Files
dungeoncraft/lang/en.lang
T
Richard ZinkandClaude Opus 5.5 dd16c684e5 Free game against rival dungeon masters (green, blue) and/or the humans
- One opponent on maps up to 128x128, two on bigger maps; with a chance of one in two one of
  them is the humans' gate instead of a rival master
- Simplified rival masters (rival.rs): own soul core and dungeon (lair, treasury to loot) that
  grows ring by ring, creatures appear and get stronger over time, guard the dungeon and attack
  in groups - the player, the other master or the humans' gate; a fallen core puts the master
  out and frees its ground
- The humans attack everybody: waves now and then march on a rival master
- Sides for units: all other sides are enemies; towers and contested ground follow them; the
  hand cannot pick up rival creatures; the flag next to a rival core attacks it
- Difficulty (easy / medium / hard) in the New Game dialog
- Colours: green and blue floors, cores, unit rings, minimap, HUD bars of the rival cores
- Victory in free games: every rival core and the gate (if any) destroyed
- Tests for setups, growth and attacks, elimination and victory, humans against rivals

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-11-03 14:11:23 +01:00

602 lines
28 KiB
Plaintext

# DungeonCraft language file: English (reference language)
# Format: key = text Placeholders: {0}, {1}, ... Lines starting with # are comments.
# To add a language: copy this file, translate the texts and register it in src/i18n.rs.
lang.name = English
# ---- units
unit.worker = Pit Imp
unit.kobold = Kobold
unit.spider = Cave Spider
unit.mage = Shadow Mage
unit.ogre = Stone Ogre
unit.knight = Knight
unit.archer = Archer
unit.priest = Priest
unit.dwarf = Dwarf Miner
unit.paladin = Paladin of Light
# ---- rooms
room.treasury = Treasury
room.lair = Lair
room.farm = Mushroom Garden
room.training = Training Hall
room.library = Library
# ---- jobs
job.none = Thinking
job.dig = Digging
job.claim = Claiming ground
job.deliver = Carrying gold to the treasury
job.wander = Wandering
job.sleep_go = Going to sleep
job.sleep = Sleeping
job.eat = Eating
job.train = Training
job.study = Studying
job.fight = Fighting
job.core_attack = Attacking the Soul Core
job.core_march = Marching to the Soul Core
job.leave = Leaving the realm
job.gate_attack = Attacking the Hero Gate
job.rally = Following the attack flag
# ---- messages
msg.welcome1 = Welcome, ruler of the underworld! Protect your Soul Core and destroy the Hero Gate.
msg.welcome2 = Mark earth and gold veins with the Dig tool (key 1). Your Pit Imps do the rest.
msg.welcome3 = Dig through to the portal and claim it. Creatures need a lair and a mushroom garden.
msg.welcome4 = Use the attack flag (key 9) to send your creatures into battle, even against the Hero Gate.
msg.wave_warn = Scouts report: hero wave {0} reaches the gate in 30 seconds!
msg.defeat = Your Soul Core has shattered. The underworld is lost.
msg.victory = The Hero Gate is destroyed. The underworld is yours!
msg.creature_arrived = A {0} came through the portal.
msg.payday_partial = Payday! {0} creatures paid ({1} gold), {2} got nothing and are angry!
msg.payday = Payday! {0} creatures received {1} gold.
msg.wave_boss = Wave {0}: a Paladin of Light leads {1} heroes into your realm!
msg.wave = Wave {0}: {1} heroes break through the gate!
msg.gate_boss = The gate is crumbling! The Gate Warden appears with {0} defenders!
msg.gate_defenders = The gate summons {0} defenders!
msg.level_up = {0} reaches level {1}.
msg.hero_slain = {0} defeated! Loot: {1} gold.
msg.creature_died = Your {0} has fallen.
msg.portal_claimed = The portal is yours! It attracts creatures.
msg.flag_removed = Attack flag removed. Your creatures return.
msg.flag_set = Attack flag set! Battle-ready creatures gather there.
msg.creature_leaves = An unhappy {0} leaves your realm!
msg.no_gold = Not enough gold!
msg.sold = Rooms sold: +{0} gold.
msg.no_mana_bolt = Not enough mana for Lightning.
msg.no_mana_heal = Not enough mana for Heal.
msg.no_mana_cost = Not enough mana ({0} needed).
# ---- hints (shown at most every 30 seconds)
hint.portal_no_lair = The portal is open, but without a lair no creatures will come.
hint.no_farm = Creatures want to eat: build a mushroom garden.
hint.lair_full = All beds in the lair are taken. Enlarge your lair.
hint.gate_attack = Your creatures are attacking the Hero Gate!
hint.treasury_full = Your treasuries are full! Build more treasury tiles.
hint.flag_unreachable = Your creatures cannot reach the attack flag.
hint.flag_ground = The flag must be placed on walkable ground.
hint.no_beds = Creatures have to sleep on bare ground. Enlarge your lair!
hint.hungry = Your creatures are starving! Enlarge the mushroom garden.
hint.core_attacked = Your Soul Core is under attack!
hint.build_where = Rooms can only be built on claimed, empty floor tiles.
hint.hand_full = Your hand is full (max. 8). Right-click drops units.
hint.drop_where = Units can only be dropped on your own territory.
hint.summon_where = Pit Imps can only be summoned on your own territory.
# ---- tools (label = short text under the button)
tool.dig.label = Dig
tool.dig.name = Dig
tool.dig.desc = Mark earth and gold. Drag for a rectangle; starting on a marked tile removes the marks.
tool.hand.label = Hand
tool.hand.name = Hand
tool.hand.desc = Pick up one of your units (max. 8). Right-click drops it on your own territory.
tool.treasury.label = Treasury
tool.treasury.desc = Stores gold: +500 capacity per tile.
tool.lair.label = Lair
tool.lair.desc = One bed per tile. Determines how many creatures come.
tool.farm.label = Mushrooms
tool.farm.desc = Food for creatures. With 6 tiles or more, cave spiders come.
tool.training.label = Training
tool.training.desc = Creatures gain levels (costs gold). With 9 tiles or more, stone ogres come.
tool.library.label = Library
tool.library.desc = Creatures generate mana. With 6 tiles or more, shadow mages come.
tool.sell.label = Sell
tool.sell.name = Sell
tool.sell.desc = Turn rooms back into floor (50% refund).
tool.flag.label = Flag
tool.flag.name = Attack Flag
tool.flag.desc = Battle-ready creatures gather here. Near the Hero Gate they attack it. Click again to remove it.
tool.lightning.label = Lightning
tool.lightning.name = Lightning
tool.lightning.desc = 55 damage to heroes in the area.
tool.heal.label = Heal
tool.heal.name = Heal
tool.heal.desc = Heals your units in the area by 50%.
tool.summon.label = Imp
tool.summon.name = Summon Pit Imp
tool.summon.desc = Creates a new Pit Imp on your own territory.
cost.gold_tile = {0} gold/tile
cost.mana = {0} mana
ui.cost = Cost: {0}
ui.key = Key: {0}
# ---- HUD
hud.gold = Gold
hud.mana = Mana
hud.core = Core
hud.gate = Gate
hud.creatures = Creatures
hud.workers = Imps
hud.wave = Wave {0}
hud.army = Army
hud.off = off
hud.hand = Hand
hud.empty = empty
ui.map = Map
ui.pause = PAUSE
ui.pause_hint = P: continue
# ---- help
help.goal = Goal: destroy the Hero Gate and protect your Soul Core.
help.k_left = Left click Use tool (dig/rooms: drag a rectangle)
help.k_right = Right click Drop a unit (prisoners: also into the torture chamber)
help.k_slap = Shift+Left Hand: backhand own units, punch heroes on your ground
help.k_pan = Right drag Move the map (also WASD/arrows, screen edge)
help.k_rot = Middle drag Rotate and tilt the camera (also Q/E, R/F)
help.k_zoom = Mouse wheel Zoom
help.k_tools = 1-9,0,X,V,K,J,B,C,T,U,Y,O Select tool
help.k_misc = P / Space Pause M Sound on/off +/- Volume
help.k_misc2 = G Tile outlines on/off H This help
help.s1 = 1. Dig to the portal and let your Pit Imps claim it.
help.s2 = 2. Build a lair, a mushroom garden and a treasury.
help.s3 = 3. Train your creatures and pay their wages on time.
help.s4 = 4. Fend off the hero waves. They adapt to your army.
help.s5 = 5. Place the attack flag near the gate and attack!
help.font = Font: DINOBYTE by mby (CC BY 4.0)
help.start = Click to start
# ---- end screen
end.victory = VICTORY!
end.defeat = DEFEAT
end.victory_sub = The Hero Gate has fallen.
end.defeat_sub = Your Soul Core has shattered.
end.stats = Time {0} Waves {1} Army {2}
end.new = New Game (N)
# ---- info panel
info.level = {0} (level {1})
info.hp = HP {0}/{1}
info.guard = Gate Warden
info.intruder = Intruder
info.needs = Energy {0}% Hunger {1}%
info.mood = Mood: {0}
mood.happy = content
mood.grumpy = grumpy
mood.angry = angry
info.wage = Wage: {0} gold
info.carries = Carries {0} gold
tile.rock = Rock
tile.indestructible = indestructible
tile.earth = Earth
tile.gold = Gold Vein
tile.gold_amount = Worth {0} gold
tile.floor = Floor
owner.player = claimed
owner.hero = hero territory
owner.none = neutral
tile.core = Soul Core
tile.portal = Portal
portal.claimed = claimed
portal.neutral = neutral: imps can claim it
tile.gate = Hero Gate
farm.food = {0} mushrooms
lair.taken = Bed taken
lair.free = Bed free
tile.marked = marked for digging
# ---- language selection
langsel.title = Language
langsel.hint = Click a language. You can change it later in the settings.
# ---- menus
menu.subtitle = Dig. Build. Defend. Conquer.
menu.continue = Continue
menu.new = New Game
menu.load = Load Game
menu.save = Save Game
menu.settings = Settings
menu.help = Help
menu.resume = Resume
menu.main = Main Menu
menu.back = Back
menu.paused = Paused
menu.drop_hint = Tip: you can also drop a .dcsave file onto the game window to load it.
# ---- settings
set.tab.sound = Language & Sound
set.tab.camera = Camera
set.tab.graphics = Graphics
set.tab.game = Game
set.tab.keys = Keys
set.language = Language
set.volume = Sound volume
set.music = Music volume
set.mute = Mute
set.rotate_speed = Rotation speed
set.zoom_speed = Zoom speed
set.edge_scroll = Screen edge scrolling
set.invert = Invert mouse rotation
set.outlines = Tile outlines
set.wall_detail = Wall detail
set.lights = Light sources
set.ui_scale = Interface size
set.game_speed = Game speed
set.hints = Hints
set.keys_hint = Click an action and press a key. Keys already in use are swapped.
set.press_key = Press a key for: {0}
set.esc_cancel = Esc cancels
set.reset_keys = Reset keys
val.on = On
val.off = Off
val.low = Low
val.medium = Medium
val.high = High
val.normal = Normal
val.large = Large
# ---- key binding names
key.cam_forward = Camera forward
key.cam_back = Camera back
key.cam_left = Camera left
key.cam_right = Camera right
key.rotate_left = Rotate left
key.rotate_right = Rotate right
key.tilt_up = Tilt up
key.tilt_down = Tilt down
key.pause = Pause
key.mute = Sound on/off
key.volume_up = Volume up
key.volume_down = Volume down
key.outlines = Tile outlines
key.help = Help
# ---- savegames
save.saved = Game saved: {0}
save.loaded = Game loaded.
save.err_invalid = This file is not a valid DungeonCraft savegame.
save.err_version = This savegame comes from a newer version of DungeonCraft.
save.choose = Choose a savegame file ...
# ---- new game
newgame.width = Map width
newgame.height = Map height
newgame.start = Start
newgame.info = {0} portal(s), {1} guarded treasure cave(s)
# ---- walls, towers, torture
job.reinforce = Reinforcing a wall
tile.reinforced = Reinforced wall
tile.reinforced_info = heroes can hardly break through
room.torture = Torture Chamber
room.temple = Temple
tool.torture.label = Torture
tool.torture.desc = Holds one prisoner per 2 tiles. Defeated heroes are carried here and tortured until they die or defect. From 6 tiles on, Jailers come.
tool.temple.label = Temple
tool.temple.desc = Creatures pray here: more mana than studying, and it lifts their mood. From 6 tiles on, Flame Priestesses come.
tool.arrow.label = Arrows
tool.arrow.name = Arrow Tower
tool.arrow.desc = Cheap and fast. Arrows pierce up to two more heroes behind the target. Click your tower with this tool to upgrade it.
tool.cannon.label = Cannon
tool.cannon.name = Cannon Tower
tool.cannon.desc = Slow, long range, splash damage that knocks heroes back. Cannot hit targets right next to it.
tool.magic.label = Magic
tool.magic.name = Magic Tower
tool.magic.desc = Uses mana per shot. Never misses, slows the target and jumps to a second hero.
tower.arrow = Arrow Tower
tower.cannon = Cannon Tower
tower.magic = Magic Tower
cost.tower = {0} gold (upgrades {1} / {2})
cost.per_shot = , {0} mana per shot
info.tower = {0} (level {1})
info.tower_stats = Damage {0} Range {1}
info.tower_upgrade = Upgrade: {0} gold
msg.tower_upgraded = {0} upgraded to level {1}.
msg.tower_destroyed = Your {0} was destroyed!
hint.tower_other = There is already another kind of tower here.
hint.tower_max = This tower is fully upgraded.
hint.tower_where = Towers can only be built on claimed, empty floor tiles.
hint.tower_mana = Your magic towers have run out of mana.
job.repair = Repairing a tower
job.attack_tower = Attacking a tower
unit.jailer = Jailer
unit.priestess = Flame Priestess
msg.hero_captured = {0} knocked out and taken prisoner! Loot: {1} gold.
msg.defected = {0} has defected to your side!
msg.prisoner_died = {0} died under torture.
job.carry = Carrying a prisoner
job.pray = Praying
job.heal_core = Healing the Soul Core
info.unconscious = unconscious
info.carried = being carried to the torture chamber
info.tortured = being tortured
info.prison = Prisoners: {0}/{1}
msg.wave_warn_dir = Scouts report: hero wave {0} reaches the gate in 30 seconds! They plan to break in from the {1}.
msg.wave_warn_two = Scouts report: hero wave {0} reaches the gate in 30 seconds! They split up and break in from the {1} and the {2}.
dir.n = north
dir.ne = north-east
dir.e = east
dir.se = south-east
dir.s = south
dir.sw = south-west
dir.w = west
dir.nw = north-west
val.auto = Auto ({0}x)
set.render_scale = 3D resolution
hint.pickup_prisoner_where = Prisoners can only be picked up on your own territory.
hint.punch_where = The hand can only punch heroes on your own territory.
unit.chainbreaker = Chainbreaker
hint.chainbreaker_restless = The Chainbreaker is restless: it wants something to fight!
# savegames on the server
saves.name = Name:
saves.new = Save as new
saves.default_name = Wave {0} - {1}
saves.overwrite = Overwrite
saves.load = Load
saves.delete = Delete
saves.sure = Sure?
saves.meta = {3} UTC, wave {0}, map {1}, played {2}
saves.empty = No savegames on the server yet.
saves.loading = Loading the list ...
saves.wait = Please wait ...
saves.file_save = Download as file
saves.file_load = Load from file
cloud.deleted = Savegame deleted.
cloud.err_net = The savegame server cannot be reached.
cloud.err_large = The savegame is too large for the server.
cloud.err_rate = Too many requests - please wait a moment.
cloud.err_full = The savegame server is full.
cloud.err_missing = This savegame no longer exists.
cloud.err = The savegame server reported an error.
# touch interface
set.touch_ui = Touch interface
val.auto_state = Auto ({0})
cat.dig = Dig
cat.hand = Hand
cat.rooms = Rooms
cat.towers = Towers
cat.spells = Spells
cat.orders = Orders
cat.menu = Menu
help.t_tap = Tap: use the tool (hand: pick up a unit; spells, flag, towers: at that spot)
help.t_drag = Drag: dig, rooms and sell mark a rectangle; with other tools it moves the map
help.t_two = Two fingers: move the map, pinch to zoom, twist to rotate the camera
help.t_long = Long press: information about the spot; hand: drop the units there
help.t_double = Double tap with the hand: backhand own units, punch heroes on your ground
help.t_tools = Toolbar: categories open a row of tools; the menu button opens the pause menu
help.start_touch = Tap to start
# rivers and bridges
tool.bridge.label = Bridge
tool.bridge.name = Build Bridge
tool.bridge.desc = Builds a bridge over water or lava. Drag from your own ground across the river; the bridge grows tile by tile from your territory.
cost.bridge = {0} gold/tile over water, {1} over lava
hint.bridge_where = Bridges must start at your own ground: drag from your territory across the river.
hint.bridge_river = Bridges can only be built over water or lava.
msg.hero_burned = A {0} fell into the lava! +{1} gold.
msg.creature_burned = Your {0} fell into the lava.
tile.water = Underground river
tile.water_info = Nobody can wade through it. Build a bridge.
tile.lava = Lava
tile.lava_info = Whatever falls in burns. Stone bridges cross it.
tile.bridge = Wooden bridge
tile.lavabridge = Stone bridge
tile.shard = Shard of your soul core
tile.shard_info = Claim this chamber to take the shard back.
# treasures and payday
tile.silver = Silver vein
tile.ruby = Ruby vein
tile.diamond = Diamond vein
res.gold = gold
res.silver = silver
res.ruby = rubies
res.diamond = diamonds
treasury.content = Holds {0} worth of {1}
hud.payday = Payday
msg.payday_soon = Payday in {0} seconds: your creatures want {1} gold.
hint.payday_short = There is not enough gold for the coming payday. Unpaid creatures get angry!
# knight fortresses
msg.enemy_tower_destroyed = A knight {0} has fallen!
msg.vault_taken = Knight vault taken: {0} worth of treasure is yours.
msg.shard_taken = A shard of your soul core is back in your hands!
msg.bridge_torn = The knights have torn down one of your bridges!
job.tear_bridge = Tearing down a bridge
job.patrol = On patrol
job.guard = On guard
# campaign
msg.mission_start = Mission: {0}
msg.mission_won = Mission accomplished!
msg.time_up = Time is up - the knights have secured their treasures.
hud.time_left = Time
msg.tool_locked = This is not available yet in this mission.
# campaign menu and goals
menu.campaign = Campaign
menu.goals = Briefing
camp.goals_panel = Goals (click: briefing)
camp.title = The Broken Core
camp.locked = ???
camp.progress = {0} of {1} missions accomplished
camp.mission_title = Mission {0}: {1}
camp.goals = Goals
camp.time_limit = Time limit: {0}
camp.new_tools = New: {0}
camp.carry = Coming along from the last mission: {0} creatures and {1} gold.
camp.start = Start
goal.shards = Take back the shards
goal.heart = Destroy the gate of the order
goal.killall = Defeat all knights
goal.loot = Take {0} from the knight vaults
goal.towers = Raze all knight towers
goal.survive = Beat {0} waves
goal.left = ({0} left)
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.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, take back the shard and make your core whole again. I will be right behind you. Well behind you.
camp.epilogue = The last shard sinks into the core, and the darkness breathes again. Somewhere above, the Order of the Lightwatch is writing a very long report. | 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.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.
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 the green master
owner.rival2 = held by the blue master
# rival masters (free game)
newgame.difficulty = Opponents
diff.0 = Easy
diff.1 = Medium
diff.2 = Hard
newgame.opponents1 = One opponent: a rival dungeon master or - by chance - the humans' gate.
newgame.opponents2 = Two opponents: two rival masters, or - by chance - one master and the humans' gate.
msg.welcome_rivals = A rival dungeon master is near ({0} in all): destroy every rival soul core to win.
msg.welcome_both = A rival master and the humans' gate oppose you: destroy the rival soul core and the gate.
msg.welcome_humans = The humans' gate opposes you: destroy it.
msg.rival1_attack = The green master sends {0} creatures against you!
msg.rival2_attack = The blue master sends {0} creatures against you!
msg.rival1_out = The green master is defeated - his soul core has shattered!
msg.rival2_out = The blue master 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.
hud.rival1 = Green
hud.rival2 = Blue