# #-#-#-#-# wesnoth-help.cpp.pot (PACKAGE VERSION) #-#-#-#-# # SOME DESCRIPTIVE TITLE. # Copyright (C) YEAR Wesnoth development team # This file is distributed under the same license as the PACKAGE package. # # Translators: # Automatically generated, 2005 # RatArmy , 2015 # MATSUMOTO Yuji , 2005 # OOTA, Masato , 2015 # RatArmy , 2015 # yma , 2011 msgid "" msgstr "" "Project-Id-Version: Wesnoth1.12\n" "Report-Msgid-Bugs-To: http://bugs.wesnoth.org/\n" "POT-Creation-Date: 2015-10-30 01:45-0300\n" "PO-Revision-Date: 2015-11-04 04:40+0000\n" "Last-Translator: RatArmy \n" "Language-Team: Japanese (Japan) (http://www.transifex.com/wesnoth-jp/" "wesnoth112/language/ja_JP/)\n" "Language: ja_JP\n" "MIME-Version: 1.0\n" "Content-Type: text/plain; charset=UTF-8\n" "Content-Transfer-Encoding: 8bit\n" "Plural-Forms: nplurals=1; plural=0;\n" #. [time]: id=underground #: data/campaigns/Heir_To_The_Throne/utils/httt_utils.cfg:531 #: data/core/macros/schedules.cfg:99 msgid "Underground" msgstr "地下" #. [berserk]: id=berserk #: data/campaigns/Under_the_Burning_Suns/scenarios/03_Stirring_in_the_Night.cfg:666 #: data/core/macros/abilities.cfg:562 msgid "berserk" msgstr "狂戦" #. [berserk]: id=berserk #: data/campaigns/Under_the_Burning_Suns/scenarios/03_Stirring_in_the_Night.cfg:668 #: data/core/macros/abilities.cfg:563 msgid "" "Whether used offensively or defensively, this attack presses the engagement " "until one of the combatants is slain, or 30 rounds of attacks have occurred." msgstr "" "この攻撃が戦いで使われた場合、いずれかの戦闘ユニットが倒されるまで交戦をやめ" "ません。ただし、30 回の攻撃が行われた場合はその時点で交戦を終了します。" #. [chance_to_hit]: id=magical #: data/campaigns/Under_the_Burning_Suns/scenarios/03_Stirring_in_the_Night.cfg:677 #: data/core/macros/abilities.cfg:641 msgid "magical" msgstr "魔法" #. [chance_to_hit]: id=magical #: data/campaigns/Under_the_Burning_Suns/scenarios/03_Stirring_in_the_Night.cfg:679 #: data/core/macros/abilities.cfg:642 msgid "" "This attack always has a 70% chance to hit regardless of the defensive " "ability of the unit being attacked." msgstr "" "この攻撃は攻撃されるユニットの地形防御を無視して常に命中率が 70% となります。" #. [firststrike]: id=firststrike #: data/campaigns/Under_the_Burning_Suns/scenarios/03_Stirring_in_the_Night.cfg:688 #: data/core/macros/abilities.cfg:686 msgid "first strike" msgstr "先制" #. [firststrike]: id=firststrike #: data/campaigns/Under_the_Burning_Suns/scenarios/03_Stirring_in_the_Night.cfg:690 #: data/core/macros/abilities.cfg:687 msgid "" "This unit always strikes first with this attack, even if they are defending." msgstr "このユニットは、防御時であってもこの武器で先に攻撃します。" #. [heals]: id=healing #: data/campaigns/Under_the_Burning_Suns/utils/abilities.cfg:16 #: data/core/macros/abilities.cfg:10 msgid "heals +4" msgstr "回復 +4" #. [heals]: id=healing #: data/campaigns/Under_the_Burning_Suns/utils/abilities.cfg:17 #: data/core/macros/abilities.cfg:11 msgid "female^heals +4" msgstr "回復 +4" #. [heals]: id=healing #: data/campaigns/Under_the_Burning_Suns/utils/abilities.cfg:18 #: data/core/macros/abilities.cfg:12 msgid "" "Allows the unit to heal adjacent allied units at the beginning of our turn.\n" "\n" "A unit cared for by this healer may heal up to 4 HP per turn, or stop poison " "from taking effect for that turn.\n" "A poisoned unit cannot be cured of its poison by a healer, and must seek the " "care of a village or a unit that can cure." msgstr "" "このユニットは隣接する友好的なユニットをターン開始時に回復させます。\n" "\n" "このユニットに治療されるユニットは 1 ターンにHPが 4 回復します。もしくは、そ" "のターンに毒の効果が発動しないようにします。\n" "毒を受けているユニットの解毒を行うことはできません。村で回復させるか、治療ユ" "ニットを捜して下さい。" #. [heals]: id=healing #: data/campaigns/Under_the_Burning_Suns/utils/abilities.cfg:44 #: data/core/macros/abilities.cfg:29 msgid "heals +8" msgstr "回復 +8" #. [heals]: id=healing #: data/campaigns/Under_the_Burning_Suns/utils/abilities.cfg:45 #: data/core/macros/abilities.cfg:30 msgid "female^heals +8" msgstr "回復 +8" #. [heals]: id=healing #: data/campaigns/Under_the_Burning_Suns/utils/abilities.cfg:46 #: data/core/macros/abilities.cfg:31 msgid "" "This unit combines herbal remedies with magic to heal units more quickly " "than is normally possible on the battlefield.\n" "\n" "A unit cared for by this healer may heal up to 8 HP per turn, or stop poison " "from taking effect for that turn.\n" "A poisoned unit cannot be cured of its poison by a healer, and must seek the " "care of a village or a unit that can cure." msgstr "" "このユニットは薬草と魔法を組み合わせて、戦場で通常可能であったよりも素早くユ" "ニットを回復します。\n" "\n" "このユニットに治癒されるユニットは 1 ターンにHPが 8 回復します。もしくは、そ" "のターンに毒の効果が発動しないようにします。\n" "毒を受けているユニットの解毒を行うことはできません。村で回復させるか、治療ユ" "ニットを捜して下さい。" #. [section]: id=encyclopedia #. [topic]: id=..encyclopedia #: data/core/encyclopedia/_main.cfg:5 data/core/encyclopedia/_main.cfg:12 msgid "Encyclopedia" msgstr "事典" #. [topic]: id=..encyclopedia #: data/core/encyclopedia/_main.cfg:14 msgid "dst='..geography' text='Geography'" msgstr "dst='..geography' text='地理'" #. [section]: id=geography #. [topic]: id=..geography #: data/core/encyclopedia/geography.cfg:11 #: data/core/encyclopedia/geography.cfg:18 msgid "Geography" msgstr "地理" #. [topic]: id=arkan_thoria #: data/core/encyclopedia/geography.cfg:25 msgid "Arkan-thoria" msgstr "Arkan-thoria" #. [topic]: id=arkan_thoria #: data/core/encyclopedia/geography.cfg:26 msgid "" "A river rising in the dst='heart_mountains' text='Heart Mountains' and running east to the Listra." msgstr "" "dst='heart_mountains' text='中心山脈'から東に流れる川で Listra 川" "に合流します。" #. [topic]: id=great_ocean #: data/core/encyclopedia/geography.cfg:31 msgid "Great Ocean" msgstr "大洋" #. [topic]: id=great_ocean #: data/core/encyclopedia/geography.cfg:32 msgid "" "Lies to the west of the dst='great_continent' text='continent' " "and all rivers eventually flow to it. Far to the west in the the Great Ocean " "is a huge archipelago called dst='morogor' text='Morogor'." msgstr "" "dst='great_continent' text='大陸'の西に広がり、すべての河川は最終" "的に太洋に注ぎ込みます。大洋のはるか西にはdst='morogor' text='Morogor'と呼ばれる広大な多島海.が存在します。" #. [topic]: id=morogor #: data/core/encyclopedia/geography.cfg:37 msgid "Morogor" msgstr "Morogor" #. [topic]: id=morogor #: data/core/encyclopedia/geography.cfg:38 msgid "" "Archipelago, located somewhere in the dst='great_ocean' text='Great " "Ocean' west of the dst='green_isle' text='Green Isle' and " "east of the dst=old_continent text='Old Continent'.\n" "It is mostly inhabited by dst='..race_drake' text='drakes'.\n" "The central island of the archipelago is also called ‘Morogor’." msgstr "" "dst='green_isle' text='Green Isle (緑の島)'と" "dst=old_continent text='旧大陸'の間のdst='great_ocean' " "text='大洋'のどこかに存在する島々です。\n" "大部分の島にはdst='..race_drake' text='ドレーク'が居住していま" "す。\n" "多島海最大の島も「Morogor」と呼ばれます。" #. [topic]: id=green_isle #: data/core/encyclopedia/geography.cfg:45 msgid "Green Isle" msgstr "緑の島(Green Isle)" #. [topic]: id=green_isle #: data/core/encyclopedia/geography.cfg:46 msgid "" "A bigger island lying in the dst='great_ocean' text='Great Ocean'." msgstr "dst='great_ocean' text='大洋'に存在する大きな島です。" #. [topic]: id=old_continent #: data/core/encyclopedia/geography.cfg:51 msgid "Old Continent" msgstr "旧大陸(Old Continent)" #. [topic]: id=old_continent #: data/core/encyclopedia/geography.cfg:52 msgid "" "Lies to the west of dst='morogor' text='Morogor' across the " "dst='great_ocean' text='Great Ocean'." msgstr "" "dst='morogor' text='Morogor'から見てdst='great_ocean' " "text='大洋'.の向こう側の西方に横たわっています。" #. [topic]: id=great_continent #: data/core/encyclopedia/geography.cfg:57 msgid "Great Continent" msgstr "大陸(Great Continent)" #. [topic]: id=great_continent #: data/core/encyclopedia/geography.cfg:58 msgid "" "The continent on which the dst='kingdom_wesnoth' text='Kingdom of " "Wesnoth' lies. Its west coast is surrounded by the " "dst='great_ocean' text='Great Ocean'." msgstr "" "dst='kingdom_wesnoth' text='Wesnoth 王国'が存在する大陸であり、そ" "の西岸はすべてdst='great_ocean' text='大洋'.です。" #. [topic]: id=irdya #: data/core/encyclopedia/geography.cfg:63 msgid "Irdya" msgstr "Irdya" #. [topic]: id=irdya #: data/core/encyclopedia/geography.cfg:64 msgid "" "The name of the world in which the kingdom of dst='kingdom_wesnoth' " "text='Wesnoth' is situated is ‘Irdya’. This term is, however, only " "rarely used in the era depicted by the main map. People normally just say " "“the world” or, poetically, “the wide green world”." msgstr "" "dst='kingdom_wesnoth' text='Wesnoth王国'がある世界全体の名前です。" "しかしながら、この単語「Irdya」はこの時代には非常にまれにしか使用されず、通常" "人々は「世界」とだけ呼ぶか、詩的表現として「広い緑の世界」と言いました。" #. [topic]: id=kingdom_wesnoth #: data/core/encyclopedia/geography.cfg:69 msgid "Kingdom of Wesnoth" msgstr "Wesnoth王国(Kingdom of Wesnoth)" #. [topic]: id=kingdom_wesnoth #: data/core/encyclopedia/geography.cfg:70 msgid "" "The Kingdom of Wesnoth is located in the north-central portion of the " "dst='great_continent' text='Great Continent'. Most of the " "mainline campaigns revolve around it. It is bounded on the map by the Great " "River to the north, the shore of the Great Ocean to the west, the Aethenwood " "to the dst='southwest_elven_lands' text='southwest', and the " "Bitter Swamp to the southeast (lower right corner of the main map).\n" "\n" "Over the River Aethen, south of Fort Tahn, is a Wesnothian frontier region. " "It is bounded to the south (off-map) by dense woods of which the Aethenwood " "may be considered a northernmost extension.\n" "\n" " • Notable cities:\n" " ◦ Weldyn: The capital of Wesnoth.\n" " ◦ Aldril: City lying on the Bay of Pearls.\n" " ◦ Blackwater Port: City lying south of the Bay of Pearls.\n" " ◦ Carcyn: Located between the Grey Woods and the Great River.\n" " ◦ Dan’Tonk: Wesnoth’s largest city, located in the center of the " "country, just west and north of Weldyn.\n" " ◦ Soradoc: The northernmost border outpost of Wesnoth, controls " "the confluence of the Weldyn River and the Great River.\n" " ◦ Fort Tahn: The southernmost border outpost, controls the north/" "south road crossing the River Aethen.\n" " ◦ Tath: Important fort city north of Dan’Tonk, exerts control over " "the wilderness country around the east of the Brown Hills and north to the " "Ford of Abez.\n" "\n" " • Notable land features:\n" " ◦ Gryphon Mountain: Home of the fabled Gryphons\n" " ◦ Ford of Abez: Shallow part of the Great River, it is usually " "controlled by Wesnothian forces\n" " ◦ Weldyn River: It branches from the Great River and goes south\n" " ◦ Great Central Plain: Area bounded by Weldyn, Dan’Tonk, and Fort " "Tahn, this plain is Wesnoth’s bread basket and home to most of its " "population\n" " ◦ Dulatus Hills: These rolling hills bordering the Great Central " "Plain provide much of Wesnoth’s livestock and agriculture\n" " ◦ Brown Hills: Wasteland surrounding Gryphon Mountain that is not " "well-populated and occasionally very dangerous.\n" " ◦ Horse Plains: Region of rolling plains just south of the Great " "River, bounded by Glyn’s Forest to the west and the River Weldyn to the " "east; the southern reach merges into the Central Plain. Home of the powerful " "Clans; the best horses in Wesnoth are bred here.\n" " ◦ Estmark Hills: Largish range rising south of the Great River and " "east of the Weldyn River. The northernmost portion, nearest the River " "Weldyn, has at various times been settled by Wesnothians, but the Kingdom’s " "control is tenuous at best and banditry is common.\n" " ◦ Glyn’s Forest: Sometimes known as the Royal Forest, named for " "one of Haldric II’s sons\n" " ◦ Gray Woods: Large forest in the heart of the wilds of Wesnoth, " "located between Carcyn and Aldril and generally considered to be haunted\n" " ◦ Green Swamp: Large swamp in the heart of the wilds of Wesnoth, " "south of Aldril. It receives drainage from the Brown Hills and feeds into " "the Great River. (Not shown on the main map.)" msgstr "" "Wesnoth王国はdst='great_continent' text='大陸'の中央に位置します。" "キャンペーンの多くはこの国を中心に展開します。国境は、北は大いなる川、西は大" "洋に面した海岸、dst='southwest_elven_lands' text='南西'は" "Aethenwood、そして南東は苦い湿地(Bitter湿地、大マップの右下)です。\n" "\n" "Fort Tahnを越えたAethen川(River Aethen)の南側はWesnothにおける開拓中の地域で" "す。その南端(マップ外)はAethenwoodの延長とも考えられる濃密な森となっていま" "す。\n" "\n" " • 主要な都市\n" " ◦ Weldyn: Wesnoth 王国の首都\n" " ◦ Aldril: 真珠の入り江の面する都市\n" " ◦ Blackwater Port: 真珠の入り江の南に位置する都市\n" " ◦ Carcyn: Grey Woods(灰色森)と大いなる川の間に位置する都市\n" " ◦ Dan’Tonk: Weddyn のすぐ西、国土の中央に位置する Wesnoth 最大の都" "市\n" " ◦ Soradoc: 北部方面の国境周辺の軍事都市であり、 Weldyn 川と大いなる" "川が分かれる地点を管理しています。.\n" " ◦ Fort Tahn: 南部方面の軍事都市であり、南北の交通路が Aethen 川を横" "切る地点を管理しています。\n" " ◦ Tath: Dan'Tonkの北にある要塞都市。Brown 丘陵の東や Abez の浅瀬の" "北に広がる荒野の住人を威嚇しています。\n" "\n" " • 主要な地形特徴\n" " ◦ グリフォンの山(Gryphon Mountain): 伝説的なグリフォンのすみかで" "す。\n" " ◦ Abezの浅瀬(Ford of Abez): 大いなる川の浅くなっている部分で、普段" "は Wesnoth軍の管理下にあります。\n" " ◦ Weldyn川(Weldyn River): 大いなる川から別れて南に流れます。\n" " ◦ 中央大平原(Great Central Plain): Weldyn、Dan'Tonk、そして Fort " "Tahn によって囲まれた地域で、この平原はWesnothのパン籠(穀倉地帯)であり、そ" "の人口の大部分が住んでいます。\n" " ◦ Dulatus 丘陵(Dulatus Hills): 中央大平原と接しているゆるやかな起伏" "の続く丘陵地帯はWesnothの家畜と農産物の多くを供給しています。\n" " ◦ Brown 丘陵(茶色丘陵、Brown Hills): 人口が少なく、時として非常に" "危険な、グリフォンの山を取り巻いている不毛地帯\n" " ◦ 馬平原(Horse Plains): 大いなる川のすぐ南に広がるやや起伏のある平" "原です。それは西の Glyn の森、東の Weldyn 川で区切られ、南では中央大平原に溶" "け込んでいます。そこは強力な Clan 集団の本拠地で、 Wesnoth 中でもっとも優秀な" "馬はここで生産されます。\n" " ◦ 東方丘陵地帯(Estmark Hills): 大いなる川の南方かつ Weldyn 川の東方" "の広大な地域です。その最北の部分かつ Weldyn 川沿いには Wesnoth 人が入植してい" "ますが、その地域への王国の支配は不安定で略奪が横行しています。\n" " ◦ Glyn の森(Glyn’s Forest): Haldric2世の息子の一人にちなんで名付け" "られた、王家の森として知られる森。\n" " ◦ 灰色森(Gray Woods): Wesnoth の荒野の中心に位置する大きな森で、" "Carcyn と Aldril の間に位置し、一般的に幽霊が出ると考えられています。\n" " ◦ 緑の湿地(Green Swamp): Aldril の南、Wesnoth の荒野の中心にある大" "きな湿地。その水は Brown 丘陵を水源とし、大いなる川に流れ込む。(流れ込む部分" "は大マップには表示されていません)" #. [topic]: id=elensefar #: data/core/encyclopedia/geography.cfg:100 msgid "Elensefar" msgstr "Elensefar" #. [topic]: id=elensefar #: data/core/encyclopedia/geography.cfg:101 msgid "" "Elensefar is at times a province of dst='kingdom_wesnoth' " "text='Wesnoth', at times an independent country, and at times in a " "treaty federation with Wesnoth. Its borders are the Great River to the " "north, a loosely defined line with Wesnoth to the east, the Bay of Pearls to " "the south, and the dst='great_ocean' text='ocean' to the west. " "More information is found in the historical narrative of Wesnoth.\n" "\n" " • Notable cities:\n" " ◦ Elensefar: The capital, located on an island in the " "dst='great_river' text='Great River' delta\n" " ◦ Carcyn: City on the Wesnoth–Elensefar border, disputed with " "Wesnoth\n" " • Notable land features:\n" " ◦ dst='great_river' text='Great River': It is very wide " "at this point, and only ships can cross it." msgstr "" "Elensefar は、ある時はdst='kingdom_wesnoth' text='Wesnoth 王国'の" "一地方であり、またある時は独立国、そしてまたある時は緩やかな盟約により " "Wesnoth と結ばれた同盟国であったりする地域です。北は大いなる川、東はあいまい" "に定められた Wesnoth との国境、南は真珠の入江、西はdst='great_ocean' " "text='大洋'がそれぞれ Elensefarの領域を区切っています。Elensefarについ" "てのより詳しい情報は、Wesnoth の歴史を参照してください。\n" "\n" " • 主要な都市\n" " ◦ Elensefar: 首都、dst='great_river' text='大いなる川'の" "三角州上の島に位置する。\n" " ◦ Carcyn: Wesnoth と Elensefar の国境線上の都市、Wesnoth との係争" "地\n" " • 主要な地形特徴\n" " ◦ dst='great_river' text='大いなる川': この付近では川幅" "が広く、渡るには船が必要。." #. [topic]: id=northlands #: data/core/encyclopedia/geography.cfg:112 msgid "Northlands" msgstr "北の大地(Northlands)" #. [topic]: id=northlands #: data/core/encyclopedia/geography.cfg:113 msgid "" "There is no government of the Northlands. Various groups of orcs, dwarves, " "barbarian men and even elves populate the region. The northern and eastern " "borders are not defined, the southern border is the dst='great_river' " "text='Great River', and the western border is the " "dst='great_ocean' text='Great Ocean'.\n" "\n" " • Notable cities:\n" " ◦ Glamdrol: An Orcish tribal capital\n" " ◦ Wesmere: The location of the Ka’lian — the Elvish Council\n" " ◦ Dwarven Doors: A mixed human/dwarven town in the region of " "Knalga in the southern Heart Mountains. A major trade center.\n" " ◦ Dallben and Delwyn: Human villages originally built by settlers " "who crossed the Great River during Wesnoth’s Golden Age expansion. Now " "abandoned. The forested area northeast of Elensefar, where these villages " "were located, was named the Annuvin province by men but was known by the " "elves as Wesmere.\n" "\n" " • Notable land features:\n" " ◦ Heart Mountains: A virtually impassable barrier between the " "river country and the Northern Plains.\n" " ◦ Heartfangs: the particularly forbidding stretch of high peaks " "southwest of Lake Vrug and north of the Forest of Wesmere. The most " "inhospitable and dangerous portion of the Heart Mountains; only hermits, " "madmen, and mages live there.\n" " ◦ Swamp of Dread: a very large bog located between the Heart " "Mountains and the Great River. A notoriously dangerous place.\n" " ◦ Lake Vrug: A large mountain lake whose river carves the only " "pathway through the Northern Mountains\n" " ◦ Arkan-thoria: The river than comes out of Lake Vrug. This is the " "elvish name; among humans it is called Longlier.\n" " ◦ River Listra: The south-running tributary of the Great River " "into which the Arkan-thoria empties.\n" " ◦ Lintanir Forest: The southernmost portion of the Great Northern " "Forest, a gigantic wood whose eastern and northern boundaries are known only " "the elves. Their capitol, Elensiria, has only seldom been visited by " "humans.\n" " ◦ Great River: The origin of this river is somewhere in the east " "of the northern lands" msgstr "" "北の大地を統一する政府はありません。オークやドワーフ、野蛮人、エルフなどがそ" "れぞれ集団を作って住んでいます。北の土地から「極北」や東の境界線は不明瞭です" "が、南はdst='great_river' text='大いなる川'、西は" "dst='great_ocean' text='大洋'が境界線です。\n" "\n" " • 主要な都市\n" " ◦ Glamdrol: オークの一部族の首都\n" " ◦ Wesmere: エルフの評議会、Ka’lianが開かれる場所\n" " ◦ ドワーフの扉(Dwarven Doors): 人間とドワーフが入り混じって居住して" "いる街で、中心山脈の南斜面にある Knalga 地域に位置します。交易の中心地で" "す。\n" " ◦ DallbenとDelwyn: 人間の村であり、最初は Wesnoth黄金時代の拡張期に" "大いなる川を渡った入植者によって建設されました。その後放棄され、Elensefar北東" "の森林地帯に戻っていましたが, これらの村は再び居住されるようになり新たに " "Annuvin地方と名づけられましたが居住者は人間ではなくWesmereのエルフでした。\n" "\n" " • 主要な地形特徴\n" " ◦ 中心山脈(Heart Mountains): 川沿いの地方と北部平原の間にあるほとん" "ど通行不能な障壁です。\n" " ◦ 心臓の牙(Heartfangs): 特に険しい一連の高峰の山頂です。それは " "Vrug 湖の南で Wesmere の森の北に位置します。中心山脈の中でもそこは誰も寄せ付" "けない危険な場所で、世捨て人と気が狂った連中と魔法使いだけがその住人です。\n" " ◦ 恐怖の沼地(Swamp of Dread): 中心山脈と大いなる川の間にある広大な" "沼地です。悪名高い危険な場所です。\n" " ◦ Vrug湖(Lake Vrug): 周囲を山岳に囲まれた大きな湖でそこから流れ出す" "川は北部の山岳地帯に唯一の交通路を作っています。\n" " ◦ Arkan-thoria: Vrug 湖から流れ出す川です。これはエルフの名称であ" "り、人間は Longlier と呼びます。\n" " ◦ Listra川(River Listra): 大いなる川の北から南に流れる支流で Arkan-" "thoria の流れを飲み込んでしまいます。\n" " ◦ Lintanirの森(Lintanir Forest): 大北部森林地帯(Great Northern " "Forest)の一部を構成する大森林で、その東と北の境界線はエルフだけが知っていま" "す。彼らの首都である Elensiria に人間が入ることはめったにありません。\n" " ◦ 大いなる川(Great River): この川の源流は北の土地のどこかにあると思" "われます。" #. [topic]: id=southwest_elven_lands #: data/core/encyclopedia/geography.cfg:134 msgid "Southwest Elven Lands" msgstr "南西のエルフ王国(Southwest Elven Lands)" #. [topic]: id=southwest_elven_lands #: data/core/encyclopedia/geography.cfg:135 msgid "" "The Wood Elves are separate from those of the north, and have only " "intermittent relations with them and most other countries. Its borders are " "the Green Swamp to the northeast, the desert (not shown) to the south, and " "the dst='great_ocean' text='Ocean' to the west.\n" "\n" " • Notable cities\n" " ◦ None known\n" " • Notable land features:\n" " ◦ Aethen Forest: The largest southern forest, it extends far to " "the southwest—much farther than is charted—and is home to dst='.." "race_elf' text='elves'." msgstr "" "南の森のエルフは北部の他の種族達とは隔絶した暮らしを営んでおり、よそ者との関" "係も良好だとは言えません。彼らの住む領域は、北東は緑の湿地(Green Swamp)、南は" "砂漠(表示されません)、西はdst='great_ocean' text='大洋'によって" "区切られています。\n" "\n" " • 主要な都市\n" " ◦ 不明\n" " • 主要な地形特徴\n" " ◦ Aethenの森(Aethen Forest): 南部で最大の森。地図に記されるよりも遠" "く南西の方角に広がる。dst='..race_elf' text='エルフ'.の故郷。" #. [topic]: id=heart_mountains #: data/core/encyclopedia/geography.cfg:145 msgid "Heart Mountains" msgstr "中心山脈(Heart Mountains)" #. [topic]: id=heart_mountains #: data/core/encyclopedia/geography.cfg:146 msgid "" "A virtually impassable barrier between the dst='arkan_thoria' " "text='river' country and the dst='far_north' text='Northern " "Plains'." msgstr "" "dst='arkan_thoria' text='Arkan-thoria' 川周辺地域と" "dst='far_north' text='北部平原'の間にある.ほとんど通行不能な山々で" "す。" #. [topic]: id=far_north #: data/core/encyclopedia/geography.cfg:151 msgid "Far North" msgstr "極北(Far North)" #. [topic]: id=far_north #: data/core/encyclopedia/geography.cfg:152 msgid "" "Cold, harsh, and inaccessible, the Far North is the ancestral home of the " "Orcish Clannate. It lies north of the dst='heart_mountains' text='Heart " "Mountains', which the Orcs call the Haggid-Dargor and claim (without " "merit) as their own. To the east lie the Unaligned Tribes of the Wild " "Steppe, who fell out of the control of the Clannate, instead roaming with " "wild human barbarians and clashing with the High Elves of the North Plains " "(known as North Elves in human lands). The High Elves themselves reside " "further east, where it is rumored they rule a vast kingdom.\n" "\n" " • Notable cities:\n" " ◦ Barag Gor, a city home to the Orcish Council\n" " ◦ Bitok\n" " ◦ Borstep\n" " ◦ Farzi\n" " ◦ Lmarig\n" " ◦ Melmog\n" " ◦ Prestim\n" " ◦ Tirigaz\n" " ◦ Dorest, the northernmost human city\n" " • Notable land features:\n" " ◦ Black Marshes\n" " ◦ Mountains of Dorth\n" " ◦ Mountains of Haag\n" " ◦ Greenwood\n" " ◦ Silent Forest\n" " ◦ Forest of Thelien\n" " ◦ River Oumph\n" " ◦ River Bork\n" " ◦ Frosty Wastes\n" " ◦ Barren Plains" msgstr "" "極めて寒く、交通の不便な土地ですが、「極北」は昔オーク連合があった場所です。" "dst='heart_mountains' text='中心山脈'(オークは Haggid-Dargor と呼" "び何の利点もないのに所有権を主張しています)の北に広がっています。その東部に" "かけてはオーク連合から離れた未統一の各部族が荒野の平原に散在しています。彼ら" "は人間の野蛮人と手を組み高地エルフ(人間界では北部エルフとして知られていま" "す)との間で北部平原を巡って衝突しています。高地エルフ自身ははるか東まで広" "がっており大王国を築いていると噂されています。\n" "\n" " • 主要な都市\n" " ◦ Barag Gor: オーク評議会が開かれる都市です。\n" " ◦ Bitok\n" " ◦ Borstep\n" " ◦ Farzi\n" " ◦ Lmarig\n" " ◦ Melmog\n" " ◦ Prestim\n" " ◦ Tirigaz\n" " ◦ Dorest: 最北の人間の都市\n" " • Notable land features:\n" " ◦ 黒い湿地帯(Black Marshes)\n" " ◦ Dorth山脈(Mountains of Dorth)\n" " ◦ Haag山脈(Mountains of Haag)\n" " ◦ Greenwood\n" " ◦ 静寂の森(Silent Forest)\n" " ◦ Thelienの森(Forest of Thelien)\n" " ◦ Oumph川(River Oumph)\n" " ◦ Bork川(River Bork)\n" " ◦ 凍てつく荒野(Frosty Wastes)\n" " ◦ 不毛の平野(Barren Plains)" #. [section]: id=introduction #. [topic]: id=..introduction #: data/core/help.cfg:10 data/core/help.cfg:85 msgid "Introduction" msgstr "はじめに" #. [section]: id=gameplay #. [topic]: id=..gameplay #: data/core/help.cfg:16 data/core/help.cfg:136 msgid "Gameplay" msgstr "ゲームの遊び方" #. [section]: id=traits_section #. [topic]: id=..traits_section #: data/core/help.cfg:22 data/core/help.cfg:358 msgid "Traits" msgstr "特性" #. [section]: id=units #. [topic]: id=..units #: data/core/help.cfg:31 data/core/help.cfg:91 msgid "Units" msgstr "ユニット" #. [section]: id=abilities_section #. [topic]: id=..abilities_section #: data/core/help.cfg:40 data/core/help.cfg:100 msgid "Abilities" msgstr "能力" #. [section]: id=weapon_specials #. [topic]: id=..weapon_specials #: data/core/help.cfg:48 data/core/help.cfg:109 msgid "Weapon Specials" msgstr "特殊武器" #. #-#-#-#-# wesnoth-help.wml.pot (PACKAGE VERSION) #-#-#-#-# #. [section]: id=factions_section #: data/core/help.cfg:56 src/help.cpp:1291 src/help.cpp:1293 msgid "Factions" msgstr "党派" #. [section]: id=terrains_section #. [topic]: id=..terrains_section #: data/core/help.cfg:63 data/core/help.cfg:492 msgid "Terrains" msgstr "地形" #. [section]: id=addons #. [topic]: id=..addons #: data/core/help.cfg:71 data/core/help.cfg:500 msgid "Add-ons" msgstr "アドオン" #. [section]: id=commands #. [topic]: id=..commands #: data/core/help.cfg:77 data/core/help.cfg:565 msgid "Commands" msgstr "コマンド" #. [topic]: id=..units #: data/core/help.cfg:92 msgid "" "This section will list all the units you discover as you explore the world " "of Wesnoth. When you see a new unit during a campaign or multiplayer " "scenario it will be added to its race’s subsection; you can then view its " "page any time you wish. A unit’s page will provide a general description, " "its statistics, attacks, resistances, and movement and defense values.\n" "\n" msgstr "" "これはあなたがWesnothの世界を探索し、見つけたユニットの一覧です。キャンペーン" "やマルチプレイヤーシナリオで新しいユニットを見つけると、そのユニットが属する" "種族の項目に追加されます。それぞれのページにはユニットの説明やステータス、武" "器、耐性、移動力、地形防御が記録されていおり、それらのページはいつでも確認す" "ることができます。\n" "\n" #. [topic]: id=..abilities_section #: data/core/help.cfg:101 msgid "" "Certain units have abilities that either directly affect other units or have " "an impact on how the unit interacts with other units. These abilities will " "be listed under this section as you encounter them. Each page will provide a " "description of what the ability does and which (currently discovered) units " "have it.\n" "\n" msgstr "" "ある種のユニットは他のユニットに直接影響を与える能力を持ちます。これらの能力" "は遭遇した時にこのトピックの下に一覧表示されます。それらのページには能力に関" "する説明や、その能力を持つ(発見済みの)ユニットの一覧が表示されます。\n" "\n" #. [topic]: id=..weapon_specials #: data/core/help.cfg:110 msgid "" "Some weapons have special features that increase the effectiveness of " "attacking with them. When you see a new weapon special during a campaign or " "multiplayer scenario it will be added to this list; you can then view its " "page any time you wish. Each page will provide a description of what the " "weapon special does and which (currently discovered) units have it.\n" "\n" msgstr "" "一部の武器は特殊な能力を備えています。あなたがキャンペーンやマルチプレイヤー" "シナリオで新たな特殊武器に遭遇すると、このリストに追加され、いつでも確認でき" "るようになります。それぞれのページには特殊武器の説明と、それを持つ(発見済み" "の)ユニットの一覧が表示されます。\n" "\n" #. [topic]: id=.unknown_unit #: data/core/help.cfg:119 msgid "Unknown Unit" msgstr "不明なユニット" #. [topic]: id=.unknown_unit #: data/core/help.cfg:120 msgid "" "\n" "\n" "This unit is unknown for the moment. You must discover it in the game to be " "allowed to see its description." msgstr "" "\n" "\n" "このユニットは現在のところ不明です。このユニットの詳細を見るためには、ゲーム" "の中で見つけなければなりません。" #. [topic]: id=introduction_topic #: data/core/help.cfg:127 msgid "Overview" msgstr "概要" #. [topic]: id=introduction_topic #: data/core/help.cfg:128 msgid "" "\n" "\n" "text='Battle for Wesnoth' is a turn-based fantasy strategy " "game somewhat unusual among modern strategy games. While other games strive " "for complexity, text='Battle for Wesnoth' strives for " "simplicity of both rules and gameplay. This does not make the game simple, " "however — from these simple rules arise a wealth of strategy, making the " "game easy to learn but a challenge to master." msgstr "" "\n" "\n" "text='Battle for Wesnoth' は、現代風ストラテジーゲームとは一" "風異なる、ターン制のファンタジーストラテジーゲームです。 他のゲームがルールと" "ゲームプレイの複雑さを目指しているのに対して、text='Battle for " "Wesnoth' はルールとゲームプレイの両方がシンプルであるように心懸けて" "います。しかしながら —このためにゲームがつまらなくなるということではありませ" "ん。これらの単純なルールから、学ぶのは簡単でもマスターするのが困難な豊富な戦" "術が生じるのです。" #. [topic]: id=fundamentals #: data/core/help.cfg:142 msgid "Fundamentals of Gameplay" msgstr "遊び方の基礎" #. [topic]: id=fundamentals #: data/core/help.cfg:143 msgid "" "\n" "\n" "To begin with, it’s best to click the text='Tutorial' button at " "the main menu. This will take you to the interactive tutorial, which will " "teach you the basics of Wesnoth. After this, it is recommended that you play " "the Heir to the Throne campaign first — click text='Campaign' " "then text='Heir to the Throne'. As text='Battle for " "Wesnoth' can be quite challenging, you may wish to start on easy." msgstr "" "\n" "\n" "ゲームを最初に始めたら、メインメニューのtext='チュートリアル'の" "ボタンをクリックするとよいでしょう。これによって、Wesnothの基本を学ぶことがで" "きます。次にお勧めするキャンペーンは王位継承者です。text='キャンペー" "ン' をクリックし、text='王位継承者'を選択して下さい。" "text='Battle for Wesnoth'はやりがいのあるゲームなので、簡単" "な所から始めましょう。" #. [topic]: id=fundamentals #: data/core/help.cfg:143 msgid "" "These pages outline all you need to know to play text='Battle for " "Wesnoth'. They cover how to play and the basic mechanics behind the " "game. As you play the game, new information is added to these pages as you " "come across new aspects of the game. For more detailed information on " "special situations and exceptions, please follow the links included." msgstr "" "このページでは、あなたが text='Battle for Wesnoth' をプレイ" "するために知っておく必要のある全てについて、簡単に説明します。これには、遊び" "方からゲームの背後にある基本的なメカニズムまで含みます。ゲームをプレイしてい" "き、新しい局面を迎える度に新しい情報がこれらのページに追加されます。特殊な例" "外や状況におけるより詳細な情報については、そこからのリンクを辿って下さい。" #. [topic]: id=fundamentals #: data/core/help.cfg:148 msgid "" "While playing, keep in mind that if you mouse-over many items in the game, " "such as the information displayed in the status pane, a brief description " "will be shown explaining each item. This is especially useful when you " "encounter new dst='..abilities_section' text='abilities' for the " "first time." msgstr "" "プレイ中にゲーム上の多くの項目の上にマウスを乗せると、ステータスペインに表示" "される情報のような、それぞれの項目についての簡単な説明が表示されることを覚え" "ておきましょう。これは、あなたが新しいdst='..abilities_section' text='能" "力'を初めて発見した時には特に便利です。" #. [topic]: id=about_game #: data/core/help.cfg:153 msgid "About the Game" msgstr "ゲームについて" #. [topic]: id=about_game #: data/core/help.cfg:154 msgid "" "\n" "\n" "text='Campaigns' consist of multiple scenarios that follow " "on from each other, telling a story. In a campaign, you often need to play " "more carefully, preserving your best troops so that they can be used again " "in later scenarios in the campaign." msgstr "" "\n" "\n" "text='キャンペーン'は、一連の物語を織りなす複数のシナリオか" "らなっています。キャンペーンでは多くの場合、後のシナリオで再び使うための最高" "の軍隊達を生き残らせるため、より注意してプレイする必要があります。" #. [topic]: id=about_game #: data/core/help.cfg:154 msgid "" "The game takes place over a series of battles, called " "text='scenarios'. Each scenario pits your troops against " "the troops of one or more adversaries. You can play against the computer, or " "with friends who each take turns sitting at the computer (hotseat play). If " "your computer is connected to a computer network, you can also play against " "other people connected to that network. If your computer has a connection to " "the Internet, you can play against other people across the Internet." msgstr "" "ゲームは、text='シナリオ'と呼ばれる一連の戦闘の上で行われま" "す。各シナリオでは、あなたの軍隊は一つあるいは複数の敵の軍隊と戦うことになり" "ます。コンピュータ相手や、交互にコンピュータ操作を入れかわる友達と一緒にプレ" "イ(ホットシートプレイ)することができます。もしコンピュータがネットワークに" "つながっているなら、そのネットワークに接続された他の人達と対戦することも可能" "です。インターネット接続があれば、インターネット経由で他の人達と戦うことがで" "きます。" #. [topic]: id=victory_and_defeat #: data/core/help.cfg:162 msgid "Victory and Defeat" msgstr "勝利と敗北" #. [topic]: id=victory_and_defeat #: data/core/help.cfg:163 msgid "" "\n" "\n" "When you win a scenario, the map grays over and the text='End Turn' button changes to text='End Scenario'. You can now do " "things like changing your save options or (if you are in a multiplayer game) " "chatting with other players before pressing that button to advance." msgstr "" "\n" "\n" "シナリオに勝利したとき、マップは灰色に覆われ、「text='ターン終了'」ボタンが「text='シナリオ終了'」に変わるでしょう。このボタ" "ンを押して先に進む前に、保存オプションを変更したり、(マルチプレイヤーゲーム" "の場合には)ほかのプレイヤーとチャットしたりといったことができます。" #. [topic]: id=victory_and_defeat #: data/core/help.cfg:163 msgid "" "Pay careful attention to the text='Objectives' pop-up box at " "the beginning of each scenario. Usually you will achieve victory by killing " "all enemy leaders, and only be defeated by having your leader killed. But " "scenarios may have other victory objectives — getting your leader to a " "designated point, say, or rescuing someone, or solving a puzzle, or holding " "out against a siege until a certain number of turns have elapsed." msgstr "" "それぞれのシナリオ開始時に表示されるtext='目標'のポップアップ" "ボックスに注意してください。通常は敵のリーダーすべてを倒せば勝利し、あなたの" "リーダーが殺されることだけが敗北となるでしょう。しかしシナリオによってはほか" "の勝利目標があるかもしれません。例えば、リーダーを指定された場所に移動させる" "とか、誰かを助けるとか、パズルを解くとか、指定されたターン数が過ぎるまで包囲" "攻撃に対抗するとか。" #. [topic]: id=recruit_and_recall #: data/core/help.cfg:172 msgid "Recruiting and Recalling" msgstr "雇用と召還" #. [topic]: id=recruit_and_recall #: data/core/help.cfg:173 msgid "" "\n" "\n" "If you right-clicked on a castle hex and selected recruit, the new unit will " "appear in that hex. Otherwise, it will appear in a free hex near the keep. " "You may only recruit as many units as you have free hexes in your castle, " "and you cannot spend more gold than you actually have on recruiting." msgstr "" "\n" "\n" "城ヘクスで右クリックをして「雇用する」を選択すると、新しいユニットがそのヘク" "スに出現します。主搭の周りの空いたヘクスに出現する場合もあります。城の空いて" "いるヘクスだけユニットを雇用することができます。雇用するときには所持金より多" "くのゴールドを消費することはできません。" #. [topic]: id=recruit_and_recall #: data/core/help.cfg:173 msgid "" "Each side begins with one leader in their keep. At the start of any battle, " "and at times during it, you will need to recruit dst='..units' " "text='units' into your army. To recruit, you must have your leader " "(for instance, Konrad in the text='Heir to the Throne' " "campaign) on the keep hex of a dst='terrain_castle' text='castle'. Then you may recruit by either choosing text='Recruit' " "from the menu or right-clicking on a hex and selecting text='Recruit'. This brings up the recruit menu, which lists units available for " "recruitment, along with their gold cost. Click on a unit to see its " "statistics, then press the recruit button to recruit it." msgstr "" "各陣営は主塔に一人のリーダーがいる状態で開始します。戦闘の開始時点やその途中" "では何度か、自軍にdst='..units' text='ユニット'を雇用する必要があ" "るでしょう。雇用するためにはリーダー(例えば「王位継承者」では Konrad )を" "dst='terrain_castle' text='城'の主搭の位置に置く必要があります。そ" "こで、メニューから「雇用する」を選択するか、ヘクスを右クリックして" "text='雇用する'を選択することで雇用することができます。すると、" "雇用することが可能なユニットと必要金額の一覧を示す雇用メニューが表示されま" "す。その数値を見るにはユニットをクリックして、雇用するにはそれから「雇用す" "る」ボタンを押して下さい。" #. [topic]: id=recruit_and_recall #: data/core/help.cfg:175 msgid "" "\n" "\n" "Recruited units come with two random dst='..traits_section' " "text='traits' which modify their statistics." msgstr "" "\n" "\n" "雇用されたユニットはその数値を変化させる二つのランダムなdst='.." "traits_section' text='特性'を持ちます。" #. [topic]: id=recruit_and_recall #: data/core/help.cfg:177 msgid "" "\n" "\n" "In later scenarios, you may also Recall survivors from earlier battles. " "Recalling costs a standard 20 gold and presents you with a list of all " "surviving units from previous scenarios." msgstr "" "\n" "\n" "後のシナリオでは、前の戦闘の生存者を召還することもできます。召還には通常 20 " "ゴールドかかり、前のシナリオからの全生存ユニットの一覧を示します。" #. [topic]: id=recruit_and_recall #: data/core/help.cfg:179 msgid "" "\n" "\n" "Units not only cost gold to Recruit or Recall, they also require money to " "support. See dst='income_and_upkeep' text='income and upkeep' for " "more information." msgstr "" "\n" "\n" "ユニットは雇用と召還にゴールドが必要なだけでなく、維持にも金がかかります。よ" "り詳細な情報は、dst='income_and_upkeep' text='収入と維持'を参照し" "てください。" #. [topic]: id=orbs #: data/core/help.cfg:188 msgid "Orbs" msgstr "宝珠" #. [topic]: id=orbs #: data/core/help.cfg:189 msgid "" "On top of the energy bar shown next to each unit of yours is an orb. For " "units you control, this orb is:" msgstr "" "各ユニットの隣に示される体力バーの上にあるのは宝珠です。あなたが動かすユニッ" "トについて、宝珠は、" #. [topic]: id=orbs #: data/core/help.cfg:190 msgid " green if it hasn’t moved this turn," msgstr "このターンにまだ動いていないなら緑色、" #. [topic]: id=orbs #: data/core/help.cfg:191 msgid " yellow if it has moved, but could still move further or attack, or" msgstr "移動したがまだ動いたり攻撃したりできるなら黄色、" #. [topic]: id=orbs #: data/core/help.cfg:192 msgid "" " black if it can no longer move or attack, or the user ended the unit’s turn." msgstr "" " 黒はそのユニットがもう移動や攻撃を行えないか、ユーザーがターンを終了した時に" "表示されます。" #. [topic]: id=orbs #: data/core/help.cfg:193 msgid " blue if the unit is an ally you do not control." msgstr "あなたが操作できない同盟のユニットなら、宝珠は青色です。" #. [topic]: id=orbs #: data/core/help.cfg:194 msgid " Enemy units have a red orb on top of their energy bar." msgstr "敵ユニットには、体力バーの上に赤い宝珠を持ちます。" #. [topic]: id=hitpoints #: data/core/help.cfg:201 msgid "Hitpoints and Experience" msgstr "ヒットポイントと経験値" #. [topic]: id=hitpoints #: data/core/help.cfg:202 msgid "" "Each unit has a certain number of text='hitpoints' (HP). If " "the hitpoints of a unit drop below 1, the unit dies. Each unit also has a " "certain number of text='experience points' (XP). A freshly " "recruited unit starts with no experience points, and gains experience by " "fighting enemies." msgstr "" "各ユニットは何ポイントかのヒットポイント(HP)を持っています。ユニットのヒッ" "トポイントが 1 より小さくなると、ユニットは死んでしまいます。また各ユニットは" "何ポイントかの経験値(XP)も持っています。新しく雇用されたユニットには全く経" "験がありませんが、敵と戦うことで経験を得ます。" #. [topic]: id=hitpoints #: data/core/help.cfg:206 msgid "" "The hitpoints and experience points are both indicated in the status pane " "using two numbers (the current value and the maximum value the unit can " "have)." msgstr "" "ヒットポイントと経験値は共にステータスペインに二つの数字(現在の値と、ユニッ" "トがもつ最大値)を使って表示されます。" #. [topic]: id=hitpoints #: data/core/help.cfg:207 msgid "" "The hitpoints are also indicated by an energy bar next to each unit, which " "is green, yellow or red. A unit with at least 1 experience point has a blue " "experience bar, which turns white as the unit is about to " "dst='experience_and_advancement' text='advance'." msgstr "" "ヒットポイントは各ユニットの隣にある体力バーでも示され、緑や黄色や赤となりま" "す。1 ポイントでも経験値をもったユニットは、青色の経験バーが表示され、そのユ" "ニットがdst='experience_and_advancement' text='レベルアップ'する頃" "には白に変わります。" #. [topic]: id=movement #: data/core/help.cfg:214 msgid "Movement" msgstr "移動" #. [topic]: id=movement #: data/core/help.cfg:215 msgid "" "\n" "\n" "Each unit has a certain number of movement points which are used up when " "moving into a new hex, depending on the Terrain of that particular hex. For " "instance, grassland nearly always costs 1 movement point to enter. Exactly " "how many movement points are spent entering a hex depends on the unit type — " "in forest, elvish units only spend 1 movement point, most human and orc " "units spend 2, while horsemen spend 3. You can learn how many movement " "points a unit requires to enter a certain terrain type by right-clicking on " "it, selecting text='Unit Description', and then looking at " "text='Terrain Modifiers'." msgstr "" "\n" "\n" "各ユニットは一定の移動力を持ち、新しいヘクスに入るときに、そのヘクスの地形に" "依存して消費されます。例えば、草原はほとんど常に必要な移動力は 1 です。正確に" "どれだけの移動力がヘクスに入るときに消費されるのかは、ユニットの種類に依存し" "ます。森ではエルフのユニットが消費する移動力は 1 ですが、ほとんどの人間とオー" "クは 2 を消費し、乗馬ユニットでは 3 となります。ユニットが地形ごとにどれだけ" "の移動力を必要とするか知りたければ、ユニットをクリックして「ユニットの解説」" "を選択してtext='地形修正'を見てください。" #. [topic]: id=movement #: data/core/help.cfg:215 msgid "" "Movement in text='Battle for Wesnoth' is simple. Click on " "the unit you wish to move to select it, then click on the hex you wish to " "move it to. When a unit is selected, everywhere it can move this turn will " "be highlighted, and all other hexes on the map are made dull. Mousing over a " "highlighted hex shows the defense rating the unit would have if you moved it " "to that hex. Mousing over a dull hex will also show the number of turns " "required to reach it, and clicking will cause the unit to move towards it by " "the fastest route over this and subsequent turns. If you don’t use up all of " "a unit’s movement when you first move a unit, you may move it again. This is " "useful when having two units switch places. Attacking with a unit will use " "up its movement. Ending a move in a village you don’t already own will also " "use up a unit’s movement, but will still allow it to attack." msgstr "" "text='Battle for Wesnoth' での移動は単純です。単に動かしたい" "ユニットをクリックして、向かわせたい場所のヘクスをクリックするだけです。ユ" "ニットが選択されると、そのターンで移動可能な全てのヘクスがハイライトされ、そ" "の他全てのヘクスは薄暗くなります。ハイライトされたヘクスの上にマウスを乗せる" "と、そのヘクスに移動した時にそのユニットが持つことになる防御率が表示されま" "す。暗いヘクスの上にマウスカーソルをあわせると、そこに到り着くのに何ターン必" "要かが表示されて、クリックすると、そのユニットはそこに向かう最速の通り道で、" "今回および以降のターンに渡って移動します。最初にユニットを動かす時にもしユ" "ニットの移動を使い切らなければ、再度それを動かすことができます。これは二つの" "ユニットの位置を交換する時に使えます。ユニットを使って攻撃すると、その移動は" "使い切ってしまいます。あなたがまだ所有していない村で移動を終えることもまたユ" "ニットの移動を使い切ることになりますが、さらにそれに攻撃させることは可能で" "す。" #. [topic]: id=movement #: data/core/help.cfg:217 msgid "" "\n" "\n" "Another thing to keep in mind while moving is text='zones of " "control'. Each unit generates a zone of control in the hexes " "immediately surrounding it, and any enemy unit entering those hexes " "immediately ends its movement. Learning how to use zones of control to your " "advantage is an important part of Wesnoth, as only " "dst='ability_skirmisher' text='skirmishers' can ignore zones of " "control." msgstr "" "\n" "\n" "移動中に気をつけなければならないもう一点は、「支配ゾーン」です。各ユニットは" "隣接する周囲に支配ゾーンを生成しており、これらのヘクスに侵入してきた敵対ユ" "ニットは直ちに移動を終了します。支配ゾーンの活用方法を学ぶことは Wesnoth の重" "要な一部分であり、dst='ability_skirmisher' text='散兵'のみが支配" "ゾーンを無視できます。" #. [topic]: id=movement #: data/core/help.cfg:219 msgid "" "\n" "\n" "To see where the enemy can move to during their next turn, press Ctrl-v or " "Cmd-v. Ctrl-b or Cmd-b shows where the enemy could move, if your units were " "not on the map to block their progress." msgstr "" "\n" "\n" "次のターンの間に敵がどこまで動けるかを見るには、Ctrl-v か Cmd-v を押して下さ" "い。Ctrl-b か Cmd-b では、その敵が、進行をブロックするあなたのユニットがいな" "いとしたら、どこまで動けるかを示します。" #. [topic]: id=shroud_and_fog #: data/core/help.cfg:228 msgid "Shroud and Fog of War" msgstr "幕と戦雲(霧)" #. [topic]: id=shroud_and_fog #: data/core/help.cfg:229 msgid "" "In some scenarios, parts of the map will be hidden from you. There are two " "mechanisms that can be used separately or together. The " "text='shroud' hides both the terrain and any units at a " "location. However, once it is cleared, you can always see that location. The " "text='fog of war' only hides units and ownership of " "villages (other than by you or your allies). The fog of war is cleared " "temporarily when you have units nearby, but returns when they leave. Both " "the shroud and the fog of war are cleared by units. Each unit clears " "locations adjacent to those within one turn’s move (ignoring zones of " "control and enemy units).\n" "\n" "Normally you can undo a unit’s movement, as long as an event with a " "randomized result has not occurred, such as combat or recruitment (as most " "units receive random traits when recruited). Exploring hidden terrain by " "clearing shroud or fog will also prevent undos to a previous state. You may " "wish to activate text='Delay Shroud Updates' in the actions " "menu. This will prevent units from clearing shroud or fog until the next " "randomized event or a manual update via text='Update Shroud Now' (or the end of your turn) and thereby preserve your ability to undo " "movement." msgstr "" "いくつかのシナリオでは、マップの一部が隠されています。これには二つの仕組みが" "あり、それぞれ別々に使われることも、一緒に使われることもあります。幕は地形も" "ユニットも全て隠してしまいます。しかしながら、それが一度取り除かれれば、常に" "その位置を見ることができます。戦雲(霧)はユニットと村の所有者(あなたかあな" "たの同盟軍のもの以外の)だけを隠します。霧はあなたのユニットが近くにいるとき" "には一時的に晴れますが、離れれば元に戻ります。幕も霧もユニットによって取り除" "かれます。それぞれのユニットは 1 ターンで移動できる範囲を取り除きます(支配" "ゾーンや敵ユニットは無視して)。\n" "\n" "通常はユニットの移動を取り消すことができます。ランダムな結果が起こる、戦闘や" "雇用(ほとんどのユニットは雇用されるときにランダムな特性を得るため)といった" "イベント以外は。幕や霧を取り除いて隠されていた地形を探検することも元の状態に" "取り消すことができません。アクションメニューの「幕の更新を遅らせる」を有効に" "したいと思うかもしれません。この機能は次のランダムな結果が起こるイベントか、" "「幕を更新する」をクリックして手動で更新する(あるいはターンを終了する)まで" "の間、ユニットを動かしても幕や霧を取り除きません。これによって移動の取り消し" "を行うことができます。" #. [topic]: id=combat #: data/core/help.cfg:238 msgid "Combat" msgstr "戦闘" #. [topic]: id=combat #: data/core/help.cfg:239 msgid "" "\n" "\n" "
text='Order and Number of Strikes'
" msgstr "" "\n" "\n" "
text='順序と攻撃回数'
" #. [topic]: id=combat #: data/core/help.cfg:239 msgid "" "Combat in text='Battle for Wesnoth' always takes place " "between units in adjacent hexes. Click on your unit, and click on the enemy " "you want to attack: your unit will move towards the enemy unit, and when " "they are next to each other, combat will begin. The attacker and defender " "alternate strikes until each has used their allotted number of strikes. The " "attacker chooses one of its weapons to attack with, and the defender " "retaliates with one of its attacks of the same type. There are two types of " "attacks: text='melee', which usually involves weapons such " "as swords, axes or fangs; and text='ranged', which usually " "involves weapons such as bows, spears and fireballs." msgstr "" "text='Battle for Wesnoth' における戦闘は、必ず、隣接するヘク" "スにいるユニットの間で行われます。自分のユニットをクリックして、攻撃したい敵" "ユニットをクリックすると、あなたのユニットは敵ユニットに向かって移動し、隣接" "した時に戦闘が始まります。攻撃側と防御側は それぞれ割り当てられている攻撃回数" "を使って交互に攻撃します。攻撃側は使用する武器の一つを選んで、防御側は同じタ" "イプの攻撃の一つを使って反撃します。攻撃には二つのタイプ、剣や斧や刀などを使" "う格闘と、弓からの矢や槍や火の玉を飛ばす投射があります。" #. [topic]: id=combat #: data/core/help.cfg:241 msgid "" "\n" "\n" "The attacker gets the first strike, then the defender retaliates. Each " "strike either hits, doing a given amount of damage, or misses, doing no " "damage at all. Strikes alternate until each unit has used up all of its " "strikes. The number of strikes a unit has varies; for instance, an elvish " "fighter with a 5–4 attack may strike 4 times, each successful strike dealing " "5 damage, while an orcish grunt with a 9–2 attack can only strike twice (but " "at 9 damage for each hit)." msgstr "" "\n" "\n" "攻撃側が先制攻撃を行い、次に防御側が反撃します。各攻撃は、命中してある量のダ" "メージを与えるか、外して全くダメージが与えられないかのどちらかとなります。こ" "れはどちらかのユニットが攻撃回数分を使い切るまで交互に行われます。攻撃回数は" "ユニットによって異なり、例えば 5-4 の剣での攻撃をもつエルフの戦士は 5 ダメー" "ジを与える攻撃を 4 回行いますが、一方で 9-2 をもつオークの兵卒は 2 回しか攻撃" "できません(一振り 9 ダメージですが)。" #. [topic]: id=combat #: data/core/help.cfg:243 msgid "" "\n" "\n" "
text='Chance to Hit'
" msgstr "" "\n" "\n" "
text='命中率'
" #. [topic]: id=combat #: data/core/help.cfg:245 msgid "" "\n" "\n" "Every unit has a chance of being hit, based on the text='terrain' it is in. This is shown in the status pane, and may also be found by " "right-clicking a unit, selecting text='Unit Description', and " "then looking at text='Terrain Modifiers'. For instance, many " "elves have a defense rating of 70% in forest, so a unit attacking them has " "only a 30% chance of hitting. Conversely, the elf’s chance of hitting the " "attacker in return depends on what terrain the attacker is in." msgstr "" "\n" "\n" "各ユニットは位置している地形によって命中を受ける確率が決まります。これはス" "テータスペインに表示されますし、そのユニットを右クリックし、「ユニットの解" "説」を選択して、text='地形修正'を見ることでもわかります。例" "えば、エルフの多くは森において 70% の防御率があり、彼らに命中させる確率は残" "り 30% しかありません。反対に、エルフが攻撃側に反撃するときの命中率は、攻撃ユ" "ニットのいる地形に依存します。" #. [topic]: id=combat #: data/core/help.cfg:247 msgid "" "\n" "\n" "There are two exceptions to this rule: dst='weaponspecial_magical' " "text='magical attacks' and dst='weaponspecial_marksman' " "text='marksmen'. Magical attacks always have a 70% chance to hit, " "regardless of terrain, and, when used offensively, marksmen always have at " "least a 60% chance to hit, regardless of terrain." msgstr "" "\n" "\n" "このルールには二つの例外があります。dst='weaponspecial_magical' text='魔" "法'dst='weaponspecial_marksman' text='射撃'による攻撃で" "す。魔法による攻撃は地形に関係なく常に命中率は 70% になり、精密は攻撃時に限" "り、地形に関わらず常に最低でも 60% の命中率になります。" #. [topic]: id=combat #: data/core/help.cfg:249 msgid "" "\n" "\n" "
text=Damage
" msgstr "" "\n" "\n" "
text='ダメージ'
" #. [topic]: id=combat #: data/core/help.cfg:251 msgid "" "\n" "\n" "Each strike which hits causes a base amount of damage depending on the " "attack type. For instance, an elvish fighter with a 5–4 attack does 5 base " "damage. This is usually modified by two things: " "dst='damage_types_and_resistance' text='resistance' and " "dst='time_of_day' text='time of day'. To see how base damage is " "modified by the circumstances, select text='Damage Calculations' in the attack selection menu." msgstr "" "\n" "\n" "各攻撃が命中することによる基本のダメージ量は、ダメージ型に依存します。例え" "ば、5-4 の剣を持つエルフの戦士は基本ダメージ 5 で攻撃します。通常、この値は二" "つの事柄、dst='damage_types_and_resistance' text='耐性'と" "dst='time_of_day' text='時刻'によって修正されます。基本ダメージが" "これらの状況によってどう修正されるかを見るには、攻撃選択メニューの" "text='ダメージ計算'を選択して下さい。" #. [topic]: id=combat #: data/core/help.cfg:253 msgid "" "\n" "\n" "A few units have special dst='..abilities_section' text='abilities' which affect damage dealt in combat. The most common of these is " "dst='weaponspecial_charge' text='charge', which doubles the " "damage dealt by both attacker and defender when the unit with charge attacks." msgstr "" "\n" "\n" "いくつかのユニットは、戦闘時のダメージに影響を与える特殊なdst='.." "abilities_section' text='能力'を持ちます。そのような特殊能力で最も一般" "的なものはdst='weaponspecial_charge' text='突撃'です。 突撃を持つ" "ユニットが攻撃すると、攻撃側と防御側の両方のダメージ量が倍となります。" #. [topic]: id=damage_types_and_resistance #: data/core/help.cfg:261 msgid "Damage Types and Resistance" msgstr "ダメージ型と耐性" #. [topic]: id=damage_types_and_resistance #: data/core/help.cfg:262 msgid "" "\n" "\n" "Resistances work very simply: if a unit has 40% resistance against a damage " "type, then it will suffer 40% less damage when hit with that damage type. It " "is also possible for a unit to be vulnerable against some damage types. If a " "unit has −100% resistance against a damage type, it will suffer 100% more " "damage when hit by that type." msgstr "" "\n" "\n" "耐性は非常に単純に働きます。もしユニットがあるダメージ型に対して 40% の耐性を" "持っているなら、その攻撃を受けたときにはダメージを 40% 軽減します。ユニットが" "あるダメージ型に弱点を持つこともあります。もしユニットがあるダメージ型に対し" "て −100% の耐性を持っているなら、その攻撃を受けたときにはダメージが 100% 増加" "します。" #. [topic]: id=damage_types_and_resistance #: data/core/help.cfg:262 msgid "" "In Wesnoth, there are three types of damage usually associated with physical " "attacks: text='blade, pierce, and impact damage'. " "Additionally, there are three further types of damage usually associated " "with magical attacks: text='fire, cold, and arcane attacks'. Different units may have resistances which alter the damage which " "they take from certain damage types." msgstr "" "Wesnoth には物理的攻撃に関連する斬撃、刺突、打撃の三つのダメージ型がありま" "す。さらに、魔法的攻撃に関連する火炎、冷気、秘術の三つのダメージ型がありま" "す。ユニットごとにダメージ型によって、異なる耐性を持ちます。" #. [topic]: id=damage_types_and_resistance #: data/core/help.cfg:264 msgid "" "\n" "\n" "For example, skeletons are highly resistant to blade and pierce damage, but " "are vulnerable to impact and fire damage, and extremely vulnerable to arcane " "damage." msgstr "" "\n" "\n" "例えば、スケルトンは斬撃と刺突に対しては高い耐性を持ちます。しかし、打撃と火" "炎には弱く、さらに秘術に対しては非常に脆弱です。" #. [topic]: id=damage_types_and_resistance #: data/core/help.cfg:266 msgid "" "\n" "\n" "If a strike is determined to hit, it will always do at least 1 point of " "damage. This applies even if the defender has 100% resistance to the damage " "type." msgstr "" "\n" "\n" "もし攻撃が命中すれば、少なくとも 1 ポイントのダメージは必ず与えられます。これ" "は、たとえ防御側がそのダメージの種類に 100% の耐性を持っていても、ということ" "です。" #. [topic]: id=time_of_day #: data/core/help.cfg:274 msgid "Time of Day" msgstr "時刻" #. [topic]: id=time_of_day #: data/core/help.cfg:275 msgid "" "The time of day affects the damage of certain units as follows:\n" " Lawful units get +25% damage in daytime, and −25% damage at night.\n" " Chaotic units get +25% damage at night, and −25% in daytime.\n" " Neutral units are unaffected by the time of day.\n" " Liminal units get −25% damage during both night and daytime." msgstr "" "ゲーム内での時刻は、次のように特定のユニットのダメージに影響します:\n" " 秩序ユニットは昼間は +25% のダメージ修正、夜間は −25% のダメージ修正を得ま" "す。\n" " 混沌ユニットは夜間は +25% のダメージ修正、昼間は −25% のダメージ修正を得ま" "す。\n" " 中立ユニットは時間の影響を受けません。\n" " 薄明ユニットは昼間も夜間も −25% のダメージ修正を得ます。修正されないのは夜明" "けと夕方のみです。" #. [topic]: id=time_of_day #: data/core/help.cfg:279 msgid "" "\n" "\n" "The current time of day can be observed under the minimap in the status " "pane. For the usual day/night cycle, morning and afternoon count as day, " "first and second watch count as night:\n" msgstr "" "\n" "\n" "ゲーム内での時刻はステータスペインの小マップの下で観察できます。通常の昼と夜" "のサイクルについて、朝と午後は昼間とみなし、夜と深夜は夜間とみなします。\n" #. [time]: id=dawn #. [time]: id=dawn_hour #. [topic]: id=time_of_day #: data/core/help.cfg:282 data/core/macros/schedules.cfg:6 #: data/core/macros/schedules.cfg:265 msgid "Dawn" msgstr "夜明け" #. [time]: id=morning #. [topic]: id=time_of_day #: data/core/help.cfg:283 data/core/macros/schedules.cfg:17 msgid "Morning" msgstr "朝" #. [time]: id=afternoon #. [topic]: id=time_of_day #: data/core/help.cfg:284 data/core/macros/schedules.cfg:35 msgid "Afternoon" msgstr "午後" #. [time]: id=dusk #. [time]: id=dusk_hour #. [topic]: id=time_of_day #: data/core/help.cfg:285 data/core/macros/schedules.cfg:44 #: data/core/macros/schedules.cfg:377 msgid "Dusk" msgstr "夕方" #. [time]: id=first_watch #. [topic]: id=time_of_day #: data/core/help.cfg:286 data/core/macros/schedules.cfg:55 msgid "First Watch" msgstr "夜" #. [time]: id=second_watch #. [topic]: id=time_of_day #: data/core/help.cfg:287 data/core/macros/schedules.cfg:79 msgid "Second Watch" msgstr "深夜" #. [topic]: id=time_of_day #: data/core/help.cfg:289 msgid "" "Keep in mind that some scenarios take place underground, where it is " "perpetually night!" msgstr "" "地下で行われるシナリオがあることに気をつけましょう。ここでは常に夜となりま" "す!" #. [topic]: id=experience_and_advancement #: data/core/help.cfg:296 msgid "Experience and Advancement" msgstr "経験値とレベルアップ" #. [topic]: id=experience_and_advancement #: data/core/help.cfg:297 msgid "" "\n" "\n" "Units have a certain amount of experience required to advance (this is 20% " "less for units with the Intelligent trait). Once they achieve this amount, " "they immediately advance to the next level, healing fully in the process. In " "some cases, you will be given a choice of advancement options." msgstr "" "\n" "\n" "ユニットがレベルアップに必要な経験値は決まっています(「知的」な特性を持つユ" "ニットなら通常より 20% 少なくて済みます)。ユニットがこの値に達すると、そのユ" "ニットは直ちに次のレベルに上がり、HP が最大まで回復します。場合によっては、ク" "ラスチェンジ先の選択を行います。" #. [topic]: id=experience_and_advancement #: data/core/help.cfg:297 msgid "" "If both units survive a combat, they gain a number of experience points " "equal to the level of the unit they’re fighting. If a unit kills another in " "combat, however, it gains much more experience — 4 for a level 0 unit, 8 for " "level 1, 16 for level 2, 24 for level 3, and so forth." msgstr "" "もし両方のユニットが戦闘に生き残ったのなら、そのユニットは戦闘相手のレベルに" "応じた経験値を得ます。もし相手ユニットを倒したのなら、そのユニットはより多く" "の経験値を得ます。レベル 0 なら 4、レベル 1 なら 8、レベル 2 なら 16、レベル " "3 なら 24 となります。以降も同様です。" #. [topic]: id=experience_and_advancement #: data/core/help.cfg:299 msgid "" "\n" "\n" "While most units have three levels, not all do. Occasional units (such as " "dst='unit_Mage' text='magi') may have four. Once a unit has " "reached its maximum level, it may have an text='After Maximum Level " "Advancement' (AMLA) available to it. The AMLA will modify the unit " "each time the unit reaches the experience goal, but the unit will remain the " "same level. The typical AMLA effect is for the unit to raise the maximum HP " "by 3 and full-heal it. The first AMLA will normally be reached with 150 XP " "gained (120 XP for intelligent units). However, gaining an AMLA becomes " "progressively harder for each AMLA the unit receives, and so it is usually " "more useful to try to advance your lower level units." msgstr "" "\n" "\n" "ほとんどのユニットはレベル 3 までありますが、全てではありません。いくつかの" "(dst='unit_Mage' text='魔術師'のような)ユニットはレベル 4 まであ" "ります。一度ユニットが最高レベルに達すると、最高位後昇進 After Maximum Level " "Advancement (AMLA)が有効になります。ユニットが経験の目標値に到達する度に " "AMLA はユニットを修正しますが、そのユニットは同じレベルに留まり続けます。典型" "的な AMLA の効果は、最大 HP を 3 増加させるとともに完全に回復させることです。" "最初の AMLA は通常 150 XP (知的ユニットは 120 XP )得ることで到達します。し" "かしながら AMLA の獲得は、ユニットが AMLA を受ける度に徐々に困難になっていく" "ので、より低レベルのユニットを昇進させるよう試みる方がもっと有効である場合が" "多いでしょう。" #. [topic]: id=healing #: data/core/help.cfg:308 msgid "Healing" msgstr "回復" #. [topic]: id=healing #: data/core/help.cfg:309 msgid "" "\n" "\n" "text='Resting': A unit which neither moves, attacks, nor is " "attacked will heal 2 HP in its next turn." msgstr "" "\n" "\n" "休息: 移動、攻撃をせず、攻撃もされなかったユニットは、次のターンに HP が 2 回" "復します。" #. [topic]: id=healing #: data/core/help.cfg:309 msgid "" "In combat, your units will inevitably take damage. When a unit " "dst='experience_and_advancement' text='advances', it will heal " "fully. This can happen as you finish fighting an enemy, whether it is your " "turn or not. Wesnoth offers several other ways for your units to heal, all " "of which take place at the beginning of your turn, before you take action." msgstr "" "戦闘において、ユニットがダメージを受けることは避けられないでしょう。ユニット" "はdst='experience_and_advancement' text='レベルアップ'する時に、完" "全回復します。これは、あなたのターンであろうとなかろうと、敵との戦いが終了し" "た時点で起こります。その他にも Wesnoth ではあなたのユニットを回復させるいくつ" "かの方法があります。これらは全て、あなたのターン開始時に行動を起こす前に起こ" "ります。" #. [topic]: id=healing #: data/core/help.cfg:311 msgid "" "\n" "text='Villages': A unit which starts a turn in a village " "will heal 8HP." msgstr "" "\n" "村: ターン開始時に村にいるユニットは HP が 8 回復します。" #. [topic]: id=healing #: data/core/help.cfg:312 msgid "" "\n" "dst='ability_regenerates' text='Regeneration': Certain units " "(such as trolls) will automatically heal 8HP every turn." msgstr "" "\n" "dst='ability_regenerates' text='再生': (トロルのような)ある種の" "ユニットは自動的に毎ターン HP が 8 回復します。" #. [topic]: id=healing #: data/core/help.cfg:313 msgid "" "\n" "text='Healing units': Units with the " "dst='ability_heals +4' text='Heals' ability will heal each allied " "adjacent unit, usually dst='ability_heals +4' text='4HP' or " "dst='ability_heals +8' text='8HP' per turn, or prevent Poison " "from causing that unit damage." msgstr "" "\n" "回復ユニット: dst='ability_heals +4' text='回復'能力を持つユニット" "は、隣接している友軍の各ユニットをターンごとに通常 dst='ability_heals " "+4' text='4 HP'dst='ability_heals +8' text='8 HP' 回復さ" "せ、あるいは毒を受けたユニットがダメージを受けるのを防ぎます。" #. [topic]: id=healing #: data/core/help.cfg:314 msgid "" "\n" "text='Curing units': Units with the " "dst='ability_cures' text='cures' ability will cure Poison in all " "allied adjacent units (in preference to healing, if it has that ability as " "well)." msgstr "" "\n" "治療ユニット: dst='ability_cures' text='治療'能力を持つユニット" "は、隣接する全ての友軍ユニットの毒を治療します。(もし回復の能力があったとし" "ても、毒されていたら治療するだけでそのターンは回復しません)" #. [topic]: id=healing #: data/core/help.cfg:315 msgid "" "\n" "\n" "Resting can be combined with other forms of healing, but villages, " "regeneration, healing and curing cannot combine with each other: the best " "option will be used. Finally, units heal fully between scenarios." msgstr "" "\n" "\n" "休息は他の回復と組み合わせることができますが、村、再生、回復、治療は互いに組" "み合わせることはできません。最良のものが選択されます。最後に、シナリオの間で" "ユニットは完全に回復します。" #. [topic]: id=income_and_upkeep #: data/core/help.cfg:324 msgid "Income and Upkeep" msgstr "収入と維持費" #. [topic]: id=income_and_upkeep #: data/core/help.cfg:325 msgid "" "\n" "\n" "Income is simple. You have a base income of 2 gold per turn. For every " "village you control, you gain one additional gold each turn. (In general " "this is configurable but in campaigns it is almost always one gold per " "village.) Thus, if you have ten villages, you would normally gain 12 gold " "each turn. Your upkeep costs are subtracted from this income, as detailed " "below." msgstr "" "\n" "\n" "収入は単純です。ターンあたり 2 ゴールドの基本収入があります。支配している各村" "について、さらに毎ターン 1 ゴールドずつ得ることができます。従って、村を 10 個" "持っているなら、普通は毎ターン 12 ゴールド得ることになります。この収入から、" "次に説明する維持費が引かれます。" #. [topic]: id=income_and_upkeep #: data/core/help.cfg:325 msgid "" "In Wesnoth, it is not enough simply to recruit units and fight. You must " "watch your gold as well, especially in campaigns, where you can carry extra " "gold over from one scenario to the next. There are two aspects to this; " "text='income' and text='upkeep'." msgstr "" "Wesnoth において、ユニットの雇用と戦闘はそれほど単純ではありません。特にキャ" "ンペーンでは余分のゴールドを次に持ち越せるため、所持金に注意するべきです。こ" "れには収入と維持費という二つの側面があります。" #. [topic]: id=income_and_upkeep #: data/core/help.cfg:327 msgid "" "\n" "\n" "Upkeep is also fairly simple. Each unit requires an amount of Upkeep equal " "to its level. You can support as many levels worth of units as you have " "villages, without paying any upkeep. However, for each level of unit beyond " "the number of villages you have, you must pay one gold per turn. For " "example, if you have twelve level one units and ten villages, you would have " "to pay two gold each turn in upkeep." msgstr "" "\n" "\n" "維持費も割合単純です。各ユニットは、そのレベルに等しい維持費が必要となりま" "す。維持費を払うことなく、占有している村の数と同じだけのレベルtext=価" "値のユニットを維持することができます。ユニットレベルの合計が所有して" "いる村の数を超えた場合は、毎ターンその超過分のゴールドを払う必要があります。" "例えば、12 のレベル 1 ユニットと 10 の村がある場合には、維持費としてターン毎" "に 2 ゴールド払うことになります。" #. [topic]: id=income_and_upkeep #: data/core/help.cfg:329 msgid "" "\n" "\n" "Upkeep costs are subtracted from your income, so in the case of twelve " "levels of units and ten villages, your resultant Income would be 10 gold per " "turn." msgstr "" "\n" "\n" "維持費は収入から差し引かれるため、ユニットレベルの合計が 12 で 10 個の村の場" "合には、差し引き合計の収入は毎ターン 10 ゴールドとなります。" #. [topic]: id=income_and_upkeep #: data/core/help.cfg:331 msgid "" "\n" "\n" "There are two important exceptions to upkeep: units with the loyal trait and " "leaders never incur upkeep. Units you begin the scenario with (such as " "Delfador), or units who join you during a scenario (such as the horseman in " "the second scenario of text='Heir to the Throne') will " "usually have the text='loyal' trait. The unit you are " "playing (such as Konrad) will almost always be a leader." msgstr "" "\n" "\n" "維持費には重要な例外が二つあります。「忠義」特性を持つユニットとリーダーには" "維持費が全くかかりません。シナリオの最初からいるユニット( Delfador など)" "や、シナリオの途中で加わるユニット(「王位継承者」の二番目のシナリオでの騎兵" "など)は、通常この忠義特性を持っています。あなたがプレイしているユニット" "( Konrad など)はほとんどの場合リーダーでしょう。" #. [topic]: id=wrap_up #: data/core/help.cfg:339 msgid "Wrap Up" msgstr "まとめ" #. [topic]: id=wrap_up #: data/core/help.cfg:340 msgid "" "This concludes the fundamentals of Wesnoth. You might want to read up on " "basic strategy, or familiarize yourself with dst='..traits_section' " "text='traits' and dst='..abilities_section' text='abilities', but you now know everything you need to know to play the " "text='Heir to the Throne' campaign. Have fun, and good luck!" msgstr "" "これで Wesnoth の基礎は終わりです。 引き続き、あなたは基本戦術の研究や、" "dst='..traits_section' text='特性'dst='.." "abilities_section' text='能力'についての解説を読みたいと思っているかも" "しれません。しかし、この時点であなたはキャンペーン「王位継承者」を遊ぶために" "必要な知識をすべて得ました。楽しんで下さい、そして幸運を!" #. [topic]: id=about #: data/core/help.cfg:345 msgid "ingame_help_item^Contributors" msgstr "貢献者" #. [topic]: id=license #: data/core/help.cfg:351 msgid "License" msgstr "ライセンス" #. [topic]: id=..traits_section #: data/core/help.cfg:360 msgid "" "\n" "\n" "The traits that are available to all non-undead units are " "dst='traits_intelligent' text='intelligent', " "dst='traits_quick' text='quick', dst='traits_resilient' " "text='resilient', and dst='traits_strong' text='strong'." msgstr "" "\n" "\n" "全てのユニット(アンデッド等以外)に割り振られる可能性がある特性は、" "dst='traits_intelligent' text='知的'dst='traits_quick' " "text='敏捷'dst='traits_resilient' text='頑強'、" "dst='traits_strong' text='強力'です。" #. [topic]: id=..traits_section #: data/core/help.cfg:360 msgid "" "Most units have two traits. However, undead units are assigned the single " "trait text='undead', and woses do not receive any traits. " "Traits are modifications that change a unit’s attributes slightly. They are " "usually randomly assigned to a unit when it is recruited." msgstr "" "ほとんどのユニットは二つの特性を持っていますが、アンデッドは" "「text='アンデッド'」の特性のみが割り当てられ、ウーズはどの" "ような特性も得ません。特性とは、少しばかりユニットの能力を変化させる修正で" "す。通常、それらはユニットが雇用された時にランダムに割り振られます。" #. [topic]: id=..traits_section #: data/core/help.cfg:362 msgid "" "\n" "\n" "Other traits that may be assigned to units are dst='traits_dextrous' " "text='dextrous', dst='traits_loyal' text='loyal', and " "dst='traits_undead' text='undead'.\n" "\n" msgstr "" "\n" "\n" "ユニットに割り振られる他の特性には、dst='traits_dextrous' text='器用'dst='traits_loyal' text='忠義'dst='traits_undead' " "text='アンデッド'があります。\n" "\n" #. [topic]: id=traits_intelligent #: data/core/help.cfg:372 msgid "Intelligent" msgstr "知的" #. [topic]: id=traits_intelligent #: data/core/help.cfg:373 msgid "" "\n" "\n" "text='Intelligent' units are very useful at the beginning " "of a campaign as they can advance to higher levels more quickly. Later in " "campaigns Intelligent is not quite as useful because the text='After " "Maximum Level Advancement' (AMLA) is not as significant a change as " "advancing a level. If you have many ‘maximum level’ units you may wish to " "recall units with more desirable traits." msgstr "" "\n" "\n" "知的なユニットは次のレベルへと早く進むため、キャンペーンの開始時には大変便利" "です。最高位後昇進(AMLA)はレベルアップほど重要な変化ではないため、キャン" "ペーンの後半では知的はそれほど有用ではなくなります。もし多くの最高レベルユ" "ニットがいるなら、より望ましい特性をもつユニットを召還したほうがよいかもしれ" "ません。" #. [topic]: id=traits_intelligent #: data/core/help.cfg:373 msgid "Intelligent units require 20% less experience than usual to advance." msgstr "" "知的なユニットは通常よりもレベルアップに必要な経験が 20% 少なく済みます。" #. [topic]: id=traits_quick #: data/core/help.cfg:380 msgid "Quick" msgstr "敏捷" #. [topic]: id=traits_quick #: data/core/help.cfg:381 msgid "" "\n" "\n" "Quick is the most noticeable trait, particularly in slower moving units such " "as trolls or heavy infantry. Units with the quick trait often have greatly " "increased mobility in rough terrain, which can be important to consider when " "deploying your forces. Also, quick units aren’t quite as tough as units " "without this trait and are subsequently less good at holding contested " "positions." msgstr "" "\n" "\n" "敏捷は、特にトロルや重歩兵のような動きの遅いユニットで、最も注目に値する特性" "です。「敏捷」特性をもつユニットはしばしば荒い地形において素晴らしく増加した" "機動力があるため、あなたの軍隊を配備する時に考慮すべきです。また敏捷なユニッ" "トは、この特性を持たないユニットよりも頑丈ではないため、激戦地を保持し続ける" "ことには向いていません。" #. [topic]: id=traits_quick #: data/core/help.cfg:381 msgid "" "text='Quick' units have 1 extra movement point, but 5% less " "HP than usual." msgstr "" "敏捷なユニットは移動力が 1 多くなりますが、HP が通常より 5% 少なくなります。" #. [topic]: id=traits_resilient #: data/core/help.cfg:388 msgid "Resilient" msgstr "頑強" #. [topic]: id=traits_resilient #: data/core/help.cfg:389 msgid "" "\n" "\n" "Resilient units can be useful at all stages of a campaign, and this is a " "useful trait for all units. Resilient is often most helpful as a trait when " "it occurs in a unit that has some combination of low hitpoints, good " "defense, or high resistances. Resilient units are especially useful for " "holding strategic positions against opponents." msgstr "" "\n" "\n" "頑強なユニットはキャンペーンの全ての段階において便利であり、全てのユニットに" "とって便利な特性です。少ないヒットポイントで良い防御力や高い耐性の組み合わせ" "をもつようなユニットには、回復力は特性としてしばしば非常に助けとなります。頑" "強なユニットは、敵に対して戦略的な拠点を保持する上で、特に便利となります。" #. [topic]: id=traits_resilient #: data/core/help.cfg:389 msgid "" "text='Resilient' units have 4 HP plus 1 HP per level more " "than usual." msgstr "" "頑強なユニットは通常より 4 に加えレベルごとに 1 だけ HP が多くなります。" #. [topic]: id=traits_strong #: data/core/help.cfg:396 msgid "Strong" msgstr "強力" #. [topic]: id=traits_strong #: data/core/help.cfg:397 msgid "" "\n" "\n" "While useful for any close-combat unit, strong is most effective for units " "who have a high number of swings such as the elvish fighter. Strong units " "can be very useful when a tiny bit of extra damage is all that is needed to " "turn a damaging stroke into a killing blow." msgstr "" "\n" "\n" "全ての接近戦ユニットにとって便利ですが、特に「強力」は、エルフの戦士のような" "多い攻撃回数をもつユニットで最大の効果があります。わずかな追加ダメージによっ" "て、傷つけるだけの攻撃をとどめの一撃へと変えるような場合、強力なユニットは大" "変便利です。" #. [topic]: id=traits_strong #: data/core/help.cfg:397 msgid "" "text='Strong' units do 1 more damage for every successful " "strike in melee combat, and have 1 more HP." msgstr "" "強力なユニットは格闘時に各命中毎に 1 多いダメージを与え、1 多い HP を持ちま" "す。" #. [topic]: id=traits_fearless #: data/core/help.cfg:404 msgid "Fearless" msgstr "勇敢" #. [topic]: id=traits_fearless #: data/core/help.cfg:405 msgid "Aversion to light and dark holds no sway over these brave individuals." msgstr "勇敢な者にとっては、光や闇が嫌いであってもそれに怯むことはありません。" #. [topic]: id=traits_feral #: data/core/help.cfg:410 msgid "Feral" msgstr "野生" #. [topic]: id=traits_feral #: data/core/help.cfg:411 msgid "" "Dwellings of sentient beings are not easily used for cover by feral " "creatures of low intelligence. As a result, text='feral' " "units receive a maximum of 50% defense in any land-based village regardless " "of base terrain." msgstr "" "知性に劣った野生動物にとって繊細な存在である住居を使って身を隠すのは簡単では" "ありません。その結果、「野生」ユニットは陸にある村の元の地形にかかわらず最大 " "50% の回避率しか得られません。" #. [topic]: id=traits_loyal #: data/core/help.cfg:416 msgid "Loyal" msgstr "忠義" #. [topic]: id=traits_loyal #: data/core/help.cfg:417 msgid "" "\n" "\n" "During campaigns, certain units may opt to join the player’s forces of their " "own volition. These units are marked with the loyal trait. Although they may " "require payment to be recalled, they never incur any upkeep costs. This can " "make them invaluable during a long campaign, when gold is in short supply. " "This trait is never given to recruited units, so it may be unwise to dismiss " "such units or to send them to a foolish death." msgstr "" "\n" "\n" "キャンペーンの間、ある種のユニットは自分自身の意思でプレイヤーの指揮下に入る" "ことを選択します。これらのユニットは忠義特性を持つとされます。彼等は召還され" "る際には支払いが必要ですが、維持費は全くかかりません。これは長いキャンペーン" "の間に金の貯えが不足した時などには、貴重なものとなります。この特性は雇用され" "たユニットには決して与えられないため、このようなユニットを解雇したり、愚かな" "死に追いやることは、とても知恵が無いといえます。" #. [topic]: id=traits_loyal #: data/core/help.cfg:417 msgid "" "text='Loyal' units don’t incur upkeep. Most units incur an " "upkeep cost at the end of every turn, which is equal to their level. Loyal " "units do not incur this cost." msgstr "" "忠義ユニットには維持費がかかりません。ほとんどのユニットは、各ターンの終了時" "に、そのレベルに等しい維持費がかかりますが、忠義ユニットにはこの費用がかかり" "ません。" #. [topic]: id=traits_undead #: data/core/help.cfg:424 msgid "trait^Undead" msgstr "アンデッド" #. [topic]: id=traits_undead #: data/core/help.cfg:425 msgid "" "\n" "\n" "Undead units generally have undead as their only trait. Since undead units " "are the bodies of the dead, risen to fight again, poison has no effect upon " "them. This can make them invaluable in dealing with foes who use poison in " "conjunction with their attacks." msgstr "" "\n" "\n" "アンデッドのユニットは基本的に唯一の特性として「text='アンデッド'」を持っています。アンデッドのユニットは再び戦うために甦った死んだ肉体" "であるため、毒は全く効きません。このため、攻撃において毒を使う敵を相手にする" "場合に、貴重な存在となります。" #. [topic]: id=traits_undead #: data/core/help.cfg:425 msgid "" "text='Undead' units are immune to poison, drain, and plague." msgstr "" "アンデッドユニットは毒に免疫があります。同様に、生命吸収や疫病は彼らには効き" "ません。" #. [topic]: id=traits_mechanical #: data/core/help.cfg:432 msgid "trait^Mechanical" msgstr "機械" #. [topic]: id=traits_mechanical #: data/core/help.cfg:433 msgid "" "\n" "\n" "Mechanical units generally have mechanical as their only trait. Since " "mechanical units don’t really have life, drain, poison, and plague have no " "effect upon them." msgstr "" "\n" "\n" "機械ユニットは基本的に唯一の特性として「text='機械'」を持っ" "ています。機械ユニットは本当に生きているわけではないため、生命吸収、毒、疫病" "は全く効きません。" #. [topic]: id=traits_mechanical #: data/core/help.cfg:433 msgid "" "text='Mechanical' units are immune to poison, drain, and " "plague." msgstr "" "機械ユニットは毒に免疫があります。同様に、生命吸収や疫病は彼らには効きませ" "ん。" #. [topic]: id=traits_elemental #: data/core/help.cfg:440 msgid "trait^Elemental" msgstr "精霊" #. [topic]: id=traits_elemental #: data/core/help.cfg:441 msgid "" "\n" "\n" "Elemental units generally have elemental as their only trait. Since " "elemental units are energy-based beings, drain, poison, and plague have no " "effect upon them." msgstr "" "\n" "\n" "精霊ユニットは基本的に唯一の特性として「text='精霊'」を持っ" "ています。精霊ユニットはエネルギーから成る存在のため、生命吸収、毒、疫病は全" "く効きません。" #. [topic]: id=traits_elemental #: data/core/help.cfg:441 msgid "" "text='Elemental' units are immune to poison, drain, and " "plague." msgstr "" "精霊ユニットは毒に免疫があります。同様に、生命吸収や疫病は彼らには効きませ" "ん。" #. [topic]: id=traits_dextrous #: data/core/help.cfg:448 msgid "Dextrous" msgstr "器用" #. [topic]: id=traits_dextrous #: data/core/help.cfg:449 msgid "" "\n" "\n" "Dextrous is a trait possessed only by elves. The elven people are known for " "their uncanny grace, and their great facility with the bow. Some, however, " "are gifted with natural talent that exceeds their brethren. These elves " "inflict an additional point of damage with each arrow." msgstr "" "\n" "\n" "器用はエルフにのみ備わっている特性です。エルフの者達は不思議な優雅さをもち、" "弓を扱うことに非常に才能があることで知られています。しかしながら、ある者は同" "胞を上回る天性の才能を与えられています。これらのエルフは一矢毎に追加のダメー" "ジポイントを与えることができます。" #. [topic]: id=traits_dextrous #: data/core/help.cfg:449 msgid "" "text='Dextrous' units do 1 more damage for every successful " "strike in ranged combat." msgstr "器用なユニットは投射戦での各命中毎に 1 多いダメージを与えます。" #. [topic]: id=traits_healthy #: data/core/help.cfg:456 msgid "Healthy" msgstr "壮健" #. [topic]: id=traits_healthy #: data/core/help.cfg:457 msgid "" "\n" "\n" "text='Healthy' units have 1 HP plus 1 HP per level more " "than usual and rest heal the usual 2 HP after each turn they did not fight. " "They also suffer a quarter less damage from poison." msgstr "" "\n" "\n" "壮健なユニットは HP が通常よりも 1 に加えレベルごとに 1 多く、戦闘をしなかっ" "たターンの後に通常 HP が 2 回復します。さらに彼らは毒のダメージを 4 分の 1 に" "減らします。" #. [topic]: id=traits_healthy #: data/core/help.cfg:457 msgid "" "Renowned for their vitality, some dwarves are sturdier than others and can " "rest even when travelling." msgstr "" "ドワーフの中には体力があることで有名なものがおり、他のドワーフよりもたくまし" "く、移動している間でも休むことができます。" #. [topic]: id=traits_dim #: data/core/help.cfg:464 msgid "Dim" msgstr "凡愚" #. [topic]: id=traits_dim #: data/core/help.cfg:465 msgid "" "\n" "\n" "Dim is a trait all too common in goblins and other lesser species. There are " "reasons these species are lesser, and this is one of them." msgstr "" "\n" "\n" "凡愚は、ゴブリンやその他の劣った種族には非常に一般的な特性です。これらの種族" "が劣っているのには複数の理由がありますが、これはその一つです。" #. [topic]: id=traits_dim #: data/core/help.cfg:465 msgid "" "Units with trait text='dim' suffer a 20% increase in " "experience required to advance." msgstr "" "凡愚の特性を持ったユニットは、レベルアップに必要な経験値が 20% 増加します。" #. [topic]: id=traits_slow #: data/core/help.cfg:472 msgid "Slow" msgstr "鈍重" #. [topic]: id=traits_slow #: data/core/help.cfg:473 msgid "" "\n" "\n" "Thick-bodied and clumsy, slow individuals of goblins and other species take " "a movement penalty but are compensated for it with a slight increase in " "endurance." msgstr "" "\n" "\n" "ゴブリンやその他の種族の肥満体で不器用で足の遅い個体は移動力にペナルティを受" "けますが、その代わりにわずかに耐久力が上昇します。" #. [topic]: id=traits_slow #: data/core/help.cfg:473 msgid "" "text='Slow' units have −1 movement but 5% more hitpoints." msgstr "" "鈍重なユニットは移動力が 1 少なくなりますが、HP が通常より 5% 多くなります。" #. [topic]: id=traits_weak #: data/core/help.cfg:480 msgid "Weak" msgstr "非力" #. [topic]: id=traits_weak #: data/core/help.cfg:481 msgid "" "Units with trait text='weak' get a −1 increment in " "hitpoints and melee damage." msgstr "" "非力の特性を持つユニットは、HP が 1 少なくなると同時に、格闘攻撃で与えるダ" "メージが毎回 1 少なくなります。" #. [topic]: id=traits_aged #: data/core/help.cfg:486 msgid "trait^Aged" msgstr "老齢" #. [topic]: id=traits_aged #: data/core/help.cfg:487 msgid "" "Units with trait text='aged' get a −8 increment in " "hitpoints and a −1 increment in movement and melee damage." msgstr "" "老齢の特性を持つユニットは、HP が 8 少なくなると同時に、格闘攻撃で与えるダ" "メージが毎回 1 少なくなります。" #. [topic]: id=..terrains_section #: data/core/help.cfg:493 msgid "" "Game maps feature a variety of terrains that affect both unit movement and a " "unit’s defensive capability in combat." msgstr "" "ゲームにおけるマップはさまざまな地形によって特徴づけられています。地形はユ" "ニットの移動と戦闘におけるユニットの防御能力の双方に影響します。" #. [topic]: id=..addons #: data/core/help.cfg:501 msgid "" "The degree of customization offered by the Wesnoth engine allows players to " "create their own game content, including new scenarios, campaigns, and much " "more beyond what is offered in the official content bundled with the game.\n" "\n" msgstr "" "Wesnothエンジンはカスタマイズ性を持ち、プレイヤー自らゲームコンテンツ(新しい" "シナリオやキャンペーン、他にもいろいろ)を作ることができる程です。\n" "\n" #. [topic]: id=using_addons #: data/core/help.cfg:511 msgid "Using Add-ons" msgstr "アドオンの使い方" #. [topic]: id=using_addons #: data/core/help.cfg:512 msgid "" "\n" "\n" "
text='Campaigns and Scenarios'
" msgstr "" "\n" "\n" "
text='キャンペーンとシナリオ'
" #. [topic]: id=using_addons #: data/core/help.cfg:512 msgid "" "The game supports different types of add-on content, which are not all " "available in every gameplay mode." msgstr "" "このゲームは異なる種類のアドオンコンテンツをサポートしており、種類によってそ" "のアドオンを有効にできるゲームモードも異なります。" #. [topic]: id=using_addons #: data/core/help.cfg:514 msgid "" "\n" "\n" "Single-player campaigns are collections of scenarios that fit together to " "tell a story. Both stand-alone scenarios—if intended to be played as such—" "and regular campaigns are available from the text='Campaigns' menu at the title screen." msgstr "" "\n" "\n" "SP(シングルプレイヤー)用のキャンペーンとは、物語に沿って複数のシナリオを集め" "たものです。独立したシナリオや通常のキャンペーンはタイトル画面の" "text='キャンペーン'メニューから遊ぶことができます。" #. [topic]: id=using_addons #: data/core/help.cfg:516 msgid "" "\n" "\n" "
text='Multiplayer Campaigns, Scenarios, and Map Packs'
" msgstr "" "\n" "\n" "
text='MP(マルチプレイヤー) キャンペーン、シナリオ、マップ集'
" #. [topic]: id=using_addons #: data/core/help.cfg:518 msgid "" "\n" "\n" "text='Multiplayer' games can be played in fully customized, " "scripted scenarios or even specially designed campaigns. There are also " "packs providing sets of individual multiplayer scenarios." msgstr "" "\n" "\n" "text='MP(マルチプレイヤー)' ゲームでは完全にカスタマイズさ" "れ、動作が記述されたシナリオや特別なデザインをされたキャンペーンを遊ぶことが" "できます。別々のMPシナリオをまとめたセットも存在します。" #. [topic]: id=using_addons #: data/core/help.cfg:520 msgid "" "\n" "\n" "
text='Multiplayer Eras and Factions'
" msgstr "" "\n" "\n" "
text='MPの時代(MP Era)、党派(MP Faction)'
" #. [topic]: id=using_addons #: data/core/help.cfg:522 msgid "" "\n" "\n" "For gameplay purposes, various races of creatures in the world cooperate " "with each other in factions. Factions are grouped in balanced sets with a " "common theme; for example, the main factions of Wesnoth can be found in the " "included Default Era.\n" "\n" "In text='Multiplayer' mode, you can choose an era when " "creating a new game, and players can pick from the available factions for " "that era when setting up their sides and teams." msgstr "" "\n" "\n" "ゲームの中では、様々な種族の生き物たちがお互いに協力し合い、「党派」を築いて" "います。党派は共通のテーマに沿ってバランス調整されたセットです。例を挙げれ" "ば、Wesnothの主な党派は「標準の時代」に含まれています。\n" "\n" "text='マルチプレイヤー'モードでは、ゲームを作るときに「時" "代」を選択することができ、その時代に含まれる党派をそれぞれの陣営に設定するこ" "とができます。" #. [topic]: id=using_addons #: data/core/help.cfg:526 msgid "" "\n" "\n" "
text='Multiplayer Modifications'
" msgstr "" "\n" "\n" "
text='MP Mod(Multiplayer Modifications)'
" #. [topic]: id=using_addons #: data/core/help.cfg:528 msgid "" "\n" "\n" "Modifications are optional scenario- and era-independent scripts for " "text='Multiplayer' games that can alter the default ruleset " "in various ways. You can choose and configure modifications when creating a " "new game." msgstr "" "\n" "\n" "Modはシナリオのオプションや、時代に依存しないスクリプトであり、マルチプレイ" "ヤーゲームに様々な変更を加えることができます。ゲームの作成時にModを選択し、設" "定することができます。" #. [topic]: id=using_addons #: data/core/help.cfg:530 msgid "" "\n" "\n" "
text='Creator Resources'
" msgstr "" "\n" "\n" "
text='クリエイター用の素材集'
" #. [topic]: id=using_addons #: data/core/help.cfg:532 msgid "" "\n" "\n" "Content authors can use resource packs available on the add-ons server to " "enrich their own content with existing assets such as images, music, and " "code. These are not generally intended for direct use in-game; however, " "other playable add-ons may depend on them and suggest or require their " "installation during download." msgstr "" "\n" "\n" "コンテンツの製作者はアドオンサーバー上にある素材集を、自身のコンテンツの素材" "(画像や音楽、コードなど)として利用することができます。素材集はゲーム内で直" "接利用されることはありませんが、他のアドオンがそれらを利用しており、アドオン" "のインストール時に素材集も必要とされることがあります。" #. [topic]: id=installing_addons #: data/core/help.cfg:541 msgid "Installing Add-ons" msgstr "アドオンのインストール" #. [topic]: id=installing_addons #: data/core/help.cfg:542 msgid "" "User-made add-ons can be obtained and updated through the text='Add-" "ons' option in the main menu. After connecting to the add-ons " "server (by default text='add-ons.wesnoth.org'), you will be " "presented with a list of add-ons available on the server for downloading.\n" "\n" "The installation status for each add-on is shown below each entry. For add-" "ons that are text='upgradable' or text='outdated' on the server, their installed and published versions will be shown " "in the text='Version' column.\n" "\n" "To search for add-ons by keywords, type any relevant terms in any order in " "the text='Filter' box, separated by spaces. You can also sort " "the add-on list by clicking the column headers. It is also possible to " "choose to only display add-ons of specific categories by clicking on the " "text='Options' button in the top-right corner.\n" "\n" "To install an add-on, select it from the list and click text='OK', or simply double-click on the add-on’s title. The " "text='Description' button provides you with additional details " "about the add-on, such as its full description, installation status, and " "available languages." msgstr "" "ユーザ製のアドオンはメインメニューのtext='アドオン'から取" "得・更新を行うことができます。\n" "アドオンサーバー (デフォルトではtext='add-ons.wesnoth.org') " "に接続すると、サーバー上に存在するダウンロード可能なアドオンのリストが表示さ" "れます。\n" "\n" "アドオンのインストール状況はそれぞれのエントリに表示されます。サーバー上の" "text='更新有り'text='旧バージョン'のアド" "オンは、インストール済みか公開済みのバージョンがtext='バージョン'カラムに表示されます。\n" "\n" "アドオンをキーワードで検索したければ、text='フィルター'ボックス" "に適切な単語をスペースで区切って入力して下さい。また、カラムヘッダをクリック" "することでアドオンリストをソートすることもできます。特定のカテゴリのアドオン" "のみを表示したければ、右上のtext='オプション'ボタンをクリックし" "て下さい。\n" "\n" "アドオンをインストールしたいなら、リストからそのアドオンを選択してから" "text='OK'ボタンを押すか、アドオンのタイトルをダブルクリックして" "下さい。text='解説'ボタンを押すとアドオンの情報 (解説、インス" "トール状況、利用できる言語) を詳しく見ることができます。" #. [topic]: id=removing_addons #: data/core/help.cfg:555 msgid "Removing Add-ons" msgstr "アドオンの削除" #. [topic]: id=removing_addons #: data/core/help.cfg:556 msgid "" "To remove add-ons, choose text='Remove Add-ons' in the add-ons " "server connection dialog. You will be presented with options to remove any " "number of add-ons you currently have installed.\n" "\n" "It is not possible to remove add-ons for which there is publishing " "information (text='.pbl' files) attached, in order to " "prevent its accidental loss. If necessary, you must manually delete the " "information files or the add-ons themselves using a file manager provided by " "your platform." msgstr "" "アドオンを削除するには、アドオンサーバへの接続ダイアログの中のtext='ア" "ドオンの削除'を選択して下さい。インストール済みのアドオンを好きな数だ" "け削除することができます。\n" "\n" "アドオンに公開情報ファイル (text='.pbl' ファイル) が添付され" "ていた場合、それによってアドオンを削除できないことがあります。そのような場" "合、情報ファイルを削除するかアドオン自体を直接あなたのプラットフォームのファ" "イルマネージャで削除しなければなりません。" #. [topic]: id=general_commands #: data/core/help.cfg:571 msgid "General commands" msgstr "一般的なコマンド" #. [topic]: id=debug_commands #. [topic]: id=general_commands #. [topic]: id=mp_commands #: data/core/help.cfg:573 data/core/help.cfg:616 data/core/help.cfg:654 msgid "" "These commands can either be issued via the command line by prefixing them " "with ':' (as shown here) or via the chat by prefixing them with '/' (press " "'m' first to open the chat line).\n" "\n" msgstr "" "これらのコマンドは「:」を押してコマンドラインを出すか、チャット欄に「/」を打" "つことで実行できます (チャット欄は「m」で開けます) 。\n" #. [topic]: id=general_commands #: data/core/help.cfg:575 msgid "" "\n" "Clear chat messages.\n" "\n" msgstr "" "\n" "チャットメッセージを消去します。\n" "\n" #. [topic]: id=general_commands #: data/core/help.cfg:578 msgid "" "\n" "Switch debug mode on (does not work in multiplayer). See " "dst='debug_commands' text='debug mode commands'.\n" "Debug mode is turned off by quitting the game or :nodebug.\n" "\n" msgstr "" "\n" "デバッグモード(開発用)を有効にします(マルチプレイヤーでは使用不可)。" "dst=debug_commands text='デバッグモードコマンド'を参照してくださ" "い。\n" "デバッグモードはゲームを終了した場合、もしくは :nodebug コマンドで無効になり" "ます。\n" "\n" #. [topic]: id=general_commands #: data/core/help.cfg:582 msgid "" "\n" "Set or toggle player on side between human and AI player. The player/client " "who controls that side needs to issue this command. If no second parameter " "is supplied, toggle bewteen human and AI. If it is ‘on’, set an AI " "controller. If it is ‘off’ set a human controller. Defaults to the currently " "active side if no parameter is supplied.\n" "\n" msgstr "" "\n" "陣営のプレイヤーを人間と AI のいずれかに設定、もしくは切り替えます。その陣営" "を操作しているプレイヤー/クライアントがこのコマンドを実行する必要がありま" "す。2 つめの引数が指定されなかった場合、人間と AI の間で切り替えられます。2 " "つめのパラメータが「 on 」なら、AI が操作するように設定されます。「 off 」な" "ら人間が操作するように設定されます。パラメータを何も指定しなかった場合、現在" "プレイ中の陣営とみなされます。\n" "\n" #. [topic]: id=general_commands #: data/core/help.cfg:585 msgid "" "\n" "Display the controller status of a side.\n" "\n" msgstr "" "\n" "陣営のコントローラーのステータスを表示する\n" "\n" #. [topic]: id=general_commands #: data/core/help.cfg:588 msgid "" "\n" "Toggle the display of the current frames per second.\n" "\n" msgstr "" "\n" "現在のフレームレートの表示を切り換えます。\n" "\n" #. [topic]: id=general_commands #: data/core/help.cfg:591 msgid "" "\n" "Switch a log domain to a different log level.\n" "\n" msgstr "" "\n" "ログの範囲を異なるログレベルに切り替えます。\n" "\n" #. [topic]: id=general_commands #: data/core/help.cfg:594 msgid "" "\n" "Redraws the screen and reloads any image files that have been changed.\n" "\n" msgstr "" "\n" "画面を再描画し、変更された画像ファイルを再読み込みします。\n" "\n" #. [topic]: id=general_commands #: data/core/help.cfg:597 msgid "" "\n" "Bring up theme selection menu.\n" "\n" msgstr "" "\n" "テーマ選択メニューを呼び出します。\n" "\n" #. [topic]: id=general_commands #: data/core/help.cfg:600 msgid "" "\n" "Quit the scenario (without prompting).\n" "\n" msgstr "" "\n" "シナリオを終了します(確認なし)。\n" "\n" #. [topic]: id=general_commands #: data/core/help.cfg:603 msgid "" "\n" "Save the game (without prompting).\n" "\n" msgstr "" "\n" "ゲームを保存します(確認なし)。\n" "\n" #. [topic]: id=general_commands #: data/core/help.cfg:606 msgid "" "\n" "Save the game and quit the scenario (without prompting)." msgstr "" "\n" "ゲームを保存してシナリオを終了します(確認なし)。" #. [topic]: id=mp_commands #: data/core/help.cfg:615 msgid "Multiplayer commands" msgstr "マルチプレイヤーコマンド" #. [topic]: id=mp_commands #: data/core/help.cfg:618 msgid "" "\n" "Ban a user in a multiplayer game by the IP address used by that username and " "kick him. Can be used on users not in the game but on the server. (Of course " "they won’t be kicked then.)\n" "\n" msgstr "" "\n" "マルチプレイヤーゲームでそのユーザー名に使われている IP アドレスからの参加を" "禁止し、ユーザーの接続を切ります。ゲーム中に存在していないユーザーでもサー" "バー上にいれば使用可能です。(当然その際に追い出されはしません)\n" "\n" #. [topic]: id=mp_commands #: data/core/help.cfg:621 msgid "" "\n" "Change the controller for side (write here the number of the side) to " "username (write here the nickname of the player or observer). You can check " "what side belongs to which player in the text='Scenario Settings' dialog (Press the text='More' button in the " "text='Status Table' (alt+s by default) to get there.). The host " "can change control of any side.\n" "\n" msgstr "" "\n" "陣営(ここに陣営の番号を入れる)を操作する人をユーザー名(ここにプレイヤーも" "しくは観戦者のニックネームを入れる)に変更します。どの陣営がどのプレイヤーに" "属しているかは「シナリオ設定」ダイアログで確認することができます(「ステータ" "ス表」(デフォルトでは alt+s )の「次」ボタンを押すことによって表示されま" "す)。ホストはどの陣営の操作権でも変更できます。\n" "\n" #. [topic]: id=mp_commands #: data/core/help.cfg:624 msgid "" "\n" "Launch a dialog to assist the host in changing the human controllers of " "sides.\n" "\n" msgstr "" "\n" "人間がコントロールする陣営をホストが変更するためのダイアログを表示します。\n" "\n" #. [topic]: id=mp_commands #: data/core/help.cfg:627 msgid "" "\n" "Toggle the idle state for a side. The host may make a side idle after a " "network disconnection.\n" "\n" msgstr "" "\n" "陣営の待機状態を切り替えます。ネットワークが切断された場合、ホストは陣営を待" "機状態にする必要があるでしょう。\n" "\n" #. [topic]: id=mp_commands #: data/core/help.cfg:630 msgid "" "\n" "Kick a user in multiplayer. They will be able to rejoin the game. If you " "just want to change control of their side(s) use the :control command " "instead.\n" "\n" msgstr "" "\n" "マルチプレイヤーでユーザーの接続を切ります。接続を切られたユーザーはゲームに" "再び加わることができます。陣営の操作を変更したい場合は、代わりに :control コ" "マンドを使用してください。\n" "\n" #. [topic]: id=mp_commands #: data/core/help.cfg:633 msgid "" "\n" "Send a private message to a user. When in a game, it is not possible to send " "private messages to players who are currently controlling a side in the same " "game.\n" "\n" msgstr "" "\n" "プライベートメッセージを送ります。同じゲーム内でいずれかの陣営を操作していな" "いプレイヤーにはメッセージを送ることができません。\n" "\n" #. [topic]: id=mp_commands #: data/core/help.cfg:636 msgid "" "\n" "Mute a specific observer. If no username is supplied the muted usernames are " "displayed.\n" "\n" msgstr "" "\n" "指定した観戦者が発言できないようにします。ユーザー名が指定されなかった場合は" "発言できないユーザー名が表示されます。\n" "\n" #. [topic]: id=mp_commands #: data/core/help.cfg:639 msgid "" "\n" "Toggle muting/silencing of all observers on/off.\n" "\n" msgstr "" "\n" "すべての観戦者が発言できないようにするかどうかを切り替えます。\n" "\n" #. [topic]: id=mp_commands #: data/core/help.cfg:642 msgid "" "\n" "Unban a user in a multiplayer game by the IP address used by that username. " "Can be used on users not in the game but on the server.\n" "\n" msgstr "" "\n" "マルチプレイヤーゲームでそのユーザー名に使われている IP アドレスからの参加禁" "止を解除します。そのユーザーがゲーム中にいる必要はありませんが、サーバー上に" "存在しなければなりません。\n" "\n" #. [topic]: id=mp_commands #: data/core/help.cfg:645 msgid "" "\n" "Unmute a specific observer. If no username is supplied the list of muted " "observers is cleared." msgstr "" "\n" "指定した観戦者の発言禁止を解除します。ユーザー名が指定されなかった場合は発言" "禁止ユーザーの一覧が消去されます。" #. [topic]: id=debug_commands #: data/core/help.cfg:653 msgid "Debug mode commands" msgstr "デバッグモードコマンド" #. [topic]: id=debug_commands #: data/core/help.cfg:656 msgid "" "\n" "Brings up a menu for choosing a scenario to immediately advance to in a " "campaign.\n" "\n" msgstr "" "\n" "移動するキャンペーン中のシナリオを選択するメニューを立ち上げます。\n" "\n" #. [topic]: id=debug_commands #: data/core/help.cfg:659 msgid "" "\n" "Create a unit of the specified type on the selected hex.\n" "\n" msgstr "" "\n" "指定されたタイプのユニットを選択されたヘクスに作成します。\n" "\n" #. [topic]: id=debug_commands #: data/core/help.cfg:662 msgid "" "\n" "Toggle fog/shroud for the current side.\n" "\n" msgstr "" "\n" "プレイ中の陣営の霧/幕を切り換えます。\n" "\n" #. [topic]: id=debug_commands #: data/core/help.cfg:665 msgid "" "\n" "Adds the specified amount to the current side’s gold.\n" "\n" msgstr "" "\n" "指定された量のゴールドをプレイ中の陣営に追加します。\n" "\n" #. [topic]: id=debug_commands #: data/core/help.cfg:668 msgid "" "\n" "Immediately advances to the next scenario in a campaign.\n" "\n" msgstr "" "\n" "キャンペーン中の次のシナリオへ移動します。\n" "\n" #. [topic]: id=debug_commands #: data/core/help.cfg:671 msgid "" "\n" "Manually set a gamestate variable to value.\n" "\n" msgstr "" "\n" "ゲームの状態をあらわす変数を手入力で指定された値に設定します。\n" "\n" #. [topic]: id=debug_commands #: data/core/help.cfg:674 msgid "" "\n" "Show a gamestate variable.\n" "\n" msgstr "" "\n" "ゲームの状態をあらわす変数を表示します。\n" "\n" #. [topic]: id=debug_commands #: data/core/help.cfg:677 msgid "" "\n" "Manually fire the specified event.\n" "\n" msgstr "" "\n" "指定されたイベントを手動で起こします。\n" "\n" #. [topic]: id=debug_commands #: data/core/help.cfg:680 msgid "" "\n" "Modifies the specified property of the selected unit. Example: :unit " "hitpoints=100\n" "\n" msgstr "" "\n" "選択されたユニットの指定されたプロパティを変更します。例: :unit " "hitpoints=100\n" "\n" #. [topic]: id=debug_commands #: data/core/help.cfg:683 msgid "" "\n" "Makes the selected unit level up N times. Example: :unit advances=2" msgstr "" "\n" "選択されたユニットを N 回レベルアップさせます。例: :unit advances=2" #. [heals]: id=curing #: data/core/macros/abilities.cfg:49 msgid "cures" msgstr "治療" #. [heals]: id=curing #: data/core/macros/abilities.cfg:50 msgid "female^cures" msgstr "治療" #. [heals]: id=curing #: data/core/macros/abilities.cfg:51 msgid "" "A curer can cure a unit of poison, although that unit will receive no " "additional healing on the turn it is cured of the poison." msgstr "" "治療者は、毒を受けたユニットを治療することができます。ただし、毒から治療され" "たそのターン内には、さらなる回復は受けられません。" #. [regenerate]: id=regenerates #: data/core/macros/abilities.cfg:73 msgid "regenerates" msgstr "再生" #. [regenerate]: id=regenerates #: data/core/macros/abilities.cfg:74 msgid "female^regenerates" msgstr "再生" #. [regenerate]: id=regenerates #: data/core/macros/abilities.cfg:75 msgid "" "The unit will heal itself 8 HP per turn. If it is poisoned, it will remove " "the poison instead of healing." msgstr "" "このユニットはターンごとに自身の HP を 8 回復します。毒を受けているなら、回復" "する代わりに毒を取り除きます。" #. [resistance]: id=steadfast #: data/core/macros/abilities.cfg:94 msgid "steadfast" msgstr "装甲" #. [resistance]: id=steadfast #: data/core/macros/abilities.cfg:95 msgid "female^steadfast" msgstr "装甲" #. [resistance]: id=steadfast #: data/core/macros/abilities.cfg:96 msgid "" "This unit’s resistances are doubled, up to a maximum of 50%, when defending. " "Vulnerabilities are not affected." msgstr "" "防御時、このユニットの耐性は最大で 50% まで倍増します。弱点には影響がありませ" "ん。" #. [leadership]: id=leadership #: data/core/macros/abilities.cfg:109 data/core/macros/abilities.cfg:131 #: data/core/macros/abilities.cfg:165 data/core/macros/abilities.cfg:211 #: data/core/macros/abilities.cfg:269 msgid "leadership" msgstr "統率" #. [leadership]: id=leadership #: data/core/macros/abilities.cfg:110 data/core/macros/abilities.cfg:132 #: data/core/macros/abilities.cfg:166 data/core/macros/abilities.cfg:212 #: data/core/macros/abilities.cfg:270 msgid "female^leadership" msgstr "統率" #. [leadership]: id=leadership #: data/core/macros/abilities.cfg:111 data/core/macros/abilities.cfg:133 #: data/core/macros/abilities.cfg:167 data/core/macros/abilities.cfg:213 #: data/core/macros/abilities.cfg:271 msgid "" "This unit can lead our own units that are next to it, making them fight " "better.\n" "\n" "Adjacent own units of lower level will do more damage in battle. When a unit " "adjacent to, of a lower level than, and on the same side as a unit with " "Leadership engages in combat, its attacks do 25% more damage times the " "difference in their levels." msgstr "" "このユニットは隣接した自軍ユニットを指揮し、それらがうまく戦えるようにしま" "す。\n" "\n" "隣接している低レベルの自軍ユニットは戦闘時により多くのダメージを与えるように" "なります。このユニットとのレベルの差に応じて、与えるダメージが 25% ずつ増加し" "ます。" #. [skirmisher]: id=skirmisher #: data/core/macros/abilities.cfg:337 msgid "skirmisher" msgstr "散兵" #. [skirmisher]: id=skirmisher #: data/core/macros/abilities.cfg:338 msgid "female^skirmisher" msgstr "散兵" #. [skirmisher]: id=skirmisher #: data/core/macros/abilities.cfg:339 msgid "" "This unit is skilled in moving past enemies quickly, and ignores all enemy " "Zones of Control." msgstr "" "このユニットは敵のそばを素早く移動するという能力を持ち、すべての敵の支配ゾー" "ン(ZoC)を無視できます。" #. [illuminates]: id=illumination #: data/core/macros/abilities.cfg:352 msgid "illuminates" msgstr "照明" #. [illuminates]: id=illumination #: data/core/macros/abilities.cfg:353 msgid "female^illuminates" msgstr "照明" #. [illuminates]: id=illumination #: data/core/macros/abilities.cfg:354 msgid "" "This unit illuminates the surrounding area, making lawful units fight " "better, and chaotic units fight worse.\n" "\n" "Any units adjacent to this unit will fight as if it were dusk when it is " "night, and as if it were day when it is dusk." msgstr "" "このユニットは周囲を明るく照らし、秩序ユニットを有利に、混沌ユニットを不利に" "します。\n" "\n" "すべての隣接ユニットは、夜には夕方、夕方には昼であるかのように戦うことになり" "ます。" #. [teleport]: id=teleport #: data/core/macros/abilities.cfg:366 msgid "teleport" msgstr "瞬間移動" #. [teleport]: id=teleport #: data/core/macros/abilities.cfg:367 msgid "female^teleport" msgstr "瞬間移動" #. [teleport]: id=teleport #: data/core/macros/abilities.cfg:368 msgid "" "This unit may teleport between any two empty villages owned by its side " "using one of its moves." msgstr "" "このユニットは移動力を 1 使うことで、その陣営が所有する誰もいない 2 つの村の" "間を瞬間移動することができます。" #. [hides]: id=ambush #: data/core/macros/abilities.cfg:404 data/core/macros/abilities.cfg:406 msgid "ambush" msgstr "伏兵" #. [hides]: id=ambush #: data/core/macros/abilities.cfg:405 data/core/macros/abilities.cfg:407 msgid "female^ambush" msgstr "伏兵" #. [hides]: id=ambush #: data/core/macros/abilities.cfg:408 data/core/macros/abilities.cfg:411 msgid "" "This unit can hide in forest, and remain undetected by its enemies.\n" "\n" "Enemy units cannot see this unit while it is in forest, except if they have " "units next to it. Any enemy unit that first discovers this unit immediately " "loses all its remaining movement." msgstr "" "このユニットは森に隠れることができます。そのため、森にいれば敵に見つかること" "はありません。\n" "\n" "このユニットが森にいるときは、このユニットを見つけることはできません。ただ" "し、敵ユニットが隣接している場合を除きます。伏兵中のユニットに遭遇した敵ユ" "ニットは、残りの移動力を全て失います。" #. [hides]: id=nightstalk #: data/core/macros/abilities.cfg:428 data/core/macros/abilities.cfg:429 #: data/core/macros/abilities.cfg:433 msgid "nightstalk" msgstr "隠密" #. [hides]: id=nightstalk #: data/core/macros/abilities.cfg:430 data/core/macros/abilities.cfg:435 msgid "" "The unit becomes invisible during night.\n" "\n" "Enemy units cannot see this unit at night, except if they have units next to " "it. Any enemy unit that first discovers this unit immediately loses all its " "remaining movement." msgstr "" "このユニットは夜間は見えなくなります。\n" "\n" "このユニットは夜には見つけることはできません。ただい、敵がこのユニットの隣に" "いる場合を除きます。隠密中のユニットに遭遇した敵ユニットは残りの移動力を全て" "失います。" #. [hides]: id=nightstalk #: data/core/macros/abilities.cfg:434 msgid "female^nightstalk" msgstr "隠密" #. [hides]: id=concealment #: data/core/macros/abilities.cfg:452 data/core/macros/abilities.cfg:457 msgid "concealment" msgstr "潜伏" #. [hides]: id=concealment #: data/core/macros/abilities.cfg:453 data/core/macros/abilities.cfg:458 msgid "female^concealment" msgstr "潜伏" #. [hides]: id=concealment #: data/core/macros/abilities.cfg:454 data/core/macros/abilities.cfg:459 msgid "" "This unit can hide in villages (with the exception of water villages), and " "remain undetected by its enemies, except by those standing next to it.\n" "\n" "Enemy units can not see this unit while it is in a village, except if they " "have units next to it. Any enemy unit that first discovers this unit " "immediately loses all its remaining movement." msgstr "" "このユニットは村に隠れることができ(水中の村は例外です)、敵に見つけられるこ" "とはありません。ただし、敵がこのユニットの隣にいる場合は除きます。\n" "\n" "このユニットが村にいるときは、このユニットを視認することはできません。ただ" "し、敵がこのユニットの隣にいる場合を除きます。潜伏中のユニットに遭遇した敵ユ" "ニットは残りの移動力を全て失います。" #. [hides]: id=submerge #: data/core/macros/abilities.cfg:476 data/core/macros/abilities.cfg:481 msgid "submerge" msgstr "潜水" #. [hides]: id=submerge #: data/core/macros/abilities.cfg:477 data/core/macros/abilities.cfg:482 msgid "female^submerge" msgstr "潜水" #. [hides]: id=submerge #: data/core/macros/abilities.cfg:478 data/core/macros/abilities.cfg:483 msgid "" "This unit can hide in deep water, and remain undetected by its enemies.\n" "\n" "Enemy units cannot see this unit while it is in deep water, except if they " "have units next to it. Any enemy unit that first discovers this unit " "immediately loses all its remaining movement." msgstr "" "このユニットは水中深くに隠れることができ、敵に見つからなくなります。\n" "\n" "このユニットが深い水中にいるときは、このユニットを視認することはできません。" "敵がこのユニットの隣にいる場合を除いて。潜水中のユニットと遭遇した敵ユニット" "は残りの移動力を全て失います。" #. [dummy]: id=feeding #: data/core/macros/abilities.cfg:503 msgid "feeding" msgstr "摂食" #. [dummy]: id=feeding #: data/core/macros/abilities.cfg:504 msgid "female^feeding" msgstr "摂食" #. [dummy]: id=feeding #: data/core/macros/abilities.cfg:505 msgid "" "This unit gains 1 hitpoint added to its maximum whenever it kills a unit, " "except units that are immune to plague." msgstr "" "このユニットは生きているユニットを殺すことで最大ヒットポイントが 1 増加しま" "す。" #. [unstore_unit] #: data/core/macros/abilities.cfg:531 msgid "+1 max HP" msgstr "最大 HP +1" #. [damage]: id=backstab #: data/core/macros/abilities.cfg:573 msgid "backstab" msgstr "奇襲" #. [damage]: id=backstab #: data/core/macros/abilities.cfg:574 msgid "" "When used offensively, this attack deals double damage if there is an enemy " "of the target on the opposite side of the target, and that unit is not " "incapacitated (turned to stone or otherwise paralyzed)." msgstr "" "攻撃時に限り、もし「攻撃対象」の反対側に「攻撃対象に敵対するユニット」が存在" "し、「攻撃対象に敵対するユニット」が能力を奪われて(石化や麻痺など)いない場" "合、この攻撃は倍のダメージとなります。" #. [plague]: id=plague({TYPE}), type={TYPE} #. [plague]: id=plague, type=Walking Corpse #: data/core/macros/abilities.cfg:586 data/core/macros/abilities.cfg:597 msgid "plague" msgstr "疫病" #. [plague]: id=plague({TYPE}), type={TYPE} #: data/core/macros/abilities.cfg:587 msgid "" "When a unit is killed by a Plague attack, that unit is replaced with a unit " "identical to and on the same side as the unit with the Plague attack. This " "doesn’t work on Undead or units in villages." msgstr "" "疫病攻撃によってユニットが倒された場合は、そのユニットは攻撃ユニットと同じク" "ラスで同じ陣営のユニットに置き換えられます。この攻撃はアンデッドや村にいるユ" "ニットには効果がありません。" #. [plague]: id=plague, type=Walking Corpse #: data/core/macros/abilities.cfg:598 msgid "" "When a unit is killed by a Plague attack, that unit is replaced with a " "Walking Corpse on the same side as the unit with the Plague attack. This " "doesn’t work on Undead or units in villages." msgstr "" "疫病攻撃によってユニットが倒された場合は、そのユニットは攻撃ユニットと同じ陣" "営の歩く死体に置き換えられます。この攻撃はアンデッドや村にいるユニットには効" "果がありません。" #. [slow]: id=slow #: data/core/macros/abilities.cfg:608 msgid "slows" msgstr "遅化" #. [slow]: id=slow #: data/core/macros/abilities.cfg:609 msgid "" "This attack slows the target until it ends a turn. Slow halves the damage " "caused by attacks and the movement cost for a slowed unit is doubled. A unit " "that is slowed will feature a snail icon in its sidebar information when it " "is selected." msgstr "" "この攻撃は、ターンが終わるまでターゲットを遅くします。遅化は攻撃によるダメー" "ジを半減させ、遅化されたユニットの移動コストを倍にします。遅化を受けたユニッ" "トは、選択するとサイドバーの情報にカタツムリのアイコンが表示されます。" #. [petrifies]: id=petrifies #: data/core/macros/abilities.cfg:618 msgid "petrifies" msgstr "石化" #. [petrifies]: id=petrifies #: data/core/macros/abilities.cfg:619 msgid "" "This attack petrifies the target, turning it to stone. Units that have been " "petrified may not move or attack." msgstr "" "この攻撃は標的を石化させ、石へと変えます。石化したユニットは移動や攻撃はでき" "ません。" #. [chance_to_hit]: id=marksman #: data/core/macros/abilities.cfg:628 msgid "marksman" msgstr "精密" #. [chance_to_hit]: id=marksman #: data/core/macros/abilities.cfg:629 msgid "" "When used offensively, this attack always has at least a 60% chance to hit." msgstr "攻撃時に限り、この武器は命中率の最低値が60%になります。" #. [swarm]: id=swarm #: data/core/macros/abilities.cfg:653 msgid "swarm" msgstr "群れ" #. [swarm]: id=swarm #: data/core/macros/abilities.cfg:654 msgid "" "The number of strikes of this attack decreases when the unit is wounded. The " "number of strikes is proportional to the percentage of its of maximum HP the " "unit has. For example a unit with 3/4 of its maximum HP will get 3/4 of the " "number of strikes." msgstr "" "ユニットが傷ついているとこの攻撃の回数が減少します。攻撃回数はそのユニットが" "持つ HP と最大 HP の割合に比例します。例えばユニットの HP がその最大 HP の " "3/4 だった場合、攻撃回数も 3/4 になります。" #. [damage]: id=charge #: data/core/macros/abilities.cfg:663 msgid "charge" msgstr "突撃" #. [damage]: id=charge #: data/core/macros/abilities.cfg:664 msgid "" "When used offensively, this attack deals double damage to the target. It " "also causes this unit to take double damage from the target’s counterattack." msgstr "" "攻撃時に限り、この武器は敵へ与えるダメージが倍となりますが、敵の反撃によって" "受けるダメージも倍となります。" #. [drains]: id=drains #: data/core/macros/abilities.cfg:676 msgid "drains" msgstr "生命吸収" #. [drains]: id=drains #: data/core/macros/abilities.cfg:677 msgid "" "This unit drains health from living units, healing itself for half the " "amount of damage it deals (rounded down)." msgstr "" "このユニットは生者から生命力を奪って、与えたダメージの半分(切り下げ)だけ自" "分の HP を回復させます。" #. [poison]: id=poison #: data/core/macros/abilities.cfg:696 msgid "poison" msgstr "毒" #. [poison]: id=poison #: data/core/macros/abilities.cfg:697 msgid "" "This attack poisons living targets. Poisoned units lose 8 HP every turn " "until they are cured or are reduced to 1 HP. Poison can not, of itself, kill " "a unit." msgstr "" "この攻撃は生きている標的を毒状態にします。毒を受けているユニットは解毒するか " "HP が 1 になるまで、毎ターン HP が 8 減っていきます。毒そのものでは、ユニット" "が死ぬことはありません。" #. [advancement]: id=amla_default #: data/core/macros/amla.cfg:10 msgid "Max HP bonus +3, Max XP +20%" msgstr "最大 HP ボーナス +3、最大 XP +20%" #. [time]: id=midday #. [time]: id=midday_hour #: data/core/macros/schedules.cfg:26 data/core/macros/schedules.cfg:312 msgid "Midday" msgstr "昼の 12 時" #. [time]: id=midnight #. [time]: id=midnight_hour #: data/core/macros/schedules.cfg:67 data/core/macros/schedules.cfg:181 msgid "Midnight" msgstr "夜の 12 時" #. [time]: id=indoors #: data/core/macros/schedules.cfg:91 msgid "Indoors" msgstr "屋内" #. [time]: id=deep_underground #: data/core/macros/schedules.cfg:111 msgid "Deep Underground" msgstr "深い地下" #. [time]: id=second_watch_hour1 #: data/core/macros/schedules.cfg:193 msgid "Second Watch — First Hour" msgstr "深夜(1)" #. [time]: id=second_watch_hour2 #: data/core/macros/schedules.cfg:205 msgid "Second Watch — Second Hour" msgstr "深夜(2)" #. [time]: id=second_watch_hour3 #: data/core/macros/schedules.cfg:217 msgid "Second Watch — Third Hour" msgstr "深夜(3)" #. [time]: id=second_watch_hour4 #: data/core/macros/schedules.cfg:229 msgid "Second Watch — Fourth Hour" msgstr "深夜(4)" #. [time]: id=second_watch_hour5 #: data/core/macros/schedules.cfg:241 msgid "Second Watch — Fifth Hour" msgstr "深夜(5)" #. [time]: id=second_watch_hour6 #: data/core/macros/schedules.cfg:253 msgid "Second Watch — Sixth Hour" msgstr "深夜(6)" #. [time]: id=morning_hour1 #: data/core/macros/schedules.cfg:276 msgid "Morning — First Hour" msgstr "朝(1)" #. [time]: id=morning_hour2 #: data/core/macros/schedules.cfg:285 msgid "Morning — Second Hour" msgstr "朝(2)" #. [time]: id=morning_hour3 #: data/core/macros/schedules.cfg:294 msgid "Morning — Third Hour" msgstr "朝(3)" #. [time]: id=morning_hour4 #: data/core/macros/schedules.cfg:303 msgid "Morning — Fourth Hour" msgstr "朝(4)" #. [time]: id=afternoon_hour1 #: data/core/macros/schedules.cfg:321 msgid "Afternoon — First Hour" msgstr "午後(1)" #. [time]: id=afternoon_hour2 #: data/core/macros/schedules.cfg:330 msgid "Afternoon — Second Hour" msgstr "午後(2)" #. [time]: id=afternoon_hour3 #: data/core/macros/schedules.cfg:339 msgid "Afternoon — Third Hour" msgstr "午後(3)" #. [time]: id=afternoon_hour4 #: data/core/macros/schedules.cfg:348 msgid "Afternoon — Fourth Hour" msgstr "午後(4)" #. [time]: id=afternoon_hour5 #: data/core/macros/schedules.cfg:357 msgid "Afternoon — Fifth Hour" msgstr "午後(5)" #. [time]: id=afternoon_hour6 #: data/core/macros/schedules.cfg:366 msgid "Afternoon — Sixth Hour" msgstr "午後(6)" #. [time]: id=first_watch_hour1 #: data/core/macros/schedules.cfg:388 msgid "First Watch — First Hour" msgstr "夜(1)" #. [time]: id=first_watch_hour2 #: data/core/macros/schedules.cfg:400 msgid "First Watch — Second Hour" msgstr "夜(2)" #. [time]: id=first_watch_hour3 #: data/core/macros/schedules.cfg:412 msgid "First Watch — Third Hour" msgstr "夜(3)" #. [time]: id=first_watch_hour4 #: data/core/macros/schedules.cfg:424 msgid "First Watch — Fourth Hour" msgstr "夜(4)" #. [time]: id=dawn1 #: data/core/macros/schedules.cfg:478 msgid "First Dawn" msgstr "最初の夜明け" #. [time]: id=dawn2 #: data/core/macros/schedules.cfg:488 msgid "Second Dawn" msgstr "二度目の夜明け" #. [time]: id=morning1 #: data/core/macros/schedules.cfg:498 msgid "First Morning" msgstr "最初の朝" #. [time]: id=morning2 #: data/core/macros/schedules.cfg:507 msgid "Second Morning" msgstr "二度目の朝" #. [time]: id=midday1 #: data/core/macros/schedules.cfg:516 msgid "First Midday" msgstr "最初の昼" #. [time]: id=midday2 #: data/core/macros/schedules.cfg:525 msgid "Second Midday" msgstr "二度目の昼" #. [time]: id=afternoon1 #: data/core/macros/schedules.cfg:534 msgid "First Afternoon" msgstr "最初の午後" #. [time]: id=afternoon2 #: data/core/macros/schedules.cfg:543 msgid "Second Afternoon" msgstr "二度目の午後" #. [time]: id=dusk1 #: data/core/macros/schedules.cfg:552 msgid "First Dusk" msgstr "最初の夕暮れ" #. [time]: id=dusk2 #: data/core/macros/schedules.cfg:562 msgid "Second Dusk" msgstr "二度目の夕暮れ" #. [time]: id=short_dark #: data/core/macros/schedules.cfg:572 msgid "The Short Dark" msgstr "短い夜" #. [time]: id=long_dark1 #: data/core/macros/schedules.cfg:584 msgid "The Long Dark (1)" msgstr "長い夜(1)" #. [time]: id=long_dark2 #: data/core/macros/schedules.cfg:596 msgid "The Long Dark (2)" msgstr "長い夜(2)" #. [time]: id=long_dark3 #: data/core/macros/schedules.cfg:610 msgid "The Long Dark (3)" msgstr "長い夜(3)" #. [time]: id=long_dark4 #: data/core/macros/schedules.cfg:622 msgid "The Long Dark (4)" msgstr "長い夜(4)" #: data/core/macros/special-notes.cfg:3 msgid "" "\n" "\n" "Special Notes:" msgstr "" "\n" "\n" "特記事項:" #: data/core/macros/special-notes.cfg:8 msgid "" " Spirits have very unusual resistances to damage, and move quite slowly over " "open water." msgstr "" " 霊魂はダメージに対して飛び抜けた耐性があり、水の上をきわめてゆっくりと移動し" "ます。" #: data/core/macros/special-notes.cfg:11 msgid "" " This unit’s arcane attack deals tremendous damage to magical creatures, and " "even some to mundane creatures." msgstr "" " このユニットの秘術による攻撃は魔法で作られた者に著しいダメージを与えます。 " "またこの世の生物にさえもかなりのダメージを与えます。" #: data/core/macros/special-notes.cfg:14 msgid " This unit is capable of basic healing." msgstr " このユニットには簡易な回復能力があります。" #: data/core/macros/special-notes.cfg:17 msgid " This unit is capable of rapid healing." msgstr " このユニットには簡易な回復能力があります。" #: data/core/macros/special-notes.cfg:20 msgid "" " This unit is capable of healing those around it, and curing them of poison." msgstr "" " このユニットはその周りにいるユニットを回復し、毒を治療することができます。" #: data/core/macros/special-notes.cfg:23 msgid "" " This unit is capable of neutralizing the effects of poison in units around " "it." msgstr " このユニットは周りにいるユニットの毒を中和する能力があります。" #: data/core/macros/special-notes.cfg:26 msgid "" " This unit regenerates, which allows it to heal as though always stationed " "in a village." msgstr "" " このユニットは再生能力があり、これによって常に村にいるかのように回復すること" "ができます。" #: data/core/macros/special-notes.cfg:29 msgid "" " The steadiness of this unit reduces damage from some attacks, but only " "while defending." msgstr "" " このユニットの堅実さのおかげで、ある種の攻撃によるダメージを減らすことができ" "ます。しかし、防御時のみです。" #: data/core/macros/special-notes.cfg:32 msgid "" " The leadership of this unit enables adjacent units of the same side to deal " "more damage in combat, though this only applies to units of lower level." msgstr "" " このユニットの統率力により、隣接する同一陣営のユニットは戦闘においてより大き" "なダメージを与えることができます。これはより下位レベルのユニットにのみ適用さ" "れます。" #: data/core/macros/special-notes.cfg:35 msgid "" " This unit’s skill at skirmishing allows it to ignore enemies’ zones of " "control and thus move unhindered around them." msgstr "" " このユニットの散兵能力により、敵の支配ゾーンを無視することができます。そのた" "め、敵に囲まれても移動が妨害されることはありません。" #: data/core/macros/special-notes.cfg:38 msgid " Illumination increases the lighting level in adjacent areas." msgstr " 照明は隣接する領域を明るくします。" #: data/core/macros/special-notes.cfg:41 msgid "" " This unit can use one move to teleport between any two empty villages " "controlled by its side." msgstr "" " このユニットは 1 回の移動を使用して、その陣営に支配されている誰もいない 2 つ" "の村の間を瞬間移動することができます。" #: data/core/macros/special-notes.cfg:44 msgid "" " In woodlands, this unit’s ambush skill renders it invisible to enemies " "unless it is immediately adjacent or has revealed itself by attacking." msgstr "" " 森林地では、このユニットの伏兵能力によって敵から見えなくなります。すぐ隣にい" "るか、攻撃することによって自らあらわれた場合を除いて。" #: data/core/macros/special-notes.cfg:47 msgid " This unit is able to hide at night, leaving no trace of its presence." msgstr "" " このユニットは夜間に隠れることができ、ユニットが存在したという痕跡をまったく" "残しません。" #: data/core/macros/special-notes.cfg:50 msgid "" " This unit can hide in villages (with the exception of water villages), and " "remain undetected by its enemies, except by those standing next to it." msgstr "" " このユニットは村(水中の村を除く)の中に隠れることができ、敵から見えなくなり" "ます。敵の隣にいる場合を除いて。" #: data/core/macros/special-notes.cfg:53 msgid "" " This unit can move unseen in deep water, requiring no air from the surface." msgstr "" " このユニットは深海では目に触れることなく移動することができます。水面から空気" "を得る必要もありません。" #: data/core/macros/special-notes.cfg:56 msgid "" " This unit gains 1 hitpoint added to its maximum whenever it kills a living " "unit." msgstr "" " このユニットは生きているユニットを殺すことで最大ヒットポイントが 1 増加しま" "す。" #: data/core/macros/special-notes.cfg:59 msgid "" " Whenever its berserk attack is used, this unit continues to push the attack " "until either it or its enemy lies dead." msgstr "" " このユニットの狂戦攻撃が使われた場合、このユニットはそのユニット自身か敵が倒" "れるまで攻撃し続けます。" #: data/core/macros/special-notes.cfg:62 msgid "" " If there is an enemy of the target on the opposite side of the target while " "attacking it, this unit may backstab, inflicting double damage by creeping " "around behind that enemy." msgstr "" " 攻撃時に標的のユニットの反対側にそのユニットの敵がいれば、奇襲を食らわせ、倍" "のダメージを与えるでしょう。" #: data/core/macros/special-notes.cfg:65 msgid "" " Foes who lose their life to the plague will rise again in unlife, unless " "they are standing on a village." msgstr "" " 疫病で命を落とした敵は、死者としてよみがえるでしょう。村の上に立っていない限" "りは。" #: data/core/macros/special-notes.cfg:68 msgid "" " This unit is able to slow its enemies, halving their movement speed and " "attack damage until they end a turn." msgstr "" " このユニットは敵を遅くすることができ、敵のターンが終わるまでの間、敵の移動速" "度と攻撃ダメージを半減させることができます。" #: data/core/macros/special-notes.cfg:71 msgid "" " The ability to turn the living to stone makes this unit extremely dangerous." msgstr "" " 生物を石に変えてしまう能力を持っているため、このユニットはきわめて危険です。" #: data/core/macros/special-notes.cfg:74 msgid "" " This unit’s marksmanship gives it a high chance of hitting targeted " "enemies, but only on the attack." msgstr "" " このユニットの精密な攻撃は目標とされた敵に高い確率で命中します。しかし、攻撃" "側の場合だけです。" #: data/core/macros/special-notes.cfg:77 msgid "" " This unit has magical attacks, which always have a high chance of hitting " "an opponent." msgstr "" " このユニットは魔法攻撃を保有し、その攻撃は常に高い確率で敵に命中します。" #: data/core/macros/special-notes.cfg:80 msgid "" " The swarming attacks of this unit become less deadly whenever its members " "are wounded." msgstr "" " このユニットの群れによる攻撃はそのメンバーが傷つくと壊滅的に弱くなります。" #: data/core/macros/special-notes.cfg:83 msgid "" " Using a charging attack doubles both damage dealt and received; this does " "not affect defensive retaliation." msgstr "" " 突撃を使うことで、与えるダメージ、受けるダメージ共に倍となります。これは防御" "側での反撃には影響しません。" #: data/core/macros/special-notes.cfg:86 msgid "" " During battle, this unit can drain life from victims to renew its own " "health." msgstr "" " 戦闘中、このユニットは犠牲者から体力を奪い、自身の健康を回復することができま" "す。" #: data/core/macros/special-notes.cfg:89 msgid "" " The length of this unit’s weapon allows it to strike first in melee, even " "in defense." msgstr "" " このユニットの武器の長さのおかげで、たとえ防御時であっても、格闘攻撃で先に攻" "撃します。" #: data/core/macros/special-notes.cfg:92 msgid "" " The victims of this unit’s poison will continually take damage until they " "can be cured in town or by a unit which cures." msgstr "" " このユニットの毒による犠牲者は、村か治療能力のあるユニットによって治療される" "まで継続的にダメージを受けるでしょう。" #. [trait]: id=loyal #: data/core/macros/traits.cfg:8 msgid "loyal" msgstr "忠義" #. [trait]: id=loyal #: data/core/macros/traits.cfg:9 msgid "female^loyal" msgstr "忠義" #. [trait]: id=loyal #: data/core/macros/traits.cfg:10 msgid "Zero upkeep" msgstr "維持費なし" #. [trait]: id=undead #: data/core/macros/traits.cfg:22 msgid "undead" msgstr "アンデッド" #. [trait]: id=undead #: data/core/macros/traits.cfg:23 msgid "female^undead" msgstr "アンデッド" #. [trait]: id=elemental #. [trait]: id=mechanical #. [trait]: id=undead #: data/core/macros/traits.cfg:24 data/core/macros/traits.cfg:47 #: data/core/macros/traits.cfg:70 msgid "Immune to drain, poison, and plague" msgstr "吸収、毒、疫病への耐性" #. [trait]: id=mechanical #: data/core/macros/traits.cfg:45 msgid "mechanical" msgstr "機械" #. [trait]: id=mechanical #: data/core/macros/traits.cfg:46 msgid "female^mechanical" msgstr "機械" #. [trait]: id=elemental #: data/core/macros/traits.cfg:68 msgid "elemental" msgstr "精霊" #. [trait]: id=elemental #: data/core/macros/traits.cfg:69 msgid "female^elemental" msgstr "精霊" #. [trait]: id=strong #: data/core/macros/traits.cfg:90 msgid "strong" msgstr "強力" #. [trait]: id=strong #: data/core/macros/traits.cfg:91 msgid "female^strong" msgstr "強力" #. [trait]: id=dextrous #: data/core/macros/traits.cfg:108 msgid "dextrous" msgstr "器用" #. [trait]: id=dextrous #: data/core/macros/traits.cfg:109 msgid "female^dextrous" msgstr "器用" #. [trait]: id=quick #: data/core/macros/traits.cfg:122 msgid "quick" msgstr "敏捷" #. [trait]: id=quick #: data/core/macros/traits.cfg:123 msgid "female^quick" msgstr "敏捷" #. [trait]: id=intelligent #: data/core/macros/traits.cfg:139 msgid "intelligent" msgstr "知的" #. [trait]: id=intelligent #: data/core/macros/traits.cfg:140 msgid "female^intelligent" msgstr "知的" #. [trait]: id=resilient #: data/core/macros/traits.cfg:152 msgid "resilient" msgstr "頑強" #. [trait]: id=resilient #: data/core/macros/traits.cfg:153 msgid "female^resilient" msgstr "頑強" #. [trait]: id=healthy #: data/core/macros/traits.cfg:170 msgid "healthy" msgstr "壮健" #. [trait]: id=healthy #: data/core/macros/traits.cfg:171 msgid "female^healthy" msgstr "壮健" #. [trait]: id=healthy #: data/core/macros/traits.cfg:172 msgid "Always rest heals" msgstr "常時休息回復" #. [trait]: id=fearless #: data/core/macros/traits.cfg:189 data/core/macros/traits.cfg:202 msgid "fearless" msgstr "勇敢" #. [trait]: id=fearless #: data/core/macros/traits.cfg:190 data/core/macros/traits.cfg:203 msgid "female^fearless" msgstr "勇敢" #. [trait]: id=fearless #: data/core/macros/traits.cfg:191 data/core/macros/traits.cfg:204 msgid "Fights normally during unfavorable times of day/night" msgstr "昼/夜の不利な時間帯でも通常通りに戦います" #. [trait]: id=feral #: data/core/macros/traits.cfg:214 msgid "feral" msgstr "野生" #. [trait]: id=feral #: data/core/macros/traits.cfg:215 msgid "female^feral" msgstr "野生" #. [trait]: id=feral #: data/core/macros/traits.cfg:216 msgid "Receives only 50% defense in land-based villages" msgstr "陸にある村では防御が 50% になってしまいます" #. [trait]: id=weak #: data/core/macros/traits.cfg:232 msgid "weak" msgstr "非力" #. [trait]: id=weak #: data/core/macros/traits.cfg:233 msgid "female^weak" msgstr "非力" #. [trait]: id=slow #: data/core/macros/traits.cfg:250 msgid "slow" msgstr "鈍重" #. [trait]: id=slow #: data/core/macros/traits.cfg:251 msgid "female^slow" msgstr "鈍重" #. [trait]: id=dim #: data/core/macros/traits.cfg:267 msgid "dim" msgstr "凡愚" #. [trait]: id=dim #: data/core/macros/traits.cfg:268 msgid "female^dim" msgstr "凡愚" #. [trait]: id=aged #: data/core/macros/traits.cfg:280 msgid "aged" msgstr "老化" #. [trait]: id=aged #: data/core/macros/traits.cfg:281 msgid "female^aged" msgstr "老化" #. [race]: id=bats #: data/core/units.cfg:43 msgid "race^Bat" msgstr "コウモリ" #. [race]: id=bats #: data/core/units.cfg:44 msgid "race+female^Bat" msgstr "コウモリ" #. [race]: id=bats #: data/core/units.cfg:45 msgid "race^Bats" msgstr "コウモリ" #. [race]: id=bats #: data/core/units.cfg:46 msgid "" "Bats come in many shapes and sizes, and most are fairly harmless, feeding on " "insects and other small animals. The larger and more vicious breeds are " "known to pose a threat to humans and other races as well as their livestock, " "especially when encountered in groups. Typically nocturnal, they are often " "kept (and occasionally tamed) by those who share their love of the night." msgstr "" "コウモリには様々な姿形や大きさがあり、大部分の完全に無害なものは昆虫や小動物" "をエサにしています。人間や他種族にとって彼らの家畜と同様により大きくやっかい" "な種類のコウモリが脅威となることが知られています。特にコウモリの集団と遭遇し" "た場合には。通常は夜間に、彼らの暗い場所を好む性質を利用して捕らえられ(必要" "なら飼育され)ます。" #. [race]: id=drake #: data/core/units.cfg:55 msgid "race^Drake" msgstr "ドレーク" #. [race]: id=drake #: data/core/units.cfg:56 msgid "race+female^Drake" msgstr "ドレーク族" #. [race]: id=drake #: data/core/units.cfg:57 msgid "race^Drakes" msgstr "ドレーク" #. [race]: id=drake #: data/core/units.cfg:58 msgid "" "Drakes are large, winged and fire-breathing creatures, reminiscent of true " "dragons. On average, an adult drake stands around three meters tall and " "easily weighs more than a man and a horse combined. Their skin is made up of " "hard scales, resistant to most physical strikes except piercing and cold " "damage. Most drakes are capable of true flight and can travel long distances " "quickly. However, their sheer weight and bulk limits their flight ability " "somewhat, making them ungainly in the air. Where possible, they make use of " "terrain features such as hills, mountains and trees as launch points in " "order to gain greater height and speed. Fortunately for their enemies, they " "are still quite clumsy creatures and surprisingly slow in combat. This, " "combined with their large size, renders them easy targets for those who dare " "attack them.\n" "\n" "Drakes are inherently magical creatures, with a mysterious internal fire " "fueling their very lives. This can easily be witnessed when one of their " "kind perishes in combat; its internal fire is released, burning their " "remains in to ashes. Their internal fire is also their greatest weakness; it " "makes them extremely vulnerable to cold attacks. Despite their magical " "nature, drakes are incapable of channeling magic in a controlled manner. " "While the magic imbued within a drake’s body enables it to spit fire and " "gives it life, they have no willful control over the functions of this " "magic.\n" "\n" "
text='Society'
\n" "Drakes are a relatively warlike race and their societies can be best " "described as cultured martial societies. The core of a drake tribe is a " "small group of veteran warriors headed by a mutually respected — or simply " "feared — dst='dominant' text='dominant' who rules the society " "with an iron fist. Every drake is expected to earn their place in the strict " "hierarchy, to obey their superiors and command their inferiors. Entry to the " "ruling elite is only possible through challenging and defeating a superior " "in single combat, which is the way the hierarchy within the elite itself is " "established. The use of deception of any kind towards any fellow drake is, " "without exception, seen as cowardly and unacceptable.\n" "\n" "While their warlike nature and sense of territory drives them to defend " "their territories savagely, drakes rarely invade or trespass on areas " "already occupied by the other major races. Instead, they settle in " "unpopulated areas to establish their own territory there. They primarily " "feed on large game they hunt in the lowlands around their homes, but " "hatchlings and lower caste drakes are known to feed also on certain kinds of " "moss and fungi they cultivate deep in their caverns. The only technology " "drakes value is armor- and weapon-smithing, and neither know or need other " "science and culture besides this. However the few implements they do fashion " "are almost unrivaled in quality, only matched by those produced in the " "finest Dwarvish foundries.\n" "\n" "Drakes are hatched from eggs and usually live naturally between 20 to 30 " "years. Death in battle is the most preferred way for a drake to leave this " "world. Unlike the elder members of other races, drakes naturally grow more " "aggressive and reckless towards the ends of their natural lives, perhaps to " "help ensure their place in the heroic legends of their kind.\n" "\n" "
text='Geography'
\n" "Drakes originated from an archipelago of volcanic islands called " "dst='morogor' text='Morogor' in the dst='great_ocean' " "text='Great Ocean'. A combination of population pressure and the " "subsidence of many of their home islands has caused colonies of drakes to " "spread to the dst='great_continent' text='Great Continent'. " "Drakes tend to make their homes in mountain caverns near volcanoes to " "protect their eggs, hatchings and forges. While drakes naturally prefer " "warmth, their internal fire is more than capable of sustaining them even in " "a relatively cold climate, a feature which has allowed them to populate even " "some of the mountains of the far north of the Great Continent." msgstr "" "ドレーク族は大きく、羽があり火を吐く生物で、本物のドラゴンを連想させます。平" "均では、大人のドレークはおよそ 3 メートルの高さがあり、人間と馬をあわせた重量" "を有に上回ります。彼らの皮膚は硬い鱗でできており、刺突と冷気によるダメージを" "除くほとんどの物理的な攻撃に対して耐性があります。ドレーク族のほとんどは本当" "に飛ぶことができ、素早く長距離を移動することができます。しかしながら、彼らは" "本当に重く大きいため、彼らの飛行能力はいくらか制限され、空中では不格好になり" "ます。可能な場所では、彼らは丘や山や木などの地形をより高い高さと速度を得るた" "めの離陸地点として利用します。彼らの敵にとっては幸運なことに、彼らはとても不" "器用で、戦闘において驚くほど動きが遅いのです。このことと、彼らの大きさのた" "め、彼らをあえて攻撃しようとする者たちにとっては彼らは容易いターゲットとなり" "ます。\n" "\n" "ドレーク族は本質的に魔法生物であり、まさに彼らの生命に燃料を供給する神秘な内" "なる炎を秘めています。このことは、彼らの種族が戦闘で死ぬときに簡単に確認する" "ことができます。内なる炎は解放され、彼らの遺骸は燃えて灰と化すのです。彼らの" "内なる炎はまた、彼らの最大の弱点にもなります。彼らは冷気による攻撃に対して非" "常に脆弱なのです。魔法の性質を持っているにも関わらず、彼らは魔法を制御して使" "うことができません。ドレークの体内に吹き込まれている魔法によって火を吐くこと" "ができ、また命を与えられていますが、彼らはこの魔法の持つ働きを意図的に制御す" "ることはできません。\n" "\n" "
text='社会'
\n" "ドレーク族は比較的好戦的な種族であり、彼らの社会は教養のある軍人の社会と表現" "するのが最も適切でしょう。ドレークの部族の中心は、互いに尊敬された、あるいは" "単に恐れられた、ドレーク社会を冷酷に支配するdst='dominant' text='有力" "者'に率いられた小規模のベテラン戦士です。すべてのドレークは厳格な階級制" "度の中で地位を得ることが求められています。上位の者には服従し、下位の者を指揮" "することによって。支配するエリートに加わるには、上位の者に一対一で挑み、倒す" "しかありません。このようにしてエリート自身の階級制度が構築されたのです。仲間" "のドレークをだますことは、どんなことであっても、例外なく、臆病とみなされ、受" "け入れられません。\n" "\n" "彼らの好戦的な性質と縄張りに対する感覚によって、彼らは獰猛に縄張りを守ってい" "るのであり、ドレーク族は他の大多数の種族によってすでに占拠されている領域に侵" "攻したり、侵入したりすることはありません。代わりに、彼らは住人のいない地域に" "住み、そこに彼らの縄張りを構築するのです。彼らは主として生息地付近の低地で" "狩った大きな獲物を食べますが、ふ化したばかりの者や下位の階級のドレークは彼ら" "の洞窟の奥深くで育てているコケやキノコ類も食べることが知られています。ドレー" "ク族が重視している唯一の技術は防具や武器を鍛造することです。そして他の科学や" "文化については知りもしませんし必要ともしません。しかしながら彼らが作成した数" "少ない道具は品質の面ではほとんど匹敵するものがなく、ドワーフの鋳造所で作られ" "た最もよいものにさえ匹敵します。\n" "\n" "ドレーク族は卵から産まれ、通常 20 から 30 年生きます。戦いにおいて死ぬこと" "が、ドレークにとってこの世から去る最も好まれる方法です。他の種族の年長の者た" "ちとは異なり、ドレーク族は成長するに従ってより攻撃的になり、彼らの寿命が近づ" "くにつれてより無謀になっていきます。おそらく、彼らの種族の英雄の伝説に確実に" "彼らの場所を確保するために。\n" "\n" "
text='地理'
\n" "ドレーク族の起源はdst='great_ocean' text='大洋'の" "dst='morogor' text='Morogor'と呼ばれる一連の火山島にあります。人口" "圧力と故郷の島の多くの沈降の組み合わせにより、ドレークのコロニーは徐々に" "dst='great_continent' text='大陸'へと広がっていきました。ドレーク" "族は彼らの卵、幼生、鍛冶場を守るために火山の近くの山岳の洞窟に生息する傾向が" "あります。ドレーク族は生まれつき暖かいところを好みますが、彼らの内なる炎は比" "較的寒い気候にも耐えられるのに十分な能力があり、この特徴により、彼らは大陸の" "北部にある山々にも生息しています。" #. [race]: id=dwarf #: data/core/units.cfg:91 msgid "race^Dwarf" msgstr "ドワーフ" #. [race]: id=dwarf #: data/core/units.cfg:92 msgid "race+female^Dwarf" msgstr "ドワーフ" #. [race]: id=dwarf #: data/core/units.cfg:93 msgid "race^Dwarves" msgstr "ドワーフ" #. [race]: id=dwarf #: data/core/units.cfg:94 msgid "" "The dwarves are a race famed for their miners, blacksmiths, merchants and " "warriors. Considered as the third oldest race on the great continent after " "the elves and trolls, their early history is shrouded in mystery. Legends " "tell of a time long forgotten when their people began emerging from their " "underground world through caves. Nothing is known about their life prior to " "their arrival, or their reasons for entering the surface world, but they " "have been an integral part of the history of the continent since. Soon after " "their emergence from the underground, the dwarves entered into conflict with " "the original inhabitants of the land, the elves. The original reason for " "their dispute has been lost to history, but the two races have since fought " "three long wars, interrupted by a few decades of peace. During these wars " "the dwarves could not dislodge the elves from the deep forests in the south, " "but managed to consolidate their position in hills and the mountains in the " "north of the continent, known now as the Northlands. Since then they have " "constructed fantastic fortifications and settlements deep within the " "mountains and crags of their territory.\n" "\n" "Possibly due to their isolation, the dwarves are generally distrustful or " "hostile towards most other races, particularly the elves. The single " "exception to this temperament is towards humans. This could be traced back " "to the era of Haldric I and the arrival of humans and orcs to the continent. " "At this point the dwarves began allowing some humans, mostly dissidents and " "outlaws from the Kingdom of Wesnoth, to settle in certain areas of the " "Northlands. Their motivation was unsurprising. The plight of these " "individuals reminded the dwarves of their early history of persecution, " "eliciting a sense of solidarity. The dwarves also had much to gain in " "forming a bond with these outcasts. They would settle in areas where dwarves " "disliked living themselves; plains, forests, and swamps, freeing them from " "defending these areas.\n" "\n" "Dwarves are of small stature by human measure, but they are by no means " "fragile. Their warriors, tough and powerful are both feared and respected " "throughout the continent for their prowess in battle. In addition, dwarves " "are known for their calculating intellects and superb craftsmanship. Dwarven " "smiths are renowned for their deadly weapons and heavy armor. These " "accouterments are unrivaled in quality, possibly only matched by those " "produced by drake armorers. Their intelligence and natural inquisitiveness " "has also made them the most technically advanced race on the continent. One " "of their most famous, and feared, discoveries was a mysterious powder that " "produces an immense explosion when exposed to fire or sparks. Certain dwarf " "warriors use this powder to hurl small objects at tremendous speeds. Given " "their technological inclinations, many dwarves tend to distrust magic users. " "However some practice a form of magic based on the engraving of runes. " "Called runesmiths, they use these carvings to enchant items in order to " "augment certain aspects of their natures." msgstr "" "ドワーフ族は、抗夫、鍛冶屋、商人、戦士として有名な種族です。エルフ族とトロル" "族に次いで、大陸で三番目に古い種族であると考えられており、彼らの近年の歴史は" "謎に覆われています。人々が洞窟を通って地下の世界から出現した頃の長く忘れられ" "た時代が伝説で語られています。彼らが現れる以前の生活や、地上に現れた理由に関" "しては何も知られていませんが、それ以来、彼らは大陸の歴史の不可欠な一部分と" "なっています。地下から現れてから間もなく、ドワーフ族は土地の先住民であるエル" "フ族と衝突を起こしました。元々の争いの理由が何であったかは歴史の中に失われま" "したが、それから二つの種族は数十年の平和な期間を間に挟んだ長い戦争を三回行い" "ました。その戦争の間、ドワーフ族は南部の深い森からエルフ族を追い出すことはで" "きなかったものの、何とか大陸北部の丘陵と山岳に居場所を固めることはできまし" "た。これが現在北の大地として知られている地域です。以来、彼らは途方もない要塞" "を構築して、彼らの領地の山と岩の中奥深くに住み着いています。\n" "\n" "おそらくその孤立によって、ドワーフ族は一般的に他の種族の大部分、特にエルフ族" "に対しては疑い深いか、敵対的な態度を取ります。この態度の一つの例外は人間に対" "してです。これは Haldric I 世の時代、人間とオーク族が大陸にたどり着いた時点に" "までさかのぼることができます。ドワーフ族はある種の人間、大抵は反体制派の人間" "と Wesnoth 王国から来た無法者ですが、彼らが北の大地の特定の地域に住むのを許可" "し始めました。その動機は驚くようなものではありません。彼らの個人的な苦境がド" "ワーフ族の初期の迫害の歴史を思い出させ、連帯感を引き出すようなものだったから" "です。ドワーフ族はまたこれらの排斥された者たちと手を組むことで得るものが多く" "ありました。ドワーフ自身が住むのを好まない場所、平原、森林、沼地へ彼らを住ま" "わせて、それらの土地の防衛から解放されたのです。\n" "\n" "ドワーフ族は人間の基準からは小さい姿をしていますが、決して脆弱というわけでは" "ありません。ドワーフの戦士は丈夫さと力強さを兼ね備えており、戦いにおける勇気" "は大陸中で尊敬されています。更にドワーフ族は計算高さと華麗な職人芸で知られて" "います。ドワーフの鍛冶屋はその危険な武器と重い防具で有名です。彼らの装備は品" "質で匹敵するものがなく、おそらく釣り合うのはドレークの武具師が作るものくらい" "でしょう。彼らの知性と詮索好きな性質により、大陸で最も技術的に進歩した種族と" "なりました。彼らの最も有名であり、また恐れられている発見は、火や火花にさらし" "た時に巨大な爆発を起こす不思議な粉末です。あるドワーフの戦士は小さな物体を恐" "ろしい速度で投げつけるのにこの粉末を使います。技術に傾倒しているため、多くの" "ドワーフは魔法使いを疑いがちです。しかしながらルーンを刻みつけることで、ある" "種の魔術を使う者もいます。ルーン細工師と呼ばれる彼らは、物品に魔法をかけてそ" "の性質の一面を増大させるのに彫刻を使用します。" #. [race]: id=elf #: data/core/units.cfg:111 msgid "race^Elf" msgstr "エルフ" #. [race]: id=elf #: data/core/units.cfg:112 msgid "race+female^Elf" msgstr "エルフ" #. [race]: id=elf #: data/core/units.cfg:113 msgid "race^Elves" msgstr "エルフ" #. [race]: id=elf #: data/core/units.cfg:115 msgid "" "Compared to humans, elves are somewhat taller, more agile but less sturdy. " "They have slightly pointy ears, pale skin and usually blond hair. Few " "differences between humans and elves are more pronounced than the Elves’ " "unusually long life — most, unless claimed by illness, accident or war, live " "a full two and a half centuries. While some elves possessing a high magical " "aptitude have been known to live an additional full century, most elves " "begin to grow physically frail at some point between 250 and 300 years of " "age and pass away rapidly (generally within a year or two) thereafter.\n" "\n" "Elves are naturally imbued with magic to a small degree. Though most are " "unable to channel it directly, its latent presence gives them their keen " "senses and long life. Many elves have magic-driven talents such as " "marksmanship or stealth, allowing them to achieve tasks that most normal " "beings would find astonishing. Those elves that learn to wield this power in " "more general ways can become truly formidable in its use. Many choose to use " "their gift to heal others.\n" "\n" "A few elves, venturing far down the paths of magic and mysticism, become " "sensitive to the presence of cold iron and can even be burned by it. Elvish " "legend hints that this was more common in the far past.\n" "\n" "Elves spend much of their time honing their talents and skills. Those not " "adept at the magical arts typically devote their time honing their physical " "skills. As a result, elves excel at archery, which is perhaps their most " "important method of warfare. Most elvish troops carry a bow and no other " "race can rival their archers in speed and accuracy. All elves also share an " "intense affection for unspoiled nature. They often feel uncomfortable in " "open unvegetated spaces. They live primarily in the forests of the Great " "Continent; the Aethenwood in the southwest, Wesmere in the northwest, and " "the great northern woods of which the Lintanir Forest is the southernmost " "edge.\n" "\n" "Elves are the eldest race of the continent, with the possible exception of " "trolls. Many of their settlements cannot be reliably dated, undoubtedly " "having existed for over a millennium." msgstr "" "人間族に比べると、エルフ族は若干背が高く、より機敏ですがあまりたくましくはあ" "りません。彼らはわずかに先の尖った耳を持ち、皮膚は青白く、通常は金髪です。エ" "ルフ族が非常に長い寿命を持つこと以外は人間族とエルフ族の違いはほとんどないと" "言ってもよいでしょう。ほとんどの場合、病気や事故、戦争などによって命が奪われ" "ることがなければ、2 世紀半もの間生きます。エルフ族の中には高い魔法の才能を" "持った者がおり、さらに 1 世紀の間生きることが知られていますが、ほとんどのエル" "フは 250 から 300 歳の間のどこかで、肉体的に弱くなっていき、その後すぐに(通" "常は 1、2 年以内に)死にます。\n" "\n" "エルフ族は生まれつきわずかですが魔法を身につけています。ほとんどの者は直接魔" "法を導くことができませんが、魔法が潜在的に備わっていることにより、彼らは感覚" "が鋭く、寿命が長いのです。多くのエルフは射撃や隠密といった魔法を原動力とする" "才能を持っていて、ほとんどの普通の生き物をにとっては驚くべきことをやってのけ" "ます。この能力を巧みにより一般的に使うエルフたちは、この能力を使うことにおい" "て本当に並外れたものになります。多くの者は彼らに与えられた能力を他の者を回復" "させるために使用することを選びます。\n" "\n" "少数のエルフは、魔法と神秘の道を遠く深く冒険し、冷えた鉄の存在に鋭敏になり、" "燃え上がることもできます。遠い昔はそのようなことが一般的であったことがエルフ" "族の伝承に暗示されています。\n" "\n" "エルフ族は彼らの能力や技能を磨くために多くの時間を費やします。魔法能力に熟練" "していない者はたいてい肉体的な技能を磨くことに時間を費やします。その結果、エ" "ルフ族は弓を使うことを得意としており、これは戦争においておそらく最も重要な手" "段となります。ほとんどのエルフ族の軍隊は弓を所持しており、他の種族たちは速度" "においても正確さにおいても彼らの射手に対抗することはできません。また、すべて" "のエルフは荒らされていない自然に対する愛情を共有しています。彼らはたいてい開" "けた植物に覆われていない場所に不安を感じます。このため彼らは、南西部の " "Aethenwood や北西部の Wesmere、あるいは南端に Lintanir の森がある北部の大森林" "といったような大陸の森に主に居住します。\n" "\n" "エルフ族は大陸の中で最年長の種族です。トロルという例外の可能性を除けば。彼ら" "の居住地の多くは全く古びていませんが、明らかに千年以上存在しています。" #. [race]: id=falcon, description= #: data/core/units.cfg:132 msgid "race^Falcon" msgstr "鷹" #. [race]: id=falcon, description= #: data/core/units.cfg:133 msgid "race+female^Falcon" msgstr "鷹" #. [race]: id=falcon, description= #: data/core/units.cfg:134 msgid "race^Falcons" msgstr "鷹" #. [race]: id=goblin #: data/core/units.cfg:145 msgid "race^Goblin" msgstr "ゴブリン" #. [race]: id=goblin #: data/core/units.cfg:146 msgid "race+female^Goblin" msgstr "ゴブリン" #. [race]: id=goblin #: data/core/units.cfg:147 msgid "race^Goblins" msgstr "ゴブリン" #. [race]: id=goblin #: data/core/units.cfg:148 msgid "" "Goblins are, despite their appearance, born as siblings to the orcs and " "members of the same race. While other races usually bear children singly or " "in pairs, orcs will have large litters of children all at once, causing " "their populations to explode rather quickly. Within any litter, there will " "only be one or two true orcs, who will grow to the full size and strength of " "their race. A few more will be half-orcs, notably weaker than their big " "brothers, and relegated to supporting roles in combat, such as archery. The " "rest, often a full half of more of any litter, will be goblins. Goblins are " "puny and quite frail, rarely growing past the size and stature of a human " "child. Goblins are born into a lifetime of near-slavery to their larger kin, " "and used as sword-fodder in battle. They thrive in spite of their tragic " "fate; in part because they are so very numerous, and also because their " "brother orcs are well aware how dependent they are on the goblins.\n" "\n" "Goblins perform the bulk of manual labor needed by the orcs, with the sole " "exception of jobs that require the brute strength of true orcs. Those the " "orcs revel in as proof of their prowess." msgstr "" "ゴブリンは姿形とは違ってオークの兄弟として誕生した同族です。他の種族は通常一" "人か二人の子を出産するのですが、オーク族は一度に大量の子を出産します。このこ" "とはオーク族の急激な拡張をもたらします。同時に生まれた兄弟の中で、真のオーク" "に育ち十分な大きさと強さを手に入れるのは一人か二人で、他には少数の兄弟が劣っ" "たオークに育ち、大きく育った兄弟より明らかに弱く戦闘においては弓兵のような支" "援役に回されます。残りの兄弟(しばしば半分以上)は全員ゴブリンになります。ゴ" "ブリンはちっぽけかつ非常に脆弱であり、人間の子供の身長に達するのも珍しいこと" "です。ゴブリンは生まれながらにして一生彼らの大きな親族の半奴隷および戦闘では" "犠牲覚悟で敵にぶつけられることが決まっています。彼らはこの悲劇的な運命の代わ" "りに次のことを生きがいにしています。それは、彼らが非常に数多いことと彼らの兄" "弟のオークがゴブリンに多くを依存していることに気づいていることです。\n" "\n" "ゴブリンはオークが必要とする作業の大半をこなします。唯一の例外は真のオークの" "力任せの強さを必要とすることです。その時、オーク族は彼らの武勇を証明します。" #. [race]: id=gryphon, description= #: data/core/units.cfg:163 msgid "race^Gryphon" msgstr "グリフォン" #. [race]: id=gryphon, description= #: data/core/units.cfg:164 msgid "race+female^Gryphon" msgstr "グリフォン" #. [race]: id=gryphon, description= #: data/core/units.cfg:165 msgid "race^Gryphons" msgstr "グリフォン" #. [race]: id=human #: data/core/units.cfg:181 msgid "race^Human" msgstr "人間" #. [race]: id=human #: data/core/units.cfg:182 msgid "race+female^Human" msgstr "人間" #. [race]: id=human #: data/core/units.cfg:183 msgid "race^Humans" msgstr "人間" #. [race]: id=human #: data/core/units.cfg:184 msgid "" "The race of men is an extremely diverse one. Although they originally came " "from the Old Continent, men have spread all over the world and split into " "many different cultures and races. Although they are not imbued with magic " "like other creatures, humans can learn to wield it and able to learn more " "types than most others. They have no extra special abilities or aptitudes " "except their versatility and drive. While often at odds with other races, " "they can occasionally form alliances with the less aggressive races such as " "elves and dwarves. The less scrupulous among them do not shrink back from " "hiring orcish mercenaries, either. They have no natural enemies, although " "the majority of men, like most people of all races, have an instinctive " "dislike of the undead. Men are shorter than the elves, but taller still than " "dwarves. Their skin color can vary, from almost white to dark brown.\n" "\n" "
text='Subjects of the Crown'
\n" "Many different groups of men exist, but the majority of them on the Great " "Continent live under the rule of the Crown of Wesnoth. The humans first " "appeared on the Great Continent from a land far across the ocean to the " "West, the Green Isle, and soon established their capital at the inland city " "of Weldyn. Over the following centuries they have built up a number cities " "across the continent. The soldiers from the Crown of Wesnoth protect the " "country, forming the most organized military force in the known world. Its " "warriors come from the main provinces, where all men are conscripted at an " "early age.\n" "\n" "
text='The Clansmen'
\n" "The eastern provinces of Wesnoth, known as the Clan Homelands, have a " "geography consisting of more open plains and rolling hills than the western, " "more civilized provinces. They are home to the Horse Clans, who are allied " "with the Crown of Wesnoth but operate independently and maintain their own " "identity. Some consider them to be a tributary state, which sends food and " "soldiers to Crown in exchange for protection. Others say they are on equal " "footing with the western half of Wesnoth. In any case, the eastern provinces " "do not have a conscript army the way Western Wesnoth does. Training for " "fighting is part of the way of life of the Clans; the parents teach the " "children to ride horses, fight and shoot a bow from an early age. In " "general, the Clan warriors are less organized than the civilized fighters, " "and the strengths and weaknesses of these groups complement each other." msgstr "" "人間という種族は非常に多様です。彼らは元々旧大陸からやってきたのですが、人間" "たちは世界中に広がり、多くの異なった文化や種族へと別れていきました。彼らは他" "の生き物のように魔法を身につけてはいませんが、人間は魔法を使うことを学ぶこと" "ができ、ほとんどのほかの者たちよりも多くの種類を学ぶことができます。彼らは多" "才であること、意欲があることを除けば特別な能力や才能があるわけではありませ" "ん。しばしば他の種族と争いますが、ときにエルフ族やドワーフ族といったあまり好" "戦的でないと同盟を結ぶことがあります。彼らのうちあまり用心深くない者たちは" "オークの傭兵を雇うことも恐れたりはしません。彼らには天敵はいませんが、大多数" "の人間は、すべての種族のほとんどの者と同じく、本能的にアンデッドを嫌います。" "人間はエルフ族よりも背が低いですが、ドワーフ族よりは背が高いです。彼らの皮膚" "の色は、ほとんど白色から焦げ茶色までさまざまです。\n" "\n" "
text='王位の臣民'
\n" "人間には多くの異なるグループが存在していますが、大陸に住む彼らの大多数は " "Wesnoth の王位の統治下にあります。人間は最初、西部の大洋を隔てた遠くの地、" "Green 島から大陸に現れ、すぐに内陸の都市 Weldyn に首都を設立しました。その後" "の数世紀以上に渡り、彼らは大陸の全域に数多くの都市を築きました。Wesnoth の王" "位によって派遣された兵士が国を守り、知られている世界の中で最も組織立った軍隊" "が形作られています。その戦士は中心部の州からきた者たちで、そこではすべての男" "性は若いうちに徴兵されています。\n" "\n" "
text='一族の一員たち'
\n" "Wesnoth の東部の州は、一族の祖国として知られており、西部のより文明化した州に" "比べ、その地形はより開けた平地となだらかに起伏した丘で構成されています。これ" "らの州は騎乗の一族の本拠地であり、彼らは Wesnoth の王位と同盟しているものの、" "彼らは独立して活動しており、独自性を保っています。ある者はこれらの州を、防衛" "の代わりに食料や兵士を届ける属国の州と考えています。他の者は Wesnoth の西部の" "州と対等の立場だと考えています。ともかく、東部の州には西部 Wesnoth のような徴" "兵制はありません。戦いに備えて鍛えることは、一族にとっては生活の一部です。親" "たちは子供たちに幼少の頃から馬に乗り、戦い、弓を射ることを教えます。概して、" "一族の戦士たちは文明化した戦士たちよりも組織立っていません。これらのグループ" "の長所と短所は互いに補完しあいます。" #. [race]: id=khalifate #: data/core/units.cfg:199 msgid "race^Khalifate Human" msgstr "カリフェイト" #. [race]: id=khalifate #: data/core/units.cfg:200 msgid "race+female^Khalifate Human" msgstr "カリフェイト" #. [race]: id=khalifate #: data/core/units.cfg:201 msgid "race+plural^Khalifate" msgstr "カリフェイト" #. [race]: id=khalifate #: data/core/units.cfg:202 msgid "This race does not have a description yet." msgstr "この一団の説明はまだありません。" #. [race]: id=lizard, description= #: data/core/units.cfg:213 msgid "race^Saurian" msgstr "トカゲ" #. [race]: id=lizard, description= #: data/core/units.cfg:214 msgid "race+female^Saurian" msgstr "トカゲ" #. [race]: id=lizard, description= #: data/core/units.cfg:215 msgid "race^Saurians" msgstr "トカゲ" #. [race]: id=mechanical #: data/core/units.cfg:225 msgid "race^Mechanical" msgstr "機械" #. [race]: id=mechanical #: data/core/units.cfg:226 msgid "race+plural^Mechanical" msgstr "機械" #. [race]: id=mechanical #: data/core/units.cfg:227 msgid "" "Animated neither by natural life nor by necromancy, the term " "text='mechanical' describes a created artifact of an " "intelligent being. Most mechanical things neither move nor think on their " "own, but some do so as a result of magical enchantment." msgstr "" "その起源には関係なく、「機械」という単語は知性ある存在によって作られた人工物" "を意味します。ほとんどの機械は自ら動くことも思考することもありませんが、ある" "物は魔法的な力によってそうします。" #. [race]: id=merman #: data/core/units.cfg:236 msgid "race^Merman" msgstr "マーフォーク" #. [race]: id=merman #: data/core/units.cfg:237 msgid "race^Mermaid" msgstr "マーフォーク" #. [race]: id=merman #: data/core/units.cfg:238 msgid "race^Mermen" msgstr "マーフォーク" #. [race]: id=merman #: data/core/units.cfg:240 msgid "" "Something like a fusion between humans and fish, the merfolk are an " "enigmatic race with both piscine and humanoid attributes. They have strong " "tails that lend themselves to quick movement in any watery environment while " "their dextrous hands and intelligent minds allow fine craftsmanship and " "toolmaking. Semi-aquatic by nature, merfolk can breathe both water and air " "without difficulty. Despite being able to survive on land, they are much " "quicker and more agile in the water and will rarely be found far from the " "ocean. They are typically wary of dry land, as they are awkward and clumsy " "there and they struggle greatly to move over rough or forested terrain." msgstr "" "人間と魚を合体させたような存在であるマーフォークは両者の特徴を兼備する謎の種" "族です。彼らは強力な尾を持ち、すべての水中または水上で高速な移動が可能です。" "一方、器用な手と知性を持ち高度な道具作りの技能も持ちます。生まれつき水の環境" "によく適応しているので、マーフォークは水中でも空気中でも何の苦労もなく呼吸で" "きます。よって陸地でも生存自体はできますが、やはり彼らは水域で非常に敏捷かつ" "機敏なので、水域から遠く離れた陸地ではめったに見られません。彼らは乾燥した土" "地では全体的に動きにくく不器用で、特に荒地や森を乗り越えるため非常に苦労する" "ので、典型的には、彼らは乾燥した土地を嫌います。" #. [race]: id=monster #: data/core/units.cfg:248 msgid "race^Monster" msgstr "モンスター" #. [race]: id=monster #: data/core/units.cfg:249 msgid "race+female^Monster" msgstr "モンスター" #. [race]: id=monster #: data/core/units.cfg:250 msgid "race^Monsters" msgstr "モンスター" #. [race]: id=monster #: data/core/units.cfg:251 msgid "" "The term “monster” incorporates many hideous beasts that haunt the caves, " "wilderness, ocean depths, and other climes of the world. They figure largely " "in the tales and nightmares of its denizens, as well." msgstr "" "「モンスター」という単語は多くの恐るべき猛獣の総称です。それらは洞窟・荒野・" "海の深みそして世界の他気候の場所に出没します。また、それらは物語や悪夢的な言" "い伝えに出現していることも多いのです。" #. [race]: id=naga #: data/core/units.cfg:258 msgid "race^Naga" msgstr "ナーガ" #. [race]: id=naga #: data/core/units.cfg:259 msgid "race^Nagini" msgstr "ナーガ" #. [race]: id=naga #: data/core/units.cfg:260 msgid "race^Nagas" msgstr "ナーガ" #. [race]: id=naga #: data/core/units.cfg:261 msgid "" "The serpentine nagas are one of the least understood races of the Great " "Continent. Part of this is due to their xenophobic nature and part is due to " "their alien environment. Nagas are one of the few races capable of any " "meaningful mobility in water, giving them access to a whole world " "effectively forbidden to land dwellers and further separating them from the " "terrestrial beings that they shun. Still, they are not true creatures of the " "sea, and their inability to breathe water leaves them in trepidation of the " "abyss. Living in coastal areas gives them an escape route on land against " "denizens of the deep while keeping them out of reach of those who travel by " "foot, wing, and hoof. Although nagas are somewhat frail in form, they are " "often faster and more nimble than their opponents. They sometimes find " "themselves at odds with merfolk when their territories overlap, but overall " "nagas tend to favor swamps and rivers as much as open water." msgstr "" "ナーガ族は大陸で最も遅く発見された種族の一つです。これには彼らのよそ者嫌いの" "性質と変った生態が影響しています。ナーガ族は水域でまともな機動力を発揮できる" "数少ない種族の一つです。これによって、彼らは陸の住人に邪魔されることなく、ほ" "ぼ世界全体への交通路を効果的に確保できますし、地上からの攻撃を避けることもで" "きます。しかし、彼らは真の海洋生物ではなく水中で呼吸することができないので、" "深い水底に潜ることはできません。沿岸部に居住していることは、深海の住人から攻" "撃された際に陸地への逃げ道を彼らに与えていますし、足や翼や馬で移動する者から" "攻撃された場合には海に逃げ込むことができます。ナーガの体はいくぶん脆弱です" "が、しばしば彼らは敵よりも高速で機敏です。彼らはマーフォークと生活圏が重なる" "部分があるので、ときどき争いますが、結局ナーガ族は開けた水面より沼や川を好み" "ます。" #. [race]: id=ogre #: data/core/units.cfg:269 msgid "race^Ogre" msgstr "オーガ" #. [race]: id=ogre #: data/core/units.cfg:270 msgid "race+female^Ogre" msgstr "オーガ" #. [race]: id=ogre #: data/core/units.cfg:271 msgid "race^Ogres" msgstr "オーガ" #. [race]: id=ogre #: data/core/units.cfg:272 msgid "" "Ogres are a wild and uncivilized race who dwell mainly in the wilderness of " "the Great Continent. Physically, they resemble humans and orcs but are " "larger and stronger. Even their adolescents are more than a match for most " "men. Ogres are distrusted in many populated areas and usually either avoid " "them or are driven out by force. Instead, they lurk the mountainous areas on " "the edges of civilization, where hungry ogre bandits provide a constant " "threat to travelers and caravans. While ogres are not particularly " "intelligent or quick, their toughness and physical strength make them a " "valuable asset in the armies of other races. They are especially valued by " "more ruthless commanders who don’t mind the ogres’ brutality. Little is " "known about their biology or society, if they can truly be said to have one, " "but they are said to attack alongside wolves and other beasts. Whether this " "is a sign of cooperation, domestication, or simply mutual opportunism is not " "known." msgstr "" "オーガは野性的で文明を持たない種族であり、主に大陸の荒れ地に暮らしています。" "肉体的に、彼らは人間やオークに似ていますが、より大きく強い体をもちます。未成" "熟なものでさえ、人間の男性よりも大きいのです。オーガは人口の多い地域では信用" "が無く、通常それらを避けるか、彼らに力づくで追い払われます。その代わり、文明" "の外れにある山脈に潜んでおり、空腹の山賊オーガは旅人やキャラバンの脅威となっ" "ています。オーガは特に賢くも素早くもありませんが、彼らの頑強さと強さは他の種" "族の軍隊にとっては価値のあるものです。特に、オーガの凶暴性を気にしない冷酷な" "司令官には高く評価されます。彼らの生態や社会については詳しくは分かっていませ" "ん。彼らがそのようなものを本当に持っているとしたらですが。しかし、彼らは狼や" "他の獣と共に攻撃をすることがあるようです。これが協力関係なのか、家畜化なの" "か、それとも単なる日和見主義なのかは分かっていません。" #. [race]: id=orc #: data/core/units.cfg:280 msgid "race^Orc" msgstr "オーク" #. [race]: id=orc #: data/core/units.cfg:281 msgid "race+female^Orc" msgstr "オーク" #. [race]: id=orc #: data/core/units.cfg:282 msgid "race^Orcs" msgstr "オーク" #. [race]: id=orc #: data/core/units.cfg:283 msgid "" "In appearance, orcs are half men and half beasts. They are taller, sturdier " "and stronger than humans. They are warlike, savage, and cruel by nature. " "Their blood is darker and thicker than that of normal humans and they have " "little care for personal hygiene or their personal appearance. Although Orcs " "are violent even among themselves creatures, they are pack-oriented; an orc " "never travels long or lives alone in groups smaller than half a dozen.\n" "\n" "
text='Society'
\n" "Almost every orc are a member of a tribe or a clan. Relations between " "neighboring tribes are usually violent, except in cases of a mutual enemy " "threatens their existence or prospects of great plunder override mutual " "animosity. Occasionally, a single strong chieftain may emerge to lead " "multiple tribes from time to time, usually through intimidation of " "followers. An orc tribe in times of peace tends to focus almost solely on " "strengthening itself in preparation for the next armed conflict. Orcs are " "known to possess a crude system of writing — usually in blood — although " "it’s most commonly used to trade insults or threats among tribal leaders.\n" "\n" "Orc societies are based on little else but strength; might makes right, and " "a leader leads and survives only as long as no one manages to wrest the " "title from him. A constant struggle for power simmers among potential tribal " "chiefs. An orcish leader rarely lives more than a handful of years to enjoy " "his absolute authority before being killed for his position — although " "history knows some notable exceptions. Orcs hold no particular honor code " "and while indisputable raw strength is usually the preferred method of " "displaying power, assassination, poisoning and backstabbing are completely " "viable means to further one’s own goals.\n" "\n" "Orcs mostly live in rural areas, often in foothills or mountainous regions, " "sometimes in caves. They grow no crops nor keep livestock, but are competent " "hunters as a result of their physical stature and brutality. Due to their " "large numbers they are capable of hunting an area virtually clean of " "anything larger than rodents in relatively short period of time. Due to this " "and their unstable leadership, orcish tribes tend to lead a semi-nomadic " "lifestyle, never settling in one region for too long. The larger tribes may " "establish themselves firmly in an area for years or even decades and build " "large encampments almost resembling cities, but even these are easily " "dismantled and abandoned if there is a need to relocate the horde.\n" "\n" "The oldest known orcs have been around 50 to 60 years of age, but very few " "individuals ever live to see over two or three decades before meeting their " "end either in war or by the hand of one of their kin. The oldest orcs are " "often shamans, which are perhaps the only ones most of their kind sees as " "being trustworthy and neutral. The origins of this custom are unknown, as " "the shamans do not directly contribute much to orcish societies but only act " "as advisors — not something orcs tend to otherwise tolerate. Shamans are in " "many ways the opposite of most other orcs: they are often physically " "withered and frail in comparison and lack skill in battle. Despite their " "reliance on raw strength, not nearly all orcs are destined to grow to " "possess any. Many orcs are born smaller and weaker than the rest, and " "already almost as newborns are put in their place by their stronger " "siblings. The stronger ones will routinely grab most of the food and thus " "grow stronger still, while their weaker siblings do not. Many of these " "individuals tend to specialize in other skills, like archery or " "assassination." msgstr "" "一見すると、オーク族は半人半獣です。彼らは人間族より背が高く、丈夫で強力で" "す。彼らは好戦的で、獰猛で、残虐な性質を持っています。彼らの血は通常の人間よ" "りも暗くて濃く、個人的な衛生や外見にはほとんど注意を払いません。オーク族は内" "輪ですら暴力的であるにも関わらず、群れたがります。オークは決して単独で長旅を" "したり、孤立した数人以下の集団で過ごしたりはしません。\n" "\n" "
text='社会'
\n" "オークはほとんど全員が部族またはクランの一員です。共通の憎悪を塗り替えるほど" "強大な、彼らの存在や繁栄を脅かす共通の敵がいない限り、通常、近隣の部族間の関" "係は暴力的です。時には一人の強い族長が出現し、普通は従う者への脅しによって、" "複数の部族を率いることが時々あります。平和な時のオークの部族は、次の武装衝突" "に備えて自身を強化することにのみ注力しがちです。オーク族には粗野な、通常は血" "を使った、筆記の仕組みがあると知られています。最も一般的な使われ方は、部族の" "リーダー間での侮辱もしくは脅迫の交換ですが。\n" "\n" "オークの社会はほとんど強さにのみ基づいています。力が正義を作り、リーダーが" "人々を率いて生き延びるのは、誰かがその称号を奪うまでです。部族の長となり得る" "者たちの間で、権力の絶え間ない闘争が煮えていきます。歴史的にはいくつか目を引" "く例外があるものの、オークのリーダーがその地位のために殺害されるまで、ほんの" "数年以上生きて絶対的な権威を享受するのは極めてまれです。オークは名誉を示す特" "定の作法を持ちません。生の強さが力を誇示する望ましい手段となっているのは明ら" "かです。暗殺や、毒殺、不意打ちは完全に自分自身の目標を先へ進めるために取れる" "手段です。\n" "\n" "オークは大抵の場合田園地帯に、しばしば小さな丘や山岳地帯に、時には洞窟に生息" "しています。作物を育てたり家畜を飼ったりはしませんが、彼らはその身体能力と残" "忍さの結果として有能な狩人です。彼らは大勢いるので、比較的短期間で、その地域" "のげっ歯類より大きいものは事実上すべて狩りつくしてしまえます。このことと不安" "定な統率により、オークの部族は半ば遊牧的な生活になってしまいがちで、一ヶ所に" "長く居つくことはありません。より大きな部族は何年も、あるいは何十年も特定の地" "域に堅固に定住し、ほとんど都市のような大きな野営地を建設することもあります" "が、それでも大群衆を移住させる必要ができた時には、彼らは簡単にそれを取り壊し" "て放棄してしまいます。\n" "\n" "最高齢として知られるオークは大体 50 から 60 歳ですが、戦争もしくは親族の一人" "の手で終わりを迎える前に二十年から三十年を越えて生きる個体はごくわずかしかい" "ません。最年長のオークはしばしば呪術師であり、彼らの種族ほとんどから信頼でき" "る中立的な立場とみなされる恐らく唯一の存在です。この風習の起源は不明ですが、" "呪術師はオークの社会に直接貢献はせず、ただ助言者 - 別にオークが寛容に扱うよう" "なものではありませんが - として振舞います。呪術師とその他大部分のオークは様々" "な点で正反対です。彼らはしばしば肉体的に衰えており、比較的脆弱で戦闘技能に欠" "けています。粗野な強さへの信頼にも関わらず、全てに近いオークが成長してあらゆ" "るものを支配するよう定められているわけではありません。既にほとんど生まれたば" "かりの赤子がより強い兄弟によって彼らのところへ置かれるので、多数のオークが他" "より小さく、弱く生まれつきます。より強いオークが日常的に食料の大部分を手にす" "るので、強い者がより強く成長し、より弱い兄弟は育たないのです。それらの個体の" "大部分は、弓術や暗殺術といった別の技能に特化していきます。" #. [race]: id=troll #: data/core/units.cfg:299 msgid "race^Troll" msgstr "トロル" #. [race]: id=troll #: data/core/units.cfg:300 msgid "race+female^Troll" msgstr "トロル" #. [race]: id=troll #: data/core/units.cfg:301 msgid "race^Trolls" msgstr "トロル" #. [race]: id=troll #: data/core/units.cfg:302 msgid "" "Trolls are ancient creatures, one of the oldest known races known to inhabit " "the Great Continent. They are large, slow, simple-minded, and live extremely " "long lives inside deep caves or atop high mountains. The most unique " "characteristic of trolls is an internal vitality that sustains and heals " "them from within. As a result they live very different lives from almost any " "known creature. Trolls have few real needs: they require little food or " "water, and thus they have little incentive to pursue much besides protection " "from those who are hostile towards them. This in turn means they rarely have " "to worry about anything and can spend much of their time sleeping or in " "contemplation. Trolls have a curious affinity with nature. They do not " "relate with living things like elves do, but instead with earth and stone. " "They are also somewhat curious of their surroundings and many younger whelps " "even enjoy traveling and seeing the world. As trolls grow older they tend to " "become increasingly passive, gradually losing interest in their environment " "and spending more of their time sleeping in a quiet, familiar corner of " "their home cave. This is until they finally pass away as their bodies " "themselves slowly turn into lifeless statues of stone.\n" "\n" "Trolls are seen by many as being little more than yet another race of savage " "monsters. This common misconception is in part perpetuated by orcs to " "persuade trolls to join their armies. Because they are rather simple and do " "not understand the ways of other races or sometimes can even tell them " "apart, it is usually easy for an orcish band to convince a group of trolls " "that by joining them they get to exact revenge on those that have before " "hunted them. These new recruits are then directed to attack whoever the orcs " "themselves are currently in conflict with, whether previously a foe of the " "trolls or not, accumulating even more enemies for the misled trolls. The " "most common enemy of trolls are dwarves, and the animosity between these two " "races is ancient.\n" "\n" "
text='Geography'
\n" "Trolls have inhabited the mountains of the Great Continent longer than the " "dwarves who migrated there. Trolls are a common sight on the mountain ranges " "north and east of Wesnoth, and wherever Orcish hordes travel." msgstr "" "トロル族は太古の種族であり、大陸に居住していたことが知られる種族の中では最古" "のものです。彼らは大きく、鈍重で、単純な精神と極めて長い寿命を持ち、深い洞窟" "の中か高い山々の頂上で過ごします。トロル族の最も特徴的な性質は、彼らを中から" "支え、そして癒す、内に秘めた生命力です。その結果、彼らは既知のあらゆる生物の" "大部分とは相当かけ離れた生活を過ごします。トロル族が本当に必要とするものは少" "しだけです。食料と水は少ししか必要とせず、従って、彼らに敵対するものから身を" "守るのに加えて、追跡するような気はわずかしか持ち合わせていません。翻ってこの" "ことは、彼らが何かを心配するようなことは滅多に無く、彼らの時間の多くを睡眠と" "黙想に費やすことを意味します。トロル族は自然との不思議な結び付きを持っていま" "す。彼らはエルフ族のするような命のあるものとの繋がりを持たず、代わりに大地や" "石と繋がっています。彼らはまた、彼らを取り囲む環境にいくらか好奇心があり、多" "くの幼い子供ですら旅をして世界を見ることを楽しみます。トロルは成長するにつれ" "て、ますます消極的になり、周囲への興味を徐々に失っていく傾向があります。そし" "て静かで馴染みのある故郷の洞窟の片隅で眠りに費やす時間が多くなります。これは" "彼らが最終的にこの世を去り、彼らの肉体がひとりでにゆっくりと命を持たない石像" "に変わっていくまで続きます。\n" "\n" "トロル族は多くの者から残虐な怪物の種族であるとみなされます。この共通した思い" "違いは、軍に加わるようトロルを説得するオーク族によって、一部永続的なものと" "なっています。彼らはむしろ単純で、他の種族の方法を理解しないか、時々彼らを見" "分けることすらできます。オークの部隊がトロルのグループに対し、彼らに加わるこ" "とで彼らを狩っていたものへの復讐を強いることができるようになると説得するのは" "通常簡単です。この新兵は以前トロルの敵であったかどうかに関わらず、オーク族が" "現在衝突している相手に攻撃するよう指示されます。そして誤解されたトロル族の敵" "が更に溜まっていくのです。最も一般的なトロル族の敵はドワーフ族であり、二つの" "種族の間には激しい憎悪が存在しています。\n" "\n" "
text='地理'
\n" "トロル族はドワーフ族がそこに移り住むよりも前から、大陸の山々に居住してきまし" "た。トロル族は Wesnoth の北と東の山脈に広く見られます。それにオークの大軍が通" "るところならどこでも。" #. [race]: id=undead #: data/core/units.cfg:322 msgid "race^Undead" msgstr "アンデッド" #. [race]: id=undead #: data/core/units.cfg:323 msgid "race+female^Undead" msgstr "アンデッド" #. [race]: id=undead #: data/core/units.cfg:324 msgid "race+plural^Undead" msgstr "アンデッド" #. [race]: id=undead #: data/core/units.cfg:325 msgid "" "Undead are not really a single race of creatures, although often treated as " "such. Almost any dead creature can, by a sufficiently skilled necromancer, " "be reanimated and rise again in undeath. Undead are for the most part " "unnatural but mindless constructs, obeying whoever created them without " "question nor thought. A greater mystery of necromancy is in how constructs " "are sustained without continuous effort from the necromancer. An undead " "creature does not require the constant attention of the necromancer to " "command and sustain, but can work autonomously according to the commands of " "its master. Only rarely, perhaps once every few months, does the necromancer " "need to maintain his creation.\n" "\n" "Necromancy is almost solely limited to humans. Even the legends of magically " "apt races like elves and mermen tell of very few of their kind who have ever " "delved in the dark arts. It is surmised that necromantic magic requires " "great adaptability and a flexible mind, extremes of which are most commonly " "found in humans. The ultimate goal of most necromancers is to turn the same " "art of preserving and imbuing life upon themselves, to alter themselves at " "whatever cost, to ultimately escape death by preserving their own mind and " "spirit.\n" "\n" "
text='Geography'
\n" "While undead lords arrived on the Great Continent in considerable numbers " "only in the wake of Haldric I, they were not completely unheard of by elves " "and dwarves before that." msgstr "" "アンデッドは本来1つの種族ではありませんが、しばしばそのように扱われます。ほと" "んど全ての生物の死体が、熟練したネクロマンサーの手により、動き出して不死とな" "ります。アンデッドの不自然で意思の無い構造物であり、何の疑問も無く生み出した" "者に従います。降霊術の大きな謎の1つは、ネクロマンサーは手を加えてないのにも関" "わらず、その構造物が維持されることです。アンデッドはネクロマンサーの継続的な" "命令や支えを必要とせず、主の命にしたがって自動的に動き続けます。ごく稀に、数" "カ月に一度、ネクロマンサーは創造物のメンテナンスを必要とするようです。\n" "\n" "降霊術を行うのはほとんどが人間です。魔術の才のあるエルフやマーマンの伝説にさ" "え、闇の魔術を探求した者についてはほとんど伝えられていません。それは、降霊術" "を行うには相当な適応力と柔軟な精神が必要になるためだと言われています。それら" "の性質は一般的に人間に見られるものなのです。ほとんどのネクロマンサーにとって" "の最終的な目標は、生命を保ちつつ吹き込む魔法を自身に掛けて、どんな代償を払っ" "てでも自身の魂と心を保ち、死を逃れることです。\n" "\n" "
text='地理'
多くのアンデッドの支配者たちが大陸に到着したの" "は Haldric I 世の後であり、それ以前にはエルフ族もドワーフ族もアンデッドについ" "てまったく聞いたことがありませんでした。" #. [race]: id=wolf, description= #: data/core/units.cfg:338 msgid "race^Wolf" msgstr "狼" #. [race]: id=wolf, description= #: data/core/units.cfg:339 msgid "race+female^Wolf" msgstr "狼" #. [race]: id=wolf, description= #: data/core/units.cfg:340 msgid "race^Wolves" msgstr "狼" #. [race]: id=wose #: data/core/units.cfg:350 msgid "race^Wose" msgstr "ウーズ" #. [race]: id=wose #: data/core/units.cfg:351 msgid "race^Woses" msgstr "ウーズ" #. [race]: id=wose #: data/core/units.cfg:352 msgid "" "The mighty wose resides within the deepest forests of the known world. To " "the untrained eye, the wose appears to be nothing more than an oddly shaped, " "yet noble, tree. As guardians of the forest, the woses share a deeper " "connection to the woodlands than even the elves. While the woses are a " "peaceful race, disturbance of the ancient forests, which they tend, will " "incite the wrath of nature itself. Woses are slow moving creatures that may " "spend centuries standing in one location undisturbed by the ebb and flow of " "time.\n" "\n" "Although they practice no magic of their own, the woses share a deep " "connection to faerie. What little is known of this ancient race comes from " "elvish scholars who believe that this mystical power, which the mightiest " "elves have dedicated their lives to master, is inherent to the wose. Though " "woses resemble them, they share no ancestry with trees. Woses are believed " "to be some of the oldest creatures in the world, perhaps even more ancient " "than the forests in which they dwell, and it is thought that the power of " "faerie has given these beings the eternal task of serving as wardens of the " "forest.\n" "\n" "Woses are not warlike in the least and are ill-accustomed to combat. They " "will however respond with indiscriminate violence in defense of their " "forested territory. Woses are slow moving and are vulnerable away from the " "woodlands. Due to their close connection with faerie, woses are particularly " "sensitive to the arcane. The hardwood that makes the wose nigh-impervious to " "physical assault has left it grievously vulnerable to flame. Their thick " "bark and ability to harness the power of faerie to regenerate quickly when " "injured allows the wose to survive an enemy onslaught long enough to respond " "with a crushing might belied by its peaceful, plodding nature. Within its " "forest home, the wose can disappear amongst the trees and ambush even the " "best-trained elvish scout.\n" "\n" "The life span of the wose is unknown, although the most ancient members of " "this race have lived many hundreds of years and have grown to massive " "heights. It is thought that unless a wose falls in battle, it will find no " "natural end. Content to pass the centuries standing like a sentry, " "uninterested in the goings-on of the civilized world, the wose will stir " "only to march to the defense of the natural world and the forests it calls " "home." msgstr "" "この世界においては、力強いウーズたちは森の奥底にすんでいます。訓練された者で" "なければ、ウーズは奇妙な形をした立派な木にしか見えません。森の守護者として、" "ウーズはエルフよりも強い森との繋がりを持っています。ウーズは平和的な種族でで" "すが、彼らが世話をする古代の森を乱す者がいれば自然の怒りを買うことになりま" "す。ウーズは動きの遅い生物で、時の流れにも邪魔されることなく、一つの場所に何" "世紀も立っていることもあります。\n" "\n" "ウーズ自身は魔法を扱うことはありませんが、彼らは妖精との深い繋がりを持ってい" "ます。神秘の力(最も強力なエルフが生涯を捧げることで身につけることができる" "力)を信仰するエルフの学者によると、この太古の種族について分かっていることと" "言えば、ウーズは固有の生き物だということです。ウーズは木に似ていますが、彼ら" "の先祖は木とは異なります。ウーズはこの世界で最古の生物の一種だと考えられてお" "り、彼らの住む森よりもさらに古く、妖精の力が彼らに森の番人としての使命を与え" "ていると言うのです。\n" "\n" "ウーズは戦いを好まず、戦闘に慣れていません。しかし、森の領土を守るためならば" "見境の無い暴力を振るうでしょう。ウーズの動きは鈍く、森林の外では隙だらけで" "す。妖精と近しい関係にあるために、彼らは秘術に敏感です。強固な木肌によって彼" "らは物理攻撃を殆ど受け付けませんが、その代わりに炎が弱点となっています。ウー" "ズは平和的で鈍重な性質を持っていますが、厚い樹皮と妖精の力を利用した高い再生" "力によって敵の猛攻を耐えしのぎ、敵を粉砕することができます。森の住処にいると" "き、ウーズは木々の間に隠れることで、熟練したエルフの斥候ですらも待ち伏せるこ" "とができます。\n" "\n" "ウーズの生涯は良く分かっていませんが、この太古の種族は何百年と生きる間に大き" "く育ちます。ウーズは戦場で死なない限り、寿命が尽きることは無いのかもしれませ" "ん。彼らは衛兵のように何世紀も立っているだけで満足し、文明世界に無関心です。" "住処である自然世界と森を守るためだけに奮起するのです。" #: src/help.cpp:52 msgid "Help" msgstr "ヘルプ" #: src/help.cpp:1154 msgid "
text='Units having this special attack'
" msgstr "
text='この特別な攻撃が可能なユニット'
" #: src/help.cpp:1220 msgid "
text='Units having this ability'
" msgstr "
text='この能力を持っているユニット'
" #: src/help.cpp:1253 msgid "Leaders:" msgstr "リーダー:" #: src/help.cpp:1262 msgid "Recruits:" msgstr "雇用:" #: src/help.cpp:1276 msgid "Era:" msgstr "時代:" #: src/help.cpp:1284 msgid "Factions:" msgstr "党派:" #: src/help.cpp:1294 msgid "Factions are only used in multiplayer" msgstr "党派はマルチプレイヤーでのみ使用されます" #: src/help.cpp:1327 msgid "Base Terrain: " msgstr "ベース地形: " #: src/help.cpp:1410 msgid "level" msgstr "レベル" #: src/help.cpp:1443 msgid "Advances from: " msgstr "レベルアップ前: " #: src/help.cpp:1445 msgid "Advances to: " msgstr "レベルアップ先: " #: src/help.cpp:1470 msgid "Base unit: " msgstr "ベースユニット: " #: src/help.cpp:1475 msgid "Base units: " msgstr "ベースユニット: " #: src/help.cpp:1493 msgid "Variations: " msgstr "派生: " #: src/help.cpp:1517 src/help.cpp:1894 src/help.cpp:2038 msgid "race^Miscellaneous" msgstr "その他" #: src/help.cpp:1519 msgid "Race: " msgstr "種族: " #: src/help.cpp:1526 msgid "Abilities: " msgstr "能力: " #: src/help.cpp:1542 msgid "Ability Upgrades: " msgstr "能力のアップグレード: " #: src/help.cpp:1557 msgid "HP: " msgstr "HP: " #: src/help.cpp:1558 msgid "Moves: " msgstr "移動: " #: src/help.cpp:1560 msgid "Vision: " msgstr "ビジョン: " #: src/help.cpp:1562 msgid "Jamming: " msgstr "ジャミング: " #: src/help.cpp:1563 msgid "Cost: " msgstr "コスト: " #: src/help.cpp:1564 msgid "Alignment: " msgstr "属性: " #: src/help.cpp:1568 msgid "Required XP: " msgstr "必要経験値: " #: src/help.cpp:1577 msgid "unit help^Attacks" msgstr "攻撃" #: src/help.cpp:1584 msgid "unit help^Name" msgstr "名前" #: src/help.cpp:1585 msgid "Type" msgstr "型" #: src/help.cpp:1586 msgid "Strikes" msgstr "回数" #: src/help.cpp:1587 msgid "Range" msgstr "範囲" #: src/help.cpp:1588 msgid "Special" msgstr "特殊" #: src/help.cpp:1637 msgid "Resistances" msgstr "耐性" #: src/help.cpp:1641 msgid "Attack Type" msgstr "攻撃型" #: src/help.cpp:1642 msgid "Resistance" msgstr "耐性" #: src/help.cpp:1672 msgid "Terrain Modifiers" msgstr "地形による修正" #: src/help.cpp:1676 msgid "Terrain" msgstr "地形" #: src/help.cpp:1677 msgid "Defense" msgstr "防御" #: src/help.cpp:1678 msgid "Movement Cost" msgstr "移動コスト" #: src/help.cpp:1682 msgid "Vision Cost" msgstr "ビジョンコスト" #: src/help.cpp:1685 msgid "Jamming Cost" msgstr "ジャミングコスト" #: src/help.cpp:2044 msgid "
text='Units of this race'
" msgstr "
text='この種族のユニット'
" #: src/help.cpp:2956 msgid " < Back" msgstr " < 戻る" #: src/help.cpp:2957 msgid "Forward >" msgstr "進む >" #: src/help.cpp:3065 msgid "Reference to unknown topic: " msgstr "不明なトピックへの参照: " #: src/help.cpp:3321 msgid "corrupted original file" msgstr "破損した元のファイル" #: src/help.cpp:3433 msgid "Close" msgstr "閉じる" #: src/help.cpp:3436 msgid "The Battle for Wesnoth Help" msgstr "The Battle for Wesnoth ヘルプ" #: src/help.cpp:3492 msgid "Parse error when parsing help text: " msgstr "ヘルプ文書を解析中にエラー: "