Twisted Tower Tactics

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Showing 50 of 3145 translations (Page 55 of 63)
EN: Tower 2
Tower 2
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EN: Tower 3
Tower 3
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EN: Tower 4
Tower 4
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EN: Tower 5
Tower 5
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EN: Tower 6
Tower 6
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EN: Tower 7
Tower 7
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EN: Tower 8
Tower 8
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EN: Tower Blueprint
Tower Blueprint
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EN: Tower Reward
Tower Reward
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EN: Tower Upgrade
Tower Upgrade
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EN: Tower Upgrades
Tower Upgrades
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EN: Tower end of wave income
Tower end of wave income
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EN: Tower skill trees can be reset by spending 1 Reroll. The tower keeps its level and experience. Gold spent on the cleared upgrades is not refunded.
Tower skill trees can be reset by spending 1 Reroll. The tower keeps its level and experience. Gold spent on the cleared upgrades is not refunded.
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EN: Tower type
Tower type
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EN: Tower upgrade
Tower upgrade
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EN: Towers
Towers
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EN: Towers
Towers
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EN: Towers always prioritize this target.
Towers always prioritize this target.
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EN: Towers and buildings can be highlighted by pressing Left ALT. You can change how much information is shown for the towers, buildings and invaders by going to Settings.
Towers and buildings can be highlighted by pressing Left ALT. You can change how much information is shown for the towers, buildings and invaders by going to Settings.
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EN: Towers and traps within the area gain <Highlight>100</>x<Keyword>EBuffType::ATTACK_SPEED</> for <Highlight>{{APPLY_TOWER_ATTACK_SPEED:APPLY_TOWER_ATTACK_SPEED_DURATION:number}}</> seconds.
Towers and traps within the area gain <Highlight>100</>x<Keyword>EBuffType::ATTACK_SPEED</> for <Highlight>{{APPLY_TOWER_ATTACK_SPEED:APPLY_TOWER_ATTACK_SPEED_DURATION:number}}</> seconds.
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EN: Towers and traps' with the highest value are shown at the top
Towers and traps with the highest value are shown at the top
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EN: Towers gain <Highlight>1</> level immediately when placed on the most recently explored tile, but towers always have to participate in one wave before being able to be sold.
Towers gain <Highlight>1</> level immediately when placed on the most recently explored tile, but towers always have to participate in one wave before being able to be sold.
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EN: Towers gain experience <Highlight>{{TOWER_EXP_GAIN_CHANGE_PERCENT:percent}}%</> faster but upgrading them with gold costs <N_Highlight>{{LEVEL_UP_COST_CHANGE_PERCENT:percent}}%</> more.
Towers gain experience <Highlight>{{TOWER_EXP_GAIN_CHANGE_PERCENT:percent}}%</> faster but upgrading them with gold costs <N_Highlight>{{LEVEL_UP_COST_CHANGE_PERCENT:percent}}%</> more.
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EN: Towers placed here will receive the following bonus:
Towers placed here will receive the following bonus:
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EN: Towers will never prioritize this target unless it's the only target left.
Towers will never prioritize this target unless it's the only target left.
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EN: Towers:
Towers:
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EN: Trait
Trait
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EN: Trap
Trap
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EN: Trap
Trap
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EN: Trap Blueprint
Trap Blueprint
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EN: Trap Upgrade
Trap Upgrade
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EN: Trapper
Trapper
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EN: Traps always attack invaders above the trap itself, but the area of influence works just like tower range for all other purposes (building occupation, module triggers, and so on).
Traps always attack invaders above the trap itself, but the area of influence works just like tower range for all other purposes (building occupation, module triggers, and so on).
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EN: Traps and towers gain <Highlight>{{BLIZZ_ICE_STATUE_3:CHANCE:percent}}%</> Critical chance per Statue of Ice. Current bonus: <Highlight>+{0}%</> Crit chance.
Traps and towers gain <Highlight>{{BLIZZ_ICE_STATUE_3:CHANCE:percent}}%</> Critical chance per Statue of Ice. Current bonus: <Highlight>+{0}%</> Crit chance.
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EN: Tree of Life
Tree of Life
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EN: Tree of Life
Tree of Life
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EN: Tree of Life
Tree of Life
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EN: Tree of Life
Tree of Life
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EN: Triumph
Triumph
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EN: Troll Blood
Troll Blood
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EN: Troll Blood+
Troll Blood+
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EN: Trophy Pole
Trophy Pole
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EN: Trophy Pole gold bonus
Trophy Pole gold bonus
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EN: True Damage
True Damage
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EN: True Damage
True Damage
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EN: True Damage
True Damage
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EN: True Damage
True Damage
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EN: True damage ignores armor and magic resistances.
True damage ignores armor and magic resistances.
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EN: True damage ignores armor and magic resistances.
True damage ignores armor and magic resistances.
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EN: Turns <Keyword>EBuffType::INVISIBILITY</> for <Highlight>{{GAIN_BUFF_ON_TRIGGER:DURATION:number}}</> seconds every <Highlight>{{ON_TIMER_TRIGGER:TICK_RATE:number}}</> seconds.
Turns <Keyword>EBuffType::INVISIBILITY</> for <Highlight>{{GAIN_BUFF_ON_TRIGGER:DURATION:number}}</> seconds every <Highlight>{{ON_TIMER_TRIGGER:TICK_RATE:number}}</> seconds.
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