//Stats
//

//begin 8th September 2000 revision
//   MISC BASIC TRAITS
//
name_age                      = {Age}
trait_male                    = {Male}

trait_noname                  = {None}

//   STAT NAMES
//
name_strength                 = {Strength}
name_perception               = {Perception}
name_endurance                = {Endurance}
name_charisma                 = {Charisma}
name_intelligence             = {Intelligence}
name_agility                  = {Agility}
name_luck                     = {Luck}

desc_strength                 = {Raw physical strength. A high Strength is good for physical soldiers. Modifies: Hit Points, Melee Damage, and Carry Weight.}
desc_perception               = {The ability to see, hear, taste and notice unusual things. A high Perception is important for a sharpshooter.  Modifies: Sequence and ranged combat distance modifiers.}
desc_endurance                = {Stamina and physical toughness. A soldier with a high Endurance will survive where others may not. Modifies: Hit Points, Poison & Radiation Resistance, Healing Rate, and the additional hit points per level.}
desc_charisma                 = {A combination of appearance and charm. A high Charisma is important for soldier that want to influence people with words. Modifies: NPC reactions, and barter prices.}
desc_intelligence             = {Knowledge, wisdom and the ability to think quickly. A high Intelligence is important for any soldier. Modifies: the number of new skill points per level, dialogue options, and many skills.}
desc_agility                  = {Coordination and the ability to move well. A high Agility is important for any active soldier. Modifies: Action Points, Toughness, Sequence, and many skills.}
desc_luck                     = {Fate. Karma. An extremely high or low Luck will affect the soldier - somehow. Events and situations will be changed by how lucky (or unlucky) your character is.}

short_strength                = {ST}
short_perception              = {PE}
short_endurance               = {EN}
short_charisma                = {CH}
short_intelligence            = {IN}
short_agility                 = {AG}
short_luck                    = {LK}


//   STAT LEVEL DESCRIPTIONS
//
stat_rate1                    = {V. Bad}
stat_rate2                    = {Bad}
stat_rate3                    = {Poor}
stat_rate4                    = {Fair}
stat_rate5                    = {Average}
stat_rate6                    = {Good}
stat_rate7                    = {V. Good}
stat_rate8                    = {Great}
stat_rate9                    = {Excellent}
stat_rate10                   = {Heroic}


//   MISC STAT LABELS
//
name_level                    = {Level}
name_experience               = {Experience}
name_nextLevel                = {Next Level}
name_charPoints               = {Pts Left:}
name_skills                   = {Skills}
name_skillPoints              = {Skill Points}
name_tagSkills                = {Tag Skills}
name_otraits                  = {Optional Traits}

desc_level                    = {The general competency of the soldier. A measure of your experience and abilities.}
desc_experience               = {A reward for completing specific tasks, or defeating enemies in combat. More experience points are required to attain higher Levels.}
desc_nextLevel                = {The amount of experience points needed to move up to the next level.}
desc_charPoints               = {Amount of free soldier points that can be added to one of the basic stats.}
desc_skills                   = {Skills are learned knowledge.  Skills increase by experience, or during the course of the game by special events.  The higher the skill level, the better you are at that skill.}
desc_skillPoints              = {Use free skill points to increase the level of a skill.  As you get better at a given skill, however, it takes more points to raise that skill.  Mastering a skill can take a lot of time and effort.}
desc_tagSkills                = {Tag skills are skills your soldier specializes in.  Each tag skill gains +20%, and increases twice as fast.  You must pick three tag skills.}
desc_otraits                  = {Optional traits describe your soldier in more detail.  All traits will have positive and negative effects.  You may choose up to two traits during creation.}

short_skillPoints             = {Pts.}
short_tagSkills               = {Tags}


name_reputation               = {Reputation}
short_reputation              = {Rep.}
desc_reputation               = {Represents your soldier's overall reputation both inside and outside the Army.}

name_rank                     = {Rank}
short_rank                    = {Rank}
desc_rank                     = {Your soldier's rank within the Army controls the availability of equipment and squadmembers.}

name_addict                   = {Addictions}
short_addict                  = {Addict.}
desc_addict                   = {Things your soldier has become addicted to.}

name_perks                    = {Perks}
short_perks                   = {Perks}
desc_perks                    = {Perks add additional abilities. After gaining a certain number of experience levels, you can choose a perk.}

name_kills                    = {Kills}
short_kills                   = {Kills}
desc_kills                    = {A counter that keeps track of the type and numbers of creatures you have slaughtered, or have seen killed in your presence.}


//   DERIVED
//
name_maxHitPoints             = {Hit Points}
desc_maxHitPoints             = {How much damage your soldier can take before dying.  If you reach 0 HP or less, you are dead.}

name_poisoned                 = {Poisoned}
desc_poisoned                 = {Your soldier has been poisoned.  Poison will do damage over a period of time, until cured or it passes from your system.}

name_radiated                 = {Radiated}
desc_radiated                 = {Your soldier is suffering from a significant amount of Radiation poisoning.  The more radiation damage, the more deadly the effect.}

name_cripRArm                 = {Crippled Right Arm}
desc_cripRArm                 = {Your soldier's right arm has been severely hurt, and cannot function well. If both arms have been crippled, you cannot attack with weapons.}

name_cripLArm                 = {Crippled Left Arm}
desc_cripLArm                 = {Your soldier's left arm has been severely hurt, and cannot function well.  If both arms have been crippled, you cannot attack with weapons.}

name_cripRLeg                 = {Crippled Right Leg}
desc_cripRLeg                 = {Your soldier has a crippled right leg. If both legs have been crippled, you cannot walk.}

name_cripLLeg                 = {Crippled Left Leg}
desc_cripLLeg                 = {Your soldier has a crippled left leg. If both legs have been crippled, you cannot walk.}

name_immobile                 = {Immobile}
desc_immobile                 = {Your soldier is unable to move, and is an easier target.}

name_concussed                = {Concussed}
desc_concussed                = {Your soldier has received a blow to the head. This effects skills and Intelligence.}

name_stunned                = {Stunned}
desc_stunned                = {Your soldier is suffering from a stun effect.  This effects Perception and Agility.}

name_winded					= {Winded}
desc_winded					= {Your soldier has been winded, and cannot run.}

name_addicted				= {Addicted}
desc_addicted				= {Your soldier has become addicted to something.}

name_overdosed				= {Overdosed}
desc_overdosed				= {Your soldier has become overdosed due to excess usage of chemicals.  Overdose will do damage over a period of time, until it passes from your system.}

name_withdrawl				= {Withdrawl}
desc_withdrawl				= {Your soldier is suffering the effects of withdrawl.}

name_crippled				= {Crippled}
desc_crippled				= {Your soldier has been crippled.}

name_blind                  = {Blinded}
desc_blind                  = {Your soldier has been seriously hit in one or both of your eyes.  This affects your Perception.}

name_encumbered				= {Encumbered}
desc_encumbered				= {Your soldier is carrying more than your carry weight.  This will slow you down, and may cause you injury.}

name_bandaged			= {Bandaged}
desc_bandaged			= {Your soldier has been bandaged to the point where First Aid is no longer possible.}

name_armorClass               = {Toughness}
name_maxActionPoints          = {Action Points}
name_maxCarryWeight           = {Carry Weight}
name_meleeDamage              = {Melee Damage}
name_bonusDamage              = {Bonus Damage}
name_normalResist             = {Pain Threshold}
name_poisonResist             = {Poison Resistance}
name_radiationResist          = {Radiation Resistance}
name_sequence                 = {Sequence}
name_healRate                 = {Healing Rate}
name_criticalChance           = {Critical Chance}
name_skillPerLevel            = {Skill rate}
name_levelsPerPerk            = {Perk rate}

short_armorClass              = {Toughness}
short_maxActionPoints         = {Action Pts.}
short_maxCarryWeight          = {Carry Wt.}
short_meleeDamage             = {Melee Dmg.}
short_bonusDamage             = {Bonus Dmg.}
short_normalResist            = {Pain Thresh.}
short_poisonResist            = {Poison Res.}
short_radiationResist         = {Rad. Res.}
short_sequence                = {Sequence}
short_healRate                = {Heal Rate}
short_criticalChance          = {Crit. Chance}
short_skillPerLevel           = {Skill rate}
short_levelsPerPerk           = {Perk rate}

desc_armorClass               = {How tough you are measured in numbers, the higher the better.}
desc_maxActionPoints          = {The number of actions that the soldier can take during one combat turn.}
desc_maxCarryWeight           = {The maximum amount of equipment your soldier can carry, in pounds.}
desc_meleeDamage              = {The amount of bonus damage your soldier does in hand-to-hand combat.}
desc_bonusDamage              = {The percentage of bonus damage your soldier does in all forms of combat.}
desc_normalResist             = {Any damage taken is reduced by this amount. Pain Threshold can be increased by wearing a uniform.}
desc_poisonResist             = {Reduces poison damage by this amount.}
desc_radiationResist          = {The amount of radiation you are exposed to is reduced by this percentage. Radiation Resistance can be modified by the uniform worn, and anti-radiation chems.}
desc_sequence                 = {Determines how soon in a combat turn your soldier can react.}
desc_healRate                 = {At the end of each day, your soldier will heal 1 HP for each point of Healing Rate.  When you rest, you heal every six hours. It also gives bonuses when being healed.}
desc_criticalChance           = {The chance to cause a critical hit in combat is increased by this amount.}
desc_skillPerLevel            = {The number of skill points you will be able to allocate to skills, each time you gain a level.}
desc_levelsPerPerk            = {The amount of levels the soldier will have to gain in order to gain a perk. (lower is better) }
//end 8th Septmeber revision


name_sttraits                 = {TRAITS}
name_stperks                 = {PERKS}

name_status			= {Status}
desc_status			= {Outlines the status of this soldier within the Army.}

name_staddict                  = {ADDICTIONS}

bar_hitPoints		= {HP}
bar_armorClass	= {TN}

desc_noammo = {RELOAD}

name_levelup                    = {Level}
desc_levelup			= {Your soldier has earned a new level of experience.}



// multiplayer modes
name_mm_normal = {Custom}
desc_mm_normal = {Custom game rules.}

name_mm_skirmish = {Skirmish}
desc_mm_skirmish = {Seperate teams fight it out in the ultimate tactical showdown.}

name_mm_assault	= {Assault}
desc_mm_assault	= {Two teams, offense v defense, with an objective.}

name_mm_ctf	= {Capture the Flag}
desc_mm_ctf	= {Seperate teams face off in a challenge where to gain points you must steal the opponents flag.}

name_mm_dogmeat	= {Kill the Dogmeat}
desc_mm_dogmeat	= {The only player that can score points is to be Dogmeat.  The only way to become Dogmeat is to kill the player that is Dogmeat.}

//end 2001-01-24

name_mm_scavengerHunt = {Scavenger Hunt}
desc_mm_scavengerHunt = {A race to collect special items.}

name_unconcious				= {Unconscious}
desc_unconcious				= {Your soldier has been knocked out.}


sentinel = {!}