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# 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!
boss.aldric = Sir Aldric the Unbending
boss.seraphine = Dame Seraphine of the Dawn
boss.halvard = Brother Halvard the Pious
boss.rothgar = Captain Rothgar Ironside
msg.boss_comes = A champion of the Order leads the wave: {0}!
msg.boss_slain = {0} has fallen! Loot: {1} gold and the plans of a rune forge tower.
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.no_wood = Not enough wood! Fell giant mushrooms (or trees) with the pick.
msg.siege_built = A {0} is ready – set the attack flag to send it.
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.wood = Wood
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.events = Random events
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.mend_bridge = Mending a bridge
job.raise_wall = Raising a wall
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.beast_tamed = A wild {0} gives in and joins your dungeon!
gear.1 = iron gear
gear.2 = steel gear
gear.3 = rune gear
msg.gear_given = The forge hands {0} to a {1}.
msg.trader_arrives = A trader came through your portal: {0} for {1} gold. Click him with the hand to buy - he waits a minute.
msg.trader_sold = Bought: {0}. Pleasure doing business, says the trader.
msg.trader_left = The trader shrugs and leaves through the portal.
trader.info = Offers {0} for {1} gold (click with the hand)
trader.left = Leaves in {0} s
trader.rune = the plans of a rune forge tower
trader.wyrm = an ember wyrm
trader.chainbreaker = a chainbreaker
trader.wood = 30 wood
trader.mana = a potion that fills your mana
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.event_quake = Earthquake! Tunnels in the {0} have caved in.
msg.event_lava = The lava overflows its banks in the {0}!
msg.event_flood = Flood! The river overflows its banks in the {0}.
msg.event_vein = The imps report a new gold vein in the {0}!
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.
tool.drawbridge.label = Drawbridge
tool.drawbridge.name = Build Drawbridge
tool.drawbridge.desc = A bridge you can raise: drag across the river to build it, click it to switch: down, up, automatic (rises when enemies come near). Wood over water burns, stone over lava does not.
tool.wall.label = Wall
tool.wall.name = Raise Wall
tool.wall.desc = Plan walls on your own empty floor (drag again to cancel): imps raise them as reinforced earth. Close tunnels, then put doors where they matter.
tool.ram.label = Ram
tool.ram.name = Build Battering Ram
tool.ram.desc = A battering ram rolls out of your forge (gold and wood). It follows your attack flag and smashes the knights' gate and towers.
tool.catapult.label = Catapult
tool.catapult.name = Build Catapult
tool.catapult.desc = A catapult rolls out of your forge (gold and wood). It shoots the knights' towers from afar and follows your attack flag to their gate.
cost.bridge = {0} gold + {1} wood/tile over water, {2} gold over lava
cost.drawbridge = {0} gold + {1} wood/tile over water, {2} gold over lava
cost.gold_wood = {0} gold + {1} wood
hint.bridge_where = Bridges must start at your own ground: drag from your territory across the river.
hint.bridge_fire = Wooden bridges burn: keep fire traps, fire breath and lightning away from them – stone bridges over lava are fireproof.
hint.wall_where = Walls can only be raised on your own empty floor (no room, trap or door).
hint.siege_where = Siege engines roll out on your own open ground – and you need a forge.
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.mushroom = Giant mushroom
tile.tree = Tree
tile.plant_info = Mark it with the pick: an imp fells it for {0} wood.
tile.drawbridge = Drawbridge
tile.drawbridge_up = Raised
tile.drawbridge_down = Lowered
tile.drawbridge_auto = Automatic (down)
tile.drawbridge_auto_up = Automatic (up)
tile.obsidian = Obsidian
tile.obsidian_info = Cooled lava – melts again in {0} s
tile.bridge_burning = Burning!
tile.bridge_worn = Worn {0}%
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!
msg.bridge_fire = One of your bridges is on fire!
msg.drawbridge_up = The drawbridge is raised.
msg.drawbridge_down = The drawbridge is lowered.
msg.drawbridge_auto = The drawbridge rises by itself when enemies come near.
msg.drawbridge_rises = Enemies near: a drawbridge rises!
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 have dug their way up to the surface, and the High Marshal waits in his fortress in the forest – daylight, birds, the works. Disgusting. | Climb out of the rock, destroy both master cores and the gate of the order inside the fortress. After this the world 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
newgame.land = Land
newgame.land0 = Underground
newgame.land1 = Half above ground
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.drawbridge.text = Pull it up and the river is a wall again. Set to automatic, it rises whenever enemies come close – and comes down for your own creatures.
best.b.wall.text = A tunnel you dug is not forever: wall it up again and leave the heroes one way in – through your door.
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.room_upgraded = Research: {0} reaches level {1} – it works a quarter better, and it shows.
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.
tool.freeze.label = Frost
tool.freeze.name = Frost
tool.freeze.desc = Icy cold: lava around the spot cools into walkable obsidian for 40 seconds, enemies are chilled and slowed.
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
unit.cavebear = Cave bear
unit.beetle = Giant beetle
unit.trader = Trader
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.cavebear.lure = beat it in its den while you have a prison
best.cavebear.text = A bear that never saw the sun and does not miss it. Shaggy, strong and grumpy until breakfast. | Beat it in its den while a prison has room, and it gives in and joins you. It likes the mushroom garden, and spiders - as a snack.
best.beetle.lure = beat it in its den while you have a prison
best.beetle.text = A beetle the size of a barrel, armoured like a knight and twice as polite. | Beat it in its den while a prison has room, and it joins you. It sleeps in the lair and cannot stand bats.
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
unit.ram = Battering ram
unit.catapult = Catapult
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.
best.ram.text = A tree trunk with an iron cap and a roof against arrows. It does not care for your creatures – only for your doors, walls and towers. | Stop it before it reaches the door, or get a new door.
best.catapult.text = A wooden arm, a bucket of rocks and a knight with too much spare time. It outranges your towers and aims for them first. | Rush it: up close it cannot hurt a fly.
# 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.surface = Above ground (east)
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.terrain.mushroom = Giant mushroom
ed.terrain.grass = Grass (above ground)
ed.terrain.tree = Tree
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.zone_erase = Remove tiles
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 – up in the forest, in the sun, of all places. He has taken the shape of an ember wyrm and gathered every creature that still listens to him.\n\nClimb out of the rock and end 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.
# achievements and statistics
menu.achievements = Achievements
ach.count = {0} of {1} achievements unlocked · {2} minutes played
ach.hidden = A secret. Crookfinger is not telling.
msg.achievement = Achievement unlocked: {0}!
end.stats2 = Heroes {0} · Creatures lost {1} · Tiles dug {2} · Gold {3} · Wood {4}
ach.heroes.name = Hero Bane {0}
ach.heroes.desc = Defeat {0} heroes.
ach.bosses.name = Champion Breaker {0}
ach.bosses.desc = Bring down {0} champions of the Order.
ach.dug.name = Deep Digger {0}
ach.dug.desc = Dig out {0} tiles.
ach.gold.name = Hoarder {0}
ach.gold.desc = Earn {0} gold.
ach.wood.name = Lumberlord {0}
ach.wood.desc = Fell {0} wood.
ach.walls.name = Mason {0}
ach.walls.desc = Raise {0} walls.
ach.rooms.name = Architect of Shadows {0}
ach.rooms.desc = Build {0} room tiles.
ach.spells.name = Dark Caster {0}
ach.spells.desc = Cast {0} spells.
ach.slaps.name = Firm Hand {0}
ach.slaps.desc = Slap your creatures {0} times. They love it. Probably.
ach.traps.name = Trapsmith {0}
ach.traps.desc = Order {0} traps and doors in the forge.
ach.towers.name = Tower Lord {0}
ach.towers.desc = Build {0} towers.
ach.drowned.name = Swimming Lessons {0}
ach.drowned.desc = Let {0} heroes fall into water or lava.
ach.burnt.name = Bridge Burner {0}
ach.burnt.desc = Burn down {0} bridge planks.
ach.siege.name = Siege Master {0}
ach.siege.desc = Build {0} siege engines.
ach.captured.name = Warden {0}
ach.captured.desc = Capture {0} heroes.
ach.drawbridge.name = Up She Goes {0}
ach.drawbridge.desc = Raise drawbridges {0} times.
ach.wins.name = Conqueror {0}
ach.wins.desc = Win {0} free games.
ach.missions.name = Shard Seeker {0}
ach.missions.desc = Win {0} campaign missions.
ach.coop.name = League Member {0}
ach.coop.desc = Win {0} co-op missions.
ach.minutes.name = Night Owl {0}
ach.minutes.desc = Play for {0} minutes.
ach.flawless.name = Not a Scratch
ach.flawless.desc = Win without losing a single creature.
ach.speedrun.name = Before the Tea Gets Cold
ach.speedrun.desc = Win within fifteen minutes.
ach.campaign.name = The One Master
ach.campaign.desc = Win the last mission of the campaign.
ach.surface.name = Sunburn
ach.surface.desc = Win a game that reaches the surface.
ach.defeat.name = Tea and Sympathy
ach.defeat.desc = Lose a game. Crookfinger puts the kettle on.
ach.legend.name = Living Legend
ach.legend.desc = A creature reaches level ten.
ach.wyrm.name = Here Be Dragons
ach.wyrm.desc = An ember wyrm joins your dungeon.
ach.fullhand.name = Hands Full
ach.fullhand.desc = Hold eight units in your hand at once.