1776 lines
96 KiB
Plaintext
1776 lines
96 KiB
Plaintext
# DungeonCraft language file: English (reference language)
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# Format: key = text Placeholders: {0}, {1}, ... Lines starting with # are comments.
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# To add a language: copy this file, translate the texts and register it in src/i18n.rs.
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lang.name = English
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# ---- units
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unit.worker = Pit Imp
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unit.kobold = Kobold
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unit.spider = Cave Spider
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unit.mage = Shadow Mage
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unit.ogre = Stone Ogre
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unit.knight = Knight
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unit.archer = Archer
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unit.priest = Priest
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unit.dwarf = Dwarf Miner
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unit.paladin = Paladin of Light
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# ---- rooms
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room.treasury = Treasury
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room.lair = Lair
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room.farm = Mushroom Garden
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room.training = Training Hall
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room.library = Library
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# ---- jobs
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job.none = Thinking
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job.dig = Digging
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job.claim = Claiming ground
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job.deliver = Carrying gold to the treasury
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job.wander = Wandering
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job.sleep_go = Going to sleep
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job.sleep = Sleeping
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job.eat = Eating
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job.train = Training
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job.study = Studying
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job.fight = Fighting
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job.core_attack = Attacking the Soul Core
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job.core_march = Marching to the Soul Core
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job.leave = Leaving the realm
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job.gate_attack = Attacking the Hero Gate
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job.rally = Following the attack flag
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# ---- messages
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msg.welcome1 = Welcome, ruler of the underworld! Protect your Soul Core and destroy the Hero Gate.
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msg.welcome2 = Mark earth and gold veins with the Dig tool (key 1). Your Pit Imps do the rest.
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msg.welcome3 = Dig through to the portal and claim it. Creatures need a lair and a mushroom garden.
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msg.welcome4 = Use the attack flag (key 9) to send your creatures into battle, even against the Hero Gate.
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msg.wave_warn = Scouts report: hero wave {0} reaches the gate in 30 seconds!
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msg.defeat = Your Soul Core has shattered. The underworld is lost.
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msg.victory = The Hero Gate is destroyed. The underworld is yours!
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msg.creature_arrived = A {0} came through the portal.
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msg.payday_partial = Payday! {0} creatures paid ({1} gold), {2} got nothing and are angry!
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msg.payday = Payday! {0} creatures received {1} gold.
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msg.wave_boss = Wave {0}: a Paladin of Light leads {1} heroes into your realm!
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boss.aldric = Sir Aldric the Unbending
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boss.seraphine = Dame Seraphine of the Dawn
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boss.halvard = Brother Halvard the Pious
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boss.rothgar = Captain Rothgar Ironside
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msg.boss_comes = A champion of the Order leads the wave: {0}!
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msg.boss_slain = {0} has fallen! Loot: {1} gold and the plans of a rune forge tower.
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msg.wave = Wave {0}: {1} heroes break through the gate!
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msg.gate_boss = The gate is crumbling! The Gate Warden appears with {0} defenders!
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msg.gate_defenders = The gate summons {0} defenders!
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msg.level_up = {0} reaches level {1}.
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msg.hero_slain = {0} defeated! Loot: {1} gold.
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msg.thief_in_treasury = A thief is in your treasury!
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msg.thief_escaped = A thief escaped with {0} gold!
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msg.snare_caught = Your {0} stepped into a snare!
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msg.converted = The inquisitor turned your {0} against you!
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msg.creature_died = Your {0} has fallen.
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msg.portal_claimed = The portal is yours! It attracts creatures.
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msg.flag_removed = Attack flag removed. Your creatures return.
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msg.flag_set = Attack flag set! Battle-ready creatures gather there.
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msg.creature_leaves = An unhappy {0} leaves your realm!
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msg.no_gold = Not enough gold!
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msg.no_wood = Not enough wood! Fell giant mushrooms (or trees) with the pick.
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msg.siege_built = A {0} is ready – set the attack flag to send it.
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msg.sold = Rooms sold: +{0} gold.
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msg.no_mana_bolt = Not enough mana for Lightning.
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msg.no_mana_heal = Not enough mana for Heal.
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msg.no_mana_cost = Not enough mana ({0} needed).
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# ---- hints (shown at most every 30 seconds)
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hint.portal_no_lair = The portal is open, but without a lair no creatures will come.
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hint.no_farm = Creatures want to eat: build a mushroom garden.
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hint.lair_full = All beds in the lair are taken. Enlarge your lair.
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hint.creature_max = Your dungeon holds 100 creatures - no more come through the portal.
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hint.gate_attack = Your creatures are attacking the Hero Gate!
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hint.treasury_full = Your treasuries are full! Build more treasury tiles.
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hint.flag_unreachable = Your creatures cannot reach the attack flag.
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hint.flag_ground = The flag must be placed on walkable ground.
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hint.no_beds = Creatures have to sleep on bare ground. Enlarge your lair!
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hint.hungry = Your creatures are starving! Enlarge the mushroom garden.
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hint.core_attacked = Your Soul Core is under attack!
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hint.build_where = Rooms can only be built on claimed, empty floor tiles.
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hint.hand_full = Your hand is full (max. 8). Right-click drops units.
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hint.drop_where = Units can only be dropped on your own territory.
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hint.summon_where = Pit Imps can only be summoned on your own territory.
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# ---- tools (label = short text under the button)
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tool.dig.label = Dig
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tool.dig.name = Dig
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tool.dig.desc = Mark earth and gold. Drag for a rectangle; starting on a marked tile removes the marks.
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tool.hand.label = Hand
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tool.hand.name = Hand
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tool.hand.desc = Pick up one of your units (max. 8). Right-click drops it on your own territory.
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tool.treasury.label = Treasury
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tool.treasury.desc = Stores gold: +500 capacity per tile.
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tool.lair.label = Lair
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tool.lair.desc = One bed per tile. Determines how many creatures come.
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tool.farm.label = Mushrooms
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tool.farm.desc = Food for creatures. With 6 tiles or more, cave spiders come.
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tool.training.label = Training
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tool.training.desc = Creatures gain levels (costs gold). With 9 tiles or more, stone ogres come.
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tool.library.label = Library
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tool.library.desc = Creatures generate mana. With 6 tiles or more, shadow mages come.
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tool.sell.label = Sell
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tool.sell.name = Sell
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tool.sell.desc = Turn rooms back into floor (50% refund).
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tool.flag.label = Flag
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tool.flag.name = Attack Flag
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tool.flag.desc = Battle-ready creatures gather here. Near the Hero Gate they attack it. Click again to remove it.
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tool.lightning.label = Lightning
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tool.lightning.name = Lightning
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tool.lightning.desc = 55 damage to heroes in the area.
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tool.heal.label = Heal
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tool.heal.name = Heal
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tool.heal.desc = Heals your units in the area by 50%.
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tool.summon.label = Imp
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tool.summon.name = Summon Pit Imp
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tool.summon.desc = Creates a new Pit Imp on your own territory.
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cost.gold_tile = {0} gold/tile
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cost.mana = {0} mana
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ui.cost = Cost: {0}
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ui.key = Key: {0}
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# ---- HUD
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hud.gold = Gold
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hud.wood = Wood
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hud.mana = Mana
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hud.core = Core
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hud.gate = Gate
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hud.creatures = Creatures
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hud.workers = Imps
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hud.wave = Wave {0}
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hud.army = Army
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hud.off = off
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hud.hand = Hand
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hud.empty = empty
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ui.map = Map
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ui.pause = PAUSE
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ui.pause_hint = P: continue
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# ---- help
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help.goal = Goal: destroy the Hero Gate and protect your Soul Core.
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help.k_left = Left click Use tool (dig/rooms: drag a rectangle)
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help.k_right = Right click Drop a unit (prisoners: also into the torture chamber)
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help.k_slap = Shift+Left Hand: backhand own units, punch heroes on your ground
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help.k_pan = Right drag Move the map (also WASD/arrows, screen edge)
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help.k_rot = Middle drag Rotate and tilt the camera (also Q/E, R/F)
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help.k_reset = Middle 2x click Reset angle and turn (the place stays)
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help.k_zoom = Mouse wheel Zoom
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help.k_tools = 1-9,0,X,V,K,J,B,C,T,U,Y,O Select tool
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help.k_misc = P / Space Pause M Sound on/off +/- Volume
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help.k_misc2 = G Tile outlines on/off H This help
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help.s1 = 1. Dig to the portal and let your Pit Imps claim it.
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help.s2 = 2. Build a lair, a mushroom garden and a treasury.
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help.s3 = 3. Train your creatures and pay their wages on time.
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help.s4 = 4. Fend off the hero waves. They adapt to your army.
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help.s5 = 5. Place the attack flag near the gate and attack!
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help.font = Fonts: Dinowyde and DINOBYTE by mby (CC BY 4.0)
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help.start = Click to start
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# ---- end screen
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end.victory = VICTORY!
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end.defeat = DEFEAT
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end.victory_sub = The Hero Gate has fallen.
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end.defeat_sub = Your Soul Core has shattered.
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end.stats = Time {0} Waves {1} Army {2}
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end.new = New Game (N)
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# ---- info panel
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info.level = {0} (level {1})
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info.hp = HP {0}/{1}
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info.guard = Gate Warden
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info.intruder = Intruder
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info.needs = Energy {0}% Hunger {1}%
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info.mood = Mood: {0}
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mood.happy = content
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mood.grumpy = grumpy
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mood.angry = angry
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info.wage = Wage: {0} gold
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info.carries = Carries {0} gold
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tile.rock = Rock
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tile.indestructible = indestructible
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tile.earth = Earth
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tile.gold = Gold Vein
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tile.gold_amount = Worth {0} gold
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tile.floor = Floor
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owner.player = claimed
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owner.hero = hero territory
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owner.none = neutral
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tile.core = Soul Core
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tile.portal = Portal
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portal.claimed = claimed
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portal.neutral = neutral: imps can claim it
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tile.gate = Hero Gate
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farm.food = {0} mushrooms
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lair.taken = Bed taken
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lair.free = Bed free
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tile.marked = marked for digging
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# ---- language selection
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langsel.title = Language
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langsel.hint = Click a language. You can change it later in the settings.
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# ---- menus
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menu.subtitle = Dig. Build. Defend. Conquer.
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menu.version = Version
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menu.continue = Continue
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menu.new = New Game
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menu.load = Load Game
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menu.save = Save Game
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menu.settings = Settings
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menu.help = Help
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menu.resume = Resume
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menu.main = Main Menu
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menu.back = Back
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menu.paused = Paused
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menu.drop_hint = Tip: you can also drop a .dcsave file onto the game window to load it.
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# ---- settings
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set.tab.sound = Language & Sound
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set.tab.camera = Camera
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set.tab.graphics = Graphics
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set.tab.game = Game
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set.tab.debug = Debug
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set.tab.keys = Keys
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set.language = Language
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set.volume = Sound volume
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set.music = Music volume
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set.mute = Mute
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set.rotate_speed = Rotation speed
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set.pan_speed = Pan speed
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set.zoom_speed = Zoom speed
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set.edge_scroll = Screen edge scrolling
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set.invert = Invert mouse rotation
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set.outlines = Tile outlines
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set.wall_detail = Wall detail
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set.lights = Light sources
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set.ui_scale = Interface size
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set.game_speed = Game speed
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set.hints = Hints
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set.events = Random events
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set.keys_hint = Click an action and press a key. Keys already in use are swapped.
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set.press_key = Press a key for: {0}
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set.esc_cancel = Esc cancels
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set.reset_keys = Reset keys
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val.on = On
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val.off = Off
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val.low = Low
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val.medium = Medium
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val.high = High
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val.normal = Normal
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val.large = Large
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val.small = Small
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val.auto_plain = Auto
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# ---- key binding names
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key.cam_forward = Camera forward
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key.cam_back = Camera back
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key.cam_left = Camera left
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key.cam_right = Camera right
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key.rotate_left = Rotate left
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key.rotate_right = Rotate right
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key.tilt_up = Tilt up
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key.tilt_down = Tilt down
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key.pause = Pause
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key.mute = Sound on/off
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key.volume_up = Volume up
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key.volume_down = Volume down
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key.outlines = Tile outlines
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key.help = Help
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# ---- savegames
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save.saved = Game saved: {0}
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save.loaded = Game loaded.
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save.err_invalid = This file is not a valid DungeonCraft savegame.
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save.err_version = This savegame comes from a newer version of DungeonCraft.
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save.choose = Choose a savegame file ...
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# ---- new game
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newgame.width = Map width
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newgame.height = Map height
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newgame.start = Start
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newgame.info = {0} portal(s), {1} guarded treasure cave(s)
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# ---- walls, towers, torture
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job.reinforce = Reinforcing a wall
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tile.reinforced = Reinforced wall
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tile.reinforced_info = heroes can hardly break through
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room.torture = Torture Chamber
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room.temple = Temple
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tool.torture.label = Torture
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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.
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tool.temple.label = Temple
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tool.temple.desc = Creatures pray here: more mana than studying, and it lifts their mood. From 6 tiles on, Flame Priestesses come.
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tool.arrow.label = Arrows
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tool.arrow.name = Arrow Tower
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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.
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tool.cannon.label = Cannon
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tool.cannon.name = Cannon Tower
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tool.cannon.desc = Slow, long range, splash damage that knocks heroes back. Cannot hit targets right next to it.
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tool.magic.label = Magic
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tool.magic.name = Magic Tower
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tool.magic.desc = Uses mana per shot. Never misses, slows the target and jumps to a second hero.
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tower.arrow = Arrow Tower
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tower.cannon = Cannon Tower
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tower.magic = Magic Tower
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cost.tower = {0} gold (upgrades {1} / {2})
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cost.per_shot = , {0} mana per shot
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info.tower = {0} (level {1})
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info.tower_stats = Damage {0} Range {1}
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info.tower_upgrade = Upgrade: {0} gold
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msg.tower_upgraded = {0} upgraded to level {1}.
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msg.tower_destroyed = Your {0} was destroyed!
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hint.tower_other = There is already another kind of tower here.
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hint.tower_max = This tower is fully upgraded.
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hint.tower_where = Towers can only be built on claimed, empty floor tiles.
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hint.tower_mana = Your magic towers have run out of mana.
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job.repair = Repairing a tower
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job.mend_bridge = Mending a bridge
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job.raise_wall = Raising a wall
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job.march = Marching to a sword
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job.attack_tower = Attacking a tower
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unit.jailer = Jailer
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unit.priestess = Flame Priestess
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msg.hero_captured = {0} knocked out and taken prisoner! Loot: {1} gold.
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msg.defected = {0} has defected to your side!
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msg.beast_tamed = A wild {0} gives in and joins your dungeon!
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gear.1 = iron gear
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gear.2 = steel gear
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gear.3 = rune gear
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msg.gear_given = The forge hands {0} to a {1}.
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msg.trader_arrives = A trader came through your portal: {0} for {1} gold. Click him with the hand to buy - he waits a minute.
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msg.trader_sold = Bought: {0}. Pleasure doing business, says the trader.
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msg.trader_left = The trader shrugs and leaves through the portal.
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trader.info = Offers {0} for {1} gold (click with the hand)
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trader.left = Leaves in {0} s
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trader.rune = the plans of a rune forge tower
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trader.wyrm = an ember wyrm
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trader.chainbreaker = a chainbreaker
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trader.wood = 30 wood
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trader.mana = a potion that fills your mana
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msg.prisoner_died = {0} died under torture.
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job.carry = Carrying a prisoner
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job.pray = Praying
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job.heal_core = Healing the Soul Core
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info.unconscious = unconscious
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info.carried = being carried to the torture chamber
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info.tortured = being tortured
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info.prison = Prisoners: {0}/{1}
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msg.wave_warn_dir = Scouts report: hero wave {0} reaches the gate in 30 seconds! They plan to break in from the {1}.
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msg.event_quake = Earthquake! Tunnels in the {0} have caved in.
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msg.event_lava = The lava overflows its banks in the {0}!
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msg.event_flood = Flood! The river overflows its banks in the {0}.
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msg.event_vein = The imps report a new gold vein in the {0}!
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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}.
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dir.n = north
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dir.ne = north-east
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dir.e = east
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dir.se = south-east
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dir.s = south
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dir.sw = south-west
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dir.w = west
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dir.nw = north-west
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val.auto = Auto ({0}x)
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set.render_scale = Graphics style
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set.style_pixel = Pixel art
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set.style_highres = High-res
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set.debug_fps = Show FPS
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set.debug_frame_time = Show frame time
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set.debug_ping = Show ping
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set.debug_trigger_zones = Show trigger zones
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set.debug_command_markers = Show debug command markers
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set.debug_path_lines = Show path lines
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set.debug_holiday = Holiday
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val.halloween = Halloween
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val.christmas = Christmas
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val.easter = Easter
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hint.pickup_prisoner_where = Prisoners can only be picked up on your own territory.
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hint.punch_where = The hand can only punch heroes on your own territory.
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unit.chainbreaker = Chainbreaker
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hint.chainbreaker_restless = The Chainbreaker is restless: it wants something to fight!
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# savegames on the server
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saves.name = Name:
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saves.new = Save as new
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saves.default_name = Wave {0} - {1}
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saves.overwrite = Overwrite
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saves.load = Load
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saves.delete = Delete
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saves.sure = Sure?
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saves.meta = {3} UTC, wave {0}, map {1}, played {2}
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saves.empty = No savegames on the server yet.
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saves.loading = Loading the list ...
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saves.wait = Please wait ...
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saves.file_save = Download as file
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saves.file_load = Load from file
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cloud.deleted = Savegame deleted.
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cloud.err_net = The savegame server cannot be reached.
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cloud.err_large = The savegame is too large for the server.
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cloud.err_rate = Too many requests - please wait a moment.
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cloud.err_full = The savegame server is full.
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cloud.err_missing = This savegame no longer exists.
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cloud.err = The savegame server reported an error.
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# touch interface
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set.touch_ui = Touch interface
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val.auto_state = Auto ({0})
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cat.dig = Dig
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cat.hand = Hand
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cat.rooms = Rooms
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cat.towers = Towers
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cat.spells = Spells
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cat.orders = Orders
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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.mushroom_grown = Fully grown: ready for felling.
|
||
tile.mushroom_growing = Growing: {0}% - it can only be felled when fully grown.
|
||
tile.grove = Mushroom grove
|
||
tile.grove_info = Nobody can claim this moss. Giant mushrooms grow back here.
|
||
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.map_size = Map {0}x{1} · {2} players
|
||
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.rival3_attack = Saffrax, the yellow master, sends {0} creatures against you!
|
||
msg.rival3_out = Saffrax is defeated - his 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 = Build
|
||
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.thief = Thief
|
||
unit.monk = Monk
|
||
unit.ranger = Ranger
|
||
unit.inquisitor = Inquisitor
|
||
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.thief.text = Quick fingers, quicker feet. He does not come to fight: he sneaks into your treasury, fills his sack and runs back to the gate. | Kill him before he gets away and the gold is yours again - with interest.
|
||
best.monk.text = Years of fasting and praying have made him deaf to your magic: lightning, plague and frost slide off him like rain off a roof. | Fists hurt too. Meet him with steel, claws and teeth.
|
||
best.ranger.text = A woodsman of the Order who shoots from afar and leaves iron snares in your corridors. A creature that steps into one is hurt and stuck for a while. | Snares stay until something steps in. Better a kobold than your ogre.
|
||
best.inquisitor.text = Frail, but his sermons are dangerous: every twenty seconds he talks one of your weakest creatures - a kobold or a spider - into joining the heroes. | Strong creatures just laugh at him. Hit him first.
|
||
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. Click open ground: a sword marker - the ready creatures share out over all swords and fight there. Right click on a marker removes it.
|
||
tool.order_guard.label = Guard
|
||
tool.order_guard.name = Guard this room
|
||
tool.order_guard.desc = Click your own ground: a shield marker that three creatures hold and defend. Up to eight shields; right click on a shield removes it.
|
||
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.mark_attack = A sword marks the spot: your ready creatures march there.
|
||
msg.mark_guard = A shield marks the spot: three creatures will hold it.
|
||
msg.mark_removed = Marker removed - its creatures are free again.
|
||
hint.marks_full = Eight markers of that kind are the most. Remove one with a right click.
|
||
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
|
||
set.track = Music track
|
||
val.track_auto = Automatic
|
||
|
||
# ---- 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.grove = Mushroom grove
|
||
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.weather = Weather above ground
|
||
blk.talentxp = Talent experience +
|
||
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.weather = Sets the weather above ground (fair, rain, fog or storm) for so many seconds; 0 keeps it until another block changes it.
|
||
blk.help.talentxp = Gives the player experience for the master talents.
|
||
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.v.weatheris = Weather above ground is
|
||
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.w_for = for
|
||
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.
|
||
|
||
# tutorial
|
||
menu.tutorial = Tutorial
|
||
tut.name = First Steps
|
||
tut.title = Crookfinger Shows You the Ropes
|
||
tut.story = So you are the new master. Small, but the core still beats, and that is what counts.\n\nI will show you the basics: digging, rooms, creatures, and what to do with knights. Do what I say, and nobody gets hurt. Except the knights.
|
||
tut.start = Crookfinger: First lesson - digging. Take the pick (key 1), drag over the earth east of the heart and your imps dig it out.
|
||
tut.obj1 = Dig out the tunnel east of the heart.
|
||
tut.dug = Crookfinger: There, a hall behind it! Your imps claim the ground by themselves. Now open Rooms and build a lair on your own floor - your creatures sleep there.
|
||
tut.obj2 = Build a lair (Rooms).
|
||
tut.lair = Crookfinger: Beds, check. Creatures also eat: build a mushroom garden next to it.
|
||
tut.obj3 = Build a mushroom garden (Rooms).
|
||
tut.farm = Crookfinger: Bed and board - now the portal sends you creatures. Be patient, they come by themselves. Wait for two.
|
||
tut.obj4 = Wait until two creatures have come through the portal.
|
||
tut.creatures = Crookfinger: Here they are! A little motivation never hurts: take the hand (key 2) and click a creature with Shift held down (on a touch screen: tap it twice) to slap it. It works faster for a while.
|
||
tut.obj5 = Slap one of your creatures (hand, Shift + click).
|
||
tut.slap = Crookfinger: Ha! Did you hear that? Something is coming from the east. Get ready: lightning (Spells) hits hard, and your creatures fight on their own.
|
||
tut.obj6 = Defeat the two knights.
|
||
tut.knights = Crookfinger: Two knights! Send your creatures with the attack flag (Orders) or strike them with lightning.
|
||
tut.win = Crookfinger: Well done, master! That is all there is to it. Well - almost. The campaign tells the rest. I'll put the kettle on.
|
||
|
||
# master talents
|
||
cat.master = Master
|
||
talent.title = Master talents
|
||
talent.points = Free talent points: {0}
|
||
talent.next = {0}/{1} experience to the next point
|
||
talent.all = Every talent is learned.
|
||
talent.builder = Builder
|
||
talent.warlord = Warlord
|
||
talent.warlock = Warlock
|
||
talent.merchant = Merchant
|
||
talent.builder.desc = Imps dig {0}% faster, rooms cost {1}% less.
|
||
talent.warlord.desc = Creatures hit {0}% harder and take {1}% less damage.
|
||
talent.warlock.desc = Mana flows {0}% faster, spells cost {1}% less.
|
||
talent.merchant.desc = Wages are {0}% lower, delivered treasure is worth {1}% more.
|
||
talent.none = Not learned yet.
|
||
talent.then = Next level: {0}
|
||
msg.talent_point = A new talent point! Spend it in the Master window.
|
||
msg.talent_learned = {0} level {1} learned.
|
||
|
||
# weather above ground
|
||
weather.fair = Fair
|
||
weather.rain = Rain
|
||
weather.fog = Fog
|
||
weather.storm = Storm
|
||
msg.weather_clear = The sky clears up above ground.
|
||
msg.weather_rain = It starts to rain above ground - fire will not catch.
|
||
msg.weather_fog = Fog rolls over the land - everyone outside sees less.
|
||
msg.weather_storm = A storm is brewing above ground! Lightning strikes units and trees.
|
||
msg.lightning_unit = Lightning struck: {0}!
|
||
# creature names
|
||
names.imp = Grubnik, Snot, Pickles, Scrabble, Dimple, Muck, Nibbles, Grot, Twitch, Smudge, Pebble, Wort, Scuttle, Fizzle, Gristle, Sniv, Burrow, Crumb, Dribble, Tinker
|
||
names.kobold = Yip, Skrag, Ratchet, Snagtooth, Kibble, Rusk, Nettle, Skiv, Gnash, Scrapper, Flint, Yark, Biter, Sprocket, Dreg, Skulk, Tatter, Grizz, Nab, Scabby
|
||
names.spider = Webbly, Itsy, Nibsy, Silkie, Creepkin, Tickle, Venna, Lacey, Spindle, Skitter, Fangsy, Mopsy, Widow, Tangles, Weaver, Pip, Gossamer, Twiddle, Snare, Muffet
|
||
names.mage = Bartholomew, Ignatius, Percival, Mordecai, Fennimore, Cornelius, Aldous, Thaddeus, Barnabus, Erasmus, Montague, Ambrose, Septimus, Horatio, Quentin, Lucan, Archibald, Florian, Zebulon, Crispin
|
||
names.ogre = Grunk, Thud, Bonk, Lump, Mudge, Klod, Hulk, Gorb, Dunk, Brog, Oaf, Plonk, Boulder, Grog, Mungo, Slab, Wump, Tonk, Duh, Gullet
|
||
names.jailer = Grimm, Lockjaw, Chains, Dredd, Morrow, Shackle, Vex, Bolt, Garrote, Stern, Rook, Hask, Iron, Grist, Clank, Mordo, Bleak, Snare, Kessel, Warden
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||
names.priestess = Ember, Seraphine, Pyra, Ashlyn, Scarlet, Morwen, Vesper, Cinder, Ravenna, Lilith, Blaze, Isolde, Brimma, Nyx, Sable, Velvet, Flare, Ophelia, Hestia, Rowan
|
||
names.chainbreaker = Fetterbane, Ulfgar, Ironsoul, Brannoc, Kragmor, Valdrek, Thorn, Gorath, Unbound, Rurik, Torvald, Hagan, Durnok, Shatter, Brand, Wulfric, Korrun, Arvak, Stigr, Halvard
|
||
names.bat = Squeak, Flutter, Pippin, Nibs, Echo, Flap, Dusk, Zippy, Chirp, Fang, Twirl, Batsy, Mothy, Peep, Swoop, Dangle, Velvet, Tiddles, Squee, Blip
|
||
names.gargoyle = Granite, Slate, Basalt, Grimsby, Mortar, Cobble, Gravel, Flint, Grout, Rubble, Quartz, Pumice, Lintel, Gnarl, Stoneface, Dour, Gable, Spout, Chisel, Ledge
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||
names.owl = Hootsworth, Sage, Quill, Barnaby, Minerva, Tobias, Hoots, Ollivant, Feathers, Wisp, Ponder, Elder, Mopsy, Noctua, Owlbert, Scroll, Dusk, Tawny, Professor, Ruffle
|
||
names.wyrm = Vermithrax, Ashmaw, Scorch, Calderon, Ignivar, Smoulder, Drakkar, Pyrrhus, Obsidian, Embermaw, Vulcanor, Searfang, Malgrath, Tyrax, Inferno, Brimstone, Kaldor, Fyrnak, Ragnor, Cindros
|
||
names.cogling = Gizmo, Sprocket, Widget, Ratchet, Bolt, Gearwin, Tinker, Doohickey, Spanner, Pinion, Clink, Fiddle, Rivet, Whirr, Cogsworth, Twiddle, Flange, Gadget, Ticktock, Nubbin
|
||
names.revenant = Morrow, Grieve, Ashen, Lament, Hollow, Mourn, Pallor, Sorrow, Wraithe, Dirge, Barrow, Gloam, Tomb, Weep, Vigil, Cairn, Shroud, Elegy, Dregs, Bleak
|
||
names.beast = Fuzzbert, Grizzle, Bruno, Shaggs, Chomper, Mossback, Bumble, Ursa, Burl, Crunch, Clicker, Scuttles, Bristle, Moss, Rumble, Bramble, Chitter, Grumbles, Hulkster, Snuffle
|
||
names.human = Gareth, Roland, Cedric, Aldric, Tristan, Edmund, Gawain, Lionel, Percy, Hugo, Bertram, Godfrey, Osric, Baldwin, Reginald, Wilfred, Ector, Gilbert, Rupert, Duncan
|
||
epithets.mid = Bonecrusher, Mudfoot, Ratbiter, Grimeface, Pebblechewer, Skullthumper, Stinkfist, Rustknuckle, Gutpuncher, Shinkicker, Mouldbeard, Dirtclaw, Snotslinger, Earchewer, Kneebreaker, Wormeater
|
||
epithets.high = Kingslayer, Doomhand, Dreadfang, Worldbreaker, Herobane, Stormfist, Nightterror, Soulreaper, Ironheart, Castlecrusher, Dragonbane, Hellstrider, Shadowlord, Bloodcrown, Grimtide, Starbreaker
|
||
name.epithet = {0} {1}
|
||
msg.creature_fallen = {0} has fallen. A memorial stone keeps the name.
|
||
tile.memorial = Memorial stone
|
||
tile.memorial_info = Here lies {0} ({1}, level {2}).
|
||
|
||
# hall of the fallen
|
||
hall.title = Hall of the fallen
|
||
hall.count = {0} fallen creatures remembered
|
||
hall.empty = No one has fallen yet. Long may it last.
|
||
hall.kills = {0} heroes slain
|
||
ov.fallen = Fallen ({0})
|
||
ov.living = Living
|
||
cause.slain = slain by: {0}
|
||
cause.lava = burned in lava
|
||
cause.water = drowned
|
||
cause.snare = caught in a snare
|
||
cause.lightning = struck by lightning
|
||
cause.fell = fell
|