wesnoth/po/wesnoth-help/zh_TW.po
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# The Battle for Wesnoth - Traditional Chinese Translations
# Copyright (C) 2005-2018 Wesnoth development team
# This file is distributed under the same license as the Battle for Wesnoth package.
# 楊綮銘 <steven2880@gmail.com>, 2008.
# 曾筠鈞 <yunchuntseng@gmail.com>, 2018.
#
msgid ""
msgstr ""
"Project-Id-Version: wesnoth-1.14\n"
"Report-Msgid-Bugs-To: https://bugs.wesnoth.org/\n"
"POT-Creation-Date: 2018-03-27 04:26+0300\n"
"PO-Revision-Date: 2018-07-31 00:07+0800\n"
"Last-Translator: 楊綮銘 <steven2880@gmail.com>\n"
"Language-Team: Wesnoth Traditional Chinese Team\n"
"Language: zh_TW\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 2.1.1\n"
#. [time]: id=underground
#: data/campaigns/Heir_To_The_Throne/utils/httt_utils.cfg:495
#: data/core/macros/schedules.cfg:109
msgid "Underground"
msgstr "地下"
#. [berserk]: id=berserk
#: data/campaigns/Under_the_Burning_Suns/scenarios/03_Stirring_in_the_Night.cfg:659
#: data/campaigns/Under_the_Burning_Suns/scenarios_old/03_Stirring_in_the_Night.cfg:657
#: data/core/macros/abilities.cfg:274
msgid "berserk"
msgstr "狂暴"
#. [berserk]: id=berserk
#: data/campaigns/Under_the_Burning_Suns/scenarios/03_Stirring_in_the_Night.cfg:661
#: data/campaigns/Under_the_Burning_Suns/scenarios_old/03_Stirring_in_the_Night.cfg:659
#: data/core/macros/abilities.cfg:275
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 ""
"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:670
#: data/campaigns/Under_the_Burning_Suns/scenarios_old/03_Stirring_in_the_Night.cfg:668
#: data/core/macros/abilities.cfg:359
msgid "magical"
msgstr "魔法"
#. [chance_to_hit]: id=magical
#: data/campaigns/Under_the_Burning_Suns/scenarios/03_Stirring_in_the_Night.cfg:672
#: data/campaigns/Under_the_Burning_Suns/scenarios_old/03_Stirring_in_the_Night.cfg:670
#: data/core/macros/abilities.cfg:360
msgid ""
"This attack always has a 70% chance to hit regardless of the defensive "
"ability of the unit being attacked."
msgstr "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_old/03_Stirring_in_the_Night.cfg:679
#: data/core/macros/abilities.cfg:404
msgid "first strike"
msgstr "先制"
#. [firststrike]: id=firststrike
#: data/campaigns/Under_the_Burning_Suns/scenarios_old/03_Stirring_in_the_Night.cfg:681
#: data/core/macros/abilities.cfg:405
msgid ""
"This unit always strikes first with this attack, even if they are defending."
msgstr "不管是攻擊或是反擊,該單位永遠優先攻擊敵人。"
#. [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
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 ""
"允許單位在每回合開始時治療相鄰受傷的友好單位。\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:39
#: data/core/macros/abilities.cfg:28
msgid "heals +8"
msgstr "治療 +8"
#. [heals]: id=healing
#: data/campaigns/Under_the_Burning_Suns/utils/abilities.cfg:40
#: data/core/macros/abilities.cfg:29
msgid "female^heals +8"
msgstr "治療 +8"
#. [heals]: id=healing
#: data/campaigns/Under_the_Burning_Suns/utils/abilities.cfg:41
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 ""
"該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"
"該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=editor
#: data/core/editor/help.cfg:5
msgid "Map and Scenario Editor"
msgstr "地圖及章節編輯器"
#. [topic]: id=editor_brush
#: data/core/editor/help.cfg:13
msgid "Editor Brush"
msgstr "編輯筆刷"
#. [topic]: id=editor_brush
#. [topic]: id=editor_clipboard
#. [topic]: id=editor_tool_label
#. [topic]: id=editor_tool_item
#. [topic]: id=editor_tool_village
#. [topic]: id=editor_tool_unit
#. [topic]: id=editor_time_schedule
#. [topic]: id=editor_starting_positions_in_general
#: data/core/editor/help.cfg:14 data/core/editor/help.cfg:22
#: data/core/editor/help.cfg:78 data/core/editor/help.cfg:86
#: data/core/editor/help.cfg:104 data/core/editor/help.cfg:112
#: data/core/editor/help.cfg:251 data/core/editor/help.cfg:289
msgid "TODO"
msgstr "TODO"
#. [topic]: id=editor_clipboard
#: data/core/editor/help.cfg:21
msgid "Terrain Clipboard"
msgstr "地形剪貼簿"
#. [topic]: id=editor_tool_paint
#: data/core/editor/help.cfg:29
msgid "Paint Tool"
msgstr "繪製工具"
#. [topic]: id=editor_tool_paint
#: data/core/editor/help.cfg:30
msgid ""
"Paint terrain tiles on the map.\n"
"\n"
"The paint tool utilizes the brushes and the terrain palette."
msgstr ""
"在地圖上繪製地形。\n"
"\n"
"繪圖工具應用於筆刷和地形剪貼簿。"
#. [topic]: id=editor_tool_fill
#: data/core/editor/help.cfg:39
msgid "Fill Tool"
msgstr "填充工具"
#. [topic]: id=editor_tool_fill
#: data/core/editor/help.cfg:40
msgid ""
"Fill continuous regions of terrain with a different one!\n"
"\n"
"The fill tool utilizes the terrain palette."
msgstr ""
"將連續的地形區域填充為另一種地形!\n"
"\n"
"填充工具應用於地形剪貼簿。"
#. [topic]: id=editor_tool_select
#: data/core/editor/help.cfg:49
msgid "Select Tool"
msgstr "選取工具"
#. [topic]: id=editor_tool_select
#: data/core/editor/help.cfg:50
msgid ""
"Selects a set of hex fields. The best tool ever!\n"
"\n"
"This tool utilizes the brushes."
msgstr ""
"選取一個六角格。這是最好用的工具!\n"
"\n"
"選取工具應用於筆刷。"
#. [topic]: id=editor_tool_paste
#: data/core/editor/help.cfg:59
msgid "Paste Tool"
msgstr "黏貼工具"
#. [topic]: id=editor_tool_paste
#: data/core/editor/help.cfg:60
msgid "Paste the terrain in the clipboard"
msgstr "黏貼剪貼簿中的地形"
#. [topic]: id=editor_tool_starting
#: data/core/editor/help.cfg:67
msgid "Starting Tool"
msgstr "起點工具"
#. [topic]: id=editor_tool_starting
#: data/core/editor/help.cfg:68
msgid ""
"Defines the side leader starting position\n"
"\n"
"This tool sets the side leaders' default starting locations, and named "
"special locations."
msgstr ""
"設定指揮官的初始位置\n"
"此工具可以設定陣營指揮官的預設初始位置以及特殊名稱位置。"
#. [topic]: id=editor_tool_label
#: data/core/editor/help.cfg:77
msgid "Label Tool"
msgstr "標籤工具"
#. [topic]: id=editor_tool_item
#: data/core/editor/help.cfg:85
msgid "Item Tool"
msgstr "物件工具"
#. [topic]: id=editor_tool_soundsource
#: data/core/editor/help.cfg:93
msgid "Soundsource Tool"
msgstr "聲效工具"
#. [topic]: id=editor_tool_soundsource
#: data/core/editor/help.cfg:94
msgid ""
"Places Soundsources on your maps!\n"
"\n"
"This tool has not been implemented yet."
msgstr ""
"在地圖上放置音效!\n"
"\n"
"此工具尚未實裝。"
#. [topic]: id=editor_tool_village
#: data/core/editor/help.cfg:103
msgid "Village Ownership Tool"
msgstr "村莊所有權工具"
#. [topic]: id=editor_tool_unit
#: data/core/editor/help.cfg:111
msgid "Unit Tool"
msgstr "單位工具"
#. [topic]: id=editor_named_area
#: data/core/editor/help.cfg:119
msgid "Named Areas"
msgstr "命名區域"
#. [topic]: id=editor_named_area
#: data/core/editor/help.cfg:120
msgid ""
"Named Areas are sets of gamefields which can be addressed during scenario "
"scripting by a given name.\n"
"\n"
"It can be used to abstract between the implementation of an effect and the "
"map specific setting.\n"
"This is a very powerful mechanism since it allows generic scenario codings "
"working with different maps providing the needed named locations."
msgstr ""
"命名區域是在設定章節劇本中可以用設定的名稱來表示遊戲區域。\n"
"\n"
"命名區域可以用於表現效果及特殊地圖設定上。\n"
"這是非常強大的功能,編輯章節程式碼能夠在不同地圖上只需要提供名稱即可運作。"
#. [topic]: id=editor_playlist
#: data/core/editor/help.cfg:130
msgid "Playlist Manager"
msgstr "播放列表管理器"
#. [topic]: id=editor_playlist
#: data/core/editor/help.cfg:131
msgid ""
"Saves a list of music tracks defining a random playlist to the scenario.\n"
"\n"
"Have a look at the addon server for easy to use additional music tracks."
msgstr ""
"這裡儲存了音樂隨機播放的列表供章節使用。\n"
"\n"
"在模組伺服器尚可以輕鬆取得聲效模組。"
#. [topic]: id=..editor
#: data/core/editor/help.cfg:140
msgid "Map/Scenario Editor"
msgstr "地圖/章節編輯器"
#. [topic]: id=..editor
#: data/core/editor/help.cfg:142
msgid ""
"Wesnoth's Map and Scenario Editor allows users to create and edit the maps "
"on which every Wesnoth scenario takes place. It also provides a limited set "
"of features for setting up a basic scenario.\n"
"\n"
"The editor can be launched from the <i>Map Editor</i>"
msgstr ""
"韋諾的地圖與章節編輯器都允許使用者新增及編輯地圖。它也具備一些建立基本章節的"
"功能。\n"
"\n"
"編輯器可以從<i>地圖編輯器</i>來啟用"
#. [topic]: id=..editor
#: data/core/editor/help.cfg:144
msgid ""
" option at the title screen.\n"
"\n"
"<big>What you get</big>"
msgstr ""
" 螢幕標題上的選項。\n"
"\n"
"<big>你將得到</big>"
#. [topic]: id=..editor
#: data/core/editor/help.cfg:146
msgid ""
"\n"
"\n"
"• <ref>dst='editor_terrain' text='Terrain Editor'</ref>\n"
"An easy to use map editor, similar to simple paint applications.\n"
"\n"
"• Scenario Editor\n"
"\n"
"• <ref>dst='editor_playlist' text='Playlist Manager'</ref>"
msgstr ""
"\n"
"\n"
"• <ref>dst='editor_terrain' text='地形編輯器'</ref>\n"
"一個簡單的地圖編輯器,跟繪圖軟體類似。\n"
"\n"
"• 章節編輯器\n"
"\n"
"• <ref>dst='editor_playlist' text='播放列表管理器'</ref>"
#. [topic]: id=..editor
#: data/core/editor/help.cfg:153
msgid ""
"\n"
"Predefine the scenario's music track playlist.\n"
"\n"
"• Time Schedule Editor\n"
"\n"
msgstr ""
"\n"
"預設章節的音樂播放列表。\n"
"\n"
"• 時段編輯器\n"
"\n"
#. [topic]: id=..editor
#: data/core/editor/help.cfg:158
msgid ""
"\n"
"\n"
"• What-you-see-is-what-you-get\n"
"The editor is not a WYSIWYG application.\n"
"\n"
"Because which exact graphic tile represents a terrain in the map depends on "
"all terrain rules loaded (which is different between the editor and each "
"other use case) the map won't look exactly the same.\n"
"\n"
"• Event handlers and scripting\n"
"The editor is not a tool to help you scripting the scenario's event "
"handlers.\n"
"\n"
"• Infinite Backwards Compatibility\n"
"The editor can't load maps from versions prior to 1.10.\n"
"TODO is that true?\n"
"\n"
msgstr ""
"\n"
"\n"
"• 眼見為憑\n"
"這個編輯器不是一個眼見為憑的應用程式。\n"
"\n"
"因為地圖中的實際圖形是取決於讀取所有地形的規則(編輯器中使用的規則與其他不"
"同),因此實際地圖與編輯器中的地圖看起來不會完全一樣。\n"
"\n"
"• 事件處理器與腳本\n"
"編輯器不是用於幫助您編寫章節事件的工具。\n"
"\n"
"• 無窮的向下相容\n"
"編輯器不能讀取1.10以前版本的地圖。\n"
"TODO 這是真的嗎?\n"
"\n"
#. [topic]: id=..editor
#: data/core/editor/help.cfg:172
msgid ""
"\n"
"• <ref>dst='editor_modes' text='Editing Modes'</ref>\n"
"• <ref>dst='editor_toolkit' text='Editor Toolkit'</ref>\n"
"• <ref>dst='editor_palette' text='Editor Palette'</ref>\n"
"• <ref>dst='editor_brush' text='Editor Brushes'</ref> TODO: not sure if it "
"needs a topic on its own\n"
"• <ref>dst='editor_clipboard' text='Editor Clipboard'</ref>"
msgstr ""
"\n"
"• <ref>dst='editor_modes' text='編輯模式'</ref>\n"
"• <ref>dst='editor_toolkit' text='編輯工具箱'</ref>\n"
"• <ref>dst='editor_palette' text='編輯調色板'</ref>\n"
"• <ref>dst='editor_brush' text='編輯筆刷'</ref> TODO: 不確定是否需要\n"
"• <ref>dst='editor_clipboard' text='編輯剪貼簿'</ref>"
#. [topic]: id=editor_modes
#: data/core/editor/help.cfg:184
msgid "Editing Modes"
msgstr "編輯模式"
#. [topic]: id=editor_modes
#: data/core/editor/help.cfg:185
msgid ""
"\n"
"\n"
"<big>Pure Map Mode</big>"
msgstr ""
"\n"
"\n"
"<big>純地圖模式</big>"
#. [topic]: id=editor_modes
#: data/core/editor/help.cfg:185
msgid "The editor features two separate modes of operation:"
msgstr "編輯器有兩種不同的模式:"
#. [topic]: id=editor_modes
#: data/core/editor/help.cfg:187
msgid ""
"\n"
"\n"
"Allows only the composing of the terrain map itself and the definition of "
"leader starting positions."
msgstr ""
"\n"
"\n"
"只允許地形繪製及指揮官預設位置的設定。"
#. [topic]: id=editor_modes
#: data/core/editor/help.cfg:189
msgid ""
"\n"
"How the information is saved depends on the loaded file:\n"
"\n"
"<b>Native</b>"
msgstr ""
"\n"
"如何保存由讀取的文件決定:\n"
"\n"
"<b>本機</b>"
#. [topic]: id=editor_modes
#: data/core/editor/help.cfg:192
msgid ""
"\n"
"A new map or file containing only the arguments to the map_data attribute.\n"
"\n"
"The produced map can be played in the “User Maps” game type at the create "
"multiplayer game dialog if saved to the default directory.\n"
"\n"
"<b>Embedded</b>"
msgstr ""
"\n"
"一個只包含map_data屬性參數的新地圖或新文件。\n"
"\n"
"輸出的地圖如果儲存在預設目錄,可以在多人遊戲視窗上的\"自訂地圖\"中建立遊"
"戲。\n"
"\n"
"<b>嵌入</b>"
#. [topic]: id=editor_modes
#: data/core/editor/help.cfg:197
msgid ""
"\n"
"Scenario files containing a valid map_data attribute (not a file include) "
"will be opened in this submode. The editor replaces only the content of "
"map_data and leaves everything else in the scenario untouched. Maps opened "
"this way are marked [e] in the Maps menu."
msgstr ""
"\n"
"包含map_data屬性的章節文件將在此子模式中打開。編輯器僅會替換map_data的內容"
"而不會更動章節其他部分。透過此方式打開的地圖會在地圖選單中以[e]標示。"
#. [topic]: id=editor_modes
#: data/core/editor/help.cfg:198
msgid ""
"\n"
"\n"
"<big>Scenario Mode</big>"
msgstr ""
"\n"
"\n"
"<big>章節模式</big>"
#. [topic]: id=editor_modes
#: data/core/editor/help.cfg:200
msgid ""
"\n"
"\n"
"The Scenario mode allows several extra tools to be used, such as the Unit "
"tool. At least one side must be defined in order to use these tools, "
"however.\n"
"\n"
"In this mode, terrain data is stored in the map_data attribute and saved "
"into a file with any applicable WML."
msgstr ""
"\n"
"\n"
"章節模式中允許使用幾個額外工具,例如單位工具。但要定義至少一個陣營之後才能使"
"用這個工具。\n"
"\n"
"在此模式中地形資料儲存在map_data屬性裡並和所有適用的WML一起儲存到一個文"
"件中。"
#. [topic]: id=editor_toolkit
#: data/core/editor/help.cfg:211
msgid "Editor Tools"
msgstr "編輯器工具"
#. [topic]: id=editor_toolkit
#: data/core/editor/help.cfg:212
msgid ""
"The editor provides several tools for editing your maps and scenarios. At "
"all times, one of the editor tools is active. The active tool's context "
"determines the content of the editor palette and context menu.\n"
"\n"
"These following tools are provided:\n"
"\n"
"• <ref>dst='editor_tool_paint' text='Paint Tool'</ref>\n"
"• <ref>dst='editor_tool_fill' text='Fill Tool'</ref>\n"
"• <ref>dst='editor_tool_select' text='Select Tool'</ref>\n"
"• <ref>dst='editor_tool_paste' text='Paste Tool'</ref>\n"
"• <ref>dst='editor_tool_starting' text='Starting Tool'</ref>\n"
"• <ref>dst='editor_tool_label' text='Label Tool'</ref>\n"
"• <ref>dst='editor_tool_item' text='Item Tool'</ref>\n"
"• <ref>dst='editor_tool_soundsource' text='Soundsource Tool'</ref>\n"
"• <ref>dst='editor_tool_village' text='Village Tool'</ref>\n"
"• <ref>dst='editor_tool_unit' text='Unit Tool'</ref>\n"
"\n"
msgstr ""
"編輯器提供了一些用於編輯您的地圖和章節的工具,在任何時刻,都有編輯器工具可使"
"用。每個工具的左右鍵都可以幫助您編輯內容。\n"
"\n"
"編輯器提供了以下工具:\n"
"• <ref>dst='editor_tool_paint' text='繪製工具'</ref>\n"
"• <ref>dst='editor_tool_fill' text='填充工具'</ref>\n"
"• <ref>dst='editor_tool_select' text='選取工具'</ref>\n"
"• <ref>dst='editor_tool_paste' text='黏貼工具'</ref>\n"
"• <ref>dst='editor_tool_starting' text='起點工具'</ref>\n"
"• <ref>dst='editor_tool_label' text='標籤工具'</ref>\n"
"• <ref>dst='editor_tool_item' text='物件工具'</ref>\n"
"• <ref>dst='editor_tool_soundsource' text='聲效工具'</ref>\n"
"• <ref>dst='editor_tool_village' text='村莊工具'</ref>\n"
"• <ref>dst='editor_tool_unit' text='單位工具'</ref>\n"
"\n"
#. [topic]: id=editor_terrain
#: data/core/editor/help.cfg:234
msgid "Terrain Editor"
msgstr "地形編輯器"
#. [topic]: id=editor_terrain
#: data/core/editor/help.cfg:235
msgid ""
"The terrain editor's functionality is covered by the "
"<ref>dst='editor_tool_paint' text='Paint'</ref> and "
"<ref>dst='editor_tool_fill' text='Fill Tool'</ref>."
msgstr ""
"地形編輯器的功能由<ref>dst='editor_tool_paint' text='繪製'</ref>及"
"<ref>dst='editor_tool_fill' text='填充工具'</ref>提供。"
#. [topic]: id=editor_masks
#: data/core/editor/help.cfg:242
msgid "Editor Mask Usage"
msgstr "編輯器遮罩用法"
#. [topic]: id=editor_masks
#: data/core/editor/help.cfg:243
msgid ""
"Masks can be applied to a base map for reusal in several scenarios playing "
"at the same locations."
msgstr "遮罩可以用於基礎地圖上,以便在多個發生於相同位置的場景使用。"
#. [topic]: id=editor_time_schedule
#: data/core/editor/help.cfg:250
msgid "Time Schedule Editor"
msgstr "時程編輯器"
#. [topic]: id=editor_palette
#: data/core/editor/help.cfg:258
msgid "Editor Palette"
msgstr "編輯器調色板"
#. [topic]: id=editor_palette
#: data/core/editor/help.cfg:259
msgid ""
"The editor palette contains the applicable items you may use with the "
"currently selected tool. For example, the Paint tool will display a full "
"list of all available terrains, and the unit tool will provide a list of "
"available units."
msgstr ""
"編輯器調色版包含了可以當下選定的工具搭配使用的選項,例如:繪製工具會顯示所有"
"可用地形的完整列表,而單位工具則會提供可以單位的列表。"
#. [topic]: id=map_format
#: data/core/editor/help.cfg:266
msgid "Wesnoth Map Format"
msgstr "韋諾地圖表單"
#. [topic]: id=map_format
#: data/core/editor/help.cfg:267
msgid ""
"Wesnoth stores its maps in human readable plain text files.\n"
"\n"
"A map file consists of rows with comma separated terrain code strings. The "
"files can be edited with a general purpose text editor like notepad.\n"
"\n"
"The only additional information provided by the map syntax are the starting "
"positions of the scenario's sides.\n"
"\n"
"Additional information, such as teams, custom events, and complex side "
"setups still need to be manually coded in WML."
msgstr ""
"韋諾的地圖儲存於可讀的文字檔中。\n"
"\n"
"地圖檔由多列逗號分隔的地形代碼字串所組成。這些文件可以使用一般的文字編輯器讀"
"取,例如:用記事本來編輯。\n"
"\n"
"地圖語法中唯一提供額外訊息是章節中各陣營的起點位置。\n"
"\n"
"額外信息例如隊伍、自訂事件及複雜的陣營設定等這些仍需要使用WML編譯。"
#. [topic]: id=scenario_format
#: data/core/editor/help.cfg:280
msgid "Scenario Format"
msgstr "章節表單"
#. [topic]: id=editor_starting_positions_in_general
#: data/core/editor/help.cfg:288
msgid "Starting Positions Howto"
msgstr "如何設定起點位置"
#. [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 "<ref>dst='..geography' text='Geography'</ref>"
msgstr "<ref>dst='..geography' text='地理'</ref>"
#. [section]: id=geography
#. [topic]: id=..geography
#: data/core/encyclopedia/geography.cfg:12
#: data/core/encyclopedia/geography.cfg:19
msgid "Geography"
msgstr "地理"
#. [topic]: id=arkan_thoria
#: data/core/encyclopedia/geography.cfg:26
msgid "Arkan-thoria"
msgstr "阿肯-索里亞河"
#. [topic]: id=arkan_thoria
#: data/core/encyclopedia/geography.cfg:27
msgid ""
"A river rising in the <ref>dst='heart_mountains' text='Heart Mountains'</"
"ref> and running east to the Listra."
msgstr ""
"源流位於<ref>dst='heart_mountains' text='山嶺之心'</ref>並向東流匯流利斯恰河"
"的河流。"
#. [topic]: id=great_ocean
#: data/core/encyclopedia/geography.cfg:32
msgid "Great Ocean"
msgstr "大洋"
#. [topic]: id=great_ocean
#: data/core/encyclopedia/geography.cfg:33
msgid ""
"Lies to the west of the <ref>dst='great_continent' text='continent'</ref> "
"and all rivers eventually flow to it. Far to the west in the Great Ocean is "
"a huge archipelago called <ref>dst='morogor' text='Morogor'</ref>."
msgstr ""
"位於<ref>dst='great_continent' text='大陸'</ref>西方,為所有河流的匯集地。大"
"洋的西方則是稱為<ref>dst='morogor' text='摩洛戈'</ref>的群島。"
#. [topic]: id=morogor
#: data/core/encyclopedia/geography.cfg:38
msgid "Morogor"
msgstr "摩洛戈"
#. [topic]: id=morogor
#: data/core/encyclopedia/geography.cfg:39
msgid ""
"Archipelago, located somewhere in the <ref>dst='great_ocean' text='Great "
"Ocean'</ref> east of the <ref>dst='green_isle' text='Green Isle'</ref> and "
"west of the <ref>dst=great_continent text='Great Continent'</ref>.\n"
"It is mostly inhabited by <ref>dst='..race_drake' text='drakes'</ref>.\n"
"The central island of the archipelago is also called Morogor."
msgstr ""
"群島,位於<ref>dst='great_ocean' text='大洋'</ref>之中<ref>dst='green_isle' "
"text='綠島'</ref>以西,<ref>dst=great_continent text='大陸'</ref>的東方。\n"
"主要居民為<ref>dst='..race_drake' text='龍族'</ref>。\n"
"群島的中心島嶼也被稱為 ‘摩洛戈’。"
#. [topic]: id=green_isle
#: data/core/encyclopedia/geography.cfg:46
msgid "Green Isle"
msgstr "綠島"
#. [topic]: id=green_isle
#: data/core/encyclopedia/geography.cfg:47
msgid ""
"A bigger island lying in the <ref>dst='great_ocean' text='Great Ocean'</ref>."
msgstr "<ref>dst='great_ocean' text='大洋'</ref>中一個較大型的島嶼。"
#. [topic]: id=old_continent
#: data/core/encyclopedia/geography.cfg:52
msgid "Old Continent"
msgstr "舊大陸"
#. [topic]: id=old_continent
#: data/core/encyclopedia/geography.cfg:53
msgid ""
"Lies to the west of <ref>dst='morogor' text='Morogor'</ref> across the "
"<ref>dst='great_ocean' text='Great Ocean'</ref>."
msgstr ""
"位於<ref>dst='morogor' text='摩洛戈'</ref>群島西方與<ref>dst='great_ocean' "
"text='大洋'</ref>相望。"
#. [topic]: id=great_continent
#: data/core/encyclopedia/geography.cfg:58
msgid "Great Continent"
msgstr "大陸"
#. [topic]: id=great_continent
#: data/core/encyclopedia/geography.cfg:59
msgid ""
"The continent on which the <ref>dst='kingdom_wesnoth' text='Kingdom of "
"Wesnoth'</ref> lies. Its west coast is surrounded by the "
"<ref>dst='great_ocean' text='Great Ocean'</ref>."
msgstr ""
"<ref>dst='kingdom_wesnoth' text='韋諾王國'</ref>的所在地。西邊海岸為"
"<ref>dst='great_ocean' text='大洋'</ref> 所環繞。"
#. [topic]: id=irdya
#: data/core/encyclopedia/geography.cfg:64
msgid "Irdya"
msgstr "埃迪亞"
#. [topic]: id=irdya
#: data/core/encyclopedia/geography.cfg:65
msgid ""
"The name of the world in which the kingdom of <ref>dst='kingdom_wesnoth' "
"text='Wesnoth'</ref> 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 ""
"<ref>dst='kingdom_wesnoth' text='韋諾'</ref>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:70
msgid "Kingdom of Wesnoth"
msgstr "韋諾王國"
#. [topic]: id=kingdom_wesnoth
#: data/core/encyclopedia/geography.cfg:71
msgid ""
"The Kingdom of Wesnoth is located in the north-central portion of the "
"<ref>dst='great_continent' text='Great Continent'</ref>. 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 <ref>dst='southwest_elven_lands' text='southwest'</ref>, 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"
"<header>text='Notable cities:'</header>\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"
" • DanTonk: Wesnoths 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 DanTonk, exerts control over the "
"wilderness country around the east of the Brown Hills and north to the Ford "
"of Abez.\n"
"\n"
"<header>text='Notable land features:'</header>\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, DanTonk, and Fort Tahn, "
"this plain is Wesnoths bread basket and home to most of its population.\n"
" • Dulatus Hills: These rolling hills bordering the Great Central Plain "
"provide much of Wesnoths 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 Glyns 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 Kingdoms control is "
"tenuous at best and banditry is common.\n"
" • Glyns Forest: Sometimes known as the Royal Forest, named for one of "
"Haldric IIs 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."
msgstr ""
"韋諾王國位於 <ref>dst='great_continent' text='大陸'</ref>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,"
"<ref>dst='southwest_elven_lands' text='西南方'</ref>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"
"<header>text='主要城市:'</header>\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"
"<header>text='著名地點:'</header>\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。"
#. [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 <ref>dst='kingdom_wesnoth' "
"text='Wesnoth'</ref>, 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 <ref>dst='great_ocean' text='ocean'</ref> to the west. "
"More information is found in the historical narrative of Wesnoth.\n"
"\n"
"<header>text='Notable cities:'</header>\n"
" • Elensefar: The capital, located on an island in the "
"<ref>dst='great_river' text='Great River'</ref> delta.\n"
" • Carcyn: City on the WesnothElensefar border, disputed with Wesnoth.\n"
"\n"
"<header>text='Notable land features:'</header>\n"
" • <ref>dst='great_river' text='Great River'</ref>: It is very wide at "
"this point, and only ships can cross it."
msgstr ""
"艾倫索法是<ref>dst='kingdom_wesnoth' text='韋諾王國'</ref>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<ref>dst='great_ocean' text='大"
"洋'</ref>。在韋諾的歷史紀錄中會有更多詳盡的資料。\n"
"\n"
"<header>text='主要城市:'</header>\n"
" • 艾倫索法: 首都,位於<ref>dst='great_river' text='大河'</ref>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"
"<header>text='著名地點:'</header>\n"
" • <ref>dst='great_river' text='大河'</ref>:非常寬闊的河流,只有靠船才能"
"橫渡。"
#. [topic]: id=northlands
#: data/core/encyclopedia/geography.cfg:113
msgid "Northlands"
msgstr "北方大陸"
#. [topic]: id=northlands
#: data/core/encyclopedia/geography.cfg:114
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 <ref>dst='great_river' "
"text='Great River'</ref>, and the western border is the "
"<ref>dst='great_ocean' text='Great Ocean'</ref>.\n"
"\n"
"<header>text='Notable cities:'</header>\n"
" • Glamdrol: An Orcish tribal capital.\n"
" • Wesmere: The location of the Kalian — 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 Wesnoths 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"
"<header>text='Notable land features:'</header>\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 that 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,而以<ref>dst='great_river' text='大河'</ref>為南邊邊"
"界,西方邊界至<ref>dst='great_ocean' text='大洋'</ref>。\n"
"\n"
"<header>text='主要城市:'</header>\n"
" • 革蘭多: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"
"<header>text='著名地點:'</header>\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:135
msgid "Southwest Elven Lands"
msgstr "西南方精靈領土"
#. [topic]: id=southwest_elven_lands
#: data/core/encyclopedia/geography.cfg:136
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 <ref>dst='great_ocean' text='Ocean'</ref> to the west, the Black River "
"to the south and southeast, the lands of Wesnoth to the north and the "
"Kerlath province to the east.\n"
"\n"
"<header>text='Notable cities:'</header>\n"
" • None known.\n"
"\n"
"<header>text='Notable land features:'</header>\n"
" • Aethenwood: The largest southern forest, it extends far to the south "
"and is home to <ref>dst='..race_elf' text='elves'</ref>. Although the elves "
"make no such distinction, the southern part of the forest has been named "
"Southwood by denizens of Kerlath.\n"
" • Black Forest: An ancient forest of which very little is known, "
"abandoned by the elves long ago."
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。西邊"
"以<ref>dst=great_ocean text=‘大洋’</ref>為界,黑河從南方流至西南方,北方為"
"韋諾的領土而東邊為凱爾萊斯省。\n"
"\n"
"<header>text='主要城市:'</header>\n"
" • 沒有記載\n"
"<header>text='著名地點:'</header>\n"
" • 亞瑟森林:南方最大的森林,一直向南方延伸至很遠的地方,那裡是"
"<ref>dst='..race_elf' text='精靈'</ref>的家園。雖然精靈們沒有這樣區分,但凱爾"
"萊斯的居民都稱森林的南端為南方森林。\n"
" • 黑色森林:一個很少人知道的古老森林,很久以前就沒有精靈居住在那。"
#. [topic]: id=heart_mountains
#: data/core/encyclopedia/geography.cfg:148
msgid "Heart Mountains"
msgstr "山嶺之心"
#. [topic]: id=heart_mountains
#: data/core/encyclopedia/geography.cfg:149
msgid ""
"A virtually impassable barrier between the <ref>dst='arkan_thoria' "
"text='river'</ref> country and the <ref>dst='far_north' text='Northern "
"Plains'</ref>."
msgstr ""
"一座位於<ref>dst='arkan_thoria' text='阿肯-索里亞'</ref>河與"
"<ref>dst='far_north' text='北方平原'</ref>之間幾乎無法穿越的山脈。"
#. [topic]: id=far_north
#: data/core/encyclopedia/geography.cfg:154
msgid "Far North"
msgstr "北極"
#. [topic]: id=far_north
#: data/core/encyclopedia/geography.cfg:155
msgid ""
"Cold, harsh, and inaccessible, the Far North is the ancestral home of the "
"Orcish Clannate. It lies north of the <ref>dst='heart_mountains' text='Heart "
"Mountains'</ref>, 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"
"<header>text='Notable cities:'</header>\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"
"\n"
"<header>text='Notable land features:'</header>\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<ref>dst='heart_mountains' "
"text='山嶺之心'</ref>的北方,獸人稱那為海德-戴爾格並宣稱(無憑無據)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王國。\n"
"\n"
"<header>text='主要城市:'</header>\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"
" • 法刃\n"
" • 艾莫瑞\n"
" • 麥莫\n"
" • 普里斯提姆\n"
" • 特瑞格茲\n"
" • 都瑞斯特:一個聚集北方人類的城市。\n"
"<header>text='著名地點:'</header>\n"
" • 黑色沼澤\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"
" • 寒霜荒野\n"
" • 荒蕪平原"
#. [section]: id=schedule
#: data/core/help.cfg:10
msgid "Time of Day Schedule"
msgstr "時段"
#. [section]: id=introduction
#. [topic]: id=..introduction
#: data/core/help.cfg:17 data/core/help.cfg:96
msgid "Introduction"
msgstr "遊戲介紹"
#. [section]: id=gameplay
#. [topic]: id=..gameplay
#: data/core/help.cfg:23 data/core/help.cfg:168
msgid "Gameplay"
msgstr "遊戲教學"
#. [section]: id=traits_section
#. [topic]: id=..traits_section
#: data/core/help.cfg:29 data/core/help.cfg:391
msgid "Traits"
msgstr "特質"
#. [section]: id=units
#. [topic]: id=..units
#: data/core/help.cfg:37 data/core/help.cfg:119
msgid "Units"
msgstr "單位"
#. [section]: id=abilities_section
#. [topic]: id=..abilities_section
#: data/core/help.cfg:46 data/core/help.cfg:139
msgid "Abilities"
msgstr "技能"
#. [section]: id=weapon_specials
#. [topic]: id=..weapon_specials
#: data/core/help.cfg:54 data/core/help.cfg:148
msgid "Weapon Specials"
msgstr "武器效果"
#. [section]: id=eras_section
#. [topic]: id=..eras_section
#: data/core/help.cfg:62 data/core/help.cfg:128
msgid "Eras"
msgstr "時代"
#. [section]: id=terrains_section
#. [topic]: id=..terrains_section
#: data/core/help.cfg:71 data/core/help.cfg:406
msgid "Terrains"
msgstr "地形"
#. [section]: id=addons
#. [topic]: id=..addons
#: data/core/help.cfg:79 data/core/help.cfg:459
msgid "Add-ons"
msgstr "模組"
#. [section]: id=commands
#. [topic]: id=..commands
#: data/core/help.cfg:85 data/core/help.cfg:526
msgid "Commands"
msgstr "指令"
#. [topic]: id=..introduction
#: data/core/help.cfg:97
msgid ""
"\n"
"\n"
"<i>Battle for Wesnoth</i> is a turn-based fantasy strategy game somewhat "
"unusual among modern strategy games. While other games strive for "
"complexity, <i>Battle for Wesnoth</i> 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.\n"
"\n"
"The following pages outline all you need to know to play Wesnoth. As you "
"play, new information is added to the various categories as you come across "
"new aspects of the game. For more detailed information on special situations "
"and exceptions, follow the included links."
msgstr ""
"\n"
"\n"
"<i>韋諾之戰</i>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 <i>韋諾之戰</i>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。\n"
"\n"
"以下頁面敘述您在韋諾所需要知道的一切。當您在遊戲裡遇到新的資訊將會新增至各個"
"分類中。若要查詢有關特殊狀態或例外情形 可參閱文中連結。"
#. [topic]: id=about_game
#: data/core/help.cfg:107
msgid "About the Game"
msgstr "關於遊戲"
#. [topic]: id=about_game
#: data/core/help.cfg:108
msgid ""
"The game takes place on a hex-based game field, where your units battle "
"against those controlled by the computer, friends who each take turns on the "
"same computer (hotseat play), other players on the same network, or players "
"worldwide in multiplayer mode.\n"
"\n"
"Each of these battles is called a <i>scenario</i>, which can be strung "
"together to make <i>campaigns</i>. Besides the campaigns that ship with the "
"game, Wesnoth supports user-made content, and the add-on server boasts "
"hundreds of custom maps, campaigns, eras, factions, and resources.\n"
"\n"
"The game also features a human-readable markup called Wesnoth Markup "
"Language (WML) to easily allow users to create their own content, as well as "
"a fully-featured Map and Scenario Editor for designing your own "
"battlefields.\n"
"\n"
"The <i>Battle for Wesnoth</i> project was begun in 2003, and has been worked "
"on by a multitude of volunteers ever since."
msgstr ""
"此遊戲在六角戰棋的地圖上進行您的單位將與電腦AI、同一台電腦上的朋友單機多"
"人)、區網的玩家或是多人模式裡世界各地的玩家所操控的單位對戰。\n"
"\n"
"每一場這樣的對戰都稱為<i>章節</i>,章節可以串起來成為<i>戰役</i>。除了遊戲內"
"建的戰役之外,韋諾也支援玩家自製的模組,模組伺服器上有著數百個自製地圖、時"
"代、陣營和資源。\n"
"\n"
"遊戲也採用了人類可讀的標記語言韋諾標記式語言WMLWML可以讓使用者輕鬆地"
"創造出自己的遊戲內容,同時也提供了全功能的地圖和章節編輯器讓您可以設計自己的"
"戰場。\n"
"\n"
"韋諾之戰這個專案開始於2003年之後開始有大量的自願者在此作業。"
#. [topic]: id=..units
#: data/core/help.cfg:120
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 races subsection; you can then view its "
"page any time you wish. A units page will provide a general description, "
"its statistics, attacks, resistances, and movement and defense values.\n"
"\n"
msgstr ""
"這個部分將會列出所有您在探索韋諾世界的過程中發現的單位。當您在戰役中或多人對"
"戰裡發現新的單位時,他們將會依照種族在此分類,之後您隨時可以在這裡瀏覽相關頁"
"面。每個單位的頁面會顯示單位描述、基本數值、攻擊招式、抗性及地形加成。\n"
"\n"
#. [topic]: id=..eras_section
#: data/core/help.cfg:129
msgid ""
"A faction is a collection of units and leaders. Factions are assigned to "
"sides in multiplayer games.\n"
"\n"
msgstr "陣營是單位及指揮官的集合。在多人遊戲中玩家扮演陣營之一。\n"
#. [topic]: id=..eras_section
#: data/core/help.cfg:131
msgid ""
"An era is a collection of factions, intended to be played against one "
"another. Besides the mainline eras that come with the game, many user-made "
"factions are available from add-ons.\n"
"\n"
msgstr ""
"時代是各派陣營的集合。除了遊戲劇情內建的時代外,模組中提供了很多玩家自製的陣"
"營。\n"
"\n"
#. [topic]: id=..abilities_section
#: data/core/help.cfg:140
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 ""
"某些單位擁有的技能會直接影響到其他單位的能力,或影響單位與其他單位的互動。當"
"您發現這些技能時將會把技能列表出來。每頁都會敘述技能效果並列出哪些單位(已發"
"現)擁有此技能。\n"
"\n"
#. [topic]: id=..weapon_specials
#: data/core/help.cfg:149
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 ""
"某些攻擊方式擁有特殊效果,當您在戰役或多人遊戲裡看見新的武器效果時它將會新增"
"至列表,您可以隨時隨地地瀏覽這些頁面。每頁都會敘述攻擊效果並列出哪些單位(已"
"發現)擁有此武器效果。\n"
#. [topic]: id=.unknown_unit
#: data/core/help.cfg:158
msgid "Unknown Unit"
msgstr "未知的單位"
#. [topic]: id=.unknown_unit
#: data/core/help.cfg:159
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"
"目前不清楚這個單位的資訊。只有在遇到這個單位後才會知道他的資料。"
#. [topic]: id=..gameplay
#: data/core/help.cfg:169
msgid ""
"Wesnoth is comprised of a series of battles, called <i>scenarios</i>, that "
"pit your troops against the troops of one or more adversaries. Multiple "
"scenarios that follow on from each other, telling a story, make up "
"<i>campaigns</i>. In a campaign, you often need to play more carefully, "
"preserving your best troops for use again in later scenarios.\n"
"\n"
"The interactive <b>Tutorial</b> introduces the basics of Wesnoth gameplay in "
"the context of a scenario. Most material covered in the tutorial is "
"explained more in-depth in these pages, so you can always refer back here if "
"you forget something.\n"
"\n"
"After you master the basics, try out a beginner campaign, such as <i>Heir to "
"the Throne</i> or <i>The South Guard</i>. A full list of installed campaigns "
"can be found via the <b>Campaign</b> option on the main menu. As Wesnoth can "
"be quite challenging, you may wish to start on easy before progressing to "
"higher difficulties."
msgstr ""
"韋諾是由一系列稱為<i>章節</i>的戰場所組成的,您的部隊將對戰一個或多個敵方的部"
"隊。多個一連串的章節敘述一個故事,而組成一個<i>戰役</i>。在戰役中,您必須更小"
"心謹慎,維護好您最強的部隊以供下個章節使用。\n"
"\n"
"對話式的<b>教學模式</b>透過一個章節介紹韋諾的基本玩法。教學模式裡的內容在這些"
"頁面都有更深入的解釋,所以如果您忘了某些資訊,可以隨時回來參閱這些訊息。\n"
"\n"
"當您熟悉基本操作,您可以嘗試初心者戰役,像是<i>王位繼承者</i> or <i>南疆哨所"
"</i>。您可以在主選單<b>戰役</b>裡面找到內建的所有戰役。遊戲裏可能會充滿挑戰"
"性,因此您或許會希望先從簡單開始在來挑戰更高難度。"
#. [topic]: id=..gameplay
#: data/core/help.cfg:176
msgid ""
"\n"
"\n"
"<big>Fundamentals of Gameplay</big>\n"
"\n"
msgstr ""
"\n"
"\n"
"<big>遊戲基本教學</big>\n"
"\n"
#. [topic]: id=..gameplay
#: data/core/help.cfg:176
msgid ""
"While playing, keep in mind that you can mouse-over many items in the game, "
"such as the information displayed in the status pane, to see a brief "
"description explaining each item. This is especially useful when you "
"encounter new elements, such as <ref>dst='..abilities_section' "
"text='abilities'</ref>, 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<ref>dst='..abilities_section' text='技"
"能'</ref>時非常有用。"
#. [topic]: id=victory_and_defeat
#: data/core/help.cfg:188
msgid "Victory and Defeat"
msgstr "勝利和失敗"
#. [topic]: id=victory_and_defeat
#: data/core/help.cfg:189
msgid ""
"\n"
"\n"
"When you win a scenario, the map grays over and the <b>End Turn</b> button "
"changes to <b>End Scenario</b>. 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"
"當您贏得一個章節的勝利後,地圖顯示為灰色,<b>回合結束</b>按鈕會變成<b>結束章"
"節</b>。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:189
msgid ""
"Pay careful attention to the <b>Objectives</b> pop-up box at the beginning "
"of each scenario. In most scenarios, you will achieve victory by killing all "
"enemy leaders ; likewise, the death of your own leader generally results in "
"defeat. However, some scenarios may have other victory objectives, such as "
"getting your leader to a designated point, rescuing an ally, solving a "
"puzzle, or holding out against a siege until a certain number of turns have "
"elapsed."
msgstr ""
"請注意每個章節開始前出現的<b>勝敗條件</b>。通常您殺死敵人指揮官後會取得勝利,"
"自己指揮官陣亡時遊戲失敗。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:198
msgid "Recruiting and Recalling"
msgstr "招募與徵召"
#. [topic]: id=recruit_and_recall
#: data/core/help.cfg:199
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:199
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 <ref>dst='..units' "
"text='units'</ref> into your army. To recruit, you must have your leader "
"(for instance, Konrad in the <i>Heir to the Throne</i> campaign) on the keep "
"hex of a <ref>dst='terrain_castle' text='castle'</ref>. Then you may recruit "
"by either choosing <b>Recruit</b> from the menu or right-clicking on a hex "
"and selecting <b>Recruit</b>. 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 OK 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<ref>dst='..units' text='單位'</ref>。要想招募士兵,您必須讓指"
"揮官(例如,<i>王位繼承者</i>戰役的康拉德)位於<ref>dst='terrain_castle' "
"text='城堡'</ref>的軍情處上。然後在主選單中選擇<b>招募</b>或在城堡的一個空位"
"點選右鍵選擇<b>招募</b>。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"
"需的金幣。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:201
msgid ""
"\n"
"\n"
"Recruited units come with two random <ref>dst='..traits_section' "
"text='traits'</ref> which modify their statistics."
msgstr ""
"\n"
"\n"
"招募到的新單位會隨機擁有兩個<ref>dst='..traits_section' text='特質'</ref>,會"
"影響到該單位能力數值。"
#. [topic]: id=recruit_and_recall
#: data/core/help.cfg:203
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:205
msgid ""
"\n"
"\n"
"Units not only cost gold to Recruit or Recall, they also require money to "
"support. See <ref>dst='income_and_upkeep' text='income and upkeep'</ref> 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"
"<ref>dst='income_and_upkeep' text='收入與支出'</ref>。"
#. [topic]: id=income_and_upkeep
#: data/core/help.cfg:214
msgid "Income and Upkeep"
msgstr "收入和支出"
#. [topic]: id=income_and_upkeep
#: data/core/help.cfg:215
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:215
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; "
"<i>income</i> and <i>upkeep</i>."
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章節。影響金幣主要是兩個方面:<i>收入</i>和 <i>支出</"
"i>。"
#. [topic]: id=income_and_upkeep
#: data/core/help.cfg:217
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:219
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:221
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 <i>Heir to the Throne</i>) will usually have the "
"<i>loyal</i> 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。每個章節開"
"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<i>王位繼承者</"
"i>第二個章節中加入的騎兵)通常都具有<i>忠誠</i>特質。而您所扮演的角色(像是康"
"拉德)通常是位領袖。"
#. [topic]: id=hitpoints
#: data/core/help.cfg:230
msgid "Hitpoints and Experience"
msgstr "生命值和經驗值"
#. [topic]: id=hitpoints
#: data/core/help.cfg:231
msgid ""
"Each unit has a certain number of <i>hitpoints</i> (HP). If the hitpoints of "
"a unit drop below 1, the unit dies. Each unit also has a certain number of "
"<i>experience points</i> (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<i>生命值</i>HP。如果該單位的生命值低於1就會死亡。每個"
"單位也都有固定的<i>經驗值</i>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:235
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:237
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 "
"<ref>dst='advancement' text='advance'</ref>."
msgstr ""
"生命值也顯示在單位旁邊的能量條上。能量條可能是綠色、黃色或紅色。至少有1點經驗"
"值的單位擁有一條藍色經驗條,當單位就快<ref>dst='advancement' text='升級'</"
"ref>時經驗條會顯示為白色。"
#. [topic]: id=advancement
#: data/core/help.cfg:244
msgid "Advancement"
msgstr "升級"
#. [topic]: id=advancement
#: data/core/help.cfg:245
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=advancement
#: data/core/help.cfg:245
msgid ""
"If both units survive a combat, they gain a number of experience points "
"equal to the level of the unit theyre 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=advancement
#: data/core/help.cfg:247
msgid ""
"\n"
"\n"
"While most units have three levels, not all do. Occasional units (such as "
"<ref>dst='unit_Mage' text='magi'</ref>) may have four. Once a unit has "
"reached its maximum level, it may have an <i>After Maximum Level "
"Advancement</i> (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"
"大多數兵種分為三個級別,但也有例外。有些單位(例如<ref>dst='unit_Mage' "
"text='法師'</ref>)能升到四級。單位升到最高級以後,有可能會得到<i>滿級奬勵</"
"i>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=movement
#: data/core/help.cfg:256
msgid "Movement"
msgstr "移動"
#. [topic]: id=movement
#: data/core/help.cfg:257
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 <b>Unit Description</b>, and then looking at <b>Terrain "
"Modifiers</b>."
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<b>單位"
"描述</b>,然後查看<b>地形影響</b>。"
#. [topic]: id=movement
#: data/core/help.cfg:257
msgid ""
"Movement in <i>Battle for Wesnoth</i> 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 dont use up all of a units 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 dont already own will also use up "
"a units movement, but will still allow it to attack."
msgstr ""
"在<i>韋諾之戰</i>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:259
msgid ""
"\n"
"\n"
"Another thing to keep in mind while moving is <i>zones of control</i>. Each "
"unit — except for level 0 units — 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 "
"<ref>dst='ability_skirmisher' text='skirmishers'</ref> can ignore zones of "
"control."
msgstr ""
"\n"
"\n"
"移動時您還需要記住<i>控制區域</i>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<ref>dst='ability_skirmisher' text='游撃'</ref>的能力可以忽視控制區域的效"
"用。"
#. [topic]: id=movement
#: data/core/help.cfg:261
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:270
msgid "Shroud and Fog of War"
msgstr "未探索區域和戰場迷霧"
#. [topic]: id=shroud_and_fog
#: data/core/help.cfg:271
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 <i>shroud</i> hides "
"both the terrain and any units at a location. However, once it is cleared, "
"you can always see that location. The <i>fog of war</i> 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 turns move (ignoring zones of "
"control and enemy units).\n"
"\n"
"Normally you can undo a units 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 <b>Delay Shroud Updates</b> in the actions menu. This will "
"prevent units from clearing shroud or fog until the next randomized event or "
"a manual update via <b>Update Shroud Now</b> (or the end of your turn) and "
"thereby preserve your ability to undo movement."
msgstr ""
"在一些章節中,部分的地圖是會被隱藏的。這有兩種機制可獨立或共同運作。<i>未探索"
"區域</i>會隱藏地形及單位。儘管如此,一旦區域被探索,您將永遠可以看到那些位"
"置。<i>戰場迷霧</i>只有隱藏單位跟村莊(敵對村莊)。當您的單位在戰場迷霧附近時"
"就會暫時消失,但單位離開就會再度籠罩。未探索區域及戰場迷霧兩者都可以被單位清"
"除。每個單位清除範圍為單位周圍至所移動處(控制區域及敵方單位除外)。\n"
"\n"
"正常您可以回復單位的移動,只要沒有發生隨機產生的事件都可回復,例如戰鬥或招募"
"(大多數單位招募時會隨機獲得特質)。為了探索被隱藏的地形而清除區域或迷霧也會"
"無法讓您回復上一動。您可以使用在動作選單中<b>延遲更新未探索區域</b>的功能。這"
"個功能將避免單位清除探索區域或迷霧直到出現隨機事件,或是使用<b>立即更新未探索"
"區域</b>(或結束這一回合)手動更新來保留回復上一動的功能。"
#. [topic]: id=combat
#: data/core/help.cfg:280
msgid "Combat"
msgstr "戰鬥"
#. [topic]: id=combat
#: data/core/help.cfg:281
msgid ""
"\n"
"\n"
"<big>Order and Number of Strikes</big>"
msgstr ""
"\n"
"\n"
"<big>攻撃順序與次數</big>"
#. [topic]: id=combat
#: data/core/help.cfg:281
msgid ""
"Combat in <i>Battle for Wesnoth</i> 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: "
"<i>melee</i>, which usually involves weapons such as swords, axes or fangs; "
"and <i>ranged</i>, which usually involves weapons such as bows, spears and "
"fireballs."
msgstr ""
"在<i>韋諾之戰</i>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:<i>近戰</i>,使用的武器通"
"常是劍,斧,或尖利的牙齒;<i>遠程</i>,武器通常是弓,矛和火球。"
#. [topic]: id=combat
#: data/core/help.cfg:283
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:285
msgid ""
"\n"
"\n"
"<big>Chance to Hit</big>"
msgstr ""
"\n"
"\n"
"<big>命中率</big>"
#. [topic]: id=combat
#: data/core/help.cfg:287
msgid ""
"\n"
"\n"
"Every unit has a chance of being hit, based on the <i>terrain</i> it is in. "
"This is shown in the status pane, and may also be found by right-clicking a "
"unit, selecting <b>Unit Description</b>, and then looking at <b>Terrain "
"Modifiers</b>. 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 elfs chance of hitting the attacker in return depends on "
"what terrain the attacker is in."
msgstr ""
"\n"
"\n"
"依照所在的<i>地形</i>,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<b>單位描述</b>,這裡可以看到<b>地形影響</b>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:289
msgid ""
"\n"
"\n"
"There are two exceptions to this rule: <ref>dst='weaponspecial_magical' "
"text='magical attacks'</ref> and <ref>dst='weaponspecial_marksman' "
"text='marksmen'</ref>. 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:<ref>dst='weaponspecial_magical' text='魔法攻撃'</ref>和"
"<ref>dst='weaponspecial_marksman' text='精準射撃'</ref>。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:291
msgid ""
"\n"
"\n"
"<header>text=Damage</header>"
msgstr ""
"\n"
"\n"
"<header>text=傷害</header>"
#. [topic]: id=combat
#: data/core/help.cfg:293
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: "
"<ref>dst='damage_types_and_resistance' text='resistance'</ref> and "
"<ref>dst='time_of_day' text='time of day'</ref>. To see how base damage is "
"modified by the circumstances, select <b>Damage Calculations</b> 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"
"<ref>dst='damage_types_and_resistance' text='抗性'</ref>和"
"<ref>dst='time_of_day' text='時段'</ref>。您可以查閱更詳細的傷害修正數據,請"
"在攻撃選單中選擇<b>傷害計算</b>。"
#. [topic]: id=combat
#: data/core/help.cfg:295
msgid ""
"\n"
"\n"
"A few units have special <ref>dst='..abilities_section' text='abilities'</"
"ref> which affect damage dealt in combat. The most common of these is "
"<ref>dst='weaponspecial_charge' text='charge'</ref>, 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<ref>dst='..abilities_section' text='能力'</ref>會影響在"
"戰鬥中的傷害。擁有<ref>dst='weaponspecial_charge' text='衝鋒'</ref>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:303
msgid "Damage Types and Resistance"
msgstr "傷害種類和抗性"
#. [topic]: id=damage_types_and_resistance
#: data/core/help.cfg:304
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:304
msgid ""
"In Wesnoth, there are three types of damage usually associated with physical "
"attacks: <i>blade, pierce, and impact damage</i>. Additionally, there are "
"three further types of damage usually associated with magical attacks: "
"<i>fire, cold, and arcane attacks</i>. 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:<i>劍刃、穿刺和衝撃傷害</i>。此外,還有三種魔法"
"攻撃:<i>火焰、寒冷和秘法攻撃</i>。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:306
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:308
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=orbs
#: data/core/help.cfg:316
msgid "Orbs"
msgstr "行動圖示"
#. [topic]: id=orbs
#: data/core/help.cfg:317
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:319
msgid " green if it hasnt 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:320
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,但仍然可以繼續移動或是攻擊,"
#. [topic]: id=orbs
#: data/core/help.cfg:321
msgid ""
" red if it can no longer move or attack, or the user ended the units 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:322
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:323
msgid " Enemy units have no 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=time_of_day
#: data/core/help.cfg:330
msgid "Time of Day"
msgstr "時段"
#. [topic]: id=time_of_day
#: data/core/help.cfg:331
msgid ""
"The time of day affects the damage of certain units as follows:\n"
"\n"
"• <b>Lawful</b> units get +25% damage in daytime, and 25% damage at night.\n"
"• <b>Chaotic</b> units get +25% damage at night, and 25% in daytime.\n"
"• <b>Neutral</b> units are unaffected by the time of day.\n"
"• <b>Liminal</b> units get 25% damage during both night and daytime."
msgstr ""
"時段對不同種類的單位也會影響傷害:\n"
"\n"
"• <b>守序</b> 單位的攻擊力在白天+25%晚上25%。\n"
"• <b>渾沌</b> 單位的攻擊力在晚上+25%白天25%。\n"
"• <b>中立</b> 單位則不受時間的影響。\n"
"• <b>閾界</b> 單位的攻擊力在白天跟晚上都25%。"
#. [topic]: id=time_of_day
#: data/core/help.cfg:336
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"
"\n"
msgstr ""
"\n"
"\n"
"當下的時段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,夜晚和凌晨是夜間:\n"
"\n"
#. [time]: id=dawn
#. [time]: id=dawn_hour
#. [topic]: id=time_of_day
#: data/core/help.cfg:340 data/core/macros/schedules.cfg:14
#: data/core/macros/schedules.cfg:275 data/test/maps/pathfind_1.cfg:64
msgid "Dawn"
msgstr "黎明"
#. [time]: id=morning
#. [topic]: id=time_of_day
#: data/core/help.cfg:341 data/core/macros/schedules.cfg:26
#: data/test/maps/pathfind_1.cfg:75
msgid "Morning"
msgstr "上午"
#. [time]: id=afternoon
#. [topic]: id=time_of_day
#: data/core/help.cfg:342 data/core/macros/schedules.cfg:44
#: data/test/maps/pathfind_1.cfg:86
msgid "Afternoon"
msgstr "下午"
#. [time]: id=dusk
#. [time]: id=dusk_hour
#. [topic]: id=time_of_day
#: data/core/help.cfg:343 data/core/macros/schedules.cfg:53
#: data/core/macros/schedules.cfg:396 data/test/maps/pathfind_1.cfg:97
msgid "Dusk"
msgstr "黄昏"
#. [time]: id=first_watch
#. [topic]: id=time_of_day
#: data/core/help.cfg:344 data/core/macros/schedules.cfg:65
#: data/test/maps/pathfind_1.cfg:108
msgid "First Watch"
msgstr "夜晚"
#. [time]: id=second_watch
#. [topic]: id=time_of_day
#: data/core/help.cfg:345 data/core/macros/schedules.cfg:89
#: data/test/maps/pathfind_1.cfg:119
msgid "Second Watch"
msgstr "凌晨"
#. [topic]: id=time_of_day
#: data/core/help.cfg:347
msgid ""
"Keep in mind that some scenarios take place underground, where it is "
"perpetually night!\n"
msgstr "請記住,有些章節是發生在地下的,那裏一直是夜晚。\n"
#. [topic]: id=time_of_day
#: data/core/help.cfg:349
msgid ""
"Some underground locations are illuminated. They are perpetually "
"intermediate between day and night.\n"
msgstr "有些地下的位置是被照亮的。那邊永遠是介於日夜之間。\n"
#. [topic]: id=time_of_day
#: data/core/help.cfg:351
msgid ""
"Some role-playing scenarios take place indoors — these regions are similarly "
"intermediate."
msgstr "有些區域在章節裡面是在室內 - 那邊一樣算是日夜之間。"
#. [topic]: id=healing
#: data/core/help.cfg:358
msgid "Healing"
msgstr "治療"
#. [topic]: id=healing
#: data/core/help.cfg:359
msgid ""
"\n"
"\n"
"• <b>Resting</b>: A unit which neither moves, attacks, nor is attacked will "
"heal 2 HP in its next turn."
msgstr ""
"\n"
"\n"
"• <b>休息</b>該單位在本回合不移動、攻撃或被攻撃則會在下回合開始時恢復2點"
"生命值。"
#. [topic]: id=healing
#: data/core/help.cfg:359
msgid ""
"In combat, your units will inevitably take damage. There are several ways to "
"heal your units. However, with the exception of resting, these do not stack; "
"only one can occur per turn."
msgstr ""
"在戰鬥中,您的單位不免受到傷害。這裡有幾種方法可以治療您的單位。然而,除了休"
"息之外,這些治療是不能加疊的;一個回合只能有一種治療方式。"
#. [topic]: id=healing
#: data/core/help.cfg:361
msgid ""
"\n"
"• <b>Villages</b>: A unit which starts a turn in a village or oasis will "
"heal 8HP. If the unit is poisoned, the poison will be cured instead."
msgstr ""
"\n"
"• <b>村莊</b>每回合開始時在村莊中的單位可以恢復8點生命值。如果該單位中毒"
"則中毒狀態會先被治癒。"
#. [topic]: id=healing
#: data/core/help.cfg:362
msgid ""
"\n"
"• <ref>dst='ability_regenerates' text='Regeneration'</ref>: Certain units "
"(such as trolls) will automatically heal 8HP every turn. If the unit is "
"poisoned, the poison will be cured instead."
msgstr ""
"\n"
"• <ref>dst=ability_regenerates text=再生</ref>:某些單位(如巨魔)每回合自動"
"恢復8點生命值。如果該單位中毒則中毒狀態會先被治癒。"
#. [topic]: id=healing
#: data/core/help.cfg:363
msgid ""
"\n"
"• <b>Healing units</b>: Units with the <ref>dst='ability_heals +4' "
"text='Heals'</ref> ability will heal each allied adjacent unit, usually "
"<ref>dst='ability_heals +4' text='4HP'</ref> or <ref>dst='ability_heals +8' "
"text='8HP'</ref> per turn, or prevent Poison from causing that unit damage."
msgstr ""
"\n"
"• <b>治療單位</b>:有<ref>dst='ability_heals +4' text='治療'</ref>能力的單位"
"每回合能恢復相鄰友方單位<ref>dst='ability_heals +4' text='4點HP'</ref>或"
"<ref>dst='ability_heals +8' text='8點HP'</ref>,或阻止中毒狀態在該回合造成傷"
"害。"
#. [topic]: id=healing
#: data/core/help.cfg:364
msgid ""
"\n"
"• <b>Curing units</b>: Units with the <ref>dst='ability_cures' text='cures'</"
"ref> ability will cure Poison in all allied adjacent units (in preference to "
"healing, if it has that ability as well)."
msgstr ""
"\n"
"• <b>治癒單位</b>:有<ref>dst='ability_cures' text='治癒'</ref>能力的單位可以"
"治癒相鄰友方單位的中毒狀態(如果該單位還有治療能力,則以治癒優先)。"
#. [topic]: id=healing
#: data/core/help.cfg:365
msgid ""
"\n"
"• <b>Advancement</b>: When a unit <ref>dst='advancement' text='advances'</"
"ref>, it will heal fully. This can happen as soon as your unit gains enough "
"experience, whether it is your turn or not."
msgstr ""
"\n"
"• <b>升級</b>:當一個單位<ref>dst='advancement' text='升級'</ref>時,他將恢復"
"健康。當你的單位獲得足夠的經驗值時,會立即升級,不論是不是你的回合。"
#. [topic]: id=healing
#: data/core/help.cfg:366
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加疊,但是村莊、恢復、治療和治愈效果則不能互相叠加,遊戲"
"會自動選擇治療方式。最後,單位能在下一章時完全恢復生命值。"
#. [topic]: id=healing
#: data/core/help.cfg:368
msgid ""
"\n"
"\n"
"<b>Advanced</b>"
msgstr ""
"\n"
"\n"
"<b>進階</b>"
#. [topic]: id=healing
#: data/core/help.cfg:370
msgid ""
"\n"
"\n"
"Unlike other forms of healing, the heals ability will not take effect on the "
"healed units turn, but on the healers turn. This means that while a unit "
"surrounded by several healers on the same side will only receive healing "
"from one healer per turn, a unit surrounded by healers from several allied "
"sides will be healed once on each of said allied sides turns."
msgstr ""
"\n"
"\n"
"與其他治療方式不同,治療能力不會在被治療者的回合生效,而是在治療者的回合生"
"效。這表示當一個單位周圍被同一陣營的多名治療者包圍時,該單位只會獲得一名治療"
"者的治療,而當一個單位周圍被多個同盟陣營的多名治療者包圍時,該單位將會在各陣"
"營的回合各被治療一次。"
#. [topic]: id=wrap_up
#: data/core/help.cfg:378
msgid "Wrap Up"
msgstr "總結"
#. [topic]: id=wrap_up
#: data/core/help.cfg:379
msgid ""
"This concludes the fundamentals of Wesnoth. You might want to read up on "
"basic strategy, or familiarize yourself with <ref>dst='..traits_section' "
"text='traits'</ref> and <ref>dst='..abilities_section' text='abilities'</"
"ref>, but you now know everything you need to know to play the <i>Heir to "
"the Throne</i> 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"
"<ref>dst='..traits_section' text='特質'</ref>和<ref>dst='.."
"abilities_section' text='技能'</ref>。現在您已經有足夠的知識去玩<i>王位繼承者"
"</i>這個戰役了。希望您玩得開心,祝您好運!"
#. [topic]: id=license
#: data/core/help.cfg:384
msgid "License"
msgstr "授權"
#. [topic]: id=..traits_section
#: data/core/help.cfg:393
msgid ""
"\n"
"\n"
"Most units have two traits. However, goblins have only one trait, undead "
"units are always assigned the single trait <i>undead</i> and in some cases "
"<i>fearless</i>, and woses do not receive any traits. "
msgstr ""
"\n"
"\n"
"大多數單位有兩種特質。然而,地精只擁有一種特質,不死單位也只有一種特質,不是"
"<i>不死</i>就是<i>無畏</i>。而樹人則没有擁有任何特質。 "
#. [topic]: id=..traits_section
#: data/core/help.cfg:393
msgid ""
"Traits are modifications that change a units attributes slightly. They are "
"usually randomly assigned to a unit when it is recruited. The traits "
"available to a unit are largely determined by its <i>race</i>."
msgstr ""
"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。一個單位可以"
"獲得的特質大部分取決於單位的<i>種族</i>。"
#. [topic]: id=..traits_section
#: data/core/help.cfg:395
msgid ""
"\n"
"\n"
"The traits that are available to most nonundead units are "
"<ref>dst='traits_intelligent' text='intelligent'</ref>, "
"<ref>dst='traits_quick' text='quick'</ref>, <ref>dst='traits_resilient' "
"text='resilient'</ref>, and <ref>dst='traits_strong' text='strong'</ref>."
msgstr ""
"\n"
"\n"
"除了不死族之外,其他單位有可能獲得的特質是:<ref>dst='traits_intelligent' "
"text='聰慧'</ref>、<ref>dst='traits_quick' text='敏捷'</ref>、"
"<ref>dst='traits_resilient' text='堅韌'</ref>和<ref>dst='traits_strong' "
"text='強壯'</ref>。"
#. [topic]: id=..traits_section
#: data/core/help.cfg:397
msgid ""
"\n"
"\n"
"Elves may also receive <ref>dst='traits_dextrous' text='dextrous'</ref>, and "
"dwarves may receive <ref>dst='traits_healthy' text='healthy'</ref>. Trolls "
"and certain humans may receive <ref>dst='traits_fearless' text='fearless'</"
"ref>. Other traits which may be assigned include <ref>dst='traits_loyal' "
"text='loyal'</ref>, <ref>dst='traits_feral' text='feral'</ref> and "
"<ref>dst='traits_undead' text='undead'</ref>.\n"
"\n"
msgstr ""
"\n"
"\n"
"精靈能獲得的特質則是:<ref>dst='traits_dextrous' text='靈敏'</ref>,而矮人能"
"獲得<ref>dst='traits_healthy' text='活力'</ref>,巨魔及某些人類可獲得"
"<ref>dst='traits_fearless' text='無畏'</ref>,其他會被指定獲得的特質包括"
"<ref>dst=traits_loyal text='忠誠'</ref>、<ref>dst='traits_feral' text='野"
"性'</ref>和<ref>dst=traits_undead text='不死'</ref> 。\n"
"\n"
#. [topic]: id=..terrains_section
#: data/core/help.cfg:407
msgid ""
"\n"
"\n"
"Terrains come in two types: <i>basic</i> and <i>mixed</i>."
msgstr ""
"\n"
"\n"
"地形有兩種類型:<i>基礎地形</i>及<i>混合地形</i>。"
#. [topic]: id=..terrains_section
#: data/core/help.cfg:407
msgid ""
"Game maps feature a variety of terrains that affect both unit movement and a "
"units 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"
"中的閃避能力。"
#. [topic]: id=..terrains_section
#: data/core/help.cfg:409
msgid ""
"\n"
"\n"
"<big>Basic Terrain Types</big>"
msgstr ""
"\n"
"\n"
"<big>基礎地形類型</big>"
#. [topic]: id=..terrains_section
#: data/core/help.cfg:411
msgid ""
"\n"
"\n"
"Basic terrain types include Flat, Hills, Mountains, Sands, Water and Swamps. "
"There are many more besides these — a list of the terrain types you have "
"discovered can be found at the end of this page.\n"
"\n"
msgstr ""
"\n"
"\n"
"基礎地形包括平原、丘陵、山脈、沙地、水面及沼澤。除了這一些之外還有很多種-在頁"
"面下方您可以查閱您已探索到的地形列表。\n"
"\n"
#. [topic]: id=..terrains_section
#: data/core/help.cfg:415
msgid ""
"\n"
"\n"
"Every unit has a defense rating and a movement cost for each of the basic "
"terrain types, and these values are listed in the units help page. Basic "
"terrain types may have unique properties like illumination effects as well."
msgstr ""
"\n"
"\n"
"針對每一種基礎地形每個單位的閃避率及移動消耗都有相對應的值,這些值都會列在單"
"位的資訊頁面。基礎地形也可能會有獨特的特性,例如照明效果等等。"
#. [topic]: id=..terrains_section
#: data/core/help.cfg:417
msgid ""
"\n"
"\n"
"<big>Mixed Terrain Types</big>"
msgstr ""
"\n"
"\n"
"<big>混合地形類型</big>"
#. [topic]: id=..terrains_section
#: data/core/help.cfg:419
msgid ""
"\n"
"\n"
"Mixed terrain types share the properties of multiple basic terrain types — "
"units generally receive the <i>best defense</i> and <i>worst movement</i> of "
"the underlying basic types when they move onto a mixed type. For example, "
"this is the case with <i>forested hills</i>, <i>sand hills</i>, and <i>cave "
"hills</i>.\n"
"\n"
msgstr ""
"\n"
"\n"
"混合地形擁有多種基礎地形的特性-當單位移動至混合地形上通常會獲得<i>最佳閃避率"
"</i>和<i>最差移動力</i>的值。例如:<i>森林丘陵</i>、<i>沙地丘陵</i>及<i>洞穴"
"丘陵</i>都符合這類型。\n"
"\n"
#. [topic]: id=..terrains_section
#: data/core/help.cfg:423
msgid ""
"\n"
"\n"
"One notable exception is bridge terrains, such as <i>bridges over shallow "
"water</i>, <i>fords</i>, and <i>bridges over chasms</i>. Fords are easily "
"passable to both merfolk and humans — all units moving on a ford enjoy the "
"best defense and best movement out of flat and shallow water, rather than "
"the worse movement of the two. Similarly, bridges over chasms are passable "
"to nonfliers (unsurprisingly).\n"
"\n"
msgstr ""
"\n"
"\n"
"一個明顯得例外是橋樑地形,例如<i>淺水上的橋樑</i>、<i>河灘</i>及<i>裂縫上的橋"
"樑</i>。人魚及人類都可以輕鬆通過河灘-所有單位在河灘上移動都可以得到最佳閃避及"
"移動力,而不是得到兩者之中較差的移動力。同樣地,不能飛行的單位可以通過裂縫上"
"的橋樑(不意外)\n"
"\n"
#. [topic]: id=..terrains_section
#: data/core/help.cfg:427
msgid ""
"\n"
"\n"
"Land-based villages generally give the best defense and movement as well. "
"These villages are mixed terrains, based on the village terrain type, "
"together with hill, swamp, and cave, respectively.\n"
"\n"
msgstr ""
"\n"
"\n"
"陸地上的村莊通常也可以提供最佳的閃避率及移動力。這些村莊算混合地形,算是村莊"
"地形及丘陵、沼澤及洞穴地形之一。\n"
"\n"
#. [topic]: id=..terrains_section
#: data/core/help.cfg:431
msgid ""
"\n"
"\n"
"Finally, water villages are generally inhospitable to land units, and do not "
"give defense or movement benefits associated with the village terrain type. "
"Instead, they count only as water tiles.\n"
"\n"
msgstr ""
"\n"
"\n"
"最後,陸地單位不能進入水中村莊裡。所以水中村莊不能向這些單位提供地形加成,他"
"們只能算是待在水域上。\n"
"\n"
#. [topic]: id=..terrains_section
#: data/core/help.cfg:435
msgid ""
"\n"
"\n"
"You can see what basic types a mixed terrain is comprised of by mousing over "
"its hex and checking the terrain type icons displayed in the upper right "
"(under the default theme)."
msgstr ""
"\n"
"\n"
"您可以將游標移動到格子上並查看右上角顯示的地形類型圖示就可以知道該格對應的混"
"合地形是由什麼組成(預設主題下)。"
#. [topic]: id=..terrains_section
#: data/core/help.cfg:437
msgid ""
"\n"
"\n"
"You can see what type of behavior the mixed terrain gives by mousing over "
"its hex and viewing the <i>terrain description</i> by either pressing the "
"hotkey, or right clicking and selecting from the context menu."
msgstr ""
"\n"
"\n"
"您可以將游標移動到格子上並按下快捷鍵就可以在<i>地形描述</i>中看到混合地形所產"
"生的效果,或是點選右鍵從選單中來查看。"
#. [topic]: id=..terrains_section
#: data/core/help.cfg:439
msgid ""
"\n"
"\n"
"<big>Defense Caps</big>"
msgstr ""
"\n"
"\n"
"<big>閃避率上限</big>"
#. [topic]: id=..terrains_section
#: data/core/help.cfg:441
msgid ""
"\n"
"\n"
"Some units have <i>defense caps</i> for a particular basic terrain type. "
"These units suffer a penalty on mixed terrains with that type — their "
"defense cannot exceed the cap."
msgstr ""
"\n"
"\n"
"有些單位在特定的地形有<i>閃避率上限</i>。當這些單位位於這些類型的混合地形時就"
"會被限制-他們的閃避率不能超過此上限。"
#. [topic]: id=..terrains_section
#: data/core/help.cfg:443
msgid ""
"\n"
"\n"
"For example, the <ref>text='Loyalist Cavalryman' dst='unit_Cavalryman'</ref> "
"has a defense rating of 30% on forests, and a defense cap for forests. Thus, "
"on forested hills, he has a defense rating of 30% rather than 40%, because "
"the mixed rating cannot exceed the cap."
msgstr ""
"\n"
"例如,<ref>text='騎衛隊' dst='unit_Cavalryman'</ref>在森林中的閃避率為30%,所"
"以森林的閃避率上限為30%。因此在混合地形森林丘陵上騎衛隊的閃避率為30%而不"
"是森林丘陵的40%,因為混合地形的閃避率不能超過閃避率上限。"
#. [topic]: id=..terrains_section
#: data/core/help.cfg:445
msgid ""
"\n"
"\n"
"If a unit has a defense cap for some terrain, it is always the same as its "
"defense rating on that terrain (it cannot be larger)."
msgstr ""
"\n"
"\n"
"如果一個單位在某種地形上有閃避率上限,那該地形的閃避率就會跟閃避率上限相同"
"(不會更高)。"
#. [topic]: id=..terrains_section
#: data/core/help.cfg:447
msgid ""
"\n"
"\n"
"<big>Basic Terrain Types</big>\n"
"\n"
msgstr ""
"\n"
"\n"
"<big>基礎地形類型</big>\n"
#. [topic]: id=..addons
#: data/core/help.cfg:460
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 ""
"韋諾遊戲引擎的高自製性允許玩家自行創造自己的遊戲內容,包括新章節、戰役及很多"
"未被官方納入的遊戲內容。\n"
"\n"
#. [topic]: id=using_addons
#: data/core/help.cfg:470
msgid "Using Add-ons"
msgstr "使用模組"
#. [topic]: id=using_addons
#: data/core/help.cfg:471
msgid ""
"\n"
"\n"
"<big>Campaigns and Scenarios</big>"
msgstr ""
"\n"
"\n"
"<big>戰役與章節</big>"
#. [topic]: id=using_addons
#: data/core/help.cfg:471
msgid ""
"The game supports different types of add-on content, which are not all "
"available in every gameplay mode."
msgstr "遊戲支援各種類型的模組,但不是每個遊戲模式都可以使用這些模組。"
#. [topic]: id=using_addons
#: data/core/help.cfg:473
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 <i>Campaigns</i> menu at the "
"title screen."
msgstr ""
"\n"
"\n"
"單人戰役是由多個章節組成來敘述一個故事。獨立章節(如果被設計要這樣玩)和正規"
"戰役都可以在主選單的<i>戰役</i>裡選取。"
#. [topic]: id=using_addons
#: data/core/help.cfg:475
msgid ""
"\n"
"\n"
"<big>Multiplayer Campaigns, Scenarios, and Map Packs</big>"
msgstr ""
"\n"
"\n"
"<big>多人對戰戰役、章節與地圖包</big>"
#. [topic]: id=using_addons
#: data/core/help.cfg:477
msgid ""
"\n"
"\n"
"<i>Multiplayer</i> games can be played in fully customized, scripted "
"scenarios or even specially designed campaigns. There are also packs "
"providing sets of individual multiplayer scenarios."
msgstr ""
"\n"
"\n"
"<i>多人對戰</i>裡能夠遊玩完整自訂內容、腳本章節或是精心設計的戰役。那裡也有許"
"多多人對戰的章節可供下載。"
#. [topic]: id=using_addons
#: data/core/help.cfg:479
msgid ""
"\n"
"\n"
"<big>Multiplayer Eras and Factions</big>"
msgstr ""
"\n"
"\n"
"<big>多人對戰時代與陣營</big>"
#. [topic]: id=using_addons
#: data/core/help.cfg:481
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 <i>Multiplayer</i> mode, you can choose an era when creating a new game, "
"and players can pick from the available factions for that era when setting "
"up their sides and teams."
msgstr ""
"\n"
"\n"
"遊戲設計上,透過不同種族的生物互相合作組成陣營。各陣營經過平衡性調整組合進主"
"題時代。例如;韋諾的主要陣營都包含在預設時代中。\n"
"\n"
"在<i>多人對戰</i>模式中,您在開新遊戲時可以選擇時代,然後玩家可以從該時代選擇"
"可選的陣營並分隊分組。"
#. [topic]: id=using_addons
#: data/core/help.cfg:485
msgid ""
"\n"
"\n"
"You can see what eras you have loaded in the <ref>text='eras' dst='.."
"eras_section'</ref> of the help."
msgstr ""
"\n"
"\n"
"您可以在說明中的<ref>text='時代' dst='..eras_section'</ref>裡查看您以載入的時"
"代。"
#. [topic]: id=using_addons
#: data/core/help.cfg:487
msgid ""
"\n"
"\n"
"<big>Multiplayer Modifications</big>"
msgstr ""
"\n"
"\n"
"<big>多人對戰模組</big>"
#. [topic]: id=using_addons
#: data/core/help.cfg:489
msgid ""
"\n"
"\n"
"Modifications are optional scenario- and era-independent scripts for "
"<i>Multiplayer</i> games that can alter the default ruleset in various ways. "
"You can choose and configure modifications when creating a new game."
msgstr ""
"\n"
"\n"
"模組在多人對戰遊戲裡可透過非官方章節及自創時代來修改預設規則或各方面參數。您"
"可以在創新遊戲時選擇及設定這些模組。"
#. [topic]: id=using_addons
#: data/core/help.cfg:491
msgid ""
"\n"
"\n"
"<big>Creator Resources</big>"
msgstr ""
"\n"
"\n"
"<big>開發者資源</big>"
#. [topic]: id=using_addons
#: data/core/help.cfg:493
msgid ""
"\n"
"\n"
"Content authors can use resource packs available on the add-ons server to "
"enrich their own content with existing assets such as images, music, and "
"code. These are not generally intended for direct use in-game; however, "
"other playable add-ons may depend on them and suggest or require their "
"installation during download."
msgstr ""
"\n"
"\n"
"開發者可以使用模組伺服器上的資源包像是圖片、音樂及程式碼等等來豐富自己的作"
"品。這些資源包並不直接內建於遊戲中。所以,在下載模組如果需要時會建議或要求下"
"載相對應的資源包。"
#. [topic]: id=installing_addons
#: data/core/help.cfg:502
msgid "Installing Add-ons"
msgstr "安裝模組"
#. [topic]: id=installing_addons
#: data/core/help.cfg:503
msgid ""
"User-made add-ons can be obtained and updated through the <i>Add-ons</i> "
"option in the main menu. After connecting to the add-ons server (by default "
"<i>add-ons.wesnoth.org</i>), 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 <i>upgradable</i> or <i>outdated</i> on the server, their "
"installed and published versions will be shown in the <i>Version</i> "
"column.\n"
"\n"
"To search for add-ons by keywords, type any relevant terms in any order in "
"the <b>Filter</b> 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 <b>Options</b> "
"button in the top-right corner.\n"
"\n"
"To install an add-on, select it from the list and click <b>OK</b>, or simply "
"double-click on the add-ons title. The <b>Description</b> button provides "
"you with additional details about the add-on, such as its full description, "
"installation status, and available languages."
msgstr ""
"在主選單中的<i>模組</i>中玩家可以自行下載及更新模組。在連線到模組伺服器(預設"
"<i>add-ons.wesnoth.org</i>),您將看到一份可以下載的模組列表。\n"
"\n"
"安裝的每個模組都會顯示狀態。在伺服器上顯示<i>可升級</i>或<i>已過時</i>,這些"
"模組所安裝的版本跟最新的版本都會顯示在<i>版本</i>欄中。\n"
"\n"
"透過關鍵字搜尋模組,只需要在<b>過濾</b>選項中輸入並以空格作間隔。您也可以透過"
"點選欄位來排序列表。也可以點選右上角的<b>選項</b>讓畫面顯示特定類別的模組。\n"
"\n"
"要安裝模組,從列表選該模組並點選<b>確定</b>,或在模組名稱上連點左鍵兩下。<b>"
"描述</b>選項可以提供您關於該模組的更多細節,像是完整描述、安裝狀態及支援的語"
"言。"
#. [topic]: id=removing_addons
#: data/core/help.cfg:516
msgid "Removing Add-ons"
msgstr "移除模組"
#. [topic]: id=removing_addons
#: data/core/help.cfg:517
msgid ""
"To remove add-ons, choose <b>Remove Add-ons</b> 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 (<i>.pbl</i> 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 ""
"要移除模組,在模組伺服器上選擇<b>移除模組</b>的選項。您將可以勾選想要移除的模"
"組。\n"
"\n"
"想移除的模組中包含了發佈信息(<i>.pbl</i>)可能無法直接移除,為了避免相關資料"
"意外遺失。如果有必要,您可以手動刪除信息檔及模組。"
#. [topic]: id=general_commands
#: data/core/help.cfg:532
msgid "General Commands"
msgstr "一般指令"
#. [topic]: id=general_commands
#. [topic]: id=mp_commands
#. [topic]: id=debug_commands
#: data/core/help.cfg:534 data/core/help.cfg:577 data/core/help.cfg:615
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 ""
"這些指令可以透過指令列':'輸入(如圖所示)或透過聊天視窗'/'輸入(按'm'開啟聊天"
"視窗)\n"
"\n"
#. [topic]: id=general_commands
#: data/core/help.cfg:536
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:539
msgid ""
"\n"
"Switch debug mode on (does not work in multiplayer). See "
"<ref>dst='debug_commands' text='debug mode commands'</ref>.\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<ref>dst=debug_commands text='偵錯模"
"式指令'</ref>。\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:543
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 between 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,則預設為目前的"
"陣營。\n"
"\n"
#. [topic]: id=general_commands
#: data/core/help.cfg:546
msgid ""
"\n"
"Display the controller status of a side.\n"
"\n"
msgstr ""
"\n"
"顯示陣營的控制狀態。\n"
"\n"
#. [topic]: id=general_commands
#: data/core/help.cfg:549
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:552
msgid ""
"\n"
"Switch a log domain to a different log level.\n"
"\n"
msgstr ""
"\n"
"切換一個日志域的級別。\n"
"\n"
#. [topic]: id=general_commands
#: data/core/help.cfg:555
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:558
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:561
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:564
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:567
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:576
msgid "Multiplayer Commands"
msgstr "多人對戰指令"
#. [topic]: id=mp_commands
#: data/core/help.cfg:579
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 wont 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:582
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 <b>Scenario Settings</b> dialog "
"(Press the <b>More</b> button in the <b>Status Table</b> (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<b>章節設定</b>的對話框查看哪個玩家控制著哪一方(在<b>狀態列"
"表</b>中按<b>更多</b>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:585
msgid ""
"\n"
"Launch a dialog to assist the host in changing the human controllers of "
"sides.\n"
"\n"
msgstr ""
"\n"
"開啟對話框協助主機改變各陣營的控制權\n"
"\n"
#. [topic]: id=mp_commands
#: data/core/help.cfg:588
msgid ""
"\n"
"Toggle the idle state for a side. The host may make a side idle after a "
"network disconnection.\n"
"\n"
msgstr ""
"\n"
"開啟一個陣營的空閒狀態,在網路斷線後,主機可以將一個陣營設為空閒。\n"
"\n"
#. [topic]: id=mp_commands
#: data/core/help.cfg:591
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:594
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:597
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:600
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:603
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:606
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:614
msgid "Debug Mode Commands"
msgstr "偵錯模式指令"
#. [topic]: id=debug_commands
#: data/core/help.cfg:617
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:620
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:623
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:626
msgid ""
"\n"
"Adds the specified amount to the current sides gold.\n"
"\n"
msgstr ""
"\n"
"為當前玩家添加指定數量的金幣。\n"
"\n"
#. [topic]: id=debug_commands
#: data/core/help.cfg:629
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章節。\n"
"\n"
#. [topic]: id=debug_commands
#: data/core/help.cfg:632
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:635
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:638
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:641
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:644
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=healing
#: data/core/macros/abilities.cfg:12
msgid ""
"Allows the unit to heal adjacent allied units at the beginning of our turn.\n"
"\n"
"A unit cared for by this healer may heal up to 4 HP per turn, or stop poison "
"from taking effect for that turn.\n"
"This ability will not cure an affected unit of poison, however, only delay "
"its effect."
msgstr ""
"允許單位在每回合開始時治療相鄰受傷的友好單位。\n"
"\n"
"接受治療的單位每回合回血4點或者中毒效果該回合不减血。\n"
"該能力無法解除附近單位的中毒效果,只能阻止中毒效果在該回合發作。"
#. [heals]: id=healing
#: data/core/macros/abilities.cfg:30
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"
"This ability will not cure an affected unit of poison, however, only delay "
"its effect."
msgstr ""
"該單位同時使用草藥和魔法來治療單位,在戰場上比一般的治療更快。\n"
"\n"
"接受治療的單位每回合回血4點或者中毒效果該回合不减血。\n"
"該能力無法解除附近單位的中毒效果,只能阻止中毒效果在該回合發作。"
#. [heals]: id=curing
#: data/core/macros/abilities.cfg:47
msgid "cures"
msgstr "治癒"
#. [heals]: id=curing
#: data/core/macros/abilities.cfg:48
msgid "female^cures"
msgstr "治癒"
#. [heals]: id=curing
#: data/core/macros/abilities.cfg:49
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 ""
"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:70
msgid "regenerates"
msgstr "恢復"
#. [regenerate]: id=regenerates
#: data/core/macros/abilities.cfg:71
msgid "female^regenerates"
msgstr "恢復"
#. [regenerate]: id=regenerates
#: data/core/macros/abilities.cfg:72
msgid ""
"The unit will heal itself 8 HP per turn. If it is poisoned, it will remove "
"the poison instead of healing."
msgstr "該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:91
msgid "steadfast"
msgstr "堅守"
#. [resistance]: id=steadfast
#: data/core/macros/abilities.cfg:92
msgid "female^steadfast"
msgstr "堅守"
#. [resistance]: id=steadfast
#: data/core/macros/abilities.cfg:93
msgid ""
"This units resistances are doubled, up to a maximum of 50%, when defending. "
"Vulnerabilities are not affected."
msgstr "防守時該單位防禦加倍上限為50%。該單位的弱點不受這個技能影響。"
#. [leadership]: id=leadership
#: data/core/macros/abilities.cfg:106
msgid "leadership"
msgstr "領導"
#. [leadership]: id=leadership
#: data/core/macros/abilities.cfg:107
msgid "female^leadership"
msgstr "領導"
#. [leadership]: id=leadership
#: data/core/macros/abilities.cfg:108
msgid ""
"This unit can lead your 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 ""
"該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%乘以與指揮官等級差。"
#. [skirmisher]: id=skirmisher
#: data/core/macros/abilities.cfg:125
msgid "skirmisher"
msgstr "游撃"
#. [skirmisher]: id=skirmisher
#: data/core/macros/abilities.cfg:126
msgid "female^skirmisher"
msgstr "游撃"
#. [skirmisher]: id=skirmisher
#: data/core/macros/abilities.cfg:127
msgid ""
"This unit is skilled in moving past enemies quickly, and ignores all enemy "
"Zones of Control."
msgstr "這種單位能迅速穿越敵人防線,忽略所有敵人的控制區域。"
#. [illuminates]: id=illumination
#: data/core/macros/abilities.cfg:140
msgid "illuminates"
msgstr "照明"
#. [illuminates]: id=illumination
#: data/core/macros/abilities.cfg:141
msgid "female^illuminates"
msgstr "照明"
#. [illuminates]: id=illumination
#: data/core/macros/abilities.cfg:142
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 ""
"該單位照亮周圍的區域,使守序單位戰鬥力增强,混亂單位戰鬥力下降。\n"
"\n"
"與該單位相鄰的單位,夜晚被當作黄昏,黄昏被當作白天。"
#. [teleport]: id=teleport
#: data/core/macros/abilities.cfg:154
msgid "teleport"
msgstr "傳送"
#. [teleport]: id=teleport
#: data/core/macros/abilities.cfg:155
msgid "female^teleport"
msgstr "傳送"
#. [teleport]: id=teleport
#: data/core/macros/abilities.cfg:156
msgid ""
"This unit may teleport between any two empty villages owned by its side "
"using one of its moves."
msgstr "該單位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:185
msgid "ambush"
msgstr "埋伏"
#. [hides]: id=ambush
#: data/core/macros/abilities.cfg:186
msgid "female^ambush"
msgstr "埋伏"
#. [hides]: id=ambush
#: data/core/macros/abilities.cfg:187
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 ""
"該單位可以埋伏在森林中,不會被敵人發覺。\n"
"\n"
"除非有敵方單位緊貼在他旁邊才會被發現。第一個發現埋伏單位的敵方單位會立即失去"
"剩餘的移動力。"
#. [hides]: id=nightstalk
#: data/core/macros/abilities.cfg:204 data/core/macros/abilities.cfg:205
msgid "nightstalk"
msgstr "夜行"
#. [hides]: id=nightstalk
#: data/core/macros/abilities.cfg:206
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 ""
"該單位可以隱形於夜晚。\n"
"\n"
"除非有敵方單位緊貼在他旁邊才會被發現。第一個發現隱形單位的敵方單位會立即失去"
"剩餘的移動力。"
#. [hides]: id=concealment
#: data/core/macros/abilities.cfg:223
msgid "concealment"
msgstr "隱藏"
#. [hides]: id=concealment
#: data/core/macros/abilities.cfg:224
msgid "female^concealment"
msgstr "隱藏"
#. [hides]: id=concealment
#: data/core/macros/abilities.cfg:225
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 cannot 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 ""
"該單位可以隱藏在村莊中(水中村莊除外),不會被敵人發覺。\n"
"\n"
"除非有敵方單位緊貼在他旁邊才會被發現。第一個發現隱藏單位的敵方單位會立即失去"
"剩餘的移動力。"
#. [hides]: id=submerge
#: data/core/macros/abilities.cfg:242
msgid "submerge"
msgstr "潛水"
#. [hides]: id=submerge
#: data/core/macros/abilities.cfg:243
msgid "female^submerge"
msgstr "潛水"
#. [hides]: id=submerge
#: data/core/macros/abilities.cfg:244
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 ""
"該單位可以潛入深水中,不會被敵人發覺。\n"
"\n"
"除非有敵方單位緊貼在他旁邊才會被發現。第一個發現潛水單位的敵方單位會立即失去"
"剩餘的移動力。"
#. [dummy]: id=feeding
#: data/core/macros/abilities.cfg:261
msgid "feeding"
msgstr "食屍"
#. [dummy]: id=feeding
#: data/core/macros/abilities.cfg:262
msgid "female^feeding"
msgstr "食屍"
#. [dummy]: id=feeding
#: data/core/macros/abilities.cfg:263
msgid ""
"This unit gains 1 hitpoint added to its maximum whenever it kills a unit, "
"except units that are immune to plague."
msgstr "該單位每次殺死一個單位增加1點HP上限但如果遇上對瘟疫免疫的單位除外。"
#. [damage]: id=backstab
#: data/core/macros/abilities.cfg:285
msgid "backstab"
msgstr "背刺"
#. [damage]: id=backstab
#: data/core/macros/abilities.cfg:286
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 ""
"當進攻時,該單位相鄰的敵方對面也有對方的敵人時,背刺能使該單位產生雙倍攻擊"
"力。但有些情況並不適用(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:304 data/core/macros/abilities.cfg:315
msgid "plague"
msgstr "瘟疫"
#. [plague]: id=plague({TYPE}), type={TYPE}
#: data/core/macros/abilities.cfg:305
msgid ""
"When a unit is killed by a Plague attack, that unit is replaced with a unit "
"on the same side as the unit with the Plague attack. This doesnt work on "
"Undead or units in villages."
msgstr ""
"當一單位被瘟疫攻撃撃殺,該單位會加入進行瘟疫攻撃單位的陣營。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:316
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 "
"doesnt work on Undead or units in villages."
msgstr ""
"當一單位被瘟疫攻撃撃殺,該單位會變成殭屍並加入進行瘟疫攻撃單位的陣營。這對不"
"死或在村莊中的單位不起作用。"
#. [slow]: id=slow
#: data/core/macros/abilities.cfg:326
msgid "slows"
msgstr "緩速"
#. [slow]: id=slow
#: data/core/macros/abilities.cfg:327
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 ""
"該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:336
msgid "petrifies"
msgstr "石化"
#. [petrifies]: id=petrifies
#: data/core/macros/abilities.cfg:337
msgid ""
"This attack petrifies the target, turning it to stone. Units that have been "
"petrified may not move or attack."
msgstr "這種攻擊會把目標變成石頭。被石化的單位不能移動或者攻擊。"
#. [chance_to_hit]: id=marksman
#: data/core/macros/abilities.cfg:346
msgid "marksman"
msgstr "精準"
#. [chance_to_hit]: id=marksman
#: data/core/macros/abilities.cfg:347
msgid ""
"When used offensively, this attack always has at least a 60% chance to hit."
msgstr "在進攻時這種攻擊至少有60%的機率命中。"
#. [swarm]: id=swarm
#: data/core/macros/abilities.cfg:371
msgid "swarm"
msgstr "連撃"
#. [swarm]: id=swarm
#: data/core/macros/abilities.cfg:372
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 ""
"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:381
msgid "charge"
msgstr "衝鋒"
#. [damage]: id=charge
#: data/core/macros/abilities.cfg:382
msgid ""
"When used offensively, this attack deals double damage to the target. It "
"also causes this unit to take double damage from the targets counterattack."
msgstr ""
"在進攻時,這種攻擊會使目標的傷害加倍。但同時如果被對方反擊擊中,自己也承受雙"
"倍傷害。"
#. [drains]: id=drains
#: data/core/macros/abilities.cfg:394
msgid "drains"
msgstr "吸血"
#. [drains]: id=drains
#: data/core/macros/abilities.cfg:395
msgid ""
"This unit drains health from living units, healing itself for half the "
"amount of damage it deals (rounded down)."
msgstr "這種攻擊從對方身上吸血吸血量為攻擊的50%。(無條件捨去法)"
#. [poison]: id=poison
#: data/core/macros/abilities.cfg:414
msgid "poison"
msgstr "毒素"
#. [poison]: id=poison
#: data/core/macros/abilities.cfg:415
msgid ""
"This attack poisons living targets. Poisoned units lose 8 HP every turn "
"until they are cured or are reduced to 1 HP. Poison cannot, of itself, kill "
"a unit."
msgstr ""
"這種攻擊使目標單位中毒。中毒的單位每回合減少8點血直到被治癒或者血量減到1"
"點。也就是說,光靠毒素不會殺死單位。"
#. [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:35 data/core/macros/schedules.cfg:329
msgid "Midday"
msgstr "中午"
#. [time]: id=midnight
#. [time]: id=midnight_hour
#: data/core/macros/schedules.cfg:77 data/core/macros/schedules.cfg:191
msgid "Midnight"
msgstr "午夜"
#. [time]: id=indoors
#: data/core/macros/schedules.cfg:101
msgid "Indoors"
msgstr "室內"
#. [time]: id=deep_underground
#: data/core/macros/schedules.cfg:121
msgid "Deep Underground"
msgstr "深層地下"
#. [time]: id=second_watch_hour1
#: data/core/macros/schedules.cfg:203
msgid "Second Watch — First Hour"
msgstr "凌晨-第一小時"
#. [time]: id=second_watch_hour2
#: data/core/macros/schedules.cfg:215
msgid "Second Watch — Second Hour"
msgstr "凌晨-第二小時"
#. [time]: id=second_watch_hour3
#: data/core/macros/schedules.cfg:227
msgid "Second Watch — Third Hour"
msgstr "凌晨-第三小時"
#. [time]: id=second_watch_hour4
#: data/core/macros/schedules.cfg:239
msgid "Second Watch — Fourth Hour"
msgstr "凌晨-第四小時"
#. [time]: id=second_watch_hour5
#: data/core/macros/schedules.cfg:251
msgid "Second Watch — Fifth Hour"
msgstr "凌晨-第五小時"
#. [time]: id=second_watch_hour6
#: data/core/macros/schedules.cfg:263
msgid "Second Watch — Sixth Hour"
msgstr "凌晨-第六小時"
#. [time]: id=morning_hour1
#: data/core/macros/schedules.cfg:287
msgid "Morning — First Hour"
msgstr "上午-第一小時"
#. [time]: id=morning_hour2
#: data/core/macros/schedules.cfg:299
msgid "Morning — Second Hour"
msgstr "上午-第二小時"
#. [time]: id=morning_hour3
#: data/core/macros/schedules.cfg:311
msgid "Morning — Third Hour"
msgstr "上午-第三小時"
#. [time]: id=morning_hour4
#: data/core/macros/schedules.cfg:320
msgid "Morning — Fourth Hour"
msgstr "上午-第四小時"
#. [time]: id=afternoon_hour1
#: data/core/macros/schedules.cfg:338
msgid "Afternoon — First Hour"
msgstr "下午-第一小時"
#. [time]: id=afternoon_hour2
#: data/core/macros/schedules.cfg:347
msgid "Afternoon — Second Hour"
msgstr "下午-第二小時"
#. [time]: id=afternoon_hour3
#: data/core/macros/schedules.cfg:356
msgid "Afternoon — Third Hour"
msgstr "下午-第三小時"
#. [time]: id=afternoon_hour4
#: data/core/macros/schedules.cfg:365
msgid "Afternoon — Fourth Hour"
msgstr "下午-第四小時"
#. [time]: id=afternoon_hour5
#: data/core/macros/schedules.cfg:374
msgid "Afternoon — Fifth Hour"
msgstr "下午-第五小時"
#. [time]: id=afternoon_hour6
#: data/core/macros/schedules.cfg:385
msgid "Afternoon — Sixth Hour"
msgstr "下午-第六小時"
#. [time]: id=first_watch_hour1
#: data/core/macros/schedules.cfg:408
msgid "First Watch — First Hour"
msgstr "夜晚-第一小時"
#. [time]: id=first_watch_hour2
#: data/core/macros/schedules.cfg:420
msgid "First Watch — Second Hour"
msgstr "夜晚-第二小時"
#. [time]: id=first_watch_hour3
#: data/core/macros/schedules.cfg:432
msgid "First Watch — Third Hour"
msgstr "夜晚-第三小時"
#. [time]: id=first_watch_hour4
#: data/core/macros/schedules.cfg:444
msgid "First Watch — Fourth Hour"
msgstr "夜晚-第四小時"
#. [time]: id=dawn1
#: data/core/macros/schedules.cfg:498
msgid "First Dawn"
msgstr "第一個黎明"
#. [time]: id=dawn2
#: data/core/macros/schedules.cfg:509
msgid "Second Dawn"
msgstr "第二個黎明"
#. [time]: id=morning1
#: data/core/macros/schedules.cfg:520
msgid "First Morning"
msgstr "第一個清晨"
#. [time]: id=morning2
#: data/core/macros/schedules.cfg:532
msgid "Second Morning"
msgstr "第二個清晨"
#. [time]: id=midday1
#: data/core/macros/schedules.cfg:544
msgid "First Midday"
msgstr "第一個中午"
#. [time]: id=midday2
#: data/core/macros/schedules.cfg:556
msgid "Second Midday"
msgstr "第二個中午"
#. [time]: id=afternoon1
#: data/core/macros/schedules.cfg:568
msgid "First Afternoon"
msgstr "第一個下午"
#. [time]: id=afternoon2
#: data/core/macros/schedules.cfg:580
msgid "Second Afternoon"
msgstr "第二個下午"
#. [time]: id=dusk1
#: data/core/macros/schedules.cfg:592
msgid "First Dusk"
msgstr "第一個黃昏"
#. [time]: id=dusk2
#: data/core/macros/schedules.cfg:603
msgid "Second Dusk"
msgstr "第二個黃昏"
#. [time]: id=short_dark
#: data/core/macros/schedules.cfg:614
msgid "The Short Dark"
msgstr "短夜"
#. [time]: id=long_dark1
#: data/core/macros/schedules.cfg:626
msgid "The Long Dark (1)"
msgstr "長夜1"
#. [time]: id=long_dark2
#: data/core/macros/schedules.cfg:638
msgid "The Long Dark (2)"
msgstr "長夜2"
#. [time]: id=long_dark3
#: data/core/macros/schedules.cfg:652
msgid "The Long Dark (3)"
msgstr "長夜3"
#. [time]: id=long_dark4
#: data/core/macros/schedules.cfg:664
msgid "The Long Dark (4)"
msgstr "長夜4"
#: 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 units arcane attack deals tremendous damage to magical creatures, and "
"even some to mundane creatures."
msgstr " 該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 " 該單位會基礎治療。"
#: data/core/macros/special-notes.cfg:17
msgid " This unit is capable of rapid healing."
msgstr " 該單位會快速治療。"
#: data/core/macros/special-notes.cfg:20
msgid ""
" This unit is capable of healing those around it, and curing them of poison."
msgstr " 該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 " 該單位能中和相鄰單位身上中毒帶來的傷害。"
#: data/core/macros/special-notes.cfg:26
msgid ""
" This unit regenerates, which allows it to heal as though always stationed "
"in a village."
msgstr " 該單位具有“恢復”能力,因此可以治療自己就像一直處在村莊一樣。"
#: data/core/macros/special-notes.cfg:29
msgid ""
" The steadiness of this unit reduces damage from some attacks, but only "
"while defending."
msgstr " 該單位的堅強使得某些攻撃的傷害下降,但只有防守時有效。"
#: 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 ""
" 該單位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 units skill at skirmishing allows it to ignore enemies zones of "
"control and thus move unhindered around them."
msgstr " 該單位的游撃能力能夠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 " 該單位可以在兩個友軍村莊之間傳送,僅耗費一點的移動力。"
#: data/core/macros/special-notes.cfg:44
msgid ""
" In woodlands, this units ambush skill renders it invisible to enemies "
"unless it is immediately adjacent or has revealed itself by attacking."
msgstr ""
" 在樹林中,該單位的埋伏能力能隱形自己不讓敵人察覺,除非敵人就在相鄰區域或該單"
"位發起攻撃。"
#: data/core/macros/special-notes.cfg:47
msgid " This unit is able to hide at night, leaving no trace of its presence."
msgstr " 該單位能夠隱身於夜晚,不留下任何痕跡。"
#: 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 ""
" 該單位能夠隱藏在村莊中(水中村莊除外),不會被敵人發覺。除非有敵方單位緊貼在"
"他旁邊才會被發現。"
#: data/core/macros/special-notes.cfg:53
msgid ""
" This unit can move unseen in deep water, requiring no air from the surface."
msgstr " 該單位能夠潜入深水中,不需要到水面換氣。"
#: data/core/macros/special-notes.cfg:56
msgid ""
" This unit gains 1 hitpoint added to its maximum whenever it kills a living "
"unit."
msgstr " 該單位每次殺死一個單位增加1點HP上限。"
#: 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,只要該單位使用狂暴攻撃,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 ""
" 如果該單位相鄰的敵方對面也有對方的敵人時,該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 " 被瘟疫攻撃撃殺單位會重生為不死單位,除非單位在村莊。"
#: 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 ""
" 該單位的緩速攻撃能夠減慢敵人的行動,讓對方的移動速度和傷害都減半直到本回合結"
"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該單位變得非常危險。"
#: data/core/macros/special-notes.cfg:74
msgid ""
" This units marksmanship gives it a high chance of hitting targeted "
"enemies, but only on the attack."
msgstr " 該單位的精準攻撃保證具有很高的命中率,但只有在進攻時有效。"
#: data/core/macros/special-notes.cfg:77
msgid ""
" This unit has magical attacks, which always have a high chance of hitting "
"an opponent."
msgstr " 該單位擁有魔法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 " 連續攻撃在該單位受傷的情况下會變的不致命。"
#: 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 ""
" 衝刺攻撃使單位攻撃加倍,但在進行這種攻撃時受到的反擊也會加倍;這不會影響到反"
"撃時的傷害。"
#: data/core/macros/special-notes.cfg:86
msgid ""
" During battle, this unit can drain life from victims to renew its own "
"health."
msgstr " 戰鬥時,該單位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 units weapon allows it to strike first in melee, even "
"in defense."
msgstr " 該單位的武器長的能讓他在進攻時先發制人,甚至防禦時也行。"
#: data/core/macros/special-notes.cfg:92
msgid ""
" The victims of this units poison will continually take damage until they "
"can be cured in town or by a unit which cures."
msgstr ""
" 該單位毒素攻撃的受害者將持續受到傷害,直到他們進入村莊或被有治癒能力的單位治"
"好為止。"
#: data/core/macros/special-notes.cfg:95
msgid ""
" This unit has a defense cap on certain terrain types — it cannot achieve a "
"higher defense rating on mixed terrains with such terrain types."
msgstr ""
" 該單位在某些地形的類型上有防禦上限 - 在這些混合地形類型的地形上不能獲得更高"
"的防禦值。"
#. [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=loyal
#: data/core/macros/traits.cfg:11
msgid ""
"\n"
"\n"
"During campaigns, certain units may opt to join the players 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,有些單位可能志願加入玩家隊伍。這些單位被賦予忠誠特質。盡管招回忠誠"
"單位仍需耗費金錢,但是他們絕對不需要維持費用。這點使他們在資金短缺的長程戰役"
"裡面特別珍貴。新招募的單位永遠不會有此項特質,所以解散這樣的單位或者讓他們白"
"白送死是很不明智的。"
#. [trait]: id=loyal
#: data/core/macros/traits.cfg:11
msgid ""
"<italic>text='Loyal'</italic> units dont 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<italic>text='忠誠'</italic>的單位不需支出金幣。大部分單位必須給予與他們"
"等級相等的維持費用,但是忠誠單位無需此費用。"
#. [trait]: id=undead
#: data/core/macros/traits.cfg:25
msgid "undead"
msgstr "不死"
#. [trait]: id=undead
#: data/core/macros/traits.cfg:26
msgid "female^undead"
msgstr "不死"
#. [trait]: id=undead
#. [trait]: id=mechanical
#. [trait]: id=elemental
#: data/core/macros/traits.cfg:27 data/core/macros/traits.cfg:53
#: data/core/macros/traits.cfg:79
msgid "Immune to drain, poison, and plague"
msgstr "免疫吸血、毒素和瘟疫"
#. [trait]: id=undead
#: data/core/macros/traits.cfg:28
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"
"不死單位通常只有不死這一個特質。因為不死族單位是屍體重新站起來戰鬥,所以毒對"
"他們没有作用。這在對付擁有毒性攻擊的對手時很有用。"
#. [trait]: id=undead
#: data/core/macros/traits.cfg:28
msgid ""
"<italic>text='Undead'</italic> units are immune to poison, drain, and plague."
msgstr ""
"擁有<italic>text='不死'</italic>的單位對毒免疫,吸血和瘟疫對他們也没有作用。"
#. [trait]: id=mechanical
#: data/core/macros/traits.cfg:51
msgid "mechanical"
msgstr "機械"
#. [trait]: id=mechanical
#: data/core/macros/traits.cfg:52
msgid "female^mechanical"
msgstr "機械"
#. [trait]: id=mechanical
#: data/core/macros/traits.cfg:54
msgid ""
"\n"
"\n"
"Mechanical units generally have mechanical as their only trait. Since "
"mechanical units dont really have life, drain, poison, and plague have no "
"effect upon them."
msgstr ""
"\n"
"\n"
"機械單位通常只有機械這一個特質。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。"
#. [trait]: id=mechanical
#: data/core/macros/traits.cfg:54
msgid ""
"<italic>text='Mechanical'</italic> units are immune to poison, drain, and "
"plague."
msgstr "擁有<italic>text='機械'</italic>的單位免疫毒素、吸血和瘟疫。"
#. [trait]: id=elemental
#: data/core/macros/traits.cfg:77
msgid "elemental"
msgstr "元素"
#. [trait]: id=elemental
#: data/core/macros/traits.cfg:78
msgid "female^elemental"
msgstr "元素"
#. [trait]: id=elemental
#: data/core/macros/traits.cfg:80
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"
"元素單位通常只有元素這一個特質。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。"
#. [trait]: id=elemental
#: data/core/macros/traits.cfg:80
msgid ""
"<italic>text='Elemental'</italic> units are immune to poison, drain, and "
"plague."
msgstr "擁有<italic>text='元素'</italic>的單位免疫毒素、吸血和瘟疫。"
#. [trait]: id=strong
#: data/core/macros/traits.cfg:102
msgid "strong"
msgstr "強壯"
#. [trait]: id=strong
#: data/core/macros/traits.cfg:103
msgid "female^strong"
msgstr "強壯"
#. [trait]: id=strong
#: data/core/macros/traits.cfg:104
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。"
#. [trait]: id=strong
#: data/core/macros/traits.cfg:104
msgid ""
"<italic>text='Strong'</italic> units do 1 more damage for every successful "
"strike in melee combat, and have 1 additional hitpoint."
msgstr ""
"擁有<italic>text='強壯'</italic>的單位在每次成功的近戰連擊中多1點額外傷害另"
"外比一般單位多1點生命值。"
#. [trait]: id=dextrous
#: data/core/macros/traits.cfg:123
msgid "dextrous"
msgstr "靈敏"
#. [trait]: id=dextrous
#: data/core/macros/traits.cfg:124
msgid "female^dextrous"
msgstr "靈敏"
#. [trait]: id=dextrous
#: data/core/macros/traits.cfg:125
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"
"靈敏是精靈獨有的特質。精靈以姿態優雅和射術精湛而聞名於世。其中一些則擁有比天"
"份更出色的能力。這些精靈每支箭多1點額外傷害。"
#. [trait]: id=dextrous
#: data/core/macros/traits.cfg:125
msgid ""
"<italic>text='Dextrous'</italic> units do 1 more damage for every successful "
"strike in ranged combat."
msgstr ""
"擁有<italic>text='靈敏'</italic>的單位在每次成功的遠程連擊中多1點額外傷害。"
#. [trait]: id=quick
#: data/core/macros/traits.cfg:140
msgid "quick"
msgstr "敏捷"
#. [trait]: id=quick
#: data/core/macros/traits.cfg:141
msgid "female^quick"
msgstr "敏捷"
#. [trait]: id=quick
#: data/core/macros/traits.cfg:142
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 arent quite as tough as units "
"without this trait and are subsequently less good at holding contested "
"positions."
msgstr ""
"\n"
"\n"
"敏捷是最容易察覺的一個特質,尤其是對於移動緩慢的單位,比如巨魔或者重甲步兵。"
"擁有敏捷特質的單位在不平坦的地域有很好的機動性。因為這個原因,在組織兵力時要"
"重點考慮這個問題。不過同時敏捷單位不像一般單位那麼強壯,因此不適宜用來駐守某"
"個地點。"
#. [trait]: id=quick
#: data/core/macros/traits.cfg:142
msgid ""
"<italic>text='Quick'</italic> units have 1 extra movement point, but 5% less "
"hitpoints than usual."
msgstr ""
"擁有<italic>text='敏捷'</italic>的單位比一般單位多1點移動力,但是少5%血"
"量。"
#. [trait]: id=intelligent
#: data/core/macros/traits.cfg:160
msgid "intelligent"
msgstr "聰慧"
#. [trait]: id=intelligent
#: data/core/macros/traits.cfg:161
msgid "female^intelligent"
msgstr "聰慧"
#. [trait]: id=intelligent
#: data/core/macros/traits.cfg:162
msgid ""
"\n"
"\n"
"<italic>text='Intelligent'</italic> 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 <italic>text='After "
"Maximum Level Advancement'</italic> (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"
"<italic>text='聰慧'</italic>單位在戰役初期很有用,因為他們能更快升到高等級。"
"戰役後期聰慧特質則顯得無關緊要,因為<italic>text='單位滿級'</italic>後再升級"
"並不會發生重大變化。如果您已經擁有很多‘滿級單位’,可以考慮招回一些擁有更有用"
"特質的單位。"
#. [trait]: id=intelligent
#: data/core/macros/traits.cfg:162
msgid "Intelligent units require 20% less experience than usual to advance."
msgstr "聰慧單位升級需要的經驗值比一般單位少20%。"
#. [trait]: id=resilient
#: data/core/macros/traits.cfg:176
msgid "resilient"
msgstr "堅韌"
#. [trait]: id=resilient
#: data/core/macros/traits.cfg:177
msgid "female^resilient"
msgstr "堅韌"
#. [trait]: id=resilient
#: data/core/macros/traits.cfg:178
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"
"擁有堅韌的單位在戰役的每個階段都很有用,而且不管對上什麼單位,堅韌特質也都很"
"有用。堅韌與低生命值、閃避高或者抗性高的組合時最為有用。擁有韌性特質的單位通"
"常用來占據戰略有利地形。"
#. [trait]: id=resilient
#: data/core/macros/traits.cfg:178
msgid ""
"<italic>text='Resilient'</italic> units have an additional 4 hitpoints, and "
"gain 1 more per level."
msgstr ""
"擁有<italic>text='堅韌'</italic>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。"
#. [trait]: id=healthy
#: data/core/macros/traits.cfg:197
msgid "healthy"
msgstr "活力"
#. [trait]: id=healthy
#: data/core/macros/traits.cfg:198
msgid "female^healthy"
msgstr "活力"
#. [trait]: id=healthy
#: data/core/macros/traits.cfg:199
msgid "Always rest heals"
msgstr "總是能獲得治癒"
#. [trait]: id=healthy
#: data/core/macros/traits.cfg:200
msgid ""
"\n"
"\n"
"<italic>text='Healthy'</italic> units have 1 additional hitpoint, and gain 1 "
"more per level. They will also heal 2 hitpoints each turn, regardless of "
"whether they engaged in combat the turn before."
msgstr ""
"\n"
"\n"
"擁有活力的單位比一般單位多點的生命值而且每升一級在額外獲得1點生命值他們"
"也能在每回合自動回復2點生命值不論有沒有參加戰鬥。"
#. [trait]: id=healthy
#: data/core/macros/traits.cfg:200
msgid ""
"Renowned for their vitality, some dwarves are sturdier than others and can "
"rest even when traveling."
msgstr "矮人以活力著稱,有些會比一般矮人更強健,且他們在旅行中也能休息。"
#. [trait]: id=fearless
#: data/core/macros/traits.cfg:222 data/core/macros/traits.cfg:239
msgid "fearless"
msgstr "無畏"
#. [trait]: id=fearless
#: data/core/macros/traits.cfg:223 data/core/macros/traits.cfg:240
msgid "female^fearless"
msgstr "無畏"
#. [trait]: id=fearless
#: data/core/macros/traits.cfg:224 data/core/macros/traits.cfg:241
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=fearless
#: data/core/macros/traits.cfg:225 data/core/macros/traits.cfg:242
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。"
#. [trait]: id=feral
#: data/core/macros/traits.cfg:255
msgid "feral"
msgstr "野性"
#. [trait]: id=feral
#: data/core/macros/traits.cfg:256
msgid "female^feral"
msgstr "野性"
#. [trait]: id=feral
#: data/core/macros/traits.cfg:257
msgid "Receives only 50% defense in land-based villages"
msgstr "在村莊只有50%閃避率"
#. [trait]: id=feral
#: data/core/macros/traits.cfg:258
msgid ""
"Dwellings of sentient beings are not easily used for cover by feral "
"creatures of low intelligence. As a result, <italic>text='feral'</italic> "
"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"
"<italic>text='野性'</italic>特質的單位在村莊最多只有50%的閃避率。"
#. [trait]: id=weak
#: data/core/macros/traits.cfg:274
msgid "weak"
msgstr "虛弱"
#. [trait]: id=weak
#: data/core/macros/traits.cfg:275
msgid "female^weak"
msgstr "虛弱"
#. [trait]: id=weak
#: data/core/macros/traits.cfg:276
msgid ""
"Units with the <italic>text='weak'</italic> trait receive a 1 point decrease "
"in hitpoints and melee damage."
msgstr "擁有<italic>text='虛弱'</italic>特質的單位,-1生命值和-1近戰傷害。"
#. [trait]: id=slow
#: data/core/macros/traits.cfg:293
msgid "slow"
msgstr "緩慢"
#. [trait]: id=slow
#: data/core/macros/traits.cfg:294
msgid "female^slow"
msgstr "緩慢"
#. [trait]: id=slow
#: data/core/macros/traits.cfg:295
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。"
#. [trait]: id=slow
#: data/core/macros/traits.cfg:295
msgid ""
"<italic>text='Slow'</italic> units have 1 less movement point but 5% more "
"hitpoints."
msgstr "擁有緩慢的單位-1移動力但增加5%生命值。"
#. [trait]: id=dim
#: data/core/macros/traits.cfg:313
msgid "dim"
msgstr "愚蠢"
#. [trait]: id=dim
#: data/core/macros/traits.cfg:314
msgid "female^dim"
msgstr "愚蠢"
#. [trait]: id=dim
#: data/core/macros/traits.cfg:315
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"
"愚蠢特質在地精等低等種族中很常見。這些種族之所以數量較少是有原因的,愚蠢便是"
"其中之一。"
#. [trait]: id=dim
#: data/core/macros/traits.cfg:315
msgid ""
"Units with trait <italic>text='dim'</italic> suffer a 20% increase in "
"experience required to advance."
msgstr "擁有<italic>text='愚蠢'</italic>的單位需要多20%的經驗值才能升級。"
#. [trait]: id=aged
#: data/core/macros/traits.cfg:329
msgid "aged"
msgstr "年邁"
#. [trait]: id=aged
#: data/core/macros/traits.cfg:330
msgid "female^aged"
msgstr "年邁"
#. [trait]: id=aged
#: data/core/macros/traits.cfg:331
msgid ""
"Units with the <italic>text='aged'</italic> trait have 8 hitpoints less and "
"suffer from a 1 point decrease in movement and melee damage."
msgstr "擁有<italic>text='年長'</italic>的單位-8生命值且-1移動力和-1近戰傷害。"
#: data/core/units.cfg:11
msgid ""
"Despite orcs reliance on raw strength, few of their children are destined "
"to grow to possess any. 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. Within any litter, there "
"will be only one or two who grow to the strength of a \"true orc\", a few "
"who are born slightly smaller and weaker, and the rest, often a full half of "
"any litter, are much weaker and destined to be goblins. Almost as newborns "
"the class system of orcish society is visible, with the weak 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."
msgstr ""
"雖然半獸人依賴力量,但只有少部分的幼半獸人能夠成長並掌握力量。雖然地精的外表"
"與半獸人不同,但他們確實是半獸人同一種族的兄弟。當其他種族只生一個或生兩個"
"時,半獸人一次就生一窩,這導致他們很快就人口爆炸。在這一窩裡面,只有一至兩個"
"會成長並掌握“真正的半獸人”力量,裡面有一些較矮較瘦,而剩下有將近一半以上,這"
"些更加瘦弱的就注定成為地精。半獸人的社會階級制度從小就可見,強壯的指揮瘦弱"
"的。強壯的半獸人通常搶奪到大部分的食物而變的更強壯,反之瘦弱的只會變的更糟。"
#. [race]: id=bats
#: data/core/units.cfg:46
msgid "race^Bat"
msgstr "蝙蝠"
#. [race]: id=bats
#: data/core/units.cfg:47
msgid "race+female^Bat"
msgstr "蝙蝠"
#. [race]: id=bats
#: data/core/units.cfg:48
msgid "race^Bats"
msgstr "蝙蝠"
#. [race]: id=bats
#: data/core/units.cfg:49
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:58
msgid "race^Drake"
msgstr "龍族"
#. [race]: id=drake
#: data/core/units.cfg:59
msgid "race+female^Drake"
msgstr "龍族"
#. [race]: id=drake
#: data/core/units.cfg:60
msgid "race^Drakes"
msgstr "龍族"
#. [race]: id=drake
#: data/core/units.cfg:61
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 drakes body enables it to spit fire and "
"gives it life, they have no willful control over the functions of this "
"magic.\n"
"\n"
"<header>text='Society'</header>\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 — 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 hatch 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"
"<header>text='Geography'</header>\n"
"Drakes originated from an archipelago of volcanic islands called "
"<ref>dst='morogor' text='Morogor'</ref> in the <ref>dst='great_ocean' "
"text='Great Ocean'</ref>. A combination of population pressure and the "
"subsidence of many of their home islands has caused colonies of drakes to "
"spread to the <ref>dst='great_continent' text='Great Continent'</ref>. "
"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 ""
"龍族是巨大、有翅膀且能噴吐火焰的生物,能讓人聯想到真正的龍。平均而言,成年的"
"龍族站起來有三米高,體重很輕易就能超越一個成人和一匹馬的總重。他們的皮膚是由"
"硬鱗片組成,能抵抗除了刺穿和冰凍以外大部份的物理攻擊。多數的龍族都能飛行,且"
"能快速的長途旅行。儘管如此,他們的體重和體型在一定程度上限制他們的飛行能力,"
"使他們在天空中顯得笨拙。如果可行,他們會利用地形如丘陵、山地和樹林當作起飛"
"點,增加飛行的高度和速度。對龍族的敵人來說幸運的是,龍族在戰鬥中還是笨拙的生"
"物,且速度出奇的慢。這個特點再加上他們龐大的身軀,對於敢攻擊的人而言,龍族是"
"容易對付的目標。\n"
"\n"
"龍族天生是魔法生物,體內的神秘火焰滋養著他們的生命。當任何一個龍族戰士在戰爭"
"中死亡時,這點就很容易可以觀察到;龍族體內的火焰會被釋放,將遺體燒成灰燼。但"
"這內在的火焰也成為龍族最大的弱點,使他們在寒冰攻擊面前特別脆弱。儘管龍族天生"
"是魔法生物,但他們卻無法用可控的方式操縱魔法。龍族體內的魔法讓他們能吐火,給"
"予他們生命,但他們卻不能有意識的控制魔法。\n"
"\n"
"<header>text='社會結構'</header>\n"
"龍族是相對好戰的種族,其社會是最能被描述為教化後的軍事社會。龍族部落是一個鐵"
"腕頭目為首,帶領一群老兵為核心—他們彼此互相尊重或只是互相畏懼。每個龍族都期望"
"能在龍族的階級制度底下爭取自己的地位,服從上級,以及指揮下屬。進入管理階層的"
"唯一可能方法是在一次的挑戰內擊敗上級,這也是菁英內部層級的建立方式。對龍族同"
"胞使用任何方式的欺騙都毫無例外地被視為懦弱及不可接受的。\n"
"\n"
"雖然龍族天性好戰和對領土的敏感性讓他們會用野蠻的方式來保衛自己的領土,但他們"
"很少會侵略其他種族的領地,反而會選擇無人居住的地區為領地並定居下來。他們主要"
"以獵取自己家園附近低地的獵物為食,而幼龍及較低階級的龍族也會以在自己洞穴裡種"
"植的苔蘚和箘類為食。龍族唯一看重的技術是鎧甲與武器鍛造,他們不瞭解也不需要知"
"道其他的科學知識及文化。儘管如此,僅有的這幾種武器在品質上是無人能敵的,只有"
"在最好的矮人鑄造場的的武器才能與之匹敵。\n"
"\n"
"龍族是卵生的通常能活20到30年。戰死是龍族離開世界最偏好的方式。不太像其他種"
"族的年長者的是,龍族愈接近生命的盡頭,就愈顯得侵略及魯莽,也許是為了奠定自己"
"在英雄傳說中的地位。\n"
"\n"
"<header>text='地理'</header>\n"
"龍族是來自<ref>dst='great_ocean' text='大洋'</ref>裡名叫<ref>dst='morogor' "
"text='摩洛戈'</ref>的火山群島。綜合人口壓力及家鄉島嶼下沉的因素影響,許多龍族"
"群落轉移到<ref>dst='great_continent' text='大陸'</ref>。龍族傾向將家園設立在"
"火山旁的山洞,在那他們能保護、孵化及孕育他們的蛋。龍族天生偏好溫暖的環境,就"
"算在相對寒冷的氣候下,體內的火焰也讓他們能夠在延續生命。這一特點使他們能夠在"
"大陸及北邊的山區生存。"
#. [race]: id=dwarf
#: data/core/units.cfg:94
msgid "race^Dwarf"
msgstr "矮人"
#. [race]: id=dwarf
#: data/core/units.cfg:95
msgid "race+female^Dwarf"
msgstr "矮人"
#. [race]: id=dwarf
#: data/core/units.cfg:96
msgid "race^Dwarves"
msgstr "矮人"
#. [race]: id=dwarf
#: data/core/units.cfg:97
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 ""
"矮人是一個以礦工、鐵匠、商人和戰士而著名的種族。他們是在大陸上僅次於精靈及巨"
"魔外第三古老的種族,而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紀錄,包括來到地表的原因。從地底出現不久"
"後,他們和這大陸上的原住民精靈發生紛爭。原因已無從得知,但兩族發生了三次大戰"
"爭,其中只有數十年的短暫和平。在這些戰爭裡矮人始終無法把精靈從南部深處的森林"
"驅逐出去,但卻成功地鞏固了他們在北方丘陵及山脈中的地位,現在稱為北方大陸。從"
"那時開始他們在領土裡的山脈及岩石深處建造出令人驚嘆的防禦工事及居所。\n"
"\n"
"可能是由於他們的孤僻,矮人一般對於別的種族不具信任甚至懷有敵意,尤其是對精"
"靈。對於這種性格唯一例外的是人類。這可以追溯到人類及半獸人剛來到大陸時,海德"
"洛克一世的時代。當時矮人便開始允許一些人類,主要是來自韋諾王國的異議人士及罪"
"犯,讓他們在北方某些地區定居下來。矮人的動機並不令人意外。這些人類所處的困境"
"使矮人回憶起他們早期所受到的迫害,使矮人們感同身受。矮人與這些被拋棄的人往來"
"也得到很大的收穫,人類會在矮人不喜歡的區域定居下來,例如平原、樹林及沼澤,使"
"矮人不需要防禦這些區域。之後,當受到來自半獸人的威脅時,矮人與在此的人類們組"
"成了納爾迦聯盟來共同保護他們的生存區域。\n"
"\n"
"矮人的身形比人類矮小很多,但他們並不瘦弱。矮人的戰士,他們在戰鬥中堅韌且強壯"
"讓整個大陸都對他們敬畏又敬重。除此之外,矮人的計算能力及精湛工藝也聲名遠播。"
"矮人鐵匠因製作致命的武器及重裝鎧甲而聞名遐邇。這些裝備的品質舉世無雙,可能只"
"有龍族制甲師的作品才可匹敵。他們的智慧及與生俱來的好奇心讓他們成為大陸上科技"
"最先進的種族。其中他們最有名也是最可怕的發現,就是當暴露在火裡或火花中就會產"
"生巨大爆炸的神秘粉末。某些矮人戰士利用這些粉末將小型物體以極快的速度射出來作"
"為攻擊方式。由於他們的科技發展,使許多矮人進而質疑魔法領域的人。但還是有一些"
"矮人鑽研以雕刻符文為基礎的魔法。符文工匠,他們利用雕刻來對物品附魔使它們增強"
"某些能力。"
#. [race]: id=elf
#: data/core/units.cfg:114
msgid "race^Elf"
msgstr "精靈"
#. [race]: id=elf
#: data/core/units.cfg:115
msgid "race+female^Elf"
msgstr "精靈"
#. [race]: id=elf
#: data/core/units.cfg:116
msgid "race^Elves"
msgstr "精靈"
#. [race]: id=elf
#: data/core/units.cfg:118
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 ""
"相較於人類,精靈比較高,比較機伶,但比較瘦弱。他們耳朵微尖,蒼白的皮膚,而且"
"通常是金色頭髮。人類和精靈沒有什麼差異,比較明顯的是精靈較長壽 — 大多能存活"
"250年除非因疾病、事故或戰爭而死亡。然而有些精靈擁有較高的魔法才能可以比精靈"
"的平均壽命再多活100年多數精靈在250歲到300歲之間的某個時間點身體會開始變得虛"
"弱,之後就會迅速死亡 (通常是一到兩年內)。\n"
"\n"
"精靈天生就有很微弱的魔法,雖然他們大部份都不知道怎麼直接運用,但潛在的魔力讓"
"他們的知覺敏感且很長壽。許多精靈有魔法驅動的天賦,像是槍法或隱身術,讓他們能"
"夠完成大多數一般生物會驚豔的任務。有些精靈知道如何在一般情況下行使魔法,使他"
"們變得拿以對付。許多精靈更選擇利用這種天賦來傷害別人。\n"
"\n"
"有少數的精靈,偏離原本魔法與密技的道路,變得對冰鐵很敏感,甚至會被冰鐵燙傷。"
"精靈的歷史顯示,這在過去是一件常見的事情。\n"
"\n"
"精靈花費許多時間在磨練他們的天賦和技能,對於不擅長魔法的精靈們,特別會投注時"
"間在磨練身體技能。因此,精靈擅長於箭術,可能是他們在戰爭中最重要的技能。大部"
"份的精靈軍隊會攜帶弓箭,沒有其他種族能在箭術的速度和精準度上跟精靈比拼。所有"
"的精靈對於未被破壞的大自然都有深厚的感情,對於廣大沒有植被的地區常常覺得不適"
"應。他們主要住在大陸的森林裡:西南方的亞瑟森林,西北方的韋斯彌爾,及北方大陸"
"最南方的靈坦尼爾森林。\n"
"\n"
"精靈是大陸上最古老的種族,除了巨魔之外。他們許多的定居地已不可考是從什麼時候"
"開始有人住,但無疑地存在超過千年。"
#. [race]: id=falcon, description=
#: data/core/units.cfg:135
msgid "race^Falcon"
msgstr "人類"
#. [race]: id=falcon, description=
#: data/core/units.cfg:136
msgid "race+female^Falcon"
msgstr "人類"
#. [race]: id=falcon, description=
#: data/core/units.cfg:137
msgid "race^Falcons"
msgstr "人類"
#. [race]: id=goblin
#: data/core/units.cfg:148
msgid "race^Goblin"
msgstr "地精"
#. [race]: id=goblin
#: data/core/units.cfg:149
msgid "race+female^Goblin"
msgstr "地精"
#. [race]: id=goblin
#: data/core/units.cfg:150
msgid "race^Goblins"
msgstr "地精"
#. [race]: id=goblin
#: data/core/units.cfg:151
msgid ""
"\n"
"\n"
"Goblins are puny and quite frail, rarely growing past the size and stature "
"of a human child.\n"
"\n"
"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. They 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 ""
"\n"
"\n"
"地精矮小又瘦弱,很少會長高到超過一個人類幼童的身型。\n"
"\n"
"地精出生在一個近乎奴隸的生活的大家族中,在戰鬥中被用作為劍的養分。即便有悲慘"
"的命運,地精仍茁壯成長著。部分是因為他們數量眾多,也因為他們的哥哥半獸人們知"
"道必須要倚賴地精的協助。他們提供半獸人所需的大量勞力,除了那些需要真正半獸人"
"強壯力量的工作。半獸人沈迷於展現他們的英勇。"
#. [race]: id=gryphon
#: data/core/units.cfg:168
msgid "race^Gryphon"
msgstr "獅鷲"
#. [race]: id=gryphon
#: data/core/units.cfg:169
msgid "race+female^Gryphon"
msgstr "獅鷲"
#. [race]: id=gryphon
#: data/core/units.cfg:170
msgid "race^Gryphons"
msgstr "獅鷲"
#. [race]: id=gryphon
#: data/core/units.cfg:171
msgid ""
"Gryphons are broad, powerful beasts with traits shared from both terrestrial "
"predators and birds of prey. While occasionally tamed and ridden by the "
"daring, gryphons are very territorial and aggressive, particularly regarding "
"their nests.\n"
"\n"
"The means by which gryphons are able to fly despite their great weight has "
"been a source of debate for centuries, but it remains as mysterious as their "
"origins."
msgstr ""
"獅鷲同時具有獅子及老鷹的特徵,是身型巨大且強而有力的野獸。獅鷲具有領土觀念及"
"侵略性,特別是想要接近牠們的巢穴時,但偶爾還是會看到有人馴服及當坐騎的獅"
"鷲。\n"
"\n"
"幾個世紀以來,獅鷲的大型體重卻能自由飛行引起了很多爭論,但這就像牠們的由來一"
"樣神秘。"
#. [race]: id=human
#: data/core/units.cfg:189
msgid "race^Human"
msgstr "人類"
#. [race]: id=human
#: data/core/units.cfg:190
msgid "race+female^Human"
msgstr "人類"
#. [race]: id=human
#: data/core/units.cfg:191
msgid "race^Humans"
msgstr "人類"
#. [race]: id=human
#: data/core/units.cfg:192
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 are 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"
"<header>text='Subjects of the Crown'</header>\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"
"<header>text='The Clansmen'</header>\n"
"The eastern provinces of Wesnoth, known as the Clan Homelands, have a "
"geography consisting of more open plains and rolling hills than the western, "
"more civilized provinces. They are home to the Horse Clans, who are allied "
"with the Crown of Wesnoth but operate independently and maintain their own "
"identity. Some consider them to be a tributary state, which sends food and "
"soldiers to Crown in exchange for protection. Others say they are on equal "
"footing with the western half of Wesnoth. In any case, the eastern provinces "
"do not have a conscript army the way Western Wesnoth does. Training for "
"fighting is part of the way of life of the Clans; the parents teach the "
"children to ride horses, fight and shoot a bow from an early age. In "
"general, the Clan warriors are less organized than the civilized fighters, "
"and the strengths and weaknesses of these groups complement each other."
msgstr ""
"人類的種族是非常多元的。雖然都是來自於舊大陸,但人類分散在世界各地,分成不同"
"文化及不同種族。人類不像其他生物具有潛在的魔法,但他們可以學習如何控制魔法,"
"也可以比其他種族學會更多不同種的魔法。人類除了適應能力和幹勁外,沒有其他特別"
"的能力或天賦。雖然常常與其他種族意見相左,但有時還是能跟較不具有攻擊性的種族"
"結為聯盟,如:妖精和矮人。其中比較不那麼謹慎的人也不會因召募獸人傭兵而退縮。"
"人類沒有天敵,但大部份的人類就像其他種族一樣,本能地不喜歡亡靈。人類比妖精"
"矮,比矮人高。他們的膚色很多變化,從幾乎白色到深棕色都有。\n"
"\n"
"<header>text='皇室成員'</header>\n"
"大陸上有不同的人類群體存在著,但大部份都生活在韋諾之王的統治下。人類最初是出"
"現在大陸西邊海上的一座島,綠島,之後便迅速在內陸城市維丁建立起首都。往後的幾"
"個世紀更在大陸各處建立多個城市。韋諾之王的士兵們是已知世界最有組織的軍隊,保"
"衛整個國家。戰士們皆來自主要省份,在年紀很小的時候就被徵招入伍。\n"
"\n"
"<header>text='氏族'</header>\n"
"韋諾東邊的省份是氏族的家鄉,在地形上比起西邊更文明的省份有著更多的平原和連綿"
"起伏的丘陵。氏族與韋諾之王結盟,但獨立運作且保有自己的身份。有些人認爲他們不"
"過是會對國王進貢食物和士兵以換取國王保護的一個附庸國。而有些人覺得他們與韋諾"
"西半邊的人有相等地位。再說,這些東邊的省份的確不像西邊的省份有義務兵組成的軍"
"隊。備戰是世族生活的一部分,孩童從小就被父母訓練騎馬、格鬥和箭術。大體來說,"
"氏族的戰士比文明戰士缺乏組織,但他們的優缺點是互補的。"
#. [race]: id=dunefolk
#: data/core/units.cfg:207
msgid "race^Dunefolk Human"
msgstr "沙漠遊民"
#. [race]: id=dunefolk
#: data/core/units.cfg:208
msgid "race+female^Dunefolk Human"
msgstr "沙漠遊民"
#. [race]: id=dunefolk
#: data/core/units.cfg:209
msgid "race+plural^Dunefolk"
msgstr "沙漠遊民"
#. [race]: id=dunefolk
#: data/core/units.cfg:210
msgid ""
"An offshoot of a forgotten nomadic civilization, the Dunefolk lay claim to "
"the river valleys and oases of the Sandy Wastes. How they came to inhabit "
"this far corner of the Great Continent is unknown. Their legends tell of "
"many long and perilous travels through far-flung lands, but the true origin "
"of their people is a topic of endless and heated debate among even the most "
"erudite of their scholars.\n"
"\n"
"Whatever their origin, the Dunefolk have thrived. Bustling cities stand "
"proudly in the largest fertile regions. Skilled artisans, fine smiths, and "
"wealthy merchants form the backbone of the urban economy. Each of these "
"cities also enjoys a degree of independence less common in the more "
"centralized nations to the north, many even maintaining their own standing "
"armies. In times of need, however, each and all rally to a higher authority "
"designated to protect the superior interest of the nation.\n"
"\n"
"Those who have not settled in these urban centers still adhere to the "
"lifestyle of their ancestors, roaming the dunes and leading their herds from "
"one watering hole to another. They are most active during the early hours of "
"dawn and the onset of dusk, when the wastelands are neither too hot nor too "
"cold. Their skill at moving through the sands is excellent even by Dunefolk "
"standards. Although sometimes regarded with contempt by their city "
"counterparts, they provide an invaluable service as mobile, light troops in "
"war, or as escorts for trading caravans during times of peace.\n"
"\n"
"The Dunefolks inclination towards trade and exploration has allowed their "
"cities to amass immense fortunes, a fact regarded both with admiration and "
"envy by other races. Mutual interests have fostered cordial relations with "
"neighboring Naga tribes, but more secretive races such as Drakes and Elves "
"have always considered Dunefolk expeditions to be too intrusive, especially "
"when they venture close to territorial boundaries. It is not uncommon for "
"caravans to fall prey to troll ambushes in the mountains, something that has "
"given rise to countless tales of unimaginable treasure amassed in hidden "
"caves.\n"
"\n"
"As a result of living in hostile environments for centuries, the Dunefolk "
"have developed rational methods of enquiry through which they continue to "
"improve their understanding of the world. Their study of herbal medicine "
"keeps their warriors and workers fresh and healthy. Their knowledge of "
"alchemy allows them to tame fire and wield it as a deadly weapon in battle. "
"At the same time, this analytical mindset has distanced them from magical "
"arts; to the rational mind, magic is uncontrollable, unpredictable, and "
"hence unreliable. For this reason, the Dunefolk especially loathe the "
"perversions of necromancy and the dark arts, even more so than other races.\n"
"\n"
"The Dunefolks inquisitive and explorative nature does not preclude military "
"strength. Not only do they field nimble light troops, cataphracts, and "
"heavily armored infantry, but their keen knowledge of technology grants them "
"a decisive advantage over their opponents. When facing the Dunefolk in "
"battle, however, the most fearsome sight is certainly their deployment of "
"ferocious and bizarre beasts. From the majestic Roc to the imposing Wyvern, "
"their synergy with these creatures allows for great versatility in combat. "
"The origins of this tradition likely lie in the heritage of the Dunefolks "
"distant past in the exotic far corners of Irdya."
msgstr ""
"沙漠遊民是一個被遺忘的遊牧民族的分支,他們以沙之荒原的河谷與綠洲為領地。沒人"
"知道他們是怎麼來到大陸的一個偏僻角落而定居的。他們的傳說之中,涉及遙遠之地漫"
"長而危險的旅程,但遊民真正的起源仍是博學學者之間一個永無止盡且熱門的話題。\n"
"\n"
"不管他們源自何方,沙漠民族是蓬勃發展的,他們將繁華的城市建立在最肥沃的地區當"
"中。熟練的工匠,精密的鐵匠和富有的商人是城市經濟的支柱。每一個城市都在某程度"
"上擁有自主權,這在北方集權國家很少見,有些城市甚至有自己的軍隊。在需要的時"
"候,所有的城市都須團結起來以保護整個國家的最高利益。\n"
"\n"
"那些不是定居在城市裡的人依舊是遵循著祖先的生活方式,在沙丘上遊牧也會將牲口從"
"一個水源地換到下一個。在清晨及黃昏,水塘不是太熱也不是太冷的時後,這群人是最"
"有活力的。他們在沙上移動的能力很卓越,以沙漠遊民的標準來看也是如此。雖然有時"
"會被住在城市的居民輕視,但他們能提供許多寶貴的服務,例如戰時的輕型機動部隊或"
"在和平時作為貿易商隊的護衛。\n"
"\n"
"沙漠遊民對於貿易和探索的喜愛讓他們為城市累積許多財富,這是讓其他種族極為羨慕"
"和嫉妒的。共同利益驅使他們與鄰近的迦納部落結成親密關係,但對比較神秘的種族如"
"龍族及精靈來說,沙漠遊民的探索具有侵略性,特別是當他們靠近領土邊界時。商隊在"
"山上被伏擊的機會並不少見,這也造就無數傳聞,據說隱秘山洞中有無法想像的寶"
"藏。\n"
"\n"
"在如此惡劣的環境下生活數百年,使得沙漠遊民發展出合理的探索方式,透過這些方式"
"他們不斷提高對世界的瞭解。他們對藥草的研究,使戰士與工人能保持活力與健康。他"
"們會鍊金術的認識,使得他們能馴服火焰,並將其作為戰爭中致命的武器。同時,這種"
"運用分析的思維模式,讓他們遠離魔法,他們理性地認為,魔法是不可控制的、不可預"
"測的及不可靠的。也因此,沙漠遊民特別厭惡向亡靈問卜的巫術和黑魔法,程度更勝其"
"他種族。\n"
"\n"
"沙漠遊民的好奇心和探究未知的天性並不會讓他們排斥軍事實力。他們不僅有靈活輕便"
"的部隊、裝甲騎兵和重裝甲步兵,他們豐富的科技知識賦予他們相對於對手的決定性優"
"勢。然而,在戰爭中與沙漠遊民對戰時,最令人恐懼的情景便是他們兇殘的奇珍異獸戰"
"線。從雄偉的鵬到威風凜凜的飛龍,他們與這些生物的協同效應在戰時能有多種攻擊變"
"化性。這個傳統很可能是沙漠遊民遺傳自遙遠且充滿異國風情的埃迪亞。"
#. [race]: id=lizard, description=
#: data/core/units.cfg:231
msgid "race^Saurian"
msgstr "蜥蜴人"
#. [race]: id=lizard, description=
#: data/core/units.cfg:232
msgid "race+female^Saurian"
msgstr "蜥蜴人"
#. [race]: id=lizard, description=
#: data/core/units.cfg:233
msgid "race^Saurians"
msgstr "蜥蜴人"
#. [race]: id=mechanical
#: data/core/units.cfg:243
msgid "race^Mechanical"
msgstr "機械"
#. [race]: id=mechanical
#: data/core/units.cfg:244
msgid "race+plural^Mechanical"
msgstr "機械"
#. [race]: id=mechanical
#: data/core/units.cfg:245
msgid ""
"Animated neither by natural life nor by necromancy, the term "
"<italic>text='mechanical'</italic> 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,<italic>text='機械'</italic>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:254
msgid "race^Merman"
msgstr "人魚"
#. [race]: id=merman
#: data/core/units.cfg:255
msgid "race^Mermaid"
msgstr "人魚"
#. [race]: id=merman
#: data/core/units.cfg:256
msgid "race^Mermen"
msgstr "人魚"
#. [race]: id=merman
#: data/core/units.cfg:258
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 ""
"類似人跟魚的混種,人魚是具有魚類及人類外表的奇異種族。他們有強壯的尾巴可以讓"
"他們在水中快速移動,他們也有靈巧的雙手及聰慧的頭腦能夠製作精良的工藝及器具。"
"人魚算是半水生,他們可以輕鬆地在水中及陸地上呼吸。儘管能夠在陸地上生存,但他"
"們在水中更快更敏捷,很少會再遠離海洋外的地方發現他們。人魚通常會避免進入乾燥"
"的陸地,因為那會使他們行動顯得笨拙,在高低起伏的路上或森林裡移動也會讓他們掙"
"扎很久。"
#. [race]: id=monster
#: data/core/units.cfg:266
msgid "race^Monster"
msgstr "怪物"
#. [race]: id=monster
#: data/core/units.cfg:267
msgid "race+female^Monster"
msgstr "怪物"
#. [race]: id=monster
#: data/core/units.cfg:268
msgid "race^Monsters"
msgstr "怪物"
#. [race]: id=monster
#: data/core/units.cfg:269
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:276
msgid "race^Naga"
msgstr "納迦"
#. [race]: id=naga
#: data/core/units.cfg:277
msgid "race^Nagini"
msgstr "納迦"
#. [race]: id=naga
#: data/core/units.cfg:278
msgid "race^Nagas"
msgstr "納迦"
#. [race]: id=naga
#: data/core/units.cfg:279
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 ""
"蛇態的納迦是大陸中甚少被人認識的種族之一。原因一半是因為他們排外的天性,另一"
"半是因為他們的生活環境。納迦是少數能在水中移動自如的種族之一,這讓他們能夠在"
"陸地生物無法進入的地方來去自如,並且將他們與他們想逃避的陸地生物分開。但是,"
"他們並不是真正的海洋生物,他們無法在水中呼吸以致於害怕待在較深區域。納迦生活"
"在沿岸區域,陸地讓他們能逃離深海生物的威脅,水路讓他們能遠離那些有腳、有翼及"
"有蹄的傢伙。雖然納迦的體型有些薄弱,但他們往往比對手更佳敏捷及靈活。納迦有時"
"生活領域會跟人魚重疊,但總體來說他們喜歡待在沼澤及河流的程度跟待在寬廣水域的"
"程度差不多。"
#. [race]: id=ogre
#: data/core/units.cfg:287
msgid "race^Ogre"
msgstr "食人魔"
#. [race]: id=ogre
#: data/core/units.cfg:288
msgid "race+female^Ogre"
msgstr "食人魔"
#. [race]: id=ogre
#: data/core/units.cfg:289
msgid "race^Ogres"
msgstr "食人魔"
#. [race]: id=ogre
#: data/core/units.cfg:290
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 dont 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 ""
"食人魔主要居住於大陸的荒野中,是野蠻且不文明的種族。身型上,他們長的像人類或"
"獸人但更大更強壯,即使是年輕的食人魔也比大多數人來的龐大。許多人口稠密的地區"
"大多都不歡迎食人魔,通常不是避開他們就是把他們趕走。因此,他們轉而潛伏於城市"
"邊緣的山區,而飢餓的食人魔對來往的旅行者及商隊帶來持續性的威脅。雖然食人魔並"
"不特別聰明或敏捷,但強壯的身軀及力量使得他們成為了其他種族部隊裡重要的一員。"
"食人魔特別受到較殘暴的指揮官倚重,而他們也不介意食人魔的野蠻行為。目前人們對"
"食人魔的生理特性及社會結構所知甚少,如果要說到是有一個,食人魔會與野狼及其他"
"野獸一起襲擊別人。但這是否算合作、馴化或是單純的互相利用就不得而知了。"
#. [race]: id=orc
#: data/core/units.cfg:298
msgid "race^Orc"
msgstr "半獸人"
#. [race]: id=orc
#: data/core/units.cfg:299
msgid "race+female^Orc"
msgstr "半獸人"
#. [race]: id=orc
#: data/core/units.cfg:300
msgid "race^Orcs"
msgstr "半獸人"
#. [race]: id=orc
#: data/core/units.cfg:301
msgid ""
"In appearance, orcs resemble humans but with some bestial features. 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 humans, and "
"they have little care for personal hygiene or their personal appearance. "
"Although Orcs are violent even among themselves, they are pack-oriented; an "
"orc never travels alone or lives in groups smaller than half a dozen.\n"
"\n"
"<header>text='Society'</header>\n"
"Almost every orc is 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 "
"its 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 ones 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.\n"
"\n"
msgstr ""
"外觀上,半獸人長得像人類但有殘暴的個性。相對於人類,半獸人比較高、比較結實、"
"比較強壯;本質上好戰且殘暴成性。半獸人的血比較黑比較濃稠,他們不在乎個人衛生"
"或外觀整潔。儘管半獸人殘暴,對待彼此也是如此,但他們有群居傾向,他們從來不單"
"獨旅行或居住在或生活在人數少於六人的團體裡。\n"
"\n"
"<header>text='社會結構'</header>\n"
"幾乎每個半獸人都歸屬於某個部落或是某個家族。鄰近部落群的關係往往是極端暴力"
"的,除非在一些情況下,如有共同的敵人會威脅到他們的存活,或有掠奪他們財富的可"
"能時,他們就會暫時忘記彼此對立的關係。偶爾,會有某個強大的頭目出現,一次帶領"
"多個部落,不過往往是透過恐嚇得到追隨者。在和平時期,半獸人的部落會專心於強化"
"自己得能力,以面對下一次的武裝衝突。半獸人擁有一套粗糙的書寫系統 — 通常是用血"
"寫字 — 雖然大多是部落首領們用來侮辱或是威嚇彼此的一個方式。\n"
"\n"
"半獸人的社會基本上是靠力量建立的,也許是一個對的方法,一個頭目領導著,只要沒"
"有人想要掠奪,整個部落就會繼續存活下去。有潛力的領導者都有一個想要得到權力的"
"慾望在鼓譟著。一個半獸人領導者在被其他人殺掉前,幾乎沒有幾年能好好地享受他的"
"絕對權力 — 當然歷史上還是有些著名的例外。半獸人沒有特別的榮譽準則,無可爭辯的"
"原始力量通常是他們展現能力的偏好方式,暗殺、毒害和陷害更是能幫助他們達到目標"
"的可行手段。\n"
"\n"
"半獸人通常居住於鄉下地區,丘陵或是山區,有時是洞穴。由於他們天生身材高大且殘"
"暴,他們不種植作物,也不飼養家畜,而是靠打獵維生。由於他們人數眾多,他們可以"
"在短時間內將一地區任何大於囓齒動物的生物捕獵到手。也由於這個緣故和不穩定的領"
"導者,半獸人部落往往過著半遊牧的生活,從未在一個地區定居太久。大型的部落有可"
"能在某地區穩定的過上數甚至數十年,建立大型營地,就像人類建立城市一樣,就算如"
"此,如果有必要搬遷,半獸人的營地還是有可能被拆除或是丟棄。\n"
"\n"
"已知最老的半獸人已有50到60歲但很少有人能活到戰爭結束前的二、三十年在戰爭"
"中或是在親屬的手中過世。最老的半獸人大多都是巫師,也許是因為他們的見解是可靠"
"的和中立的。原始的風俗已不可考,巫師不會對半獸人的社會有貢獻,大部份是作為顧"
"問 — 往往不是半獸人能忍受的角色。在許多方面上,巫師其他半獸人相反,他們身體老"
"化,比較虛弱,缺乏戰鬥技能。\n"
"\n"
#. [race]: id=orc
#: data/core/units.cfg:312
msgid ""
"\n"
"\n"
"Orcs who were not the strongest of their litter tend to specialize in other "
"skills, like archery or assassination."
msgstr ""
"\n"
"\n"
"那些不是最強壯的半獸人較擅長於其他技能,例如箭術或是暗殺。"
#. [race]: id=troll
#: data/core/units.cfg:321
msgid "race^Troll"
msgstr "巨魔"
#. [race]: id=troll
#: data/core/units.cfg:322
msgid "race+female^Troll"
msgstr "巨魔"
#. [race]: id=troll
#: data/core/units.cfg:323
msgid "race^Trolls"
msgstr "巨魔"
#. [race]: id=troll
#: data/core/units.cfg:324
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 cannot 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"
"<header>text='Geography'</header>\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 ""
"巨魔是古老的生物,是居住在大陸上已知最古老的種族之一。他們體型巨大、行動緩"
"慢、傻呼呼且長壽地住在深邃的洞穴或是高山上。巨魔最獨特的特徵是他們有內在的活"
"力,能夠維持他們生命且從內治癒自己。也因此他們與其他生物過著截然不同的生活。"
"巨魔的需求很少:他們只需要很少的食物或水,除了防禦那些對他們有敵意的敵人,他"
"們沒有很多動力尋求保護。這也意味著他們沒有什麼煩惱,可以花大部份的時間在睡覺"
"或沈思。巨魔天生有一種奇特的親和力。他們不像精靈會跟其他生物往來,而是與泥土"
"和石頭有互動。他們對環境有好奇心,許多年輕的巨魔甚至享受旅行及探索世界。當巨"
"魔變老,他們傾向更為被動,漸漸失去對環境的興趣,會花更多的時間在自己的山洞裡"
"找一個安靜且熟悉的角落睡覺。巨魔會如此的生活著,直到他漸漸的失去生命跡象變成"
"石頭。\n"
"\n"
"巨魔被其他種族視為另一種殘暴的怪物,這常見的誤解部分來自於半獸人邀請巨魔加入"
"他們的軍隊。主要是因為巨魔頭腦簡單,而且不瞭解其他種族的行事作風,有時候更無"
"法分辨其差異,讓半獸人能很輕易的說服巨魔加入半獸軍團並對先前獵殺他們的敵人採"
"取報復行動。之後這些新成員會直接攻擊現在跟半獸人有衝突的族群,不管之前是不是"
"巨魔的敵人,以至於為被誤導的巨魔積累更多的敵人。巨魔最常見的敵人為矮人,這兩"
"個族群之間的敵意已累積已久。\n"
"\n"
"<header>text='地理'</header>\n"
"在矮人移居到大陸之前,巨魔已經在山上居住已久。在韋諾北部和東部山脈,隨處可見"
"巨魔,巨魔也常隨著半獸人旅行。"
#. [race]: id=undead
#: data/core/units.cfg:344
msgid "race^Undead"
msgstr "不死族"
#. [race]: id=undead
#: data/core/units.cfg:345
msgid "race+female^Undead"
msgstr "不死族"
#. [race]: id=undead
#: data/core/units.cfg:346
msgid "race+plural^Undead"
msgstr "不死族"
#. [race]: id=undead
#: data/core/units.cfg:347
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"
"<header>text='Geography'</header>\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"
"<header>text='地理'</header>\n"
"雖然直到海德瑞克一世時代才開始有不死領主來到大陸,但精靈及矮人們在那之前就聽"
"說過他們。"
#. [race]: id=wolf, description=
#: data/core/units.cfg:360
msgid "race^Wolf"
msgstr "狼"
#. [race]: id=wolf, description=
#: data/core/units.cfg:361
msgid "race+female^Wolf"
msgstr "狼"
#. [race]: id=wolf, description=
#: data/core/units.cfg:362
msgid "race^Wolves"
msgstr "狼"
#. [race]: id=wose
#: data/core/units.cfg:372
msgid "race^Wose"
msgstr "樹人"
#. [race]: id=wose
#: data/core/units.cfg:373
msgid "race^Woses"
msgstr "樹人"
#. [race]: id=wose
#: data/core/units.cfg:374
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 ""
"巨大的樹人居住在已知世界的深林裡。對於未經訓練的眼睛,樹人不過只是奇形怪狀,"
"但壯麗的樹。身為樹林的守護者,比起精靈,樹人跟森林地有更深刻的連結。樹人是追"
"求和平的種族,對於古老樹林的打擾,他們認為會激起大自然本身的憤怒。樹人在移動"
"上很緩慢,他們可以不受時間的起伏和干擾地在單一地點停留好幾世紀。\n"
"\n"
"儘管樹人本身不會使用魔力,但他們與精靈們有很深的連結。對於這個古老種族僅有的"
"一些資訊來自於精靈學者們,他們相信樹人天生就擁有這種即使是最強大的精靈,也要"
"耗盡一生才能掌握的神秘力量。儘管樹人很像他們,但他們跟樹林仍然不是來自同一祖"
"先的。樹人被認為是其中一個最古的生物,甚至比樹林還要更早居住在他們現在的地"
"區,有些人認為是妖精的力量讓樹人能作為樹林永久的守護者。\n"
"\n"
"樹人不是好戰者也不慣於打仗,但若是為了保衛森林,他們會毫不猶豫的使用暴力反"
"擊。樹人移動緩慢,若是離開樹林地是很脆弱的。他們與精靈深厚的連結性,使得樹人"
"對魔力特別敏感。不容易被物理攻擊穿透的堅硬樹身,面對火焰還是很脆弱。他們厚厚"
"的樹皮,以及能運用精靈的力量在受傷時快速修復的能力,讓樹人在面對敵人的突擊時"
"能存活下來。在自己的樹林裡,樹人可以隱身在樹林間,伏擊受過最佳訓練的精靈刺"
"探。\n"
"\n"
"樹人的壽命是未知的,但最古老的樹人們已經存活幾百年,並長到驚人的高度。除非樹"
"人在戰鬥中死亡,不然是不會自己自然死亡的。樹人們很滿足的像哨兵一樣站著渡過好"
"幾世紀,對於文明世界不感興趣,只有在需要保護大自然和森林家園時才會動起來。"
#: data/lua/feeding.lua:31 data/lua/feeding.lua:44
msgid "+1 max HP"
msgstr "+1 最大生命值"
#, fuzzy
#~| msgid "<header>text='Units of this race'</header>"
#~ msgid ""
#~ "\n"
#~ "\n"
#~ "<header>text='Fundamentals of Gameplay'</header>\n"
#~ "\n"
#~ msgstr "<header>text='這個種族的單位'</header>"
#~ msgid "Close"
#~ msgstr "關閉"
#~ msgid "The Battle for Wesnoth Help"
#~ msgstr "韋諾之戰說明"
#~ msgid "Parse error when parsing help text: "
#~ msgstr "分析幫助文本時語法錯誤: "
#~ msgid "ingame_help_item^Contributors"
#~ msgstr "制作人"
#~ msgid "race^Khalifate Human"
#~ msgstr "人類"
#~ msgid "race+female^Khalifate Human"
#~ msgstr "人類"
#~ msgid "race+plural^Khalifate"
#~ msgstr "機械"
#~ msgid "female^nightstalk"
#~ msgstr "夜行"
#, 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 doesnt 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 doesnt 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)。 "
#~ msgid "Intelligent"
#~ msgstr "聰慧"
#~ msgid "Quick"
#~ msgstr "敏捷"
#~ msgid "Resilient"
#~ msgstr "韌性"
#~ msgid "Strong"
#~ msgstr "強壯"
#~ msgid "Fearless"
#~ msgstr "無畏"
#~ msgid "Feral"
#~ msgstr "野性"
#~ msgid "Loyal"
#~ msgstr "忠誠"
#~ msgid "trait^Undead"
#~ msgstr "不死"
#~ msgid "trait^Mechanical"
#~ msgstr "機械"
#~ msgid "trait^Elemental"
#~ msgstr "元素"
#~ msgid "Dextrous"
#~ msgstr "靈敏"
#~ msgid "Healthy"
#~ msgstr "活力"
#~ msgid "Dim"
#~ msgstr "愚蠢"
#~ msgid "Slow"
#~ msgstr "緩慢"
#~ msgid "Weak"
#~ msgstr "虛弱"
#~ msgid "trait^Aged"
#~ msgstr "年長"
#, fuzzy
#~| msgid ""
#~| "In combat, your units will inevitably take damage. When a unit "
#~| "<ref>dst='experience_and_advancement' text='advances'</ref>, 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."
#~ msgid ""
#~ "In combat, your units will inevitably take damage. When a unit "
#~ "<ref>dst='advancement' text='advances'</ref>, 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"
#~ "<ref>dst=experience_and_advancement text=升級</ref>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。"
#~ msgid "Factions"
#~ msgstr "陣營"
#~ msgid "Overview"
#~ msgstr "概述"
#~ msgid ""
#~ "\n"
#~ "\n"
#~ "To begin with, its best to click the <bold>text='Tutorial'</bold> 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 "
#~ "<bold>text='Campaign'</bold> then <italic>text='Heir to the Throne'</"
#~ "italic>. As <italic>text='Battle for Wesnoth'</italic> 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<bold>text='教學模式'</bold>。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<bold>text='戰"
#~ "役'</bold>,再選<italic>text=“王位繼承者”</italic>。<italic>text='韋諾之"
#~ "戰'</italic>挑戰性很高,因此建議您難度可以先從容易開始上手。"
#~ msgid ""
#~ "These pages outline all you need to know to play <italic>text='Battle for "
#~ "Wesnoth'</italic>. 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<italic>text='韋諾之戰'</italic>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。"
#~ msgid ""
#~ "\n"
#~ "\n"
#~ "<italic>text='Campaigns'</italic> 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"
#~ "<italic>text='戰役'</italic>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。"
#~ msgid ""
#~ "The game takes place over a series of battles, called "
#~ "<italic>text='scenarios'</italic>. 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<italic>text='任務'</"
#~ "italic>。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。"
#~ msgid "Experience and Advancement"
#~ msgstr "經驗值和升級"
#~ msgid ""
#~ "\n"
#~ "\n"
#~ "<italic>text='Healthy'</italic> 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<italic>text='活力'</italic>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。"
#~ msgid "Help"
#~ msgstr "幫助"
#~ msgid "<header>text='Units having this special attack'</header>"
#~ msgstr "<header>text='擁有這種武器特性的單位:'</header>"
#~ msgid "<header>text='Units having this ability'</header>"
#~ msgstr "<header>text='擁有這種技能的單位:'</header>"
#~ msgid "Leaders:"
#~ msgstr "英雄: "
#~ msgid "Recruits:"
#~ msgstr "招募: "
#~ msgid "Era:"
#~ msgstr "時期:"
#~ msgid "Factions:"
#~ msgstr "陣營:"
#~ msgid "Factions are only used in multiplayer"
#~ msgstr "Factions are only used in multiplayer"
#, fuzzy
#~| msgid "Terrain"
#~ msgid "Base Terrain: "
#~ msgstr "地形"
#~ msgid "level"
#~ msgstr "等級"
#~ msgid "Advances from: "
#~ msgstr "升級自:"
#, fuzzy
#~| msgid "Factions:"
#~ msgid "Variations: "
#~ msgstr "陣營:"
#~ msgid "race^Miscellaneous"
#~ msgstr "其它"
#~ msgid "Race: "
#~ msgstr "種族"
#~ msgid "Abilities: "
#~ msgstr "能力: "
#~ msgid "Ability Upgrades: "
#~ msgstr "能力提升:"
#~ msgid "HP: "
#~ msgstr "生命值:"
#~ msgid "Moves: "
#~ msgstr "移動: "
#~ msgid "Cost: "
#~ msgstr "價格:"
#~ msgid "Alignment: "
#~ msgstr "攻撃屬性: "
#~ msgid "Required XP: "
#~ msgstr "升級所需經驗值: "
#~ msgid "unit help^Attacks"
#~ msgstr "攻撃"
#~ msgid "unit help^Name"
#~ msgstr "名稱"
#~ msgid "Type"
#~ msgstr "類型"
#~ msgid "Strikes"
#~ msgstr "輸出"
#~ msgid "Range"
#~ msgstr "範圍"
#~ msgid "Special"
#~ msgstr "特質"
#~ msgid "Resistances"
#~ msgstr "抗性"
#~ msgid "Attack Type"
#~ msgstr "攻撃類型"
#~ msgid "Resistance"
#~ msgstr "抗性"
#~ msgid "Terrain"
#~ msgstr "地形"
#~ msgid "Defense"
#~ msgstr "閃避率"
#~ msgid "Movement Cost"
#~ msgstr "移動點數耗費"
#~ msgid " < Back"
#~ msgstr " < 後退"
#~ msgid "Forward >"
#~ msgstr "前進 >"
#~ msgid "Reference to unknown topic: "
#~ msgstr "引用未知主題: "
#~ msgid "corrupted original file"
#~ msgstr "原始文件出錯"
#~ msgid "Caste"
#~ msgstr "階級"
#~ msgid ""
#~ "One of the variant forms of the drake: either be a <ref>dst='unit_Drake "
#~ "Clasher' text='Clasher'</ref> or a <ref>dst='unit_Drake Fighter' "
#~ "text='Drake Fighter'</ref>."
#~ msgstr ""
#~ "龍族會演化成其中之一:<ref>dst='unit_Drake Clasher' text='龍族巨劍兵'</"
#~ "ref>或是<ref>dst='unit_Drake Fighter' text='龍族戰士'</ref>."
#~ msgid "Aerie"
#~ msgstr "龍穴"
#~ msgid ""
#~ "A very large castle-like structure that is home to a <ref>dst='flight' "
#~ "text='flight'</ref>. It contains the <ref>dst='breeding_pen' "
#~ "text='breeding pens'</ref>."
#~ msgstr ""
#~ "<ref>dst='flight' text='龍群'</ref>的家是一座類似城堡結構的建築物。裡面設"
#~ "有<ref>dst='breeding_pen' text='繁殖欄'</ref>。"
#~ msgid "Breeding Pen"
#~ msgstr "繁殖欄"
#~ msgid ""
#~ "The portion of an <ref>dst='aerie' text='aerie'</ref> where the "
#~ "nonsentient <ref>dst='breeder' text='Breeders'</ref> live under the "
#~ "<ref>dst='dominant' text='Dominant'</ref>s eye."
#~ msgstr ""
#~ "為<ref>dst='aerie' text='龍穴'</ref>的一部份,被受控制的"
#~ "<ref>dst='breeder' text='龍后'</ref>們只能在<ref>dst='dominant' text='龍族"
#~ "領袖'</ref>的控制下生活。"
#~ msgid "Breeding Cycle"
#~ msgstr "繁殖週期"
#~ msgid ""
#~ "The time that passes between one <ref>dst=egg text='egg'</ref> laying to "
#~ "the next."
#~ msgstr "產下一顆<ref>dst=egg text='蛋'</ref>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 <ref>dst='morogor' text='Morogor'</ref>. The drakes "
#~ "believe it to end at the <ref>dst='abyss' text='Abyss'</ref>, a vast and "
#~ "deadly waterfall."
#~ msgstr ""
#~ "世界洋是指環繞<ref>dst='morogor' text='摩洛戈'</ref>群島周圍的海洋。龍族相"
#~ "信 <ref>dst='abyss' text='深淵'</ref>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 <ref>dst='morogor' text='Morogor'</"
#~ "ref>. Its existence is unknown to the drakes until the flight of Galun."
#~ msgstr ""
#~ "位於<ref>dst='morogor' text='摩洛戈'</ref>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 <ref>dst='straight_path' text='Straight "
#~ "Path'</ref>"
#~ msgstr ""
#~ "一個龍族用來避免馬爾薩斯災難的秘密組織。請參考<ref>dst='straight_path' "
#~ "text='道標之路'</ref>"
#~ 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 <ref>dst='spiral_path' text='Spiral "
#~ "Path'</ref>."
#~ msgstr ""
#~ "不停地擴展與征服為龍族的精神。這個用詞大多被<ref>dst='spiral_path' "
#~ "text='盤旋之路'</ref>的成員所使用。"
#~ msgid "Dominant"
#~ msgstr "龍族領袖"
#~ msgid ""
#~ "The <ref>dst='aspirant' text='Aspirant'</ref> that emerges as the drake "
#~ "leader, the only drake in the tribe that is allowed to reproduce with the "
#~ "<ref>dst='breeder' text='breeders'</ref>. Rarely, he may confer breeding "
#~ "privileges on others."
#~ msgstr ""
#~ "成為龍族領袖的<ref>dst='aspirant' text='雄龍'</ref>,是龍族裡唯一可以和"
#~ "<ref>dst='breeder' text='龍后們'</ref>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 "
#~ "<ref>dst='mount_morogor' text='Mount Morogor'</ref>. The "
#~ "<ref>dst='long_count' text='Long Count'</ref> calendar is based upon it."
#~ msgstr ""
#~ "根據<ref>dst='long_count' text='長紀曆'</ref>所記載。"
#~ "<ref>dst='mount_morogor' text='摩洛戈山'</ref>(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 "
#~ "<ref>dst='drakish_script' text='script'</ref>. The recorders are the only "
#~ "<ref>dst='caste' text='caste'</ref> 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<ref>dst='drakish_script' text='龍族文'</ref>的編纂者。"
#~ "龍史官的<ref>dst='caste' text='階級'</ref>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 <ref>dst='breeding_cycle' text='breeding cycle'</ref>."
#~ msgstr "<ref>dst='breeding_cycle' text='繁殖週期'</ref>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 <ref>dst='flight' text='flight'</ref>."
#~ msgstr ""
#~ "最年輕的龍。在<ref>dst='flight' text='龍群'</ref>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 "
#~ "<ref>dst='flight' text='flight'</ref> can afford the loss of a generation "
#~ "they start the <ref>dst='swarming' text='Swarming'</ref>."
#~ msgstr ""
#~ "稍稍長大的龍。如果<ref>dst='flight' text='龍群'</ref>能夠承受失去這一代幼"
#~ "龍的風險,他們便會開始<ref>dst='swarming' text='群體遷徙'</ref>。"
#~ msgid "Breeder"
#~ msgstr "龍后"
#~ msgid ""
#~ "The female drake. They are rare since <ref>dst='egg' text='eggs'</ref> "
#~ "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 <ref>dst='hatching' "
#~ "text='hatching'</ref>."
#~ msgstr ""
#~ "母龍。她們仔細地照顧<ref>dst='egg' text='龍蛋'</ref>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"
#~ "<ref>dst='hatching' text='孵化'</ref>後變多。"
#~ msgid "Egg, Drake"
#~ msgstr "龍蛋"
#~ msgid ""
#~ "The <ref>dst=caste text='caste'</ref> the <ref>dst='hatchling' "
#~ "text='Hatchling'</ref> will belongs to is determined by the time it is "
#~ "laid and to some extent the ambient temperature."
#~ msgstr ""
#~ "<ref>dst='hatchling' text='龍寶寶'</ref>的<ref>dst=caste text='階級'</ref>"
#~ "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 <ref>dst='aerie' text='Aerie'</ref>, "
#~ "controlling a hunting range. Each tribe has one <ref>dst='dominant' "
#~ "text='Dominant'</ref>, who confers mating privileges."
#~ msgstr ""
#~ "龍族部落,他們住在一個<ref>dst='aerie' text='龍穴'</ref>之中,控制著一片狩"
#~ "獵區。每個部落都有一位<ref>dst='dominant' text='龍族領袖'</ref>,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 <ref>dst='breeder' text='breeders'</ref>. 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<ref>dst='breeder' text='龍后們'</ref>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 <ref>dst='unit_Fire Dragon' text='dragon'</ref>."
#~ msgstr "龍族對<ref>dst='unit_Fire Dragon' text='火燄巨龍'</ref>的稱呼。"
#~ msgid "Intendant"
#~ msgstr "龍副官"
#~ msgid ""
#~ "One of the <ref>dst='aspirant' text='Aspirant'</ref> lieutenants of a "
#~ "<ref>dst='dominant' text='Dominant'</ref>. Traditionally he has one of "
#~ "each <ref>dst=caste text='caste'</ref> 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 ""
#~ "<ref>dst='dominant' text='龍族領袖'</ref>用來管理<ref>dst='aspirant' "
#~ "text='雄龍'</ref>們的職位。根據傳統除了龍族領袖自己本身外,每個"
#~ "<ref>dst=caste text='階級'</ref>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 <ref>dst='swarmlings' text='Swarmlings'</ref> that have left the "
#~ "<ref>dst='aerie' text='aerie'</ref> to found a new one."
#~ msgstr ""
#~ "<ref>dst='swarmlings' text='移徙龍'</ref>會離開<ref>dst='aerie' text='龍"
#~ "穴'</ref>去尋找新的家園。"
#~ msgid "Swarming"
#~ msgstr "群體遷徙"
#~ msgid ""
#~ " The <ref>dst='flight' text='flight'</ref> for a new drake "
#~ "<ref>dst='aerie' text='aerie'</ref> that recurs every "
#~ "<ref>dst='breeding_cycle' text='breeding cycle'</ref>. See "
#~ "<ref>dst='swarm' text='Swarm'</ref>"
#~ msgstr ""
#~ "過一個<ref>dst='breeding_cycle' text='繁殖週期'</ref>後<ref>dst='flight' "
#~ "text='龍群'</ref>都會尋找新的<ref>dst='aerie' text='龍穴'</ref>。請參考"
#~ "<ref>dst='swarm' text='移徙龍'</ref>"
#~ 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 "
#~ "<ref>dst='morogor' text='Morogor'</ref>."
#~ msgstr "位於<ref>dst='morogor' text='摩洛戈'</ref>群島中心的活火山。"
#~ msgid "Long Count"
#~ msgstr "長紀曆"
#~ msgid ""
#~ "The drake calender based on <ref>dst='vulcaniad' text='Vulcaniad'</ref> "
#~ "and <ref>dst=breeding_cycle text='Breeding cycles'</ref>."
#~ msgstr ""
#~ "龍族紀錄<ref>dst='火山噴發' text='Vulcaniad'</ref>跟"
#~ "<ref>dst=breeding_cycle text='繁殖週期'</ref>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 <ref>dst='unit_Drake Burner' text='burners'</ref> 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<ref>dst='unit_Drake Burner' "
#~ "text='噴火龍戰士'</ref>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 <ref>dst='ceramic' "
#~ "text='ceramic'</ref> tablets by members of the <ref>dst='recorder' "
#~ "text='Recorder'</ref> vocation."
#~ msgstr ""
#~ "龍族使用的文字。<ref>dst='recorder' text='龍史官'</ref>們將文字記錄在"
#~ "<ref>dst='ceramic' text='陶瓷'</ref>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 ""
#~ "<italic>text='Grassland'</italic> 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 ""
#~ "<italic>text='草原'</italic>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 ""
#~ "<italic>text='Roads'</italic> are beaten paths of dirt, formed by many "
#~ "travelers passing over them. As far as gameplay is concerned, roads "
#~ "behave as <ref>dst='terrain_flat' text='flat'</ref> terrain.\n"
#~ "\n"
#~ msgstr ""
#~ "<italic>text='道路'</italic>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<ref>dst='terrain_flat' text='平原'</ref>没有兩様。\n"
#~ "\n"
#~ msgid "Forest"
#~ msgstr "森林"
#~ msgid ""
#~ "<italic>text='Forests'</italic> 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 ""
#~ "<italic>text='森林'</italic>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 ""
#~ "<italic>text='Hills'</italic> 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 ""
#~ "<italic>text='丘陵'</italic>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 ""
#~ "<italic>text='Mountains'</italic> 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 ""
#~ "<italic>text='山嶺'</italic>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 ""
#~ "<italic>text='Swamps'</italic> 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 ""
#~ "<italic>text='沼澤'</italic>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 ""
#~ "<italic>text='Shallow water'</italic> represents any body of water deep "
#~ "enough to come up to roughly a mans 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 ""
#~ "<italic>text='Deep water'</italic> represents any body of water deep "
#~ "enough to cover a mans 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 ""
#~ "<italic>text='深水'</italic>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 ""
#~ "<italic>text='Frozen'</italic> 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 ""
#~ "<italic>text='凍原'</italic>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 ""
#~ "<italic>text='Castles'</italic> 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 ""
#~ "<italic>text='城堡'</italic>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 <italic>text='sand'</italic> 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 ""
#~ "<italic>text='沙地'</italic>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 ""
#~ "<italic>text='Deserts'</italic> have a somewhat different composition "
#~ "than small sand pits or beaches, however for gameplay purposes they are "
#~ "identical. See <ref>dst='terrain_sand' text='sand'</ref>."
#~ msgstr ""
#~ "<italic>text='沙漠'</italic>不同於小型沙地或沙灘,但在遊戲中,它們是相同"
#~ "的。請參考<ref>dst=terrain_sand text=沙地</ref>。"
#~ msgid "Cave"
#~ msgstr "洞穴"
#~ msgid ""
#~ "<italic>text='Cave'</italic> 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 <ref>dst='terrain_illuminated_cave' "
#~ "text='illuminated'</ref>.\n"
#~ "\n"
#~ "Most units receive 20 to 40% defense in caves, whereas dwarves have 50%."
#~ msgstr ""
#~ "<italic>text='洞穴'</italic>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<ref>dst='terrain_illuminated_cave' text='明亮'</ref>"
#~ "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 ""
#~ "<italic>text='Rockbound cave'</italic> 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 "
#~ "<ref>dst='terrain_illuminated_cave' text='illuminated'</ref>\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 ""
#~ "<italic>text='岩石洞穴'</italic>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"
#~ "<ref>dst='terrain_illuminated_cave' text='明亮'</ref>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 "
#~ "<ref>dst='terrain_cave' text='cave terrains'</ref>."
#~ 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"
#~ "<ref>dst='terrain_cave' text='洞穴地形'</ref>並無兩樣。"
#~ msgid "Mushroom Grove"
#~ msgstr "蘑菇林"
#~ msgid ""
#~ "<italic>text='Mushroom groves'</italic> 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 ""
#~ "<italic>text='蘑菇林'</italic>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 ""
#~ "<italic>text='Villages'</italic> 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 ""
#~ "<italic>text='村莊'</italic>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 ""
#~ "<italic>text='Submerged villages'</italic> 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 ""
#~ "<italic>text='水中村莊'</italic>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 ""
#~ "<italic>text='Unwalkable terrain'</italic> 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 ""
#~ "<italic>text='無法行走的深淵'</italic>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 <italic>text='lava'</italic> "
#~ "are fairly obvious. As far as movement is concerned, lava is equivalent "
#~ "to <ref>dst='terrain_unwalkable' text='unwalkable'</ref> 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<italic>text='熔岩'</italic>是一件非常危險的事。在地形方面,熔岩和"
#~ "<ref>dst='terrain_unwalkable' text='無法行走的深淵'</ref>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 ""
#~ "<italic>text='Coastal reefs'</italic> 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 ""
#~ "<italic>text='珊瑚礁'</italic>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 "
#~ "<italic>text='bridge'</italic> 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,"
#~ "<italic>text='橋'</italic>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 "<header>text='Race specific topics'</header>"
#~ msgstr ""
#~ "\n"
#~ "\n"
#~ "<header>text='命中幾率'</header>"