# Grim Dawn specific texts
# Masteries
TXT_MASTERY                           = Meisterschaft
CLASS_ARCANIST                        = Arkanist
CLASS_DEMOLITION                      = Sprengmeister
CLASS_NIGHTBLADE                      = Schattenklinge
CLASS_OCCULTIST                       = Okkultist
CLASS_SHAMAN                          = Schamane
CLASS_SOLDIER                         = Soldat
# Weapon types
TXT_TYPE_WEAPON                       = Waffentyp
TYPE_WEAPON_AXE                       = Axt
TYPE_WEAPON_AXE_2H                    = Axt (2H)
TYPE_WEAPON_DAGGER                    = Klinge
TYPE_WEAPON_MACE                      = Kolben
TYPE_WEAPON_MACE_2H                   = Kolben (2H)
TYPE_WEAPON_SCEPTER                   = Zepter
TYPE_WEAPON_SPEAR                     = Speer
TYPE_WEAPON_SPEAR_2H                  = Speer (2H)
TYPE_WEAPON_STAFF                     = Stab
TYPE_WEAPON_STAFF_2H                  = Stab (2H)
TYPE_WEAPON_SWORD                     = Schwert
TYPE_WEAPON_SWORD_2H                  = Schwert (2H)
TYPE_WEAPON_RANGED                    = Fernwaffe
TYPE_WEAPON_RANGED_2H                 = Fernwaffe (2H)
TYPE_WEAPON_SHIELD                    = Schild
TYPE_WEAPON_OFFHAND                   = Nebenhand
CATEGORY_WEAPON_2H                    = Zweihand
CATEGORY_WEAPON_1H                    = Einhand
# Armor types
TXT_TYPE_ARMOR                        = Rüstungstyp
TYPE_ARMOR_HEAD                       = Helm
TYPE_ARMOR_SHOULDERS                  = Schultern
TYPE_ARMOR_CHEST                      = Torso
TYPE_ARMOR_HANDS                      = Handschuhe
TYPE_ARMOR_LEGS                       = Hosen
TYPE_ARMOR_FEET                       = Schuhe
TYPE_ARMOR_BELT                       = Gürtel
TYPE_ARMOR_AMULET                     = Amulette
TYPE_ARMOR_RING                       = Ringe
TYPE_ARMOR_MEDAL                      = Medaille
CATEGORY_ARMOR_HEAVY                  = Schwere
CATEGORY_ARMOR_CASTER                 = Magier-
# Misc types
TXT_TYPE_ITEM_MISC                    = Verschiedenes
TYPE_ITEM_COMPONENT                   = Komponente
TYPE_ITEM_COMPONENT_PARTIAL           = Unvollständige Komponente
TYPE_ITEM_ENCHANTMENT                 = Verbesserung
TYPE_ITEM_ARTIFACT                    = Relikt
TYPE_ITEM_BLUEPRINT                   = Bauplan
TYPE_ITEM_POTION                      = Trank
TYPE_ITEM_SCROLL                      = Elixier
TYPE_ITEM_FACTION                     = Fraktionsbooster
TYPE_ITEM_NOTE                        = Notizen
TYPE_ITEM_QUEST                       = Quest-Items
TYPE_ITEM_USEABLE_SKILL               = Skill-Trank
CATEGORY_ARTIFACT_EMPOWERED           = Mächtiges
CATEGORY_ARTIFACT_TRANSCENDED         = Hervorragendes
CATEGORY_ARTIFACT_MYTHICAL            = Mythisches
# Armor classes
TXT_ARMOR_CLASS                       = Rüstungsklasse
ARMOR_CLASS_CASTER                    = Zauber
ARMOR_CLASS_LIGHT                     = Leicht
ARMOR_CLASS_HEAVY                     = Schwer
# Affix rarities
TXT_RARITY_AFFIX                      = Affix-Seltenheit
RARITY_AFFIX_MAGICAL                  = Magisch
RARITY_AFFIX_RARE                     = Selten
RARITY_AFFIX_EPIC                     = Episch
# Artifact rarities
TXT_RARITY_ARTIFACT                   = Relikt-Seltenheit
RARITY_ARTIFACT_LESSER                = Mächtige
RARITY_ARTIFACT_GREATER               = Hervorragende
RARITY_ARTIFACT_DIVINE                = Mythische
# Item rarities
TXT_RARITY_ITEM                       = Item-Seltenheit
RARITY_ITEM_BROKEN                    = Zerbrochen
RARITY_ITEM_COMMON                    = Gewöhnlich
RARITY_ITEM_MAGICAL                   = Magisch
RARITY_ITEM_RARE                      = Selten
RARITY_ITEM_EPIC                      = Episch
RARITY_ITEM_LEGENDARY                 = Legendär
CATEGORY_RARITY_MAGICAL               = Magisch
CATEGORY_RARITY_RARE                  = Selten
CATEGORY_RARITY_EPIC                  = Episch
CATEGORY_RARITY_LEGENDARY             = Legendär
# Ascended
TXT_ASCENDED                          = Ascended
TXT_ASCENDED_BONUS                    = Ascended Bonus
# Soulbound
TXT_SOULBOUND_ITEM                    = Seelengebunden
SOULBOUND_ALL                         = Alle
SOULBOUND_ONLY                        = Gebunden
SOULBOUND_NON                         = Ungebunden
# Item info
TXT_ITEM_INFO                         = Item-Infos
TXT_SET_INFO                          = Set-Info
TXT_SLOT_INFO                         = Verbesserungen
TXT_DAMAGE_INFO                       = Schaden-Infos
TXT_AFFIX_INFO                        = Affix-Infos
TXT_SETS                              = Sets
TXT_REQUIREMENTS                      = Anforderungen
TXT_ITEM_NAME                         = Itemname
TXT_LEVEL_MIN                         = Min. Level
TXT_LEVEL_MAX                         = Max. Level
TXT_CUNNING_MAX                       = Raffinesse
TXT_PHYSIQUE_MAX                      = Konstitution
TXT_SPIRIT_MAX                        = Geist
COMB_ASCENDED_RARITY_CATEGORY_ITEM    = {0} {1} {2} {3}
COMB_ASCENDED_CATEGORY_ITEM           = {0} {1} {2}
COMB_ASCENDED_RARITY_ITEM             = {0} {1} {2}
COMB_ASCENDED_ITEM                    = {0} {1}
COMB_RARITY_CATEGORY_ITEM             = {0} {1} {2}
COMB_CATEGORY_ITEM                    = {0} {1}
COMB_RARITY_ITEM                      = {0} {1}
COMB_SOULBOUND_ITEM                   = {0} (Seelengebunden)
# Slot info
TXT_USED_IN                           = Verbessert {0}
TXT_SLOT_WEAPON_ALL                   = alle Waffen
TXT_SLOT_WEAPON_MELEE                 = alle Nahkampfwaffen
TXT_SLOT_WEAPON_RANGED                = alle Fernkampfwaffen
TXT_SLOT_WEAPON_ONE_HAND              = alle Einhandwaffen
TXT_SLOT_WEAPON_TWO_HAND              = alle Zweihandwaffen
TXT_SLOT_WEAPON_AXE                   = Äxte
TXT_SLOT_WEAPON_DAGGER                = Dolche
TXT_SLOT_WEAPON_MACE                  = Streitkolben
TXT_SLOT_WEAPON_SCEPTER               = Zepter
TXT_SLOT_WEAPON_SPEAR                 = Speere
TXT_SLOT_WEAPON_STAFF                 = Stäbe
TXT_SLOT_WEAPON_SWORD                 = Schwerter
TXT_SLOT_WEAPON_SHIELD                = Schilde
TXT_SLOT_WEAPON_OFFHAND               = Zaubernebenhand
TXT_SLOT_ARMOR_ALL                    = alle Rüstungen
TXT_SLOT_ARMOR_HEAD                   = Kopf
TXT_SLOT_ARMOR_SHOULDERS              = Schulter
TXT_SLOT_ARMOR_CHEST                  = Brust
TXT_SLOT_ARMOR_HANDS                  = Hand
TXT_SLOT_ARMOR_LEGS                   = Bein
TXT_SLOT_ARMOR_FEET                   = Stiefel
TXT_SLOT_ARMOR_BELT                   = Gürtel
TXT_SLOT_ARMOR_AMULET                 = Amulette
TXT_SLOT_ARMOR_RING                   = Ringe
TXT_SLOT_ARMOR_MEDAL                  = Medaillen
# Character
TXT_CHAR_NAME                         = Charakter-Name
TXT_CHAR_MODDED                       = In Mod
TXT_CHAR_SEX                          = Geschlecht
TXT_CHAR_HARDCORE                     = Hardcore
TXT_CHAR_DIFFICULTY_MAX               = Max. Schwierigkeit
TXT_CHAR_DIFFICULTY_MAX_CRUCIBLE      = Max. Crucible Schwierigkeit
TXT_CHAR_EXPERIENCE                   = Erfahrung
TXT_CHAR_LEVEL                        = Stufe
TXT_CHAR_MONEY                        = Eisen
TXT_CHAR_POINTS_STAT                  = Attribut-Punkte
TXT_CHAR_POINTS_SKILL                 = Skill-Punkte
TXT_CHAR_POINTS_DEVOTION              = Devotion-Punkte
TXT_CHAR_POINTS_TRIBUTE               = Tribute
TXT_CHAR_POINTS_SKILL_REC             = Zurückgeholte Skill-Punkte
TXT_CHAR_POINTS_DEVOTION_REC          = Zurückgeholte Devotion-Punkte
TXT_CHAR_STAT_PHYSIQUE                = Konstitution
TXT_CHAR_STAT_CUNNING                 = Raffinesse
TXT_CHAR_STAT_SPIRIT                  = Geist
TXT_CHAR_STAT_HEALTH                  = Gesundheit
TXT_CHAR_STAT_ENERGY                  = Energie
TXT_CHAR_STAT_DEATHS                  = Tode
TXT_CHAR_DATA                         = Charakter Daten
TXT_CHAR_ATTRIBUTES                   = Attribute
TXT_CHAR_POINTS                       = Punkte
# Achievements
TXT_CHAR_ACHIEVEMENTS                 = Erfolge
TXT_CHAR_GREATEST_DAMAGE_DEALT        = Größter verursachter Schaden
TXT_CHAR_GREATEST_DAMAGE_REC          = Größter erlittener Schaden
TXT_CHAR_KILLED_MONSTER               = Getötete Monster
TXT_CHAR_KILLED_HERO                  = Getötete Heldenmonster
TXT_CHAR_KILLED_NEMESIS               = Getötete Nemesis-Monster
TXT_CHAR_KILLED_ASCENDANT             = Ascendant Boss Killed
TXT_PLAY_TIME                         = Gesamtspielzeit
TXT_CHAR_CRAFTED_ITEMS                = Hergestellte Gegenstände
TXT_CHAR_CRAFTED_RELICS               = Hergestellte Relikte
TXT_CHAR_CRAFTED_RELICS_TRANS         = Hergestellte hervorragende Relikte
TXT_CHAR_CRAFTED_RELICS_MYTH          = Hergestellte mythische Relikte
TXT_CHAR_FOUND_NOTES                  = Gefundene Geschichtsnotizen
TXT_CHAR_FOUND_CHESTS                 = Gefundene einmalige Truhen
TXT_CHAR_FOUND_HIDDEN                 = Hidden Chests Found
# Blacksmiths
SMITH_ANGRIM                          = Angrim
SMITH_DUNCAN                          = Duncan
SMITH_BLACK_LEGION                    = Schwarze Legion
SMITH_KYMONS_CHOSEN                   = Kymons Auserwählte
SMITH_DEATHS_VIGIL                    = Orden der Todeswache
SMITH_NECROPOLIS                      = Horrus
SMITH_MALMOUTH_OUTSKIRTS              = Gaius Ember
SMITH_MALMOUTH_STEELCAP               = Kaylon
SMITH_TYRANTS_HOLD                    = Etram Fald
SMITH_WITCHGODS                       = Ignus
SMITH_DESERT                          = Egellon
# Factions
TXT_FACTIONS                          = Fraktionen
FACTION_AETHERIALS                    = Ätherische
FACTION_AETHERIAL_VANGUARD            = Ätherische Vorhut
FACTION_BARROWHOLM                    = Barrowholm
FACTION_BEASTS                        = Bestien
FACTION_BLACK_LEGION                  = Schwarze Legion
FACTION_BLOODHOUND                    = Bloodhound
FACTION_CHTHONIANS                    = Chthonier
FACTION_COVEN_UGDENBOG                = Zirkel von Ugdenbog
FACTION_CRONLEYS_GANG                 = Cronleys Gang
FACTION_CULT_BYSMIEL                  = Bysmiels Kult
FACTION_CULT_DREEG                    = Dreegs Kult
FACTION_CULT_SOLAEL                   = Solaels Kult
FACTION_DEATHS_VIGIL                  = Orden der Todeswache
FACTION_DEVILS_CROSSING               = Devil's Crossing
FACTION_DREAD                         = The Dread
FACTION_ELDRITCH_HORRORS              = Übernatürliche Schrecken
FACTION_FREE_MEN                      = Freie Männer der Corrigan Mine
FACTION_HOMESTEAD                     = Homestead
FACTION_KURN                          = Kurn
FACTION_KYMONS_CHOSEN                 = Kymons Auserwählte
FACTION_MALMOUTH_RESISTANCE           = Malmouth Widerstand
FACTION_NOKTUKARI                     = Noktukari
FACTION_OUTCAST                       = Die Verbannte
FACTION_ROVERS                        = Rover
FACTION_TRAPS                         = Traps
FACTION_UNDEAD_ARKOVIA                = Untote
FACTION_UNDEAD_ASTERKARN              = Asterkarn Undead
# Faction Status
FACTION_STATUS_NEMESIS                = Nemesis
FACTION_STATUS_HATED                  = Gehasst
FACTION_STATUS_DESPISED               = Verachtet
FACTION_STATUS_HOSTILE                = Feindselig
FACTION_STATUS_TOLERATED              = Toleriert
FACTION_STATUS_FRIENDLY               = Freundlich
FACTION_STATUS_RESPECTED              = Respektiert
FACTION_STATUS_HONORED                = Geehrt
FACTION_STATUS_REVERED                = Verehrt
# Damage Flat / Percentage
TXT_DAMAGE                            = Schaden
DAMAGE_FLAT                           = Absoluter Schaden
DAMAGE_PERCENT                        = Prozentualer Schaden
DAMAGE_INC_MAX_RES                    = + Max Widerstand
# Damage info
TXT_SET_NUM_ITEMS                     = ({0,number,integer}) Set
TXT_SKILL_EXCLUSIVE                   = Exclusive skill - Only one Exclusive Skill can be active at any one time.
# Defensive
TXT_DEF_ABS                           = {1,number,integer} {0}
TXT_DEF_ABS_CHANCE                    = {2,number,integer}% Wahrscheinlichkeit für {1,number,integer} {0}
TXT_DEF_ABS_PERC                      = {1,number,integer}% {0}
TXT_DEF_ABS_PERC_CHANCE               = {2,number,integer}% Wahrscheinlichkeit für {1,number,integer}% {0}
TXT_DEF_PERC                          = Erhöht {0} um {1,number,integer}%
TXT_DEF_DUR                           = {1,number,integer}% Reduktion der {0}
TXT_DEF_MAX                           = +{1,number,integer}% Maximum {0}
TXT_DEF_UNI_SHIELD_BLOCK              = {1,number,integer}% Blockwahrscheinlichkeit {0,number,integer} Schaden
DEF_ARMOR_ABSORPTION                  = Rüstungsabsorption
DEF_AETHER                            = Ätherwiderstand
DEF_ALL                               = Gesamtwiderstand
DEF_BLEED                             = Blutungswiderstand
DEF_BLEED_DOT                         = Blutungsdauer
DEF_BLOCK_CHANCE                      = Schildblockwahrscheinlichkeit
DEF_BLOCK_AMOUNT                      = Geblockter Schaden
DEF_CHAOS                             = Chaoswiderstand
DEF_COLD                              = Kältewiderstand
DEF_COLD_DOT                          = Frostbranddauer
DEF_CONFUSION                         = Reduzierte Verwirrungsdauer
DEF_CONFUSION_DOT                     = Verwirrungsdauer
DEF_CONVERT                           = Reduzierte Dauer der Gedankenkontrolle
DEF_CONVERT_DOT                       = Dauer der Gedankenkontrolle
DEF_DISRUPTION                        = Fähigkeitsstörungsschutz
DEF_DISRUPTION_DOT                    = Fähigkeitsstörungsdauer
DEF_ELEMENTAL                         = Elementarwiderstand
DEF_FEAR                              = Reduzierte Verängstigungsdauer
DEF_FEAR_DOT                          = Verängstigungsdauer
DEF_FIRE                              = Feuerwiderstand
DEF_FIRE_DOT                          = Verbrennungsdauer
DEF_FREEZE                            = Reduzierte Einfrierungsdauer
DEF_FREEZE_DOT                        = Einfrierungsdauer
DEF_KNOCKDOWN                         = Reduzierte Niederschlagsdauer
DEF_KNOCKDOWN_DOT                     = Niederschlagsdauer
DEF_LIFE                              = Lebenskraftwiderstand
DEF_LIFE_DOT                          = Lebenskraftverfall
DEF_LIFE_PERC                         = Lebenskraftwiderstand
DEF_REFLECT_PERC                      = Reflexionswiderstand
DEF_LIGHTNING                         = Blitzwiderstand
DEF_LIGHTNING_DOT                     = Stromschlagdauer
DEF_MANA_BURN                         = Energieentzugswiderstand
DEF_MANA_BURN_DOT                     = Energieentzugsdauer
DEF_PETRIFY                           = Versteinerungswiderstand
DEF_PETRIFY_DOT                       = Versteinerungsdauer
DEF_PHYSICAL                          = Physischer Widerstand
DEF_PHYSICAL_DOT                      = Wundschadendauer
DEF_PIERCE                            = Durchschlagswiderstand
DEF_POISON                            = Gift- und Säurewiderstand
DEF_POISON_DOT                        = Vergiftungsdauer
DEF_PROTECTION                        = Rüstung
DEF_REFLECT                           = Schadensreflexion %
DEF_SLEEP                             = Schlafwiderstand
DEF_SLEEP_DOT                         = Schlafdauer
DEF_SLOW_LIFE_LEECH                   = Lebensentzugswiderstand
DEF_SLOW_LIFE_LEECH_DOT               = Lebensentzugsdauer
DEF_SLOW_MANA_LEECH                   = Energieentzugswiderstand
DEF_SLOW_MANA_LEECH_DOT               = Energieentzugsdauer
DEF_STUN                              = Reduzierte Lähmungsdauer
DEF_STUN_DOT                          = Lähmungsdauer
DEF_TAUNT                             = Schutz vor Spott
DEF_TAUNT_DOT                         = spottdauer
DEF_TOTALSPEED_RES                    = Verlangsamungswiderstand
DEF_TOTALSPEED_RES_DOT                = Verlangsamungsdauer
DEF_TRAP                              = Reduzierte Gefangenschaftsdauer
DEF_TRAP_DOT                          = Gefangenschaftsdauer
DEF_DAMAGE_ABSORB                     = Schadensbsorption
# Offensive
TXT_MAX                               = +{1,number,integer}% Maximum {0}
TXT_SKILL_BONUS                       = +{0,number,integer} auf {1}
TXT_CONVERT_FROM_TO                   = {0,number,integer}% {1} zu {2} umgewandelt
TXT_PET_BONUS                         = Bonus für alle Kreaturen:
TXT_STAT_PREFIX                       = {0} {1}
TXT_PREFIX_PET                        = Kreatur
TXT_CHANCE_GLOBAL                     = {0,number,integer}% Wahrscheinlichkeit für: 
TXT_CHANCE_XOR                        = {0,number,integer}% Wahrscheinlichkeit für eines der Folgenden:
TXT_OFF_ABS                           = {1,number,integer} {0}
TXT_OFF_ABS_PLUS                      = +{1,number,integer} {0}
TXT_OFF_ABS_CHANCE                    = {2,number,integer}% Wahrscheinlichkeit für {1,number,integer} {0}
TXT_OFF_ABS_PLUS_CHANCE               = {2,number,integer}% Chance of +{1,number,integer} {0}
TXT_OFF_ABS_DUR                       = {1,number,integer} {0} über {3,number,integer} Sekunden ({2,number,integer} pro Sekunden)
TXT_OFF_ABS_PLUS_DUR                  = +{1,number,integer} {0} über {3,number,integer} Sekunden ({2,number,integer} pro Sekunden)
TXT_OFF_ABS_DUR_CHANCE                = {4,number,integer}% Wahrscheinlichkeit für {1,number,integer} {0} über {3,number,integer} Sekunden ({2,number,integer} pro Sekunde)
TXT_OFF_ABS_PLUS_DUR_CHANCE           = +{4,number,integer}% Wahrscheinlichkeit für {1,number,integer} {0} über {3,number,integer} Sekunden ({2,number,integer} pro Sekunde)
TXT_OFF_ABS_PLUS_PERC_DUR_CHANCE      = +{3,number,integer}% Wahrscheinlichkeit für {1,number,integer}% {0} über {2,number,integer} Sekunden
TXT_OFF_ABS_RANGE                     = {1,number,integer} - {2,number,integer} {0}
TXT_OFF_ABS_PLUS_RANGE                = +{1,number,integer} - {2,number,integer} {0}
TXT_OFF_ABS_PLUS_RANGE_DUR            = +{1, number,integer} - {3, number,integer} {0} über {5, number,integer} Sekunden ({2, number,integer}-{4, number,integer} pro Sekunde)
TXT_OFF_ABS_RANGE_CHANCE              = {3,number,integer}% Wahrscheinlichkeit für {1,number,integer} - {2,number,integer} {0}
TXT_OFF_ABS_RANGE_DUR                 = {1,number,integer} - {3,number,integer} {0} über {5,number,integer} Sekunden ({2,number,integer}-{4,number,integer} pro Sekunde)
TXT_OFF_ABS_PERC                      = {1,number,integer}% {0}
TXT_OFF_ABS_PLUS_PERC                 = +{1,number,integer}% {0}
TXT_OFF_ABS_PERC_CHANCE               = {2,number,integer}% Wahrscheinlichkeit für {1,number,integer}% {0}
TXT_OFF_ABS_PLUS_PERC_CHANCE          = +{2,number,integer}% Wahrscheinlichkeit für {1,number,integer}% {0}
TXT_OFF_ABS_PERC_DUR                  = {1,number,integer}% {0} über {2,number,integer} Sekunden
TXT_OFF_ABS_PLUS_PERC_DUR             = +{1,number,integer}% {0} über {2,number,integer} Sekunden
TXT_OFF_ABS_PERC_DUR_CHANCE           = {3,number,integer}% Wahrscheinlichkeit für +{1,number,integer}% {0} über {2,number,integer} Sekunden
TXT_OFF_ABS_PERC_RANGE                = {1,number,integer}% - {2,number,integer}% {0}
TXT_OFF_ABS_PERC_RANGE_CHANCE         = {3,number,integer}% Wahrscheinlichkeit für {1,number,integer}% - {2,number,integer}% {0}
TXT_OFF_ABS_PERC_RANGE_DUR            = {1,number,integer}% - {2,number,integer}% {0} über {5,number,integer} Sekunden ({2,number,integer}-{4,number,integer} pro Sekunde)
TXT_OFF_ABS_RANGE_DUR_CHANCE          = {6,number,integer}% Wahrscheinlichkeit für {1,number,integer} - {3,number,integer} {0} über {5,number,integer} Sekunden ({2,number,integer}-{4,number,integer} pro Sekunde)
TXT_OFF_ABS_TIME                      = {0} für {1,number,integer} Sekunden
TXT_OFF_ABS_PLUS_TIME                 = +{0} für {1,number,integer} Sekunden
TXT_OFF_ABS_TIME_CHANCE               = {2,number,integer}% Wahrscheinlichkeit für {0} über {1,number,integer} Sekunden
TXT_OFF_ABS_PLUS_TIME_CHANCE          = +{2,number,integer}% Wahrscheinlichkeit für {0} über {1,number,integer} Sekunden
TXT_OFF_ABS_TIME_RANGE                = {0} for {1,number,integer} - {2,number,integer} Sekunden
TXT_OFF_ABS_TIME_RANGE_CHANCE         = {3,number,integer}% Wahrscheinlichkeit für {0} über {1,number,integer} - {2,number,integer} Sekunden
TXT_OFF_PERC                          = +{1,number,integer}% {0}
TXT_OFF_PERC_CHANCE                   = {2,number,integer}% Wahrscheinlichkeit für +{1,number,integer}% {0}
TXT_OFF_PERC_DUR                      = +{1,number,integer}% {0} mit +{2,number,integer}% längerer Dauer
TXT_OFF_PERC_DUR_CHANCE               = {3,number,integer}% Wahrscheinlichkeit für {1,number,integer}% {0} mit +{2,number,integer}% längerer Dauer
STAT_PROJECTILE_PIERCE                = Wahrscheinlichkeit eines Projektil-Durchschusses
OFF_WEAPON_DAMAGE                     = Waffenschaden
OFF_AETHER                            = Ätherschaden
OFF_CHAOS                             = Chaosschaden
OFF_COLD                              = Kälteschaden
OFF_CONFUSION                         = Verwirrung des Ziels
OFF_CONVERT                           = Gedankenkontrolle über das Ziel
OFF_CRITICAL                          = Kritischer Schaden
OFF_DISRUPTION                        = Fähigkeitsstörung
OFF_ELEMENTAL                         = Elementarschaden
OFF_ELEM_DMG_RED                      = Reduzierter Elementarschaden des Ziels
OFF_ELEM_RES_RED_ABS                  = Reduzierte Elementar-Resistenz des Ziels
OFF_FEAR                              = Verängstigung des Ziels
OFF_FIRE                              = Feuerschaden
OFF_FREEZE                            = Einfrierung des Ziels
OFF_FUMBLE                            = Gepatzte Angriffe des Ziels
OFF_KNOCKDOWN                         = Niederschlag des Ziels
OFF_LIFE                              = Lebenskraftschaden
OFF_LIFE_PERC                         = Gesundheitsreduktion beim Feind
OFF_LIFE_LEECH                        = Angriffsschaden in Leben umgewandelt
OFF_LIGHTNING                         = Blitzschaden
OFF_MANA_BURN_RATIO                   = Energiebrand
OFF_MANA_BURN_DRAIN                   = Energiebrand
OFF_PETRIFY                           = Versteinerung des Ziels
OFF_PHYSICAL                          = Physischer Schaden
OFF_PHYSICAL_BONUS                    = Bonusschaden
OFF_PHYS_DMG_RED                      = Reduzierter physischer Schaden des Ziels
OFF_PHYS_RES_RED_ABS                  = Reduzierte physische Resistenz des Ziels
OFF_PIERCE                            = Durchschlagsschaden
OFF_PIERCE_RATIO                      = Rüstungsdurchdringung
OFF_POISON                            = Säureschaden
OFF_SLEEP                             = Versetzung des Ziels in Schlaf
OFF_SLOW_ATTACK                       = Angriffsverlangsamung
OFF_SLOW_BLEED                        = Blutungsschaden
OFF_SLOW_COLD                         = Frostbrandschaden
OFF_SLOW_DEFENSE                      = Reduzierte Verteidigungsqualität des Ziels
OFF_SLOW_DEF_RED                      = Reduzierte Rüstung des Ziels
OFF_SLOW_FIRE                         = Verbrennungsschaden
OFF_SLOW_LIFE                         = Lebenskraftverfall
OFF_SLOW_LIFE_LEECH                   = Lebensentzug
OFF_SLOW_LIGHTNING                    = Stromschlagschaden
OFF_SLOW_MANA_LEECH                   = Energieentzug
OFF_SLOW_OFFENSE                      = Reduzierte Angriffsqualität des Ziels
OFF_SLOW_OFF_RED                      = Reduzierter physischer Schaden des Ziels
OFF_SLOW_PHYSICAL                     = Wundschaden
OFF_SLOW_POISON                       = Giftschaden
OFF_SLOW_RUNSPEED                     = Langsameres Laufen
OFF_SLOW_TOTALSPEED                   = Verlangsamung
OFF_DMGMULT                           = Schaden-Multiplikator
OFF_STUN                              = Lähmung des Ziels
OFF_TOTALDAMAGE                       = Gesamtschaden
OFF_TOTALDMGRED                       = Reduzierter Schaden des Ziels
OFF_TOTALRESRED                       = Reduzierte Resistenzen des Ziels
OFF_TRAP                              = Bewegungsunfähigkeit des Ziels
# Retaliation
RET_AETHER                            = Äthervergelung
RET_CHAOS                             = Chaosvergeltung
RET_COLD                              = Kältevergeltung
RET_CONFUSION                         = Verwirrungsvergeltung
RET_CONVERT                           = Gedankenkontrollvergeltung
RET_DAMAGE_PCT                        = Zusätzlicher Vergeltungsschaden
RET_ELEMENTAL                         = Elementarvergeltung
RET_FEAR                              = Verängstigungsvergeltung
RET_FIRE                              = Feuervergeltung
RET_FREEZE                            = Einfrierungsvergeltung
RET_LIFE                              = Lebenskraftschadensvergeltung
RET_LIFE_PERC                         = Vergeltung Gesundheitsreduktion beim Feind
RET_LIGHTNING                         = Blitzvergeltung
RET_PETRIFY                           = Versteinerungsvergeltung
RET_PHYSICAL                          = Schadensvergeltung
RET_PIERCE                            = Durchschlagsvergeltung
RET_POISON                            = Säurevergeltung
RET_SLEEP                             = Schlafvergeltung
RET_SLOW_ATTACK                       = Reduzierte Angriffsgeschwindigkeitsvergeltung
RET_SLOW_BLEED                        = Blutungsvergeltung
RET_SLOW_COLD                         = Frostbrandvergeltung
RET_SLOW_DEFENSE                      = Vergeltung reduzierte Verteidigung
RET_SLOW_FIRE                         = Verbrennungsvergeltung
RET_SLOW_LIFE                         = Lebenskraftverfallsvergeltung
RET_SLOW_LIFE_LEECH                   = Lebensentzugvergeltung
RET_SLOW_LIGHTNING                    = Stromschlagvergeltung
RET_SLOW_MANA_LEECH                   = Energieentzugvergeltung
RET_SLOW_OFFENSE                      = reduzierte Angriffsqualitätsvergeltung
RET_SLOW_OFF_RED                      = Schadensreduzierungsvergeltung
RET_SLOW_PHYSICAL                     = Wundenvergeltung
RET_SLOW_POISON                       = Giftvergeltung
RET_SLOW_RUNSPEED                     = Bewegungsverlangsamungsvergeltung
RET_STUN                              = Lähmungsvergeltung
RET_TOTALDAMAGE                       = Gesamtschadensvergeltung
RET_TRAP                              = Bewegungsunfähigkeitsvergeltung
# Stat info
# Stats
TXT_INT                               = {1,number,integer} {0}
TXT_INT_PLUS                          = +{1,number,integer} {0}
TXT_INT_CHANCE                        = {2,number,integer}% Wahrscheinlichkeit für {1,number,integer} {0}
TXT_INT_PLUS_CHANCE                   = +{2,number,integer}% Wahrscheinlichkeit für {1,number,integer} {0}
TXT_INT_PERC                          = {1,number,integer}% {0}
TXT_INT_PLUS_PERC                     = +{1,number,integer}% {0}
TXT_INT_PERC_CHANCE                   = {2,number,integer}% Wahrscheinlichkeit für {1,number,integer}% {0}
TXT_INT_PLUS_PERC_CHANCE              = +{2,number,integer}% Wahrscheinlichkeit für {1,number,integer}% {0}
TXT_FLOAT                             = {1,number,#.#} {0}
TXT_FLOAT_PLUS                        = +{1,number,#.#} {0}
TXT_FLAT_CHANCE                       = {2,number,integer}% Wahrscheinlichkeit für {1,number,#.#} {0}
TXT_FLOAT_PLUS_CHANCE                 = +{2,number,integer}% Wahrscheinlichkeit für {1,number,#.#} {0}
TXT_FLOAT_PERC                        = {1,number,#.#}% {0}
TXT_FLOAT_PLUS_PERC                   = +{1,number,#.#}% {0}
TXT_FLOAT_PERC_CHANCE                 = {2,number,integer}% Wahrscheinlichkeit für {1,number,#.#}% {0}
TXT_FLOAT_PLUS_PERC_CHANCE            = +{2,number,integer}% Wahrscheinlichkeit für {1,number,#.#}% {0}
TXT_PERC                              = {1,number,integer}% {0}
TXT_PERC_PLUS                         = +{1,number,integer}% {0}
TXT_PERC_CHANCE                       = {2,number,integer}% Wahrscheinlichkeit für {1,number,integer}% {0}
TXT_PERC_PLUS_CHANCE                  = +{2,number,integer}% Wahrscheinlichkeit für {1,number,integer}% {0}
TXT_LEVEL_NUM                         = Stufe {0}
TXT_PLUS_ALLSKILLS                    = +{0,number,integer} auf alle Fähigkeiten
TXT_SKILL_LEVEL                       = Fähigkeitsstufe {0,number,integer} :
TXT_SKILL_NEXT_LEVEL                  = Nächste Stufe :
TXT_PET_HEALTH                        = Gesundheit : {0,number,integer} :
TXT_PET_MANA                          = Energie : {0,number,integer} :
TXT_PET_ON_DEATH                      = Bei Tod:
TXT_SKILL_GRANTED                     = Verleiht Fähigkeit: {0}
TXT_MODIFIER_TO_SKILL                 = {0} für {1}
TXT_PET_BONUS                         = Kreaturen-Boni
TXT_COMPLETION_BONUS                  = Vervollständigungsbonus
TXT_ENERGY_COST                       = {0,number,integer} Energiekosten
TXT_COOLDOWN_TIME                     = {0,number,integer} Sekunden Fähigkeiten-Wiederaufladung
TXT_ACTIVE_DURATION                   = {0,number,integer} Sekunden Dauer
TXT_WEAPON_DAMAGE                     = {0,number,integer}% Waffenschaden
TXT_TRIGGER_HEALTH                    = Aktiviert wenn Gesundheit unter {0,number,integer}% fällt
TXT_UNI_RACE_DAMAGE                   = +{0,number,integer}% Schaden gegen {1}
TXT_ATTRIBS                           = Attribute
TXT_ATTRIB_ABS                        = Attribut
TXT_ATTRIB_PERC                       = Attribut %
STAT_ENERGY                           = Energie
STAT_HEALTH                           = Gesundheit
STAT_CUNNING                          = Raffinesse
STAT_PHYSIQUE                         = Konstitution
STAT_SPIRIT                           = Geist
STAT_DEF_ABIL                         = Verteidigungsqualität
STAT_DEF_ABIL_SHORT                   = VQ
STAT_OFF_ABIL                         = Angriffsqualität
STAT_OFF_ABIL_SHORT                   = AQ
STAT_XP_BONUS                         = Bonus Erfahrung
STAT_ARMOR_ABSORB                     = Rüstungsabsorption
STAT_AVOID_PROJECTILE                 = Wahrscheinlichkeit, Geschossen auszuweichen
STAT_AVOID_MELEE                      = Wahrscheinlichkeit, Nahkampfangriffen auszuweichen
STAT_SPEED_ATTACK                     = Angriffsgeschwindigkeit
STAT_SPEED_CAST                       = Zaubergeschwindigkeit
STAT_SPEED_RUN                        = Laufgeschwindigkeit
STAT_SPEED_TOTAL                      = Gesamtgeschwindigkeit
STAT_SHIELD_RECOVERY_RED              = Schildregenerationszeit
STAT_SHIELD_RECOVERY_TIME             = Sekunden Schildregenerationszeit
STAT_SHIELD_INC_DAMAGE                = Erhöhter durch Schild geblockter Schaden
STAT_REGEN_ENERGY                     = Energieregeneration pro Sekunde
STAT_HEAL_INC                         = Zusätzliche Heilung
STAT_REGEN_HEALTH                     = Gesundheitsregeneration pro Sekunde
STAT_CONSTITUTION                     = Verfassung
STAT_SKILL_HEALTH                     = Gesundheit Wiederhergestellt
STAT_ENERGY_LIMIT                     = Energie-Limit
STAT_ENERGY_RESERVE                   = Energie reserviert
STAT_LIGHT_RADIUS                     = Lichtradius
STAT_XP_INCREASE                      = Erhöhte Erfahrung
STAT_REQ_REDUCTION                    = Reduzierte Anforderungen
STAT_RED_LEVEL_REQ                    = Reduktion auf erforderlichen Level für alle Gegenstände
STAT_RED_ARMOR_STR                    = Reduktion auf erforderliche Konstitution für Rüstungen
STAT_RED_RANGED_DEX                   = Reduktion auf erforderliche Raffinesse für Fernkampfwaffen
STAT_RED_WEAPON_INT                   = Reduktion auf erforderliche Raffinesse für alle Waffen
STAT_RED_WEAPON_STR                   = Reduktion auf erforderliche Konstitution für alle Waffen
STAT_RED_MELEE_DEX                    = Reduktion auf erforderliche Raffinesse für Nahkampfwaffen
STAT_RED_MELEE_STR                    = Reduktion auf erforderliche Konstitution für Nahkampfwaffen
STAT_RED_JEWELRY_INT                  = Reduced Spirit Requirement for Schmuck
STAT_RED_SHIELD_STR                   = Reduktion auf erforderliche Konstitution für Schilde
STAT_ENERGY_ABSORB                    = Energieabsorption
STAT_COOLDOWN_REDUCTION               = Abklingzeitverringerung
STAT_SKILL_RECHARGE_REDUCTION         = Sekunden Fähigkeits-Wiederaufladung
STAT_SKILL_DURATION                   = Sekunden Dauer
STAT_MANACOST_REDUCTION               = Energiekostenverringerung
STAT_SKILL_RADIUS                     = Meter Radius
STAT_PET_SUMMON                       = Herbeirufung
STAT_PET_LIMIT                        = Herbeirufungs-Maximum
STAT_MAX_LEVEL_INC                    = Max. Level
STAT_TARGET_INC                       = Ziele
# Skill Controller
SKILL_TRIGGER_ENEMY_KILL              = ({0,number,integer}% Chance wenn Gegner getötet wird)
SKILL_TRIGGER_ENEMY_HIT               = ({0,number,integer}% Chance wenn Gegner getroffen wird)
SKILL_TRIGGER_ENEMY_CRIT              = ({0,number,integer}% Chance wenn Gegner kritisch getroffen wird)
SKILL_TRIGGER_SELF_HIT                = ({0,number,integer}% Chance durch Treffer)
SKILL_TRIGGER_SELF_CRIT               = ({0,number,integer}% Chance durch kritischen Treffer)
SKILL_TRIGGER_SELF_HIT_RANGE          = ({0,number,integer}% Chance durch Fernkampf-Treffer)
SKILL_TRIGGER_SELF_HIT_MELEE          = ({0,number,integer}% Chance durch Nahkampf-Treffer)
SKILL_TRIGGER_SELF_BLOCK              = ({0,number,integer}% Chance beim Blocken)
SKILL_TRIGGER_SELF_LOW_HEALTH         = (Bei {0,number,integer}% Gesundheit)
# Item info
TXT_REQ_LEVEL                         = erforderliche Spielerstufe: {0,number,integer}
TXT_REQ_CUNNING                       = erforderliche Raffinesse: {0,number,integer}
TXT_REQ_PHYSIQUE                      = erforderliche Konstitution: {0,number,integer}
TXT_REQ_SPIRIT                        = erforderlicher Geistwert: {0,number,integer}
# Damage Types
TXT_DMG_DEFENSIVE                     = Resistenzen
TXT_DMG_OFFENSIVE                     = Schaden
TXT_DMG_RETALIATION                   = Vergeltung
TXT_DMG_FLAT                          = Flächenschaden
TXT_DMG_DOT                           = Schaden über Zeit
TXT_DMG_SPECIAL                       = Spezieller Schaden
TXT_DMG_CROWD_CONTROL                 = Massenkontrolle
TXT_DMG_OFF_DEF_RET                   = Schadensklasse
DMGTYPE_ACID                          = Säure
DMGTYPE_AETHER                        = Äther
DMGTYPE_CHAOS                         = Chaos
DMGTYPE_COLD                          = Kälte
DMGTYPE_ELEMENTAL                     = Elementar
DMGTYPE_FIRE                          = Feuer
DMGTYPE_LIGHTNING                     = Blitz
DMGTYPE_PHYSICAL                      = Physischer
DMGTYPE_PIERCE                        = Durchschlag
DMGTYPE_VITALITY                      = Lebenskraft
DMGTYPE_ACID_DOT                      = Gift
DMGTYPE_COLD_DOT                      = Frostbrand
DMGTYPE_FIRE_DOT                      = Verbrennung
DMGTYPE_LIGHTNING_DOT                 = Stromschlag
DMGTYPE_PHYSICAL_DOT                  = Wundschaden
DMGTYPE_PIERCE_DOT                    = Blutung
DMGTYPE_VITALITY_DOT                  = Lebenskraftverfall
DMGTYPE_TOTAL                         = Gesamtschaden
DMGTYPE_CRITICAL                      = Kritischer
DMGTYPE_LIFELEECH                     = Lebensentzug
DMGTYPE_REFLECT                       = Reflexion
DMGTYPE_PROJECTILE_PIERCE             = Projektil-Durchschuss %
DMGTYPE_SLOW_ATTACK                   = Reduzierte Angriffsgeschw.
DMGTYPE_SLOW_TOTAL                    = Reduzierte Gesamtgeschw.
DMGTYPE_SLOW_DA                       = Reduzierte VQ
DMGTYPE_SLOW_OA                       = Reduzierte AQ
DMGTYPE_RES_RED_ABS                   = Reduzierter Widerstand
DMGTYPE_RES_RED_PERC                  = Reduzierter Widerstand %
DMGTYPE_RETAL_REFLECT                 = Reduzierter Reflexionsschaden
DMGTYPE_PET_BONUS                     = Kreaturen Boni
DMGTYPE_RESIST_STUN                   = Lähmung
DMGTYPE_RESIST_SLOW                   = Verlangsamung
DMGTYPE_RESIST_TRAP                   = Gefangenschaft
DMGTYPE_RESIST_PETRIFY                = Versteinerung
DMGTYPE_RESIST_FREEZE                 = Einfrierung
# Rift Gates
TXT_RIFT_ACT1                         = Akt 1
TXT_RIFT_01_DEVILS_CROSSING           = Devils's Crossing
TXT_RIFT_01_LOWER_CROSSING            = Lower Crossing
TXT_RIFT_01_WIGHTMIRE                 = Wightmire
TXT_RIFT_01_FOGGY_BANK                = Foggy Bank
TXT_RIFT_01_FLOODED_PASSAGE           = Überflutete Passage
TXT_RIFT_01_BURRWITCH_OUTSKIRTS       = Burrwitch Outskirts
TXT_RIFT_01_BURRWITCH_VILLAGE         = Burrwitch Village
TXT_RIFT_01_WARDENS_CELLAR            = Keller des Aufsehers
TXT_RIFT_01_UNDERGROUND_TRANSIT       = Untergrunddurchgang
TXT_RIFT_01_WARDENS_LABORATORY        = Labor des Aufsehers
TXT_RIFT_ACT2                         = Akt 2
TXT_RIFT_02_ARKOVIAN_FOOTHILLS        = Arkovian Foothills
TXT_RIFT_02_OLD_ARKOVIA               = Old Arkovia
TXT_RIFT_02_CRONLEYS_HIDEOUT          = Cronleys Versteck
TXT_RIFT_02_TWIN_FALLS                = Twin Falls
TXT_RIFT_02_BROKEN_HILLS              = Broken Hills
TXT_RIFT_02_SMUGGLERS_PASS            = Schmugglerpass
TXT_RIFT_ACT3                         = Akt 3
TXT_RIFT_03_DEADMANS_GULCH            = Totenschlucht
TXT_RIFT_03_PROSPECTORS_TRAIL         = Prospector's Trail
TXT_RIFT_03_PINE_BARRENS              = Kieferwildnis
TXT_RIFT_03_HOMESTEAD                 = Homestead
TXT_RIFT_03_ROTTING_CROPLANDS         = Faulendes Ackerland
TXT_RIFT_03_SORROWS_BASTION           = Sorrow's Bastion
TXT_RIFT_03_BLOOD_GROVE               = Blood Grove
TXT_RIFT_03_DARKVALE_GATE             = Darkvale Gate
TXT_RIFT_ACT4                         = Akt 4
TXT_RIFT_04_ASTERKARN_MOUNTAINS       = Asterkarn-Bergen
TXT_RIFT_04_ASTERKARN_ROAD            = Asterkarnstraße
TXT_RIFT_04_ASTERKARN_VALLEY          = Asterkarntal
TXT_RIFT_04_FORT_IKON                 = Fort Ikon
TXT_RIFT_04_GATES_OF_NECROPOLIS       = Toren der Nekropolis
TXT_RIFT_04_NECROPOLIS_INTERIOR       = Innenbereich der Nekropolis
TXT_RIFT_ACT5                         = Akt 5
TXT_RIFT_05_GLOOMWALD                 = Gloomwald
TXT_RIFT_05_GLOOMWALD_CROSSING        = Gloomwald Crossing
TXT_RIFT_05_COVENS_REFUGE             = Unterschlupf des Hexenzirkels
TXT_RIFT_05_UGDENBOG                  = Ugdenbog
TXT_RIFT_05_BARROWHOLM                = Barrowholm
TXT_RIFT_05_LONE_WATCH                = Einsamen Wache
TXT_RIFT_05_MALMOUTH_OUTSKIRTS        = Außenbezirken von Malmouth
TXT_RIFT_05_MALMOUTH_STEELCAP         = Malmouth-Stahlkappenviertel
TXT_RIFT_05_MALMOUTH_CROWN_HILL       = Malmouth-Kronenhügel
TXT_RIFT_05_MALMOUTH_SEWERS           = Kanalisation von Malmouth
TXT_RIFT_ACT6                         = Akt 6
TXT_RIFT_06_CONCLAVE                  = Konklave der Drei
TXT_RIFT_06_KORVAN_PLATEAU            = Korvanisches Plateau
TXT_RIFT_06_TEMPLE_OSYR               = Osyrs Tempel
TXT_RIFT_06_KORVAN_SANDS              = Korvanische Wüste
TXT_RIFT_06_CAIRAN_DOCKS              = Cairan Docks
TXT_RIFT_06_SUNBANE_OASIS             = Sonnenbann-Oase
TXT_RIFT_06_VANGUARD                  = Vorhut der Drei
TXT_RIFT_06_RUINS_ABYD                = Abyds Ruinen
TXT_RIFT_06_INFERNAL_WASTES           = Höllisches Ödland
TXT_RIFT_06_KORVAN_CITY               = Korvan-Stadt
TXT_RIFT_06_ELDRITCH_SUN              = Grab der Übernatürlichen Sonne
TXT_RIFT_06_ELDRITCH_GATE             = Übernatürliches Tor
TXT_RIFT_06_LOST_OASIS                = Verlorene Oase
TXT_RIFT_ACT7                         = Akt 7
TXT_RIFT_07_KURN_BONFIRE              = Kurn Bonfire
TXT_RIFT_07_FROSTRVEIL_HIGHLANDS      = Frostveil Highlands
TXT_RIFT_07_ICEBOUND_PASSAGE          = Icebound Passage
TXT_RIFT_07_FREY0LL_VALLEY            = Freyoll Valley
TXT_RIFT_07_KURNHOLD                  = Kurnhold
TXT_RIFT_07_VULDUR_RIVER              = Vuldur River
TXT_RIFT_07_GUARDIANS_SORROW          = Guardian's Sorrow
TXT_RIFT_07_KRUU_SUL_CRAGS            = Kruu'Sul Crags
TXT_RIFT_07_ULOS_SPRINGS              = Ulo's Springs
TXT_RIFT_07_URAK_KUNAR                = Urak Kunar
TXT_RIFT_07_DREAD_WASTES              = Dread Wastes
TXT_RIFT_07_BLACK_CITADEL             = Black Citadel
TXT_RIFT_07_GLACIAL_GROTTO            = Glacial Grotto
TXT_RIFT_07_GLACIERS_EDGE             = Glacier's Edge
TXT_RIFT_07_PILGRIMS_REST             = Pilgrim's Rest
TXT_RIFT_07_AURORA_PEAKS              = Aurora Peaks
TXT_RIFT_07_BITTER_WIND_PASS          = Bitter Wind Pass
TXT_RIFT_07_AURORA_PINNCALE           = Aurora Pinnacle
TXT_RIFT_07_ROOF_WORLD                = Roof of the World
# Reign of Terror mod
TXT_RIFT_ROT_01_ROGUE_ENCAMPMENT      = Rogue Encampment
TXT_RIFT_ROT_01_COLD_PLAINS           = Cold Plains
TXT_RIFT_ROT_01_STONY_FIELD           = Stony Field
TXT_RIFT_ROT_01_DARK_WOOD             = Dark Wood
TXT_RIFT_ROT_01_BLACK_MARSH           = Black Marsh
TXT_RIFT_ROT_01_CLOISTER_OUTER        = Outer Cloister
TXT_RIFT_ROT_01_JAIL                  = Jail Level 1
TXT_RIFT_ROT_01_CLOISTER_INNER        = Inner Cloister
TXT_RIFT_ROT_01_CATACOMBS             = Catacombs Level 2
TXT_RIFT_ROT_02_LUT_GHOLEIN           = Lut Gholein
TXT_RIFT_ROT_02_SEWERS                = Sewers Level 2
TXT_RIFT_ROT_02_DRY_HILLS             = Dry Hills
TXT_RIFT_ROT_02_HALLS_DEAD            = Halls of the Dead Level 2
TXT_RIFT_ROT_02_FAR_OASIS             = Far Oasis
TXT_RIFT_ROT_02_LOST_CITY             = Lost City
TXT_RIFT_ROT_02_PALACE_CELLAR         = Palace Cellar Level 1
TXT_RIFT_ROT_02_ARCANE_SANCTUARY      = Arcane Sanctuary
TXT_RIFT_ROT_02_CANYON_MAGI           = Canyon of the Magi
TXT_RIFT_ROT_03_KURAST_DOCKS          = Kurast Docks
TXT_RIFT_ROT_03_SPIDER_FOREST         = Spider Forest
TXT_RIFT_ROT_03_GREAT_MARSH           = Great Marsh
TXT_RIFT_ROT_03_FLAYER_JUNGLE         = Flayer Jungle
TXT_RIFT_ROT_03_KURAST_LOWER          = Lower Kurast
TXT_RIFT_ROT_03_KURAST_BAZAAR         = Kurast Bazaar
TXT_RIFT_ROT_03_KURAST_UPPER          = Upper Kurast
TXT_RIFT_ROT_03_TRAVINCAL             = Travincal
TXT_RIFT_ROT_03_DURANCE_HATE          = Durance of Hate Level 2
TXT_RIFT_ROT_04_PANDEMONIUM_FORTRESS  = Pandemonium Fortress
TXT_RIFT_ROT_04_PLAINS_DESPAIR        = Plains of Despair
TXT_RIFT_ROT_04_CITY_DAMNED           = City of the Damned
TXT_RIFT_ROT_04_RIVER_FLAME           = River of Flame
TXT_RIFT_ROT_05_HARROGATH             = Harrogath
TXT_RIFT_ROT_05_FRIGID_HIGHLANDS      = Frigid Highlands
TXT_RIFT_ROT_05_ARREAT_PLATEAU        = Arreat Plateau
TXT_RIFT_ROT_05_CRYSTALLINE_PASSAGE   = Crystalline Passage
TXT_RIFT_ROT_05_HALLS_PAIN            = Halls of Pain
TXT_RIFT_ROT_05_GLACIAL_TRAIL         = Glacial Trail
TXT_RIFT_ROT_05_FROZEN_TUNDRA         = Frozen Tundra
TXT_RIFT_ROT_05_ANCIENTS_WAY          = Ancient's Way
TXT_RIFT_ROT_05_WORLDSTONE_KEEP       = Worldstone Keep Level 2
TXT_RIFT_ROT_06_SHATTERED_CONCLAVE    = Shattered Conclave
TXT_RIFT_ROT_06_TRISTRAM              = Tristram
TXT_RIFT_ROT_06_LEVEL_02              = Catacombs, Level 2
TXT_RIFT_ROT_06_LEVEL_04              = Catacombs, Level 4
TXT_RIFT_ROT_06_LEVEL_06              = Catacombs, Level 6
TXT_RIFT_ROT_06_LEVEL_08              = Catacombs, Level 8
TXT_RIFT_ROT_06_LEVEL_10              = Catacombs, Level 10
TXT_RIFT_ROT_06_LEVEL_12              = Catacombs, Level 12
TXT_RIFT_ROT_06_LEVEL_14              = Catacombs, Level 14
TXT_RIFT_ROT_06_LEVEL_16              = Catacombs, Level 16
TXT_RIFT_ROT_06_HORADRIM_TOMB         = Tomb of the Horadrim
# Spawn Points
TXT_SPAWN_POINT                       = Wiederbelebungsort
TXT_SPAWN_DEVILS_CROSSING             = Devils's Crossing
TXT_SPAWN_HOMESTEAD                   = Homestead
TXT_SPAWN_FORT_IKON                   = Fort Ikon
# Shrines
TXT_SHRINE_ACT1                       = Akt 1
TXT_SHRINE_01_BURIAL_HILL             = Burial Hill
TXT_SHRINE_01_DEVILS_AQUIFIER         = Devil's Aquifer
TXT_SHRINE_01_WIGHTMIRE_CAVERN        = Foggy Bank
TXT_SHRINE_01_FLOODED_PASSAGE         = Überflutete Passage
TXT_SHRINE_01_BURIAL_CAVE             = Burrwitch Outskirts
TXT_SHRINE_01_HALLOWED_HILL           = Hallowed Hill
TXT_SHRINE_01_BURRWITCH_ESTATES       = Burrwitch Estates
TXT_SHRINE_01_UNDERGROUND_TRANSIT     = Labor des Aufsehers
TXT_SHRINE_01_CRAIGS_CRAGS            = East Marsh
TXT_SHRINE_01_GUARDIAN_OF_DREEG       = Dreegs Wächter
TXT_SHRINE_01_TEMPLE_OF_THE_THREE     = Der Tempel der Drei
TXT_SHRINE_ACT2                       = Akt 2
TXT_SHRINE_02_SPINED_COVE             = Arkovian Foothills
TXT_SHRINE_02_ROCKY_COAST             = Felsenküste
TXT_SHRINE_02_CRONLEYS_HIDEOUT        = Cronleys Versteck
TXT_SHRINE_02_OLD_ARKOVIA             = Old Arkovia
TXT_SHRINE_02_ARKOVIAN_UNDERCITY      = Arkovian Undercity
TXT_SHRINE_02_BROKEN_HILLS            = Broken Hills
TXT_SHRINE_02_STEPS_OF_TORMENT        = Stufen der Folter
TXT_SHRINE_ACT3                       = Akt 3
TXT_SHRINE_03_MOUNTAIN_DEEPS          = Berghöhlen
TXT_SHRINE_03_FORGOTTEN_DEPTHS        = Vergessene Tiefen
TXT_SHRINE_03_TYRANTS_HOLD            = Tyrant's Hold
TXT_SHRINE_03_INFESTED_FARMS          = Befallene Bauernhöfe
TXT_SHRINE_03_DEN_OF_THE_LOST         = Höhle der Verlorenen
TXT_SHRINE_03_CONFLAGRATION           = Die Feuersbrunst
TXT_SHRINE_03_PORT_VALBURY            = Port Valbury
TXT_SHRINE_03_BLOOD_GROVE             = Blood Grove
TXT_SHRINE_03_STONEREND_QUARRY        = Stonerend-Steinbruch
TXT_SHRINE_03_VILLAGE_OF_DARKVALE     = Dorf Darkvale
TXT_SHRINE_ACT4                       = Akt 4
TXT_SHRINE_04_ASTERKARN_VALLEY        = Asterkarntal
TXT_SHRINE_04_MOGDROGENS_SHRINE       = Mogdrogens Schrein
TXT_SHRINE_04_TOMB_OF_THE_DAMNED      = Grab der Verdammten
TXT_SHRINE_04_GATES_OF_NECROPOLIS     = Nekropolis
TXT_SHRINE_04_BLACK_SEPULCHER         = Schwarze Grabkammer
TXT_SHRINE_04_BASTION_OF_CHAOS        = Bastion des Chaos
TXT_SHRINE_04_TOMB_OF_THE_WATCHERS    = Grab der Wächter
TXT_SHRINE_04_SANCTUM_OF_THE_IMMORTAL = ???
TXT_SHRINE_ACT5                       = Akt 5
TXT_SHRINE_05_GLOOMWALD_CROSSING      = Gloomwald
TXT_SHRINE_05_ANCIENT_GROVE           = Uralter Hain
TXT_SHRINE_05_UGDENBOG_KRVALL         = Ugdenbog (Kr'vall)
TXT_SHRINE_05_TOMB_OF_UGDAL           = Ugdenbog
TXT_SHRINE_05_BARROWHOLM_MINE         = Barrowholm-Mine
TXT_SHRINE_05_DESOLATE_WASTES         = Totes Ödland
TXT_SHRINE_05_MALMOUTH                = Malmouth
TXT_SHRINE_05_RANSACKED_LIGHTHOUSE    = Geplünderter Leuchtturm
TXT_SHRINE_05_CROWN_HILL              = Kronenhügel
TXT_SHRINE_05_INFESTATION             = Der Befall
TXT_SHRINE_05_SANCTUM_OF_THE_CHOSEN   = ???
TXT_SHRINE_ACT6                       = Akt 6
TXT_SHRINE_06_SHATTERED_REALMS        = Erschüttertes Reich
TXT_SHRINE_06_TEMPLE_OSYR             = Osyrs Tempel
TXT_SHRINE_06_KORVAN_OASIS            = Verborgenes Refugium
TXT_SHRINE_06_CAIRAN_DOCKS            = Cairan Docks
TXT_SHRINE_06_SANDBLOWN_RUINS         = Sandverwehte Ruinen
TXT_SHRINE_06_RUINS_ABYD              = Abyds Ruinen
TXT_SHRINE_06_VALLEY_CHOSEN           = Tal der Auserwählten
TXT_SHRINE_06_ELDRITCH_SUN            = Grab der Übernatürlichen Sonne
TXT_SHRINE_06_SUNWARD_SPIRE           = Sonnenwacht-Turm
TXT_SHRINE_06_SANCTUARY_HORRAN        = Horrans Heiligtum
TXT_SHRINE_06_TOMB_HERETIC            = Grab des Häretikers
TXT_SHRINE_06_SECRET_QUEST            = ???
TXT_SHRINE_ACT7                       = Akt 7
TXT_SHRINE_07_FROSTVEIL_HIGHLANDS     = Frostveil Highlands
TXT_SHRINE_07_FREYOLL_VALLEY          = Freyoll Valley
TXT_SHRINE_07_RUINS_URAK_KUNAR        = Ruins of Urak Kunar
TXT_SHRINE_07_DREAD_WASTES            = Dread Wastes
TXT_SHRINE_07_SCARSTONE_DEPTHS        = Scarstone Depths
TXT_SHRINE_07_AURORA_PEAKS            = Aurora Peaks
TXT_SHRINE_07_DRANG_GAL               = Drang'Gal Fortress
TXT_SHRINE_07_TEMPLE_NERF             = Temple of N'erf
