969 lines
53 KiB
Plaintext
969 lines
53 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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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.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.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.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.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_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 = Font: 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.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.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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# ---- 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.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.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.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 = 3D resolution
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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
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help.t_tap = Tap: use the tool (hand: pick up a unit; spells, flag, towers: at that spot)
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help.t_drag = Drag: dig, rooms and sell mark a rectangle; with other tools it moves the map
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help.t_two = Two fingers: move the map, pinch to zoom, twist to rotate the camera
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help.t_long = Long press: information about the spot; hand: drop the units there
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help.t_double = Double tap with the hand: backhand own units, punch heroes on your ground
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help.t_tools = Toolbar: categories open a row of tools; the menu button opens the pause menu
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help.start_touch = Tap to start
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# rivers and bridges
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tool.bridge.label = Bridge
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tool.bridge.name = Build Bridge
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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.
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cost.bridge = {0} gold/tile over water, {1} over lava
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hint.bridge_where = Bridges must start at your own ground: drag from your territory across the river.
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hint.bridge_river = Bridges can only be built over water or lava.
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msg.hero_burned = A {0} fell into the lava! +{1} gold.
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msg.creature_burned = Your {0} fell into the lava.
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tile.water = Underground river
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tile.water_info = Nobody can wade through it. Build a bridge.
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tile.lava = Lava
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tile.lava_info = Whatever falls in burns. Stone bridges cross it.
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tile.bridge = Wooden bridge
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tile.lavabridge = Stone bridge
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tile.shard = Shard of your soul core
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tile.shard_info = Claim this chamber to take the shard back.
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# treasures and payday
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tile.silver = Silver vein
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tile.ruby = Ruby vein
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tile.diamond = Diamond vein
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res.gold = gold
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res.silver = silver
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res.ruby = rubies
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res.diamond = diamonds
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treasury.content = Holds {0} worth of {1}
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hud.payday = Payday
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msg.payday_soon = Payday in {0} seconds: your creatures want {1} gold.
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hint.payday_short = There is not enough gold for the coming payday. Unpaid creatures get angry!
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# knight fortresses
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msg.enemy_tower_destroyed = A knight {0} has fallen!
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msg.vault_taken = Knight vault taken: {0} worth of treasure is yours.
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msg.shard_taken = A shard of your soul core is back in your hands!
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msg.bridge_torn = The knights have torn down one of your bridges!
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job.tear_bridge = Tearing down a bridge
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job.patrol = On patrol
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job.guard = On guard
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# campaign
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msg.mission_start = Mission: {0}
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msg.mission_won = Mission accomplished!
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msg.time_up = Time is up - the knights have secured their treasures.
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hud.time_left = Time
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msg.tool_locked = This is not available yet in this mission.
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# campaign menu and goals
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menu.campaign = Campaign
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menu.goals = Briefing
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camp.goals_panel = Goals (click: briefing)
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camp.title = The Broken Core
|
|
camp.locked = ???
|
|
camp.progress = {0} of {1} missions accomplished
|
|
camp.mission_title = Mission {0}: {1}
|
|
camp.goals = Goals
|
|
camp.time_limit = Time limit: {0}
|
|
camp.new_tools = New: {0}
|
|
camp.carry = Coming along from the last mission: {0} creatures and {1} gold.
|
|
camp.start = Start
|
|
goal.shards = Take back the shards
|
|
goal.heart = Destroy the gate of the order
|
|
goal.killall = Defeat all knights
|
|
goal.loot = Take {0} from the knight vaults
|
|
goal.towers = Raze all knight towers
|
|
goal.survive = Beat {0} waves
|
|
goal.left = ({0} left)
|
|
goal.rivals = Destroy the cores of the rival masters
|
|
goal.springs = Claim {0} mana springs
|
|
goal.freed = Free {0} creatures in chains
|
|
end.mission_won = Mission accomplished!
|
|
end.mission_won_sub = Crookfinger nods approvingly. Your strongest creatures and a fifth of the gold come along into the next mission.
|
|
end.mission_lost = Mission failed
|
|
end.mission_lost_sub = The knights are celebrating. Crookfinger suggests you try again - he has already sharpened the shovel.
|
|
end.again = Try again
|
|
end.next = Next mission
|
|
end.campaign = Campaign
|
|
end.to_campaign = Back to the campaign
|
|
|
|
# campaign story: told by old Crookfinger, the imp advisor (" | " starts a new paragraph)
|
|
camp.m01.title = A Shard in the Dark
|
|
camp.m01.story = Wake up, master. Yes, you. A hundred years ago the Order of the Lightwatch smashed your soul core and carried the shards off like trophies. What is left of you fits into one small cave, four imps and me - old Crookfinger. | The knights keep the first shard in a little outpost to the east, guarded by recruits who still believe in polished boots. Dig a way there and let your imps claim the shard chamber. Knight ground takes them a while to claim, and not while knights stand next to it.
|
|
camp.m02.title = The Border Brook
|
|
camp.m02.story = A brook! Underground! The knights think a bit of water keeps us out. Charming. | Build a bridge across it - wood is cheap, knight pride is not. The watch post on the far bank holds the next shard, and this time it has an arrow tower. Towers do not chase you: stay out of range or let your creatures tear them down.
|
|
camp.m03.title = The Guardhouse
|
|
camp.m03.story = The Lightwatch keeps a guardhouse here where young knights learn to march in circles. They call it patrolling. We call it a timetable. | Learn it, strike when they turn their backs, and wipe out the whole garrison. A training room is finally yours - training makes creatures stronger, but the bill comes on payday.
|
|
camp.m04.title = The Order Strikes Back
|
|
camp.m04.story = Well, that got their attention. The Order sends wave after wave from its gate to put out the little fire in the dark - us. | Four waves, then they run out of volunteers, or at least of enthusiasm. Build arrow towers, keep the lightning ready and do not let them touch the core.
|
|
camp.m05.title = The Gold Chambers of Hellwatch
|
|
camp.m05.story = Hellwatch is where the Order keeps its pay chests, which explains why the knights here are so cheerful: they get paid. | Their vaults hold gold, silver and even gems. Claim the vault chambers and the treasure is yours. Six thousand should cover our expenses. And our hurt feelings.
|
|
camp.m06.title = The Bridge of the Lightwatch
|
|
camp.m06.story = The Lightwatch built a bridge over the great river and put a gate at its end, with a banner that has a sun on it. Of course it has a sun on it. | Destroy the gate of the order and the outpost collapses into polite panic. They brought cannons, by the way. Cannons push your creatures around - keep them close together.
|
|
camp.m07.title = Lava Ground
|
|
camp.m07.story = Lava ground. Warm, cosy, a bit too bright. Wooden bridges would burn here, so you build stone ones: dearer, but fireproof. | Whatever is pushed into the lava is gone for good, knights included. Especially knights. The shard lies in the fortress beyond the glow. And a torture chamber is open to you now - some prisoners can be persuaded to change sides.
|
|
camp.m08.title = The Raid
|
|
camp.m08.story = A raid! No shard today, just cash. Two vault keeps, stuffed with the tithes of the Order. | You have fifteen minutes before they bring their treasure to safety, and a few hired thugs to get going. Take eight thousand worth from their vaults. Quickly, master - Crookfinger has debts.
|
|
camp.m09.title = The Twin Keeps
|
|
camp.m09.story = Two keeps on both banks of a river, each guarding a shard. The knights call them the Brothers. One brother fusses about his boots, the other about his hair. | Take both shards. The river has knight bridges: claim them, or the knights will use them to visit you.
|
|
camp.m10.title = The Siege
|
|
camp.m10.story = The Order is angry. Properly angry, with trumpets. Six waves will march against your halls. | The temple and the magic tower are ready - pray, pay and hold. If the core still glows after the sixth wave, they will need a new recruiting song.
|
|
camp.m11.title = Patrol Paths
|
|
camp.m11.story = This fortress runs like clockwork: four patrols march around the courtyard, and every corner has a tower looking at it. | Study their rounds, cut them off one by one, and when nothing in silver armour moves any more, the place is ours.
|
|
camp.m12.title = Fire and Water
|
|
camp.m12.story = Fire on one side, water on the other, and in between a fortress with a shard and a gate. The knights built it to show off. | Cross both rivers, destroy the gate of the order and take the shard. And mind which bridge you are standing on.
|
|
camp.m13.title = The Treasure House of the Order
|
|
camp.m13.story = The treasure house of the Order: thirteen thousand worth in the vaults - their whole retirement plan. | Claiming vaults makes noise, so the garrison will come running. Plan accordingly. Or do not, and enjoy the fireworks.
|
|
camp.m14.title = The Ring of Towers
|
|
camp.m14.story = Eight towers in a ring, upgraded to the very top. The commander here believes in walls and arrows the way imps believe in lunch. | Raze every single tower. Your creatures attack towers they can reach - send them with the flag and keep the healing spell handy.
|
|
camp.m15.title = Beneath the Current
|
|
camp.m15.story = No portal down here. No new recruits. Just what you brought, what I could hire, and a fortress across a cold, fast river. | Defeat every knight with the army you have. Every creature counts - keep them fed, paid and angry.
|
|
camp.m16.title = Counterstrike
|
|
camp.m16.story = Beyond the lava the gate of the order keeps sending waves, and it will not stop until the gate falls. | Hold your line, then push. Break the gate and their counterattack dies with it.
|
|
camp.m17.title = The Bridge Town
|
|
camp.m17.story = A whole town on bridges: three rivers, two keeps, two shards and plenty of treasure. Knights love bridges - they tear down yours and keep their own. | Take both shards and six thousand from their vaults.
|
|
camp.m18.title = The Marshal's Lava Citadel
|
|
camp.m18.story = Marshal Gerold the Unbending sits in his lava citadel, a paladin who has never bent anything - not his knee, not his opinion. | His gate guards the road to the Grand Master. Break it. Gerold will try to break you first.
|
|
camp.m19.title = The Last Watch
|
|
camp.m19.story = Three keeps hold the last shards before the citadel. The Order has thrown everything it has left into them, including its last good mood. | Take all three shards. After this, only one old man in shiny armour stands between you and your core.
|
|
camp.m21.title = The Neighbour
|
|
camp.m21.story = Bad news, master: we are not the only darkness down here. Mossgrim the Mouldy has dug in to the east - a master who smells of wet cellar and calls it ambience. He has heard that a broken core is cheap to take. | His creatures wear green, his floors grow fungus, and his core glows like old cheese. Destroy it before he destroys yours. And somewhere north lies a little island with treasure - bridges, master, bridges.
|
|
camp.m22.title = The Chained One
|
|
camp.m22.story = The knights have walled up a cave to the north and chained an ogre inside, a nasty, strong, wonderful ogre. They forgot to tell him why. | Dig into the cave and claim it - the moment our ground touches him, he will break his chains and owe you everything. Then take the shard in the east. Another sealed cave to the south is said to hold gold.
|
|
camp.m23.title = Lady Nightwell
|
|
camp.m23.story = A letter, master, on black paper, scented with lilies: "Dear broken one, your shards would look lovely on my mantelpiece. Yours, Lady Nightwell." | She lives beyond the river in blue halls and is twice as clever as Mossgrim, which is not hard. Cross the water, break her core and take the treasure island on the way.
|
|
camp.m24.title = The Mana Springs
|
|
camp.m24.story = Old mana wells up on three islands here - raw power of the deep, wasted on fish. | Bridge over to them and let the imps claim every spring: each one gives you mana for ever and lets you store more of it. The knights in the east have noticed too, so be quick.
|
|
camp.m25.title = Mossgrim's Revenge
|
|
camp.m25.story = Mossgrim is back. He has rebuilt his core, grown a new beard of mould, and - this is the worst part - made a deal with the Order: their gate opens beside his halls. | Two enemies who also hate each other. Let them bite one another, then break Mossgrim's core for good.
|
|
camp.m26.title = Nightwell's Island Fortress
|
|
camp.m26.story = Lady Nightwell has withdrawn behind a lava stream and sends her finest creatures out to deal with us. Her letters have stopped being polite. | There is a mana spring on an island in the lava - take it, it will help. Then cross over and end her ambitions. With her core.
|
|
camp.m27.title = The Sealed Depths
|
|
camp.m27.story = The Order buried its most dangerous prisoners down here, in sealed caves: a chainbreaker and a gargoyle, and a vault full of their own confiscated gold. | Free both prisoners and claim the two mana springs on the islands. Somebody had to find them. It might as well be someone who appreciates them.
|
|
camp.m28.title = The Pact of the Masters
|
|
camp.m28.story = Mossgrim and Lady Nightwell have stopped hating each other. Well, a little - just long enough to come for you together. Green to the north-east, blue to the south-east. | An island with a mana spring lies between us. Hold it, then break both cores. They will not stay allies for long, but neither should they stay alive that long.
|
|
camp.m29.title = The Ember Islands
|
|
camp.m29.story = Lava islands, master, with springs of mana boiling in the middle, and a sealed cave where the knights chained a young wyrm. Young wyrms have short tempers. Lovely. | Free the wyrm, take both springs and the shard in the keep beyond the fire. Then the road to the Grand Master is open.
|
|
camp.m20.title = The Grand Master
|
|
camp.m20.story = Grand Master Valerian Brightshield waits in his citadel beyond the great river, with the last shard and the gate of the order. He has prayed, polished and prepared for a hundred years. | Destroy his gate and take back the shard. Then your core is whole - and every master who ever wanted it will come for it at once. One thing at a time.
|
|
camp.m30.title = The Throne of the Deep
|
|
camp.m30.story = It happened as I said: your core is whole, and now everybody wants it. Mossgrim and Lady Nightwell march together, and what is left of the Order opens its gate one last time. | Destroy both master cores and the gate of the order. After this the deep has exactly one master. Guess who. Hint: not me, I am the tea man.
|
|
camp.epilogue = The green core crumbles, the blue one goes dark, and the gate of the order falls silent. Somewhere above, the Lightwatch is writing a very long report, and Lady Nightwell's letters have stopped coming. | Crookfinger has made tea. You are whole, master. The underworld is yours.
|
|
lair.arrivals = {0} free beds: new creatures arrive at {1}% speed
|
|
job.help = Helping
|
|
|
|
# ranks (levels 1-10)
|
|
info.rank = Rank: {0}
|
|
rank.1 = Recruit
|
|
rank.2 = Private
|
|
rank.3 = Lance Corporal
|
|
rank.4 = Corporal
|
|
rank.5 = Sergeant
|
|
rank.6 = Staff Sergeant
|
|
rank.7 = Master Sergeant
|
|
rank.8 = Captain
|
|
rank.9 = Colonel
|
|
rank.10 = Warlord
|
|
|
|
# aerie and flying creatures
|
|
tool.aerie.label = Aerie
|
|
tool.aerie.desc = Perches and nests for flying creatures. 4+ tiles attract giant bats; with a torture chamber chain gargoyles, with a library arcane owls; a big aerie (16+) and treasury (16+) may lure an ember wyrm. Flyers cross water and lava.
|
|
room.aerie = Aerie
|
|
unit.bat = Giant Bat
|
|
unit.gargoyle = Chain Gargoyle
|
|
unit.owl = Arcane Owl
|
|
unit.wyrm = Ember Wyrm
|
|
job.rest = Recovering in the aerie
|
|
job.torment = Working on a prisoner
|
|
menu.made_with = Made with the help of Claude Code
|
|
menu.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 Mossgrim, the green master
|
|
owner.rival2 = held by Lady Nightwell, the blue master
|
|
owner.rival3 = held by the yellow master
|
|
net.desync = The match has diverged: this computer sees a different dungeon than the others.
|
|
menu.multiplayer = Multiplayer
|
|
net.title = Multiplayer matches
|
|
net.status_offline = No relay connection.
|
|
net.status_connecting = Connecting to the match relay...
|
|
net.status_lobby = Lobby
|
|
net.status_lobby_room = Match {0}
|
|
net.status_playing = Playing match {0}
|
|
net.status_closed = Match closed: {0}
|
|
net.error = {0}
|
|
net.rooms = Open matches
|
|
net.no_rooms = No open matches.
|
|
net.create = Create match
|
|
net.coop_mission = Co-op campaign: mission {0} ({1})
|
|
net.coop_create = Co-op campaign
|
|
net.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
|
|
|
|
# rival masters (free game)
|
|
newgame.difficulty = Opponents
|
|
diff.0 = Easy
|
|
diff.1 = Medium
|
|
diff.2 = Hard
|
|
newgame.opponents1 = One opponent: a rival dungeon master or - by chance - the humans' gate.
|
|
newgame.opponents2 = Two opponents: two rival masters, or - by chance - one master and the humans' gate.
|
|
msg.welcome_rivals = A rival dungeon master is near ({0} in all): destroy every rival soul core to win.
|
|
msg.welcome_both = A rival master and the humans' gate oppose you: destroy the rival soul core and the gate.
|
|
msg.welcome_humans = The humans' gate opposes you: destroy it.
|
|
msg.rival1_attack = Mossgrim, the green master, sends {0} creatures against you!
|
|
msg.rival2_attack = Lady Nightwell, the blue master, sends {0} creatures against you!
|
|
msg.rival1_out = Mossgrim is defeated - his soul core has shattered!
|
|
msg.rival2_out = Lady Nightwell is defeated - her soul core has shattered!
|
|
msg.rival_unit_slain = A {0} of a rival master falls! +{1} gold.
|
|
msg.wave_on_rival1 = Wave {0}: {1} heroes march on the green master.
|
|
msg.wave_on_rival2 = Wave {0}: {1} heroes march on the blue master.
|
|
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.
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|
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.
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|
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.
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|
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.
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|
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.
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|
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.
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|
best.cavedwarf.name = Cave dwarf
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|
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.
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|
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.
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|
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.
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|
best.b.farm.text = Mushrooms! Juicy, pale, slightly glowing. Hungry creatures are grumpy creatures, and spiders love a big garden.
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|
best.b.training.text = Creatures train here and gain levels. Training is billed on payday. Ogres come for a big hall.
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|
best.b.library.text = Research, quiet reading and the occasional explosion. Mages and owls come for a library.
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|
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.
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|
best.b.temple.text = Prayers heal the soul core and keep spirits high. The flame priestess comes for a temple.
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|
best.b.aerie.text = Perches and nests for flying creatures. Bats, gargoyles, owls and even the ember wyrm need room here.
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|
best.b.bridge.text = Wood over water, stone over lava. The knights tear down your bridges - claim theirs.
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|
best.b.steel.text = Riveted iron plates on a reinforced wall. Nobody digs through quickly, not even dwarves.
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|
best.b.arrow.text = The arrow pierces up to two more enemies behind the target. Cheap and reliable.
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|
best.b.cannon.text = Splash damage and knockback - push the knights into the lava.
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|
best.b.magic.text = Never misses, slows the target and jumps on to a second enemy. Uses mana.
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|
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.
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|
# forge, traps and doors
|
|
room.forge = Forge
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|
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.
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|
unit.cogling = Cogling
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|
cat.traps = Traps
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|
cost.work = {0} work in the forge
|
|
job.forge = Forging
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|
job.install = Installing a trap
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|
hint.trap_where = Traps and doors go on your own empty floor.
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|
hint.need_forge = You need a forge first: creatures make traps and doors there.
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|
msg.trap_made = The forge has finished: {0}. An imp will install it.
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|
msg.door_locked = Door locked - nobody gets through, not even your own creatures.
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msg.door_unlocked = Door unlocked.
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|
msg.door_broken = A door has been smashed!
|
|
msg.alarm = Alarm! Your creatures rush to the intruders.
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|
trap.ordered = Planned - the forge is at {0}%
|
|
trap.crated = Finished - waiting in the forge
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|
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)
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|
trap.spikes = Spike Pit
|
|
trap.poison = Poison Vent
|
|
trap.fire = Fire Jet
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|
trap.roller = Stone Roller
|
|
trap.alarm = Alarm Bell
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|
trap.mine = Rune Mine
|
|
trap.frost = Frost Glow
|
|
trap.door_wood = Wooden Door
|
|
trap.door_iron = Iron Door
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|
trap.door_magic = Magic Door
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|
tool.spikes.label = Spikes
|
|
tool.spikes.name = Spike Pit
|
|
tool.spikes.desc = Spikes shoot up when an enemy steps on it. Strikes again and again.
|
|
tool.poison.label = Poison
|
|
tool.poison.name = Poison Vent
|
|
tool.poison.desc = Releases a cloud of poison that hurts every enemy inside for a while.
|
|
tool.fire.label = Fire
|
|
tool.fire.name = Fire Jet
|
|
tool.fire.desc = A demon head spits a jet of fire at enemies up to three tiles away.
|
|
tool.roller.label = Roller
|
|
tool.roller.name = Stone Roller
|
|
tool.roller.desc = Sends a boulder rolling down the corridor: hits hard and knocks enemies aside.
|
|
tool.alarm.label = Alarm
|
|
tool.alarm.name = Alarm Bell
|
|
tool.alarm.desc = Rings when enemies come near: your creatures nearby rush to fight them.
|
|
tool.mine.label = Mine
|
|
tool.mine.name = Rune Mine
|
|
tool.mine.desc = Explodes once with great force when an enemy steps close.
|
|
tool.frost.label = Frost
|
|
tool.frost.name = Frost Glow
|
|
tool.frost.desc = An ice crystal: enemies around it are slowed and chilled, always.
|
|
tool.door_wood.label = Wood door
|
|
tool.door_wood.name = Wooden Door
|
|
tool.door_wood.desc = Your creatures walk through, enemies have to smash it. Click a door again to lock it.
|
|
tool.door_iron.label = Iron door
|
|
tool.door_iron.name = Iron Door
|
|
tool.door_iron.desc = A heavy door that takes a long time to break. Click a door again to lock it.
|
|
tool.door_magic.label = Magic door
|
|
tool.door_magic.name = Magic Door
|
|
tool.door_magic.desc = The strongest door: it hurls back whoever beats on it. Click a door again to lock it.
|
|
best.cogling.lure = a forge of 6+ tiles
|
|
best.cogling.text = A cogling is soot, brass goggles and pure enthusiasm. It builds traps two and a half times as fast as anyone else and hums while it hammers. | It cannot fight much, but every corridor it touches becomes a terrible place to walk. I adore them.
|
|
best.b.forge.text = The clang of hammers, the smell of hot iron. Every trap and door is made here first - the more creatures work, the faster.
|
|
best.b.spikes.text = Simple, honest, reusable. Knights hate it when the floor bites back.
|
|
best.b.poison.text = A puff of green and a lot of coughing. Best in narrow corridors.
|
|
best.b.fire.text = A demon head with a temper. Put it where the heroes queue.
|
|
best.b.roller.text = A boulder and a long corridor - physics does the rest.
|
|
best.b.alarm.text = Not dangerous itself, but it calls everybody who is.
|
|
best.b.mine.text = One step too many and the corridor gets redecorated.
|
|
best.b.frost.text = Cold makes heroes slow, and slow heroes make easy targets.
|
|
best.b.door_wood.text = Keeps the draught and the knights out - for a while.
|
|
best.b.door_iron.text = Heavy, riveted, stubborn. Bring a battering ram, heroes.
|
|
best.b.door_magic.text = Strike it and it strikes back. Locked, it is the end of every corridor.
|
|
|
|
# research
|
|
hud.research = Research
|
|
research.now = Researching: {0} ({1}%)
|
|
research.next = then: {0}
|
|
research.done = Nothing left to research here.
|
|
msg.researched = Researched: {0}! It is in the build menu now.
|
|
msg.tool_research = Not researched yet - creatures studying in the library work on it.
|
|
|
|
# spells
|
|
hint.cavein_where = A cave-in needs open floor (not rooms) under the pointer.
|
|
hint.spell_own = Cast it on your own creatures.
|
|
hint.spell_foe = Cast it on enemies.
|
|
tool.eye.label = Eye
|
|
tool.eye.name = Seer's Eye
|
|
tool.eye.desc = Opens a magic eye: a wide area around the spot is revealed for 20 seconds.
|
|
tool.cavein.label = Cave-in
|
|
tool.cavein.name = Cave-in
|
|
tool.cavein.desc = The ceiling comes down: open floor turns back into earth (3x3), whoever stands there is hurt and pushed out. Blocks corridors.
|
|
tool.haste.label = Haste
|
|
tool.haste.name = Haste
|
|
tool.haste.desc = Your creatures around the spot move and act much faster for 30 seconds.
|
|
tool.stoneskin.label = Stoneskin
|
|
tool.stoneskin.name = Stoneskin
|
|
tool.stoneskin.desc = Your creatures around the spot take only half damage for 30 seconds.
|
|
tool.goldrain.label = Gold rain
|
|
tool.goldrain.name = Gold Rain
|
|
tool.goldrain.desc = Turns mana into 250 gold for your treasury.
|
|
tool.invisible.label = Invisible
|
|
tool.invisible.name = Invisibility
|
|
tool.invisible.desc = One creature becomes invisible for 25 seconds: enemies and towers ignore it until it attacks.
|
|
tool.plague.label = Plague
|
|
tool.plague.name = Plague
|
|
tool.plague.desc = A sickness that eats at the enemies around the spot and jumps from one to the next.
|
|
tool.quake.label = Quake
|
|
tool.quake.name = Quake
|
|
tool.quake.desc = The ground shakes: enemies around the spot are hurt and stunned for two seconds. Your creatures keep their footing.
|
|
tile.unexplored = Unexplored darkness
|
|
|
|
# personality
|
|
msg.brawl = A brawl! The {0} and the {1} cannot stand each other.
|
|
job.brawl = Brawling
|
|
best.likes = Loves: {0}
|
|
best.hates = Cannot stand: {0}
|
|
best.ability = From Lv {0}: {1} - {2}
|
|
ability.dig.name = Old hand
|
|
ability.dig.desc = digs a quarter faster.
|
|
ability.dash.name = Dash
|
|
ability.dash.desc = leaps at enemies a few tiles away with a heavy blow.
|
|
ability.web.name = Web
|
|
ability.web.desc = its bites often leave enemies stuck and slow.
|
|
ability.teleport.name = Shadow step
|
|
ability.teleport.desc = badly hurt in a fight, it vanishes back to its bed.
|
|
ability.stomp.name = Stomp
|
|
ability.stomp.desc = shakes the ground: enemies around it are hurt and stunned.
|
|
ability.shackle.name = Shackle
|
|
ability.shackle.desc = its blows sometimes chain enemies in place.
|
|
ability.pulse.name = Healing pulse
|
|
ability.pulse.desc = heals all hurt creatures around her at once.
|
|
ability.whirl.name = Whirlwind
|
|
ability.whirl.desc = spins its axes through every enemy around it.
|
|
ability.shriek.name = Shriek
|
|
ability.shriek.desc = a piercing cry that stuns enemies nearby.
|
|
ability.stoneform.name = Stone form
|
|
ability.stoneform.desc = badly hurt, it turns to stone and takes half damage for a while.
|
|
ability.volley.name = Volley
|
|
ability.volley.desc = every bolt is followed by a second one at another enemy.
|
|
ability.inferno.name = Inferno
|
|
ability.inferno.desc = its fire breath spreads much wider.
|
|
ability.bomb.name = Bomb
|
|
ability.bomb.desc = throws a home-made bomb that explodes among the enemies.
|
|
|
|
# more rooms
|
|
room.prison = Prison
|
|
room.graveyard = Graveyard
|
|
room.guardpost = Guard Post
|
|
room.arena = Arena
|
|
room.altar = Sacrifice Altar
|
|
tool.prison.label = Prison
|
|
tool.prison.desc = Captured heroes sit in cells here - apart from the torture chamber. Without torture they do not change sides, and hunger wears them down. Pick a prisoner up with the hand to move it to the torture chamber.
|
|
tool.graveyard.label = Graveyard
|
|
tool.graveyard.desc = The fallen - heroes and creatures - are buried here. After a while some of them rise as revenants and serve you.
|
|
tool.guardpost.label = Guard post
|
|
tool.guardpost.desc = Creatures hold the position here for a while and watch far: they attack every enemy that comes into view.
|
|
tool.arena.label = Arena
|
|
tool.arena.desc = Creatures spar in pairs: twice as much experience as training and free of charge, but they get bruised.
|
|
tool.altar.label = Altar
|
|
tool.altar.desc = Drop a creature on the altar to sacrifice it. Certain pairs of sacrifices bring a rare creature, otherwise the dungeon is blessed: better mood and mana.
|
|
unit.revenant = Revenant
|
|
job.guard_post = On guard
|
|
job.spar = Sparring
|
|
msg.revenant_rises = A revenant rises from the graveyard and serves you!
|
|
msg.prisoner_starved = A captured {0} starved in prison.
|
|
msg.altar_gift = The altar accepts the pair: a {0} appears!
|
|
msg.altar_blessing = The {0} is sacrificed. The dungeon is blessed.
|
|
best.revenant.lure = rises from the graveyard
|
|
best.revenant.text = A revenant does not eat, does not sleep and does not complain - the perfect employee, if you can stand the smell. | It drinks the strength of those it strikes once it has some experience. The priestess and it do not get along, for obvious reasons.
|
|
best.b.prison.text = Rows of cells. Heroes rot here quietly until somebody decides what to do with them.
|
|
best.b.graveyard.text = Moss, stones and fresh earth. Nobody stays dead for long down here.
|
|
best.b.guardpost.text = A brazier, a banner and a bored creature with sharp eyes.
|
|
best.b.arena.text = Sand, sweat and the occasional tooth. Experience comes fast here.
|
|
best.b.altar.text = Black marble that drinks. Some say it listens to pairs. Ogre and spider, mage and bat, jailer and priestess, kobold and cogling...
|
|
ability.drain.name = Life drain
|
|
ability.drain.desc = heals itself by a third of the damage it deals.
|
|
|
|
# more heroes
|
|
unit.giant = Giant
|
|
unit.fairy = Fairy Spy
|
|
unit.battlemage = Battle Mage
|
|
msg.trap_wrecked = The heroes wrecked a trap: {0}.
|
|
best.giant.text = A giant is what happens when a knight eats his vegetables for three hundred years. Slow, enormous, and it treats doors as a suggestion. | It wrecks traps simply by standing next to them. Revolting manners. Hit it with everything, preferably from afar.
|
|
best.fairy.text = The Order's little informer: a glowing gnat with wings, sent ahead to find your traps and tell everybody. Once it has seen a trap, the heroes smash it. | It also sprinkles healing dust on the heroes. Swat it first. Twice, to be sure.
|
|
best.battlemage.text = A mage in the Order's robes who thinks walls are a personal insult. Reinforced walls burst under his fireballs, and he never stops talking about it. | Fragile up close. Steel walls annoy him most - good.
|
|
|
|
# orders
|
|
tool.order_attack.label = Attack
|
|
tool.order_attack.name = Attack!
|
|
tool.order_attack.desc = Click an enemy or an enemy tower: all fighting creatures within 18 tiles go for it. Right click with an order tool cancels the guard orders.
|
|
tool.order_guard.label = Guard
|
|
tool.order_guard.name = Guard this room
|
|
tool.order_guard.desc = Click a room: up to three creatures nearby take positions there for two minutes and attack whatever comes into view. Right click cancels.
|
|
hint.order_attack = Click an enemy or an enemy tower.
|
|
hint.order_guard = Click one of your rooms (or your own floor).
|
|
hint.order_nobody = No creature is free for that order.
|
|
msg.order_attack = {0} creatures attack!
|
|
msg.order_guard = {0} creatures take their positions.
|
|
msg.orders_cancelled = Guard orders cancelled.
|
|
|
|
# creature overview
|
|
cat.overview = Creatures
|
|
ov.title = Your creatures
|
|
ov.summary = {0} creatures - wages {1} gold per payday - mood {2}%
|
|
ov.none = No creatures yet. Build a lair and a mushroom garden and claim a portal.
|
|
ov.hint = Lv, mood, wage, job, health - click: go there
|
|
set.voice = Crookfinger's voice
|