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<div class="text"> Blood Banker </div> </td> | <div class="text"> Blood Banker </div> </td> | ||
<td> Your maximum blood storage capacity is increased by {BloodVial_Size}%. </td> | <td> Your maximum blood storage capacity is increased by {BloodVial_Size}%. </td> | ||
<td> Cook, Hitchhiker </td> | <td> Cook, Hitchhiker, Johnny </td> | ||
</tr> | </tr> | ||
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<div class="text"> Siphon </div> </td> | <div class="text"> Siphon </div> </td> | ||
<td> Your Blood Harvesting is increased by {BloodHarvesting}. </td> | <td> Your Blood Harvesting is increased by {BloodHarvesting}. </td> | ||
<td> Cook, Hitchhiker </td> | <td> Cook, Hitchhiker, Johnny </td> | ||
</tr> | </tr> | ||
<tr> | <tr> | ||
<td> | <td> [[File:T UI IC Family Perks BloodlustGallows.png|x350px]] | ||
<div class="text"> Bloodlust </div> </td> | <div class="text"> Bloodlust </div> </td> | ||
<td> You do {BloodlustGallows_MeleeMultiplier}% more damage after executing a victim with the gallows. 'pa loves it when you kill 'em proper! </td> | <td> You do {BloodlustGallows_MeleeMultiplier}% more damage after executing a victim with the gallows. 'pa loves it when you kill 'em proper! </td> | ||
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<div class="text"> Surgical </div> </td> | <div class="text"> Surgical </div> </td> | ||
<td> You receive {BloodCollected_MeleeHit}% more blood when attacking a victim. </td> | <td> You receive {BloodCollected_MeleeHit}% more blood when attacking a victim. </td> | ||
<td> Cook, Hitchhiker </td> | <td> Cook, Hitchhiker, Johnny </td> | ||
</tr> | </tr> | ||
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<div class="text"> Dracula </div> </td> | <div class="text"> Dracula </div> </td> | ||
<td> Winning a close encounter gives you {BloodCollected_CloseEncounter}% more blood. Losing also gives you {BloodCollected_CloseEncounterLose} blood. </td> | <td> Winning a close encounter gives you {BloodCollected_CloseEncounter}% more blood. Losing also gives you {BloodCollected_CloseEncounterLose} blood. </td> | ||
<td> Cook, Hitchhiker </td> | <td> Cook, Hitchhiker, Johnny </td> | ||
</tr> | </tr> | ||
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<div class="text"> Confusing Mechanic </div> </td> | <div class="text"> Confusing Mechanic </div> </td> | ||
<td> If you turn on a generator, it takes {ConfusingMechanicCooldownDuration} seconds longer than usual for victims to turn it off again. </td> | <td> If you turn on a generator, it takes {ConfusingMechanicCooldownDuration} seconds longer than usual for victims to turn it off again. </td> | ||
<td> Cook, Hitchhiker </td> | <td> Cook, Hitchhiker, Johnny </td> | ||
</tr> | </tr> | ||
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<div class="text"> Dinner Bell </div> </td> | <div class="text"> Dinner Bell </div> </td> | ||
<td> When a victim is caught in a trap, they are highlighted to you and your maximum stamina is increased by {DinnersReady_MaxStaminaAdd} points for 15 seconds. Soup's on! </td> | <td> When a victim is caught in a trap, they are highlighted to you and your maximum stamina is increased by {DinnersReady_MaxStaminaAdd} points for 15 seconds. Soup's on! </td> | ||
<td> Cook, Hitchhiker </td> | <td> Cook, Hitchhiker, Johnny </td> | ||
</tr> | </tr> | ||
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<div class="text"> Tenderizer </div> </td> | <div class="text"> Tenderizer </div> </td> | ||
<td> If you slam a door on a victim, you deal {DoorSplinters_VictimDamageMultiplier} damage to them. Gotta tenderize that meat! </td> | <td> If you slam a door on a victim, you deal {DoorSplinters_VictimDamageMultiplier} damage to them. Gotta tenderize that meat! </td> | ||
<td> Cook, Hitchhiker </td> | <td> Cook, Hitchhiker, Johnny </td> | ||
</tr> | </tr> | ||
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<div class="text"> Down the Rabbit Hole </div> </td> | <div class="text"> Down the Rabbit Hole </div> </td> | ||
<td> When a victim goes down a well, they are highlighted for you for {DownTheRabbitHoleDuration} seconds. </td> | <td> When a victim goes down a well, they are highlighted for you for {DownTheRabbitHoleDuration} seconds. </td> | ||
<td> Cook, Hitchhiker </td> | <td> Cook, Hitchhiker, Johnny </td> | ||
</tr> | </tr> | ||
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<div class="text"> Easily Tuckered Out </div> </td> | <div class="text"> Easily Tuckered Out </div> </td> | ||
<td> Your attacks use {Combat_Leatherface_Attack_StaminaCost}% less stamina, but your stamina regenerates {StaminaRegenRateMultiplier}% slower. </td> | <td> Your attacks use {Combat_Leatherface_Attack_StaminaCost}% less stamina, but your stamina regenerates {StaminaRegenRateMultiplier}% slower. </td> | ||
<td> Hitchhiker </td> | <td> Hitchhiker, Johnny </td> | ||
</tr> | </tr> | ||
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<div class="text"> Fired Up </div> </td> | <div class="text"> Fired Up </div> </td> | ||
<td> Upon running out of stamina, there is {GoodHeart_StaminaMultiplier}% less delay before stamina starts regenerating. </td> | <td> Upon running out of stamina, there is {GoodHeart_StaminaMultiplier}% less delay before stamina starts regenerating. </td> | ||
<td> Cook, Hitchhiker </td> | <td> Cook, Hitchhiker, Johnny </td> | ||
</tr> | </tr> | ||
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<div class="text"> Hysterical Strength </div> </td> | <div class="text"> Hysterical Strength </div> </td> | ||
<td> When below 15% stamina, you deal {DamageMultiplier}% more damage. </td> | <td> When below 15% stamina, you deal {DamageMultiplier}% more damage. </td> | ||
<td> Cook, Hitchhiker </td> | <td> Cook, Hitchhiker, Johnny </td> | ||
</tr> | </tr> | ||
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<div class="text"> I Smell Blood </div> </td> | <div class="text"> I Smell Blood </div> </td> | ||
<td> Stay focused on that last victim. Your proximity range is increased {KnowYouAreWatching_Range}X. </td> | <td> Stay focused on that last victim. Your proximity range is increased {KnowYouAreWatching_Range}X. </td> | ||
<td> Cook, Hitchhiker </td> | <td> Cook, Hitchhiker, Johnny </td> | ||
</tr> | </tr> | ||
<tr> | <tr> | ||
<td> | <td> [[File:T UI IC Family Perks IllKillThemAll.png|x350px]] | ||
<div class="text"> I'll Kill Them All </div> </td> | <div class="text"> I'll Kill Them All </div> </td> | ||
<td> After using her ability, Nancy's damage is increased by {DamageMultiplier}% for 30 seconds. </td> | <td> After using her ability, Nancy's damage is increased by {DamageMultiplier}% for 30 seconds. </td> | ||
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<div class="text"> Insulated </div> </td> | <div class="text"> Insulated </div> </td> | ||
<td> Booby-trapped lights stun you for {Stun_Small_Duration}% less time. LVL3: Booby-trapped lights do not stun you. </td> | <td> Booby-trapped lights stun you for {Stun_Small_Duration}% less time. LVL3: Booby-trapped lights do not stun you. </td> | ||
<td> Cook </td> | <td> Cook, Johnny </td> | ||
</tr> | </tr> | ||
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<div class="text"> Slow and Steady </div> </td> | <div class="text"> Slow and Steady </div> </td> | ||
<td> While sprinting, stamina usage is decreased by {SprintStaminaConsumptionRate}% but speed is also reduced by {SpeedMultiplier}%. </td> | <td> While sprinting, stamina usage is decreased by {SprintStaminaConsumptionRate}% but speed is also reduced by {SpeedMultiplier}%. </td> | ||
<td> Hitchhiker </td> | <td> Hitchhiker, Johnny </td> | ||
</tr> | </tr> | ||
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<div class="text"> Chicken Whisperer </div> </td> | <div class="text"> Chicken Whisperer </div> </td> | ||
<td> Chickens won't make noise unless you're much closer. Chicken radius is reduced by {MyChicken_RadiusMultiplier}%. Victims within a radius of the chicken are still highlighted. LVL3: Chicken noisemaker will not trigger for you. Victims within a radius of the chicken are still highlighted. </td> | <td> Chickens won't make noise unless you're much closer. Chicken radius is reduced by {MyChicken_RadiusMultiplier}%. Victims within a radius of the chicken are still highlighted. LVL3: Chicken noisemaker will not trigger for you. Victims within a radius of the chicken are still highlighted. </td> | ||
<td> Cook, Hitchhiker </td> | <td> Cook, Hitchhiker, Johnny </td> | ||
</tr> | </tr> | ||
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<div class="text"> Patience </div> </td> | <div class="text"> Patience </div> </td> | ||
<td> While standing still your ability consumption is reduced by {ChargesDepletedPerPeriod}%. While standing still your ability consumption is reduced by {Johnny_TrackingAbility_Depletion}%. </td> | <td> While standing still your ability consumption is reduced by {ChargesDepletedPerPeriod}%. While standing still your ability consumption is reduced by {Johnny_TrackingAbility_Depletion}%. </td> | ||
<td> | <td> Johnny </td> | ||
</tr> | </tr> | ||
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<div class="text"> Unrelenting </div> </td> | <div class="text"> Unrelenting </div> </td> | ||
<td> Your Endurance is increased by {Persistence}. </td> | <td> Your Endurance is increased by {Persistence}. </td> | ||
<td> Cook, Hitchhiker </td> | <td> Cook, Hitchhiker, Johnny </td> | ||
</tr> | </tr> | ||
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<div class="text"> Big Swings </div> </td> | <div class="text"> Big Swings </div> </td> | ||
<td> When attacking, damage you deal is increased by {DamageMultiplier}%, but stamina usage on attacks increased by {Combat_Cook_Attack_StaminaCost}%. </td> | <td> When attacking, damage you deal is increased by {DamageMultiplier}%, but stamina usage on attacks increased by {Combat_Cook_Attack_StaminaCost}%. </td> | ||
<td> Cook, Hitchhiker </td> | <td> Cook, Hitchhiker, Johnny </td> | ||
</tr> | </tr> | ||
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<div class="text"> Rage </div> </td> | <div class="text"> Rage </div> </td> | ||
<td> Landing a hit on a victim fills your ability bar by {Rage_ChargeFillPercent_Cook}%. </td> | <td> Landing a hit on a victim fills your ability bar by {Rage_ChargeFillPercent_Cook}%. </td> | ||
<td> Cook </td> | <td> Cook, Johnny </td> | ||
</tr> | </tr> | ||
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<div class="text"> Warmed Up </div> </td> | <div class="text"> Warmed Up </div> </td> | ||
<td> After a close encounter, win or lose, you gain {RenewedVigor_AddChargeMultiplier}% ability charge. </td> | <td> After a close encounter, win or lose, you gain {RenewedVigor_AddChargeMultiplier}% ability charge. </td> | ||
<td> Cook </td> | <td> Cook, Johnny </td> | ||
</tr> | </tr> | ||
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<div class="text"> Feral </div> </td> | <div class="text"> Feral </div> </td> | ||
<td> Your Savagery is increased by {Savagery}. LVL1: Savagery increased by 3. LVL2: Savagery increased by 5. LVL3: Savagery increased by 7. </td> | <td> Your Savagery is increased by {Savagery}. LVL1: Savagery increased by 3. LVL2: Savagery increased by 5. LVL3: Savagery increased by 7. </td> | ||
<td> Cook, Hitchhiker </td> | <td> Cook, Hitchhiker, Johnny </td> | ||
</tr> | </tr> | ||
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<div class="text"> Scout </div> </td> | <div class="text"> Scout </div> </td> | ||
<td> Your movement speed is increased by {SpeedMultiplier}%, but melee damage is reduced by {DamageMultiplier}%. </td> | <td> Your movement speed is increased by {SpeedMultiplier}%, but melee damage is reduced by {DamageMultiplier}%. </td> | ||
<td> Cook, Hitchhiker </td> | <td> Cook, Hitchhiker, Johnny </td> | ||
</tr> | </tr> | ||
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<div class="text"> Serrated </div> </td> | <div class="text"> Serrated </div> </td> | ||
<td> Victims when hit by the perk holder take an extra 1HP/second damage over {SerratedDuration} seconds. </td> | <td> Victims when hit by the perk holder take an extra 1HP/second damage over {SerratedDuration} seconds. </td> | ||
<td> Cook,Hitchhiker </td> | <td> Cook, Hitchhiker, Johnny </td> | ||
</tr> | </tr> | ||
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<div class="text"> Special Blend </div> </td> | <div class="text"> Special Blend </div> </td> | ||
<td> Walking through one of Sissy's poison clouds boosts your stamina regeneration by {SissysBlend_StaminaRegenMultiplier}% for {SissysBlend_BuffDuration} seconds. It also gives your next {poisonattack} attack/s a poison effect. </td> | <td> Walking through one of Sissy's poison clouds boosts your stamina regeneration by {SissysBlend_StaminaRegenMultiplier}% for {SissysBlend_BuffDuration} seconds. It also gives your next {poisonattack} attack/s a poison effect. </td> | ||
<td> Cook, Hitchhiker </td> | <td> Cook, Hitchhiker, Johnny </td> | ||
</tr> | </tr> | ||
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<div class="text"> Punishment </div> </td> | <div class="text"> Punishment </div> </td> | ||
<td> After searching a hiding spot and finding a victim, you deal {HidingObject_DiscoveredDamage} extra damage points to them. </td> | <td> After searching a hiding spot and finding a victim, you deal {HidingObject_DiscoveredDamage} extra damage points to them. </td> | ||
<td> Cook </td> | <td> Cook, Johnny </td> | ||
</tr> | </tr> | ||
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<div class="text"> Tracker Tagged </div> </td> | <div class="text"> Tracker Tagged </div> </td> | ||
<td> Hitting a victim highlights them for all family members for {TagYoureItDuration} seconds. </td> | <td> Hitting a victim highlights them for all family members for {TagYoureItDuration} seconds. </td> | ||
<td> Cook, Hitchhiker </td> | <td> Cook, Hitchhiker, Johnny </td> | ||
</tr> | </tr> | ||
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<div class="text"> Universal Donor </div> </td> | <div class="text"> Universal Donor </div> </td> | ||
<td> Blood collected from buckets is worth {BloodCollected_BucketMultiplier}% more for you. </td> | <td> Blood collected from buckets is worth {BloodCollected_BucketMultiplier}% more for you. </td> | ||
<td> Cook, Hitchhiker </td> | <td> Cook, Hitchhiker, Johnny </td> | ||
</tr> | </tr> | ||
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<div class="text"> Activated </div> </td> | <div class="text"> Activated </div> </td> | ||
<td> After being stunned, you deal {WellBalanced_DamageMultiplier}% extra damage for {WellBalanced_Duration} seconds. </td> | <td> After being stunned, you deal {WellBalanced_DamageMultiplier}% extra damage for {WellBalanced_Duration} seconds. </td> | ||
<td> Cook, Hitchhiker </td> | <td> Cook, Hitchhiker, Johnny </td> | ||
</tr> | </tr> | ||
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<div class="text"> You'll Pay for That! </div> </td> | <div class="text"> You'll Pay for That! </div> </td> | ||
<td> If Grandpa is incapacitated, you have increased damage by {YoullPayForThat_DamageMultiplier}% until he recovers. </td> | <td> If Grandpa is incapacitated, you have increased damage by {YoullPayForThat_DamageMultiplier}% until he recovers. </td> | ||
<td> Cook, Hitchhiker </td> | <td> Cook, Hitchhiker, Johnny </td> | ||
</tr> | </tr> | ||
</table> | </table> |
Revision as of 14:21, 21 June 2023