon id=|RARITY_RARE|/>)“ freigeschaltet. Der Gegenstand kann anschließend mithilfe von „<mapObjectName id=|Factory_Hard_01|/>“ gefertigt werden. → Wenn sich dieser Bauplan im Lager oder Inventar befindet, wird die Anleitung für „<itemName id=|CopperArmorCold_4|/> (<uiCommon id=|RARITY_EPIC|/>)“ freigeschaltet. Der Gegenstand kann anschließend mithilfe von „<mapObjectName id=|Factory_Hard_01|/>“ gefertigt werden.
  • 变更ITEM_DESC_Blueprint_CopperArmorCold_5text Wenn sich dieser Bauplan im Lager oder Inventar befindet, wird die Anleitung für „<itemName id=|CopperArmorCold_4|/> (<uiCommon id=|RARITY_EPIC|/>)“ freigeschaltet. Der Gegenstand kann anschließend mithilfe von „<mapObjectName id=|Factory_Hard_01|/>“ gefertigt werden. → Wenn sich dieser Bauplan im Lager oder Inventar befindet, wird die Anleitung für „<itemName id=|CopperArmorCold_5|/> (<uiCommon id=|RARITY_LEGENDARY|/>)“ freigeschaltet. Der Gegenstand kann anschließend mithilfe von „<mapObjectName id=|Factory_Hard_01|/>“ gefertigt werden.
  • 变更ITEM_DESC_Blueprint_CopperArmorHeat_5text Wenn sich dieser Bauplan im Lager oder Inventar befindet, wird die Anleitung für „<itemName id=|CopperArmorHeat_4|/> (<uiCommon id=|RARITY_EPIC|/>)“ freigeschaltet. Der Gegenstand kann anschließend mithilfe von „<mapObjectName id=|Factory_Hard_01|/>“ gefertigt werden. → Wenn sich dieser Bauplan im Lager oder Inventar befindet, wird die Anleitung für „<itemName id=|CopperArmorHeat_5|/> (<uiCommon id=|RARITY_LEGENDARY|/>)“ freigeschaltet. Der Gegenstand kann anschließend mithilfe von „<mapObjectName id=|Factory_Hard_01|/>“ gefertigt werden.
  • 变更ITEM_DESC_Blueprint_CopperArmor_2text Wenn sich dieser Bauplan im Lager oder Inventar befindet, wird die Anleitung für „<itemName id=|StealArmor|/> (<uiCommon id=|RARITY_RARE|/>)“ freigeschaltet. Der Gegenstand kann anschließend mithilfe von „<mapObjectName id=|Factory_Hard_03|/>“ gefertigt werden. → Wenn sich dieser Bauplan im Lager oder Inventar befindet, wird die Anleitung für „<itemName id=|CopperArmor|/> (<uiCommon id=|RARITY_UNCOMMON|/>)“ freigeschaltet. Der Gegenstand kann anschließend mithilfe von „<mapObjectName id=|Factory_Hard_01|/>“ gefertigt werden.
  • 变更ITEM_DESC_Blueprint_CopperArmor_3text Wenn sich dieser Bauplan im Lager oder Inventar befindet, wird die Anleitung für „<itemName id=|StealArmor|/> (<uiCommon id=|RARITY_EPIC|/>)“ freigeschaltet. Der Gegenstand kann anschließend mithilfe von „<mapObjectName id=|Factory_Hard_03|/>“ gefertigt werden. → Wenn sich dieser Bauplan im Lager oder Inventar befindet, wird die Anleitung für |<itemName id=|CopperArmor|/> (<uiCommon id=|RARITY_RARE|/>)| freigeschaltet. Der Gegenstand kann anschließend mithilfe von |<mapObjectName id=|Factory_Hard_01|/>| gefertigt werden.
  • 变更ITEM_DESC_Blueprint_CopperArmor_4text Wenn sich dieser Bauplan im Lager oder Inventar befindet, wird die Anleitung für „<itemName id=|StealArmor|/> (<uiCommon id=|RARITY_LEGENDARY|/>)“ freigeschaltet. Der Gegenstand kann anschließend mithilfe von „<mapObjectName id=|Factory_Hard_03|/>“ gefertigt werden. → Wenn sich dieser Bauplan im Lager oder Inventar befindet, wird die Anleitung für „<itemName id=|CopperArmor|/> (<uiCommon id=|RARITY_EPIC|/>)“ freigeschaltet. Der Gegenstand kann anschließend mithilfe von „<mapObjectName id=|Factory_Hard_01|/>“ gefertigt werden.
  • 变更ITEM_DESC_Blueprint_EnergyShotgun_3text Wenn sich dieser Bauplan im Lager oder Inventar befindet, wird die Anleitung für „<itemName id=|EnergyShotgun|/> (<uiCommon id=|RARITY_RARE|/>)“ freigeschaltet. Der Gegenstand kann anschließend mithilfe von „<mapObjectName id=|WorkBench|/>“ gefertigt werden. → Wenn sich dieser Bauplan im Lager oder Inventar befindet, wird die Anleitung für „<itemName id=|EnergyShotgun|/> (<uiCommon id=|RARITY_RARE|/>)“ freigeschaltet. Der Gegenstand kann anschließend mithilfe von „mapObjectName id=|WeaponFactory_Dirty_04|/>“ gefertigt werden.
  • 变更ITEM_DESC_Blueprint_EnergyShotgun_4text Wenn sich dieser Bauplan im Lager oder Inventar befindet, wird die Anleitung für „<itemName id=|EnergyShotgun|/> (<uiCommon id=|RARITY_EPIC|/>)“ freigeschaltet. Der Gegenstand kann anschließend mithilfe von „<mapObjectName id=|WorkBench|/>“ gefertigt werden. → Wenn sich dieser Bauplan im Lager oder Inventar befindet, wird die Anleitung für „<itemName id=|EnergyShotgun|/> (<uiCommon id=|RARITY_EPIC|/>)“ freigeschaltet. Der Gegenstand kann anschließend mithilfe von „<mapObjectName id=|WeaponFactory_Dirty_04|/>“ gefertigt werden.
  • 变更ITEM_DESC_Blueprint_FlameThrower_2text Wenn sich dieser Bauplan im Lager oder Inventar befindet, wird die Anleitung für „<itemName id=|FlameThrower|/> (<uiCommon id=|RARITY_LEGENDARY|/>)“ freigeschaltet. Der Gegenstand kann anschließend mithilfe von „<mapObjectName id=|WeaponFactory_Dirty_03|/>“ gefertigt werden. → Wenn sich dieser Bauplan im Lager oder Inventar befindet, wird die Anleitung für „<itemName id=|FlameThrower|/> (<uiCommon id=|RARITY_UNCOMMON|/>)“ freigeschaltet. Der Gegenstand kann anschließend mithilfe von „<mapObjectName id=|WeaponFactory_Dirty_03|/>“ gefertigt werden.
  • 变更ITEM_DESC_Blueprint_FlameThrower_3text Wenn sich dieser Bauplan im Lager oder Inventar befindet, wird die Anleitung für „<itemName id=|GrenadeLauncher|/> (<uiCommon id=|RARITY_UNCOMMON|/>)“ freigeschaltet. Der Gegenstand kann anschließend mithilfe von „<mapObjectName id=|WeaponFactory_Dirty_03|/>“ gefertigt werden. → Wenn sich dieser Bauplan im Lager oder Inventar befindet, wird die Anleitung für „<itemName id=|FlameThrower|/> (<uiCommon id=|RARITY_RARE|/>)“ freigeschaltet. Der Gegenstand kann anschließend mithilfe von „<mapObjectName id=|WeaponFactory_Dirty_03|/>“ gefertigt werden.
  • 变更ITEM_DESC_Blueprint_FlameThrower_4text Wenn sich dieser Bauplan im Lager oder Inventar befindet, wird die Anleitung für „<itemName id=|GrenadeLauncher|/> (<uiCommon id=|RARITY_RARE|/>)“ freigeschaltet. Der Gegenstand kann anschließend mithilfe von „<mapObjectName id=|WeaponFactory_Dirty_03|/>“ gefertigt werden. → Wenn sich dieser Bauplan im Lager oder Inventar befindet, wird die Anleitung für „<itemName id=|FlameThrower|/>(<uiCommon id=|RARITY_EPIC|/>)“ freigeschaltet. Der Gegenstand kann anschließend mithilfe von „<mapObjectName id=|WeaponFactory_Dirty_03|/>“ gefertigt werden.
  • 变更ITEM_DESC_Blueprint_FlameThrower_5text Wenn sich dieser Bauplan im Lager oder Inventar befindet, wird die Anleitung für „<itemName id=|GrenadeLauncher|/> (<uiCommon id=|RARITY_EPIC|/>)“ freigeschaltet. Der Gegenstand kann anschließend mithilfe von „<mapObjectName id=|WeaponFactory_Dirty_03|/>“ gefertigt werden. → Wenn sich dieser Bauplan im Lager oder Inventar befindet, wird die Anleitung für „<itemName id=|FlameThrower|/> (<uiCommon id=|RARITY_LEGENDARY|/>)“ freigeschaltet. Der Gegenstand kann anschließend mithilfe von „<mapObjectName id=|WeaponFactory_Dirty_03|/>“ gefertigt werden.
  • 变更ITEM_DESC_Blueprint_FurArmor_2text Wenn sich dieser Bauplan im Lager oder Inventar befindet, wird die Anleitung für „<itemName id=|IronArmor|/> (<uiCommon id=|RARITY_RARE|/>)“ freigeschaltet. Der Gegenstand kann anschließend mithilfe von „<mapObjectName id=|Factory_Hard_02|/>“ gefertigt werden. → Wenn sich dieser Bauplan im Lager oder Inventar befindet, wird die Anleitung für „<itemName id=|FurArmor|/> (<uiCommon id=|RARITY_UNCOMMON|/>)“ freigeschaltet. Der Gegenstand kann anschließend mithilfe von „<mapObjectName id=|Factory_Hard_01|/>“ gefertigt werden.
  • 变更ITEM_DESC_Blueprint_FurArmor_3text Wenn sich dieser Bauplan im Lager oder Inventar befindet, wird die Anleitung für „<itemName id=|IronArmor|/> (<uiCommon id=|RARITY_EPIC|/>)“ freigeschaltet. Der Gegenstand kann anschließend mithilfe von „<mapObjectName id=|Factory_Hard_02|/>“ gefertigt werden. → Wenn sich dieser Bauplan im Lager oder Inventar befindet, wird die Anleitung für „<itemName id=|FurArmor|/> (<uiCommon id=|RARITY_RARE|/>)“ freigeschaltet. Der Gegenstand kann anschließend mithilfe von „<mapObjectName id=|Factory_Hard_01|/>“ gefertigt werden.
  • 变更ITEM_DESC_Blueprint_FurArmor_4text Wenn sich dieser Bauplan im Lager oder Inventar befindet, wird die Anleitung für „<itemName id=|IronArmor|/> (<uiCommon id=|RARITY_LEGENDARY|/>)“ freigeschaltet. Der Gegenstand kann anschließend mithilfe von „<mapObjectName id=|Factory_Hard_02|/>“ gefertigt werden. → Wenn sich dieser Bauplan im Lager oder Inventar befindet, wird die Anleitung für „<itemName id=|FurArmor|/> (<uiCommon id=|RARITY_EPIC|/>)“ freigeschaltet. Der Gegenstand kann anschließend mithilfe von „<mapObjectName id=|Factory_Hard_01|/>“ gefertigt werden.
  • 变更ITEM_DESC_Blueprint_FurArmor_5text Wenn sich dieser Bauplan im Lager oder Inventar befindet, wird die Anleitung für „<itemName id=|StealArmor|/> (<uiCommon id=|RARITY_UNCOMMON|/>)“ freigeschaltet. Der Gegenstand kann anschließend mithilfe von „<mapObjectName id=|Factory_Hard_03|/>“ gefertigt werden. → Wenn sich dieser Bauplan im Lager oder Inventar befindet, wird die Anleitung für „<itemName id=|FurArmor|/> (<uiCommon id=|RARITY_LEGENDARY|/>)“ freigeschaltet. Der Gegenstand kann anschließend mithilfe von „<mapObjectName id=|Factory_Hard_01|/>“ gefertigt werden.
  • 变更ITEM_DESC_Blueprint_GrenadeLauncher_2text Wenn sich dieser Bauplan im Lager oder Inventar befindet, wird die Anleitung für „<itemName id=|GrenadeLauncher|/> (<uiCommon id=|RARITY_LEGENDARY|/>)“ freigeschaltet. Der Gegenstand kann anschließend mithilfe von „<mapObjectName id=|WeaponFactory_Dirty_03|/>“ gefertigt werden. → Wenn sich dieser Bauplan im Lager oder Inventar befindet, wird die Anleitung für „<itemName id=|GrenadeLauncher|/> (<uiCommon id=|RARITY_UNCOMMON|/>)“ freigeschaltet. Der Gegenstand kann anschließend mithilfe von „<mapObjectName id=|WeaponFactory_Dirty_03|/>“ gefertigt werden.
  • 变更ITEM_DESC_Blueprint_Head004_2text Wenn sich dieser Bauplan im Lager oder Inventar befindet, wird die Anleitung für „<itemName id=|Head004_2|/> (<uiCommon id=|RARITY_COMMON|/>)“ freigeschaltet. Der Gegenstand kann anschließend mithilfe von „<mapObjectName id=|WorkBench|/>“ gefertigt werden. → Wenn sich dieser Bauplan im Lager oder Inventar befindet, wird die Anleitung für „<itemName id=|Head004_2|/> (<uiCommon id=|RARITY_UNCOMMON|/>)“ freigeschaltet. Der Gegenstand kann anschließend mithilfe von „<mapObjectName id=|WorkBench|/>“ gefertigt werden.
  • 变更ITEM_DESC_Blueprint_Head017_1text Wenn sich dieser Bauplan im Lager oder Inventar befindet, wird die Anleitung für „<itemName id=|Head016_2|/> (<uiCommon id=|RARITY_COMMON|/>)“ freigeschaltet. Der Gegenstand kann anschließend mithilfe von „<mapObjectName id=|WorkBench|/>“ gefertigt werden. → Wenn sich dieser Bauplan im Lager oder Inventar befindet, wird die Anleitung für „<<itemName id=|Head017_2|/> (<uiCommon id=|RARITY_COMMON|/>)“ freigeschaltet. Der Gegenstand kann anschließend mithilfe von „<mapObjectName id=|WorkBench|/>“ gefertigt werden.
  • 变更ITEM_DESC_Blueprint_Head017_2text Wenn sich dieser Bauplan im Lager oder Inventar befindet, wird die Anleitung für „<itemName id=|Head016_2|/> (<uiCommon id=|RARITY_UNCOMMON|/>)“ freigeschaltet. Der Gegenstand kann anschließend mithilfe von „<mapObjectName id=|WorkBench|/>“ gefertigt werden. → Wenn sich dieser Bauplan im Lager oder Inventar befindet, wird die Anleitung für „<itemName id=|Head017_2|/> (<uiCommon id=|RARITY_UNCOMMON|/>)“ freigeschaltet. Der Gegenstand kann anschließend mithilfe von „<mapObjectName id=|WorkBench|/>“ gefertigt werden.
  • 变更ITEM_DESC_Blueprint_Head017_3text Wenn sich dieser Bauplan im Lager oder Inventar befindet, wird die Anleitung für „<itemName id=|Head016_3|/> (<uiCommon id=|RARITY_RARE|/>)“ freigeschaltet. Der Gegenstand kann anschließend mithilfe von „<mapObjectName id=|WorkBench|/>“ gefertigt werden. → Wenn sich dieser Bauplan im Lager oder Inventar befindet, wird die Anleitung für „<itemName id=|Head017_3|/> (<uiCommon id=|RARITY_RARE|/>)“ freigeschaltet. Der Gegenstand kann anschließend mithilfe von „<mapObjectName id=|WorkBench|/>“ gefertigt werden.
  • 变更ITEM_DESC_Blueprint_Head017_4text Wenn sich dieser Bauplan im Lager oder Inventar befindet, wird die Anleitung für „<itemName id=|Head016_4|/> (<uiCommon id=|RARITY_EPIC|/>)“ freigeschaltet. Der Gegenstand kann anschließend mithilfe von „<mapObjectName id=|WorkBench|/>“ gefertigt werden. → Wenn sich dieser Bauplan im Lager oder Inventar befindet, wird die Anleitung für „<itemName id=|Head017_4|/> (<uiCommon id=|RARITY_EPIC|/>)“ freigeschaltet. Der Gegenstand kann anschließend mithilfe von „<mapObjectName id=|WorkBench|/>“ gefertigt werden.
  • 变更ITEM_DESC_Blueprint_HeadEquip028_4text Wenn sich dieser Bauplan im Lager oder Inventar befindet, wird die Anleitung für „<itemName id=|HeadEquip028_2|/> (<uiCommon id=|RARITY_RARE|/>)“ freigeschaltet. Der Gegenstand kann anschließend mithilfe von „<mapObjectName id=|WorkBench|/>“ gefertigt werden. → Wenn sich dieser Bauplan im Lager oder Inventar befindet, wird die Anleitung für „<itemName id=|HeadEquip028_3|/> (<uiCommon id=|RARITY_EPIC|/>)“ freigeschaltet. Der Gegenstand kann anschließend mithilfe von „<mapObjectName id=|WorkBench|/>“ gefertigt werden.
  • 变更ITEM_DESC_Blueprint_HeadEquip032_4text Wenn sich dieser Bauplan im Lager oder Inventar befindet, wird die Anleitung für „<itemName id=|HeadEquip031_3|/> (<uiCommon id=|RARITY_EPIC|/>)“ freigeschaltet. Der Gegenstand kann anschließend mithilfe von „<mapObjectName id=|WorkBench|/>“ gefertigt werden. → Wenn sich dieser Bauplan im Lager oder Inventar befindet, wird die Anleitung für „<itemName id=|HeadEquip032_3|/> (<uiCommon id=|RARITY_EPIC|/>)“ freigeschaltet. Der Gegenstand kann anschließend mithilfe von „<mapObjectName id=|WorkBench|/>“ gefertigt werden.
  • 变更ITEM_DESC_Blueprint_LaserGatlingGun_2text Wenn sich dieser Bauplan im Lager oder Inventar befindet, wird die Anleitung für „<itemName id=|LaserGatlingGun|/> (<uiCommon id=|RARITY_UNCOMMON|/>)“ freigeschaltet. Der Gegenstand kann anschließend mithilfe von „<mapObjectName id=|Factory_Hard_01|/>“ gefertigt werden. → Wenn sich dieser Bauplan im Lager oder Inventar befindet, wird die Anleitung für „<itemName id=|LaserGatlingGun|/> (<uiCommon id=|RARITY_UNCOMMON|/>)“ freigeschaltet. Der Gegenstand kann anschließend mithilfe von <mapObjectName id=|Factory_Hard_01|/> gefertigt werden.
  • 变更ITEM_DESC_Blueprint_LaserRifle_2text Wenn sich dieser Bauplan im Lager oder Inventar befindet, wird die Anleitung für „<itemName id=|LaserRifle|/> (<uiCommon id=|RARITY_LEGENDARY|/>)“ freigeschaltet. Der Gegenstand kann anschließend mithilfe von „<mapObjectName id=|WeaponFactory_Dirty_03|/>“ gefertigt werden. → Wenn sich dieser Bauplan im Lager oder Inventar befindet, wird die Anleitung für „<itemName id=|LaserRifle|/> (<uiCommon id=|RARITY_UNCOMMON|/>)“ freigeschaltet. Der Gegenstand kann anschließend mithilfe von „<mapObjectName id=|WeaponFactory_Dirty_03|/>“ gefertigt werden.
  • 变更ITEM_DESC_Blueprint_LaserRifle_3text Wenn sich dieser Bauplan im Lager oder Inventar befindet, wird die Anleitung für „<itemName id=|FlameThrower|/> (<uiCommon id=|RARITY_UNCOMMON|/>)“ freigeschaltet. Der Gegenstand kann anschließend mithilfe von „<mapObjectName id=|WeaponFactory_Dirty_03|/>“ gefertigt werden. → Wenn sich dieser Bauplan im Lager oder Inventar befindet, wird die Anleitung für „<itemName id=|LaserRifle|/> (<uiCommon id=|RARITY_RARE|/>“ freigeschaltet. Der Gegenstand kann anschließend mithilfe von „<mapObjectName id=|WeaponFactory_Dirty_03|/>“ gefertigt werden.
  • 变更ITEM_DESC_Blueprint_LaserRifle_4text Wenn sich dieser Bauplan im Lager oder Inventar befindet, wird die Anleitung für „<itemName id=|FlameThrower|/> (<uiCommon id=|RARITY_RARE|/>)“ freigeschaltet. Der Gegenstand kann anschließend mithilfe von „<mapObjectName id=|WeaponFactory_Dirty_03|/>“ gefertigt werden. → Wenn sich dieser Bauplan im Lager oder Inventar befindet, wird die Anleitung für „<itemName id=|LaserRifle|/> (<uiCommon id=|RARITY_EPIC|/>)“ freigeschaltet. Der Gegenstand kann anschließend mithilfe von „<mapObjectName id=|WeaponFactory_Dirty_03|/>“ gefertigt werden.
  • 变更ITEM_DESC_Blueprint_LaserRifle_5text Wenn sich dieser Bauplan im Lager oder Inventar befindet, wird die Anleitung für „<itemName id=|FlameThrower|/> (<uiCommon id=|RARITY_EPIC|/>)“ freigeschaltet. Der Gegenstand kann anschließend mithilfe von „<mapObjectName id=|WeaponFactory_Dirty_03|/>“ gefertigt werden. → Wenn sich dieser Bauplan im Lager oder Inventar befindet, wird die Anleitung für „<itemName id=|LaserRifle|/> (<uiCommon id=|RARITY_LEGENDARY|/>)“ freigeschaltet. Der Gegenstand kann anschließend mithilfe von „<mapObjectName id=|WeaponFactory_Dirty_03|/>“ gefertigt werden.
  • 变更ITEM_DESC_Blueprint_Otomo_DFElectricity_ElementBoost_1text Wenn sich dieser Bauplan im Lager oder Inventar befindet, wird die Anleitung für „<itemName id=|Otomo_DFWater_ElementBoost_1|/> (<uiCommon id=|RARITY_EPIC|/>)“ freigeschaltet. Der Gegenstand kann anschließend mithilfe von „<mapObjectName id=|Factory_Hard_02|/>“ gefertigt werden. → Wenn sich dieser Bauplan im Lager oder Inventar befindet, wird die Anleitung für „<itemName id=|Otomo_DFElectricity_ElementBoost_1|/> (<uiCommon id=|RARITY_EPIC|/>)“ freigeschaltet. Der Gegenstand kann anschließend mithilfe von „<mapObjectName id=|Factory_Hard_02|/>“ gefertigt werden.
  • 变更ITEM_DESC_Blueprint_PalSummon_YakushimaBoss002text [Terraria-Collab] Wenn sich dieser Bauplan im Lager oder Inventar befindet, wird die Anleitung für „<itemName id=|PalSummon_YakushimaBoss002|/>“ freigeschaltet. Der Gegenstand kann anschließend mithilfe von „<mapObjectName id=|WeaponFactory_Dirty_02|/>“ gefertigt werden. → [Terraria-Collab] Wenn sich dieser Bauplan im Lager oder Inventar befindet, wird die Anleitung für „<itemName id=|PalSummon_YakushimaBoss002|/>“ freigeschaltet. Der Gegenstand kann anschließend mithilfe von „<mapObjectName id=|WorkBench|/>“ gefertigt werden.
  • 变更ITEM_DESC_Blueprint_SFArmorCold_2text Wenn sich dieser Bauplan im Lager oder Inventar befindet, wird die Anleitung für „<itemName id=|SFArmorHeat|/> (<uiCommon id=|RARITY_LEGENDARY|/>)“ freigeschaltet. Der Gegenstand kann anschließend mithilfe von „<mapObjectName id=|Factory_Hard_03|/>“ gefertigt werden. → Wenn sich dieser Bauplan im Lager oder Inventar befindet, wird die Anleitung für „<itemName id=|SFArmorCold|/> (<uiCommon id=|RARITY_UNCOMMON|/>)“ freigeschaltet. Der Gegenstand kann anschließend mithilfe von „<mapObjectName id=|Factory_Hard_03|/>“ gefertigt werden.
  • 变更ITEM_DESC_Blueprint_YakushimaArmor001text [Terraria-Collab] Wenn sich dieser Bauplan im Lager oder Inventar befindet, wird die Anleitung für „<itemName id=|YakushimaArmor001|/>“ freigeschaltet. Der Gegenstand kann anschließend mithilfe von „<mapObjectName id=|WeaponFactory_Dirty_02|/>“ gefertigt werden. → [Terraria-Collab] Wenn sich dieser Bauplan im Lager oder Inventar befindet, wird die Anleitung für „<itemName id=|YakushimaArmor001|/>“ freigeschaltet. Der Gegenstand kann anschließend mithilfe von „<mapObjectName id=|Factory_Hard_02|/>“ gefertigt werden.
  • 变更ITEM_DESC_Blueprint_YakushimaArmor001_2text [Terraria-Collab] Wenn sich dieser Bauplan im Lager oder Inventar befindet, wird die Anleitung für „<itemName id=|YakushimaArmor001|/> (<uiCommon id=|RARITY_UNCOMMON|/>)“ freigeschaltet. Der Gegenstand kann anschließend mithilfe von „<mapObjectName id=|WeaponFactory_Dirty_02|/>“ gefertigt werden. → [Terraria-Collab] Wenn sich dieser Bauplan im Lager oder Inventar befindet, wird die Anleitung für „<itemName id=|YakushimaArmor001|/> (<uiCommon id=|RARITY_UNCOMMON|/>)“ freigeschaltet. Der Gegenstand kann anschließend mithilfe von „<mapObjectName id=|Factory_Hard_02|/>“ gefertigt werden.
  • 变更ITEM_DESC_Blueprint_YakushimaArmor001_3text [Terraria-Collab] Wenn sich dieser Bauplan im Lager oder Inventar befindet, wird die Anleitung für „<itemName id=|YakushimaArmor001|/> (<uiCommon id=|RARITY_RARE|/>)“ freigeschaltet. Der Gegenstand kann anschließend mithilfe von „<mapObjectName id=|WeaponFactory_Dirty_02|/>“ gefertigt werden. → [Terraria-Collab] Wenn sich dieser Bauplan im Lager oder Inventar befindet, wird die Anleitung für „<itemName id=|YakushimaArmor001|/> (<uiCommon id=|RARITY_RARE|/>)“ freigeschaltet. Der Gegenstand kann anschließend mithilfe von „<mapObjectName id=|Factory_Hard_02|/>“ gefertigt werden.
  • 变更ITEM_DESC_Blueprint_YakushimaArmor001_4text [Terraria-Collab] Wenn sich dieser Bauplan im Lager oder Inventar befindet, wird die Anleitung für „<itemName id=|YakushimaArmor001|/> (<uiCommon id=|RARITY_EPIC|/>)“ freigeschaltet. Der Gegenstand kann anschließend mithilfe von „<mapObjectName id=|WeaponFactory_Dirty_02|/>“ gefertigt werden. → [Terraria-Collab] Wenn sich dieser Bauplan im Lager oder Inventar befindet, wird die Anleitung für „<itemName id=|YakushimaArmor001|/> (<uiCommon id=|RARITY_EPIC|/>)“ freigeschaltet. Der Gegenstand kann anschließend mithilfe von „<mapObjectName id=|Factory_Hard_02|/>“ gefertigt werden.
  • 变更ITEM_DESC_Blueprint_YakushimaArmor001_5text [Terraria-Collab] Wenn sich dieser Bauplan im Lager oder Inventar befindet, wird die Anleitung für „<itemName id=|YakushimaArmor001|/> (<uiCommon id=|RARITY_LEGENDARY|/>)“ freigeschaltet. Der Gegenstand kann anschließend mithilfe von „<mapObjectName id=|WeaponFactory_Dirty_02|/>“ gefertigt werden. → [Terraria-Collab] Wenn sich dieser Bauplan im Lager oder Inventar befindet, wird die Anleitung für „<itemName id=|YakushimaArmor001|/> (<uiCommon id=|RARITY_LEGENDARY|/>)“ freigeschaltet. Der Gegenstand kann anschließend mithilfe von „<mapObjectName id=|Factory_Hard_02|/>“ gefertigt werden.
  • 变更ITEM_DESC_Blueprint_YakushimaBlade002text [Terraria-Collab] Wenn sich dieser Bauplan im Lager oder Inventar befindet, wird die Anleitung für „<itemName id=|YakushimaBlade002|/> (<uiCommon id=|RARITY_EPIC|/>)“ freigeschaltet. Der Gegenstand kann anschließend mithilfe von „<mapObjectName id=|WeaponFactory_Dirty_02|/>“ gefertigt werden. → [Terraria-Collab] Wenn sich dieser Bauplan im Lager oder Inventar befindet, wird die Anleitung für „<itemName id=|YakushimaBlade002|/>“ freigeschaltet. Der Gegenstand kann anschließend mithilfe von „<mapObjectName id=|WeaponFactory_Dirty_02|/>“ gefertigt werden.
  • 变更ITEM_DESC_Blueprint_YakushimaBlade002_2text [Terraria-Collab] Wenn sich dieser Bauplan im Lager oder Inventar befindet, wird die Anleitung für „<itemName id=|YakushimaBlade002|/> (<uiCommon id=|RARITY_LEGENDARY|/>)“ freigeschaltet. Der Gegenstand kann anschließend mithilfe von „<mapObjectName id=|WeaponFactory_Dirty_02|/>“ gefertigt werden. → [Terraria-Collab] Wenn sich dieser Bauplan im Lager oder Inventar befindet, wird die Anleitung für „<itemName id=|YakushimaBlade002|/>| (<uiCommon id=|RARITY_UNCOMMON|/>)“ freigeschaltet. Der Gegenstand kann anschließend mithilfe von „<mapObjectName id=|WeaponFactory_Dirty_02|/>“ gefertigt werden.
  • 变更ITEM_DESC_Blueprint_YakushimaBlade002_3text [Terraria-Collab] Wenn sich dieser Bauplan im Lager oder Inventar befindet, wird die Anleitung für „<itemName id=|YakushimaBlade004|/> (<uiCommon id=|RARITY_UNCOMMON|/>)“ freigeschaltet. Der Gegenstand kann anschließend mithilfe von „<mapObjectName id=|WeaponFactory_Dirty_02|/>“ gefertigt werden. → [Terraria-Collab] Wenn sich dieser Bauplan im Lager oder Inventar befindet, wird die Anleitung für „<itemName id=|YakushimaBlade002|/>| (<uiCommon id=|RARITY_RARE|/>)“ freigeschaltet. Der Gegenstand kann anschließend mithilfe von „<mapObjectName id=|WeaponFactory_Dirty_02|/>“ gefertigt werden.
  • 变更ITEM_DESC_Blueprint_YakushimaBlade002_4text [Terraria-Collab] Wenn sich dieser Bauplan im Lager oder Inventar befindet, wird die Anleitung für „<itemName id=|YakushimaBlade004|/> (<uiCommon id=|RARITY_RARE|/>)“ freigeschaltet. Der Gegenstand kann anschließend mithilfe von „<mapObjectName id=|WeaponFactory_Dirty_02|/>“ gefertigt werden. → [Terraria-Collab] Wenn sich dieser Bauplan im Lager oder Inventar befindet, wird die Anleitung für „<itemName id=|YakushimaBlade002|/>| (<uiCommon id=|RARITY_EPIC|/>)“ freigeschaltet. Der Gegenstand kann anschließend mithilfe von „<mapObjectName id=|WeaponFactory_Dirty_02|/>“ gefertigt werden.
  • 变更ITEM_DESC_Blueprint_YakushimaBlade002_5text [Terraria-Collab] Wenn sich dieser Bauplan im Lager oder Inventar befindet, wird die Anleitung für „<itemName id=|YakushimaBlade004|/> (<uiCommon id=|RARITY_EPIC|/>)“ freigeschaltet. Der Gegenstand kann anschließend mithilfe von „<mapObjectName id=|WeaponFactory_Dirty_02|/>“ gefertigt werden. → [Terraria-Collab] Wenn sich dieser Bauplan im Lager oder Inventar befindet, wird die Anleitung für „<itemName id=|YakushimaBlade002|/>| (<uiCommon id=|RARITY_LEGENDARY|/>)“ freigeschaltet. Der Gegenstand kann anschließend mithilfe von „<mapObjectName id=|WeaponFactory_Dirty_02|/>“ gefertigt werden.
  • 变更ITEM_DESC_Blueprint_YakushimaBlade004_2text [Terraria-Collab] Wenn sich dieser Bauplan im Lager oder Inventar befindet, wird die Anleitung für „<itemName id=|YakushimaBlade004|/> (<uiCommon id=|RARITY_LEGENDARY|/>)“ freigeschaltet. Der Gegenstand kann anschließend mithilfe von „<mapObjectName id=|WeaponFactory_Dirty_02|/>“ gefertigt werden. → [Terraria-Collab] Wenn sich dieser Bauplan im Lager oder Inventar befindet, wird die Anleitung für „<itemName id=|YakushimaBlade004|/>| (<uiCommon id=|RARITY_UNCOMMON|/>)“ freigeschaltet. Der Gegenstand kann anschließend mithilfe von „<mapObjectName id=|WeaponFactory_Dirty_02|/>“ gefertigt werden.
  • 变更ITEM_DESC_Blueprint_YakushimaBlade004_3text [Terraria-Collab] Wenn sich dieser Bauplan im Lager oder Inventar befindet, wird die Anleitung für „<itemName id=|YakushimaBlade003|/> (<uiCommon id=|RARITY_UNCOMMON|/>)“ freigeschaltet. Der Gegenstand kann anschließend mithilfe von „<mapObjectName id=|WeaponFactory_Dirty_02|/>“ gefertigt werden. → [Terraria-Collab] Wenn sich dieser Bauplan im Lager oder Inventar befindet, wird die Anleitung für „<itemName id=|YakushimaBlade004|/>| (<uiCommon id=|RARITY_RARE|/>)“ freigeschaltet. Der Gegenstand kann anschließend mithilfe von „<mapObjectName id=|WeaponFactory_Dirty_02|/>“ gefertigt werden.
  • 变更ITEM_DESC_Blueprint_YakushimaBlade004_4text [Terraria-Collab] Wenn sich dieser Bauplan im Lager oder Inventar befindet, wird die Anleitung für „<itemName id=|YakushimaBlade003|/> (<uiCommon id=|RARITY_RARE|/>)“ freigeschaltet. Der Gegenstand kann anschließend mithilfe von „<mapObjectName id=|WeaponFactory_Dirty_02|/>“ gefertigt werden. → [Terraria-Collab] Wenn sich dieser Bauplan im Lager oder Inventar befindet, wird die Anleitung für „<itemName id=|YakushimaBlade004|/>| (<uiCommon id=|RARITY_EPIC|/>).“ freigeschaltet. Der Gegenstand kann anschließend mithilfe von „<mapObjectName id=|WeaponFactory_Dirty_02|/>“ gefertigt werden.
  • 变更ITEM_DESC_Blueprint_YakushimaBlade004_5text [Terraria-Collab] Wenn sich dieser Bauplan im Lager oder Inventar befindet, wird die Anleitung für „<itemName id=|YakushimaBlade003|/> (<uiCommon id=|RARITY_EPIC|/>)“ freigeschaltet. Der Gegenstand kann anschließend mithilfe von „<mapObjectName id=|WeaponFactory_Dirty_02|/>“ gefertigt werden. → [Terraria-Collab] Wenn sich dieser Bauplan im Lager oder Inventar befindet, wird die Anleitung für „<itemName id=|YakushimaBlade004|/>| (<uiCommon id=|RARITY_LEGENDARY|/>)“ freigeschaltet. Der Gegenstand kann anschließend mithilfe von „<mapObjectName id=|WeaponFactory_Dirty_02|/>“ gefertigt werden.
  • 变更ITEM_DESC_Blueprint_YakushimaHeadEquip001text [Terraria-Collab] Wenn sich dieser Bauplan im Lager oder Inventar befindet, wird die Anleitung für „<itemName id=|YakushimaHeadEquip001|/>“ freigeschaltet. Der Gegenstand kann anschließend mithilfe von „<mapObjectName id=|WeaponFactory_Dirty_02|/>“ gefertigt werden. → [Terraria-Collab] Wenn sich dieser Bauplan im Lager oder Inventar befindet, wird die Anleitung für „<itemName id=|YakushimaHeadEquip001|/>“ freigeschaltet. Der Gegenstand kann anschließend mithilfe von „<mapObjectName id=|Factory_Hard_02|/>“ gefertigt werden.
  • 变更ITEM_DESC_Blueprint_YakushimaHeadEquip001_2text [Terraria-Collab] Wenn sich dieser Bauplan im Lager oder Inventar befindet, wird die Anleitung für „<itemName id=|YakushimaHeadEquip001|/> (<uiCommon id=|RARITY_UNCOMMON|/>)“ freigeschaltet. Der Gegenstand kann anschließend mithilfe von „<mapObjectName id=|WeaponFactory_Dirty_02|/>“ gefertigt werden. → [Terraria-Collab] Wenn sich dieser Bauplan im Lager oder Inventar befindet, wird die Anleitung für „<itemName id=|YakushimaHeadEquip001|/>| (<uiCommon id=|RARITY_UNCOMMON|/>)“ freigeschaltet. Der Gegenstand kann anschließend mithilfe von „<mapObjectName id=|Factory_Hard_02|/>“ gefertigt werden.
  • 变更ITEM_DESC_Blueprint_YakushimaHeadEquip001_3text [Terraria-Collab] Wenn sich dieser Bauplan im Lager oder Inventar befindet, wird die Anleitung für „<itemName id=|YakushimaHeadEquip001|/> (<uiCommon id=|RARITY_RARE|/>)“ freigeschaltet. Der Gegenstand kann anschließend mithilfe von „<mapObjectName id=|WeaponFactory_Dirty_02|/>“ gefertigt werden. → [Terraria-Collab] Wenn sich dieser Bauplan im Lager oder Inventar befindet, wird die Anleitung für „<itemName id=|YakushimaHeadEquip001|/> (<uiCommon id=|RARITY_RARE|/>)“ freigeschaltet. Der Gegenstand kann anschließend mithilfe von „<mapObjectName id=|WorkBench|/>“ gefertigt werden.
  • 变更ITEM_DESC_Blueprint_YakushimaHeadEquip001_4text [Terraria-Collab] Wenn sich dieser Bauplan im Lager oder Inventar befindet, wird die Anleitung für „<itemName id=|YakushimaHeadEquip001|/> (<uiCommon id=|RARITY_EPIC|/>)“ freigeschaltet. Der Gegenstand kann anschließend mithilfe von „<mapObjectName id=|WeaponFactory_Dirty_02|/>“ gefertigt werden. → [Terraria-Collab] Wenn sich dieser Bauplan im Lager oder Inventar befindet, wird die Anleitung für „<itemName id=|YakushimaHeadEquip001|/> (<uiCommon id=|RARITY_EPIC|/>)“ freigeschaltet. Der Gegenstand kann anschließend mithilfe von „<mapObjectName id=|Factory_Hard_02|/>“ gefertigt werden.
  • 变更ITEM_DESC_Blueprint_YakushimaHeadEquip001_5text [Terraria-Collab] Wenn sich dieser Bauplan im Lager oder Inventar befindet, wird die Anleitung für „<itemName id=|YakushimaHeadEquip001|/> (<uiCommon id=|RARITY_LEGENDARY|/>)“ freigeschaltet. Der Gegenstand kann anschließend mithilfe von „<mapObjectName id=|WeaponFactory_Dirty_02|/>“ gefertigt werden. → [Terraria-Collab] Wenn sich dieser Bauplan im Lager oder Inventar befindet, wird die Anleitung für „<itemName id=|YakushimaHeadEquip001|/>| (<uiCommon id=|RARITY_LEGENDARY|/>)“ freigeschaltet. Der Gegenstand kann anschließend mithilfe von „<mapObjectName id=|Factory_Hard_02|/>“ gefertigt werden.
  • 变更ITEM_DESC_Blueprint_YakushimaHeadEquip002text [Terraria-Collab] Wenn sich dieser Bauplan im Lager oder Inventar befindet, wird die Anleitung für „<itemName id=|YakushimaHeadEquip002|/>“ freigeschaltet. Der Gegenstand kann anschließend mithilfe von „<mapObjectName id=|WeaponFactory_Dirty_02|/>“ gefertigt werden. → [Terraria-Collab] Wenn sich dieser Bauplan im Lager oder Inventar befindet, wird die Anleitung für „<itemName id=|YakushimaHeadEquip002|/>“ freigeschaltet. Der Gegenstand kann anschließend mithilfe von „<mapObjectName id=|Factory_Hard_02|/>“ gefertigt werden.
  • 变更ITEM_DESC_Blueprint_YakushimaHeadEquip002_2text [Terraria-Collab] Wenn sich dieser Bauplan im Lager oder Inventar befindet, wird die Anleitung für „<itemName id=|YakushimaHeadEquip002|/> (<uiCommon id=|RARITY_UNCOMMON|/>)“ freigeschaltet. Der Gegenstand kann anschließend mithilfe von „<mapObjectName id=|WeaponFactory_Dirty_02|/>“ gefertigt werden. → [Terraria-Collab] Wenn sich dieser Bauplan im Lager oder Inventar befindet, wird die Anleitung für „<itemName id=|YakushimaHeadEquip002|/>| (<uiCommon id=|RARITY_UNCOMMON|/>)“ freigeschaltet. Der Gegenstand kann anschließend mithilfe von „<mapObjectName id=|Factory_Hard_02|/>“ gefertigt werden.
  • 变更ITEM_DESC_Blueprint_YakushimaHeadEquip002_3text [Terraria-Collab] Wenn sich dieser Bauplan im Lager oder Inventar befindet, wird die Anleitung für „<itemName id=|YakushimaHeadEquip002|/> (<uiCommon id=|RARITY_RARE|/>)“ freigeschaltet. Der Gegenstand kann anschließend mithilfe von „<mapObjectName id=|WeaponFactory_Dirty_02|/>“ gefertigt werden. → [Terraria-Collab] Wenn sich dieser Bauplan im Lager oder Inventar befindet, wird die Anleitung für „<itemName id=|YakushimaHeadEquip002|/>| (<uiCommon id=|RARITY_RARE|/>)“ freigeschaltet. Der Gegenstand kann anschließend mithilfe von „<mapObjectName id=|Factory_Hard_02|/>“ gefertigt werden.
  • 变更ITEM_DESC_Blueprint_YakushimaHeadEquip002_4text [Terraria-Collab] Wenn sich dieser Bauplan im Lager oder Inventar befindet, wird die Anleitung für „<itemName id=|YakushimaHeadEquip002|/> (<uiCommon id=|RARITY_EPIC|/>)“ freigeschaltet. Der Gegenstand kann anschließend mithilfe von „<mapObjectName id=|WeaponFactory_Dirty_02|/>“ gefertigt werden. → [Terraria-Collab] Wenn sich dieser Bauplan im Lager oder Inventar befindet, wird die Anleitung für „<itemName id=|YakushimaHeadEquip002|/>| (<uiCommon id=|RARITY_EPIC|/>)“ freigeschaltet. Der Gegenstand kann anschließend mithilfe von „<mapObjectName id=|Factory_Hard_02|/>“ gefertigt werden.
  • 变更ITEM_DESC_Blueprint_YakushimaHeadEquip002_5text [Terraria-Collab] Wenn sich dieser Bauplan im Lager oder Inventar befindet, wird die Anleitung für „<itemName id=|YakushimaHeadEquip002|/> (<uiCommon id=|RARITY_LEGENDARY|/>)“ freigeschaltet. Der Gegenstand kann anschließend mithilfe von „<mapObjectName id=|WeaponFactory_Dirty_02|/>“ gefertigt werden. → [Terraria-Collab] Wenn sich dieser Bauplan im Lager oder Inventar befindet, wird die Anleitung für „<itemName id=|YakushimaHeadEquip002|/>| (<uiCommon id=|RARITY_LEGENDARY|/>)“ freigeschaltet. Der Gegenstand kann anschließend mithilfe von „<mapObjectName id=|Factory_Hard_02|/>“ gefertigt werden.
  • 变更ITEM_DESC_Blueprint_YakushimaHeadEquip003text [Terraria-Collab] Wenn sich dieser Bauplan im Lager oder Inventar befindet, wird die Anleitung für „<itemName id=|YakushimaHeadEquip003|/>“ freigeschaltet. Der Gegenstand kann anschließend mithilfe von „<mapObjectName id=|WeaponFactory_Dirty_02|/>“ gefertigt werden. → [Terraria-Collab] Wenn sich dieser Bauplan im Lager oder Inventar befindet, wird die Anleitung für „<itemName id=|YakushimaHeadEquip003|/>“ freigeschaltet. Der Gegenstand kann anschließend mithilfe von „<mapObjectName id=|Factory_Hard_02|/>“ gefertigt werden.
  • 变更ITEM_DESC_Blueprint_YakushimaHeadEquip003_2text [Terraria-Collab] Wenn sich dieser Bauplan im Lager oder Inventar befindet, wird die Anleitung für „<itemName id=|YakushimaHeadEquip003|/> (<uiCommon id=|RARITY_UNCOMMON|/>)“ freigeschaltet. Der Gegenstand kann anschließend mithilfe von „<mapObjectName id=|WeaponFactory_Dirty_02|/>“ gefertigt werden. → [Terraria-Collab] Wenn sich dieser Bauplan im Lager oder Inventar befindet, wird die Anleitung für „<itemName id=|YakushimaHeadEquip003|/> (<uiCommon id=|RARITY_UNCOMMON|/>)“ freigeschaltet. Der Gegenstand kann anschließend mithilfe von „<mapObjectName id=|Factory_Hard_02|/>“ gefertigt werden.
  • 变更ITEM_DESC_Blueprint_YakushimaHeadEquip003_3text [Terraria-Collab] Wenn sich dieser Bauplan im Lager oder Inventar befindet, wird die Anleitung für „<itemName id=|YakushimaHeadEquip003|/> (<uiCommon id=|RARITY_RARE|/>)“ freigeschaltet. Der Gegenstand kann anschließend mithilfe von „<mapObjectName id=|WeaponFactory_Dirty_02|/>“ gefertigt werden. → [Terraria-Collab] Wenn sich dieser Bauplan im Lager oder Inventar befindet, wird die Anleitung für „<itemName id=|YakushimaHeadEquip003|/> (<uiCommon id=|RARITY_RARE|/>)“ freigeschaltet. Der Gegenstand kann anschließend mithilfe von „<mapObjectName id=|Factory_Hard_02|/>“ gefertigt werden.
  • 变更ITEM_DESC_Blueprint_YakushimaHeadEquip003_4text [Terraria-Collab] Wenn sich dieser Bauplan im Lager oder Inventar befindet, wird die Anleitung für „<itemName id=|YakushimaLantern001|/>“ freigeschaltet. Der Gegenstand kann anschließend mithilfe von „<mapObjectName id=|WeaponFactory_Dirty_02|/>“ gefertigt werden. → [Terraria-Collab] Wenn sich dieser Bauplan im Lager oder Inventar befindet, wird die Anleitung für „<itemName id=|YakushimaHeadEquip003|/>| (<uiCommon id=|RARITY_EPIC|/>)“ freigeschaltet. Der Gegenstand kann anschließend mithilfe von „<mapObjectName id=|Factory_Hard_02|/>“ gefertigt werden.
  • 变更ITEM_DESC_Blueprint_YakushimaHeadEquip003_5text [Terraria-Collab] Wenn sich dieser Bauplan im Lager oder Inventar befindet, wird die Anleitung für „<itemName id=|YakushimaHeadEquip003|/> (<uiCommon id=|RARITY_LEGENDARY|/>)“ freigeschaltet. Der Gegenstand kann anschließend mithilfe von „<mapObjectName id=|WeaponFactory_Dirty_02|/>“ gefertigt werden. → [Terraria-Collab] Wenn sich dieser Bauplan im Lager oder Inventar befindet, wird die Anleitung für „<itemName id=|YakushimaHeadEquip003|/> (<uiCommon id=|RARITY_LEGENDARY|/>)“ freigeschaltet. Der Gegenstand kann anschließend mithilfe von „<mapObjectName id=|Factory_Hard_02|/>“ gefertigt werden.
  • 变更ITEM_DESC_Blueprint_YakushimaHeadEquip004text [Terraria-Collab] Wenn sich dieser Bauplan im Lager oder Inventar befindet, wird die Anleitung für „<itemName id=|YakushimaHeadEquip004|/>“ freigeschaltet. Der Gegenstand kann anschließend mithilfe von „<mapObjectName id=|WeaponFactory_Dirty_02|/>“ gefertigt werden. → [Terraria-Collab] Wenn sich dieser Bauplan im Lager oder Inventar befindet, wird die Anleitung für „<itemName id=|YakushimaHeadEquip004|/>“ freigeschaltet. Der Gegenstand kann anschließend mithilfe von „<mapObjectName id=|Factory_Hard_02|/>“ gefertigt werden.
  • 变更ITEM_DESC_Blueprint_YakushimaHeadEquip004_2text [Terraria-Collab] Wenn sich dieser Bauplan im Lager oder Inventar befindet, wird die Anleitung für „<itemName id=|YakushimaHeadEquip004|/> (<uiCommon id=|RARITY_UNCOMMON|/>)“ freigeschaltet. Der Gegenstand kann anschließend mithilfe von „<mapObjectName id=|WeaponFactory_Dirty_02|/>“ gefertigt werden. → [Terraria-Collab] Wenn sich dieser Bauplan im Lager oder Inventar befindet, wird die Anleitung für „<itemName id=|YakushimaHeadEquip004|/>| (<uiCommon id=|RARITY_UNCOMMON|/>)“ freigeschaltet. Der Gegenstand kann anschließend mithilfe von „<mapObjectName id=|Factory_Hard_02|/>“ gefertigt werden.
  • 变更ITEM_DESC_Blueprint_YakushimaHeadEquip004_3text [Terraria-Collab] Wenn sich dieser Bauplan im Lager oder Inventar befindet, wird die Anleitung für „<itemName id=|YakushimaHeadEquip004|/> (<uiCommon id=|RARITY_RARE|/>)“ freigeschaltet. Der Gegenstand kann anschließend mithilfe von „<mapObjectName id=|WeaponFactory_Dirty_02|/>“ gefertigt werden. → [Terraria-Collab] Wenn sich dieser Bauplan im Lager oder Inventar befindet, wird die Anleitung für „<itemName id=|YakushimaHeadEquip004|/>| (<uiCommon id=|RARITY_RARE|/>)“ freigeschaltet. Der Gegenstand kann anschließend mithilfe von „<mapObjectName id=|Factory_Hard_02|/>“ gefertigt werden.
  • 变更ITEM_DESC_Blueprint_YakushimaHeadEquip004_4text [Terraria-Collab] Wenn sich dieser Bauplan im Lager oder Inventar befindet, wird die Anleitung für „<itemName id=|YakushimaHeadEquip004|/> (<uiCommon id=|RARITY_RARE|/>)“ freigeschaltet. Der Gegenstand kann anschließend mithilfe von „<mapObjectName id=|WeaponFactory_Dirty_02|/>“ gefertigt werden. → [Terraria-Collab] Wenn sich dieser Bauplan im Lager oder Inventar befindet, wird die Anleitung für „<itemName id=|YakushimaHeadEquip004|/>| (<uiCommon id=|RARITY_EPIC|/>)“ freigeschaltet. Der Gegenstand kann anschließend mithilfe von „<mapObjectName id=|Factory_Hard_02|/>“ gefertigt werden.
  • 变更ITEM_DESC_Blueprint_YakushimaHeadEquip004_5text [Terraria-Collab] Wenn sich dieser Bauplan im Lager oder Inventar befindet, wird die Anleitung für „<itemName id=|YakushimaHeadEquip004|/> (<uiCommon id=|RARITY_LEGENDARY|/>)“ freigeschaltet. Der Gegenstand kann anschließend mithilfe von „<mapObjectName id=|WeaponFactory_Dirty_02|/>“ gefertigt werden. → [Terraria-Collab] Wenn sich dieser Bauplan im Lager oder Inventar befindet, wird die Anleitung für „<itemName id=|YakushimaHeadEquip004|/>| (<uiCommon id=|RARITY_LEGENDARY|/>)“ freigeschaltet. Der Gegenstand kann anschließend mithilfe von „<mapObjectName id=|Factory_Hard_02|/>“ gefertigt werden.
  • 变更ITEM_DESC_BossDefeatReward_RockBeasttext Ein Nachweis, dass du „Wandelnde Erzader“ Kuprok besiegt hast. Erhöht die Statuswerte der Pals in deinem Team dauerhaft. → Ein Nachweis, dass du „Wandelnde Erzader“ Pierdon besiegt hast. Erhöht die Statuswerte der Pals in deinem Team dauerhaft.
  • 变更ITEM_DESC_BossDefeatReward_RockBeast_Icetext Ein Nachweis, dass du „Wandelnde Eisader“ Kuprok Cryst besiegt hast. Erhöht die Statuswerte der Pals in deinem Team dauerhaft. → Ein Nachweis, dass du „Wandelnde Eisader“ Pierdon Cryst besiegt hast. Erhöht die Statuswerte der Pals in deinem Team dauerhaft.
  • 变更ITEM_DESC_Cake02text Stelle diese Torte in die Truhe auf der <mapObjectName id=|BreedFarm|/>, und die so motivierten Pals legen dir nach dem Essen ein Ei. Das Potenzial eines daraus geschlüpften Pals lässt sich etwas leichter steigern. → Lege diese Torte in die Truhe auf der <mapObjectName id=|BreedFarm|/>, und die so motivierten Pals legen dir nach dem Essen ein Ei. Das Potenzial eines daraus geschlüpften Pals lässt sich etwas leichter steigern.
  • 变更ITEM_DESC_Cake03text Stelle diese Torte in die Truhe auf der <mapObjectName id=|BreedFarm|/>, und die so motivierten Pals legen dir nach dem Essen statt einem Ei ganze zwei Eier auf einmal. → Lege diese Torte in die Truhe auf der <mapObjectName id=|BreedFarm|/>, und die so motivierten Pals legen dir nach dem Essen statt einem Ei ganze zwei Eier auf einmal.
  • 变更ITEM_DESC_Cake04text Stelle diese Torte in die Truhe auf der <mapObjectName id=|BreedFarm|/>, und die so motivierten Pals legen dir nach dem Essen ein Ei. Mutationen treten bei daraus geschlüpften Pals häufiger auf und ihr Potenzial lässt sich leichter steigern. → Lege diese Torte in die Truhe auf der <mapObjectName id=|BreedFarm|/>, und die so motivierten Pals legen dir nach dem Essen ein Ei. Mutationen treten bei daraus geschlüpften Pals häufiger auf und ihr Potenzial lässt sich leichter steigern.
  • 变更ITEM_DESC_Cake05text Stelle diese Torte in die Truhe auf der <mapObjectName id=|BreedFarm|/>, und die so motivierten Pals legen dir nach dem Essen ein Ei. Daraus geschlüpfte Pals erben häufiger die Passivfähigkeiten ihrer Eltern. → Lege diese Torte in die Truhe auf der <mapObjectName id=|BreedFarm|/>, und die so motivierten Pals legen dir nach dem Essen ein Ei. Daraus geschlüpfte Pals erben häufiger die Passivfähigkeiten ihrer Eltern.
  • 变更ITEM_DESC_DroneLaunchertext Eine Waffe, mit der sich autonome Angriffsdrohnen verschießen lassen. Bis zu 8 Drohnen können gleichzeitig eingesetzt werden, um anhaltenden Druck auf Gegner auszuüben. → Eine Waffe, mit der sich autonome Angriffsdrohnen verschießen lassen. Bis zu 9 Drohnen können gleichzeitig eingesetzt werden, um anhaltenden Druck auf Gegner auszuüben.
  • 变更ITEM_DESC_ElectricArcAssaultRifleBullet_02text - → пусто
  • 变更ITEM_DESC_Fibertext Aus Holz gewonnene Fasern. Werden unter anderem als Material zur Herstellung von Bögen verwendet. → Aus Bäumen gewonnene Pflanzenfasern. Werden unter anderem als Material zur Herstellung von Bögen verwendet. Sie lassen sich außerdem durch das Zerkleinern von <itemName id=|Wood|/> im <mapObjectName id=|Crusher|/> gewinnen.
  • 变更ITEM_DESC_FishingBait_2text Ein Angelköder, mit dem sich Pals ködern lassen. Hat eine verbesserte Rezeptur, mit der Pals besser anbeißen. → Ein Angelköder, mit dem sich Pals ködern lassen. Hat eine verbesserte Rezeptur, mit der Pals besser anbeißen. Erhöht außerdem leicht die Menge der beim Angeln erhaltenen Gegenstände.
  • 变更ITEM_DESC_FishingBait_3text Ein Angelköder, mit dem sich Pals ködern lassen. Hat eine verbesserte Rezeptur, die den Balken im Angel-Minispiel etwas größer macht. → Ein Angelköder, mit dem sich Pals ködern lassen. Hat eine verbesserte Rezeptur, die den Balken im Angel-Minispiel etwas größer macht. Erhöht außerdem die Menge der beim Angeln erhaltenen Gegenstände leicht.
  • 变更ITEM_DESC_Gasolinetext - → пусто
  • 变更ITEM_DESC_MeatCutterKnifetext Ein Messer, mit dem du Pals schlachten kannst. Wenn du es ausgerüstet hast, ändert sich die Option „Streicheln“ zu „Schlachten“. Ein geschlachteter Pal ist für immer weg. → Ein Messer, mit dem du gerufene Pals schlachten kannst. Wenn du es ausgerüstet hast, ändert sich die Option „Streicheln“ zu „Schlachten“. Ein geschlachteter Pal ist für immer weg.
  • 变更ITEM_DESC_PalEgg_Dark_05text Ein <itemName id=|PalEgg_Leaf_05|/>. Eine mächtige, unergründliche Seele regt sich darin. Lege es zum Ausbrüten in einen <mapObjectName id=|HatchingPalEgg|/>. → Ein <itemName id=|PalEgg_Dark_05|/>. Eine mächtige, unergründliche Seele regt sich darin. Lege es zum Ausbrüten in einen <mapObjectName id=|HatchingPalEgg|/>.
  • 变更ITEM_DESC_PalEgg_MutationPaltext - → пусто
  • 变更ITEM_DESC_PalItem_ToSell_02text Leuchtende Federn, die von Pals gewonnen werden. Erzielen beim Händler einen guten Preis. → Eine leuchtende Feder, die von einem Pal stammt. Sie erzielt beim Händler einen guten Preis.
  • 变更ITEM_DESC_PalRevivetext Wenn sich dieser Bauplan im Lager oder Inventar befindet, wird die Anleitung für „<itemName id=|BowGun_Fire|/> (<uiCommon id=|RARITY_LEGENDARY|/>)“ freigeschaltet. Der Gegenstand kann anschließend mithilfe von „<mapObjectName id=|Factory_Hard_01|/>“ gefertigt werden. → Eine Medizin, die verletzte, kampfunfähige Pals wieder auf die Beine bringt.
  • 变更ITEM_DESC_PalSummon_YakushimaBoss002text [Terraria-Collab] Ein Siegel mit unbekanntem Muster. Opfere es am <mapObjectName id=|Altar|/>, um ein mächtiges Wesen zu beschwören. → [Terraria-Collab] Ein Siegel mit kryptischem Muster. Opfere es am <mapObjectName id=|Altar|/>, um ein mächtiges Wesen zu beschwören.
  • 变更ITEM_DESC_Propellanttext - → пусто
  • 变更ITEM_DESC_SkyHeavyBullettext - → пусто
  • 变更ITEM_DESC_SkyLightBullettext - → пусто
  • 变更ITEM_DESC_WidePenetrateShotgunBullet_02text - → пусто
  • 变更ITEM_DESC_Woodtext Material für Gebäude und Gegenstände. Wird hauptsächlich durch Fällen von Bäumen gewonnen. → Material für Gebäude und Gegenstände. Wird hauptsächlich durch Fällen von Bäumen gewonnen. Kann im <mapObjectName id=|Crusher|/> zerkleinert werden, um <itemName id=|Fiber|/> zu erhalten.

text/de/DT_ItemNameText_Common

  • 变更ITEM_NAME_BossDefeatReward_RockBeasttext Kuprok-Jagdtrophäe → Pierdon-Jagdtrophäe
  • 变更ITEM_NAME_BossDefeatReward_RockBeast_Icetext Kuprok-Cryst-Jagdtrophäe → Pierdon-Cryst-Jagdtrophäe
  • 变更ITEM_NAME_Gasolinetext - → пусто
  • 变更ITEM_NAME_KeySphere_01text Schlüsselsphäre der Eifersucht → Schlüsselsphäre des Neids
  • 变更ITEM_NAME_OverheatRifleBullettext Überhitzungsgewehrmunition → Überhitzungsmunition
  • 变更ITEM_NAME_PalDopingShotBullettext Boosterpistolenmunition → Boostermunition
  • 变更ITEM_NAME_PalItem_ToSell_02text Seltene Federn → Seltene Feder
  • 变更ITEM_NAME_PalPassiveSkillChange_Stamina_Up_2text Implantat: Wildfang → Implantat: Fit wie ein Turnschuh
  • 变更ITEM_NAME_PalSphere_Ancient_2text Paloxitsphäre → Antike Sphäre
  • 变更ITEM_NAME_Propellanttext - → пусто
  • 变更ITEM_NAME_SkillUnlock_SnowTigerBeastmantext Bastigor-Hammer → Bastigors Hammer
  • 变更ITEM_NAME_TreasureBoxKey01text Stahlschlüssel → Kupferschlüssel

text/de/DT_MapObjectNameText_Common

  • 新增MAPOBJECT_NAME_DamagableWood0001появилось
  • 变更MAPOBJECT_NAME_AncientFarmBlocktext Antiker Kultivator → Antikes Anbaugerät
  • 变更MAPOBJECT_NAME_AntiAircraft_LaserTowertext - → пусто
  • 变更MAPOBJECT_NAME_AntiAircraft_MachineGuntext - → пусто
  • 变更MAPOBJECT_NAME_OilRigtext - → пусто
  • 变更MAPOBJECT_NAME_TrafficSign02_Irontext Verkehrsschild „Vorfahrt gewähren“ → Verkehrsschild „Stop“
  • 变更MAPOBJECT_NAME_TreasureBox_Oilrigtext - → пусто

text/de/DT_PalLongDescriptionText

  • 变更PAL_LONG_DESC_DarkMechaDragontext - Zielgebiet erreicht. Priorisiere Suche nach Codename: Meteordrache. - Vermerk: Ablauf der Unterwerfungsfrist war vor [://Error_Code:126DC] Jahren. - Nachtrag: Keine Spuren einer Unterwerfung festgestellt. Verbrüderung wahrscheinlich. Beseitigungsprozess eingeleitet. - Hinweis zur Mission: Wenn mir einer nochmal wichtige Infos frisst oder vergisst ...! → - Zielgebiet erreicht. Priorisiere Suche nach Codename: Meteordrache. - Vermerk: Ablauf der Unterwerfungsfrist war vor [://Error_Code:146DC] Jahren. - Nachtrag: Keine Spuren einer Unterwerfung festgestellt. Verbrüderung wahrscheinlich. Beseitigungsprozess eingeleitet. - Hinweis zur Mission: Wenn mir einer nochmal wichtige Infos frisst oder vergisst ...!
  • 变更PAL_LONG_DESC_Hedgehogtext Gibt man <characterName id=|Hedgehog|/> einen Stoß, setzt es seine gespeicherte Elektrizität frei. Die dabei erzeugte Spannung von über einer Million Volt macht ihn zu einer gefährlichen improvisierten Wurfwaffe. → Gibt man <characterName id=|Hedgehog|/> einen Stoß, setzt es seine gespeicherte Elektrizität frei. Die dabei erzeugte Spannung von über zehn Million Volt macht ihn zu einer gefährlichen improvisierten Wurfwaffe.
  • 变更PAL_LONG_DESC_WaterLizardtext - → пусто

text/de/DT_PalNameText_Common

  • 变更PAL_NAME_CubeTurtletext Tetroise → Tetroise
  • 变更PAL_NAME_ElecSnail_Groundtext Snock Lux → Snock Terra

text/de/DT_SkillDescText_Common

  • 变更ACTION_SKILL_Psychokinesistext Manipuliert die Schwerkraft, um Gegner zu packen und sie aus großer Höhe gegen den Boden zu schmettern. → Nutzt die Schwerkraft, um Gegner zu packen und sie aus großer Höhe gegen den Boden zu schmettern.
  • 变更ACTION_SKILL_Unique_GrassPanda_Electric_ElectricPunchtext Einzigartige Fähigkeit von <characterName id=|GrassPanda_Electric|/>. Holt aus, indem er seinen Arm umherwirbelt und<characterName id=|GrassPanda_Electric|/>versetzt dem Gegner vor ihm eine elektrisch geladene Rechte. → Einzigartige Fähigkeit von <characterName id=|GrassPanda_Electric|/>. Holt aus, indem er seinen Arm umherwirbelt und versetzt dem Gegner vor ihm eine elektrisch geladene Rechte.
  • 变更PASSIVE_MutationPal_Immortal_DESCtext Lebensraub +{EffectValue1} % Natürliche LP-Wiederherstellung (Pals) +{EffectValue2} % Angriff +{EffectValue3} % → Absorbiert {EffectValue1} % des verursachten Schadens und stellt damit seine LP wieder her. Natürliche LP-Wiederherstellung (Pals) +{EffectValue2} % Angriff +{EffectValue3} %
  • 变更PASSIVE_Vampire_DESCtext Absorbiert einen Teil des ausgeteilten Schadens und wandelt diesen in <uiCommon id=|COMMON_STATUS_HP|/> um. Schläft nachts nicht und arbeitet weiter. → Absorbiert {EffectValue2} % des verursachten Schadens und stellt damit seine LP wieder her. Schläft nachts nicht und arbeitet weiter.

text/de/DT_SkillNameText_Common

  • 变更ACTION_SKILL_ChaosLasertext - → пусто
  • 变更ACTION_SKILL_TripleCanontext - → пусто
  • 变更ACTION_SKILL_Unique_RedFlowerBird_JumpKicktext Blütenstempel → Blumenstampfer
  • 变更PARTNERSKILL_FengyunDeeper_Electrictext Blitzsprung → Wolkensprung
  • 变更PARTNERSKILL_MushroomDragon_Darktext Microdosing → Wallende Sporen
  • 变更PARTNERSKILL_WorldTreeDragontext - → пусто
  • 变更PASSIVE_BossDefeatReward_AmaterasuWolf_Darktext Schattenschadensverstärkung (S) → Schattenschadenssteigerung (S)
  • 变更PASSIVE_BossDefeatReward_Anubistext Erdschadensverstärkung (S) → Erdschadenssteigerung (S)
  • 变更PASSIVE_BossDefeatReward_BadCatgirltext Schattenschadensverstärkung (S) → Schattenschadenssteigerung (S)
  • 变更PASSIVE_BossDefeatReward_BerryGoat_Darktext Grasschadensverstärkung (M) → Grasschadenssteigerung (M)
  • 变更PASSIVE_BossDefeatReward_BlackMetalDragontext Drachenschadensverstärkung (M) → Drachenschadenssteigerung (M)
  • 变更PASSIVE_BossDefeatReward_BlackPuppytext Schattenschadensverstärkung (S) → Schattenschadenssteigerung (S)
  • 变更PASSIVE_BossDefeatReward_BlueDragontext Wasserschadensverstärkung (S) → Wasserschadenssteigerung (S)
  • 变更PASSIVE_BossDefeatReward_BlueThunderHorsetext Elektroschadensverstärkung (M) → Elektroschadenssteigerung (M)
  • 变更PASSIVE_BossDefeatReward_BlueberryFairytext Grasschadensverstärkung (M) → Grasschadenssteigerung (M)
  • 变更PASSIVE_BossDefeatReward_CaptainPenguintext Wasserschadensverstärkung (S) → Wasserschadenssteigerung (S)
  • 变更PASSIVE_BossDefeatReward_CatMagetext Schattenschadensverstärkung (S) → Schattenschadenssteigerung (S)
  • 变更PASSIVE_BossDefeatReward_CatVampiretext Schattenschadensverstärkung (S) → Schattenschadenssteigerung (S)
  • 变更PASSIVE_BossDefeatReward_DarkScorpiontext Schattenschadensverstärkung (S) → Schattenschadenssteigerung (S)
  • 变更PASSIVE_BossDefeatReward_DarkScorpion_Groundtext Erdschadensverstärkung (S) → Erdschadenssteigerung (S)
  • 变更PASSIVE_BossDefeatReward_DomeArmorDragontext Erdschadenssteigerung (L) → Drachenschadenssteigerung (L)
  • 变更PASSIVE_BossDefeatReward_FairyDragontext Drachenschadensverstärkung (S) → Drachenschadenssteigerung (S)
  • 变更PASSIVE_BossDefeatReward_FengyunDeepertext Neutralschadensverstärkung (S) → Neutralschadenssteigerung (S)
  • 变更PASSIVE_BossDefeatReward_FengyunDeeper_Electrictext Elektroschadensverstärkung (M) → Elektroschadenssteigerung (M)
  • 变更PASSIVE_BossDefeatReward_FlowerDinosaur_Electrictext Elektroschadensverstärkung (S) → Elektroschadenssteigerung (S)
  • 变更PASSIVE_BossDefeatReward_FlowerDolltext Grasschadensverstärkung (S) → Grasschadenssteigerung (S)
  • 变更PASSIVE_BossDefeatReward_GhostRabbittext Schattenschadensverstärkung (S) → Schattenschadenssteigerung (S)
  • 变更PASSIVE_BossDefeatReward_GoldenHorsetext Erdschadensverstärkung (M) → Erdschadenssteigerung (M)
  • 变更PASSIVE_BossDefeatReward_GrassMammothtext Grasschadensverstärkung (M) → Grasschadenssteigerung (M)
  • 变更PASSIVE_BossDefeatReward_GrassPanda_Electrictext Elektroschadensverstärkung (S) → Elektroschadenssteigerung (S)
  • 变更PASSIVE_BossDefeatReward_GrassRabbitMantext Grasschadensverstärkung (S) → Grasschadenssteigerung (S)
  • 变更PASSIVE_BossDefeatReward_GrimGirltext Schattenschadensverstärkung (S) → Schattenschadenssteigerung (S)
  • 变更PASSIVE_BossDefeatReward_HawkBirdtext Neutralschadensverstärkung (S) → Neutralschadenssteigerung (S)
  • 变更PASSIVE_BossDefeatReward_HerculesBeetletext Erdschadensverstärkung (S) → Erdschadenssteigerung (S)
  • 变更PASSIVE_BossDefeatReward_HerculesBeetle_Groundtext Erdschadensverstärkung (M) → Erdschadenssteigerung (M)
  • 变更PASSIVE_BossDefeatReward_Horus_Watertext Wasserschadensverstärkung (M) → Wasserschadenssteigerung (M)
  • 变更PASSIVE_BossDefeatReward_IceHorsetext Eisschadensverstärkung (L) → Eisschadenssteigerung (L)
  • 变更PASSIVE_BossDefeatReward_IceHorse_Darktext Schattenschadensverstärkung (S) → Schattenschadenssteigerung (S)
  • 变更PASSIVE_BossDefeatReward_JetDragontext Drachenschadensverstärkung (L) → Drachenschadenssteigerung (L)
  • 变更PASSIVE_BossDefeatReward_KingAlpacatext Neutralschadensverstärkung (S) → Neutralschadenssteigerung (S)
  • 变更PASSIVE_BossDefeatReward_KingAlpaca_Icetext Eisschadensverstärkung (M) → Eisschadenssteigerung (M)
  • 变更PASSIVE_BossDefeatReward_KingBahamuttext Feuerschadensverstärkung (L) → Feuerschadenssteigerung (L)
  • 变更PASSIVE_BossDefeatReward_Kirintext Elektroschadensverstärkung (S) → Elektroschadenssteigerung (S)
  • 变更PASSIVE_BossDefeatReward_Kitsunebi_Icetext Eisschadensverstärkung (L) → Eisschadenssteigerung (L)
  • 变更PASSIVE_BossDefeatReward_LazyCatfishtext Erdschadensverstärkung (S) → Erdschadenssteigerung (S)
  • 变更PASSIVE_BossDefeatReward_LazyDragon_Electrictext Drachenschadensverstärkung (S) → Drachenschadenssteigerung (S)
  • 变更PASSIVE_BossDefeatReward_LilyQueen_Darktext Schattenschadensverstärkung (S) → Schattenschadenssteigerung (S)
  • 变更PASSIVE_BossDefeatReward_MopKingtext Eisschadensverstärkung (S) → Eisschadenssteigerung (S)
  • 变更PASSIVE_BossDefeatReward_Mutanttext Neutralschadensverstärkung (S) → Neutralschadenssteigerung (S)
  • 变更PASSIVE_BossDefeatReward_MysteryMasktext Schattenschadensverstärkung (S) → Schattenschadenssteigerung (S)
  • 变更PASSIVE_BossDefeatReward_NaughtyCattext Neutralschadensverstärkung (S) → Neutralschadenssteigerung (S)
  • 变更PASSIVE_BossDefeatReward_NightBlueHorsetext Schattenschadensverstärkung (S) → Schattenschadenssteigerung (S)
  • 变更PASSIVE_BossDefeatReward_PinkRabbit_Grasstext Grasschadensverstärkung (M) → Grasschadenssteigerung (M)
  • 变更PASSIVE_BossDefeatReward_PlantSlimetext Erdschadensverstärkung (S) → Erdschadenssteigerung (S)
  • 变更PASSIVE_BossDefeatReward_PurpleSpidertext Schattenschadensverstärkung (S) → Schattenschadenssteigerung (S)
  • 变更PASSIVE_BossDefeatReward_QueenBeetext Grasschadensverstärkung (S) → Grasschadenssteigerung (S)
  • 变更PASSIVE_BossDefeatReward_RaijinDaughter_Watertext Schattenschadensverstärkung (S) → Schattenschadenssteigerung (S)
  • 变更PASSIVE_BossDefeatReward_Ronintext Feuerschadensverstärkung (M) → Feuerschadenssteigerung (M)
  • 变更PASSIVE_BossDefeatReward_SaintCentaur_1text Neutralschadensverstärkung (L) → Neutralschadenssteigerung (L)
  • 变更PASSIVE_BossDefeatReward_SaintCentaur_2text Schattenschadensverstärkung (S) → Schattenschadenssteigerung (S)
  • 变更PASSIVE_BossDefeatReward_SakuraSaurustext Grasschadensverstärkung (S) → Grasschadenssteigerung (S)
  • 变更PASSIVE_BossDefeatReward_SakuraSaurus_Watertext Wasserschadensverstärkung (S) → Wasserschadenssteigerung (S)
  • 变更PASSIVE_BossDefeatReward_SkyDragontext Drachenschadensverstärkung (S) → Drachenschadenssteigerung (S)
  • 变更PASSIVE_BossDefeatReward_Suzakutext Feuerschadensverstärkung (L) → Feuerschadenssteigerung (L)
  • 变更PASSIVE_BossDefeatReward_ThunderBirdtext Elektroschadensverstärkung (S) → Elektroschadenssteigerung (S)
  • 变更PASSIVE_BossDefeatReward_Umihebitext Wasserschadensverstärkung (M) → Wasserschadenssteigerung (M)
  • 变更PASSIVE_BossDefeatReward_VioletFairytext Grasschadensverstärkung (M) → Grasschadenssteigerung (M)
  • 变更PASSIVE_BossDefeatReward_WeaselDragontext Eisschadensverstärkung (S) → Eisschadenssteigerung (S)
  • 变更PASSIVE_BossDefeatReward_Werewolf_Icetext Eisschadensverstärkung (L) → Eisschadenssteigerung (L)
  • 变更PASSIVE_BossDefeatReward_WhiteDeertext Neutralschadensverstärkung (M) → Neutralschadenssteigerung (M)
  • 变更PASSIVE_BossDefeatReward_WhiteMothtext Eisschadensverstärkung (S) → Eisschadenssteigerung (S)
  • 变更PASSIVE_BossDefeatReward_WhiteShieldDragontext Drachenschadensverstärkung (M) → Drachenschadenssteigerung (M)
  • 变更PASSIVE_BossDefeatReward_WhiteTiger_Groundtext Erdschadensverstärkung (M) → Erdschadenssteigerung (M)
  • 变更PASSIVE_BossDefeatReward_WingGolemtext Erdschadensverstärkung (S) → Erdschadenssteigerung (S)
  • 变更PASSIVE_BossDefeatReward_Yeti_Grasstext Grasschadensverstärkung (S) → Grasschadenssteigerung (S)
  • 变更PASSIVE_StonDrop_Boost_1text Bergbau St. 1 → Bergbau Lv. 1
  • 变更PASSIVE_StonDrop_Boost_2text Bergbau St. 2 → Bergbau Lv. 2
  • 变更PASSIVE_StonDrop_Boost_3text Bergbau St. 3 → Bergbau Lv. 3
  • 变更PASSIVE_StonDrop_Boost_4text Bergbau St. 4 → Bergbau Lv. 4
  • 变更PASSIVE_StonDrop_Boost_5text Bergbau St. 5 → Bergbau Lv. 5
  • 变更PASSIVE_WoodDrop_Boost_1text Holzfällen St. 1 → Holzfällen Lv. 1
  • 变更PASSIVE_WoodDrop_Boost_2text Holzfällen St. 2 → Holzfällen Lv. 2
  • 变更PASSIVE_WoodDrop_Boost_3text Holzfällen St. 3 → Holzfällen Lv. 3
  • 变更PASSIVE_WoodDrop_Boost_4text Holzfällen St. 4 → Holzfällen Lv. 4
  • 变更PASSIVE_WoodDrop_Boost_5text Holzfällen St. 5 → Holzfällen Lv. 5

text/de/DT_TechnologyDescText_Common

  • 变更DESC_RECIPE_AncientBlastFurnacetext Ein spezieller Hochofen, in dem sich mithilfe antiker Technologie alle Arten von Metallbarren raffinieren lassen. Die Rohmaterialien werden zunächst unter Hitzeeinwirkung geschmolzen und anschließend schlagartig abgekühlt und ausgehärtet. Für die Arbeit benötigt man Pals, die Feuererzeugung und Kühlen beherrschen. → Ein spezieller Hochofen, in dem sich mithilfe antiker Technologie alle Arten von Metallbarren raffinieren lassen. Die Rohmaterialien werden zunächst unter Hitzeeinwirkung geschmolzen und anschließend schlagartig abgekühlt und ausgehärtet. Für die Arbeit benötigt man Pals mit hohem Eignungslevel für Feuererzeugung und Kühlung.
  • 变更DESC_RECIPE_AncientCookingStovetext Eine Küche, die antike Technologie nutzt und sowohl bekannte Gerichte als auch völlig neue Kreationen hervorbringen kann. Die Anlage wird zunächst durch Feuer erhitzt, wonach Gerichte durch sorgfältige Handarbeit vollendet werden. Für den Betrieb werden Pals mit hohem Eignungslevel für Feuererzeugung und Handwerk benötigt. → Eine Küche, die antike Technologie nutzt und sowohl bekannte Gerichte als auch völlig neue Kreationen hervorbringen kann. Die Anlage wird zunächst durch Feuer erhitzt, wonach Gerichte durch sorgfältige Handarbeit vollendet werden. Für die Arbeit benötigt man Pals mit hohem Eignungslevel für Feuererzeugung und Handwerk.
  • 变更DESC_RECIPE_AncientFarmBlocktext Eine antike Kultivierungsanlage, die mit der Kraft des Weltenbaums jede beliebige Pflanze, die auf Palapagos vorkommt, wachsen lassen kann. Benötigt weit weniger Fläche als ein Beerengarten und kann auch drinnen aufgestellt werden, doch der Anbau folgt weiterhin dem herkömmlichen Ablauf. Für den Betrieb werden Pals mit hohem Eignungslevel für Aussaat und Bewässerung benötigt. → Eine antike Kultivierungsanlage, die mit der Kraft des Weltenbaums jede beliebige Pflanze, die auf Palapagos vorkommt, wachsen lassen kann. Benötigt weit weniger Fläche als ein Beerengarten und kann auch drinnen aufgestellt werden, doch der Anbau folgt weiterhin dem herkömmlichen Ablauf. Für den Betrieb werden Pals mit hohem Eignungslevel für Aussaat, Bewässerung und Sammeln benötigt.
  • 变更DESC_RECIPE_AncientMultiProducttext Eine antike Produktionsanlage, die mit der Kraft des Weltenbaums jedes beliebige Holz oder Erz synthetisieren kann. Man kann die gewünschte Ressource auswählen, doch die Förderrate selbst ist nicht höher als bei herkömmlichen Anlagen. Aufgrund der hohen Komplexität kann nur ein einziger Pal zugewiesen werden. → Eine antike Produktionsanlage, die mit der Kraft des Weltenbaums jedes beliebige Holz oder Erz synthetisieren kann. Aufgrund der hohen Komplexität kann nur ein einziger Pal zugewiesen werden.
  • 变更DESC_RECIPE_AncientWorkBenchtext Eine multifunktionale Anlage, mit der sich alle Gegenstände an einem Ort von Pals fertigen lassen. Du selbst kannst dort nicht arbeiten, und auch die Fertigungsdauer ist nicht kürzer als bei gewöhnlichen Anlagen. Aufgrund der hohen Komplexität werden für den Betrieb Pals mit hohem Eignungslevel für Handwerk beziehungsweise Arzneimittelherstellung benötigt. → Eine multifunktionale Anlage, mit der sich alle Gegenstände an einem Ort von Pals fertigen lassen. Du selbst kannst dort nicht arbeiten, und auch die Fertigungsdauer ist nicht kürzer als bei gewöhnlichen Anlagen. Aufgrund der hohen Komplexität werden für die Arbeit Pals mit hohem Eignungslevel für Handwerk und Arzneimittelherstellung benötigt.
  • 变更DESC_RECIPE_BeamLauncherBullettext Munition für Waffen vom Typ <itemName id=|BeamLauncher|/>. → Munition für Waffen vom Typ <itemName id=|BeamLauncher|/>. Kann mithilfe von „<mapObjectName id=|AncientWorkBench|/>“ gefertigt werden.
  • 变更DESC_RECIPE_Boothtext - → пусто
  • 变更DESC_RECIPE_CLOTHtext Dieser <itemName id=|Cloth|/> lässt sich durch Verarbeitung von <itemName id=|Wool|/> herstellen. Wird für die Herstellung von Rüstungen benötigt. → Dieser <itemName id=|Cloth|/> lässt sich durch Verarbeitung von <itemName id=|Wool|/> herstellen. Wird für die Herstellung von Rüstungen benötigt. Kann mithilfe von „<mapObjectName id=|WorkBench|/>“ gefertigt werden.
  • 变更DESC_RECIPE_DroneLaunchertext Eine Waffe, mit der sich autonome Angriffsdrohnen verschießen lassen. Bis zu 8 Drohnen können gleichzeitig eingesetzt werden, um anhaltenden Druck auf Gegner auszuüben. → Eine Waffe, mit der sich autonome Angriffsdrohnen verschießen lassen. Bis zu 9 Drohnen können gleichzeitig eingesetzt werden, um anhaltenden Druck auf Gegner auszuüben.
  • 变更DESC_RECIPE_ElectricArcAssaultRifleBullettext Munition für Waffen vom Typ <itemName id=|ElectricArcAssaultRifle|/>. → Munition für Waffen vom Typ <itemName id=|ElectricArcAssaultRifle|/>. Kann mithilfe von „<mapObjectName id=|AncientWorkBench|/>“ gefertigt werden.
  • 变更DESC_RECIPE_LaserMiningTooltext Ein tragbarer Plasmaschneider, der Energie bündelt und abfeuert. Ist vielfältig einsetzbar und kann unter anderem zum Abbau von Erz oder zum Holzfällen verwendet werden. → Ein tragbarer Plasmaschneider, der Energie bündelt und abfeuert. Ist vielfältig einsetzbar und kann unter anderem zum Abbau von Erz oder zum Holzfällen verwendet werden. Dank der hohen Energieleistung ist auch der Abbau besonderer Erzarten möglich.
  • 变更DESC_RECIPE_MachinePartstext пусто → Komponente, die zur Errichtung von allerlei Bauten benötigt wird. Kann mithilfe einer <mapObjectName id=|WorkBench|/> gefertigt werden.
  • 变更DESC_RECIPE_SkyislandIngottext Ein seltener Metallwerkstoff der antiken Zivilisation, raffiniert aus Erz von der Himmelsinsel. Nach all der Zeit hat er nichts von seiner geheimnisvollen Natur verloren und bildet die Grundlage für hochwertige Ausrüstung und Bauwerke. Wird mithilfe von antiker Technologie hergestellt. → Ein seltener Metallwerkstoff der antiken Zivilisation, raffiniert aus Erz aus dem Sonnenhort. Bildet die Grundlage für hochwertige Ausrüstung und Bauwerke. Kann mithilfe von „<mapObjectName id=|AncientBlastFurnace|/>“ hergestellt werden.
  • 变更DESC_RECIPE_WORKBENCHtext „<mapObjectName id=|WorkBench|/>“ zur Fertigung einfacher Gegenstände. Pals, die „<uiCommon id=|COMMON_WORK_SUITABILITY_Handcraft|/>“ beherrschen, können dir bei der Arbeit helfen. → Eine <mapObjectName id=|WorkBench|/> zur Fertigung einfacher Gegenstände. Für die Arbeit benötigt man Pals, die Handwerk beherrschen.
  • 变更DESC_RECIPE_WidePenetrateShotgunBullettext Munition für Waffen vom Typ <itemName id=|WidePenetrateShotgun|/>. → Munition für Waffen vom Typ <itemName id=|WidePenetrateShotgun|/>. Kann mithilfe von „<mapObjectName id=|AncientWorkBench|/>“ gefertigt werden.

text/de/DT_TechnologyNameText_Common

  • 变更NAME_RECIPE_FurnitureSet_4text Efeuset → Wandpflanzen-Set

text/de/DT_UI_Common_Text_Common

  • 新增BASECAMP_TASK_BUILDOBJECT_NUM_TASK_INFO_MULTIPLEпоявилось
  • 新增BOSSDEFEATREWARD_TEXTпоявилось
  • 新增COMMON_WORK_SUITABILITY_Collection_DESCпоявилось
  • 新增COMMON_WORK_SUITABILITY_Cool_DESCпоявилось
  • 新增COMMON_WORK_SUITABILITY_Deforest_DESCпоявилось
  • 新增COMMON_WORK_SUITABILITY_EmitFlame_DESCпоявилось
  • 新增COMMON_WORK_SUITABILITY_GenerateElectricity_DESCпоявилось
  • 新增COMMON_WORK_SUITABILITY_Handcraft_DESCпоявилось
  • 新增COMMON_WORK_SUITABILITY_Mining_DESCпоявилось
  • 新增COMMON_WORK_SUITABILITY_MonsterFarm_DESCпоявилось
  • 新增COMMON_WORK_SUITABILITY_ProductMedicine_DESCпоявилось
  • 新增COMMON_WORK_SUITABILITY_Seeding_DESCпоявилось
  • 新增COMMON_WORK_SUITABILITY_Transport_DESCпоявилось
  • 新增COMMON_WORK_SUITABILITY_Watering_DESCпоявилось
  • 新增FISHING_AREA_GUIDE_NoRodпоявилось
  • 新增FISHING_PALSKILL_ADVICEпоявилось
  • 新增FISHING_RECOMMEND_TITLEпоявилось
  • 新增GUILD_ROLE_WARNING_DIALOG_GUILDMASTERпоявилось
  • 新增INCUBATOR_SETпоявилось
  • 新增LOG_Decay_WorldTreeOreпоявилось
  • 新增LOG_Decay_WorldTreeWoodпоявилось
  • 新增MOVEITEM_IncludeBaseCampпоявилось
  • 新增RECYCLER_PutIn_Allпоявилось
  • 新增SETTING_AMD_FSR_LEVEL_0появилось
  • 新增SETTING_AMD_FSR_LEVEL_1появилось
  • 新增SETTING_AMD_FSR_LEVEL_2появилось
  • 新增SETTING_AMD_FSR_LEVEL_3появилось
  • 新增SETTING_AMD_FSR_LEVEL_4появилось
  • 新增SETTING_GRA_AMD_FSRпоявилось
  • 新增SETTING_GRA_AMD_FSR_FRAME_GENERATIONпоявилось
  • 新增SETTING_GRA_DLSS_FRAME_GENERATIONпоявилось
  • 新增TIPS_31появилось
  • 变更ADDITIONAL_EFFECT_Darknesstext Verfluchen → Verfinstern
  • 变更BUILDING_MENU_GUIDE_ChangePaintColorTabtext - → пусто
  • 变更COMMON_ITEMTYPE_A_Consumetext Verbrauchsgegenstand → Vorrat
  • 变更COMMON_PASTEtext - → пусто
  • 变更COMMON_WORKSPACE_RecipeCategory_5text Verbrauchsgegenstände → Vorräte
  • 变更INPUT_ACTION_ItemStorageFastAllGettext Alle einsammeln → Alle nehmen
  • 变更INVENTORY_DROP_ITEMtext Abwerfen → Fallen lassen
  • 变更INVENTORY_TRASH_ITEM_CHECKtext Möchtest du {ItemName} ×{ItemNum} verschrotten? Diese Aktion kann nicht rückgängig gemacht werden. → Möchtest du {ItemName} ×{ItemNum} entsorgen? Diese Aktion kann nicht rückgängig gemacht werden.
  • 变更INVENTORY_TRASH_ITEM_SLOT_TITLEtext Abwerfen → Wegwerfen
  • 变更ITEM_FILTER_CONSUMEtext Verbrauchsgegenstände → Vorräte
  • 变更ITEM_FILTER_CONSUMEOTHERtext Andere Verbrauchsgegenstände → Andere Vorräte
  • 变更Invader_Group_Monster_Grade7_GrimGirltext Meute sadistischer Pals → Meute wahnsinniger Pals
  • 变更LOG_PARTNERSKIII_LifeDrainPower_AttackUptext Durch die Kraft von {CharacterName} wird deine Lebensenergie entzogen ...! → Die Fähigkeit von {CharacterName} entzieht dem Pal an deiner Seite die Lebensenergie ...!
  • 变更MAPOBJECT_OPERATION_FailedNotReadytext Im Bau → In Vorbereitung
  • 变更MAP_FOCUS_TO_BASECAMPtext - → пусто
  • 变更MOD_DIALOG_NOTICE_CrashWithExternalModstext Während deiner vorherigen Spielsitzung ist ein unerwarteter Fehler aufgetreten. Installierte Mods könnten das Problem verursacht haben. Versuche bitte Folgendes: - Entferne alle installierten Mods, unabhängig von ihrer Quelle. - Deaktiviere Mods aus dem Steam Workshop im Menü Mod-Management. → <Yellow_16>Während deiner vorherigen Spielsitzung ist ein unerwarteter Fehler aufgetreten.</> Möglicherweise wurde er durch einen installierten Mod verursacht. Versuche bitte Folgendes: • <Yellow_16>Entferne alle installierten Mods, unabhängig von der Quelle</>. • <Yellow_16>Deaktiviere Mods aus dem Steam Workshop</> im Menü Mod-Management. Weitere Informationen findest du in den Mod-Nutzungsrichtlinien.
  • 变更MOD_DIALOG_NOTICE_ModsDetectedtext Mods erkannt Du führst Palworld derzeit mit installierten Mods aus. Die Nutzung von Mods kann zu Abstürzen, Beschädigung/Verlust von Speicherdaten oder anderen unerwarteten Problemen führen. Wir empfehlen, wichtige Speicherdaten vor der Nutzung von Mods zu sichern. Wenn Probleme auftreten, versuche bitte Folgendes: - Entferne alle installierten Mods, unabhängig von ihrer Quelle. - Deaktiviere Mods aus dem Steam Workshop im Menü Mod-Management. Weitere Informationen findest du in den Richtlinien. → <Yellow_20B>Mods erkannt</> Du führst Palworld derzeit mit installierten Mods aus. Die Nutzung von Mods kann zu Abstürzen, Beschädigung und Verlust von Speicherdaten, oder anderen unerwarteten Problemen führen. Wir empfehlen, <Yellow_14>wichtige Speicherdaten vor der Nutzung von Mods zu sichern</>. Wenn Probleme auftreten, versuche bitte Folgendes: • <Yellow_14>Entferne alle installierten Mods, unabhängig von der Quelle</>. • <Yellow_14>Deaktiviere Mods aus dem Steam Workshop</> im Menü Mod-Management. Weitere Informationen findest du in den Mod-Nutzungsrichtlinien.
  • 变更MOD_DIALOG_NOTICE_RestartWithoutModstext Beim letzten Spiel ist ein unerwarteter Fehler aufgetreten. Möglicherweise wurde er durch einen installierten Mod verursacht. Möchtest du alle Mods aus dem Steam Workshop deaktivieren, bevor du das Spiel startest? → <Yellow_16>Während deiner vorherigen Spielsitzung ist ein unerwarteter Fehler aufgetreten.</> Möglicherweise wurde er durch einen installierten Mod verursacht. Möchtest du alle Mods aus dem Steam Workshop deaktivieren, bevor du das Spiel startest?
  • 变更PAL_BOX_SORTTYPE_WORK_RANKtext Eignungsstufe → Eignungslevel
  • 变更PAL_WORK_UP_BY_ITEMtext Nach einer Vorlesung zu „{ItemName}“ hat sich die {Work_Type}-Eignungsstufe von <Blue_16>{PalName}</> erhöht! → Nach einer Vorlesung zu „{ItemName}“ hat sich das {Work_Type}-Eignungslevel von <Blue_16>{PalName}</> erhöht!
  • 变更QUEST_MAIN_OBJECTIVE_CRAFT_PALGEARtext Stelle <itemName id=|SkillUnlock_Carbunclo|/> her → Stelle <itemName id=|SkillUnlock_Kitsunebi|/> her
  • 变更QUEST_SUB_OBJECTIVE_YakushimaBoss002_010text Stelle anhand des Bauplans <itemName id=|PalSummon_YakushimaBoss002|/> her → Fertige anhand des Bauplans ein <itemName id=|PalSummon_YakushimaBoss002|/>.
  • 变更QUEST_SUB_OBJECTIVE_YakushimaBoss002_020text Opfere <itemName id=|PalSummon_YakushimaBoss002|/> am <mapObjectName id=|Altar|/> in deiner Basis und besiege das erscheinende Wesen → Opfere das Himmlische Siegel am <mapObjectName id=|Altar|/> in deinem Lager und besiege das erschienene Wesen.
  • 变更QUEST_SUB_OBJECTIVE_YakushimaDungeon_010text Untersuche die mysteriöse kleine Insel → Untersuche die mysteriöse kleine Insel.
  • 变更QUEST_SUB_OBJECTIVE_YakushimaDungeon_020text Bezwinge den Dungeon → Bezwinge den Dungeon.
  • 变更QUEST_SUB_TITLE_YakushimaBoss002text Von der Rückseite des Mondes → Aus dem Schatten des Mondes
  • 变更QUEST_SUB_TITLE_YakushimaDungeontext Jenseits der Dimensionen → Eine fremde Dimension
  • 变更SETTING_KEY_DirectAttackOrdertext Pal-Befehl (Greif diesen Gegner an!) → Pal anweisen: Greife dieses Ziel an!
  • 变更SETTING_KEY_SET_CONFLICT_WARNINGtext In der Tastenbelegung gibt es doppelte Tastenzuweisungen. Dies kann das Gameplay beeinträchtigen. Möchtest du trotzdem fortfahren? → Eine oder mehrere Tasten sind mehrfach belegt. Dies kann das Spielverhalten beeinträchtigen. Möchtest du trotzdem fortfahren?
  • 变更SETTING_LANG_EStext español → Español
  • 变更STATUS_NEXT_LEVELtext NOCH → NEXT
  • 变更SYSTEM_DIALOG_INIT_SELECTtext Hier wieder einsteigen? → Hier fortfahren?
  • 变更THROW_REACTION_FailedFixedAssignNoSuitabilityCooltext Zuweisung zu {0} fehlgeschlagen. Das Eignungslevel des Pals für die Aufgabe „<uiCommon id=|COMMON_WORK_SUITABILITY_Cool|/>“ ist zu niedrig. → Zuweisung zu {0} fehlgeschlagen. Der Pal eignet sich nicht für die Aufgabe „<uiCommon id=|COMMON_WORK_SUITABILITY_Cool|/>“.
  • 变更THROW_REACTION_FailedFixedAssignNotWantToDotext Zuweisung zu {0} fehlgeschlagen. Der Pal eignet sich nicht für die Aufgabe „<uiCommon id=|COMMON_WORK_SUITABILITY_Cool|/>“. → Zuweisung zu {0} fehlgeschlagen. Der Pal möchte im Moment nicht arbeiten.
  • 变更TIPS_25text Von einer Pal-Box oder einer Adlerstatue aus kannst du Schnellreise nutzen. Aktiviere weitere Adlerstatuen, um neue Schnellreiseziele freizuschalten. → Von deinem Lager oder einer Adlerstatue aus kannst du Schnellreise nutzen. Aktiviere weitere Adlerstatuen, um neue Schnellreiseziele freizuschalten.
  • 变更WORLDSSETTING_HatchingEggTimetext Die Zeit (in Stunden), die benötigt wird, um das riesige Ei auszubrüten (*Die Brutzeiten der anderen Eier ändern sich entsprechend.) → Die Zeit (in Stunden), die benötigt wird, um Rieseneier auszubrüten. (*Die Brutzeiten aller anderen Eier werden entsprechend angepasst.)

text/en/DT_ItemDescriptionText_Common

  • 变更ITEM_DESC_BossDefeatReward_BerryGoat_Darktext Proof of defeating [Caprity Noct Tainted Farm]. Simply possessing it permanently increases the stats of the Pals in your team. → Proof of defeating [Caprity Noct, Tainted Farm]. Simply possessing it permanently increases the stats of the Pals in your team.
  • 变更ITEM_DESC_BossDefeatReward_BossRushtext Proof of defeating Highly Modified Pals. One of the keys used to remove the barrier of the sealed chamber located in the deepest part of the World Tree. → Proof of defeating Highly Modified Pals. One of the keys used to remove the barrier of the Sealed Sanctum located in the deepest part of the World Tree.
  • 变更ITEM_DESC_BossDefeatReward_CatVampiretext Proof of defeating [Felbat, Gloom-shrouded Bloodsucker]. Simply possessing it permanently increases the stats of the Pals in your team. → Proof of defeating [Felbat, Gloom-Shrouded Bloodsucker]. Simply possessing it permanently increases the stats of the Pals in your team.
  • 变更ITEM_DESC_BossDefeatReward_FlowerDolltext Proof of defeating [Petallia, Lady of the Garden]. Simply possessing it permanently increases the stats of the Pals in your team. → Proof of defeating [Petallia, Lady of the Flower Garden]. Simply possessing it permanently increases the stats of the Pals in your team.
  • 变更ITEM_DESC_BossDefeatReward_FlowerPrincetext Proof of defeating <characterName id=|FlowerPrince|/>. One of the keys used to remove the barrier of the sealed chamber located in the deepest part of the World Tree. → Proof of defeating <characterName id=|FlowerPrince|/>. One of the keys used to remove the barrier of the Sealed Sanctum located in the deepest part of the World Tree.
  • 变更ITEM_DESC_BossDefeatReward_MopKingtext Proof of defeating [Sweepa, Majesty of Fuzz]. Simply possessing it permanently increases the stats of the Pals in your team. → Proof of defeating [Sweepa, King of the Floof]. Simply possessing it permanently increases the stats of the Pals in your team.
  • 变更ITEM_DESC_BossDefeatReward_Mothmantext Proof of defeating <characterName id=|Mothman|/>. One of the keys used to remove the barrier of the sealed chamber located in the deepest part of the World Tree. → Proof of defeating <characterName id=|Mothman|/>. One of the keys used to remove the barrier of the Sealed Sanctum located in the deepest part of the World Tree.
  • 变更ITEM_DESC_BossDefeatReward_MushroomLadytext Proof of defeating [Shroomly, Cute as a Button]. Simply possessing it permanently increases the stats of the Pals in your team. → Proof of defeating [Mycora, Cute as a Button]. Simply possessing it permanently increases the stats of the Pals in your team.
  • 变更ITEM_DESC_BossDefeatReward_RockBeasttext Proof of defeating [Kuprok, Shambling Vein]. Simply possessing it permanently increases the stats of the Pals in your team. → Proof of defeating [Pierdon, Shambling Vein]. Simply possessing it permanently increases the stats of the Pals in your team.
  • 变更ITEM_DESC_BossDefeatReward_RockBeast_Icetext Proof of defeating [Kuprok Cryst, Shuffling Glacier]. Simply possessing it permanently increases the stats of the Pals in your team. → Proof of defeating [Pierdon Cryst, Shuffling Glacier]. Simply possessing it permanently increases the stats of the Pals in your team.
  • 变更ITEM_DESC_BossDefeatReward_ScorpionMan_Electrictext Proof of defeating [Prixter Lux, Thunderlad]. Simply possessing it permanently increases the stats of the Pals in your team. → Proof of defeating [Prixter Lux, Thunderboy]. Simply possessing it permanently increases the stats of the Pals in your team.
  • 变更ITEM_DESC_BossDefeatReward_SkyDragontext Proof of defeating [Quivern, Wings of White]. Simply possessing it permanently increases the stats of the Pals in your team. → Proof of defeating [Quivern, Snow-White Soarer]. Simply possessing it permanently increases the stats of the Pals in your team.
  • 变更ITEM_DESC_BossDefeatReward_WeaselDragontext Proof of defeating [Chillet, Dancer on the Plains]. Simply possessing it permanently increases the stats of the Pals in your team. → Proof of defeating [Chillet, Dancer on the Steppe]. Simply possessing it permanently increases the stats of the Pals in your team.
  • 变更ITEM_DESC_Carbonaratext A dish mixing pasta with <itemName id=|Egg|/> and <itemName id=|Milk|/>. Eating it makes it improves <uiCommon id=|COMMON_STATUS_DEFENCE|/> by +20% for a period of time. → A dish mixing pasta with <itemName id=|Egg|/> and <itemName id=|Milk|/>. Eating it will increase <uiCommon id=|COMMON_STATUS_DEFENCE|/> by +20% for a period of time.
  • 变更ITEM_DESC_CrudeOiltext A material that can be processed into various products. Obtained by installing a <mapObjectName id=|OilPump|/> in an oil field. → Material that can be processed into various products. Obtained by installing a <mapObjectName id=|OilPump|/> on an oil field.
  • 变更ITEM_DESC_Fibertext Fiber collected from trees. A material used when creating bows, etc. → Fiber collected from trees. A material used when creating bows, etc. Can also be obtained by breaking down <itemName id=|Wood|/> at a <mapObjectName id=|Crusher|/>.
  • 变更ITEM_DESC_Gasolinetext - → пусто
  • 变更ITEM_DESC_MachinePartstext Necessary for building various facilities. Can be made with a <mapObjectName id=|WorkBench|/>. → Necessary for building various facilities. Can be crafted at <mapObjectName id=|WorkBench|/>.
  • 变更ITEM_DESC_MachineParts2text Required to create precision equipment. Can be made with a <mapObjectName id=|Factory_Hard_02|/>. → Required to create precision equipment. Can be crafted at <mapObjectName id=|Factory_Hard_02|/>.
  • 变更ITEM_DESC_PalCrystal_Extext Debris excavated from ancient ruins. Contains abundant information on lost technology. Extremely valuable, people from all walks of life are now seeking such crystals. → Debris excavated from Ancient Ruins. Contains abundant information on lost technology. Extremely valuable, people from all walks of life are now seeking such crystals.
  • 变更ITEM_DESC_PalEgg_Dark_01text A <itemName id=|PalEgg_Dark_01|/>. Something chaotic stirs within. Place in a <mapObjectName id=|HatchingPalEgg|/> to incubate it. → A <itemName id=|PalEgg_Dark_01|/>. Something chaotic stirs within. Place in an <mapObjectName id=|HatchingPalEgg|/> to incubate it.
  • 变更ITEM_DESC_PalEgg_Dark_02text A <itemName id=|PalEgg_Dark_02|/>. Something chaotic stirs within. Place in a <mapObjectName id=|HatchingPalEgg|/> to incubate it. → A <itemName id=|PalEgg_Dark_02|/>. Something chaotic stirs within. Place in an <mapObjectName id=|HatchingPalEgg|/> to incubate it.
  • 变更ITEM_DESC_PalEgg_Dark_03text A <itemName id=|PalEgg_Dark_03|/>. A vicious wail howls within. Place in a <mapObjectName id=|HatchingPalEgg|/> to incubate it. → A <itemName id=|PalEgg_Dark_03|/>. A vicious wail howls within. Place in an <mapObjectName id=|HatchingPalEgg|/> to incubate it.
  • 变更ITEM_DESC_PalEgg_Dark_04text A <itemName id=|PalEgg_Dark_04|/>. A vicious wail howls within. Place in a <mapObjectName id=|HatchingPalEgg|/> to incubate it. → A <itemName id=|PalEgg_Dark_04|/>. A vicious wail howls within. Place in an <mapObjectName id=|HatchingPalEgg|/> to incubate it.
  • 变更ITEM_DESC_PalEgg_Dark_05text A <itemName id=|PalEgg_Dark_05|/>. A shadowy spirit cries within—as if a monster is about to be born. Place in a <mapObjectName id=|HatchingPalEgg|/> to incubate it. → A <itemName id=|PalEgg_Dark_05|/>. A shadowy spirit cries within—as if a monster is about to be born. Place in an <mapObjectName id=|HatchingPalEgg|/> to incubate it.
  • 变更ITEM_DESC_PalEgg_Dragon_01text A <itemName id=|PalEgg_Dragon_01|/>. Something mischievous stirs within. Place in a <mapObjectName id=|HatchingPalEgg|/> to incubate it. → A <itemName id=|PalEgg_Dragon_01|/>. Something mischievous stirs within. Place in an <mapObjectName id=|HatchingPalEgg|/> to incubate it.
  • 变更ITEM_DESC_PalEgg_Dragon_02text A <itemName id=|PalEgg_Dragon_02|/>. Something mischievous stirs within. Place in a <mapObjectName id=|HatchingPalEgg|/> to incubate it. → A <itemName id=|PalEgg_Dragon_02|/>. Something mischievous stirs within. Place in an <mapObjectName id=|HatchingPalEgg|/> to incubate it.
  • 变更ITEM_DESC_PalEgg_Dragon_03text A <itemName id=|PalEgg_Dragon_03|/>. A strange movement pulses within. Place in a <mapObjectName id=|HatchingPalEgg|/> to incubate it. → A <itemName id=|PalEgg_Dragon_03|/>. A strange movement pulses within. Place in an <mapObjectName id=|HatchingPalEgg|/> to incubate it.
  • 变更ITEM_DESC_PalEgg_Dragon_04text A <itemName id=|PalEgg_Dragon_04|/>. A strange movement pulses within. Place in a <mapObjectName id=|HatchingPalEgg|/> to incubate it. → A <itemName id=|PalEgg_Dragon_04|/>. A strange movement pulses within. Place in an <mapObjectName id=|HatchingPalEgg|/> to incubate it.
  • 变更ITEM_DESC_PalEgg_Dragon_05text A <itemName id=|PalEgg_Dragon_05|/>. A solemn spirit echoes within—as if a monster is about to be born. Place in a <mapObjectName id=|HatchingPalEgg|/> to incubate it. → A <itemName id=|PalEgg_Dragon_05|/>. A solemn spirit echoes within—as if a monster is about to be born. Place in an <mapObjectName id=|HatchingPalEgg|/> to incubate it.
  • 变更ITEM_DESC_PalEgg_Earth_01text A <itemName id=|PalEgg_Earth_01|/>. Something calm stirs within. Place in a <mapObjectName id=|HatchingPalEgg|/> to incubate it. → An <itemName id=|PalEgg_Earth_01|/>. Something calm stirs within. Place in an <mapObjectName id=|HatchingPalEgg|/> to incubate it.
  • 变更ITEM_DESC_PalEgg_Earth_02text A <itemName id=|PalEgg_Earth_02|/>. Something calm stirs within. Place in a <mapObjectName id=|HatchingPalEgg|/> to incubate it. → An <itemName id=|PalEgg_Earth_02|/>. Something calm stirs within. Place in an <mapObjectName id=|HatchingPalEgg|/> to incubate it.
  • 变更ITEM_DESC_PalEgg_Earth_03text A <itemName id=|PalEgg_Earth_03|/>. A dignified rumble drums within. Place in a <mapObjectName id=|HatchingPalEgg|/> to incubate it. → A <itemName id=|PalEgg_Earth_03|/>. A dignified rumble drums within. Place in an <mapObjectName id=|HatchingPalEgg|/> to incubate it.
  • 变更ITEM_DESC_PalEgg_Earth_04text A <itemName id=|PalEgg_Earth_04|/>. A dignified rumble drums within. Place in a <mapObjectName id=|HatchingPalEgg|/> to incubate it. → A <itemName id=|PalEgg_Earth_04|/>. A dignified rumble drums within. Place in an <mapObjectName id=|HatchingPalEgg|/> to incubate it.
  • 变更ITEM_DESC_PalEgg_Earth_05text A <itemName id=|PalEgg_Earth_05|/>. An earthly spirit resounds within—as if a monster is about to be born. Place in a <mapObjectName id=|HatchingPalEgg|/> to incubate it. → A <itemName id=|PalEgg_Earth_05|/>. An earthly spirit resounds within—as if a monster is about to be born. Place in an <mapObjectName id=|HatchingPalEgg|/> to incubate it.
  • 变更ITEM_DESC_PalEgg_Electricity_01text An <itemName id=|PalEgg_Electricity_01|/>. Something energetic moves within. Place in a <mapObjectName id=|HatchingPalEgg|/> to incubate it. → An <itemName id=|PalEgg_Electricity_01|/>. Something energetic moves within. Place in an <mapObjectName id=|HatchingPalEgg|/> to incubate it.
  • 变更ITEM_DESC_PalEgg_Electricity_02text An <itemName id=|PalEgg_Electricity_02|/>. Something energetic moves within. Place in a <mapObjectName id=|HatchingPalEgg|/> to incubate it. → An <itemName id=|PalEgg_Electricity_02|/>. Something energetic moves within. Place in an <mapObjectName id=|HatchingPalEgg|/> to incubate it.
  • 变更ITEM_DESC_PalEgg_Electricity_03text A <itemName id=|PalEgg_Electricity_03|/>. A pulsing energy stirs within. Place in a <mapObjectName id=|HatchingPalEgg|/> to incubate it. → A <itemName id=|PalEgg_Electricity_03|/>. A pulsing energy stirs within. Place in an <mapObjectName id=|HatchingPalEgg|/> to incubate it.
  • 变更ITEM_DESC_PalEgg_Electricity_04text A <itemName id=|PalEgg_Electricity_04|/>. A pulsing energy stirs within. Place in a <mapObjectName id=|HatchingPalEgg|/> to incubate it. → A <itemName id=|PalEgg_Electricity_04|/>. A pulsing energy stirs within. Place in an <mapObjectName id=|HatchingPalEgg|/> to incubate it.
  • 变更ITEM_DESC_PalEgg_Electricity_05text A <itemName id=|PalEgg_Electricity_05|/>. A raging spirit grows within—as if a monster is about to be born. Place in a <mapObjectName id=|HatchingPalEgg|/> to incubate it. → A <itemName id=|PalEgg_Electricity_05|/>. A raging spirit grows within—as if a monster is about to be born. Place in an <mapObjectName id=|HatchingPalEgg|/> to incubate it.
  • 变更ITEM_DESC_PalEgg_Fire_01text A <itemName id=|PalEgg_Fire_01|/>. Something hot moves within. Place in a <mapObjectName id=|HatchingPalEgg|/> to incubate it. → A <itemName id=|PalEgg_Fire_01|/>. Something hot moves within. Place in an <mapObjectName id=|HatchingPalEgg|/> to incubate it.
  • 变更ITEM_DESC_PalEgg_Fire_02text A <itemName id=|PalEgg_Fire_02|/>. Something hot moves within. Place in a <mapObjectName id=|HatchingPalEgg|/> to incubate it. → A <itemName id=|PalEgg_Fire_02|/>. Something hot moves within. Place in an <mapObjectName id=|HatchingPalEgg|/> to incubate it.
  • 变更ITEM_DESC_PalEgg_Fire_03text A <itemName id=|PalEgg_Fire_03|/>. Passion burns from within. Place in a <mapObjectName id=|HatchingPalEgg|/> to incubate it. → A <itemName id=|PalEgg_Fire_03|/>. Passion burns from within. Place in an <mapObjectName id=|HatchingPalEgg|/> to incubate it.
  • 变更ITEM_DESC_PalEgg_Fire_04text A <itemName id=|PalEgg_Fire_04|/>. Passion burns from within. Place in a <mapObjectName id=|HatchingPalEgg|/> to incubate it. → A <itemName id=|PalEgg_Fire_04|/>. Passion burns from within. Place in an <mapObjectName id=|HatchingPalEgg|/> to incubate it.
  • 变更ITEM_DESC_PalEgg_Fire_05text A <itemName id=|PalEgg_Fire_05|/>. A blazing spirit burns within—as if a monster is about to be born. Place in a <mapObjectName id=|HatchingPalEgg|/> to incubate it. → A <itemName id=|PalEgg_Fire_05|/>. A blazing spirit burns within—as if a monster is about to be born. Place in an <mapObjectName id=|HatchingPalEgg|/> to incubate it.
  • 变更ITEM_DESC_PalEgg_Ice_01text A <itemName id=|PalEgg_Ice_01|/>. Something cold stirs within. Place in a <mapObjectName id=|HatchingPalEgg|/> to incubate it. → A <itemName id=|PalEgg_Ice_01|/>. Something cold stirs within. Place in an <mapObjectName id=|HatchingPalEgg|/> to incubate it.
  • 变更ITEM_DESC_PalEgg_Ice_02text A <itemName id=|PalEgg_Ice_02|/>. Something cold stirs within. Place in a <mapObjectName id=|HatchingPalEgg|/> to incubate it. → A <itemName id=|PalEgg_Ice_02|/>. Something cold stirs within. Place in an <mapObjectName id=|HatchingPalEgg|/> to incubate it.
  • 变更ITEM_DESC_PalEgg_Ice_03text A <itemName id=|PalEgg_Ice_03|/>. An icy pulse pounds within. Place in a <mapObjectName id=|HatchingPalEgg|/> to incubate it. → A <itemName id=|PalEgg_Ice_03|/>. An icy pulse swirls within. Place in an <mapObjectName id=|HatchingPalEgg|/> to incubate it.
  • 变更ITEM_DESC_PalEgg_Ice_04text A <itemName id=|PalEgg_Ice_04|/>. An icy pulse pounds within. Place in a <mapObjectName id=|HatchingPalEgg|/> to incubate it. → A <itemName id=|PalEgg_Ice_04|/>. An icy pulse swirls within. Place in an <mapObjectName id=|HatchingPalEgg|/> to incubate it.
  • 变更ITEM_DESC_PalEgg_Ice_05text A <itemName id=|PalEgg_Ice_05|/>. A frigid spirit stirs within—as if a monster is about to be born. Place in a <mapObjectName id=|HatchingPalEgg|/> to incubate it. → A <itemName id=|PalEgg_Ice_05|/>. A frigid spirit stirs within—as if a monster is about to be born. Place in an <mapObjectName id=|HatchingPalEgg|/> to incubate it.
  • 变更ITEM_DESC_PalEgg_Leaf_01text A <itemName id=|PalEgg_Leaf_01|/>. Something lively moves within. Place in a <mapObjectName id=|HatchingPalEgg|/> to incubate it. → A <itemName id=|PalEgg_Leaf_01|/>. Something lively moves within. Place in an <mapObjectName id=|HatchingPalEgg|/> to incubate it.
  • 变更ITEM_DESC_PalEgg_Leaf_02text A <itemName id=|PalEgg_Leaf_02|/>. Something lively moves within. Place in a <mapObjectName id=|HatchingPalEgg|/> to incubate it. → A <itemName id=|PalEgg_Leaf_02|/>. Something lively moves within. Place in an <mapObjectName id=|HatchingPalEgg|/> to incubate it.
  • 变更ITEM_DESC_PalEgg_Leaf_03text A <itemName id=|PalEgg_Leaf_03|/>. A strong life force dwells within. Place in a <mapObjectName id=|HatchingPalEgg|/> to incubate it. → A <itemName id=|PalEgg_Leaf_03|/>. A strong life force dwells within. Place in an <mapObjectName id=|HatchingPalEgg|/> to incubate it.
  • 变更ITEM_DESC_PalEgg_Leaf_04text A <itemName id=|PalEgg_Leaf_04|/>. A strong life force dwells within. Place in a <mapObjectName id=|HatchingPalEgg|/> to incubate it. → A <itemName id=|PalEgg_Leaf_04|/>. A strong life force dwells within. Place in an <mapObjectName id=|HatchingPalEgg|/> to incubate it.
  • 变更ITEM_DESC_PalEgg_Leaf_05text A <itemName id=|PalEgg_Leaf_05|/>. A verdant spirit grows within—as if a monster is about to be born. Place in a <mapObjectName id=|HatchingPalEgg|/> to incubate it. → A <itemName id=|PalEgg_Leaf_05|/>. A verdant spirit grows within—as if a monster is about to be born. Place in an <mapObjectName id=|HatchingPalEgg|/> to incubate it.
  • 变更ITEM_DESC_PalEgg_MutationPal_01text A <itemName id=|PalEgg_MutationPal_01|/>. An egg that is extremely rarely obtained, having undergone a special mutation. Place it in a <mapObjectName id=|HatchingPalEgg|/> to incubate it. → A <itemName id=|PalEgg_MutationPal_01|/>. An egg that is extremely rarely obtained, having undergone a special mutation. Place it in an <mapObjectName id=|HatchingPalEgg|/> to incubate it.
  • 变更ITEM_DESC_PalEgg_MutationPal_02text A <itemName id=|PalEgg_MutationPal_02|/>. An egg that is extremely rarely obtained, having undergone a special mutation. Place it in a <mapObjectName id=|HatchingPalEgg|/> to incubate it. → A <itemName id=|PalEgg_MutationPal_02|/>. An egg that is extremely rarely obtained, having undergone a special mutation. Place it in an <mapObjectName id=|HatchingPalEgg|/> to incubate it.
  • 变更ITEM_DESC_PalEgg_MutationPal_03text A <itemName id=|PalEgg_MutationPal_03|/>. An egg that is extremely rarely obtained, having undergone a special mutation. Place it in a <mapObjectName id=|HatchingPalEgg|/> to incubate it. → A <itemName id=|PalEgg_MutationPal_03|/>. An egg that is extremely rarely obtained, having undergone a special mutation. Place it in an <mapObjectName id=|HatchingPalEgg|/> to incubate it.
  • 变更ITEM_DESC_PalEgg_MutationPal_04text A <itemName id=|PalEgg_MutationPal_04|/>. An egg that is extremely rarely obtained, having undergone a special mutation. Place it in a <mapObjectName id=|HatchingPalEgg|/> to incubate it. → A <itemName id=|PalEgg_MutationPal_04|/>. An egg that is extremely rarely obtained, having undergone a special mutation. Place it in an <mapObjectName id=|HatchingPalEgg|/> to incubate it.
  • 变更ITEM_DESC_PalEgg_MutationPal_05text A <itemName id=|PalEgg_MutationPal_05|/>. An egg that is extremely rarely obtained, having undergone a special mutation. Place it in a <mapObjectName id=|HatchingPalEgg|/> to incubate it. → A <itemName id=|PalEgg_MutationPal_05|/>. An egg that is extremely rarely obtained, having undergone a special mutation. Place it in an <mapObjectName id=|HatchingPalEgg|/> to incubate it.
  • 变更ITEM_DESC_PalEgg_Normal_01text A <itemName id=|PalEgg_Normal_01|/>. Something gentle moves within. Place in a <mapObjectName id=|HatchingPalEgg|/> to incubate it. → A <itemName id=|PalEgg_Normal_01|/>. Something gentle moves within. Place in an <mapObjectName id=|HatchingPalEgg|/> to incubate it.
  • 变更ITEM_DESC_PalEgg_Normal_02text A <itemName id=|PalEgg_Normal_02|/>. Something gentle moves within. Place in a <mapObjectName id=|HatchingPalEgg|/> to incubate it. → A <itemName id=|PalEgg_Normal_02|/>. Something gentle moves within. Place in an <mapObjectName id=|HatchingPalEgg|/> to incubate it.
  • 变更ITEM_DESC_PalEgg_Normal_03text A <itemName id=|PalEgg_Normal_03|/>. A calm rhythm beats within. Place in a <mapObjectName id=|HatchingPalEgg|/> to incubate it. → A <itemName id=|PalEgg_Normal_03|/>. A calm rhythm beats within. Place in an <mapObjectName id=|HatchingPalEgg|/> to incubate it.
  • 变更ITEM_DESC_PalEgg_Normal_04text A <itemName id=|PalEgg_Normal_04|/>. A calm rhythm beats within. Place in a <mapObjectName id=|HatchingPalEgg|/> to incubate it. → A <itemName id=|PalEgg_Normal_04|/>. A calm rhythm beats within. Place in an <mapObjectName id=|HatchingPalEgg|/> to incubate it.
  • 变更ITEM_DESC_PalEgg_Normal_05text A <itemName id=|PalEgg_Normal_05|/>. A gentle spirit throbs within—as if a monster is about to be born. Place in a <mapObjectName id=|HatchingPalEgg|/> to incubate it. → A <itemName id=|PalEgg_Normal_05|/>. A gentle spirit throbs within—as if a monster is about to be born. Place in an <mapObjectName id=|HatchingPalEgg|/> to incubate it.
  • 变更ITEM_DESC_PalEgg_Water_01text A <itemName id=|PalEgg_Water_01|/>. Something swims within. Place in a <mapObjectName id=|HatchingPalEgg|/> to incubate it. → A <itemName id=|PalEgg_Water_01|/>. Something swims within. Place in an <mapObjectName id=|HatchingPalEgg|/> to incubate it.
  • 变更ITEM_DESC_PalEgg_Water_02text A <itemName id=|PalEgg_Water_02|/>. Something swims within. Place in a <mapObjectName id=|HatchingPalEgg|/> to incubate it. → A <itemName id=|PalEgg_Water_02|/>. Something swims within. Place in an <mapObjectName id=|HatchingPalEgg|/> to incubate it.
  • 变更ITEM_DESC_PalEgg_Water_03text A <itemName id=|PalEgg_Water_03|/>. Purity swirls within. Place in a <mapObjectName id=|HatchingPalEgg|/> to incubate it. → A <itemName id=|PalEgg_Water_03|/>. Purity swirls within. Place in an <mapObjectName id=|HatchingPalEgg|/> to incubate it.
  • 变更ITEM_DESC_PalEgg_Water_04text A <itemName id=|PalEgg_Water_04|/>. Purity swirls within. Place in a <mapObjectName id=|HatchingPalEgg|/> to incubate it. → A <itemName id=|PalEgg_Water_04|/>. Purity swirls within. Place in an <mapObjectName id=|HatchingPalEgg|/> to incubate it.
  • 变更ITEM_DESC_PalEgg_Water_05text A <itemName id=|PalEgg_Water_05|/>. A tranquil spirit sways within—as if a monster is about to be born. Place in a <mapObjectName id=|HatchingPalEgg|/> to incubate it. → A <itemName id=|PalEgg_Water_05|/>. A tranquil spirit sways within—as if a monster is about to be born. Place in an <mapObjectName id=|HatchingPalEgg|/> to incubate it.
  • 变更ITEM_DESC_PalEgg_WorldTree_01text An <itemName id=|PalEgg_WorldTree_01|/>. A mysterious egg imbued with the energy of the World Tree. Place it in a <mapObjectName id=|HatchingPalEgg|/> to incubate it. → An <itemName id=|PalEgg_WorldTree_01|/>. A mysterious egg imbued with the energy of the World Tree. Place it in an <mapObjectName id=|HatchingPalEgg|/> to incubate it.
  • 变更ITEM_DESC_PalEgg_WorldTree_02text An <itemName id=|PalEgg_WorldTree_02|/>. A mysterious egg imbued with the energy of the World Tree. Place it in a <mapObjectName id=|HatchingPalEgg|/> to incubate it. → An <itemName id=|PalEgg_WorldTree_02|/>. A mysterious egg imbued with the energy of the World Tree. Place it in an <mapObjectName id=|HatchingPalEgg|/> to incubate it.
  • 变更ITEM_DESC_PalEgg_WorldTree_03text An <itemName id=|PalEgg_WorldTree_03|/>. A mysterious egg imbued with the energy of the World Tree. Place it in a <mapObjectName id=|HatchingPalEgg|/> to incubate it. → An <itemName id=|PalEgg_WorldTree_03|/>. A mysterious egg imbued with the energy of the World Tree. Place it in an <mapObjectName id=|HatchingPalEgg|/> to incubate it.
  • 变更ITEM_DESC_PalEgg_WorldTree_04text An <itemName id=|PalEgg_WorldTree_04|/>. A mysterious egg imbued with the energy of the World Tree. Place it in a <mapObjectName id=|HatchingPalEgg|/> to incubate it. → An <itemName id=|PalEgg_WorldTree_04|/>. A mysterious egg imbued with the energy of the World Tree. Place it in an <mapObjectName id=|HatchingPalEgg|/> to incubate it.
  • 变更ITEM_DESC_PalEgg_WorldTree_05text An <itemName id=|PalEgg_WorldTree_05|/>. A mysterious egg imbued with the energy of the World Tree. Place it in a <mapObjectName id=|HatchingPalEgg|/> to incubate it. → An <itemName id=|PalEgg_WorldTree_05|/>. A mysterious egg imbued with the energy of the World Tree. Place it in an <mapObjectName id=|HatchingPalEgg|/> to incubate it.
  • 变更ITEM_DESC_PalPassiveSkillChangetext An implant embedded into a Pal's body to change its passive skill. When stored in Key Items, it allows you to select the corresponding passive skill at a <mapObjectName id=|OperatingTable|/>. → An implant embedded into a Pal's body to change its passive skill. When in inventory, allows you to select the corresponding passive skill at a <mapObjectName id=|OperatingTable|/>.
  • 变更ITEM_DESC_Plastictext <itemName id=|Plastic|/> created by processing <itemName id=|CrudeOil|/> and metal. Can be produced in a <mapObjectName id=|BlastFurnace3|/>. → Material created by processing <itemName id=|CrudeOil|/> and metal. Can be produced in an <mapObjectName id=|BlastFurnace3|/>.
  • 变更ITEM_DESC_Propellanttext - → пусто
  • 变更ITEM_DESC_Woodtext Material for structures and items. Can be obtained by cutting trees. → Material for structures and items. Obtained by chopping down trees. Can be broken down at a <mapObjectName id=|Crusher|/> to obtain <itemName id=|Fiber|/>.

text/en/DT_ItemNameText_Common

  • 变更ITEM_NAME_BossDefeatReward_KingAlpaca_Icetext Ice Kingpaca Bounty Token → Kingpaca Cryst Bounty Token
  • 变更ITEM_NAME_BossDefeatReward_LazyDragon_Electrictext Relaxaurus Bounty Token → Relaxaurus Lux Bounty Token
  • 变更ITEM_NAME_BossDefeatReward_MushroomLadytext Shroomly Bounty Token → Mycora Bounty Token
  • 变更ITEM_NAME_BossDefeatReward_RockBeasttext Kuprok Bounty Token → Pierdon Bounty Token
  • 变更ITEM_NAME_BossDefeatReward_RockBeast_Icetext Kuprok Cryst Bounty Token → Pierdon Cryst Bounty Token
  • 变更ITEM_NAME_Gasolinetext - → пусто
  • 变更ITEM_NAME_PalPassiveSkillChange_Consumable_WorldTree_ATKtext Disposable Implant: Double-Edged Holy Sword → Disposable Implant: Twin-Edged Holy Blade
  • 变更ITEM_NAME_PalPassiveSkillChange_Consumable_WorldTree_CraftSpeedtext Disposable Implant: Demonic Grasp → Disposable Implant: Demon’s Hand
  • 变更ITEM_NAME_PalPassiveSkillChange_Consumable_WorldTree_DEFtext Disposable Implant: Sacred Flesh → Disposable Implant: Sanctified Meat Shield
  • 变更ITEM_NAME_PalPassiveSkillChange_Consumable_WorldTree_Sanitytext Disposable Implant: Hermit → Disposable Implant: Hermit Sage
  • 变更ITEM_NAME_Propellanttext - → пусто

text/en/DT_MapObjectNameText_Common

  • 新增MAPOBJECT_NAME_DamagableWood0001появилось
  • 变更MAPOBJECT_NAME_AntiAircraft_LaserTowertext - → пусто
  • 变更MAPOBJECT_NAME_AntiAircraft_MachineGuntext - → пусто
  • 变更MAPOBJECT_NAME_OilRigtext - → пусто

全部补丁