case 5:
if (name) return _("士気高揚", "Heroism");
- if (desc) return _("一定時間、ヒーロー気分になる。", "Removes fear, and gives bonus to hit and 10 more HP for a while.");
+ if (desc) return _("一定時間、ヒーロー気分になる。", "Removes fear. Gives a bonus to hit for a while. Heals you for 10 HP.");
{
int base = 25;
case 11:
if (name) return _("狂戦士化", "Berserk");
- if (desc) return _("狂戦士化し、恐怖を除去する。", "Gives bonus to hit and HP, immunity to fear for a while. But decreases AC.");
+ if (desc) return _("狂戦士化し、恐怖を除去する。", "Gives a bonus to hit and HP, immunity to fear for a while. But decreases AC.");
{
int base = 25;
case 14:
if (name) return _("癒し", "Cure");
- if (desc) return _("毒、朦朧状態、負傷を全快させ、幻覚を直す。", "Heals poison, stun, cut and hallucination completely.");
+ if (desc) return _("毒、朦朧状態、負傷を全快させ、幻覚を直す。", "Completely heals poisons, cuts, hallucination and being stunned.");
{
if (cast)
case 15:
if (name) return _("魔法剣", "Mana Branding");
if (desc) return _("一定時間、武器に冷気、炎、電撃、酸、毒のいずれかの属性をつける。武器を持たないと使えない。",
- "Makes current weapon some elemental branded. You must wield weapons.");
+ "Causes current weapon to temporarily do additional damage from cold, fire, lightning, acid or poison. You must be wielding one or more weapons.");
{
int base = plev / 2;
case 17:
if (name) return _("肌石化", "Stone Skin");
- if (desc) return _("一定時間、ACを上昇させる。", "Gives bonus to AC for a while.");
+ if (desc) return _("一定時間、ACを上昇させる。", "Gives a bonus to AC for a while.");
{
int base = 30;