# This file is distributed under the same license as the Battle for Wesnoth package. # Automatically generated, 2005. # 楊綮銘 , 2008. # msgid "" msgstr "" "Project-Id-Version: wesnoth1.4\n" "Report-Msgid-Bugs-To: http://bugs.wesnoth.org/\n" "POT-Creation-Date: 2015-04-05 03:22-0300\n" "PO-Revision-Date: 2013-04-14 21:47+0800\n" "Last-Translator: 楊綮銘 \n" "Language-Team: Chinese/Traditional \n" "Language: \n" "MIME-Version: 1.0\n" "Content-Type: text/plain; charset=UTF-8\n" "Content-Transfer-Encoding: 8bit\n" "Plural-Forms: nplurals=2; plural=(n>1);\n" "X-Poedit-SourceCharset: utf-8\n" "X-Generator: Poedit 1.5.5\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 "狂暴" #. [berserk]: id=berserk #: data/campaigns/Under_the_Burning_Suns/scenarios/03_Stirring_in_the_Night.cfg:668 #: data/core/macros/abilities.cfg:563 #, fuzzy #| msgid "" #| "Berserk:\n" #| "Whether used offensively or defensively, this attack presses the " #| "engagement until one of the combatants is slain, or 30 rounds of attacks " #| "have occurred." 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 "" "狂暴:\n" "不論選擇進攻或者防守,狂暴的效力都將持續到三十次交戰之後或者一方倒下為止。" #. [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 #, fuzzy #| msgid "" #| "Magical:\n" #| "This attack always has a 70% chance to hit regardless of the defensive " #| "ability of the unit being attacked." msgid "" "This attack always has a 70% chance to hit regardless of the defensive " "ability of the unit being attacked." msgstr "" "魔法:\n" "無論目標防禦能力為何,此攻擊永遠有百分之七十的機會對敵人造成傷害。" #. [firststrike]: id=firststrike #: data/campaigns/Under_the_Burning_Suns/scenarios/03_Stirring_in_the_Night.cfg:688 #: data/core/macros/abilities.cfg:686 #, fuzzy #| msgid "firststrike" msgid "first strike" msgstr "先發制人" #. [firststrike]: id=firststrike #: data/campaigns/Under_the_Burning_Suns/scenarios/03_Stirring_in_the_Night.cfg:690 #: data/core/macros/abilities.cfg:687 #, fuzzy #| msgid "" #| "First Strike:\n" #| "This unit always strikes first with this attack, even if they are " #| "defending." msgid "" "This unit always strikes first with this attack, even if they are defending." msgstr "" "先發制人:\n" "即使在守勢之中,該單位永遠先攻擊敵人。" #. [heals]: id=healing #: data/campaigns/Under_the_Burning_Suns/utils/abilities.cfg:16 #: data/core/macros/abilities.cfg:10 msgid "heals +4" msgstr "治療+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 "治療 +4" #. [heals]: id=healing #: data/campaigns/Under_the_Burning_Suns/utils/abilities.cfg:18 #: data/core/macros/abilities.cfg:12 #, fuzzy #| msgid "" #| "Heals +4:\n" #| "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." 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 "" "治療+4:\n" "允許單位在每回合開始時治療相鄰受傷的友好單位,或阻止毒藥在該回合發作。\n" "\n" "本單位每回合可以為附近每個單位恢復最多4點生命值,或阻止毒藥在該回合發作。\n" "'治療+4'能力無法解除附近單位的中毒效果,只有進入村莊或者靠近擁有'治愈'能力的單" "位可以解毒" #. [heals]: id=healing #: data/campaigns/Under_the_Burning_Suns/utils/abilities.cfg:44 #: data/core/macros/abilities.cfg:29 msgid "heals +8" msgstr "治療+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 "治療 +8" #. [heals]: id=healing #: data/campaigns/Under_the_Burning_Suns/utils/abilities.cfg:46 #: data/core/macros/abilities.cfg:31 #, fuzzy #| msgid "" #| "Heals +8:\n" #| "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." 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 "" "治療+8:\n" "本單位將魔法與草藥混合來加快治療效果。一般情况下在戰場上是没有如此快的恢復速" "度的。\n" "\n" "本單位每回合可以為附近每個單位恢復最多8點生命值,或阻止毒藥在該回合發作。\n" "'治療+4'能力無法解除附近單位的中毒效果,只有進入村莊或者靠近擁有'治愈'能力的單" "位可以解毒" #. [section]: id=encyclopedia #. [topic]: id=..encyclopedia #: data/core/encyclopedia/_main.cfg:5 data/core/encyclopedia/_main.cfg:12 msgid "Encyclopedia" msgstr "韋諾百科" #. [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 "阿肯-索里亞河" #. [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 "" "源流位於dst='heart_mountains' text='山嶺之心'並向東流匯流利斯恰河" "的河流。" #. [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 "" "位於dst='great_continent' text='大陸'西方為所有河流的匯集地。大洋" "的西方則是dst='morogor' text='摩洛戈'群島。" #. [topic]: id=morogor #: data/core/encyclopedia/geography.cfg:37 msgid "Morogor" msgstr "摩洛戈" #. [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 "" "群島,位於dst='great_ocean' text='大洋'之中dst='green_isle' " "text='綠島'以西,dst=old_continent text='舊大陸'的東方。\n" "主要居民為dst='..race_drake' text='龍族'。\n" "群島的中心島嶼也被稱為 ‘摩洛戈’。" #. [topic]: id=green_isle #: data/core/encyclopedia/geography.cfg:45 msgid "Green Isle" msgstr "綠島" #. [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'中一個較大型的島嶼。" #. [topic]: id=old_continent #: data/core/encyclopedia/geography.cfg:51 msgid "Old Continent" msgstr "舊大陸" #. [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 "" "位於dst='morogor' text='摩洛戈'群島西方與dst='great_ocean' " "text='大洋'相望。" #. [topic]: id=great_continent #: data/core/encyclopedia/geography.cfg:57 msgid "Great Continent" msgstr "大陸" #. [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='韋諾王國'的所在地。西邊海岸為" "dst='great_ocean' text='大洋' 所環繞。" #. [topic]: id=irdya #: data/core/encyclopedia/geography.cfg:63 msgid "Irdya" msgstr "埃迪亞" #. [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='韋諾'王國所統治的期間叫做‘埃迪亞’時" "期。但,這個名詞只有在極少數描述時期時才會被提到。人們通常只會稱“這個世界”," "或富詩意地稱,“這個廣闊且翠綠的世界”。" #. [topic]: id=kingdom_wesnoth #: data/core/encyclopedia/geography.cfg:69 msgid "Kingdom of Wesnoth" msgstr "韋諾王國" #. [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 "" "韋諾王國位於 dst='great_continent' text='大陸'的中北方。大部份的主" "線戰役都圍繞於此。領土北面至大河,西面大洋圍繞," "dst='southwest_elven_lands' text='西南方'的亞瑟森林,以及東南方苦" "澀沼澤為疆界(位於地圖右下角)。\n" "\n" "亞瑟河上方,譚恩堡壘的南方,是韋諾的領土邊界。其南方是一大片茂密的森林 (地圖" "未標示) 而亞瑟森林算是這片森林的最北方。\n" "\n" " • 主要城市:\n" " ◦ 維丁:韋諾的首都。\n" " ◦ 奧最爾:珍珠灣的城市。\n" " ◦ 黑水港:珍珠灣南方的城市。\n" " ◦ 卡賽:位於灰色森林跟大河中間。\n" " ◦ 丹統:韋諾最大的城市,位於王國的中心,在維丁的西北方。\n" " ◦ 索拉達克:韋諾北方疆界的哨站,駐守在維丁河與大河的交匯處。\n" " ◦ 譚恩堡壘:韋諾南方疆界的哨站,駐守在亞瑟河與南北向的交通要道。\n" " ◦ 塔福:丹統北邊的重要城市,駐守褐色丘陵以東,北至雅碧關的蠻荒地" "區。\n" "\n" " • 著名地點:\n" " ◦ 獅鷲山:傳說中獅鷲的棲息地。\n" " ◦ 雅碧關:大河的淺水灘之一,通常都有韋諾的軍隊駐守。\n" " ◦ 維丁河:大河的支流之一,朝南方流去。\n" " ◦ 中央大平原:以維丁、丹統、跟譚恩堡壘為界的區域,韋諾大部份的人口" "居住於此,這裡為主要糧食來源地。\n" " ◦ 杜雷特斯丘陵:這些連綿起伏的丘陵銜接著中央大平原,也為韋諾提供了" "不少飼養家畜及農耕用地的空間。\n" " ◦ 褐色丘陵:獅鷲山附近的荒野,鮮少人類居住,算是危險地區。\n" " ◦ 駿馬平原: 大河南方連綿不絕的平原,西至格林森林,東鄰維丁河;南邊" "則銜接著中央大平原。這裡是個望族的家園;韋諾最好的馬都從這裡來的。\n" " ◦ 艾斯馬可丘陵:位於大河南邊,維丁河以東範圍相當大的山丘。丘陵的最" "北邊, 靠近維丁河附近,那裡不時會有人在那居住,但這裡是韋諾王國治安最差且最常" "出現盜賊的地方。\n" " ◦ 格林森林:這裡又被稱作王室之森,是以海德瑞克二世的兒子命名的。\n" " ◦ 灰色森林:韋諾心臟地帶的森林,位於卡賽跟奧最爾之間,普遍被大眾認" "為是個會鬧鬼的地方。\n" " ◦ 綠色沼澤:韋諾心臟地帶的沼澤,位於奧最爾南方。褐色丘陵的水流至這" "裡然後又流向大河。 (地圖未標示)" #. [topic]: id=elensefar #: data/core/encyclopedia/geography.cfg:100 msgid "Elensefar" msgstr "艾倫索法" #. [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 "" "艾倫索法是dst='kingdom_wesnoth' text='韋諾王國'的一個省,但也算是" "一個獨立的國家,而且還會跟韋諾簽署條約結盟。領土北面至大河,東面則是條模糊的" "邊界與韋諾區分開來,南面則至珍珠灣,而西方相鄰dst='great_ocean' text='大" "洋'。在韋諾的歷史紀錄中會有更多詳盡的資料。\n" "\n" " • 主要城市:\n" " ◦ 艾倫索法: 首都,位於dst='great_river' text='大河'邊三" "角洲的一個小島上。\n" " ◦ 卡賽:韋諾跟艾倫索法邊界上的一個城市,兩國對此城市有歸屬的爭" "議。\n" " • 著名地點:\n" " ◦ dst='great_river' text='大河':非常寬闊的河流,只有靠" "船才能橫渡。" #. [topic]: id=northlands #: data/core/encyclopedia/geography.cfg:112 msgid "Northlands" msgstr "北方大陸" #. [topic]: id=northlands #: data/core/encyclopedia/geography.cfg:113 #, fuzzy #| 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" #| " ◦ Romyr: Another 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" 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 "" "北方大陸沒有政府存在。各個族群的獸人、矮人、野蠻人甚至是精靈都居住於此。北邊" "和東邊的邊界並不明顯,而南邊邊界至dst='great_river' text='大河'," "西方邊界至dst='great_ocean' text='大洋'。\n" "\n" " • 主要城市:\n" " ◦ 革蘭多:一個獸人的部落。\n" " ◦ 羅密爾:另一個獸人的部落。\n" " ◦ 韋斯彌爾:卡·利安的所在地 — 精靈大長老議會\n" " ◦ 矮人之門:位於山嶺之心南方柯內革領土中住著人類與矮人的一個城鎮。" "是主要貿易中心。\n" " ◦ 達爾本與德爾文:是韋諾在黃金時代的擴張而越過大河所建造的人類村" "莊。現在已經荒廢。艾倫索法東北邊的森林區域,是這些村莊的位置,之前被稱為安紐" "芬省但現在精靈稱這裡為韋斯彌爾。\n" "\n" " • 著名地點:\n" " ◦ 山嶺之心:沿河村莊與北方平原之間的一座幾乎無法穿越的山脈。\n" " ◦ 獠牙之心:位於弗格湖南面跟韋斯彌爾森林北面的一座特別令人害怕的山" "峰。是整個山嶺之心中最荒涼且最危險的區域;只有隱士、瘋子和法師住在那。\n" " ◦ 恐懼沼澤:位於山嶺之心跟大河之間的一個巨大沼澤。出了名危險的地" "方。\n" " ◦ 弗格湖:河流貫穿北方山脈的高山湖泊。\n" " ◦ 阿肯-索里亞:弗格湖的下游。名稱為精靈語;意思是綿長的河。\n" " ◦ 麗絲翠河:阿肯-索里亞流向此河後南流至大河。\n" " ◦ 靈坦尼爾森林:北方大森林的最南端,其東面和北面的邊界只有精靈才知" "道在哪的巨大叢林。精靈議會的所在地,艾仁瑟瑞亞,只有少數的人類曾經到過此" "地。\n" " ◦ 大河:其源頭來自北方大陸的東方遠處。" #. [topic]: id=southwest_elven_lands #: data/core/encyclopedia/geography.cfg:134 msgid "Southwest Elven Lands" msgstr "西南方精靈領土" #. [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 "" "木精靈跟北方精靈是獨立開來的族群,他們不相往來,和大部份族群也不相往來。東北" "方以綠色沼澤為界,南方則至沙漠 (地圖未顯示),西方相鄰dst='great_ocean' " "text='大洋'。\n" "\n" " • 主要城市:\n" " ◦ 沒有記載\n" " • 著名地點:\n" " ◦ 亞瑟森林:南方最大的森林,一直向西南方延伸至很遠的地方- 比地圖所" "顯示的還要來的大-那裡是dst='..race_elf' text='精靈'的家園。" #. [topic]: id=heart_mountains #: data/core/encyclopedia/geography.cfg:145 msgid "Heart Mountains" msgstr "山嶺之心" #. [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 "" "一座位於dst='arkan_thoria' text='阿肯-索里亞'河與" "dst='far_north' text='北方平原'之間幾乎無法穿越的山脈。" #. [topic]: id=far_north #: data/core/encyclopedia/geography.cfg:151 msgid "Far North" msgstr "北極" #. [topic]: id=far_north #: data/core/encyclopedia/geography.cfg:152 #, fuzzy #| 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" #| " ◦ Castelfrang\n" #| " ◦ Farzi\n" #| " ◦ Festog\n" #| " ◦ Grisbi\n" #| " ◦ Lmarig\n" #| " ◦ Melmog\n" #| " ◦ Prestim\n" #| " ◦ Tirigaz\n" #| " • Notable land features:\n" #| " ◦ Swamp of Desolation\n" #| " ◦ Mountains of Dorth\n" #| " ◦ Mountains of Haag\n" #| " ◦ Green Forest\n" #| " ◦ Silent Forest\n" #| " ◦ Forest of Thelien\n" #| " ◦ River Oumph\n" #| " ◦ River Bork\n" #| " ◦ Wild Steppe" 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 "" "寒冷、嚴酷且遙不可及,北極是獸人克蘭尼的故鄉。位於dst='heart_mountains' " "text='山嶺之心'的北方,獸人稱那為海德-戴爾格並宣稱是他們的領土。北極的" "東邊則是荒原裡的非結盟部落,他們脫離了克蘭尼的控制後,進而與遊蕩的野蠻人類結" "伴對抗北方平原的高等精靈(人類稱為北方精靈)。高等精靈則居住在更加偏遠的東" "方,傳說他們在那統治著廣大的國家。\n" "\n" " • 主要城市:\n" " ◦ 巴拉格:一個獸人長老所在的部落。\n" " ◦ 比托克\n" " ◦ 博司泰普\n" " ◦ 卡斯托爾法蘭\n" " ◦ 法刃\n" " ◦ 法斯特\n" " ◦ 格里斯比\n" " ◦ 艾莫瑞\n" " ◦ 麥莫\n" " ◦ 普里斯提姆\n" " ◦ 特瑞格茲\n" " • 著名地點:\n" " ◦ 荒蕪沼澤\n" " ◦ 多斯山\n" " ◦ 哈革山\n" " ◦ 綠森林\n" " ◦ 寂靜森林\n" " ◦ 瑟立恩森林\n" " ◦ 歐蟒河\n" " ◦ 博克河\n" " ◦ 荒原" #. [section]: id=introduction #. [topic]: id=..introduction #: data/core/help.cfg:10 data/core/help.cfg:85 msgid "Introduction" msgstr "遊戲介紹" #. [section]: id=gameplay #. [topic]: id=..gameplay #: data/core/help.cfg:16 data/core/help.cfg:136 msgid "Gameplay" msgstr "遊戲教學" #. [section]: id=traits_section #. [topic]: id=..traits_section #: data/core/help.cfg:22 data/core/help.cfg:358 msgid "Traits" msgstr "特質" #. [section]: id=units #. [topic]: id=..units #: data/core/help.cfg:31 data/core/help.cfg:91 msgid "Units" msgstr "部隊" #. [section]: id=abilities_section #. [topic]: id=..abilities_section #: data/core/help.cfg:40 data/core/help.cfg:100 msgid "Abilities" msgstr "技能" #. [section]: id=weapon_specials #. [topic]: id=..weapon_specials #: data/core/help.cfg:48 data/core/help.cfg:109 msgid "Weapon Specials" msgstr "專長" #. #-#-#-#-# 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 "陣營" #. [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 "" #. [section]: id=commands #. [topic]: id=..commands #: data/core/help.cfg:77 data/core/help.cfg:565 msgid "Commands" msgstr "指令" #. [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 "" #. [topic]: id=..abilities_section #: data/core/help.cfg:101 #, fuzzy #| 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 topic as you encounter them.\n" #| "\n" 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 "" "某些士兵的技能會影響到其他士兵,或影響與其他士兵的互動。當技能啟動時,會顯示" "在狀態欄中。\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 "" #. [topic]: id=.unknown_unit #: data/core/help.cfg:119 msgid "Unknown Unit" msgstr "未知的單位" #. [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" "目前不清楚這個士兵的資訊。只有在遇到這個士兵後才會知道他的資料。" #. [topic]: id=introduction_topic #: data/core/help.cfg:127 msgid "Overview" msgstr "概述" #. [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='韋諾之戰'是一個回合制的奇幻戰略遊戲,與許多現代的策略" "遊戲不盡相同。其他遊戲有著復雜的規則與玩法,text='韋諾之戰'" "卻講究簡單的條理與玩法。雖然簡易卻能産生豐富的策略,是一個易學卻不易專的遊" "戲。" #. [topic]: id=fundamentals #: data/core/help.cfg:142 msgid "Fundamentals of Gameplay" msgstr "遊戲基本教學" #. [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" "開始玩時,建議您在主選單選擇text='教學模式'。並在教學中學習韋諾" "的基本操作。在這之後,建議您先玩王位繼承者這個戰役,先選text='戰役',再選text=“王位繼承者”text='韋諾之戰'挑戰性很高,因此建議您難度可以先從容易開始上手。" #. [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 "" "這篇文章描述了玩text='韋諾之戰'所必需的知識,包括教學與基本" "遊戲規則。當您在遊戲中遇到新的資訊時,發現的新資訊也會添加到這裡。需要了解詳" "情或是特殊情况與例外,請繼續閱讀以下的連結。" #. [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 "" "在遊戲中請記住:將滑鼠指標指向遊戲中一些項目時,狀態欄上會出現一些資訊,並附" "上簡單的描述。這個功能在您第一次看到新dst=abilities text=能力時非" "常有用。" #. [topic]: id=about_game #: data/core/help.cfg:153 msgid "About the Game" msgstr "關於韋諾之戰" #. [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='戰役'講述著一個故事,是由一系列環環相扣的任務組成的。" "遊戲中,您必須更小心謹慎,以確保最精良的部隊存活下來,才能夠在戰役中的下一個" "任務裡繼續戰鬥。" #. [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 "" "韋諾之戰是由一系列的戰役組合而成,每個劇情稱作一個text='任務'。每個任務會讓您的部隊和一個或更多的對手作戰。您可以選擇和電腦或朋友在" "同一台電腦上對戰(單機模式)。如果您的電腦有跟區域網路連線,也可以和其他區域" "網路上的人對戰。如果能上網,則可以和其他人在網路上對戰。" #. [topic]: id=victory_and_defeat #: data/core/help.cfg:162 msgid "Victory and Defeat" msgstr "勝利和失敗" #. [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" "當您贏得一個任務的勝利後,地圖顯示為灰色,text='回合結束'按鈕會" "變成text='結束任務'。這時您就可以做些其他事,像是更新遊戲存檔," "或是和其他玩家交談(如果在多人遊戲中)。然後才按下那個按鈕繼續。" #. [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 "" "請注意每個任務開始前出現的text='勝敗條件'。通常您殺死敵人首領後" "會取得勝利,自己首領陣亡時遊戲失敗。但是有些任務可能有其他目標-讓您的首領到" "達指定地點,或者救人,或者解决一個迷題,或者與敵人對抗並堅守一定回合數。" #. [topic]: id=recruit_and_recall #: data/core/help.cfg:172 msgid "Recruiting and Recalling" msgstr "招募與徵召" #. [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" "如果您用右鍵點選城堡裏的六邊形格子再選招募,新的士兵將出現在那格子裏。要不" "然,新單位將會隨機出現在城堡的任何空格裏。您只能招募與空格相同量數的單位,且" "總花費不能超出您所擁有的金幣數量。" #. [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 "" "遊戲開始時每一方的指揮官都會在城堡的主堡上。戰鬥開始之前或戰鬥過程中,您可能" "需要為部隊招募dst='..units' text='單位'。要想招募士兵,您必須讓指" "揮官(例如,text='王位繼承者'戰役的康拉德)位於" "dst='terrain_castle' text='城堡'的主堡上。然後在主選單中選擇" "text='招募'或在城堡的一個空位點選右鍵選擇text='招募'。此時會彈出招募選單,裡面列出了所有可以招募的單位和所需的金錢。點選一個" "單位可以查看他的資訊,然後點選招募按鈕就可招募。" #. [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" "招募到的新單位會有兩個隨機的dst='..traits_section' text='特質',對" "其單位數值影響。" #. [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" "在往後的任務中,您可徵召早些任務裡的士兵。徵召將為您列出一張所有上個任務中士" "兵的清單。徵召一律花費20金幣。" #. [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" "士兵不僅僅需要花費金幣去招募或徵召,還需要支出。請參考" "dst='income_and_upkeep' text='收入與支出'。" #. [topic]: id=orbs #: data/core/help.cfg:188 msgid "Orbs" msgstr "行動圖示" #. [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 "行動圖示位於士兵左上角,能量條上方當這個圖示顏色是:" #. [topic]: id=orbs #: data/core/help.cfg:190 msgid " green if it hasn’t moved this turn," msgstr "綠色表示該單位這回合還沒有移動過," #. [topic]: id=orbs #: data/core/help.cfg:191 msgid " yellow if it has moved, but could still move further or attack, or" msgstr "黃色表示該單位已經移動過,但可以繼續移動或是攻擊," #. [topic]: id=orbs #: data/core/help.cfg:192 #, fuzzy #| msgid "" #| " red if it can no longer move or attack, or the user ended the unit’s " #| "turn." msgid "" " black if it can no longer move or attack, or the user ended the unit’s turn." msgstr "紅色表示該單位不能移動,或玩家已經結束了這一回合。" #. [topic]: id=orbs #: data/core/help.cfg:193 msgid " blue if the unit is an ally you do not control." msgstr "藍色表示該單位是您不能控制的同盟單位。" #. [topic]: id=orbs #: data/core/help.cfg:194 #, fuzzy #| msgid " Enemy units have no orb on top of their energy bar." msgid " Enemy units have a red orb on top of their energy bar." msgstr "敵方單位的血條不會顯示行動圖示。" #. [topic]: id=hitpoints #: data/core/help.cfg:201 msgid "Hitpoints and Experience" msgstr "生命值和經驗值" #. [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 "" "每個單位都有固定的text='生命值'(HP)。如果該單位的生命值為0" "就會死亡。每個單位也都有固定的text='經驗值'(XP)。新招募的" "單位一開始没有經驗值,必須與敵人戰鬥才可以獲得。" #. [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 "" "生命值和經驗值都會在狀態欄上以兩個數值比值的形式反映出來(士兵當前值/最大" "值)。" #. [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 "" "生命值也顯示在士兵旁邊的能量條上。能量條可能是緑色、黄色或紅色。至少有1點經驗" "值的單位擁有一條藍色經驗條,當士兵就快dst=experience_and_advancement " "text=升級時經驗條會顯示為白色。" #. [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" "每個角色有各自固定的移動數,這些數值將在移動到不同的地形時被消耗掉。舉個例" "子,草地一般耗費1點移動數。進入特定格子所耗費的移動點數取决於士兵的種類—在森" "林裏,精靈只花費1點移動點數,人類和獸人花費2點,而騎兵則要花費3點。如果想要知" "道某個士兵進入某個地形所需的移動點數,只需點選滑鼠右鍵選擇該士兵,再選" "text='單位描述',然後查看text='地形影響'的部分。" #. [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='韋諾之戰'中移動單位很簡單。只需點選您想要移動的士兵," "再點選目的地就行了。當該單位被選中時,該單位在本回合可移動的範圍就會顯示出" "來,而本回合無法到達的區域則顯示為灰色。移動滑鼠到顯示的格子裡,該單位在目的" "地的閃避值便會顯示出來。移動滑鼠到灰色區域還會顯示要到達那裡所需的回合數,點" "選這個目的地會讓該單位以最佳的路線移動,並在接下來的幾回合中繼續到達目的地。" "如果您没有用完本回合中某單位所有的移動數,您還是可以繼續移動本單位。當您要交" "换兩個單位的位置時這是非常有效的。但攻撃敵人單位會用完所有的移動數。當您的單" "位進入一個您還没有占領的村莊時也會花完所有移動數,但仍然能夠攻撃。" #. [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" "移動時您還需要記住text='控制區域'的概念。每個單位都會控制他" "周圍的位置,任何敵軍進入那些區域將會立即耗盡移動點數。學習如何利用控制區域," "是韋諾的一門重點。只有dst='ability_skirmisher' text='游撃'的能力可" "以忽視控制區域的效用。" #. [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" "按Ctrl-v或Cmd-v查看敵人下回合能移動到的區域。Ctrl-b或Cmd-b可以顯示在您的部隊" "不影響對手移動的情况下,對手可以移動到的區域。" #. [topic]: id=shroud_and_fog #: data/core/help.cfg:228 msgid "Shroud and Fog of War" msgstr "未探索區域和戰爭迷霧" #. [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 "" #. [topic]: id=combat #: data/core/help.cfg:238 msgid "Combat" msgstr "戰鬥" #. [topic]: id=combat #: data/core/help.cfg:239 msgid "" "\n" "\n" "
text='Order and Number of Strikes'
" msgstr "" "\n" "\n" "
text='攻撃順序與次數'
" #. [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='韋諾之戰'中的戰鬥總是發生在相鄰的兩個單位之間。點選您" "的單位,然後再點選您想攻撃的敵人:您的單位會向敵人方向移動,當與敵人單位相鄰" "時,戰鬥就會開始。攻撃者和防禦者在規定的攻撃回合内交替攻撃。攻撃者選擇一種武" "器進行攻撃,防禦者也會選擇相應的武器種類進行反擊。攻撃種類有兩種:" "text='近戰',使用的武器通常是劍,斧,或尖利的牙齒;" "text='遠程',武器通常是弓,矛和火球。" #. [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" "進攻方率先攻撃,然後防禦者反撃。每次攻撃不是命中,造成一定的傷害,就是失誤," "完全不造成傷害。攻撃將反復輪流進行,直到單位用盡其攻撃次數為止。不同的單位有" "不同的攻擊次數。舉個例子,攻撃為5-4的精靈戰士可以攻撃4次,每次撃中敵人造成5點" "傷害,獸人步兵9-2的進攻代表他只能攻擊2次(但每次撃中敵人會造成9點傷害)。" #. [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" "依照所在的text='地形',每個單位都有一定的幾率被撃中。這在狀" "態面板上會有資訊,對一個單位並點選右鍵,選擇text='單位描述',這" "裡可以看到text='地形影響'的資訊。例如,許多精靈在森林裏都有70%的" "閃避率,這表示攻撃者只有30%的機會命中他們。同様的,該精靈在反撃中撃中攻撃者的" "幾率取决於攻撃者所處的地形。" #. [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" "以上規則有兩個例外:dst='weaponspecial_magical' text='魔法攻撃'和" "dst='weaponspecial_marksman' text='精準射撃'。魔法攻撃可以無視地" "形,且有70%的命中率,而精準射撃在進攻中也無視地形,且最少有60%的命中率。" #. [topic]: id=combat #: data/core/help.cfg:249 msgid "" "\n" "\n" "
text=Damage
" msgstr "" "\n" "\n" "
text=傷害
" #. [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" "根據攻撃類型的不同,每次成功攻撃會造成一定量的基礎傷害。例如,精靈戰士5-4的攻" "撃可以造成5點的基本傷害。兩種情况會對此作出修正:即" "dst='damage_types_and_resistance' text='抗性'和" "dst='time_of_day' text='時刻'。您可以查閱更詳細的傷害修正數據,請" "在攻撃選單中選擇text='傷害計算'。" #. [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" "少數單位所擁有的特殊dst='..abilities_section' text='能力'會影響在" "戰鬥中的傷害。擁有dst='weaponspecial_charge' text='衝鋒'能力的單位" "會使戰鬥中的進攻方和防守方都輸出雙倍的傷害。" #. [topic]: id=damage_types_and_resistance #: data/core/help.cfg:261 msgid "Damage Types and Resistance" msgstr "傷害種類和抗性" #. [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" "抗性的原理很簡單:如果一個單位對某種傷害有40%的抗性,則被撃中時减少40%的傷" "害。一個單位也有可能更容易受到某種傷害。如果一個單位對某種傷害有-100%的抗性," "則被撃中時增加100%的傷害。" #. [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 "" "在韋諾裡,通常物理傷害有三種:text='劍刃,穿刺和衝撃傷害'。" "此外,還有三種魔法攻撃:text='火焰,寒冷和秘法攻撃'。不同的" "單位有著不同的抗性所以在遇到不同的攻擊類型時也會有不同的傷害。" #. [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" "例如,骷髏對劍刃和穿刺有較高的抗性。但被衝撃和火焰攻擊傷害很大,並且非常怕秘" "法攻擊。" #. [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" "每次成功的攻撃至少會造成1點的傷害,即使防禦者對這種攻撃有100%的抗性。" #. [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 "" "時間對不同種類的單位也會影響攻撃强度:\n" " 守序單位的攻擊力在白天+25%,晚上−25%。\n" " 渾沌單位的攻擊力在晚上+25%,白天−25%。\n" " 中立單位則不受時間的影響。\n" "特殊單位的攻擊力在白天跟晚上都−25%。" #. [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" "當下的時間顯示在螢幕右側中間位置,位於小地圖的下方。在普通的晝夜循環模式下," "上午和下午是白天,夜晚和凌晨是晚上:\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 "黎明" #. [time]: id=morning #. [topic]: id=time_of_day #: data/core/help.cfg:283 data/core/macros/schedules.cfg:17 msgid "Morning" msgstr "上午" #. [time]: id=afternoon #. [topic]: id=time_of_day #: data/core/help.cfg:284 data/core/macros/schedules.cfg:35 msgid "Afternoon" msgstr "下午" #. [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 "黄昏" #. [time]: id=first_watch #. [topic]: id=time_of_day #: data/core/help.cfg:286 data/core/macros/schedules.cfg:55 msgid "First Watch" msgstr "夜晚" #. [time]: id=second_watch #. [topic]: id=time_of_day #: data/core/help.cfg:287 data/core/macros/schedules.cfg:79 msgid "Second Watch" msgstr "凌晨" #. [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 "記住,有些場景是發生在地下的,那裏一直是晚上。" #. [topic]: id=experience_and_advancement #: data/core/help.cfg:296 msgid "Experience and Advancement" msgstr "經驗值和升級" #. [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" "所有單位都需要獲得一定的經驗值才能升級(有聰慧特質降低20%的要求)。 一旦獲得" "足夠的經驗值就可立即升級,生命全滿。有些情况下,您還會遇到升級選項。" #. [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 "" "如果兩個單位在戰鬥之後都存活下來,他們都能得到相當於對手等級的經驗值。如果一" "個單位在戰鬥中殺死了另一個,則能得到更多的經驗值——0等級單位提供4點,1等級單位" "8點,2等級單位16點,3等級單位24點等等。" #. [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" "大多數兵種有三個級別,但也有例外。有些單位(例如dst='unit_Mage' text='法" "師')能升到四級。單位升到最高級以後,有可能會得到text='滿級奬" "勵'(AMLA)。AMLA會在單位達到升級所需經驗值後修改單位屬性,但等級不" "變。典型的AMLA作用是增加3點最大生命值並補滿血。通常情况下,單位會在獲得150點" "經驗值(聰慧單位是120點)後獲得第一次AMLA。不過,以後每次獲得AMLA的難度會逐漸" "變大,所以讓您的低等級單位升級一般會更有用處。" #. [topic]: id=healing #: data/core/help.cfg:308 msgid "Healing" msgstr "治療" #. [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" "text='休息': 該單位在本回合不移動、攻撃或被攻撃,則會在下回" "合恢復2點生命值。" #. [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 "" "戰鬥中,您的單位不可避免會受到傷害。當一個單位" "dst=experience_and_advancement text=升級時,會恢復為滿生命值狀態。" "這會在您和敵人單位戰鬥結束後發生,不論當前是否是您的回合。韋諾還為單位提供了" "多種其他的治療方式,全部都在您開始一回合的行動之前發生。" #. [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" "text='村莊':每回合開始時在村莊中的單位可以恢復8點生命值。" #. [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=恢復:某些單位(如巨魔)每回合自動恢" "復8點生命值。" #. [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" "text='治療單位':有dst='ability_heals +4' text='治療'能力的單位每回合能恢復相鄰盟軍單位4點或8點的生命值,或阻止毒藥發作。" #. [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" "text='治癒單位':有dst='ability_cures' text='治癒'能力的單位可以治癒相鄰盟軍單位的中毒效果(如過該單位還有治療能力,則以治" "療為優先)。" #. [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" "休息能和其它治療方式叠加,但是村莊,恢復,治療和治愈效果則不能互相叠加。遊戲" "會自動選擇最優治療方式。最後,單位能在過場時完全恢復生命值。" #. [topic]: id=income_and_upkeep #: data/core/help.cfg:324 msgid "Income and Upkeep" msgstr "收入和支出" #. [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" "收入規則很簡單。每回合您都會得到2個金幣的基本收入。您所占領的每個村莊每回合也" "會給您1個金幣的額外收入。(這個數值是可以更動的,但在戰役中都是1個金幣)因此" "如果您占領了十個村莊,每回合就會有12個金幣的收入。支出則由您的收入來支付。以" "下是詳細信息。" #. [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 "" "在韋諾中,只有招募單位並戰鬥是不夠的。您得注意您的營運,特別是在戰役中,您能" "將多餘的金幣攜帶到下一個任務。影響金幣主要是兩個方面:text='收入'text='支出'。" #. [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" "支出規則也相當簡單。每單位每等級都有一定的支出。只要有很多的村莊就能抵銷很高" "等級的單位,而不需要支出金幣。然而,所有單位的等級總和每超過您所擁有的村莊數1" "級,您就得每回合支付1個金幣的費用。例如,如果您有12個等級一的單位和10個村莊," "您就得每回合支付2個金幣。" #. [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" "支出由您的收入來支付,所以在單位等級總合為12和10個村莊的情况下,最後您的收入" "將會是每回合10個金幣。" #. [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" "費用的支付規則中有一個重要的例外:具有忠誠特質的單位不需支付費用。每個任務開" "始時您擁有的單位(像是迪法多),或在戰役中加入己方的單位(如在" "text='王位繼承者'第二個任務中加入的騎兵)通常都具有" "text='忠誠'特質。而您所扮演的角色(像是康拉德)通常是位領" "袖。" #. [topic]: id=wrap_up #: data/core/help.cfg:339 msgid "Wrap Up" msgstr "總結" #. [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 "" "韋諾之戰的基本規則就此結束。您可能需要閲讀基本的遊戲策略,或再熟悉一下" "dst='..traits_section' text='特質'dst='.." "abilities_section' text='能力'。現在您已經有足夠的知識去玩" "text='王位繼承者'這個戰役了。希望您玩得開心,祝您好運!" #. [topic]: id=about #: data/core/help.cfg:345 msgid "ingame_help_item^Contributors" msgstr "制作人" #. [topic]: id=license #: data/core/help.cfg:351 msgid "License" msgstr "授權" #. [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" "除了不死族之外,其他單位有可能獲得的特質是:dst='traits_intelligent' " "text='聰慧', dst='traits_quick' text='敏捷', " "dst='traits_resilient' text='韌性', 和 dst='traits_strong' " "text='強壯'。" #. [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 "" "大多數單位有兩種特質。但是,不死族只有一種特質,就是text='不死'。而樹人則没有任何特質。特質將會微妙地修正該單位的屬性。通常被招募的單" "位會隨機獲得特質。" #. [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" "單位能獲得的其它特質則是:dst='traits_dextrous' text='靈敏'," "dst=traits_loyal text=忠誠,和dst=traits_undead text=不死 。\n" "\n" #. [topic]: id=traits_intelligent #: data/core/help.cfg:372 msgid "Intelligent" msgstr "聰慧" #. [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" "擁有text='聰慧'的單位在戰役的初期非常有用,因為他們能很快速" "地升級。在戰役的後期擁有聰慧特質的單位並不是很有用,因為text='滿級奬" "勵'(AMLA)與升級低等級單位相比效果並不顯著。如果您有很多達到“滿" "級”的單位,您也許可以招回那些更有用特質的單位。" #. [topic]: id=traits_intelligent #: data/core/help.cfg:373 msgid "Intelligent units require 20% less experience than usual to advance." msgstr "擁有聰慧特質的單位每次升級所需的經驗值比通常情况少20%。" #. [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" "敏捷是最顯著的特質,特別是對移動很慢的單位,如巨魔或重甲步兵。擁有敏捷特質的" "單位在惡劣的地形上有更好的機動性,在部署您的部隊時這是一個要點。但擁有敏捷特" "質的單位不如没有該特質的單位强壯,在守衛重要地形時没有那些單位好。" #. [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 "" "擁有text='敏捷'的單位會多1點的移動點數,但是會减少5%的生命" "值。" #. [topic]: id=traits_resilient #: data/core/help.cfg:388 msgid "Resilient" msgstr "韌性" #. [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" "擁有韌性特質的單位在戰役的很多階段都非常有用,並且這是一個對所有單位都有用的" "特質。韌性對擁有較低的生命值、較高的防禦能力或較高抗性的單位特別有用。擁有韌" "性特質的單位通常用來占據戰略有利地形。" #. [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 "" "擁有text='韌性'的單位會多4點生命值,且每次升級比一般單位多加" "1點的生命值。" #. [topic]: id=traits_strong #: data/core/help.cfg:396 msgid "Strong" msgstr "強壯" #. [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" "強壯是適合近戰單位用的特質,像精靈戰士這様攻撃次數多的單位最有效。有時候僅僅" "是多幾點的傷害輸出,但有時成功的攻撃就變成了致命一撃。" #. [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 "" "擁有text='強壯'的單位會多1點生命值,且在近戰成功擊中後多造成" "1點的傷害。" #. [topic]: id=traits_fearless #: data/core/help.cfg:404 msgid "Fearless" msgstr "無畏" #. [topic]: id=traits_fearless #: data/core/help.cfg:405 msgid "Aversion to light and dark holds no sway over these brave individuals." msgstr "擁有無畏的單位的攻撃力不會因為白天或黑夜時段的不適而下降。" #. [topic]: id=traits_feral #: data/core/help.cfg:410 msgid "Feral" msgstr "野性" #. [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 "" "對於低智商的野生動物而言,人工的建築物並不容易作為自己的掩蔽物。所以,擁有" "text='野性'特質的單位在村莊最多只有50%的閃避率。" #. [topic]: id=traits_loyal #: data/core/help.cfg:416 msgid "Loyal" msgstr "忠誠" #. [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" "在戰役中,一些單位會自己選擇加入玩家陣營。這些單位都有忠誠特質,即使招募他們" "需要付費,但卻不需要支出費用。在漫長的戰役中,金幣短缺,這種特質的單位真是不" "可多得。新招募的單位永遠都不會有這種特質,所以應避免解雇忠誠特質的單位,或讓" "他們去送死。" #. [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 "" "擁有text='忠誠'的單位不需要支付費用。大多數的單位每回合結束" "後會依據其等級而需要所相當的費用。而擁有忠誠特質的單位則不需要。" #. [topic]: id=traits_undead #: data/core/help.cfg:424 msgid "trait^Undead" msgstr "不死" #. [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" "擁有不死的單位只擁有這一項特質。擁有不死特質的單位通常身體已死而被召唤出來戰" "鬥,所以毒素傷害對他們没影響。這使他們有利與那些善於使用毒素傷害的對手戰鬥。" #. [topic]: id=traits_undead #: data/core/help.cfg:425 msgid "" "text='Undead' units are immune to poison, drain, and plague." msgstr "擁有text='不死'的單位免疫毒素、吸血和瘟疫。" #. [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" "擁有不死的單位只擁有這一項特質。由於機械單位並不是真的擁有生命,所以吸血、毒" "素和瘟疫對他們不起作用" #. [topic]: id=traits_mechanical #: data/core/help.cfg:433 msgid "" "text='Mechanical' units are immune to poison, drain, and " "plague." msgstr "擁有text='機械'的單位免疫毒素、吸血和瘟疫。" #. [topic]: id=traits_elemental #: data/core/help.cfg:440 msgid "trait^Elemental" msgstr "元素" #. [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" "一般來説元素單位只有元素這一項特質。由於元素單位並不是真的擁有生命,所以吸" "血、毒素和瘟疫對他們不起作用" #. [topic]: id=traits_elemental #: data/core/help.cfg:441 msgid "" "text='Elemental' units are immune to poison, drain, and " "plague." msgstr "擁有text='元素'的單位免疫毒素、吸血和瘟疫。" #. [topic]: id=traits_dextrous #: data/core/help.cfg:448 msgid "Dextrous" msgstr "靈敏" #. [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" "靈敏是精靈特有的特質。精靈以其優雅的風度和善用弓箭而聞名。然而,有些天賦秉异" "的精靈脫穎而出。這些精靈每次用箭攻撃都會造成1點的額外傷害。" #. [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 "" "擁有text='靈敏'的單位每次用遠距離攻撃擊中後會造成1點的額外傷" "害。" #. [topic]: id=traits_healthy #: data/core/help.cfg:456 msgid "Healthy" msgstr "活力" #. [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" "擁有text='活力'的單位額外附加1點生命值,而每升一級也多1點生" "命值,並且在每個未戰鬥的回合結束後恢復額外2點生命值。他們在中毒時所受的傷害也" "會減少四分之一。" #. [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 "矮人們以活力著稱,有些强壯的矮人甚至可以在移動同時休息" #. [topic]: id=traits_dim #: data/core/help.cfg:464 msgid "Dim" msgstr "愚蠢" #. [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" "愚蠢特質在地精等稀有種族中很常見。這些種族之所以数量較少是有原因的,愚蠢便是" "其中之一。" #. [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 "" "擁有text='愚蠢'的單位必須比一般單位多20%的經驗值才能升級。" #. [topic]: id=traits_slow #: data/core/help.cfg:472 msgid "Slow" msgstr "緩慢" #. [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" "體型龐大且笨拙,地精和其它種族在移動上受到限制,但在耐力上得到少許的補償。" #. [topic]: id=traits_slow #: data/core/help.cfg:473 msgid "" "text='Slow' units have −1 movement but 5% more hitpoints." msgstr "擁有緩慢的單位少1點移動點數奬勵,但是會多5%的生命值。" #. [topic]: id=traits_weak #: data/core/help.cfg:480 msgid "Weak" msgstr "虛弱" #. [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 "擁有text='虛弱'的單位,生命值和近戰傷害各-1。" #. [topic]: id=traits_aged #: data/core/help.cfg:486 msgid "trait^Aged" msgstr "年長" #. [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 "" "擁有text='年長'的單位減八點生命值,移動點數和近戰傷害各減一" "點。" #. [topic]: id=..terrains_section #: data/core/help.cfg:493 #, fuzzy #| msgid "" #| "Game maps feature a variety of terrains that affect both unit movement " #| "and a unit’s defensive capability in combat.\n" #| "\n" msgid "" "Game maps feature a variety of terrains that affect both unit movement and a " "unit’s defensive capability in combat." msgstr "" "遊戲地圖中包括許多不同的地形,這些地形既能影響單位的移動,也能影響單位在戰鬥" "中的防守能力。\n" "\n" #. [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 "" #. [topic]: id=using_addons #: data/core/help.cfg:511 msgid "Using Add-ons" msgstr "" #. [topic]: id=using_addons #: data/core/help.cfg:512 #, fuzzy #| msgid "" #| "\n" #| "\n" #| "
text=Damage
" msgid "" "\n" "\n" "
text='Campaigns and Scenarios'
" msgstr "" "\n" "\n" "
text=傷害
" #. [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 "" #. [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 "" #. [topic]: id=using_addons #: data/core/help.cfg:516 #, fuzzy #| msgid "
text='Units having this special attack'
" msgid "" "\n" "\n" "
text='Multiplayer Campaigns, Scenarios, and Map Packs'
" msgstr "
text='擁有這種武器特性的單位:'
" #. [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 "" #. [topic]: id=using_addons #: data/core/help.cfg:520 #, fuzzy #| msgid "" #| "\n" #| "\n" #| "
text='Order and Number of Strikes'
" msgid "" "\n" "\n" "
text='Multiplayer Eras and Factions'
" msgstr "" "\n" "\n" "
text='攻撃順序與次數'
" #. [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 "" #. [topic]: id=using_addons #: data/core/help.cfg:526 #, fuzzy #| msgid "" #| "\n" #| "\n" #| "
text='Order and Number of Strikes'
" msgid "" "\n" "\n" "
text='Multiplayer Modifications'
" msgstr "" "\n" "\n" "
text='攻撃順序與次數'
" #. [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 "" #. [topic]: id=using_addons #: data/core/help.cfg:530 #, fuzzy #| msgid "" #| "\n" #| "\n" #| "
text='Chance to Hit'
" msgid "" "\n" "\n" "
text='Creator Resources'
" msgstr "" "\n" "\n" "
text='命中率'
" #. [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 "" #. [topic]: id=installing_addons #: data/core/help.cfg:541 msgid "Installing Add-ons" msgstr "" #. [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 "" #. [topic]: id=removing_addons #: data/core/help.cfg:555 msgid "Removing Add-ons" msgstr "" #. [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 "" #. [topic]: id=general_commands #: data/core/help.cfg:571 msgid "General commands" msgstr "指令" #. [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 "" #. [topic]: id=general_commands #: data/core/help.cfg:575 msgid "" "\n" "Clear chat messages.\n" "\n" msgstr "" "\n" "清除聊天記錄。\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" "開啟偵錯模式(在多人對戰中無效)。請參閱dst=debug_commands text='偵錯模" "式指令'。\n" "退出遊戲或使用 :nodebug 可以關閉偵錯模式。\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" "設置某一方由玩家或者AI來控制。控制那一方的玩家/客户端需要執行這條命令。如果不" "指定第二個參數,則在玩家控制和AI控制間切換。如果第二個參數是'on',則設置為AI" "控制。如果第二個參數是'off',則設置為玩家控制。如果不指定參數,則默認為當前活" "動方。\n" "\n" #. [topic]: id=general_commands #: data/core/help.cfg:585 msgid "" "\n" "Display the controller status of a side.\n" "\n" msgstr "" #. [topic]: id=general_commands #: data/core/help.cfg:588 msgid "" "\n" "Toggle the display of the current frames per second.\n" "\n" msgstr "" "\n" "顯示遊戲的FPS-每秒顯示幀數(frames per second).\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" "切換一個日志域的日志級別\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" "重新載入畫面並加入動畫。\n" "\n" #. [topic]: id=general_commands #: data/core/help.cfg:597 msgid "" "\n" "Bring up theme selection menu.\n" "\n" msgstr "" "\n" "展開主選單。\n" "\n" #. [topic]: id=general_commands #: data/core/help.cfg:600 msgid "" "\n" "Quit the scenario (without prompting).\n" "\n" msgstr "" "\n" "離開任務(無提示視窗)。\n" "\n" #. [topic]: id=general_commands #: data/core/help.cfg:603 msgid "" "\n" "Save the game (without prompting).\n" "\n" msgstr "" "\n" "儲存遊戲(無提示視窗)。\n" "\n" #. [topic]: id=general_commands #: data/core/help.cfg:606 msgid "" "\n" "Save the game and quit the scenario (without prompting)." msgstr "" "\n" "儲存遊戲並退出任務(無提示視窗)。" #. [topic]: id=mp_commands #: data/core/help.cfg:615 msgid "Multiplayer commands" msgstr "多人對戰指令" #. [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" "在多人遊戲中把某個玩家踢出遊戲並且封禁他的IP。可以對沒加入遊戲裡但在線上的玩" "家使用。\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" "將某一方的控制權(在這裏輸入第N方的號碼)賦予某個玩家(在這裏輸入玩家或觀察者" "的ID)。您可以透過text='任務設定'的對話框查看哪個玩家控制著哪一" "方(在text='狀態列表'中按text='更多'按鈕(預設快速鍵" "alt+s))。主機可以改變任何一方的控制權。\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 "" #. [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 "" #. [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" "在多人連線踢出一個玩家。他們還可以重新加入遊戲。如果您只是想要改變他的陣營," "請使用 :control 指令。\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" "傳送私人訊息給一位玩家。當在遊戲中,您無法傳送私人訊息給不同陣營的玩家。\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" "隱藏一個指定的觀察者。如果没有指定觀察者的用户名,則輸出被隱藏的觀察者的名" "單。\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" "允許所有觀察者可以/不可以發言。\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" "在多人遊戲中解除某個被封鎖玩家的IP。可以對沒加入遊戲裡但在線上的玩家使用。\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" "允許一個指定的觀察者可以發言。如果没有指定觀察者,則所有觀察者皆可發言。" #. [topic]: id=debug_commands #: data/core/help.cfg:653 msgid "Debug mode commands" msgstr "偵錯模式指令" #. [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" "從選項中選擇一個任務進入下一個戰役。\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" "在所選的位置創建指定類型的單位\n" "\n" "\n" #. [topic]: id=debug_commands #: data/core/help.cfg:662 msgid "" "\n" "Toggle fog/shroud for the current side.\n" "\n" msgstr "" "\n" "為當前玩家設置戰爭迷霧.\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" "為當前玩家添加指定數量的金子.\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" "立即進入該戰役的下一個任務。\n" "\n" #. [topic]: id=debug_commands #: data/core/help.cfg:671 msgid "" "\n" "Manually set a gamestate variable to value.\n" "\n" msgstr "" "\n" "手動設置遊戲變量的值.\n" "\n" #. [topic]: id=debug_commands #: data/core/help.cfg:674 msgid "" "\n" "Show a gamestate variable.\n" "\n" msgstr "" "\n" "顯示遊戲變量.\n" "\n" #. [topic]: id=debug_commands #: data/core/help.cfg:677 msgid "" "\n" "Manually fire the specified event.\n" "\n" msgstr "" "\n" "手動觸發指定的事件.\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" "修改所選單位的指定屬性。例如::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" "讓被選擇的單位連續升 N 級。例如::unit advances=2" #. [heals]: id=curing #: data/core/macros/abilities.cfg:49 msgid "cures" msgstr "治癒" #. [heals]: id=curing #: data/core/macros/abilities.cfg:50 msgid "female^cures" msgstr "治癒" #. [heals]: id=curing #: data/core/macros/abilities.cfg:51 #, fuzzy #| msgid "" #| "Cures:\n" #| "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." 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 "" "治癒:\n" "擁有'治癒'能力的單位可以解除附近單位的中毒效果,但是該回合不會再為該單位恢復" "生命。" #. [regenerate]: id=regenerates #: data/core/macros/abilities.cfg:73 msgid "regenerates" msgstr "恢復" #. [regenerate]: id=regenerates #: data/core/macros/abilities.cfg:74 msgid "female^regenerates" msgstr "恢復" #. [regenerate]: id=regenerates #: data/core/macros/abilities.cfg:75 #, fuzzy #| msgid "" #| "Regenerates:\n" #| "The unit will heal itself 8 HP per turn. If it is poisoned, it will " #| "remove the poison instead of healing." msgid "" "The unit will heal itself 8 HP per turn. If it is poisoned, it will remove " "the poison instead of healing." msgstr "" "恢復:\n" "本單位可以每回合恢復8點生命值。如果中毒則以移除中毒效果代替治療。" #. [resistance]: id=steadfast #: data/core/macros/abilities.cfg:94 msgid "steadfast" msgstr "堅定" #. [resistance]: id=steadfast #: data/core/macros/abilities.cfg:95 msgid "female^steadfast" msgstr "堅定" #. [resistance]: id=steadfast #: data/core/macros/abilities.cfg:96 #, fuzzy #| msgid "" #| "Steadfast:\n" #| "This unit’s resistances are doubled, up to a maximum of 50%, when " #| "defending. Vulnerabilities are not affected." msgid "" "This unit’s resistances are doubled, up to a maximum of 50%, when defending. " "Vulnerabilities are not affected." msgstr "" "堅定:\n" "本單位具有雙倍抗性,最高50%。該單位的弱點不受此能力影響" #. [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 "領導" #. [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 "領導" #. [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 #, fuzzy #| msgid "" #| "Leadership:\n" #| "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." 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 "" "領導:\n" "本單位可以領導相鄰的同盟單位,發揮更強大的戰鬥力。\n" "\n" "相鄰低等級的同盟單位可得到更強大的殺傷力。當領袖與低等級同盟單位相鄰時,這些" "單位的攻撃會比平時增加原本的25%乘以與領袖等級差。" #. [skirmisher]: id=skirmisher #: data/core/macros/abilities.cfg:337 msgid "skirmisher" msgstr "游撃" #. [skirmisher]: id=skirmisher #: data/core/macros/abilities.cfg:338 msgid "female^skirmisher" msgstr "游撃" #. [skirmisher]: id=skirmisher #: data/core/macros/abilities.cfg:339 #, fuzzy #| msgid "" #| "Skirmisher:\n" #| "This unit is skilled in moving past enemies quickly, and ignores all " #| "enemy Zones of Control." msgid "" "This unit is skilled in moving past enemies quickly, and ignores all enemy " "Zones of Control." msgstr "" "游撃:\n" "本單位善於從敵人旁邊迅速通過,且能忽略所有敵人單位的控制區域。" #. [illuminates]: id=illumination #: data/core/macros/abilities.cfg:352 msgid "illuminates" msgstr "光明" #. [illuminates]: id=illumination #: data/core/macros/abilities.cfg:353 msgid "female^illuminates" msgstr "光明" #. [illuminates]: id=illumination #: data/core/macros/abilities.cfg:354 #, fuzzy #| msgid "" #| "Illuminates:\n" #| "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." 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 "" "照明:\n" "本單位照亮附近區域,使守序(渾沌)單位更好(差)地戰鬥\n" "\n" "任何相鄰的單位在戰鬥時,處於晚上(黄昏)的都相當於是黄昏(白天)。" #. [teleport]: id=teleport #: data/core/macros/abilities.cfg:366 msgid "teleport" msgstr "傳送" #. [teleport]: id=teleport #: data/core/macros/abilities.cfg:367 msgid "female^teleport" msgstr "傳送" #. [teleport]: id=teleport #: data/core/macros/abilities.cfg:368 #, fuzzy #| msgid "" #| "Teleport:\n" #| "This unit may teleport between any two empty villages owned by its side " #| "using one of its moves." msgid "" "This unit may teleport between any two empty villages owned by its side " "using one of its moves." msgstr "" "傳送:\n" "該士兵只要花費一個移動數就可以在任意兩個友好村莊間移動。" #. [hides]: id=ambush #: data/core/macros/abilities.cfg:404 data/core/macros/abilities.cfg:406 msgid "ambush" msgstr "伏撃" #. [hides]: id=ambush #: data/core/macros/abilities.cfg:405 data/core/macros/abilities.cfg:407 msgid "female^ambush" msgstr "伏擊" #. [hides]: id=ambush #: data/core/macros/abilities.cfg:408 data/core/macros/abilities.cfg:411 #, fuzzy #| msgid "" #| "Ambush:\n" #| "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." 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 "" "伏撃:\n" "本單位可以隱藏在森林中,不會被敵人發覺。\n" "\n" "敵人不能看見或攻撃這些在森林中的單位,除非這些單位上個回合進行過攻撃,或是有" "敵對單位與此單位相鄰。" #. [hides]: id=nightstalk #: data/core/macros/abilities.cfg:428 data/core/macros/abilities.cfg:429 #: data/core/macros/abilities.cfg:433 msgid "nightstalk" msgstr "夜行" #. [hides]: id=nightstalk #: data/core/macros/abilities.cfg:430 data/core/macros/abilities.cfg:435 #, fuzzy #| msgid "" #| "Nightstalk:\n" #| "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." 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 "" "夜行:\n" "本單位在夜晚可以隱形。\n" "\n" "敵方單位在晚上不能看見或攻撃本單位,除非這些單位上個回合進行過攻撃,或是有敵" "方單位與此單位相鄰。" #. [hides]: id=nightstalk #: data/core/macros/abilities.cfg:434 msgid "female^nightstalk" msgstr "夜行" #. [hides]: id=concealment #: data/core/macros/abilities.cfg:452 data/core/macros/abilities.cfg:457 msgid "concealment" msgstr "隱藏" #. [hides]: id=concealment #: data/core/macros/abilities.cfg:453 data/core/macros/abilities.cfg:458 msgid "female^concealment" msgstr "隱藏" #. [hides]: id=concealment #: data/core/macros/abilities.cfg:454 data/core/macros/abilities.cfg:459 #, fuzzy #| msgid "" #| "Concealment:\n" #| "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." 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 "" "隱藏:\n" "本單位可以隱藏在村莊,不會被敵人發覺。\n" "\n" "敵人不能看見或攻撃這些在村莊中的單位,除非這些單位上個回合進行過攻撃,或是有" "敵方單位與此單位相鄰。" #. [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 "潛水" #. [hides]: id=submerge #: data/core/macros/abilities.cfg:478 data/core/macros/abilities.cfg:483 #, fuzzy #| msgid "" #| "Submerge:\n" #| "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." 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 "" "潜水:\n" "本單位可以潜入深水,不會被敵人發覺。\n" "\n" "敵人不能看見或攻撃這些在深水中的單位,除非這些單位上個回合進行過攻撃,或是有" "敵方單位與此單位相鄰。" #. [dummy]: id=feeding #: data/core/macros/abilities.cfg:503 msgid "feeding" msgstr "祭祀" #. [dummy]: id=feeding #: data/core/macros/abilities.cfg:504 msgid "female^feeding" msgstr "食屍" #. [dummy]: id=feeding #: data/core/macros/abilities.cfg:505 #, fuzzy #| msgid "" #| " This unit gains 1 hitpoint added to its maximum whenever it kills a " #| "living unit." msgid "" "This unit gains 1 hitpoint added to its maximum whenever it kills a unit, " "except units that are immune to plague." msgstr " 這種單位每殺死一個單位為自己添加一點生命值。" #. [unstore_unit] #: data/core/macros/abilities.cfg:531 msgid "+1 max HP" msgstr "+1 最大生命值" #. [damage]: id=backstab #: data/core/macros/abilities.cfg:573 msgid "backstab" msgstr "背刺" #. [damage]: id=backstab #: data/core/macros/abilities.cfg:574 #, fuzzy #| msgid "" #| "Backstab:\n" #| "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)." 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 "" "背刺:\n" "當該士兵站在敵人背後時,背刺能產生雙倍攻擊力。但有些情況並不適用,例如敵人被" "石化或痲痹。" #. [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 "瘟疫" #. [plague]: id=plague({TYPE}), type={TYPE} #: data/core/macros/abilities.cfg:587 #, fuzzy #| msgid "" #| "Plague:\n" #| "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." 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 "" "瘟疫:\n" "當一個單位被瘟疫攻撃撃斃,這個單位會變成撃斃他的單位,成為進行瘟疫攻撃單位的" "戰友。(這對不死或在村莊中的單位不起作用)。 " #. [plague]: id=plague, type=Walking Corpse #: data/core/macros/abilities.cfg:598 #, fuzzy #| msgid "" #| "Plague:\n" #| "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." 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 "" "瘟疫:\n" "當一個單位被瘟疫攻撃撃斃,這個單位會變成殭屍,成為進行瘟疫攻撃單位的戰友。(這" "對不死或在村莊中的單位不起作用)。" #. [slow]: id=slow #: data/core/macros/abilities.cfg:608 msgid "slows" msgstr "緩慢" #. [slow]: id=slow #: data/core/macros/abilities.cfg:609 #, fuzzy #| msgid "" #| "Slow:\n" #| "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." 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 "" "緩速:\n" "本攻撃減慢目標的動作,直到本回合結束。緩速攻撃使目標的攻撃减半,移動點數也减" "半。被緩速的單位,側邊訊息會顯示蝸牛的圖示。" #. [petrifies]: id=petrifies #: data/core/macros/abilities.cfg:618 msgid "petrifies" msgstr "石化" #. [petrifies]: id=petrifies #: data/core/macros/abilities.cfg:619 #, fuzzy #| msgid "" #| "Petrify:\n" #| "This attack petrifies the target, turning it to stone. Units that have " #| "been petrified may not move or attack." msgid "" "This attack petrifies the target, turning it to stone. Units that have been " "petrified may not move or attack." msgstr "" "石化:\n" "這個攻撃會使目標變成石頭。被石化的單位不能移動或攻撃。" #. [chance_to_hit]: id=marksman #: data/core/macros/abilities.cfg:628 msgid "marksman" msgstr "精準" #. [chance_to_hit]: id=marksman #: data/core/macros/abilities.cfg:629 #, fuzzy #| msgid "" #| "Marksman:\n" #| "When used offensively, this attack always has at least a 60% chance to " #| "hit." msgid "" "When used offensively, this attack always has at least a 60% chance to hit." msgstr "" "精準:\n" "進攻時,本攻撃至少有60%的命中率。" #. [swarm]: id=swarm #: data/core/macros/abilities.cfg:653 msgid "swarm" msgstr "連撃" #. [swarm]: id=swarm #: data/core/macros/abilities.cfg:654 #, fuzzy #| msgid "" #| "Swarm:\n" #| "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." 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 "" "連撃:\n" "這種攻撃的攻撃次數會隨單位的傷勢遞减,其攻撃次數與“當前生命值/最大生命值”的比" "值成正比。例如,一個剩下3/4生命值的單位,其攻撃次數也只有3/4次。" #. [damage]: id=charge #: data/core/macros/abilities.cfg:663 msgid "charge" msgstr "衝鋒" #. [damage]: id=charge #: data/core/macros/abilities.cfg:664 #, fuzzy #| msgid "" #| "Charge:\n" #| "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." 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 "" "衝鋒:\n" "這種攻擊使得目標的傷害增加1倍。但同時如果對方反擊擊中,自己也承受雙倍傷害。" #. [drains]: id=drains #: data/core/macros/abilities.cfg:676 msgid "drains" msgstr "吸血" #. [drains]: id=drains #: data/core/macros/abilities.cfg:677 #, fuzzy #| msgid "" #| "Drain:\n" #| "This unit drains health from living units, healing itself for half the " #| "amount of damage it deals (rounded down)." msgid "" "This unit drains health from living units, healing itself for half the " "amount of damage it deals (rounded down)." msgstr "" "吸血:\n" "通過吸食生物單位的生命來治療自己,能治療造成傷害一半的生命值。" #. [poison]: id=poison #: data/core/macros/abilities.cfg:696 msgid "poison" msgstr "毒素" #. [poison]: id=poison #: data/core/macros/abilities.cfg:697 #, fuzzy #| msgid "" #| "Poison:\n" #| "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." 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 "" "毒素:\n" "本攻撃使目標中毒,中毒單位每回合失去8點生命值,直到他們被治愈或生命值降到1。" #. [advancement]: id=amla_default #: data/core/macros/amla.cfg:10 msgid "Max HP bonus +3, Max XP +20%" msgstr "最大生命值奬勵+3,最大經驗值+20%" #. [time]: id=midday #. [time]: id=midday_hour #: data/core/macros/schedules.cfg:26 data/core/macros/schedules.cfg:312 msgid "Midday" msgstr "中午" #. [time]: id=midnight #. [time]: id=midnight_hour #: data/core/macros/schedules.cfg:67 data/core/macros/schedules.cfg:181 msgid "Midnight" msgstr "午夜" #. [time]: id=indoors #: data/core/macros/schedules.cfg:91 msgid "Indoors" msgstr "室內" #. [time]: id=deep_underground #: data/core/macros/schedules.cfg:111 msgid "Deep Underground" msgstr "深層地下" #. [time]: id=second_watch_hour1 #: data/core/macros/schedules.cfg:193 msgid "Second Watch — First Hour" msgstr "凌晨-第一小時" #. [time]: id=second_watch_hour2 #: data/core/macros/schedules.cfg:205 msgid "Second Watch — Second Hour" msgstr "凌晨-第二小時" #. [time]: id=second_watch_hour3 #: data/core/macros/schedules.cfg:217 msgid "Second Watch — Third Hour" msgstr "凌晨-第三小時" #. [time]: id=second_watch_hour4 #: data/core/macros/schedules.cfg:229 msgid "Second Watch — Fourth Hour" msgstr "凌晨-第四小時" #. [time]: id=second_watch_hour5 #: data/core/macros/schedules.cfg:241 msgid "Second Watch — Fifth Hour" msgstr "凌晨-第五小時" #. [time]: id=second_watch_hour6 #: data/core/macros/schedules.cfg:253 msgid "Second Watch — Sixth Hour" msgstr "凌晨-第六小時" #. [time]: id=morning_hour1 #: data/core/macros/schedules.cfg:276 msgid "Morning — First Hour" msgstr "上午-第一小時" #. [time]: id=morning_hour2 #: data/core/macros/schedules.cfg:285 msgid "Morning — Second Hour" msgstr "上午-第二小時" #. [time]: id=morning_hour3 #: data/core/macros/schedules.cfg:294 msgid "Morning — Third Hour" msgstr "上午-第三小時" #. [time]: id=morning_hour4 #: data/core/macros/schedules.cfg:303 msgid "Morning — Fourth Hour" msgstr "上午-第四小時" #. [time]: id=afternoon_hour1 #: data/core/macros/schedules.cfg:321 msgid "Afternoon — First Hour" msgstr "下午-第一小時" #. [time]: id=afternoon_hour2 #: data/core/macros/schedules.cfg:330 msgid "Afternoon — Second Hour" msgstr "下午-第二小時" #. [time]: id=afternoon_hour3 #: data/core/macros/schedules.cfg:339 msgid "Afternoon — Third Hour" msgstr "下午-第三小時" #. [time]: id=afternoon_hour4 #: data/core/macros/schedules.cfg:348 msgid "Afternoon — Fourth Hour" msgstr "下午-第四小時" #. [time]: id=afternoon_hour5 #: data/core/macros/schedules.cfg:357 msgid "Afternoon — Fifth Hour" msgstr "下午-第五小時" #. [time]: id=afternoon_hour6 #: data/core/macros/schedules.cfg:366 msgid "Afternoon — Sixth Hour" msgstr "下午-第六小時" #. [time]: id=first_watch_hour1 #: data/core/macros/schedules.cfg:388 msgid "First Watch — First Hour" msgstr "夜晚-第一小時" #. [time]: id=first_watch_hour2 #: data/core/macros/schedules.cfg:400 msgid "First Watch — Second Hour" msgstr "夜晚-第二小時" #. [time]: id=first_watch_hour3 #: data/core/macros/schedules.cfg:412 msgid "First Watch — Third Hour" msgstr "夜晚-第三小時" #. [time]: id=first_watch_hour4 #: data/core/macros/schedules.cfg:424 msgid "First Watch — Fourth Hour" msgstr "夜晚-第四小時" #. [time]: id=dawn1 #: data/core/macros/schedules.cfg:478 #, fuzzy #| msgid "First Watch" msgid "First Dawn" msgstr "夜晚" #. [time]: id=dawn2 #: data/core/macros/schedules.cfg:488 #, fuzzy #| msgid "Second Watch" msgid "Second Dawn" msgstr "凌晨" #. [time]: id=morning1 #: data/core/macros/schedules.cfg:498 #, fuzzy #| msgid "Morning" msgid "First Morning" msgstr "上午" #. [time]: id=morning2 #: data/core/macros/schedules.cfg:507 #, fuzzy #| msgid "Morning" msgid "Second Morning" msgstr "上午" #. [time]: id=midday1 #: data/core/macros/schedules.cfg:516 #, fuzzy #| msgid "Midday" msgid "First Midday" msgstr "中午" #. [time]: id=midday2 #: data/core/macros/schedules.cfg:525 #, fuzzy #| msgid "Second Watch" msgid "Second Midday" msgstr "凌晨" #. [time]: id=afternoon1 #: data/core/macros/schedules.cfg:534 #, fuzzy #| msgid "Afternoon" msgid "First Afternoon" msgstr "下午" #. [time]: id=afternoon2 #: data/core/macros/schedules.cfg:543 #, fuzzy #| msgid "Afternoon" msgid "Second Afternoon" msgstr "下午" #. [time]: id=dusk1 #: data/core/macros/schedules.cfg:552 #, fuzzy #| msgid "firststrike" msgid "First Dusk" msgstr "先發制人" #. [time]: id=dusk2 #: data/core/macros/schedules.cfg:562 #, fuzzy #| msgid "Second Watch" msgid "Second Dusk" msgstr "凌晨" #. [time]: id=short_dark #: data/core/macros/schedules.cfg:572 msgid "The Short Dark" msgstr "" #. [time]: id=long_dark1 #: data/core/macros/schedules.cfg:584 msgid "The Long Dark (1)" msgstr "" #. [time]: id=long_dark2 #: data/core/macros/schedules.cfg:596 msgid "The Long Dark (2)" msgstr "" #. [time]: id=long_dark3 #: data/core/macros/schedules.cfg:610 msgid "The Long Dark (3)" msgstr "" #. [time]: id=long_dark4 #: data/core/macros/schedules.cfg:622 msgid "The Long Dark (4)" msgstr "" #: data/core/macros/special-notes.cfg:3 msgid "" "\n" "\n" "Special Notes:" msgstr "" "\n" "\n" "特別提示:" #: data/core/macros/special-notes.cfg:8 msgid "" " Spirits have very unusual resistances to damage, and move quite slowly over " "open water." msgstr "亡靈對很多傷害都有抗性,但在水面上移動很慢。" #: 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 "本單位的秘法攻撃對不死族造成巨大的傷害,對活着的生物也能造成傷害。" #: data/core/macros/special-notes.cfg:14 msgid " This unit is capable of basic healing." msgstr "本單位可以治療周圍的單位,並治愈中毒效果。" #: data/core/macros/special-notes.cfg:17 msgid " This unit is capable of rapid healing." msgstr "本單位具有快速癒合的效果。" #: data/core/macros/special-notes.cfg:20 msgid "" " This unit is capable of healing those around it, and curing them of poison." msgstr "本單位可以治療周圍的單位,並治愈中毒效果。" #: data/core/macros/special-notes.cfg:23 msgid "" " This unit is capable of neutralizing the effects of poison in units around " "it." msgstr "本單位能中和周圍單位身上的毒帶來的傷害。" #: data/core/macros/special-notes.cfg:26 msgid "" " This unit regenerates, which allows it to heal as though always stationed " "in a village." msgstr "" "本單位具有'恢復'能力,因此可以治療自己受到的傷害,就像一直處在村莊裏一様。" #: data/core/macros/special-notes.cfg:29 msgid "" " The steadiness of this unit reduces damage from some attacks, but only " "while defending." msgstr "本單位的堅忍不拔使得某些攻撃的傷害下降,但這支在本單位防守時有效。" #: 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 "" "這個士兵的領導能力能使在他周圍的友軍更勇猛。周圍比他等級低的友軍在戰鬥中會給" "對方造成更大的傷害。" #: 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 "本單位游撃能力使其能够忽視敵人的控制區域,隨意繞行至對方的身後。" #: data/core/macros/special-notes.cfg:38 msgid " Illumination increases the lighting level in adjacent areas." msgstr "照明能力增加相鄰區域的亮度。" #: 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 "這個士兵可以在兩個友軍村莊之间傳送,僅耗費一點的移動力。" #: 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 "" "在樹林中,本單位的伏撃能力讓敵人無法偵測到自己的存在,除非敵人就在相鄰區域" "内。本單位在攻撃時也會暴露自己。" #: data/core/macros/special-notes.cfg:47 msgid " This unit is able to hide at night, leaving no trace of its presence." msgstr "本單位能够在夜晚隱身,不留蛛絲馬迹。" #: 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 "" " 這種單位能在村莊中隱形(水上村莊除外),除非有敵人緊靠着他才會被發現。 " #: data/core/macros/special-notes.cfg:53 msgid "" " This unit can move unseen in deep water, requiring no air from the surface." msgstr "本單位可以在深水中潜行不需要到水面换氣,因此在深水中不會被敵人發現。" #: data/core/macros/special-notes.cfg:56 msgid "" " This unit gains 1 hitpoint added to its maximum whenever it kills a living " "unit." msgstr " 這種單位每殺死一個單位為自己添加一點生命值。" #: 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 "" "無論何時,只要使用帶有狂暴屬性的攻撃,本單位就會一直攻撃敵人,直到自己或敵人" "倒下為止。" #: 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 "" "如果本單位和某個同盟單位前後包夾敵人,本單位就可以從敵人背後進行背刺攻撃,造" "成雙倍傷害。" #: 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 "被瘟疫效果攻撃撃斃的敵方單位會重生為我方的不死族單位,在敵方村莊除外。" #: 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 "" "本單位的緩速攻撃能夠減慢敵人的行動,使其移動速度和攻撃輸出减半,直到本回合結" "束。" #: data/core/macros/special-notes.cfg:71 msgid "" " The ability to turn the living to stone makes this unit extremely dangerous." msgstr "把敵人化為石頭的能力使本單位變得非常可怕。" #: 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 "本單位的'精准'攻撃保證其具有很高的命中率,但這只是在進攻時有效。" #: data/core/macros/special-notes.cfg:77 msgid "" " This unit has magical attacks, which always have a high chance of hitting " "an opponent." msgstr "本單位擁有魔法性攻撃,而且有較高的命中率。" #: data/core/macros/special-notes.cfg:80 msgid "" " The swarming attacks of this unit become less deadly whenever its members " "are wounded." msgstr "本單位的'連撃'攻撃在自己受傷的情况下會被削弱。" #: 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 "" " 衝刺攻撃使您的攻撃加倍,但在進行這種攻撃時您受到的傷害也會加倍; 此技能不影" "響反撃時的攻防。" #: data/core/macros/special-notes.cfg:86 msgid "" " During battle, this unit can drain life from victims to renew its own " "health." msgstr "本單位在作戰時可以從對手身上吸血以補充自己的生命值。" #: 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 "" "本單位毒素攻撃的受害者將受到持續傷害,直到他們移入村莊或被擁有治癒能力的單位" "治好為止。" #: 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 "" "本單位毒藥的受害者將受到持續傷害,直到他們移入村莊或被擁有治愈能力的單位治好" "為止。" #. [trait]: id=loyal #: data/core/macros/traits.cfg:8 msgid "loyal" msgstr "忠誠" #. [trait]: id=loyal #: data/core/macros/traits.cfg:9 msgid "female^loyal" msgstr "忠誠" #. [trait]: id=loyal #: data/core/macros/traits.cfg:10 msgid "Zero upkeep" msgstr "無支出" #. [trait]: id=undead #: data/core/macros/traits.cfg:22 msgid "undead" msgstr "不死" #. [trait]: id=undead #: data/core/macros/traits.cfg:23 msgid "female^undead" msgstr "不死" #. [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 "免疫吸血、毒素和瘟疫" #. [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 "元素" #. [trait]: id=elemental #: data/core/macros/traits.cfg:69 msgid "female^elemental" msgstr "元素" #. [trait]: id=strong #: data/core/macros/traits.cfg:90 msgid "strong" msgstr "強壯" #. [trait]: id=strong #: data/core/macros/traits.cfg:91 msgid "female^strong" msgstr "強壯" #. [trait]: id=dextrous #: data/core/macros/traits.cfg:108 msgid "dextrous" msgstr "靈敏" #. [trait]: id=dextrous #: data/core/macros/traits.cfg:109 msgid "female^dextrous" msgstr "靈敏" #. [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 "聰慧" #. [trait]: id=intelligent #: data/core/macros/traits.cfg:140 msgid "female^intelligent" msgstr "聰慧" #. [trait]: id=resilient #: data/core/macros/traits.cfg:152 msgid "resilient" msgstr "堅韌" #. [trait]: id=resilient #: data/core/macros/traits.cfg:153 msgid "female^resilient" msgstr "堅韌" #. [trait]: id=healthy #: data/core/macros/traits.cfg:170 msgid "healthy" msgstr "活力" #. [trait]: id=healthy #: data/core/macros/traits.cfg:171 msgid "female^healthy" msgstr "活力" #. [trait]: id=healthy #: data/core/macros/traits.cfg:172 msgid "Always rest heals" msgstr "自癒" #. [trait]: id=fearless #: data/core/macros/traits.cfg:189 data/core/macros/traits.cfg:202 msgid "fearless" msgstr "無畏" #. [trait]: id=fearless #: data/core/macros/traits.cfg:190 data/core/macros/traits.cfg:203 msgid "female^fearless" msgstr "無畏" #. [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 "在不適應的時段(白天/夜晚)也能正常作戰" #. [trait]: id=feral #: data/core/macros/traits.cfg:214 msgid "feral" msgstr "野性" #. [trait]: id=feral #: data/core/macros/traits.cfg:215 msgid "female^feral" msgstr "野性" #. [trait]: id=feral #: data/core/macros/traits.cfg:216 msgid "Receives only 50% defense in land-based villages" msgstr "在村莊只有50%閃避率" #. [trait]: id=weak #: data/core/macros/traits.cfg:232 msgid "weak" msgstr "虛弱" #. [trait]: id=weak #: data/core/macros/traits.cfg:233 msgid "female^weak" msgstr "虛弱" #. [trait]: id=slow #: data/core/macros/traits.cfg:250 msgid "slow" msgstr "緩速" #. [trait]: id=slow #: data/core/macros/traits.cfg:251 msgid "female^slow" msgstr "緩速" #. [trait]: id=dim #: data/core/macros/traits.cfg:267 msgid "dim" msgstr "愚蠢" #. [trait]: id=dim #: data/core/macros/traits.cfg:268 msgid "female^dim" msgstr "愚蠢" #. [trait]: id=aged #: data/core/macros/traits.cfg:280 msgid "aged" msgstr "年長" #. [trait]: id=aged #: data/core/macros/traits.cfg:281 msgid "female^aged" msgstr "年長" #. [race]: id=bats #: data/core/units.cfg:43 msgid "race^Bat" msgstr "蝙蝠" #. [race]: id=bats #: data/core/units.cfg:44 msgid "race+female^Bat" msgstr "蝙蝠" #. [race]: id=bats #: data/core/units.cfg:45 msgid "race^Bats" msgstr "蝙蝠" #. [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 "" "蝙蝠有許多不同的品種和大小,大多數的蝙蝠都是友善的,牠們只會吃昆蟲跟小型動" "物。現在已經得知有更大更兇猛的蝙蝠會攻擊人類及其他種族跟牲畜,尤其是牠們成群" "結隊時。通常在夜間出沒,牠們也常被喜歡在夜裡活動的傢伙們收留(偶爾會被馴" "服)。" #. [race]: id=drake #: data/core/units.cfg:55 msgid "race^Drake" msgstr "龍族" #. [race]: id=drake #: data/core/units.cfg:56 msgid "race+female^Drake" msgstr "龍族" #. [race]: id=drake #: data/core/units.cfg:57 msgid "race^Drakes" msgstr "龍族" #. [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 "" #. [race]: id=dwarf #: data/core/units.cfg:91 msgid "race^Dwarf" msgstr "矮人" #. [race]: id=dwarf #: data/core/units.cfg:92 msgid "race+female^Dwarf" msgstr "矮人" #. [race]: id=dwarf #: data/core/units.cfg:93 msgid "race^Dwarves" msgstr "矮人" #. [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 "" "矮人族以其為礦工、鐵匠、商人和戰士而著名。他們是在大陸上僅次於精靈和巨魔最古" "老的種族,其早期歷史一直是個謎。傳説很久之前他們從地下世界穿過洞窟上來。而那" "之前的一切生活都没有任何記録,包括來到地表的理由。他們從地底扶蘇不久,他們和" "這大陸上的原住民精靈發生紛爭。原因也已逝,但兩族發生了三次大戰爭,每次都有幾" "個世紀的間隔。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 海德洛克一世 and the arrival of humans and orcs to the " "continent. At this point the dwarves started allowing some humans, mostly " "dissidents and outlaws from the Crown 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. Later, when threatened by the Orcs, the dwarves and " "their human allies formed The Alliance of Knalga to defend their common " "realm.\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 armourers. 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." #. [race]: id=elf #: data/core/units.cfg:111 msgid "race^Elf" msgstr "精靈" #. [race]: id=elf #: data/core/units.cfg:112 msgid "race+female^Elf" msgstr "精靈" #. [race]: id=elf #: data/core/units.cfg:113 msgid "race^Elves" msgstr "精靈" #. [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 "" #. [race]: id=falcon, description= #: data/core/units.cfg:132 msgid "race^Falcon" msgstr "人類" #. [race]: id=falcon, description= #: data/core/units.cfg:133 msgid "race+female^Falcon" msgstr "人類" #. [race]: id=falcon, description= #: data/core/units.cfg:134 msgid "race^Falcons" msgstr "人類" #. [race]: id=goblin #: data/core/units.cfg:145 msgid "race^Goblin" msgstr "地精" #. [race]: id=goblin #: data/core/units.cfg:146 msgid "race+female^Goblin" msgstr "地精" #. [race]: id=goblin #: data/core/units.cfg:147 msgid "race^Goblins" msgstr "地精" #. [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 "" #. [race]: id=gryphon, description= #: data/core/units.cfg:163 msgid "race^Gryphon" msgstr "獅鷲" #. [race]: id=gryphon, description= #: data/core/units.cfg:164 msgid "race+female^Gryphon" msgstr "獅鷲" #. [race]: id=gryphon, description= #: data/core/units.cfg:165 msgid "race^Gryphons" msgstr "獅鷲" #. [race]: id=human #: data/core/units.cfg:181 msgid "race^Human" msgstr "人類" #. [race]: id=human #: data/core/units.cfg:182 msgid "race+female^Human" msgstr "人類" #. [race]: id=human #: data/core/units.cfg:183 msgid "race^Humans" msgstr "人類" #. [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 "" #. [race]: id=khalifate #: data/core/units.cfg:199 msgid "race^Khalifate Human" msgstr "人類" #. [race]: id=khalifate #: data/core/units.cfg:200 msgid "race+female^Khalifate Human" msgstr "人類" #. [race]: id=khalifate #: data/core/units.cfg:201 msgid "race+plural^Khalifate" msgstr "機械" #. [race]: id=khalifate #: data/core/units.cfg:202 msgid "This race does not have a description yet." msgstr "" #. [race]: id=lizard, description= #: data/core/units.cfg:213 msgid "race^Saurian" msgstr "蜥蜴人" #. [race]: id=lizard, description= #: data/core/units.cfg:214 msgid "race+female^Saurian" msgstr "蜥蜴人" #. [race]: id=lizard, description= #: data/core/units.cfg:215 msgid "race^Saurians" msgstr "蜥蜴人" #. [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 "" "它們不來自大自然也不由巫術所控制,text='機械'這詞代表著由高" "等生物所創造出來的物品。大部分的機械都不會自己移動或是思考,但有些會被魔法所" "控制之類的。" #. [race]: id=merman #: data/core/units.cfg:236 msgid "race^Merman" msgstr "人魚" #. [race]: id=merman #: data/core/units.cfg:237 msgid "race^Mermaid" msgstr "人魚" #. [race]: id=merman #: data/core/units.cfg:238 msgid "race^Mermen" msgstr "人魚" #. [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 "" #. [race]: id=monster #: data/core/units.cfg:248 msgid "race^Monster" msgstr "怪物" #. [race]: id=monster #: data/core/units.cfg:249 msgid "race+female^Monster" msgstr "怪物" #. [race]: id=monster #: data/core/units.cfg:250 msgid "race^Monsters" msgstr "怪物" #. [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 "" "怪物這詞包含了很多藏匿在山洞、荒野、海洋及世界各地的可怕野獸。他們的身影也常" "出沒於居民的故事及惡夢之中。" #. [race]: id=naga #: data/core/units.cfg:258 msgid "race^Naga" msgstr "納迦" #. [race]: id=naga #: data/core/units.cfg:259 msgid "race^Nagini" msgstr "納迦" #. [race]: id=naga #: data/core/units.cfg:260 msgid "race^Nagas" msgstr "納迦" #. [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 "" #. [race]: id=ogre #: data/core/units.cfg:269 msgid "race^Ogre" msgstr "食人魔" #. [race]: id=ogre #: data/core/units.cfg:270 msgid "race+female^Ogre" msgstr "食人魔" #. [race]: id=ogre #: data/core/units.cfg:271 msgid "race^Ogres" msgstr "食人魔" #. [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 "" #. [race]: id=orc #: data/core/units.cfg:280 msgid "race^Orc" msgstr "半獸人" #. [race]: id=orc #: data/core/units.cfg:281 msgid "race+female^Orc" msgstr "半獸人" #. [race]: id=orc #: data/core/units.cfg:282 msgid "race^Orcs" msgstr "半獸人" #. [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 "" #. [race]: id=troll #: data/core/units.cfg:299 msgid "race^Troll" msgstr "巨魔" #. [race]: id=troll #: data/core/units.cfg:300 msgid "race+female^Troll" msgstr "巨魔" #. [race]: id=troll #: data/core/units.cfg:301 msgid "race^Trolls" msgstr "巨魔" #. [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 "" #. [race]: id=undead #: data/core/units.cfg:322 msgid "race^Undead" msgstr "不死族" #. [race]: id=undead #: data/core/units.cfg:323 msgid "race+female^Undead" msgstr "不死族" #. [race]: id=undead #: data/core/units.cfg:324 msgid "race+plural^Undead" msgstr "不死族" #. [race]: id=undead #: data/core/units.cfg:325 #, fuzzy #| 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 it’s 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." 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 "" "儘管我們這樣分類,事實上,不死族並不是真正的「單一種族」生物。藉有足夠力量的" "死靈法師協助,幾乎所有生物都能夠在死後被重新賦與活力,並站到不死族的這邊。不" "死族大部份都是不自然的,同時也是缺乏心智的,他們會遵行創造者的任何命令,不會" "去思考或詢問問題。死靈術最神祕的地方,就是如何維持這樣的一個體系,而不需要死" "靈法師持續提供影響力。一個不死生物不需要死靈法師不斷注意他們、給予他們命令或" "維持他們,這些「生物」能自動地根據主人的指示而做任何事情。只有在極少數的時" "候--也許是隔好幾個月,死靈法師才需要去維護一次他的作品。\n" "\n" "死靈術的使用者幾乎只限於人類。即使是具有神奇魔法技藝的種族,如精靈或人魚,對" "這種黑暗的技巧也只有非常少的研究。或許是因為死靈魔法要求使用者心靈極大的適應" "能力與彈性,而這種極端的特質通常只有在人類中才找得到。絕大多數死靈魔法師的終" "極目標,是利用同樣技術,不計一切代價地改變自己,藉著保存自己的靈魂與心志達到" "永生不死的目的。\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." #. [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 "樹人" #. [race]: id=wose #: data/core/units.cfg:351 msgid "race^Woses" msgstr "樹人" #. [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 "" #: src/help.cpp:52 msgid "Help" msgstr "幫助" #: src/help.cpp:1154 msgid "
text='Units having this special attack'
" msgstr "
text='擁有這種武器特性的單位:'
" #: src/help.cpp:1220 msgid "
text='Units having this ability'
" msgstr "
text='擁有這種技能的單位:'
" #: src/help.cpp:1253 msgid "Leaders:" msgstr "英雄: " #: src/help.cpp:1262 msgid "Recruits:" msgstr "招募: " #: src/help.cpp:1276 msgid "Era:" msgstr "時期:" #: src/help.cpp:1284 msgid "Factions:" msgstr "陣營:" #: src/help.cpp:1294 msgid "Factions are only used in multiplayer" msgstr "Factions are only used in multiplayer" #: src/help.cpp:1327 #, fuzzy #| msgid "Terrain" msgid "Base Terrain: " msgstr "地形" #: src/help.cpp:1410 msgid "level" msgstr "等級" #: src/help.cpp:1443 msgid "Advances from: " msgstr "升級自:" #: src/help.cpp:1445 msgid "Advances to: " msgstr "升級為: " #: src/help.cpp:1470 msgid "Base unit: " msgstr "" #: src/help.cpp:1475 msgid "Base units: " msgstr "" #: src/help.cpp:1493 #, fuzzy #| msgid "Factions:" msgid "Variations: " msgstr "陣營:" #: src/help.cpp:1517 src/help.cpp:1894 src/help.cpp:2038 msgid "race^Miscellaneous" msgstr "其它" #: 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 "能力提升:" #: src/help.cpp:1557 msgid "HP: " msgstr "生命值:" #: src/help.cpp:1558 msgid "Moves: " msgstr "移動: " #: src/help.cpp:1560 msgid "Vision: " msgstr "" #: src/help.cpp:1562 msgid "Jamming: " msgstr "" #: src/help.cpp:1563 msgid "Cost: " msgstr "價格:" #: src/help.cpp:1564 msgid "Alignment: " msgstr "攻撃屬性: " #: src/help.cpp:1568 msgid "Required XP: " msgstr "升級所需經驗值: " #: src/help.cpp:1577 msgid "unit help^Attacks" msgstr "攻撃" #: src/help.cpp:1584 msgid "unit help^Name" msgstr "名稱" #: src/help.cpp:1585 msgid "Type" msgstr "類型" #: src/help.cpp:1586 msgid "Strikes" msgstr "輸出" #: src/help.cpp:1587 msgid "Range" msgstr "範圍" #: src/help.cpp:1588 msgid "Special" msgstr "特質" #: src/help.cpp:1637 msgid "Resistances" msgstr "抗性" #: src/help.cpp:1641 msgid "Attack Type" msgstr "攻撃類型" #: src/help.cpp:1642 msgid "Resistance" msgstr "抗性" #: src/help.cpp:1672 msgid "Terrain Modifiers" msgstr "地形影響" #: src/help.cpp:1676 msgid "Terrain" msgstr "地形" #: src/help.cpp:1677 msgid "Defense" msgstr "閃避率" #: src/help.cpp:1678 msgid "Movement Cost" msgstr "移動點數耗費" #: src/help.cpp:1682 msgid "Vision Cost" msgstr "" #: src/help.cpp:1685 msgid "Jamming Cost" msgstr "" #: src/help.cpp:2044 msgid "
text='Units of this race'
" msgstr "
text='這個種族的單位'
" #: src/help.cpp:2956 msgid " < Back" msgstr " < 後退" #: src/help.cpp:2957 msgid "Forward >" msgstr "前進 >" #: src/help.cpp:3065 msgid "Reference to unknown topic: " msgstr "引用未知主題: " #: src/help.cpp:3321 msgid "corrupted original file" msgstr "原始文件出錯" #: src/help.cpp:3433 msgid "Close" msgstr "關閉" #: src/help.cpp:3436 msgid "The Battle for Wesnoth Help" msgstr "韋諾之戰說明" #: src/help.cpp:3492 msgid "Parse error when parsing help text: " msgstr "分析幫助文本時語法錯誤: " #~ msgid "Caste" #~ msgstr "階級" #~ msgid "" #~ "One of the variant forms of the drake: either be a dst='unit_Drake " #~ "Clasher' text='Clasher' or a dst='unit_Drake Fighter' " #~ "text='Drake Fighter'." #~ msgstr "" #~ "龍族會演化成其中之一:dst='unit_Drake Clasher' text='龍族巨劍兵'或是dst='unit_Drake Fighter' text='龍族戰士'." #~ msgid "Aerie" #~ msgstr "龍穴" #~ msgid "" #~ "A very large castle-like structure that is home to a dst='flight' " #~ "text='flight'. It contains the dst='breeding_pen' " #~ "text='breeding pens'." #~ msgstr "" #~ "dst='flight' text='龍群'的家是一座類似城堡結構的建築物。裡面設" #~ "有dst='breeding_pen' text='繁殖欄'。" #~ msgid "Breeding Pen" #~ msgstr "繁殖欄" #~ msgid "" #~ "The portion of an dst='aerie' text='aerie' where the " #~ "nonsentient dst='breeder' text='Breeders' live under the " #~ "dst='dominant' text='Dominant'’s eye." #~ msgstr "" #~ "為dst='aerie' text='龍穴'的一部份,被受控制的" #~ "dst='breeder' text='龍后'們只能在dst='dominant' text='龍族" #~ "領袖'的控制下生活。" #~ msgid "Breeding Cycle" #~ msgstr "繁殖週期" #~ msgid "" #~ "The time that passes between one dst=egg text='egg' laying to " #~ "the next." #~ msgstr "產下一顆dst=egg text='蛋'後到下次產蛋所延遲的時間。" #~ msgid "World Ocean" #~ msgstr "世界洋" #~ msgid "" #~ "The World Ocean is the name of the open seas that surround the " #~ "archipelago of dst='morogor' text='Morogor'. The drakes " #~ "believe it to end at the dst='abyss' text='Abyss', a vast and " #~ "deadly waterfall." #~ msgstr "" #~ "世界洋是指環繞dst='morogor' text='摩洛戈'群島周圍的海洋。龍族相" #~ "信 dst='abyss' text='深淵'是海洋的盡頭,而那裡是廣闊且致命的大" #~ "瀑布。" #~ msgid "New Continent" #~ msgstr "新大陸" #~ msgid "" #~ "The great continent to the east of dst='morogor' text='Morogor'. Its existence is unknown to the drakes until the flight of Galun." #~ msgstr "" #~ "位於dst='morogor' text='摩洛戈'東方的廣大陸地。在蓋倫尚未抵達" #~ "前,龍族們對這片大陸一無所知。" #~ msgid "Abyss" #~ msgstr "深淵" #~ msgid "" #~ "In the cosmology of the Drakes, a vast and deadly waterfall where the " #~ "ocean falls off the world-disc." #~ msgstr "在龍族的宇宙學中,海洋最終匯集至這廣闊且致命的大瀑布中。" #~ msgid "Spiral Path" #~ msgstr "盤旋之路" #~ msgid "" #~ "A quasi-secret organization among the drakes devoted to avoiding a " #~ "Malthusian final war. See also dst='straight_path' text='Straight " #~ "Path'" #~ msgstr "" #~ "一個龍族用來避免馬爾薩斯災難的秘密組織。請參考dst='straight_path' " #~ "text='道標之路'" #~ msgid "Straight Path" #~ msgstr "道標之路" #~ msgid "" #~ "The drakish tradition of perpetual expansion and conquest. This term is " #~ "mostly used by the members of the dst='spiral_path' text='Spiral " #~ "Path'." #~ msgstr "" #~ "不停地擴展與征服為龍族的精神。這個用詞大多被dst='spiral_path' " #~ "text='盤旋之路'的成員所使用。" #~ msgid "Dominant" #~ msgstr "龍族領袖" #~ msgid "" #~ "The dst='aspirant' text='Aspirant' that emerges as the drake " #~ "leader, the only drake in the tribe that is allowed to reproduce with the " #~ "dst='breeder' text='breeders'. Rarely, he may confer breeding " #~ "privileges on others." #~ msgstr "" #~ "成為龍族領袖的dst='aspirant' text='雄龍',是龍族裡唯一可以和" #~ "dst='breeder' text='龍后們'繁衍後代的角色。在極少數的情況下,他" #~ "也會授權給其它成員交配的權限。" #~ msgid "Vulcaniad" #~ msgstr "火山噴發" #~ msgid "" #~ "The (irregular) period between consecutive eruptions of " #~ "dst='mount_morogor' text='Mount Morogor'. The " #~ "dst='long_count' text='Long Count' calendar is based upon it." #~ msgstr "" #~ "根據dst='long_count' text='長紀曆'所記載。" #~ "dst='mount_morogor' text='摩洛戈山'(不規則性)連續噴發之間的時" #~ "間。" #~ msgid "Recorder" #~ msgstr "龍史官" #~ msgid "" #~ "A Recorder is a Drakish scrollkeeper who has mastered the drakish " #~ "dst='drakish_script' text='script'. The recorders are the only " #~ "dst='caste' text='caste' of Drake not determined by biology: " #~ "they recruit their members from all of the other castes." #~ msgstr "" #~ "龍史官是龍族裡使用dst='drakish_script' text='龍族文'的編纂者。" #~ "龍史官的dst='caste' text='階級'是龍族裡唯一不取決於世襲的職務:" #~ "他們從所有的階層中招募其成員。" #~ msgid "Laying" #~ msgstr "產蛋" #~ msgid "" #~ "A portion of the dst='breeding_cycle' text='breeding cycle'." #~ msgstr "dst='breeding_cycle' text='繁殖週期'的一部份。" #~ msgid "Hatching" #~ msgstr "孵化" #~ msgid "Hatchling" #~ msgstr "龍寶寶" #~ msgid "" #~ "A young drake that has not yet seen another generation hatch. The younger " #~ "of the current generation of hatchlings are the most aggressive is the " #~ "behavior of the dst='flight' text='flight'." #~ msgstr "" #~ "最年輕的龍。在dst='flight' text='龍群'的習性裡,最年輕的龍總是" #~ "最具有侵略性。" #~ msgid "Fledgling" #~ msgstr "幼龍" #~ msgid "" #~ "A young drake that has seen another generation hatch. If the " #~ "dst='flight' text='flight' can afford the loss of a generation " #~ "they start the dst='swarming' text='Swarming'." #~ msgstr "" #~ "稍稍長大的龍。如果dst='flight' text='龍群'能夠承受失去這一代幼" #~ "龍的風險,他們便會開始dst='swarming' text='群體遷徙'。" #~ msgid "Breeder" #~ msgstr "龍后" #~ msgid "" #~ "The female drake. They are rare since dst='egg' text='eggs' " #~ "that become breeders have to be handled with extra care. The number of " #~ "breeders is also limited by the amounts of non-breeders around, since " #~ "breeders can't take care of their food for themselves when laying. Drake " #~ "breeders become fertile after the next dst='hatching' " #~ "text='hatching'." #~ msgstr "" #~ "母龍。她們仔細地照顧dst='egg' text='龍蛋'且數量稀少。龍后的數量" #~ "也被其它龍所限制,因為她們在產蛋時無法自行覓食。龍后們會在下一次" #~ "dst='hatching' text='孵化'後變多。" #~ msgid "Egg, Drake" #~ msgstr "龍蛋" #~ msgid "" #~ "The dst=caste text='caste' the dst='hatchling' " #~ "text='Hatchling' will belongs to is determined by the time it is " #~ "laid and to some extent the ambient temperature." #~ msgstr "" #~ "dst='hatchling' text='龍寶寶'dst=caste text='階級'" #~ "取決於她所產下的時間及當下環境的溫度。" #~ msgid "Flight" #~ msgstr "龍群" #~ msgid "" #~ "Tribe of Drakes, lives in an dst='aerie' text='Aerie', " #~ "controlling a hunting range. Each tribe has one dst='dominant' " #~ "text='Dominant', who confers mating privileges." #~ msgstr "" #~ "龍族部落,他們住在一個dst='aerie' text='龍穴'之中,控制著一片狩" #~ "獵區。每個部落都有一位dst='dominant' text='龍族領袖',並且擁有" #~ "授權給其它成員交配的權限。" #~ msgid "Aspirant" #~ msgstr "雄龍" #~ msgid "" #~ "Male drake that has passed through a hormonal metamorphosis that makes " #~ "him able to mate with the dst='breeder' text='breeders'. The " #~ "secretion of the hormone is caused by hunt and combat actions in which " #~ "the drake is involved." #~ msgstr "" #~ "雄龍透過荷爾蒙發育成熟進而與dst='breeder' text='龍后們'交配。這" #~ "些荷爾蒙會在龍族參與狩獵及戰鬥中所激發出來。" #~ msgid "Ascendant" #~ msgstr "至高龍" #~ msgid "" #~ "The drake name for a true dst='unit_Fire Dragon' text='dragon'." #~ msgstr "龍族對dst='unit_Fire Dragon' text='火燄巨龍'的稱呼。" #~ msgid "Intendant" #~ msgstr "龍副官" #~ msgid "" #~ "One of the dst='aspirant' text='Aspirant' lieutenants of a " #~ "dst='dominant' text='Dominant'. Traditionally he has one of " #~ "each dst=caste text='caste' other than his own. Additional " #~ "'Intendants' are sometimes designated for special duties. Intendants are " #~ "likeliest to be granted mating privileges, especially after a notable " #~ "service." #~ msgstr "" #~ "dst='dominant' text='龍族領袖'用來管理dst='aspirant' " #~ "text='雄龍'們的職位。根據傳統除了龍族領袖自己本身外,每個" #~ "dst=caste text='階級'都會有一位龍副官。龍副官被賦予特殊的使命。" #~ "當立下顯著的功績時,龍副官也是最有機會獲得交配權限的角色。" #~ msgid "Swarm" #~ msgstr "移徙龍" #~ msgid "" #~ "The dst='swarmlings' text='Swarmlings' that have left the " #~ "dst='aerie' text='aerie' to found a new one." #~ msgstr "" #~ "dst='swarmlings' text='移徙龍'會離開dst='aerie' text='龍" #~ "穴'去尋找新的家園。" #~ msgid "Swarming" #~ msgstr "群體遷徙" #~ msgid "" #~ " The dst='flight' text='flight' for a new drake " #~ "dst='aerie' text='aerie' that recurs every " #~ "dst='breeding_cycle' text='breeding cycle'. See " #~ "dst='swarm' text='Swarm'" #~ msgstr "" #~ "過一個dst='breeding_cycle' text='繁殖週期'dst='flight' " #~ "text='龍群'都會尋找新的dst='aerie' text='龍穴'。請參考" #~ "dst='swarm' text='移徙龍'" #~ msgid "Runners" #~ msgstr "跑跑" #~ msgid "Drakish term for escaped slaves hunted as game." #~ msgstr "龍族語中用來指逃跑後被當作獵物狩獵的奴隸。" #~ msgid "Mount Morogor" #~ msgstr "摩洛戈山" #~ msgid "" #~ "Volcanic mountain on the central island of the archipelago " #~ "dst='morogor' text='Morogor'." #~ msgstr "位於dst='morogor' text='摩洛戈'群島中心的活火山。" #~ msgid "Long Count" #~ msgstr "長紀曆" #~ msgid "" #~ "The drake calender based on dst='vulcaniad' text='Vulcaniad' " #~ "and dst=breeding_cycle text='Breeding cycles'." #~ msgstr "" #~ "龍族紀錄dst='火山噴發' text='Vulcaniad'跟" #~ "dst=breeding_cycle text='繁殖週期'的曆法。" #~ msgid "Long Pig" #~ msgstr "大豬" #~ msgid "" #~ "South Seas pidgin for human meat, used to translate a Drakish word with " #~ "the same meaning." #~ msgstr "南方海域黑話中的人肉,用龍族語翻譯也是相同的意思。" #~ msgid "Ceramics" #~ msgstr "瓷器" #~ msgid "" #~ "The drakes work metal, but are are masters in the craftsmanship of making " #~ "ceramics. Only the dst='unit_Drake Burner' text='burners' can " #~ "generate the amount of heat to cure the pieces to full strength." #~ msgstr "" #~ "龍族鍛造鐵器,但他們也是瓷器的工藝大師。只有dst='unit_Drake Burner' " #~ "text='噴火龍戰士'才可以產生足夠的熱量來燒製最堅固的陶瓷。" #~ msgid "Drakish, script" #~ msgstr "龍族文" #~ msgid "" #~ "The scripted language of the drakes. Stored on dst='ceramic' " #~ "text='ceramic' tablets by members of the dst='recorder' " #~ "text='Recorder' vocation." #~ msgstr "" #~ "龍族使用的文字。dst='recorder' text='龍史官'們將文字記錄在" #~ "dst='ceramic' text='陶瓷'板上。" #~ msgid "Drakish, language" #~ msgstr "龍族語" #~ msgid "The language spoken by the drakes." #~ msgstr "龍族所使用的語言。" #~ msgid "Flat" #~ msgstr "平原" #~ msgid "" #~ "text='Grassland' represents open plains, whether " #~ "cultivated, cut back for grazing, or wild. Being open ground, grassland " #~ "is both very easy to move across, but is also difficult to defend oneself " #~ "in. Typically, those units that perform best on grassland are either " #~ "cavalry, or very agile units which take advantage of the open space.\n" #~ "\n" #~ "Most units have defense of 30 to 40% on grassland." #~ msgstr "" #~ "text='草原'代表了開闊的平原地形,無論是開墾過的,放牧修剪" #~ "過的,還是荒凉的。正因為寬闊,在草原上移動是很迅速的,但也很難進行有效防" #~ "禦。一般來説,適合平原作戰的單位是騎兵或那些需要寬廣環境的單位。\n" #~ "\n" #~ "大多數單位在草原上有30%到40%的閃避率。" #~ msgid "Road" #~ msgstr "道路" #~ msgid "" #~ "text='Roads' are beaten paths of dirt, formed by many " #~ "travelers passing over them. As far as gameplay is concerned, roads " #~ "behave as dst='terrain_flat' text='flat' terrain.\n" #~ "\n" #~ msgstr "" #~ "text='道路'是許多旅行者在鬆軟的泥土上行走時踩出來的。就遊" #~ "戲而言,道路和dst='terrain_flat' text='平原'没有兩様。\n" #~ "\n" #~ msgid "Forest" #~ msgstr "森林" #~ msgid "" #~ "text='Forests' represent any woodland with significant " #~ "undergrowth, enough to hinder passage. Though they slow nearly everyone " #~ "down, forests do offer better defense to most units than open ground. " #~ "Cavalry, however, have so much trouble navigating them that any benefit " #~ "gained by stealth is negated. Elves are an exception to this general rule " #~ "for forests. Not only do they possess full movement in forests, but they " #~ "also gain a considerable defensive bonus. Dwarves are another exception " #~ "to this rule; though they are able to plow through the forests without " #~ "much loss of speed, their utter unfamiliarity with the terrain causes " #~ "them to receive no defensive bonus.\n" #~ "\n" #~ "Most units have 50% defense in forests, but cavalry are limited to 30%. " #~ "Elves, on the other hand, enjoy 60 to 70% defense, even their mounted " #~ "units. Dwarves generally receive only 30% defense in forests.\n" #~ "\n" #~ msgstr "" #~ "text='森林'代表任何生有茂密下層植被的林區,這種地形足以减" #~ "緩移動速度。雖然幾乎減慢了所有單位的移動,但是防禦性就比在寬廣環境來的好。" #~ "然而,騎兵在森林裡行進是艱難的,叢林的隱密優勢也沒有什麼太大的效用。但這些" #~ "對精靈正好相反,叢林不僅不影響他們的移動速度,還帶來可觀的防禦加乘。矮人則" #~ "是另一種例外,雖然他們奮力穿越森利時速度不受什麽影響,但是完全不熟悉地形導" #~ "致他們得不到任何防禦加乘。\n" #~ "\n" #~ "大多數單位在森林中有50%的閃避率,但騎兵僅只有30%。精靈則有60%到70%的閃避" #~ "率。矮人在森林中通常只有30%。\n" #~ "\n" #~ msgid "Hills" #~ msgstr "丘陵" #~ msgid "" #~ "text='Hills' represent any reasonably rough terrain, " #~ "with enough dips and rises in the ground to provide some cover. Hills are " #~ "difficult for most troops to navigate. Dwarves, trolls, and orcs have " #~ "enough familiarity with the terrain that they can pass through it without " #~ "being slowed down. Cavalry have enough trouble navigating the terrain " #~ "that any defensive aid lent by cover is negated.\n" #~ "\n" #~ "Most units have about 50% defense in hills, whereas cavalry are limited " #~ "to 40%. Dwarves enjoy 60% defense in hills.\n" #~ "\n" #~ msgstr "" #~ "text='丘陵'由適度崎嶇的地形組成,並有足夠的高低差來形成保" #~ "護帶。大部分部隊想穿越丘陵都有難度,矮人、巨魔和獸人則因為非常熟悉地形,所" #~ "以速度不受影響。騎兵在丘陵中行進艱難,防禦性也起不了作用。\n" #~ "\n" #~ "在丘陵大多數單位有50%的閃避率,不過騎兵被限制在40%,而矮人則有60%。\n" #~ "\n" #~ msgid "Mountains" #~ msgstr "山嶺" #~ msgid "" #~ "text='Mountains' are steep enough that units often have " #~ "to climb over obstacles to move. By this nature, they provide a " #~ "considerable defensive bonus for most troops, but they also severely " #~ "impede any passage through them. Most cavalry simply cannot enter " #~ "mountainous terrain; however, elvish cavalry is an exception to this, as " #~ "are the goblin wolf riders. Both dwarves and trolls are native to " #~ "mountainous terrain, and have a very easy time getting around.\n" #~ "\n" #~ "Most units receive about 60% defense in mountains, whereas Dwarves enjoy " #~ "70%." #~ msgstr "" #~ "text='山嶺'很陡峭,部隊有時不得不爬過重重障礙才能前進。正" #~ "是因此,山嶺對大部分的單位提供有效的防禦性,但也減緩了他們由此通過的速度。" #~ "大多數騎兵根本無法進入山嶺;但是,精靈騎兵是個例外,地精狼騎士也是一様。矮" #~ "人和巨魔最熟悉山區的地形,因此可以暢行無阻。\n" #~ "\n" #~ "在山嶺中大多數單位有60%的閃避率,而矮人則有70%。" #~ msgid "Swamp" #~ msgstr "沼澤" #~ msgid "" #~ "text='Swamps' represent any sort of wetlands. Swamps " #~ "slow down nearly everyone, and inhibit their ability to defend " #~ "themselves. An exception to this is any race bodily skilled in navigating " #~ "water; these receive both full movement and a defensive bonus. Those that " #~ "make their living in the wetlands are also adept at using this terrain " #~ "for cover.\n" #~ "\n" #~ "Most units make do with 30% defense in swamps. Mermen, naga, and saurians " #~ "all generally enjoy 60%." #~ msgstr "" #~ "text='沼澤'代表著任何濕地的地形,幾乎所有單位在沼澤中速度" #~ "都會下降,防禦也會降低。不過,天生適應水中環境的種族是例外;他們在沼澤裡行" #~ "動自如,還能獲得防禦加乘。那些生活在沼澤地的生物也能將其化為天然防禦屏" #~ "障。\n" #~ "\n" #~ "在沼澤中大多數單位有30%的閃避率,魚人,納迦和蜥蜴人通常則有60%。" #~ msgid "Shallow Water" #~ msgstr "淺灘" #~ msgid "" #~ "text='Shallow water' represents any body of water deep " #~ "enough to come up to roughly a man’s waist. This is enough to slow down " #~ "nearly anyone and leave them wide open to attack. Dwarves, given that the " #~ "water reaches up almost to their heads, have an extremely hard time of " #~ "this. The exception is any race whose bodies naturally lend themselves to " #~ "swimming, for which they receive a considerable defensive bonus and full " #~ "movement.\n" #~ "\n" #~ "Most units make do with 20 to 30% defense in shallow water, whereas both " #~ "naga and mermen enjoy 60%." #~ msgstr "" #~ "淺灘指的是任何水深及腰的水域。這已足夠減慢所有單位的速度,並讓他們暴露在敵" #~ "人的攻撃之下。淺灘會淹過矮人的頭頂,讓他們非常難受。那些天生會游泳的種族則" #~ "例外,他們在淺灘中行動自如,還能獲得防禦加乘。\n" #~ "\n" #~ "在淺灘中大多數單位有20%到30%的閃避率,但納迦和魚人則有60%。" #~ msgid "Deep Water" #~ msgstr "深水" #~ msgid "" #~ "text='Deep water' represents any body of water deep " #~ "enough to cover a man’s head. Most units cannot enter deep water: it is " #~ "the domain of units which can either fly, or are exceptionally strong " #~ "swimmers.\n" #~ "\n" #~ "Mermen and naga both receive 50% defense in deep water, with full " #~ "movement." #~ msgstr "" #~ "text='深水'指的是所有能淹過成人頭頂的水域。大多數單位不能" #~ "進入深水。這是那些會飛或游泳技術高超單位的領地。\n" #~ "\n" #~ "在深水中魚人和納迦都有50%的閃避率,並且能自由移動。" #~ msgid "Frozen" #~ msgstr "凍原" #~ msgid "" #~ "text='Frozen' terrain represents any flat area that is " #~ "covered by snow or ice. Most units are slowed down on it, and have a " #~ "harder time defending themselves. Note that swimming units, even those " #~ "who can breathe underwater, cannot swim underneath ice.\n" #~ "\n" #~ "Most units have 20 to 40% defense in frozen terrain." #~ msgstr "" #~ "text='凍原'指的是任何雪地或是被冰凍的土地。大多數的單位會" #~ "由於雪的影響而減慢速度,並且很難做有效的防禦。特別是水中單位,即使他們能在" #~ "水裡呼吸,也無法在冰裡生存。\n" #~ "\n" #~ "在雪地大多數的單位有20%到40%的閃避率。" #~ msgid "Castle" #~ msgstr "城堡" #~ msgid "" #~ "text='Castles' are any sort of permanent fortification. " #~ "Nearly all units receive a considerable bonus to their defense by being " #~ "stationed in a castle, and most units receive full movement in a castle. " #~ "Stationing units in a castle represents its defensive capability. Without " #~ "a unit in each wall hex, an enemy can simply sneak into the castle " #~ "unchallenged, gaining the same defensive bonus as everyone inside.\n" #~ "\n" #~ "Most units have about 60% defense in a castle.\n" #~ "\n" #~ msgstr "" #~ "text='城堡'指的是任何的永久性防禦建築。幾乎所有駐守在城堡" #~ "内的單位都會獲得防禦奬勵,並能自由移動。城堡的防禦能力在於駐守在其中的單" #~ "位,如果城堡空格中没有單位,敵人就能很輕易的溜進城堡,與城堡中的守軍獲得相" #~ "同的閃避加乘。\n" #~ "\n" #~ "在城堡中大多數單位都有60%的閃避率。\n" #~ "\n" #~ msgid "Sand" #~ msgstr "沙地" #~ msgid "" #~ "The instability of text='sand' makes it harder for most " #~ "units to cross, and leaves them wide open to attack. In contrast, the " #~ "wide feet or snakelike bodies of the reptilian races make sand much " #~ "easier for them to navigate.\n" #~ "\n" #~ "Most units receive 20 to 40% defense in sand." #~ msgstr "" #~ "text='沙地'的不穩定性使得大多數單位很難穿越,而且很容易受" #~ "到攻撃。相較之下,那些長著大腳或蛇形身軀的類蜥蜴單位則能在沙地裡自由的移" #~ "動。\n" #~ "\n" #~ "在沙地中大多數單位有20%到40%的閃避率。" #~ msgid "Desert" #~ msgstr "沙漠" #~ msgid "" #~ "text='Deserts' have a somewhat different composition " #~ "than small sand pits or beaches, however for gameplay purposes they are " #~ "identical. See dst='terrain_sand' text='sand'." #~ msgstr "" #~ "text='沙漠'不同於小型沙地或沙灘,但在遊戲中,它們是相同" #~ "的。請參考dst=terrain_sand text=沙地。" #~ msgid "Cave" #~ msgstr "洞穴" #~ msgid "" #~ "text='Cave' terrain represents any underground cavern " #~ "with enough room for a unit to pass. Most units are wholly unfamiliar " #~ "with the terrain, and thus are both slowed down and hindered in defense. " #~ "Dwarves and trolls, who make their homes in caves, both have a relatively " #~ "easy time navigating this terrain, especially dwarves, who by dint of " #~ "their small size can navigate many obstacles that other races cannot. " #~ "Occasionally caves are dst='terrain_illuminated_cave' " #~ "text='illuminated'.\n" #~ "\n" #~ "Most units receive 20 to 40% defense in caves, whereas dwarves have 50%." #~ msgstr "" #~ "text='洞穴'代表任何可以讓單位通過的地下地形。大多數的單位" #~ "不熟悉此地形,因此速度和防禦都會受影響。矮人和巨魔是洞穴中的主要居民,對於" #~ "在這種地形中活動也相對的容易。而憑借自身矮小的特點,矮人在這類地形中移動也" #~ "占盡優勢。偶爾也會有dst='terrain_illuminated_cave' text='明亮'" #~ "的洞穴。\n" #~ "\n" #~ "大部分單位在洞穴中有20%到40%的閃避率,而矮人則有50%。" #~ msgid "Rockbound Cave" #~ msgstr "岩石洞穴" #~ msgid "" #~ "text='Rockbound cave' terrain is formed by the action of " #~ "water and wind, carrying erosive particles that carve the rock. It " #~ "resembles a scraggy underground cavern which reduces efficiency of most " #~ "units, but shoulders defense. Dwarves and trolls, who are main settlers " #~ "of caves, have a relatively easy time navigating this terrain. Dwarves, " #~ "who by dint of their small size have the full advantage of navigation in " #~ "such topography. Occasionally caves are " #~ "dst='terrain_illuminated_cave' text='illuminated'\n" #~ "\n" #~ "Most units have about 50% defense in rocky caves, whereas cavalry are " #~ "limited to 40%. Dwarves enjoy 60% defense in rockbound caves." #~ msgstr "" #~ "text='岩石洞穴'這種地形是經由水和風的長期侵蝕而形成。它像" #~ "是凹凸不平的地下洞穴,這種地形影響了大部分單位的移動速度,不過防守卻因此得" #~ "到補強。矮人和巨魔是洞穴中的主要居民,穿梭在這類地形之中也相對的輕巧一些。" #~ "憑借自身矮小的特點,矮人在這裡行動時占盡優勢。偶爾也會有" #~ "dst='terrain_illuminated_cave' text='明亮'的洞穴。\n" #~ "\n" #~ "大部分的單位在岩石洞穴中有50%的閃避率,騎兵只有40%。而矮人則有60%。" #~ msgid "Illuminated Cave" #~ msgstr "明亮的洞穴" #~ msgid "" #~ "Rare patches of the underground world are illuminated by light from the " #~ "surface shining down into the gloomy darkness. This provides an attack " #~ "bonus for lawful units and removes the attack bonus from chaotic units. " #~ "In all other regards this terrain is functionally identical to normal " #~ "dst='terrain_cave' text='cave terrains'." #~ msgstr "" #~ "明亮的洞穴是指地面上的光線能照射到的洞穴裡頭。這為守序單位提供了攻撃加乘," #~ "並移除了渾沌單位的攻撃加乘。就其他方面來説,明亮的洞穴與其他" #~ "dst='terrain_cave' text='洞穴地形'並無兩樣。" #~ msgid "Mushroom Grove" #~ msgstr "蘑菇林" #~ msgid "" #~ "text='Mushroom groves' are vast underground forests of " #~ "giant mushrooms, which thrive in the damp darkness. Most units have " #~ "trouble negotiating the spongy floor of smaller fungi, but they have " #~ "plenty of cover behind the larger stalks. Mounted units, however, become " #~ "completely mired and lack proper freedom of movement in combat. Undead " #~ "units have a natural affinity for decay and function quite well in " #~ "mushroom forests.\n" #~ "\n" #~ "Most units receive 50% to 60% defense in mushroom groves, whereas cavalry " #~ "receive only 20%." #~ msgstr "" #~ "text='蘑菇林'是由廣闊的巨大蘑菇所形成的地下森林,適合在潮" #~ "濕黑暗的地方生長。大部分的單位對於佈滿鬆軟的蘑菇地面都帶有不便,不過那些巨" #~ "大的蘑菇梗卻給他們提供了充足的防護。騎兵則像是身陷泥潭一樣在作戰時完全失去" #~ "了移動的能力。而不死族的單位對這些自然的腐敗物感到舒適,所以他們在蘑菇林裡" #~ "的戰力也相當不錯。\n" #~ "\n" #~ "大部分單位在蘑菇林中的閃避率在50%至60%之間,騎兵則只有20%。" #~ msgid "Village" #~ msgstr "村莊" #~ msgid "" #~ "text='Villages' represent any group of buildings, human " #~ "or otherwise. Almost all units, even cavalry, have an easy time " #~ "navigating villages, and most units gain a defensive bonus from being " #~ "stationed in a village. Villages allow units the resources to clean and " #~ "tend to their wounds, which allows any unit stationed therein to heal " #~ "eight hitpoints each turn, or to be cured of poison.\n" #~ "\n" #~ "Most units have 50 to 60% defense in villages, whereas cavalry receive " #~ "only 40%.\n" #~ "\n" #~ msgstr "" #~ "text='村莊'指的是人類或其它種族的建築物。通常所有單位,即" #~ "使是騎兵,也能很輕易的進入村莊,而且大多數駐防在村莊中的單位都會獲得防禦加" #~ "乘。村莊提供各個單位治療創傷的資源。在村莊内的單位每回合可恢復8點生命值," #~ "或治癒中毒效果。\n" #~ "\n" #~ "在村莊中大多數單位有50%到60%的閃避率,但騎兵只有40%。\n" #~ "\n" #~ msgid "Submerged Village" #~ msgstr "水中村莊" #~ msgid "" #~ "text='Submerged villages' are the homes of merfolk and " #~ "nagas. While water-dwelling creatures are at home here, land-dwellers " #~ "have a hard time navigating and defending these villages. However, like " #~ "any village, the facilites are available to all creatures which allow " #~ "units to tend to their wounds. Any unit stationed in a village can heal " #~ "eight hitpoints each turn, or be cured of poison.\n" #~ "\n" #~ "Merfolk and nagas have 60% defense in submerged villages, whereas land " #~ "based units usually have a low defense." #~ msgstr "" #~ "text='水中村莊'是納迦和人魚的家。水中的生物視此為家園,陸" #~ "地的居民在這裏戰鬥移動十分困難。當然,像任何村莊一様,這裏也提供治療的資" #~ "源。在村莊内的單位每回合可恢復8點生命值,或治癒中毒效果。 \n" #~ "\n" #~ "納迦和人魚在水中村莊有60%的閃避率,然而陸上單位只得到較低的保護。" #~ msgid "Unwalkable" #~ msgstr "無法通過的深淵" #~ msgid "" #~ "text='Unwalkable terrain' covers any chasm or gorge " #~ "which, as the name implies, cannot be crossed simply by walking. Chasms " #~ "are noted for sheer walls which would take days to traverse. As far as " #~ "gameplay is concerned, only units capable of flying can cross this " #~ "terrain." #~ msgstr "" #~ "text='無法行走的深淵'包括所有的深淵跟峽谷,正如名稱所提示" #~ "的,這些地形是無法步行通過的。深淵有著陡峭的山壁以至於要花費許多天才能通" #~ "過。在遊戲中,只有那些能飛過峽谷的單位可以通過這種地形。" #~ msgid "Lava" #~ msgstr "熔岩" #~ msgid "" #~ "The dangers inherent in trying to walk on text='lava' " #~ "are fairly obvious. As far as movement is concerned, lava is equivalent " #~ "to dst='terrain_unwalkable' text='unwalkable' terrain, and can " #~ "only be crossed by those units capable of flying a considerable distance " #~ "above it. The molten magma also produces a substantial glow, illuminating " #~ "the area immediately above it. This provides an attack bonus for lawful " #~ "units and removes the attack bonus from chaotic units." #~ msgstr "" #~ "想穿越text='熔岩'是一件非常危險的事。在地形方面,熔岩和" #~ "dst='terrain_unwalkable' text='無法行走的深淵'相同,只有那些能" #~ "飛得相當高的單位才可以通過。熔岩發射出光輝,照亮了它的上空。這為守序單位提" #~ "供了攻撃加乘,同時消除了渾沌單位的攻撃加乘。" #~ msgid "River Ford" #~ msgstr "河灘" #~ msgid "" #~ "When a river happens to be extremely shallow, passing over it is a " #~ "trivial matter for land based units. Moreover, any creature best adapted " #~ "to swimming has full mobility even at such places in the river. As far as " #~ "gameplay is concerned, a river ford is treated as either grassland or " #~ "shallow water, choosing whichever one offers the best defensive and " #~ "movement bonuses for the unit on it." #~ msgstr "" #~ "有時一些河流正好特別淺,陸軍可以很容易的通過。而任何最適應於游泳的生物在這" #~ "裏也能自由移動。就遊戲而言,河灘相當於草原或淺灘,遊戲會自動選擇對單位防守" #~ "和移動最有利的一種。" #~ msgid "Coastal Reef" #~ msgstr "珊瑚礁" #~ msgid "" #~ "text='Coastal reefs' are shallows formed by stone, coral " #~ "and sand. This provides most land units with a more steady footing and " #~ "defensive positions than wading in shallow water normally would and also " #~ "grants most water-dwelling races an exceptionally high defense.\n" #~ "\n" #~ "Mermen and Naga both receive 70% defense on coastal reefs." #~ msgstr "" #~ "text='珊瑚礁'是由石頭、珊瑚和泥沙組成的海域。這種地形提供" #~ "大部分的陸地單位比浅灘還要好的支撐點和防御性。同時為水中單位提供特别的高防" #~ "御性。\n" #~ "\n" #~ "魚人和納迦在珊瑚礁裡有70%的閃避率。" #~ msgid "Bridge" #~ msgstr "橋梁" #~ msgid "" #~ "To those capable of building one, the ability to lay a " #~ "text='bridge' offers a liberation from the fickle nature " #~ "of waterways, whose fords come and go with the rise and fall of the " #~ "waterline. This is to say nothing of the luxury of dry feet, the loss of " #~ "which is no laughing matter in the cold months of the year.\n" #~ "\n" #~ "For those who go by land or sea, a bridge is the best of both worlds — " #~ "for gameplay purposes, it is treated either as grassland or the " #~ "underlying water, whichever offers the best movement and defensive " #~ "bonuses for the unit occupying the bridge hex. Note that a swimming unit " #~ "and a land unit are not capable of occupying a bridge hex at the same " #~ "time." #~ msgstr "" #~ "淺灘常常隨著水位的變化而若隱若現,對於有造橋能力的人來説," #~ "text='橋'的存在意味著自己已逃離變化多端的水域。不能讓自己" #~ "的腳趾保持乾燥舒適,在寒冷的季節裡這可不是件小事。\n" #~ "\n" #~ "無論是適應陸路還是適應水路的人,橋都是理想的地形。在遊戲中,橋相當於草原或" #~ "淺水,遊戲會自動選擇對單位防守和移動最有利的一種。注意,水中單位和陸地單位" #~ "不能同時占領同一座橋。" #~ msgid "Impassable" #~ msgstr "無法通過的山脈" #~ msgid "" #~ "Some weapons have special features that increase the effectiveness of " #~ "attacking with them.\n" #~ "\n" #~ msgstr "" #~ "有些武器攻擊時會有攻擊力加成。\n" #~ "\n" #~ msgid "" #~ "Feeding:\n" #~ "This unit gains 1 hitpoint added to its maximum whenever it kills a " #~ "living unit." #~ msgstr "" #~ "祭祀:\n" #~ "這種單位每殺死一個單位能為自己添加一點攻撃力。" #, fuzzy #~ msgid "
text='Race specific topics'
" #~ msgstr "" #~ "\n" #~ "\n" #~ "
text='命中幾率'
"