# DungeonCraft language file: English (reference language) # Format: key = text Placeholders: {0}, {1}, ... Lines starting with # are comments. # To add a language: copy this file, translate the texts and register it in src/i18n.rs. lang.name = English # ---- units unit.worker = Pit Imp unit.kobold = Kobold unit.spider = Cave Spider unit.mage = Shadow Mage unit.ogre = Stone Ogre unit.knight = Knight unit.archer = Archer unit.priest = Priest unit.dwarf = Dwarf Miner unit.paladin = Paladin of Light # ---- rooms room.treasury = Treasury room.lair = Lair room.farm = Mushroom Garden room.training = Training Hall room.library = Library # ---- jobs job.none = Thinking job.dig = Digging job.claim = Claiming ground job.deliver = Carrying gold to the treasury job.wander = Wandering job.sleep_go = Going to sleep job.sleep = Sleeping job.eat = Eating job.train = Training job.study = Studying job.fight = Fighting job.core_attack = Attacking the Soul Core job.core_march = Marching to the Soul Core job.leave = Leaving the realm job.gate_attack = Attacking the Hero Gate job.rally = Following the attack flag # ---- messages msg.welcome1 = Welcome, ruler of the underworld! Protect your Soul Core and destroy the Hero Gate. msg.welcome2 = Mark earth and gold veins with the Dig tool (key 1). Your Pit Imps do the rest. msg.welcome3 = Dig through to the portal and claim it. Creatures need a lair and a mushroom garden. msg.welcome4 = Use the attack flag (key 9) to send your creatures into battle, even against the Hero Gate. msg.wave_warn = Scouts report: hero wave {0} reaches the gate in 30 seconds! msg.defeat = Your Soul Core has shattered. The underworld is lost. msg.victory = The Hero Gate is destroyed. The underworld is yours! msg.creature_arrived = A {0} came through the portal. msg.payday_partial = Payday! {0} creatures paid ({1} gold), {2} got nothing and are angry! msg.payday = Payday! {0} creatures received {1} gold. msg.wave_boss = Wave {0}: a Paladin of Light leads {1} heroes into your realm! msg.wave = Wave {0}: {1} heroes break through the gate! msg.gate_boss = The gate is crumbling! The Gate Warden appears with {0} defenders! msg.gate_defenders = The gate summons {0} defenders! msg.level_up = {0} reaches level {1}. msg.hero_slain = {0} defeated! Loot: {1} gold. msg.creature_died = Your {0} has fallen. msg.portal_claimed = The portal is yours! It attracts creatures. msg.flag_removed = Attack flag removed. Your creatures return. msg.flag_set = Attack flag set! Battle-ready creatures gather there. msg.creature_leaves = An unhappy {0} leaves your realm! msg.no_gold = Not enough gold! msg.sold = Rooms sold: +{0} gold. msg.no_mana_bolt = Not enough mana for Lightning. msg.no_mana_heal = Not enough mana for Heal. msg.no_mana_cost = Not enough mana ({0} needed). # ---- hints (shown at most every 30 seconds) hint.portal_no_lair = The portal is open, but without a lair no creatures will come. hint.no_farm = Creatures want to eat: build a mushroom garden. hint.lair_full = All beds in the lair are taken. Enlarge your lair. hint.gate_attack = Your creatures are attacking the Hero Gate! hint.treasury_full = Your treasuries are full! Build more treasury tiles. hint.flag_unreachable = Your creatures cannot reach the attack flag. hint.flag_ground = The flag must be placed on walkable ground. hint.no_beds = Creatures have to sleep on bare ground. Enlarge your lair! hint.hungry = Your creatures are starving! Enlarge the mushroom garden. hint.core_attacked = Your Soul Core is under attack! hint.build_where = Rooms can only be built on claimed, empty floor tiles. hint.hand_full = Your hand is full (max. 8). Right-click drops units. hint.drop_where = Units can only be dropped on your own territory. hint.summon_where = Pit Imps can only be summoned on your own territory. # ---- tools (label = short text under the button) tool.dig.label = Dig tool.dig.name = Dig tool.dig.desc = Mark earth and gold. Drag for a rectangle; starting on a marked tile removes the marks. tool.hand.label = Hand tool.hand.name = Hand tool.hand.desc = Pick up one of your units (max. 8). Right-click drops it on your own territory. tool.treasury.label = Treasury tool.treasury.desc = Stores gold: +500 capacity per tile. tool.lair.label = Lair tool.lair.desc = One bed per tile. Determines how many creatures come. tool.farm.label = Mushrooms tool.farm.desc = Food for creatures. With 6 tiles or more, cave spiders come. tool.training.label = Training tool.training.desc = Creatures gain levels (costs gold). With 9 tiles or more, stone ogres come. tool.library.label = Library tool.library.desc = Creatures generate mana. With 6 tiles or more, shadow mages come. tool.sell.label = Sell tool.sell.name = Sell tool.sell.desc = Turn rooms back into floor (50% refund). tool.flag.label = Flag tool.flag.name = Attack Flag tool.flag.desc = Battle-ready creatures gather here. Near the Hero Gate they attack it. Click again to remove it. tool.lightning.label = Lightning tool.lightning.name = Lightning tool.lightning.desc = 55 damage to heroes in the area. tool.heal.label = Heal tool.heal.name = Heal tool.heal.desc = Heals your units in the area by 50%. tool.summon.label = Imp tool.summon.name = Summon Pit Imp tool.summon.desc = Creates a new Pit Imp on your own territory. cost.gold_tile = {0} gold/tile cost.mana = {0} mana ui.cost = Cost: {0} ui.key = Key: {0} # ---- HUD hud.gold = Gold hud.mana = Mana hud.core = Core hud.gate = Gate hud.creatures = Creatures hud.workers = Imps hud.wave = Wave {0} hud.army = Army hud.off = off hud.hand = Hand hud.empty = empty ui.map = Map ui.pause = PAUSE ui.pause_hint = P: continue # ---- help help.goal = Goal: destroy the Hero Gate and protect your Soul Core. help.k_left = Left click Use tool (dig/rooms: drag a rectangle) help.k_right = Right click Drop a unit (prisoners: also into the torture chamber) help.k_slap = Shift+Left Hand: backhand own units, punch heroes on your ground help.k_pan = Right drag Move the map (also WASD/arrows, screen edge) help.k_rot = Middle drag Rotate and tilt the camera (also Q/E, R/F) help.k_zoom = Mouse wheel Zoom help.k_tools = 1-9,0,X,V,K,J,B,C,T,U,Y,O Select tool help.k_misc = P / Space Pause M Sound on/off +/- Volume help.k_misc2 = G Tile outlines on/off H This help help.s1 = 1. Dig to the portal and let your Pit Imps claim it. help.s2 = 2. Build a lair, a mushroom garden and a treasury. help.s3 = 3. Train your creatures and pay their wages on time. help.s4 = 4. Fend off the hero waves. They adapt to your army. help.s5 = 5. Place the attack flag near the gate and attack! help.font = Fonts: Dinowyde and DINOBYTE by mby (CC BY 4.0) help.start = Click to start # ---- end screen end.victory = VICTORY! end.defeat = DEFEAT end.victory_sub = The Hero Gate has fallen. end.defeat_sub = Your Soul Core has shattered. end.stats = Time {0} Waves {1} Army {2} end.new = New Game (N) # ---- info panel info.level = {0} (level {1}) info.hp = HP {0}/{1} info.guard = Gate Warden info.intruder = Intruder info.needs = Energy {0}% Hunger {1}% info.mood = Mood: {0} mood.happy = content mood.grumpy = grumpy mood.angry = angry info.wage = Wage: {0} gold info.carries = Carries {0} gold tile.rock = Rock tile.indestructible = indestructible tile.earth = Earth tile.gold = Gold Vein tile.gold_amount = Worth {0} gold tile.floor = Floor owner.player = claimed owner.hero = hero territory owner.none = neutral tile.core = Soul Core tile.portal = Portal portal.claimed = claimed portal.neutral = neutral: imps can claim it tile.gate = Hero Gate farm.food = {0} mushrooms lair.taken = Bed taken lair.free = Bed free tile.marked = marked for digging # ---- language selection langsel.title = Language langsel.hint = Click a language. You can change it later in the settings. # ---- menus menu.subtitle = Dig. Build. Defend. Conquer. menu.version = Version menu.continue = Continue menu.new = New Game menu.load = Load Game menu.save = Save Game menu.settings = Settings menu.help = Help menu.resume = Resume menu.main = Main Menu menu.back = Back menu.paused = Paused menu.drop_hint = Tip: you can also drop a .dcsave file onto the game window to load it. # ---- settings set.tab.sound = Language & Sound set.tab.camera = Camera set.tab.graphics = Graphics set.tab.game = Game set.tab.debug = Debug set.tab.keys = Keys set.language = Language set.volume = Sound volume set.music = Music volume set.mute = Mute set.rotate_speed = Rotation speed set.pan_speed = Pan speed set.zoom_speed = Zoom speed set.edge_scroll = Screen edge scrolling set.invert = Invert mouse rotation set.outlines = Tile outlines set.wall_detail = Wall detail set.lights = Light sources set.ui_scale = Interface size set.game_speed = Game speed set.hints = Hints set.keys_hint = Click an action and press a key. Keys already in use are swapped. set.press_key = Press a key for: {0} set.esc_cancel = Esc cancels set.reset_keys = Reset keys val.on = On val.off = Off val.low = Low val.medium = Medium val.high = High val.normal = Normal val.large = Large # ---- key binding names key.cam_forward = Camera forward key.cam_back = Camera back key.cam_left = Camera left key.cam_right = Camera right key.rotate_left = Rotate left key.rotate_right = Rotate right key.tilt_up = Tilt up key.tilt_down = Tilt down key.pause = Pause key.mute = Sound on/off key.volume_up = Volume up key.volume_down = Volume down key.outlines = Tile outlines key.help = Help # ---- savegames save.saved = Game saved: {0} save.loaded = Game loaded. save.err_invalid = This file is not a valid DungeonCraft savegame. save.err_version = This savegame comes from a newer version of DungeonCraft. save.choose = Choose a savegame file ... # ---- new game newgame.width = Map width newgame.height = Map height newgame.start = Start newgame.info = {0} portal(s), {1} guarded treasure cave(s) # ---- walls, towers, torture job.reinforce = Reinforcing a wall tile.reinforced = Reinforced wall tile.reinforced_info = heroes can hardly break through room.torture = Torture Chamber room.temple = Temple tool.torture.label = Torture tool.torture.desc = Holds one prisoner per 2 tiles. Defeated heroes are carried here and tortured until they die or defect. From 6 tiles on, Jailers come. tool.temple.label = Temple tool.temple.desc = Creatures pray here: more mana than studying, and it lifts their mood. From 6 tiles on, Flame Priestesses come. tool.arrow.label = Arrows tool.arrow.name = Arrow Tower tool.arrow.desc = Cheap and fast. Arrows pierce up to two more heroes behind the target. Click your tower with this tool to upgrade it. tool.cannon.label = Cannon tool.cannon.name = Cannon Tower tool.cannon.desc = Slow, long range, splash damage that knocks heroes back. Cannot hit targets right next to it. tool.magic.label = Magic tool.magic.name = Magic Tower tool.magic.desc = Uses mana per shot. Never misses, slows the target and jumps to a second hero. tower.arrow = Arrow Tower tower.cannon = Cannon Tower tower.magic = Magic Tower cost.tower = {0} gold (upgrades {1} / {2}) cost.per_shot = , {0} mana per shot info.tower = {0} (level {1}) info.tower_stats = Damage {0} Range {1} info.tower_upgrade = Upgrade: {0} gold msg.tower_upgraded = {0} upgraded to level {1}. msg.tower_destroyed = Your {0} was destroyed! hint.tower_other = There is already another kind of tower here. hint.tower_max = This tower is fully upgraded. hint.tower_where = Towers can only be built on claimed, empty floor tiles. hint.tower_mana = Your magic towers have run out of mana. job.repair = Repairing a tower job.attack_tower = Attacking a tower unit.jailer = Jailer unit.priestess = Flame Priestess msg.hero_captured = {0} knocked out and taken prisoner! Loot: {1} gold. msg.defected = {0} has defected to your side! msg.prisoner_died = {0} died under torture. job.carry = Carrying a prisoner job.pray = Praying job.heal_core = Healing the Soul Core info.unconscious = unconscious info.carried = being carried to the torture chamber info.tortured = being tortured info.prison = Prisoners: {0}/{1} msg.wave_warn_dir = Scouts report: hero wave {0} reaches the gate in 30 seconds! They plan to break in from the {1}. msg.wave_warn_two = Scouts report: hero wave {0} reaches the gate in 30 seconds! They split up and break in from the {1} and the {2}. dir.n = north dir.ne = north-east dir.e = east dir.se = south-east dir.s = south dir.sw = south-west dir.w = west dir.nw = north-west val.auto = Auto ({0}x) set.render_scale = 3D resolution set.debug_fps = Show FPS set.debug_frame_time = Show frame time set.debug_ping = Show ping set.debug_trigger_zones = Show trigger zones set.debug_command_markers = Show debug command markers set.debug_path_lines = Show path lines hint.pickup_prisoner_where = Prisoners can only be picked up on your own territory. hint.punch_where = The hand can only punch heroes on your own territory. unit.chainbreaker = Chainbreaker hint.chainbreaker_restless = The Chainbreaker is restless: it wants something to fight! # savegames on the server saves.name = Name: saves.new = Save as new saves.default_name = Wave {0} - {1} saves.overwrite = Overwrite saves.load = Load saves.delete = Delete saves.sure = Sure? saves.meta = {3} UTC, wave {0}, map {1}, played {2} saves.empty = No savegames on the server yet. saves.loading = Loading the list ... saves.wait = Please wait ... saves.file_save = Download as file saves.file_load = Load from file cloud.deleted = Savegame deleted. cloud.err_net = The savegame server cannot be reached. cloud.err_large = The savegame is too large for the server. cloud.err_rate = Too many requests - please wait a moment. cloud.err_full = The savegame server is full. cloud.err_missing = This savegame no longer exists. cloud.err = The savegame server reported an error. # touch interface set.touch_ui = Touch interface val.auto_state = Auto ({0}) cat.dig = Dig cat.hand = Hand cat.rooms = Rooms cat.towers = Towers cat.spells = Spells cat.orders = Orders cat.menu = Menu help.t_tap = Tap: use the tool (hand: pick up a unit; spells, flag, towers: at that spot) help.t_drag = Drag: dig, rooms and sell mark a rectangle; with other tools it moves the map help.t_two = Two fingers: move the map, pinch to zoom, twist to rotate the camera help.t_long = Long press: information about the spot; hand: drop the units there help.t_double = Double tap with the hand: backhand own units, punch heroes on your ground help.t_tools = Toolbar: categories open a row of tools; the menu button opens the pause menu help.start_touch = Tap to start # rivers and bridges tool.bridge.label = Bridge tool.bridge.name = Build Bridge tool.bridge.desc = Builds a bridge over water or lava. Drag from your own ground across the river; the bridge grows tile by tile from your territory. cost.bridge = {0} gold/tile over water, {1} over lava hint.bridge_where = Bridges must start at your own ground: drag from your territory across the river. hint.bridge_river = Bridges can only be built over water or lava. msg.hero_burned = A {0} fell into the lava! +{1} gold. msg.creature_burned = Your {0} fell into the lava. tile.water = Underground river tile.water_info = Nobody can wade through it. Build a bridge. tile.lava = Lava tile.lava_info = Whatever falls in burns. Stone bridges cross it. tile.bridge = Wooden bridge tile.lavabridge = Stone bridge tile.shard = Shard of your soul core tile.shard_info = Claim this chamber to take the shard back. # treasures and payday tile.silver = Silver vein tile.ruby = Ruby vein tile.diamond = Diamond vein res.gold = gold res.silver = silver res.ruby = rubies res.diamond = diamonds treasury.content = Holds {0} worth of {1} hud.payday = Payday msg.payday_soon = Payday in {0} seconds: your creatures want {1} gold. hint.payday_short = There is not enough gold for the coming payday. Unpaid creatures get angry! # knight fortresses msg.enemy_tower_destroyed = A knight {0} has fallen! msg.vault_taken = Knight vault taken: {0} worth of treasure is yours. msg.shard_taken = A shard of your soul core is back in your hands! msg.bridge_torn = The knights have torn down one of your bridges! job.tear_bridge = Tearing down a bridge job.patrol = On patrol job.guard = On guard # campaign msg.mission_start = Mission: {0} msg.mission_won = Mission accomplished! msg.time_up = Time is up - the knights have secured their treasures. hud.time_left = Time msg.tool_locked = This is not available yet in this mission. # campaign menu and goals menu.campaign = Campaign menu.goals = Briefing camp.goals_panel = Goals (click: briefing) camp.title = The Broken Core camp.locked = ??? camp.progress = {0} of {1} missions accomplished camp.mission_title = Mission {0}: {1} camp.goals = Goals camp.time_limit = Time limit: {0} camp.new_tools = New: {0} camp.carry = Coming along from the last mission: {0} creatures and {1} gold. camp.start = Start goal.shards = Take back the shards goal.heart = Destroy the gate of the order goal.killall = Defeat all knights goal.loot = Take {0} from the knight vaults goal.towers = Raze all knight towers goal.survive = Beat {0} waves goal.left = ({0} left) goal.rivals = Destroy the cores of the rival masters goal.springs = Claim {0} mana springs goal.freed = Free {0} creatures in chains end.mission_won = Mission accomplished! end.mission_won_sub = Crookfinger nods approvingly. Your strongest creatures and a fifth of the gold come along into the next mission. end.mission_lost = Mission failed end.mission_lost_sub = The knights are celebrating. Crookfinger suggests you try again - he has already sharpened the shovel. end.again = Try again end.next = Next mission end.campaign = Campaign end.to_campaign = Back to the campaign # campaign story: told by old Crookfinger, the imp advisor (" | " starts a new paragraph) camp.m01.title = A Shard in the Dark camp.m01.story = Wake up, master. Yes, you. A hundred years ago the Order of the Lightwatch smashed your soul core and carried the shards off like trophies. What is left of you fits into one small cave, four imps and me - old Crookfinger. | The knights keep the first shard in a little outpost to the east, guarded by recruits who still believe in polished boots. Dig a way there and let your imps claim the shard chamber. Knight ground takes them a while to claim, and not while knights stand next to it. camp.m02.title = The Border Brook camp.m02.story = A brook! Underground! The knights think a bit of water keeps us out. Charming. | Build a bridge across it - wood is cheap, knight pride is not. The watch post on the far bank holds the next shard, and this time it has an arrow tower. Towers do not chase you: stay out of range or let your creatures tear them down. camp.m03.title = The Guardhouse camp.m03.story = The Lightwatch keeps a guardhouse here where young knights learn to march in circles. They call it patrolling. We call it a timetable. | Learn it, strike when they turn their backs, and wipe out the whole garrison. A training room is finally yours - training makes creatures stronger, but the bill comes on payday. camp.m04.title = The Order Strikes Back camp.m04.story = Well, that got their attention. The Order sends wave after wave from its gate to put out the little fire in the dark - us. | Four waves, then they run out of volunteers, or at least of enthusiasm. Build arrow towers, keep the lightning ready and do not let them touch the core. camp.m05.title = The Gold Chambers of Hellwatch camp.m05.story = Hellwatch is where the Order keeps its pay chests, which explains why the knights here are so cheerful: they get paid. | Their vaults hold gold, silver and even gems. Claim the vault chambers and the treasure is yours. Six thousand should cover our expenses. And our hurt feelings. camp.m06.title = The Bridge of the Lightwatch camp.m06.story = The Lightwatch built a bridge over the great river and put a gate at its end, with a banner that has a sun on it. Of course it has a sun on it. | Destroy the gate of the order and the outpost collapses into polite panic. They brought cannons, by the way. Cannons push your creatures around - keep them close together. camp.m07.title = Lava Ground camp.m07.story = Lava ground. Warm, cosy, a bit too bright. Wooden bridges would burn here, so you build stone ones: dearer, but fireproof. | Whatever is pushed into the lava is gone for good, knights included. Especially knights. The shard lies in the fortress beyond the glow. And a torture chamber is open to you now - some prisoners can be persuaded to change sides. camp.m08.title = The Raid camp.m08.story = A raid! No shard today, just cash. Two vault keeps, stuffed with the tithes of the Order. | You have fifteen minutes before they bring their treasure to safety, and a few hired thugs to get going. Take eight thousand worth from their vaults. Quickly, master - Crookfinger has debts. camp.m09.title = The Twin Keeps camp.m09.story = Two keeps on both banks of a river, each guarding a shard. The knights call them the Brothers. One brother fusses about his boots, the other about his hair. | Take both shards. The river has knight bridges: claim them, or the knights will use them to visit you. camp.m10.title = The Siege camp.m10.story = The Order is angry. Properly angry, with trumpets. Six waves will march against your halls. | The temple and the magic tower are ready - pray, pay and hold. If the core still glows after the sixth wave, they will need a new recruiting song. camp.m11.title = Patrol Paths camp.m11.story = This fortress runs like clockwork: four patrols march around the courtyard, and every corner has a tower looking at it. | Study their rounds, cut them off one by one, and when nothing in silver armour moves any more, the place is ours. camp.m12.title = Fire and Water camp.m12.story = Fire on one side, water on the other, and in between a fortress with a shard and a gate. The knights built it to show off. | Cross both rivers, destroy the gate of the order and take the shard. And mind which bridge you are standing on. camp.m13.title = The Treasure House of the Order camp.m13.story = The treasure house of the Order: thirteen thousand worth in the vaults - their whole retirement plan. | Claiming vaults makes noise, so the garrison will come running. Plan accordingly. Or do not, and enjoy the fireworks. camp.m14.title = The Ring of Towers camp.m14.story = Eight towers in a ring, upgraded to the very top. The commander here believes in walls and arrows the way imps believe in lunch. | Raze every single tower. Your creatures attack towers they can reach - send them with the flag and keep the healing spell handy. camp.m15.title = Beneath the Current camp.m15.story = No portal down here. No new recruits. Just what you brought, what I could hire, and a fortress across a cold, fast river. | Defeat every knight with the army you have. Every creature counts - keep them fed, paid and angry. camp.m16.title = Counterstrike camp.m16.story = Beyond the lava the gate of the order keeps sending waves, and it will not stop until the gate falls. | Hold your line, then push. Break the gate and their counterattack dies with it. camp.m17.title = The Bridge Town camp.m17.story = A whole town on bridges: three rivers, two keeps, two shards and plenty of treasure. Knights love bridges - they tear down yours and keep their own. | Take both shards and six thousand from their vaults. camp.m18.title = The Marshal's Lava Citadel camp.m18.story = Marshal Gerold the Unbending sits in his lava citadel, a paladin who has never bent anything - not his knee, not his opinion. | His gate guards the road to the Grand Master. Break it. Gerold will try to break you first. camp.m19.title = The Last Watch camp.m19.story = Three keeps hold the last shards before the citadel. The Order has thrown everything it has left into them, including its last good mood. | Take all three shards. After this, only one old man in shiny armour stands between you and your core. camp.m21.title = The Neighbour camp.m21.story = Bad news, master: we are not the only darkness down here. Mossgrim the Mouldy has dug in to the east - a master who smells of wet cellar and calls it ambience. He has heard that a broken core is cheap to take. | His creatures wear green, his floors grow fungus, and his core glows like old cheese. Destroy it before he destroys yours. And somewhere north lies a little island with treasure - bridges, master, bridges. camp.m22.title = The Chained One camp.m22.story = The knights have walled up a cave to the north and chained an ogre inside, a nasty, strong, wonderful ogre. They forgot to tell him why. | Dig into the cave and claim it - the moment our ground touches him, he will break his chains and owe you everything. Then take the shard in the east. Another sealed cave to the south is said to hold gold. camp.m23.title = Lady Nightwell camp.m23.story = A letter, master, on black paper, scented with lilies: "Dear broken one, your shards would look lovely on my mantelpiece. Yours, Lady Nightwell." | She lives beyond the river in blue halls and is twice as clever as Mossgrim, which is not hard. Cross the water, break her core and take the treasure island on the way. camp.m24.title = The Mana Springs camp.m24.story = Old mana wells up on three islands here - raw power of the deep, wasted on fish. | Bridge over to them and let the imps claim every spring: each one gives you mana for ever and lets you store more of it. The knights in the east have noticed too, so be quick. camp.m25.title = Mossgrim's Revenge camp.m25.story = Mossgrim is back. He has rebuilt his core, grown a new beard of mould, and - this is the worst part - made a deal with the Order: their gate opens beside his halls. | Two enemies who also hate each other. Let them bite one another, then break Mossgrim's core for good. camp.m26.title = Nightwell's Island Fortress camp.m26.story = Lady Nightwell has withdrawn behind a lava stream and sends her finest creatures out to deal with us. Her letters have stopped being polite. | There is a mana spring on an island in the lava - take it, it will help. Then cross over and end her ambitions. With her core. camp.m27.title = The Sealed Depths camp.m27.story = The Order buried its most dangerous prisoners down here, in sealed caves: a chainbreaker and a gargoyle, and a vault full of their own confiscated gold. | Free both prisoners and claim the two mana springs on the islands. Somebody had to find them. It might as well be someone who appreciates them. camp.m28.title = The Pact of the Masters camp.m28.story = Mossgrim and Lady Nightwell have stopped hating each other. Well, a little - just long enough to come for you together. Green to the north-east, blue to the south-east. | An island with a mana spring lies between us. Hold it, then break both cores. They will not stay allies for long, but neither should they stay alive that long. camp.m29.title = The Ember Islands camp.m29.story = Lava islands, master, with springs of mana boiling in the middle, and a sealed cave where the knights chained a young wyrm. Young wyrms have short tempers. Lovely. | Free the wyrm, take both springs and the shard in the keep beyond the fire. Then the road to the Grand Master is open. camp.m20.title = The Grand Master camp.m20.story = Grand Master Valerian Brightshield waits in his citadel beyond the great river, with the last shard and the gate of the order. He has prayed, polished and prepared for a hundred years. | Destroy his gate and take back the shard. Then your core is whole - and every master who ever wanted it will come for it at once. One thing at a time. camp.m30.title = The Throne of the Deep camp.m30.story = It happened as I said: your core is whole, and now everybody wants it. Mossgrim and Lady Nightwell march together, and what is left of the Order opens its gate one last time. | Destroy both master cores and the gate of the order. After this the deep has exactly one master. Guess who. Hint: not me, I am the tea man. camp.epilogue = The green core crumbles, the blue one goes dark, and the gate of the order falls silent. Somewhere above, the Lightwatch is writing a very long report, and Lady Nightwell's letters have stopped coming. | Crookfinger has made tea. You are whole, master. The underworld is yours. lair.arrivals = {0} free beds: new creatures arrive at {1}% speed job.help = Helping # ranks (levels 1-10) info.rank = Rank: {0} rank.1 = Recruit rank.2 = Private rank.3 = Lance Corporal rank.4 = Corporal rank.5 = Sergeant rank.6 = Staff Sergeant rank.7 = Master Sergeant rank.8 = Captain rank.9 = Colonel rank.10 = Warlord # aerie and flying creatures tool.aerie.label = Aerie tool.aerie.desc = Perches and nests for flying creatures. 4+ tiles attract giant bats; with a torture chamber chain gargoyles, with a library arcane owls; a big aerie (16+) and treasury (16+) may lure an ember wyrm. Flyers cross water and lava. room.aerie = Aerie unit.bat = Giant Bat unit.gargoyle = Chain Gargoyle unit.owl = Arcane Owl unit.wyrm = Ember Wyrm job.rest = Recovering in the aerie job.torment = Working on a prisoner menu.made_with = Made with the help of Claude Code menu.made_with_qwen = Made with the help of qwen3.8-flash-next-iq3xxs with Strata in OpenCode menu.license = DungeonCraft - MIT License - (c) 2026 Richard Zink # steel walls tool.steel.label = Steel tool.steel.name = Steel Walls tool.steel.desc = Plates earth walls next to your ground with steel. Heroes hardly get through and rather take long detours. Selling turns them back into reinforced walls. cost.steel = {0} gold/wall, {1} for reinforced walls hint.steel_where = Steel can only be put on earth walls next to your own ground. tile.steel = Steel wall tile.steel_info = Heroes need ages to get through. # accounts and standalone login.title = Login login.setup = Create the admin account login.setup_hint = First start of the server: this name and password become the admin account. login.name = Name: login.password = Password: login.button = Log in login.create_admin = Create admin account login.err_invalid = Name: letters, digits, - and _ (max. 24); password at least 4 characters. login.err_wrong = Wrong name or password. login.err_session = Please log in again. login.welcome = Logged in as {0}. menu.account = Account: {0} menu.standalone = Download Standalone account.title = Account of {0} account.title_admin = Account of {0} (admin) account.change_pw = Change password account.old_pw = Old password: account.new_pw = New password: account.save_pw = Change account.users = Users account.user_name = New user: account.user_pw = Password: account.create = Create user account.logout = Log out account.err_old = The old password is wrong. account.err_exists = This user already exists. account.pw_changed = Password changed. account.users_changed = Users updated. standalone.running = Preparing the standalone version ... standalone.done = DungeonCraft.html downloaded: open it in any browser, no server needed. Your downloaded savegames load there too. standalone.failed = The standalone version could not be downloaded. menu.campaign_editor = Campaign Editor campaign.title = Campaign Editor campaign.new = New campaign.open = Open campaign.save = Save campaign.add = Add campaign.delete = Del campaign.start = Start campaign.choose = Choose a campaign file. campaign.loaded = Campaign loaded: {0} campaign.saved = Campaign saved: {0} campaign.invalid = Campaign file error: {0} campaign.empty = No missions. campaign.missions = Missions: {0} campaign.name = Campaign: {0} campaign.author = Author: {0} campaign.mission_no = {0}. {1} campaign.next = Next: {0} campaign.branches = Branches: {0} campaign.goals = Goals: {0} campaign.zones = Zones: {0} campaign.script = Script: {0} campaign.prompt_name = Campaign name campaign.prompt_title = Mission title campaign.prompt_goals = Goals, comma separated campaign.prompt_next = Next mission key campaign.prompt_branches = Branches, semicolon separated: id:goal:next:prio:title campaign.prompt_script = Rhai script, e.g. fn on_start(m) { m.log("..."); m.objective("..."); m.spawn_at("HEROES","Knight",20,20,3,2); } campaign.updated = Updated. campaign.error_no_mission = No mission selected. job.register = Reporting at the portal job.make_bed = Setting up its bed job.fetch_wage = Fetching its wage msg.payday_walk = Payday! {0} creatures fetch their wages from the treasury ({1} gold incl. training). msg.wage_unpaid = Your {0} found no gold for its wage and is furious! owner.rival1 = held by Mossgrim, the green master owner.rival2 = held by Lady Nightwell, the blue master owner.rival3 = held by the yellow master net.desync = The match has diverged: this computer sees a different dungeon than the others. menu.multiplayer = Multiplayer net.title = Multiplayer matches net.status_offline = No relay connection. net.status_connecting = Connecting to the match relay... net.status_lobby = Lobby net.status_lobby_room = Match {0} net.status_playing = Playing match {0} net.status_closed = Match closed: {0} net.error = {0} net.rooms = Open matches net.no_rooms = No open matches. net.create = Create match net.coop_mission = Co-op campaign: mission {0} ({1}) net.coop_create = Co-op campaign net.coop_editor = Editor campaign net.coop_builtin = Built-in campaign net.coop_league = League against the Lightwatch net.coop_solo = AI partner net.coop_solo_started = Co-op without the server: your AI partner builds its own dungeon, follows your attack flag and helps out with gold. net.coop_resume = Continue M{0} net.coop_editor_mission = Editor campaign {0}: mission {1} ({2}) net.coop_editor_none = No mission of the editor campaign fits co-op (map at least 72x72, a goal besides rival masters) net.join = Join net.join_hint = Match code net.seats = Seats net.turn = Turn {0} net.paused = paused net.missing = a side is missing net.ready = Ready net.unready = Not ready net.start = Start match net.resume = Resume net.abort = Abort net.leave = Leave net.chat = Chat net.send = Send chat.all = All chat.team = Team chat.send = Send net.you = you net.host = host net.side0 = Red net.side2 = Blue net.side3 = Green net.side4 = Yellow net.ai = AI net.ai_off = Off # rival masters (free game) newgame.difficulty = Opponents diff.0 = Easy diff.1 = Medium diff.2 = Hard newgame.opponents1 = One opponent: a rival dungeon master or - by chance - the humans' gate. newgame.opponents2 = Two opponents: two rival masters, or - by chance - one master and the humans' gate. msg.welcome_rivals = A rival dungeon master is near ({0} in all): destroy every rival soul core to win. msg.welcome_both = A rival master and the humans' gate oppose you: destroy the rival soul core and the gate. msg.welcome_humans = The humans' gate opposes you: destroy it. msg.rival1_attack = Mossgrim, the green master, sends {0} creatures against you! msg.rival2_attack = Lady Nightwell, the blue master, sends {0} creatures against you! msg.rival1_out = Mossgrim is defeated - his soul core has shattered! msg.rival2_out = Lady Nightwell is defeated - her soul core has shattered! msg.rival_unit_slain = A {0} of a rival master falls! +{1} gold. msg.wave_on_rival1 = Wave {0}: {1} heroes march on the green master. msg.wave_on_rival2 = Wave {0}: {1} heroes march on the blue master. msg.wave_warn_on_master = Scouts report: hero wave {0} comes in 30 seconds – it heads for master {1}. msg.wave_on_master = Wave {0}: {1} heroes march on master {2}. msg.partner_out = Your AI partner's heart has fallen – fight on alone! hud.rival1 = Green hud.rival2 = Blue msg.creature_freed = A {0} breaks its chains and joins you! msg.spring_taken = A mana spring is yours: more mana and a higher maximum. tool.rune.label = Rune tool.rune.name = Rune Forge Tower tool.rune.desc = Plans from a dwarven chest: built for free, one tower per chest. Huge range, rune bolts jump on to three more enemies. Sell it and the base tower comes back once, in the next mission. tower.rune = Rune Forge Tower cost.rune = free: {0} left (upgrades {1} / {2} gold) hint.rune_none = No rune forge plans left. Claim a dwarven chest for a new one. msg.rune_chest = A dwarven chest! The plans of a rune forge tower are yours - build it for free from the tower menu. msg.rune_next = The rune forge plans are packed away: the tower comes back in the next mission. msg.rune_back = The rune forge plans are back - you may build the tower once more. msg.dwarf_slain = A dwarf falls. +{0} gold. info.dwarf = Guards the hoard of a dwarf cave info.dwarf_neutral = Neutral: fights whoever comes close, never leaves the cave. tile.rune_chest = Dwarven rune chest tile.rune_chest_info = Claim it: the plans of a rune forge tower (one free build). # bestiary menu.bestiary = Bestiary best.title = Crookfinger's Bestiary best.tab.creatures = Creatures best.tab.humans = Humans best.tab.dungeon = Dungeon best.tab.ranks = Ranks best.level = Lv {0} best.hp = Health: {0} best.attack = Attack: {0} every {1} s ({2}/s) best.range = Range: {0} tiles best.melee = Range: close combat best.speed = Speed: {0} tiles/s best.neutral = Neutral - guards its cave best.bounty = Bounty: {0} gold best.wage = Wage: {0} gold per payday best.lure = Comes for: {0} best.cost_rune = free from a dwarven chest (upgrades {0} / {1} gold) best.rank_title = Level {0}: {1} best.rank_bonus = +{0}% health and +{1}% attack compared to level 1 best.badge.0 = Badge: none yet best.badge.1 = Badge: bronze chevrons best.badge.2 = Badge: silver bars best.badge.3 = Badge: golden stars best.gear.0 = No gear yet. Everybody starts in rags, master - even the greats. best.gear.1 = Level 3-4: shoulder pieces. The first scrap of iron, worn with tremendous pride. best.gear.2 = Level 5-6: a helmet as well. Harder to hit on the head, which mostly helps the head. best.gear.3 = Level 7-8: a cape on top. Capes do nothing, but they flap, and flapping frightens heroes. best.gear.4 = Level 9-10: everything in gold, with a crown, a halo and finally a glowing aura. Their attacks hit harder and look it too. best.worker.lure = the dungeon itself; the summon spell brings more best.worker.text = My little cousins. They dig, they claim, they carry gold, they repair towers and they never complain - well, they complain, but in a language nobody understands. | Up to five imps help each other with one task. Treat them well: without imps there is no dungeon. best.kobold.lure = any lair: always the first through the portal best.kobold.text = Small, scaly, sharp-toothed and endlessly enthusiastic. A kobold will fight anything, including things ten times its size, and lose with a happy face. | Cheap to keep, quick on its feet. I keep a jar of their shed scales on my shelf. best.spider.lure = a mushroom garden of 6+ tiles best.spider.text = Eight legs, eight eyes and a heart of pure velvet. Cave spiders love the damp warmth of a mushroom garden and the crunchy sound of armour. | Quick and tough. Do not let the knights see them first: knights scream in a very high voice. best.mage.lure = a library of 6+ tiles best.mage.text = Shadow mages read everything, forget nothing and hurl dark bolts from a safe distance. They are polite, quiet and slightly terrifying. | Fragile, so keep them behind the ogres. They pay you back in burnt paladins. best.ogre.lure = a training hall of 9+ tiles best.ogre.text = A stone ogre is a wall that walks and hugs. Mostly it hugs enemies, and they do not get up again. | Slow, stubborn and wonderfully sturdy. Feed it well, pay it on time and it will stand in front of your core until the end of the world. best.jailer.lure = a torture chamber of 6+ tiles best.jailer.text = The jailer pulls enemies close with his chain and has a gift for persuasion: prisoners he looks after change sides much more often. | Big, quiet, hums while he works. Children love him. Well, ours do. best.priestess.lure = a temple of 6+ tiles best.priestess.text = The flame priestess throws fireballs that splash onto everyone around the target, and she heals the soul core with her prayers. | She sleeps on glowing embers and smells of cinnamon. Do not ask her about the knights who burned her temple. Just let her work. best.chainbreaker.lure = a big dungeon: 40+ room tiles, a Lv 5 veteran and 4000 gold best.chainbreaker.text = A legend. Twin axes, broken chains, and a temper that has flattened whole fortresses. Only one at a time, and only for a master who is worth it. | Every swing also hits a second enemy. He gets restless when the dungeon is small - give him space and enemies, and he is yours. best.bat.lure = an aerie of 4+ tiles best.bat.text = Giant bats! Fast, cheeky, and they fly over water and lava. They patrol the edges of your realm and dive at lonely enemies. | Weak alone, a plague in swarms. They flee when badly hurt and come back once they have rested. best.gargoyle.lure = an aerie of 6+ tiles and a torture chamber of 4+ best.gargoyle.text = A chain gargoyle is carved stone with bad manners and a soft spot for dungeons with a proper torture chamber. | Tough as a castle wall, flies over rivers and does not mind arrows at all. It sits very still in the aerie - that is how it relaxes. best.owl.lure = an aerie of 6+ tiles and a library of 6+ best.owl.text = The arcane owl has read every book in your library twice and now shoots glowing bolts at heroes from the air. | Clever, fragile and terribly judgemental. It hoots when you build crooked rooms. best.wyrm.lure = an aerie of 16+ tiles and a treasury of 16+ (only one) best.wyrm.text = An ember wyrm. In your dungeon. Breathing fire on knights. Master, I may cry. | Very rare, very strong, burns everything around its target. It wants a huge aerie and a rich treasury, and it will not share the sky with another wyrm. best.knight.text = The backbone of the Order: polished, punctual and utterly devoid of imagination. Knights march in circles, sing about the sun and smell of boot wax. | They hit hard and hold the line. Disgusting. Capture them if you can - some of them can be persuaded in the torture chamber. best.archer.text = Archers stand far away, shoot from behind walls and call it bravery. They wear little green hats. Little green hats, master. | Weak up close. Send the bats, they hate it. best.priest.text = Priests heal other heroes from afar and pray loudly enough to curdle milk. Every one of them has a sermon about us, and none of them is short. | Kill them first, or the fight never ends. best.dwarf.text = The dwarf miners of the Order dig their way through earth three times as fast as anyone else, straight towards your treasury. They have no respect for walls - your walls in particular. | Reinforce your walls. Steel walls make them weep. best.paladin.text = Paladins of light: glowing, enormous and absolutely convinced of themselves. They are the Order's heroes and have the bounty to prove it. | Tough as an ogre, twice as smug. Bring everything you have, and maybe a bucket for the glare. best.cavedwarf.name = Cave dwarf best.cavedwarf.text = Not all dwarves serve the Order. The cave dwarves keep to themselves in caves full of gold and gems and want nothing but to be left alone. | They fight whoever comes close and never leave their cave. The more your army grows, the tougher they get - they have heard of you. Some of their chests hold the plans of the rune forge tower. best.b.treasury.text = Where the gold sleeps. The richer the treasury, the happier everyone is. Imps bring their loads to the nearest treasury, and payday is paid from here. | Each tile holds 500 gold; the core keeps a reserve when it is full. best.b.lair.text = Every creature wants its own bed, and only arrives when one is free. A big lair also brings new creatures faster. best.b.farm.text = Mushrooms! Juicy, pale, slightly glowing. Hungry creatures are grumpy creatures, and spiders love a big garden. best.b.training.text = Creatures train here and gain levels. Training is billed on payday. Ogres come for a big hall. best.b.library.text = Research, quiet reading and the occasional explosion. Mages and owls come for a library. best.b.torture.text = Captured heroes end up here. With time and a jailer, some of them change sides. Gargoyles feel at home with one. best.b.temple.text = Prayers heal the soul core and keep spirits high. The flame priestess comes for a temple. best.b.aerie.text = Perches and nests for flying creatures. Bats, gargoyles, owls and even the ember wyrm need room here. best.b.bridge.text = Wood over water, stone over lava. The knights tear down your bridges - claim theirs. best.b.steel.text = Riveted iron plates on a reinforced wall. Nobody digs through quickly, not even dwarves. best.b.arrow.text = The arrow pierces up to two more enemies behind the target. Cheap and reliable. best.b.cannon.text = Splash damage and knockback - push the knights into the lava. best.b.magic.text = Never misses, slows the target and jumps on to a second enemy. Uses mana. best.b.rune.text = The masterpiece of the cave dwarves: rune bolts that jump on to three more enemies, enormous range and walls of granite. One free build per chest; sell it and it comes back once. # forge, traps and doors room.forge = Forge tool.forge.label = Forge tool.forge.desc = Creatures manufacture traps and doors here - work, no gold. Finished pieces wait in crates until an imp installs them. Coglings come for a forge of 6+ tiles. unit.cogling = Cogling cat.traps = Traps cost.work = {0} work in the forge job.forge = Forging job.install = Installing a trap hint.trap_where = Traps and doors go on your own empty floor. hint.need_forge = You need a forge first: creatures make traps and doors there. msg.trap_made = The forge has finished: {0}. An imp will install it. msg.door_locked = Door locked - nobody gets through, not even your own creatures. msg.door_unlocked = Door unlocked. msg.door_broken = A door has been smashed! msg.alarm = Alarm! Your creatures rush to the intruders. trap.ordered = Planned - the forge is at {0}% trap.crated = Finished - waiting in the forge trap.carried = An imp is bringing it trap.armed = Armed trap.locked = Locked (click with a door tool to unlock) trap.unlocked = Open for your creatures (click with a door tool to lock) trap.spikes = Spike Pit trap.poison = Poison Vent trap.fire = Fire Jet trap.roller = Stone Roller trap.alarm = Alarm Bell trap.mine = Rune Mine trap.frost = Frost Glow trap.door_wood = Wooden Door trap.door_iron = Iron Door trap.door_magic = Magic Door tool.spikes.label = Spikes tool.spikes.name = Spike Pit tool.spikes.desc = Spikes shoot up when an enemy steps on it. Strikes again and again. tool.poison.label = Poison tool.poison.name = Poison Vent tool.poison.desc = Releases a cloud of poison that hurts every enemy inside for a while. tool.fire.label = Fire tool.fire.name = Fire Jet tool.fire.desc = A demon head spits a jet of fire at enemies up to three tiles away. tool.roller.label = Roller tool.roller.name = Stone Roller tool.roller.desc = Sends a boulder rolling down the corridor: hits hard and knocks enemies aside. tool.alarm.label = Alarm tool.alarm.name = Alarm Bell tool.alarm.desc = Rings when enemies come near: your creatures nearby rush to fight them. tool.mine.label = Mine tool.mine.name = Rune Mine tool.mine.desc = Explodes once with great force when an enemy steps close. tool.frost.label = Frost tool.frost.name = Frost Glow tool.frost.desc = An ice crystal: enemies around it are slowed and chilled, always. tool.door_wood.label = Wood door tool.door_wood.name = Wooden Door tool.door_wood.desc = Your creatures walk through, enemies have to smash it. Click a door again to lock it. tool.door_iron.label = Iron door tool.door_iron.name = Iron Door tool.door_iron.desc = A heavy door that takes a long time to break. Click a door again to lock it. tool.door_magic.label = Magic door tool.door_magic.name = Magic Door tool.door_magic.desc = The strongest door: it hurls back whoever beats on it. Click a door again to lock it. best.cogling.lure = a forge of 6+ tiles best.cogling.text = A cogling is soot, brass goggles and pure enthusiasm. It builds traps two and a half times as fast as anyone else and hums while it hammers. | It cannot fight much, but every corridor it touches becomes a terrible place to walk. I adore them. best.b.forge.text = The clang of hammers, the smell of hot iron. Every trap and door is made here first - the more creatures work, the faster. best.b.spikes.text = Simple, honest, reusable. Knights hate it when the floor bites back. best.b.poison.text = A puff of green and a lot of coughing. Best in narrow corridors. best.b.fire.text = A demon head with a temper. Put it where the heroes queue. best.b.roller.text = A boulder and a long corridor - physics does the rest. best.b.alarm.text = Not dangerous itself, but it calls everybody who is. best.b.mine.text = One step too many and the corridor gets redecorated. best.b.frost.text = Cold makes heroes slow, and slow heroes make easy targets. best.b.door_wood.text = Keeps the draught and the knights out - for a while. best.b.door_iron.text = Heavy, riveted, stubborn. Bring a battering ram, heroes. best.b.door_magic.text = Strike it and it strikes back. Locked, it is the end of every corridor. # research hud.research = Research research.now = Researching: {0} ({1}%) research.next = then: {0} research.done = Nothing left to research here. msg.researched = Researched: {0}! It is in the build menu now. msg.tool_research = Not researched yet - creatures studying in the library work on it. msg.script = {0} msg.script_objective = Objective: {0} msg.script_error = Script error: {0} msg.script_hint = Crookfinger: {0} msg.mission_start_custom = Mission: {0} msg.script_language = Unsupported mission script language: {0} # spells hint.cavein_where = A cave-in needs open floor (not rooms) under the pointer. hint.spell_own = Cast it on your own creatures. hint.spell_foe = Cast it on enemies. tool.eye.label = Eye tool.eye.name = Seer's Eye tool.eye.desc = Opens a magic eye: a wide area around the spot is revealed for 20 seconds. tool.cavein.label = Cave-in tool.cavein.name = Cave-in tool.cavein.desc = The ceiling comes down: open floor turns back into earth (3x3), whoever stands there is hurt and pushed out. Blocks corridors. tool.haste.label = Haste tool.haste.name = Haste tool.haste.desc = Your creatures around the spot move and act much faster for 30 seconds. tool.stoneskin.label = Stoneskin tool.stoneskin.name = Stoneskin tool.stoneskin.desc = Your creatures around the spot take only half damage for 30 seconds. tool.goldrain.label = Gold rain tool.goldrain.name = Gold Rain tool.goldrain.desc = Turns mana into 250 gold for your treasury. tool.invisible.label = Invisible tool.invisible.name = Invisibility tool.invisible.desc = One creature becomes invisible for 25 seconds: enemies and towers ignore it until it attacks. tool.plague.label = Plague tool.plague.name = Plague tool.plague.desc = A sickness that eats at the enemies around the spot and jumps from one to the next. tool.quake.label = Quake tool.quake.name = Quake tool.quake.desc = The ground shakes: enemies around the spot are hurt and stunned for two seconds. Your creatures keep their footing. tile.unexplored = Unexplored darkness # personality msg.brawl = A brawl! The {0} and the {1} cannot stand each other. job.brawl = Brawling best.likes = Loves: {0} best.hates = Cannot stand: {0} best.ability = From Lv {0}: {1} - {2} ability.dig.name = Old hand ability.dig.desc = digs a quarter faster. ability.dash.name = Dash ability.dash.desc = leaps at enemies a few tiles away with a heavy blow. ability.web.name = Web ability.web.desc = its bites often leave enemies stuck and slow. ability.teleport.name = Shadow step ability.teleport.desc = badly hurt in a fight, it vanishes back to its bed. ability.stomp.name = Stomp ability.stomp.desc = shakes the ground: enemies around it are hurt and stunned. ability.shackle.name = Shackle ability.shackle.desc = its blows sometimes chain enemies in place. ability.pulse.name = Healing pulse ability.pulse.desc = heals all hurt creatures around her at once. ability.whirl.name = Whirlwind ability.whirl.desc = spins its axes through every enemy around it. ability.shriek.name = Shriek ability.shriek.desc = a piercing cry that stuns enemies nearby. ability.stoneform.name = Stone form ability.stoneform.desc = badly hurt, it turns to stone and takes half damage for a while. ability.volley.name = Volley ability.volley.desc = every bolt is followed by a second one at another enemy. ability.inferno.name = Inferno ability.inferno.desc = its fire breath spreads much wider. ability.bomb.name = Bomb ability.bomb.desc = throws a home-made bomb that explodes among the enemies. # more rooms room.prison = Prison room.graveyard = Graveyard room.guardpost = Guard Post room.arena = Arena room.altar = Sacrifice Altar tool.prison.label = Prison tool.prison.desc = Captured heroes sit in cells here - apart from the torture chamber. Without torture they do not change sides, and hunger wears them down. Pick a prisoner up with the hand to move it to the torture chamber. tool.graveyard.label = Graveyard tool.graveyard.desc = The fallen - heroes and creatures - are buried here. After a while some of them rise as revenants and serve you. tool.guardpost.label = Guard post tool.guardpost.desc = Creatures hold the position here for a while and watch far: they attack every enemy that comes into view. tool.arena.label = Arena tool.arena.desc = Creatures spar in pairs: twice as much experience as training and free of charge, but they get bruised. tool.altar.label = Altar tool.altar.desc = Drop a creature on the altar to sacrifice it. Certain pairs of sacrifices bring a rare creature, otherwise the dungeon is blessed: better mood and mana. unit.revenant = Revenant job.guard_post = On guard job.spar = Sparring msg.revenant_rises = A revenant rises from the graveyard and serves you! msg.prisoner_starved = A captured {0} starved in prison. msg.altar_gift = The altar accepts the pair: a {0} appears! msg.altar_blessing = The {0} is sacrificed. The dungeon is blessed. best.revenant.lure = rises from the graveyard best.revenant.text = A revenant does not eat, does not sleep and does not complain - the perfect employee, if you can stand the smell. | It drinks the strength of those it strikes once it has some experience. The priestess and it do not get along, for obvious reasons. best.b.prison.text = Rows of cells. Heroes rot here quietly until somebody decides what to do with them. best.b.graveyard.text = Moss, stones and fresh earth. Nobody stays dead for long down here. best.b.guardpost.text = A brazier, a banner and a bored creature with sharp eyes. best.b.arena.text = Sand, sweat and the occasional tooth. Experience comes fast here. best.b.altar.text = Black marble that drinks. Some say it listens to pairs. Ogre and spider, mage and bat, jailer and priestess, kobold and cogling... ability.drain.name = Life drain ability.drain.desc = heals itself by a third of the damage it deals. # more heroes unit.giant = Giant unit.fairy = Fairy Spy unit.battlemage = Battle Mage msg.trap_wrecked = The heroes wrecked a trap: {0}. best.giant.text = A giant is what happens when a knight eats his vegetables for three hundred years. Slow, enormous, and it treats doors as a suggestion. | It wrecks traps simply by standing next to them. Revolting manners. Hit it with everything, preferably from afar. best.fairy.text = The Order's little informer: a glowing gnat with wings, sent ahead to find your traps and tell everybody. Once it has seen a trap, the heroes smash it. | It also sprinkles healing dust on the heroes. Swat it first. Twice, to be sure. best.battlemage.text = A mage in the Order's robes who thinks walls are a personal insult. Reinforced walls burst under his fireballs, and he never stops talking about it. | Fragile up close. Steel walls annoy him most - good. # orders tool.order_attack.label = Attack tool.order_attack.name = Attack! tool.order_attack.desc = Click an enemy or an enemy tower: all fighting creatures within 18 tiles go for it. Right click with an order tool cancels the guard orders. tool.order_guard.label = Guard tool.order_guard.name = Guard this room tool.order_guard.desc = Click a room: up to three creatures nearby take positions there for two minutes and attack whatever comes into view. Right click cancels. hint.order_attack = Click an enemy or an enemy tower. hint.order_guard = Click one of your rooms (or your own floor). hint.order_nobody = No creature is free for that order. msg.order_attack = {0} creatures attack! msg.order_guard = {0} creatures take their positions. msg.orders_cancelled = Guard orders cancelled. # creature overview cat.overview = Creatures ov.title = Your creatures ov.summary = {0} creatures - wages {1} gold per payday - mood {2}% ov.none = No creatures yet. Build a lair and a mushroom garden and claim a portal. ov.hint = Lv, mood, wage, job, health - click: go there set.voice = Crookfinger's voice # ---- campaign editor, block scripts, demo campaign menu.back_editor = Back to the editor ed.campaign = Campaign editor ed.name = Name ed.author = Author ed.language = Language ed.play = Play ed.new = New ed.open = Open ed.save_file = Save file ed.save_server = Save online ed.close = Close ed.published = Published ed.add_mission = + Mission ed.new_campaign = New campaign ed.card_scripts = {0} triggers ed.card_problems = {0} problems ed.graph_hint = Click a card to edit it. Drag a card to move it, drag from a dot to a card to link missions (gold: next, blue: branch). Right mouse button moves the view. ed.open_file = Open a file ed.open_demo = Open the demo ed.template = A mission of the campaign as a copy ed.template_add = Add ed.own_campaigns = My campaigns (online) ed.public_campaigns = Published campaigns ed.none = none ed.cancel = Cancel ed.back_graph = < Campaign ed.test = Test play ed.tab_general = General ed.tab_goals = Goals ed.tab_map = Map ed.tab_scripts = Scripts ed.title = Title ed.briefing = Briefing ed.gold = Starting gold ed.time_limit = Time limit ed.waves = Hero waves ed.wave_limit = Waves ed.endless = endless ed.first_wave = First wave ed.goals = Goals ed.goals_hint = The mission is won when all goals are reached (or a script calls Win). ed.add_goal = + Goal ed.next_mission = Next mission ed.branches = Branches ed.branches_hint = Reach another goal first and the campaign goes on with another mission. ed.add_branch = + Branch ed.goal.killall = Defeat all heroes ed.goal.shards = Take the shards ed.goal.heart = Destroy the gate ed.goal.towers = Raze knight towers ed.goal.rivals = Defeat the rivals ed.goal.loot = Loot gold ed.goal.survive = Survive waves ed.goal.springs = Claim mana springs ed.goal.freed = Free creatures ed.map_random = Random map ed.map_fixed = Painted map ed.map_is_random = Random map ed.map_is_fixed = Painted map ed.map_random_hint = Rolled anew for every run of the campaign, the same for the whole run. ed.map_fixed_hint = Painted in the map editor; it never changes. ed.map_width = Width ed.map_height = Height ed.map_seed = Seed ed.rivers = Rivers ed.lava_rivers = Lava rivers ed.forts = Knight fortresses ed.rivals = Rival masters ed.difficulty = Difficulty ed.portals = Portals ed.edit_map = Edit the map ed.make_random = Make it a random map ed.paint_map = Generate and paint the map ed.zones_list = Zones ({0}): {1} ed.special_scripts = Special scripts ed.script_start = Start (once) ed.script_victory = Victory check (every second) ed.script_defeat = Defeat check (every second) ed.script_tick = Clock (every second) ed.blocks_count = {0} blocks ed.blocks_problems = {0} blocks, {1} problems ed.edit_blocks = Edit ed.triggers = Triggers ed.triggers_hint = A trigger runs its blocks when its condition is met. Zones are drawn in the map editor. ed.add_trigger = + Trigger ed.once = once ed.enabled = active ed.edit_trigger_blocks = Blocks ({0}) ed.pick_zone = - zone - ed.pick_var = - variable - ed.pick_trigger = - trigger - ed.any_kind = any kind ed.any_room = any room ed.any_spell = any spell ed.every = every ed.after = after ed.repeat = repeat ed.unit_name = Name ed.towers_dungeon = the dungeon's towers ed.towers_knights = the knights' towers ed.no_settings = (nothing to set) ed.side.player = Player ed.side.heroes = Heroes ed.side.mossgrim = Mossgrim ed.side.nightwell = Lady Nightwell ed.side.rival3 = Rival 3 ed.side.any = anyone ed.trig.zone_enter = Zone entered ed.trig.zone_leave = Zone left ed.trig.line_cross = Line crossed ed.trig.zone_claimed = Zone claimed ed.trig.zone_dug = Dug in the zone ed.trig.zone_count = Units in the zone ed.trig.timer = Timer ed.trig.unit_dies = A unit falls ed.trig.tower_falls = A tower falls ed.trig.value = A value is reached ed.trig.room_built = Room built ed.trig.spell_cast = Spell cast ed.trig.slap = Creature slapped ed.trig.research = Research done ed.value.gold = Gold ed.value.mana = Mana ed.value.creatures = Creatures ed.value.heroes = Heroes ed.value.var = Variable ed.map_done = Done ed.cat.terrain = Ground ed.cat.rooms = Rooms ed.cat.places = Places ed.cat.units = Units ed.cat.towers = Towers ed.cat.traps = Traps ed.cat.forts = Forts ed.cat.zones = Zones ed.cat.erase = Erase ed.terrain.floor = Floor ed.terrain.earth = Earth ed.terrain.reinforced = Reinforced wall ed.terrain.rock = Rock ed.terrain.water = Water ed.terrain.lava = Lava ed.terrain.bridge = Bridge ed.terrain.lavabridge = Lava bridge ed.terrain.gold = Gold vein ed.terrain.silver = Silver vein ed.terrain.ruby = Ruby vein ed.terrain.diamond = Diamond vein ed.terrain.steel = Steel wall ed.place.core = Soul core ed.place.portal = Portal ed.place.gate = Hero gate ed.place.spring = Mana spring ed.place.shard = Core shard ed.place.chest = Rune chest ed.place.chained = Chained creature ed.tower.arrow = Arrow tower ed.tower.cannon = Cannon tower ed.tower.magic = Magic tower ed.tower.rune = Rune forge tower ed.trap.spikes = Spike pit ed.trap.poison = Poison cloud ed.trap.fire = Fire jet ed.trap.roller = Stone roller ed.trap.alarm = Alarm ed.trap.mine = Rune mine ed.trap.frost = Frost glow ed.trap.wooddoor = Wooden door ed.trap.irondoor = Iron door ed.trap.magicdoor = Magic door ed.fort = Knight fortress ed.fort_shard = Fortress with shard ed.owner = Owner ed.side = Side ed.unit_kind = Kind ed.level = Level ed.zone_shape = Shape of a new zone ed.zone_new_name = Name of a new zone ed.zones = Zones ed.shape.rect = Rectangle ed.shape.circle = Circle ed.shape.tiles = Tiles ed.shape.line = Line ed.brush = Brush ed.rect = Rectangle ed.fill = Fill ed.mirror0 = No mirror ed.mirror1 = Mirror left/right ed.mirror2 = Mirror top/bottom ed.mirror3 = Mirror both ed.undo = Undo ed.redo = Redo ed.map_info = {0}x{1}, {2} units, {3} towers ed.map_hint = Left: paint/place, right: move view, middle: turn, wheel: zoom, WASD/QE, Ctrl+Z/Y ed.back = < Back ed.delete = Delete ed.paste = Paste ed.copy = Copy ed.search = Search... ed.no_problems = No problems ed.problems = {0} problems (red) ed.blocks_hint = Drag blocks into the script. Move them by their grip, drop them here to delete them. ed.empty_script = Empty: drag blocks from the left in here. ed.drop_here = drop blocks here ed.trigger_script = Trigger: {0} ed.saved_server = Saved online. ed.loaded = Campaign loaded. ed.no_server = No connection to the server. ed.busy = The server is still busy, try again in a moment. ed.save_first = Save the campaign online first. ed.debug_title = Scripts (test) blk.cat.say = Speak blk.cat.units = Units blk.cat.world = World blk.cat.logic = Logic blk.cat.vars = Variables blk.cat.mission = Mission blk.message = Message blk.objective = Objective blk.hint = Crookfinger says blk.spawn = Spawn blk.wave = Hero wave blk.kill = Remove blk.terrain = Change ground blk.reveal = Reveal blk.camera = Show blk.gold = Gold + blk.mana = Mana + blk.if = If blk.repeat = Repeat blk.trigger = Switch trigger blk.setvar = Set blk.addvar = Change blk.win = Win the mission blk.lose = Lose the mission blk.else = else blk.help.message = Shows a message. {name} in the text shows the value of a variable. blk.help.objective = Sets the objective shown to the player. blk.help.hint = Crookfinger comments on something, with a sound. blk.help.spawn = Units appear: how many, which kind, level, side and where (core, where the trigger unit is, or in a zone). With a name, a "unit falls" trigger can wait for exactly this unit. blk.help.wave = Sends hero waves at once. blk.help.kill = Removes all units of a side in a zone. blk.help.terrain = Turns the ground of a zone into floor, earth, rock, water, lava or gold. blk.help.reveal = Lifts the fog of war over a zone. blk.help.camera = Moves the camera to a zone. blk.help.gold = Gives (or takes) gold. blk.help.mana = Gives (or takes) mana. blk.help.if = Runs the blocks inside only if the condition holds, otherwise the ones under "else". blk.help.repeat = Runs the blocks inside several times. blk.help.trigger = Switches a trigger on (it may fire again) or off. blk.help.setvar = Sets a variable (a number the mission remembers). blk.help.addvar = Adds a number to a variable (negative: subtracts). blk.help.win = The mission is won. blk.help.lose = The mission is lost. blk.v.num = Number blk.v.var = Variable blk.v.gold = Gold blk.v.mana = Mana blk.v.time = Seconds played blk.v.creatures = Count blk.v.inzone = Count blk.v.random = Random blk.v.math = Calculation blk.v.cmp = Comparison blk.v.and = and blk.v.or = or blk.v.not = not blk.v.bool = Yes/no blk.v.eventkind = Trigger unit is a blk.w_at = at blk.w_by = by blk.w_in = in blk.w_level = level blk.w_name = name blk.w_times = times blk.w_to = to blk.and = and blk.or = or blk.not = not blk.yes = yes blk.no = no blk.on = on blk.off = off blk.place_core = the core blk.place_event = the trigger unit blk.place_zone = zone {0} demo.name = Demo: every trigger demo.branch = Rich enough for a detour demo.m1.title = The Trial of Triggers demo.m1.story = A small knight outpost east of your heart, a vault, a den, a tunnel and a border line.\n\nEvery trigger of the editor fires somewhere here: walk into the den, dig the tunnel, claim the vault, slap a creature, cast a spell, build a lair, research something and break the outpost. demo.start = Welcome to the trial, master. Every move of yours is watched by a trigger. Mostly by me, too. demo.objective = Raze the knight towers - or defeat eight knights. demo.win = Eight knights down. The trial is passed! demo.lose = Ten minutes without a single creature? That is no dungeon, that is a cellar. demo.tick = Two minutes of play. The clock trigger has counted four times. demo.den = The den is open. A sleepy ogre crawls out to see who disturbs it. demo.den_leave = Someone left the den again. The ogre stays. demo.border = Knights cross the border line! demo.vault = The vault is yours: 500 gold rattle into the treasury. demo.tunnel = The tunnel is dug. Something below it sighs with relief. demo.crowd = Four or more knights gather on the field! demo.wave = Reinforcements! Two archers march onto the field. demo.kills = Knights defeated: {kills} demo.captain = The captain has fallen. His mana is yours. demo.tower = A knight tower falls - and drops some gold. demo.rich = 8000 gold. You may now call yourself well-off. demo.lair = A lair! Creatures need beds, even evil ones. demo.slap = Ouch. The slap trigger noticed. So did the creature. demo.research = Research done. A little gold for the scholars. demo.m2.title = Rolled Anew demo.m2.story = This map is rolled anew for every run of the campaign. Defeat every hero. demo.m2.start = A random map. Even I have never seen it before. demo.m2.wave = Two minutes are over: the heroes come. blk.until = Repeat until blk.dountil = Repeat, then check: until blk.wait = Wait blk.w_seconds = seconds blk.help.until = Runs the blocks inside again and again until the condition holds - checked before each run, so if it already holds the inside does not run at all. blk.help.dountil = Runs the blocks inside, then checks the condition and repeats until it holds - the inside always runs at least once. blk.help.wait = Pauses this script for some seconds, then it goes on with the next block (also inside loops). msg.master_out = {0} has lost the soul core - the creatures fight on without a heart. msg.master_out_you = Your soul core has shattered. You are out - watch the rest of the match. msg.match_won = Your team has won the match! msg.match_lost = The match is lost - another team has won. msg.gold_received = {1} sends you {0} gold. msg.gold_sent = {0} gold sent to {1}. msg.gold_none = You have no gold to send. msg.gold_full = The treasury of {0} is full. gold.send_to = Gold to {0} gold.all = All net.spectating = Your heart has fallen - you are watching the match (chat with Enter). net.team = Team {0} net.versus = Versus net.coop_wait_host = Waiting for the host to start the next mission... net.coop_run_over = Back to the lobby # ---- co-op campaign "League against the Lightwatch" coop.name = League against the Lightwatch coop.raid = Mossgrim's creatures crawl out of the dark! coop.m01.title = Two Hearts, One Crookfinger coop.m01.story = Masters, plural. I could hardly believe it either. The Order of the Lightwatch has made a pact with Mossgrim, that mossy turncoat, to smoke out every dungeon under the hills.\n\nAlone, you would be smoked. Together you might just be the smoke. Dig in side by side and show the patrol nearby what a shared basement means. coop.m01.start = Two masters, one advisor. My wages, by the way, stay the same. coop.m01.goal = Defeat every knight. coop.m01.t1 = Share the work: one digs, one builds. Or both dig. I am flexible. coop.m01.t2 = The patrol is getting curious. Good. Curiosity is a lovely snack. coop.m02.title = The First Outpost coop.m02.story = Across the river the Lightwatch has built an outpost with shiny towers. Shiny things must be broken - that is the oldest rule of the underworld.\n\nBridge the water, bring the towers down, and do it together before they call their friends. coop.m02.start = Towers. Polished, pointy, insulting. Let us fix that. coop.m02.goal = Raze the knight towers. coop.m02.t1 = Bridges are like friendships, masters: build them, then march an army over them. coop.m02.t2 = One tower down is a start. All towers down is a party. coop.m03.title = Tracks in the Moss coop.m03.story = Something green and wet is lurking in the tunnels. Mossgrim has lent the knights his creatures, and they come through the hero gate in waves.\n\nHold out. Hold together. Hold your noses. coop.m03.start = Mossgrim's ogres smell of wet carpet. You will know when they come. coop.m03.goal = Survive three waves. coop.m03.t1 = The first ogres are here. Mossgrim never could keep his pets at home. coop.m03.t2 = Keep your hearts apart, masters - one ogre should never reach both of them. coop.m04.title = The Stolen Springs coop.m04.story = Two mana springs bubble on islands in the lake, and the knights have claimed them as their holy water. Holy water, honestly.\n\nTake both springs. And if the knights' vault happens to fall into your hands first, Crookfinger knows a shortcut. coop.m04.start = Mana tastes better when it was someone else's. coop.m04.goal = Claim two mana springs. coop.m04.branch = Rich enough for the shortcut coop.m04.t1 = Islands need bridges. Or wings. Bats are wings with teeth. coop.m04.t2 = That vault looks heavy. Heavy things should be carried home. coop.m05.title = Chains in the Rock coop.m05.story = The Lightwatch keeps creatures in chains in sealed caves - creatures that refused to bow. An ogre and a mage, both furious, both available.\n\nDig to them, claim their caves, and the chains will fall. coop.m05.start = Prisoners! Ours, soon. Free ones, I mean. Free to work for you. coop.m05.goal = Free two chained creatures. coop.m05.t1 = Listen. Do you hear the ogre swearing? That is gratitude in advance. coop.m05.t2 = Spiders from the moss again. Mossgrim's nursery is busy. coop.m06.title = Bridge of the Watch coop.m06.story = Two rivers, one fortress, and the Lightwatch's finest archers on the walls. They call it the Bridge of the Watch. We will call it the bridge that was.\n\nBreak their towers. Leave the bridge - we might need it. coop.m06.start = Archers on walls are like pigeons on roofs: loud and easy to remove. coop.m06.goal = Raze the knight towers. coop.m06.t1 = Two rivers mean two bridges. Or one very wet army. coop.m06.t2 = The knights are polishing their armour. Let us give them a reason. coop.m07.title = The Lava Smithy coop.m07.story = Between two rivers of lava the knights forge their blessed blades. Their vault overflows with gold paid for by every dungeon they emptied.\n\nWe are taking it back. All of it. And then some. coop.m07.start = Warm feet, cold hearts, full pockets: my kind of evening. coop.m07.goal = Loot gold from the knights. coop.m07.t1 = Do not stand too close to the lava. Your creatures, I mean. You are fine. coop.m07.t2 = More knights from the east. They really love their gold. coop.m08.title = The Field Hospital coop.m08.story = The Lightwatch has set up a field hospital in the caves, and its priests patch up every knight you knock down.\n\nEnd the treatment. Permanently. coop.m08.start = Priests. They heal. We do the opposite. It is a balanced relationship. coop.m08.goal = Defeat every knight. coop.m08.t1 = Every minute a new priest arrives. Kill faster, masters. coop.m08.t2 = A dungeon without hospital bills. That is what I call efficient. coop.m09.title = Mossgrim's Ambassador coop.m09.story = Mossgrim has sent an ambassador to the knights: a paladin in green-stained armour who carries his master's promises.\n\nPromises should never arrive. Find the ambassador and silence him. coop.m09.start = An ambassador. A messenger with a fancy hat. Hats come off. coop.m09.goal = Defeat Mossgrim's ambassador. coop.m09.boss = The ambassador has fallen. His message: undelivered. coop.m09.t1 = The ambassador waits in the east, surrounded by ogres who lost their sense of humour. coop.m09.t2 = Somewhere Mossgrim is sending another letter. Let us make it a short one. coop.m10.title = The Twin Towers coop.m10.story = Two fortresses guard the way north, each watching the other's back. Strike one and the other answers.\n\nStrike both. At once. That is what two masters are for. coop.m10.start = Two fortresses, two masters. Fair is fair. coop.m10.goal = Raze the knight towers. coop.m10.t1 = Split up, masters - one fortress each. I will cheer for both. coop.m10.t2 = When both fall at once, the knights will not even know whom to blame. coop.m11.title = The Siege coop.m11.story = The Lightwatch has found your hearts and brings everything: five waves of knights and Mossgrim's gargoyles from the cliffs.\n\nNo cleverness this time. Just walls, traps, towers - and each other. coop.m11.start = They are coming. All of them. Well, most of them. coop.m11.goal = Survive five waves. coop.m11.t1 = Doors and traps, masters. A siege is just guests who refuse to use the bell. coop.m11.t2 = Gargoyles from the south. Stone with wings - nobody asked for that. coop.m12.title = The Gate coop.m12.story = The hero gate in this cavern is how the knights reach the deep dungeons. Close it and their reinforcements must walk the long way round.\n\nBreak the gate, and the Lightwatch will feel it all the way up to the High Marshal. coop.m12.start = A gate. Gates are just walls with ambitions. coop.m12.goal = Destroy the hero gate. coop.m12.t1 = Waves keep coming out of it. Annoying, like a dripping tap. coop.m12.t2 = Push, masters! The gate is cracking. So is my patience. coop.m13.title = Mossy Tunnels coop.m13.story = We are in Mossgrim's backyard now. His tunnels are soft and damp, and two of his hoards lie in sealed caves.\n\nDig, take, leave. Mossgrim will notice. That is the point. coop.m13.start = It smells of mushrooms and treachery. Mossgrim must be near. coop.m13.goal = Loot gold. coop.m13.t1 = Spiders, again. Mossgrim breeds them like other people grow tomatoes. coop.m13.t2 = His hoards are bigger than I thought. Our pockets are bigger still. coop.m14.title = Poison in the Water coop.m14.story = Mossgrim has turned his dead into revenants and sends them from two sides. The knights call it holy work. Typical.\n\nDefeat every knight and every walking corpse. Then wash your hands. coop.m14.start = Revenants. Our trick, stolen. I am offended. coop.m14.goal = Defeat every enemy. coop.m14.t1 = They come from the north and the south. Back to back, masters. coop.m14.t2 = A dead thing that walks is a dead thing that has not finished its job yet. coop.m15.title = The Chainbreaker coop.m15.story = Deep in the rock the knights keep the Chainbreaker, a creature even they fear. Free it, and it will fight for whoever opened its cell.\n\nOr grab enough gold for the long way round - Crookfinger knows a smuggler. coop.m15.start = The Chainbreaker. Big, angry, misunderstood. A bit like me. coop.m15.goal = Free the Chainbreaker and raze the towers. coop.m15.branch = Bought the smuggler's map coop.m15.t1 = The cell is in the north-west. Mind its temper. coop.m15.t2 = The smuggler is waiting. Smugglers hate waiting. And love gold. coop.m16.title = The Burning Spring coop.m16.story = In the middle of a lava lake lies an island with a mana spring that never runs dry. Mossgrim's mages guard it.\n\nTake the spring, defeat the guards. Then sit on the island and enjoy the warmth. coop.m16.start = A spring in lava. Whoever thought of that has style. Shame it is Mossgrim. coop.m16.goal = Claim the spring and defeat every enemy. coop.m16.t1 = Mages from the east. Their spells are green and so are their teeth. coop.m16.t2 = Once the spring is ours, mana for everyone. Share nicely. coop.m17.title = Mossgrim's Garden coop.m17.story = This is it: Mossgrim's garden, a cavern of mushrooms and creatures loyal to him. Ogres in the east, an ember wyrm in the north.\n\nTrample the garden. Every mushroom. coop.m17.start = Look at all those mushrooms. Pity about the owner. coop.m17.goal = Defeat every enemy. coop.m17.t1 = An ember wyrm! Mossgrim must have saved up for years. coop.m17.t2 = The garden is wilting. Gardening is not your strength, masters. That is a compliment. coop.m18.title = The Last Fortress coop.m18.story = Three fortresses guard the stairs down to the High Marshal's hall. They are the last thing between you and the end of the Lightwatch's crusade.\n\nRaze them all. Then the stairs are yours. coop.m18.start = Three fortresses. They really did save the best for last. coop.m18.goal = Raze the knight towers. coop.m18.t1 = Each master a fortress, and the third one together. I will count. coop.m18.t2 = I can see the stairs already. Dusty. Nobody comes down here voluntarily. coop.m19.title = The High Marshal coop.m19.story = The High Marshal of the Lightwatch himself, in armour polished for a hundred years. His guards come from north and south.\n\nBring him down, and the Order will have nobody left to give the orders. coop.m19.start = The High Marshal. I have dreamed of this. Mostly the part where he falls over. coop.m19.goal = Defeat the High Marshal. coop.m19.boss = The High Marshal has fallen! His armour clatters like a dropped cutlery drawer. coop.m19.t1 = He waits in the east. Let him wait. Clear the guards first. coop.m19.t2 = Knights and archers again. The Order is running out of ideas. coop.m20.title = Mossgrim's Fall coop.m20.story = With the High Marshal gone, Mossgrim stands alone. He has taken the shape of an ember wyrm and gathered every creature that still listens to him.\n\nEnd the traitor. End his army. And then, masters - tea. coop.m20.start = Mossgrim, you old fungus. The league sends its regards. coop.m20.goal = Defeat Mossgrim and all his creatures. coop.m20.boss = Mossgrim is no more. The moss will grow back. He will not. coop.m20.t1 = That wyrm in the east is Mossgrim. Yes, he let himself go. coop.m20.t2 = Every creature you defeat is one less that will tell this story wrong.